RACES


Here's a list of races available in my games along with additional notes. The major metahuman races are capitalized and boldfaced and are followed by all the currently documented sub-varients of that race. The creation costs are reworked from FASA's rules to reflect the population distribution of the various metatypes.

Creation
Cost
RaceModificationsEdgesFlaws
0HUMANNo ModsNo EdgesNo Flaws
30
  • Vampire
  • No Mods Enhanced Physical Attributes;
    Enhanced Senses; Essence Drain;
    Immunity (Age, Disease, Poison);
    Regeneration;
    Thermographic Vision
    Aggravated Damage: Fire;
    Induced Dormancy: Wood;
    Essence Loss;
    Allergy Sunlight, Severe;
    Dietary Requirement(Blood);
    Bio-Rejection
    10DWARF+1 Bdy, -1 Quick,
    +2 Str, +1 Will
    Thermographic Vision,
    +2 Body, disease
    Short,
    15
  • Koborokuru
  • +1 Bdy, +2 Str,
    +1 Will
    Thermographic Vision,
    +2 Body, disease
    Short, furry
    15
  • Menehune
  • +2 Bdy, -1 Quick
    +2Str, +1 Will
    Thermographic Vision,
    +2 Body, disease
    Short, furry
    15
  • Gnomes
  • +1 Bdy, -1 Quick
    +2 Str, +2 Will
    Thermographic Vision,
    +2 Body, disease
    Short,
    30
  • Goblins
  • +1 Bdy, -1 Quick
    +2 Str, +1 Will, -2 Int
    Enhanced Physical Attributes;
    Enhanced Senses; Essence Drain;
    Immunity (Age, Disease, Poison);
    Regeneration;
    Thermographic Vision
    Aggravated Damage: Fire &
    Iron; Essence Loss;
    Allergy Sunlight, Severe;
    Dietary Requirement(Flesh);
    Bio-Rejection
    5ELF+1 Quickness, +2 ChrLow Light Vision No Flaws
    10
  • Wakyambi
  • +2 Chr, +1 Will Low Light Vision
    10
  • Night Ones
  • +2 Chr, +2 Quickness Low Light VisionMild Allergy, Sunlight
    10
  • Dryads
  • +3 Chr, -1 Str, -1 Bod Low Light Vision,
    Animal Empathy
    Mild Allergy,
    Urban Areas
    +30
  • Bain Sidhe
  • +2 Chr, +1 Quickness Enhanced Physical Attributes;
    Enhanced Senses; Essence Drain;
    Immunity (Age, Disease, Poison);
    Regeneration; Fear; Cold Aura
    Low Light Vision
    Aggravated Damage: Fire, Silver;
    Induced Dormancy: Wood;
    Essence Loss; Bio-Rejection
    Allergy Sunlight, Severe;
    Dietary Requirement(Blood);
    Mild Allergy: Urban Areas
    5ORK+3 Bod, +2 Str, -1 Chr, -1 Int Low Light VisionNone
    10
  • Hobgoblin
  • +2 Bod, +2 Str, -1 Chr Low Light VisionNone
    10
  • Oni
  • +2 Bod, +2 Str, -1 Chr,
    -1 Int, +1 Will
    Low Light Vision,
    Magical Aptitude
    None
    10
  • Ogre
  • +3 Bod, +2 Str, -1 Int Low Light VisionNone
    15
  • Satyr
  • +2 Bod, +2 Str, -1 Chr,
    -1 Quickness, +1 Will
    Low Light Vision, x4 Running MultiplierNone
    +30
  • Wendigo
  • +3 Bod, +3 Str, -2 Chr, -2 Int Enhanced Physical Attributes;
    Enhanced Senses; Essence Drain;
    Immunity (Age, Disease, Poison);
    Regeneration;
    Low Light
    Aggravated Damage: Fire &
    Ferrous Metals; Essence Loss;
    Allergy Sunlight, Moderate;
    Dietary Requirement(Flesh);
    Bio-Rejection
    10TROLL+5 Bod, -1 Quick, +4 Str,
    -2 Int, -1 Will, -2 Chr
    Thermographic, +1 Reach,
    Dermal Armor (+1 Bod)
    None
    15
  • Cyclops
  • +5 Bod, -1 Quick, +6 Str,
    -2 Int, -1 Will, -2 Chr
    Thermographic, +1 Reach+2 TN for
    ranged attacks
    15
  • Fomori
  • +4 Bod, -1 Quick, +3 Str,
    -2 Int, -1 Will
    Thermographic, +1 ReachNo Flaws
    15
  • Giants
  • +4 Bod, -1 Quick, +5 Str,
    -2 Int, -1 Will, -2 Chr
    Thermographic, +1 ReachNo Flaws
    15
  • Minotaur
  • +4 Bod, -1 Quick, +3 Str,
    -1 Int, -1 Chr, -1 Will
    Thermographic, +1 Reach
    STR(M) attack with horns
    No Flaws
    30
    30
    SASQUATCH+4 Body, +3 Str, -2 Int Low Light Vision, +1 Reach
    Magically Active(Shamanic)
    Furry, Mild Allergy:
    Urban Areas
    +20GHOUL+2 Bod, +1 Str, -1 Int
    , -2 Chr, -1 Essence
    Enhanced smell;
    Enhanced Hearing;
    Dual-Natured;
    +1 Running Multiplier;
    Claws (STR)M
    Mild Allergy, Sunlight;
    Blind;
    Dietary Requirement;
    Sensitive System
    30
    30
    SPRITE-2 Body, -3 Str, +4 Quick Concealment (Personal)-2 Reach

