TEXT:  
  
   
  
  HOWLING SHADOWS
  CONTENTS
  & CREDITS
  2    >> CONTENTS & CREDITS <<
  NO JUSTICE, NO PEACE 
  6
  NATURE IS A BITCH 
  10
  INTRODUCTION
  5
  SOCIAL ANIMALS 
  10
  Low-Down Dirty Rats 
  13
  POLITICAL ANIMALS 
  14
  Amazonia
  14
  Naga Kingdom 
  15
  Yakut
  16
  Killing Humans Instead of Animals 
  16
  Toxic Relationship 
  17
  THE RAT RACE 
  18
  A Bountiful Harvest 
  19
  Savage Kingdom 
  20
  The Wild Card 
  22
  UNTAMED SECURITY 
  24
  TOOTH AND CLAW 
  24
  Money
  24
  Dead Zones 
  25
  Compensatory Measures 
  26
  Tactical Wildcards 
  27
  Street-Level Beastkeeping 
  28
  Enhancement
  28
  THE MOST LOYAL EMPLOYEE 
  29
  Egg Hunt 
  30
  The Birds and the Bees 
  30
  The Kennel 
  31
  How To Train Your Hellhound 
  33
  The Needs 
  33
  The Carrot 
  34
  The Stick 
  34
  PUTTING THEM TO SLEEP 
  35
  Beast Slaying 
  35
  Who Is Using What? 
  36
  Ares Macrotechnology 
  36
  Aztechnology
  36
  NeoNET
  36
  Saeder-Krupp
  36
  Renraku Computer Systems 
  36
  Evo
  37
  Shiawase
  37
  Mitsuhama Computer Technologies 
  37
  Horizon
  37
  Wuxing
  37
  MUNDANE CRITTERS 
  38
  WILD LANDS 
  39
  Alligator
  39
  Bear
  39
  Boar
  39
  Chimpanzee
  40
  Eagle
  41
  Elephant
  41
  Giraffe
  41
  Snake
  42
  WILD SEAS 
  42
  Barracuda
  42
  Dolphin
  42
  Sea Lion 
  42
  Squid
  43
  Killer Whale 
  43
  URBAN
  44
  Domestic Cat 
  44
  Cockroach
  45
  Crow
  45
  Ferret
  45
  Raccoon
  46
  Rat
  46
  Spider
  47
  A DINGOBAT ATE MY BABY 
  48
  PARANORMAL ANIMALS 
  52
  Abrams Lobster 
  52
  Afanc
  53
  Agropelter
  53
  Bandit  
  54
  Behemoth  
  54
  Black Annis  
  55
  Blood Monkey  
  55
  Centaur  
  55
  Cerberus Hound  
  56
  Deathrattle  
  57
  Deathspiral Butterfly  
  58
  Demon Rat  
  58
  Devil Jack Diamond  
  59
  Drop Bear  
  60
  Fenrir Wolf  
  61
  Gargoyle  
  61
  Gomatia  
  62
  Harpy
  62
  Horned Bear 
  64
  Juggernaut
  65
  Martichoras
  65
  Meistersinger  
  66
  Merrow  
  68
  Naga  
  68
  Nova Scorpion  
  69
  Ozian Baboon  
  69
  Phoenician Birds  
  70
  Pegasus  
  70
  Peryton  
  71
  Piasma  
  71
  Roc, Lesser  
  71
  Shadowhound  
  72
  Snow Snake  
  72
  Spider Beast  
  73
   
