Critters

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Barley

A bandit at the head of a raccoon gang, tinkerer Barley is the Plastic Jungle's unofficial town mayor, attempting to be an advocate for the creatures that live within.

SR1ParanomalAnimalsofNorthAmerica Bandit.png
Insight 2 Hunt Study 2 Survey Tinker 3
Prowess 3 Finesse 2 Prowl 2 Skirmish Wreck 1
Resolve 2 Attune Command 1 Consort Sway 1

Dexterous Paws (Species Ability)

  • You have thumbs, finger-like claws, or nimble talons.
  • When operating machinery or doing work that requires fine motor control, reduce the Tier of the challenge by one to a minimum of one.

Night Vision (Species Ability)

  • Your eyes glow a pale green at night. You don’t need light to get the job done.
  • A lack of light never negatively affect your Critter’s Position.

Knowing Your Enemy (Job Ability)

  • The strange blue glow, the self-moving objects, and sparks of life have revealed themselves to you.
  • You have +1 Effect level when attempting to operate Human tech. When attempting to Invent or Craft Human tech, get +1 result level to your roll.
  • A Battery: You have a large battery and can charge Human tech with it. [2 Load]

Vice: Game Boy playing

Ignatius

A littermate of Barley's and a fellow bandit, cutie Ignatius is the charismatic face of the family.

Insight 2 Hunt Study 1 Survey 3 Tinker
Prowess 3 Finesse 1 Prowl 1 Skirmish 1 Wreck
Resolve 3 Attune Command 1 Consort 1 Sway 3

Sharp Senses (Species Ability)

  • Eyes like a hawk, nose like a hound, or the ears of a rabbit all make it easier to be aware of your surroundings. Increase the Effect of Action Rolls made to track, keep watch, or otherwise use one of your Critter’s senses.

Doe-Eyed Stare (Job Ability)

  • You look up at someone and give them the most pitiful look you can muster. You can practically see their heart melt.
  • You get +1 Effect when attempting to distract or charm.
  • A Too-Large Coat: +1d to rolls when attempting to run away from something larger than you. [2 Load]

Too Familiar (Job Ability)

  • You’ve lived in their homes, been snatched by their young, and lived. You don’t fear them—not anymore.
  • You are immune to the overpowering fear that most Critters feel instinctively when near a Human.
  • Little Set of Human Clothes: A Humans reaction to a Critter wearing clothing is completely unpredictable. [0 Load]

Vice: Shiny collecting

Fangs

An imported Blackberry Cat kept unknowingly as a pet by a human family. Known to humans as Theseus, Fangs serves as a stalker for the raccoons.

SR2ParanormalAnimalsofEurope BlackberryCat.png
Insight 2 Hunt 3 Study Survey 2 Tinker
Prowess 3 Finesse 1 Prowl 2 Skirmish 1 Wreck
Resolve 2 Attune 2 Command 1 Consort Sway

Blackberry Hypnosis (Species Ability)

  • Fangs can induce mild suggestions into metahumans.

On Edge (Job Ability)

  • Living closer to Humans has given you the experience to know what Humans typically do and when.
  • You’re always aware of Humans when in their homes. Take +1d whenever you gather information about humanity by any means.
  • A Vibrating Gadget: A weird ball that vibrates like those blue light bricks that Humans carry everywhere. This little gadget can distract a Human for a moment as they try to find it. [2 Load]

Peepers Peeled (Job Ability)

  • You know how to find what you are looking for and are never found by those looking for you.
  • When you gather information to discover the location of a target, you get +1 Effect. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.
  • A Pet Fly (Buzz Buzz): A big ol’ housefly that you trained. Can help you look around for stuff. It’ll agitate Humans, though.

Vice: Catnip

Air Jordan

A flying squirrel imported to be a rich kid's pet, this actual bombardier ran away after not being well taken care of. Recruited into the raccoon gang as a sneaker by Iggy.

SR1ParanomalAnimalsofNorthAmerica Bombardier.png
Insight 2 Hunt Study 1 Survey 2 Tinker
Prowess 2 Finesse 3 Prowl 3 Skirmish 1 Wreck
Resolve 2 Attune 1 Command Consort 1 Sway

Glide (Species Ability)

  • You can glide, but not fly.

Camouflage (Species Ability)

  • Changing colors, discrete feathers, silent paws. You move unseen.
  • Scrounge: Resist a consequence from detection, or push yourself for a feat of stealth.

Under Wing (Job Ability)

  • Like a hen and their chicks, you shield your fellow Critters from harm.
  • When you protect a teammate, take +1d to your Resistance Roll. When you gather info to anticipate possible threats in the current situation, you get +1 Effect.
  • Tin Can Armor: A homemade suit of tin can plate. It functions as Armor and negates one Wound. [3 Load]

Vice: Human athletics appreciator

Crew

Contact: Fitz, a crow collector of various odds and ends.

Everyone Steals (Special Ability)

  • Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3). (Already taken into account)

Pack Rats (Lair Ability)

  • Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.

Cohort: Raccoon Hooligans

  • A gang of unruly raccoons brawlers available to be called out when a little muscle is needed.
  • Fearsome: The cohort is terrifying in aspect and reputation.
  • Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, that they're mere animals, etc.