    Humans

      Homo sapiens sapiens
    Description: Humans stand about 1.7 meters high and weight about 70 kilograms. Skin coloration ranges from pinkish-white to ebony. There are three major ethnic groups, each of which varies considerably in size, coloration, and hair distribution and quality, but the ears are always rounded, the skull has 32 teeth, and the women have 2 mammae.
    Habitat: Humans prefer to dwell in above ground, roofed structures.
    Habits: Most humans prefer daytime activity. Their diet is omnivorous. Human populations live in small family groups, pairs of adults, or alone. The worldwide average human life span in 55 years. The breeding season is unrestricted. Gestation is 266.5 days.

    Vampire

      Human Metahuman Vampiric Virus
    Description: Humans infected by the Human Metahuman Vampiric Virus become the sterotypical Vampire. Vampires lose Essence at a rate of 1 point each day. They can replace this Essence by draining victims of blood. The Essence gained in this manner is only lost temporarily from the victim. Vampires can drain up to their normal essence capacity of 6. Attributes are equal to their base attributes plus their current Essence rating, so unless starved most vampires are stronger, tougher, and quicker than humans.

    Dwarf

      Homo sapiens pumilionis
    Illustration by Mark Zug
    Dwarf Shaman by Mark Zug Description: The average dwarf is 1.2 meters tall and weights 54 kilograms. His coloration is usually pinkish-white or light tan, but may be as dark as ebony. Female dwarfs have 2 mammae, and all dwarfs have 32 teeth. Dwarf legs are disproportionately short, making them porr runners. Their torsos are wide, with great breadth at the shoulders, endowing the subspecies with increased arm strength. Their body hair is well-developed and head hair profuse; males have extensive facial hair. The dwarf nose tends to be large and long and the ears slightly pointed.
    Habitat: This subspecies prefers artificial or natural caverns in wilderness areas. In urban environments, dwarfs show a preference for dwelling in basements or subbasements.
    Habits:Dwarfs may be active by day or night. Their diet is omnivorous. Populations form small family groups, and though they show isolationalist tendencies, small enclaves are found in communities all over the world. Their life span in unverified, but predictions based on metabolic rates run to more than a hundred years. Their breeding season is unrestricted. The gestation period is 284 days.

    Goblins

      Human / Metahuman Vampiric Virus
    Description: Dwarves infected with the Human MetaHuman Vampiric Virus are transformed into Goblins. Virally induced changes include the loss of almost all body air and fat; the later induces emaciation to the point that its skeletal structure is clearly visible. Goblin ears are larege, long, and slightly pointed. Their favorite food is raw meat, and they prefers the dark recesses of abandoned buildings or underground caverns. As with other HMHVV-afflicted species, most goblins suffer from severely reduced intelligence, though they remain capable of some coherent speech.

