Difference between revisions of "Critters"

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==Critters==
==Barley==


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


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Species Abilities:
'''Dexterous Paws''' (Species Ability)
* Dexterous Paws
* You have thumbs, finger-like claws, or nimble talons.
* Night Vision
* When operating machinery or doing work that requires fine motor control, reduce the Tier of the challenge by one to a minimum of one.


Job Ability:
'''Night Vision''' (Species Ability)
* Knowing Your Enemy
* 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.


Vice: Playing Gameboy
'''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]


Kith and Kin:
'''Vice''': Game Boy playing


Barley tries to be an advocate for the creatures of the Plastic Jungle. Unofficial town mayor.
==Ignatius==


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


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Species Ability:
'''Sharp Senses''' (Species Ability)
* Sharp Senses
* 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.


Job Abilities:
'''Doe-Eyed Stare''' (Job Ability)
* Doe-Eyed Stare
* You look up at someone and give them the most pitiful look you can muster. You can practically see their heart melt.
* Too Familiar
* 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]


Vice: Shiny Collection
'''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]


Kith and Kin:
'''Vice''': Shiny collecting
* Littermate with Barley


===Fangs===
==Fangs==


Indoor-outdoor cat. Blackberry cat.
An imported Blackberry Cat kept unknowingly as a pet by a human family. Known to humans as Theseus.


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Alias: Theseus
'''Hypnotic Suggestion''' (Species Ability)
* Fangs can induce mild suggestions into humans.


Species Ability:
'''On Edge''' (Job Ability)
* Hypnotic Suggestion
* 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]


Job Abilities:
'''Peepers Peeled''' (Job Ability)
* On Edge
* You know how to find what you are looking for and are never found by those looking for you.
* Peepers Peeled
* 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
'''Vice''': Catnip


Fly: Buzz Buzz
==Air Jordan==


===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 by Iggy.


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Species Abilities:
'''Glide''' (Species Ability)
* Glide
* You can glide, but not fly.
* Camouflage


Job Abilities:
'''Camouflage''' (Species Ability)
* Under Wing
* Changing colors, discrete feathers, silent paws. You move unseen.
* Scrounge: Resist a consequence from detection, or push yourself for a feat of stealth.


Vice:
'''Under Wing''' (Job Ability)
* Human athletics appreciator
* 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 fo tin can plate. It functions as Armor and negates one Wound. [3 Load]


Kith and Kin:
'''Vice''': Human athletics appreciator
* Recruited by Iggy
 
Was a rich kid's pet, ran away after not being well taken care of. Ended up in the Plastic Jungle.


==Crew==
==Crew==


Contacts
'''Contact''': Fitz, a bandit and collector of various odds and ends.
* '''Fitz, a bandit and collector'''


Special Abilities
'''Everyone Steals''' (Special Ability)
''''* Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).'''
* Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3). (Already taken into account)
* Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Seattle that exists in the ghost field.
* Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
* Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.


Lair Upgrades
'''Pack Rats''' (Lair Ability)
* Hidden Lair: Your lair has a secret location and is disguised to hide it from view.
* Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
* '''Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.'''
* Secure Lair: Your lair has locks, alarms, and traps to thwart intruders.
* Workshop: Your lair has a workshop appointed with tools for tinkering.


Cohort
'''Cohort''': Raccoon Hooligans
* A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
* A gang of unruly raccoons brawlers available to be called out when a little muscle is needed.
* For a gang, select the gang's specialty (e.g., scholars, tinkerers, spies, scavengers, scouts, thieves, '''brawlers''').
* Fearsome: The cohort is terrifying in aspect and reputation.
* For an expert, select their profession (e.g., healer, investigator, assassin).
* Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, that they're mere animals, etc.
* For either a gang or expert, give them one or two edges...
** '''Fearsome: The cohort is terrifying in aspect and reputation.'''
** Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
** Loyal: The cohort can’t be bribed or turned against you.
** Tenacious: The cohort won’t be deterred from a task.
* ... and a corresponding number of flaws:
** Principled: The cohort has an ethic or values that it won’t betray.
** Savage: The cohort is excessively violent and cruel.
** '''Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.'''
** Wild: The cohort is drunken, debauched, and loud-mouthed.

Revision as of 04:55, 13 September 2023

Barley

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

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

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.

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

Hypnotic Suggestion (Species Ability)

  • Fangs can induce mild suggestions into humans.

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 by Iggy.

Insight 2 Hunt Study 1 Survey 2 Tinker
Prowess 2 Finesse 3 Prowl 3 Skirmish Wreck
Resolve 0 Attune Command Consort 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 fo tin can plate. It functions as Armor and negates one Wound. [3 Load]

Vice: Human athletics appreciator

Crew

Contact: Fitz, a bandit and 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.