Critters Sourcebook
Critters Sourcebook
Critters Sourcebook
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GOBLIN<br />
Goblins are HMHVV-infected dwarfs. Virally induced<br />
changes include the loss of almost all body hair and fat; the latter<br />
reduces the goblin’s body mass to the point that its skeletal<br />
structure is clearly visible. Goblin ears are large, long, and<br />
slightly pointed. Its favorite food is raw meat, and it prefers the<br />
dark recesses of abandoned buildings or underground caverns.<br />
As with other HMHVV-afflicted species, most goblins suffer<br />
from severely reduced intelligence, though they remain capable<br />
of some coherent speech.<br />
A dwarf who becomes infected with HMHVV and turns<br />
into a goblin uses its normal Attributes.<br />
B Q S C I W E R<br />
5 4 x 2 6 — 1/5 5 2D6 4<br />
INIT: 4 + 2D6<br />
Attacks: Humanoid<br />
Powers: Enhanced Senses (Smell, Taste), Essence Drain<br />
(Permanent), Immunity (Fire), Infection, Regeneration. Some<br />
also have Magical Skills.<br />
Weaknesses: Allergy (Sunlight, Mild), Essence Loss,<br />
Vulnerability (Iron)<br />
GOLDEN BOAR<br />
Highly sought after for its magical tusks, the golden boar<br />
is a hoofed mammal averaging 2.2 meters in length, standing<br />
approximately a meter tall and weighing approximately 170<br />
kilos. Covered in a coat of gray-brown fur, overlaid with redbrown<br />
hair, this omnivore is almost exclusively found in dense<br />
forests. It shows aggressiveness only when mating or protecting<br />
its young.<br />
B Q S C I W E R<br />
6/1 4 x 5 8 — 2/5 6 6Z 4<br />
INIT: 4 + 2D6<br />
Attacks: 6M<br />
Powers: Concealment (Personal), Enhanced Physical Attributes<br />
(Quickness, once per day, for [Essence]D6 turns), Magical<br />
Guard (Self Only), Regeneration<br />
Notes: Each tusk of a golden boar may be used as the equivalent<br />
of 1 unit of material for enchanting that does not require<br />
refinement and counts as a virgin telesma. Reduce all target<br />
numbers for enchanting by 1 if using a golden boar tusk in the<br />
operation, and reduce all base times by 20 percent or by a minimum<br />
of 1 step (1 day and so on), rounding fractions down.<br />
The tusk must be suitable material for the object desired by the<br />
enchanter (determined by the gamemaster); it works fine as a<br />
spell focus but can only be used to make a magical weapon<br />
equivalent to a dagger. The tusk of a female is equivalent to half<br />
a male boar’s tusk, so a magician must use two to gain the<br />
advantages described above. Female tusks are too small to be<br />
enchanted as magical weapons.<br />
GOMATIA<br />
These Awakened chameleons grow to the size of a<br />
Doberman, and their magical camouflage makes them even<br />
harder to detect than their non-Awakened cousins. They have<br />
large, rotating eyes; prehensile tails and toes; and a long, sticky<br />
tongue that reaches three times the lizard’s body length.<br />
Variants are found in rain forests all over Africa, Madagascar<br />
and India. Gomatia are diurnal ambush-hunters that feed primarily<br />
on birds and Awakened insects, but they will eat anything<br />
up to the size of a house cat. They are stupid and will<br />
attack something many times that size if it smells like prey<br />
(insect spirits, for example). They breed once a year and bear<br />
ten to twenty-five live young. Gomatia pose little danger to<br />
metahumans, though they may attack infants. They are sold as<br />
pets and are becoming a common security paranimal.<br />
B Q S C I W E R<br />
6 3 x 1 6 — 2/6 3 6Z 3<br />
INIT: 3 + 3D6<br />
Attacks: 6M<br />
Powers: Adaptive Coloration, Enhanced Senses (Smell, 360 0<br />
vision), Immunity (Poisons)<br />
Notes: The gomatia may attack with its tongue, doing 6L Stun<br />
and taking a Free Action to drag what it grasps to its mouth. An<br />
Opposed Strength Test is required to break the gomatia’s grasp.<br />
This tongue attack has a Reach of 2.<br />
GORGON<br />
The gorgon is an amphibious dracoform, approximately 8<br />
meters long, with powerful limbs and a ruff of loose skin<br />
around the throat. Its feet are webbed and clawed, and a ridge<br />
of spines runs down its back. A ring of snakelike appendages,<br />
each roughly 18 inches long and ending in small spheres,<br />
springs from the crown of its head. Gorgons lack wings but<br />
have well-concealed gills along the neck. They appear to be<br />
carnivores and are known to hunt metahumans.<br />
B Q S C I W E R<br />
11/2 4 x 4 10 — 2/4 4 6Z 4<br />
INIT: 4 + 1D6<br />
Attacks: 8D, +1 Reach<br />
Powers: Innate Spell (Lightning Bolt, Petrify), Noxious Breath,<br />
Paralyzing Touch, Petrifying Gaze, Venom, Weather Control<br />
Weaknesses: Dietary Requirement (Heavy Petroleum Oils)<br />
Notes: Quickness multiplier for swimming is 5.<br />
GREATER UNICORN<br />
The greater unicorn is larger and less delicate-looking than<br />
the standard unicorn, with a thick mane and pink-tinged<br />
hooves. Its single horn is short and thick, and its eyes have a<br />
golden cast. The greater unicorn can grow as tall as a meter<br />
and a half at the shoulder. Many shamans consider this creature’s<br />
horn ideal for making fetishes or spell foci for dealing<br />
with poisons and pathogens, which has prompted a sizable<br />
poaching industry.<br />
B Q S C I W E R<br />
8 4 x 5 8 4 3/4 4 6Z 5<br />
INIT: 5 + 2D6<br />
Attacks: 8M, +1 Reach<br />
Powers: Empathy, Enhanced Physical Attributes (Quickness),<br />
Immunity (Pathogens, Poisons), Magical Guard (Self Only), Search<br />
<strong>Critters</strong><br />
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