    Koborokuru

    Japanese dwarfs, called koborokuru, are slightly smaller than their Western counterparts and possess extensive body hair. Like other metahumans, koborokuru are not looked upon kindly in Japanese society. In fact, Japanese anti-metahuman prejudice has saddled koborokuru with an undeserved reputation as rude and primitive individuals. Like gnomes, koborokuru prefer rural and wilderness areas over urban environments.

    Menehune

    The menehune, or Children of the Land, are named for the original "little people" of Hawai'i. Menehune are shorter than most dwarfs and possess luxuriant body hair, thick muscles, large noses, bushy eyebrows and stringy hair. According to local legends, the menehune's ancestors came fromt eh lost continent of Mu, or Atlantis, but modern biologists and anthropologists place little stock in such fables.

    Gnomes

    Members of the gnome subgroup inhabit Central Europe and Asia Minor. Gnomes are distinguished from common dwarfs by longer noses and a shorter, more childlike physique. Gnomes tend to favor rural environments over urban settings. Most cling to the behaviors traditionally attributed to their race by mythology and seem unnerved by modern technology. All known magical gnomes are shamans.

    Elf

      Homo sapiens nobilis
    Description: The height of the typical elf is 1.9 meters, and his weight is 72 kilograms. Coloration is pale pink to white or ebony. The females have 2 mammae, and all elves have 32 teeth. Nobilis is more slender than sapiens and has a lighter build, though the bone structure and musculature are equally strong. The slenderness is exaggerated in nobilis of Polynesian and Australian aboriginal origin. Elven body hair is sparse, but head hair is usually luxuriant and extremely fine. Elven hair is usually straight or slightly wavy, and is almost always worn long. There are also several populations showing tightly curled head hair, however. The eyes are almond shaped; in darker-skinned nobilis they are often slightly protuberant. The ears come to a definite point.
    Habitat: In urban areas, elves inhabit standard human structures. In wilderness areas, they prefer to live in structures built of natural materials or living plants.
    Habits: Elves are nocturnal beings. Their diet is vegetarian. They tend to live in small groups, preferably apart from the rest of humanity. The elf life-expectancy is unverified, with possible life spans of several hundred years, but metabolic studies are inconclusive. The elven breeding season is unrestricted. Gestation is 360 days.


    Bain Sidhe

      Human Metahuman Vampiric Virus
    Description: Elves infected with the Human Metahuman Vampiric Virus are transformed into Bain Sidhe (pronounced Ban-she) They prefer desolate places near human habitation and live off the Essence of their victims, whom are terrified into flight by the Bain Sidhe's haunting wail and pursued until they drop from exhaustion.

    Wakyambi

    The wakyambi are an extremely rare elven subgroup native to Africa. The wakyambi often lack pointed ears and are noticeably thinner and taller than other elves, many growing as tall as trolls and a rare few even taller. Wakyambi almost always possess black or brown skin, although rare albino wakyambi are known to exist, characterized by white skin, no body hair and red eyes. All known albino wakyambi shun the modern world and live deep within the jungles of the African heartland.

    The Night Ones

    A mostly European metavariant of elves known by their own choice as the Night Ones, possess the distinguishing physical characteristic of fine fur covering their bodies. This layer of fur is indistinguishable from skin at a distance, but the fact that the fur ranges in color from black to violet to blue, with some rare examples of green and a very deep orange, makes this metavariant quickly apparent at close range. The Night Ones' hair and eyes are usually a tint of their skin color, though a few rare Night Ones have silver hair and eyes.
    Because the most common colors of fur are the dark shades, the general public almost immediately dubbed these elves the Dark Elves. Despite popular urban myth, the night ones are not a cult or an "evil" elven subgroup. Found mainly in Europe, an increasing number of Night Ones have been appearing in the Tir nations. Night ones have a mild allergy to sunlight and so prefer to live and work at night, but otherwise they resemble other elves.

    Dryads

    Dryads are an all-female metavariant of elves characterized by an average height of just more than 1 meter and hair color that appears to change with the season of the areas in which they live (for example, brown or white in winter months, bright green in the summer and various oranges, reds and yellows in the autumn months). All dryads have dark brown eyes with no visible pupils.
    No matter where they are born, all dryads migrate to forested or wooded areas as soon as they are capable of traveling on their own--the further away from the urban sprawl, the better. The longer they live in these isolated areas, the more feral they become, in a voluntary seperation from society that includes speaking a language only other dryads understand. While scientific studies cannot pinpoint any specific medical reason for it, dryads exhibit a Mild allergy to urban areas, displaying all the physical and mental strains common to any allergy sufferer whenever they travel away from their home. All known dryads are shamans who follow a variation fo the Great Mother totem. The dryads call their totem Father Tree but the game stats are the same.

    Ork

      Homo sapiens robustus
    Description: Orks are 1.9 meters tall and weight 125 kilograms (275 lbs). Their skin coloration varies from pale pink to ebony, but includes greys and greenish tints as well. Ork bodies are proportioned similarly to that of sapiens, but robustus is more heavily built. Head hair is usually more prominent than the sapiens ethnic group from which the individual robustus was derived. The ork nose tends to be broad and the lips thin. The ears show definite points and are sometimes elongated as well. The ork skull has 32 teeth, with greatly enlarged lower canines. Ork females have 2 mammae.
    Habitat: Usually in roofed buildings or underground.
    Habits: Orks are active day and night, but seem to prefer the night. Their diet is omnivorous, but with a distinct preference for meat. Populations form large groups, often with a tribal structure. The typical life span appears to be between 35 and 40 years. Their breeding season is unrestricted. Gestation is 187 days.

    Wendigo

      Human Metahuman Vampiric Virus
    Description: Orks infected with the Human Metahuman Vampiric Virus are transformed into Wendigo. Virally induced changes include growth to around 2.5 meters, the widespread development of white fur. In addition, the canines become very pronounced, and the nails are hardened into claw-like weapons. Wendigos feed on the flesh of humans and metahumans and derive psychic sustenance from their victims as well. They typically induce others to partake of a cannibalistic feast. This seems to create a psychological dependence on such food in the victim, who then aids the wendigo in spreading its habits, creating a secret society of cannibals. The members of such a group are unaware that they will ultimately become meals for the wendigo. Which seems to prefer the Essence of such corrupted spirits. Many wendigos are shamans of predatory totems such as WOlf or Shark. They use their magical skills to enhance their hunting, and some wendigos use illusion magic to disguise themselves and walk unseen among their prey.

    Hobgoblin

    The hobgoblins of the Middle East are smaller and slighter than most ork variants. Hobgoblins' greenish skin tones, sharp teeth and dark, beady eyes give them a fierce appearance, which has contributed to the anti-metahuman prejudice in the Middle East, among Fundamentalist sects. Hobgoblins are also distinguished by their vicious tempers and strong sense of personal honor, which demands that hobgoblins avenge any slight or disrespect directed toward them. Hobgoblins average 90kg (198 lbs)

    Oni

    Japanese orks, or oni, have bright red, blue or orange skin. Less apparent physical characteristics include slightly protuberant eyes; enlarged, pointed ears; and horns. Additionally, oni display a higher than average propensity for magical ability. Oni are reputedly treacherous and hostile, but this view seems more a product of Japanese anti-metahuman prejudice than of any inherent oni characteristics. Oni average 95kg (209 lbs)

    Ogre

    Members of the European ogre subgroup are shorter and stockier than most orks. They possess smoother skin and less body hair than other orks, as well as pronounced jaw lines.

    Satyr

    Members of the Mediterranean satyr subgroup often possess relatively small physical builds, furry lower bodies, cloven hooves and small, curly horns. Popular myth to the contrary, satyrs are not all musicians or "party animals." Nearly all satyrs possess magical abilites and follow the way of the shaman. Most follow the totem of Bacchus. This totem resembles the Greek god of the same name. Satyrs are smaller than most Ork subtypes and average only 80 kg (176 lbs)

    Troll

      Homo sapiens ingentis
    Description: Trolls measure 2.8 meters (9'2") and weight 491 kilograms (1,083 lbs). Skin color varies from pinkish-white to mahogany brown, and usually remains unchanged after ingentisization, or transformation into troll form. Ingentis body proportions differ from those of sapiens, with the ratio of arm-to-leg length significantly higher in ingentis. Trolls are very heavily built and occasionally exhibit dermal bone deposition, resulting in spines, rought surface texture, or an armor plated effect. Body hair is usually well developed, but may be absent altogether. Head hair is usually more prominent than among the sapiens ethnic group from which the individual ingentis was derived. The nose tends to be broad. The ears show definite points and are sometimes elongated. The sloped skull has 34 teeth; lower canines are enlarged and molars display extreme convolutions, which researchers interpret to mean that ingentis teeth are constantly regenerating. Troll females have 2 mammae.

    Habitat: Trolls who live in wilderness areas use caverns and converted structures such as bridges for their dwelling places. In urban areas, they prefer areas shunned by "normals," such as sewers or derelict buildings.

    Habits: Trolls prefer nighttime activity. Their diet is omnivorous. Populations usually congregate in small groups, which often cohabit with subspecies robustus. Metabolic studies and direct observation indicate a life expectancy of about 50 years. The breeding season is unrestricted. Gestation is 259 days.

    Cyclops

    Greek and Mediterranean trolls, known as cyclops are larger and more heavily muscled than other trolls but lack most of the dermal bone deposists common among trolls. Cylcops average 3.1 meters and weigh in at 713 kgs. They are most easily distinguised by the fact that they have only a singl eye. All cyclops either have only one horn, or in rare instances, no horns.

    Fomori

    Fomori are Irish/Celtic trolls whom also lack dermal bone deposits and are generally considered attractive by other races. Like many metahumans of Celtic descent, fomori possess a higher-than-average propensity for magical ability.

    Giants

    Nordic trolls are fairer and taller than other trolls and lack either dermal bone deposits or horns. For unknown reasons, giants seem to have a greater than average tendency toward genetic reversions. Male giants weigh in at a massive 977kg on average, standing around 3.5m. Female giants stand around 3.2m and weigh around 761 kg

    Minotaurs

    Minotaurs are an unusual Mediterranean mutation of the troll metatype, distinguished by pronounced snouts, wide-set eyes, long bull's horns and extensive body hair. Minotaurs measure approximately 2.4 meters and weigh 225 kilograms. Fur color ranges from red-brown to almost black. They have short horns growing from the edges of their foreheads to a length of 15cm to 30cm for females and 30cm to 60cm for the males. Minotaur females have two mammae and both sexes have 34 teeth, including four enlarged canines.

    Sasquatch

      Pesvastus pilosis
    Description: The sasquatch stands 2.9 meters and wieghts 110 kilograms, It is a dark-skinned, upright biped with large feet. Its black or dark brown body hair is double-layered, though the hair may be silver-tipped, especially on the upper back and head of older individuals. The sasquatch can mimic a variety of sounds, including the hunting calls of other creatures. Its ears are small, often disappearing under the head hair, but its nose is prominent and flared. The sasquatch skull has 28 teeth and the female has 2 mammae.
    Habitat: Forested regions
    Habits:The sasquatch is active at all times. Its way of life is similar to that of the gorilla (believed now extinct in the wild). It is vegetarian, peaceful, and curious. It fights only when attacked, though it demonstrates elaborate threat behavior. All known Sasquatch appear to be some kind of shaman, exhibiting magical powers and control over nature spirits. The creatures live in small family groups, though individuals may range far from the group while foraging. Sasquatches nest permanently in groves or caverns, but sometimes prepare temporary nests in thickets when traveling at a distance from the home nest. Life expectancy is believed to be more than 40 years. The breeding season is unrestricted.

    Special Rules:

    Sasquatch must take magic priority as a Shaman.



    Ghoul

      Manesphagus horridus
    Description: Ghouls commonly stand 1.7 meters tall and weigh 78 kilograms. They are a goblinized form of human or metahuman. The change results in a rough, scabrous hide and the loss of all body hair. Skin coloration varies from dead-white to ashen gray, depending on the ghoul's original ethnic group. The fingers of a ghoul's hand elongate greatly and its nails harden into claws. Its skull has slightly enlarged jaws that contain 28 teeth. These are modified to a consistent jagged shape. The females have two mammae
    Habitat: Crypts, abandoned properties near graveyards, and densely populated slums.
    Habits:Nocturnal. Ghouls are infected with the Kreiger Strain of the Human Metahuman Vampiric Virus. A ghoul feeds on dead animals, usually humans. Its diet and sanitary habits often result in a nauseating odor that emanates from the creature's pores. If no suitable buillding is available, the ghoul will often dig its own burrow. Though usually found in packs of 6 to 20, some ghouls wander alone. Such specimens tend to be extremely aggressive and have greater-than-average physical characteristics. A ghoul's life expectancy is similar to its subspecies of origin. Its breeding season is unrestricted.

    Special Rules

    Ghouls may be of any race originally. Create a standard character, then infect them with the HMHVV (Kreiger Strain). If done during character creation, make a Body(6) Test after infection and apply the following results to the character:

    0 Successes-2 Chr, -1 Int
    1 Success-1 Chr, -1 Int
    2 Successes-1 Chr
    3 SuccessesNo Mods
    4 Successes+1 WillBetter than Human

    Sprite

      Pesvastus pilosis
    Description: These small, winged humanoids don't reach more than 0.5 meters on average and weigh a proportional amount. They fly using paired translucent, iridescent wings attached to the back, and have a variety of skin pigmentations, including gold and green. Sprites wear clothing of their own manufacture, and have been observed to use tools and primative weapons such as bows and spears. The ears are long and pointed, although proportional to their size. Sprites have 20 teeth of correspondingly small size and the female has 2 mammae.
    Habitat: Forested regions.
    Habits:Sprites have been observed to be active at all times, although several varieties seem to have a slight nocternal disposition. Evidence thus far points to the use of primitive tools, basic social interaction and male-female pairing. Life expectancy is unknown. The breeding season is unrestricted.

    Shapeshifters

    Shapeshifters are awakened animals who have the ability to assume human form. Although able to use human skills and technology, shapeshifters are animals at heart and the great majority prefer to live in wilderness areas, apart from civilization. Unlike SR3 Companion, I do not restrict shapeshifters to only 5000 nY in Resources, although I expect a damned good explanation for having more. (Access to gold or precious stones, ownership of land/hunting grounds, etc..).
    When assigning attributes, the player must spend points on the common three attributes of Intelligence, Willpower, & Charisma; but must spend points seperately for the physical stats of human and animal sides. Aka, you must buy up your Body, Strength, & Quickness attributes seperately for human and animal forms. In part to make up for this drawback, shifters may default without penalty the three following skills to attributes while in animal form: Unarmed combat to Reaction, Stealth to Quickness and Athletics to the average of Body, Quickness and Strength. [(Body + Quickness + Strength)/3]
    While shapeshifters have an essence of 8, Magician or Adept shapeshifters only begin with a Magic Rating of 6. This magic rating can be raised through initiation as normal. Unlike the Shadowrun Companion, Shapeshifter adepts in my games can use any adept power in both human and animal forms. Anything less would be silly.


    Shapeshifters have three major advantages: Dual-Nature, Regeneration & Animal/Human forms. Shapeshifters also have three disadvantages: Bestial Nature, Silver Allergy/Vulnerability, and rejection of Cyberware.

    Bestial Nature
    Because of their bestial natures, most governments do not recognize shifters as anything more than animals, and grant no metahuman rights to them. For their part, shapeshifters regard themselves as animals, driven by powerful animal instincts and the natural perogatives of survival, food, & offspring.

    Read an excellent article on shapeshifters by foxinsox here.

    Silver Allergy/Vulnerability
    Shapeshifters suffer from both a Severe Allergy to silver and a Vulnerability which disrupts their metabolism. Silver weapons receive a +2 Power bonus and do one damage level of damage higher to a shifter than normal, raising a weapon that does Light damage normally to Moderate, for example. In addition, the severe Allergy causes the mere touch of any silver object, including weapons to cause an automatic light wound. Wounds caused by such a weapon do not regenerate normally, and heal at the normal character healing rates. To withstand the urge to run from contact with silver, a shifter must pass a Willpower Test with a TN of 6.

    Cyberware Rejection
    Shifters are unable to accept any type of cyberware or bioware implants due to their regenerative powers. Even when successful, the body purges the invasive ware if at all possible.

    Dual Nature
    As dual-nature creatures, shapeshifters exist on the physical and astral planes simultaneously and can use astral perception at any time as a Simple Action. All attacks affect astral targets normally, and shifters use their physical attributes and combat pool when engaged in astral combat, provided they are not astrally projecting. Because they cannot shut off their astral presence, they are also vulnerable to astral detection and attack and magical barriers like wards block their movement. A shapeshifter's astral form always appears as an idealized image of its animal form, regardless of current form, unless the shifter is an initiate capable of Masking.

    Animal/Human Form
    A shapeshifter spends a complex action to switch between animal and human forms. Equipment and clothing are not part of the transformation and may be damaged if not removed first. A shapeshifter in animal form is slightly larger, healthier looking member of its species, but only its astral presence distinguishes it from a normal, mundane member of its species.

    Regeneration Shapeshifters regenerate any damage done to them by the start of the following Combat Turn. As a result, they can only be killed by massive amounts of damage or damage to the brain or spinal cord. Make a Regeneration Test by rolling 1d6 when a shifter takes Deadly physical damage. If the damage is from one shot, then on a roll of 1 the shifter does not regenerate, and may die wihtout medical care per standard rules. If the damage is from massive injury, then on a 1 or 2 the shifter fails to regenerate. Weapon foci are particularly deadly to shifters. If a shapeshifter is pushed to Deadly by a weapon focus, the shifter must make an Essence Test with a target number that is twice the Force of the focus, and dies if no succeses are achieved. Even one success enables the shifter to make the Regeneration test as above.

    Creation
    Cost
    RaceModificationsEdgesFlaws
    25BEAR
  • Human Form
  • +2 Bod, +1 Str, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +4 Bod, +1 Quick, +4 Str,
    -1 React, x4 Run
    Dual-nature, Regeneration, Human Form,
    Dermal Armor 1, +1 Reach, +1 Power,
    (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25EAGLE
  • Human Form
  • +1 Chr, +1 Int, +1 Quick, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +1 Chr, +1 Int, +2 Quick, +2 Str,
    +1 React, +1d6 Init (flying), x5 flying mod
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25FOX
  • Human Form
  • +2 Chr, +1 Int, +1 Will, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +2 Chr, +1 Int, +1 Will, +1 Quick,
    +1 React, +1d6 Init, x5 run
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25LEOPARD
  • Human Form
  • +1 Chr, +1 Bod, +1 Str, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +1 Chr, +2 Bod, +1 Quick, +2 Str,
    +1 React, +2d6 Init, x5 run
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25SEAL
  • Human Form
  • +1 Chr, +1 Bod, +1 Str, x4 Swim Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +1 Chr, +2 Bod, +1 Quick, +1 Str,
    +1 React, +1d6 Init (swim), x5 swim
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25SNAKE-PYTHON
  • Human Form
  • +2 Chr, +1 Bod, +1 Str, +1 React Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +2 Chr, +2 Bod, +1 Quick, +2 Str,
    +1 React, +1d6 Init, x1 Run
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25TIGER
  • Human Form
  • +1 Bod, +1 Quick, +1 Str, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +3 Bod, +2 Quick, +3 Str,
    +1 React, +2d6 Init, x5 run
    Dual-nature, Regeneration, Human Form,
    +1 Reac, +1 Power,
    (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection
    25WOLF
  • Human Form
  • +1 Chr, +1 Bod, +1 Str, x4 Run Dual-nature, Regeneration, Animal Form Bestial Nature, Silver Allergy,
    Cyber rejection
  • Animal Form
  • +1 Chr, +2 Bod, +1 Quick, +1 Str,
    +1 React, +1d6 Init, x5 run
    Dual-nature, Regeneration, Human Form,
    +1 Power (+1 Damage Level) Unarmed
    Bestial Nature, Silver Allergy,
    Cyber rejection

    For an alternate view on shifters, check out Barbie's shapeshifter supplement here.




    Return to the Isle Of Shadows

    Original races by FASA, additions by Macavity