  
  >> HOWLING SHADOWS <<
  >> CONTENTS & CREDITS <<    3
  Thunderbird, Greater  
  73
  Troglodyte  
  75
  Unicorn  
  76
  Volleying Porcupines  
  76
  Wolverine, Greater  
  77
  WHISPERS IN THE BLOOD 
  77
  WHAT ARE WE? 
  78
  The Science 
  78
  The Fire 
  78
  The Fuel 
  79
  The New Changes 
  80
  THE BEASTS IN QUESTION 
  82
  Strain 1, Harz-Greenbaum Strain 
  82
  Banshee
  82
  Dzoo-noo-qua
  82
  Goblin
  82
  Vampire
  82
  Wendigo
  83
  Strain 1a, Bruckner-Langer Strain  
  83
  Mutaqua
  83
  Nosferatu
  83
  Strain 2, Jarka-Criscione Strain 
  84
  Bandersnatch
  84
  Fomóraig
  85
  Gnawer
  85
  Grendel
  85
  Harvester
  85
  Loup-Garou
  86
  Type 3, Krieger Strain 
  86
  GAME INFORMATION 
  86
  Bandersnatch
  87
  Banshee
  87
  Dzoo-Noo-Qua
  87
  Fomóraig
  87
  Gnawer
  87
  Goblin
  88
  Grendel
  88
  Harvester
  88
  Loup-garou
  89
  Mutaqua
  90
  Nosferatu
  91
  Wendigo
  91
  MUTANT AND TOXIC CRITTERS 
  92
  Amphora Mite  
  92
  Angel Squirrel  
  93
  Blink Sloth  
  93
  Conway’s Cheetah  
  94
  Flatworm viper 
  95
  Glow Rat  
  95
  Hellcow  
  96
  Iridescent Owl  
  97
  Killdeer  
  97
  Kokoro Cobra  
  98
  Montauk  
  99
  Neogargoyle
  99
  Pandamonium  
  100
  Radhound  
  100
  RazorCat  
  102
  Sea Leech 
  102
  Shardik  
  103
  Spark Salmon  
  104
  SpiderMoose  
  105
  Souleater Leech  
  105
  Void Wasp  
  106
  DARKENING OF THE NIGHT 
  107
  Chiron
  110
  Chupacabra
  111
  Jabberwock
  111
  Lamia
  112
  Nibiinaabe
  112
  EXTRA PLANAR TRAVELERS 
  114
  CROSSING OVER 
  115
  Anarch
  116
  Arboreal
  116
  Blackjack  
  117
  Boggle
  117
  Bugul
  118
  Chindi
  118
  Corpselight
  119
  Croki
  120
  Duende
  121
  Elvar
  121
  Ejerian
  122
  Erinyes
  122
  Green Man/Heart of the City 
  123
  Imp
  124
  Jarl
  125
  Kappa
  126
  Kokopelli
  127
  Morbi
  128
  Nocnitsa
  129
  Phantom
  130
  Preta
  131
  Stabber
  132
  Tungak
  133
  VeR
  134
  Vucub caquix 
  135
  Wild Hunt 
  136
  Chalcis (Great Hunter) 
  136
  Hunter
  137
  Hound
  137
  Woog
  137
  A RUN IN THE WOODS 
  138
  TECHNOCRITTERS
  142
  THE WILDS OF THE MATRIX 
  142
  WHAT THEY CAN AND CANNOT DO 
  143
  THE ARRAY OF TECHNOCRITTERS 
  144
  Ahi
  145
  Bastet
  145
  Digit
  146
  Flipper
  147
  Furfur
  147
  Libertine
  148
  Mongrel
  148
  Nezumi
  148
  Rook
  148
  GAME INFORMATION 
  149
  Using Technocritters 
  149
  Technocritter Submersion 
  149
  Technocritters and Sprites 
  149
  Technocritter Powers 
  149
  PROTOSAPIENTS
  150
  THE UNTAMED WILDERNESS 
  150
  BEASTS OF NOWHERE 
  152
  Cyberwerewolf
  152
  Daemon
  153
  Frobnitz
  153
  Grue
  154
  Heavyweight
  154
  SINtax
  155
  Tentacle
  155
  Yantra
  156
  Protosapient Qualities 
  156
  Corrupter
  156
  Easily Exploitable 
  156
  Inherent Program 
  156
   
  
  >> HOWLING SHADOWS <<
  4    >> CONTENTS & CREDITS <<
  © 2016 The Topps Company, Inc. All Rights Reserved. 
  Shadowrun and Matrix are registered trademarks 
  and/or trademarks of The Topps Company, Inc., in the 
  United States and/or other countries. No part of this 
  work may be reproduced, stored in a retrieval system, 
  or transmitted in any form or by any means, without 
  the prior permission in writing of the Copyright Owner, 
  nor be otherwise circulated in any form other than that 
  in which it is published. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes 
  Productions, LLC.
  First Printing by Catalyst Game Labs, an imprint of 
  InMediaRes Productions, LLC
  PMB 202 • 303 -91st Ave. NE, E-502
  Lake Stevens, WA 98258
  Find us online:
  info@shadowruntabletop.com
   
  (Shadowrun questions)
  http://www.shadowruntabletop.com
   
  (Catalyst Shadowrun website)
  http://www.shadowrun.com
   
  (official Shadowrun Universe website)
  http://www.catalystgamelabs.com
  (Catalyst website)
  http://shop.catalystgamelabs.com
  (Catalyst/Shadowrun orders)
  Munge
  156
  Real Word Naïveté 
  157
  Redundancy
  157
  Snooper
  157
  Protosapient Programs 
  157
  Cascade
  157
  Cat’s Paw 
  157
  Fnord
  157
  POKE
  157
  Tantrum
  157
  DRAKES
  158
  Drakes in the Thrall of Dragons 
  160
  Have You Ever Gotten So Mad You Turned Into A Dragon? 
  161
  GAME INFORMATION 
  162
  Creating Drake Characters 
  162
  Eastern Drake 
  162
  Western Drake 
  162
  Feathered Drake 
  162
  Sea Drake 
  163
  Drake Powers 
  163
  Becoming a Drake 
  163
  Elemental Attack  
  164
  Dracoform Powers 
  164
  Drake Optional Powers 
  164
  The Practicalities of Being a Drake 
  165
  Drakes Mid-Game 
  165
  Drake NPCs 
  165
  BUILDING MAN’S BEST FRIEND 
  166
  IN THE FOOTSTEPS OF DR. MOREAU  
  166
  Chimeric Modifications 
  170
  Sample Chimerics 
  173
  THE GENETIC KENNEL 
  174
  Warform Modification 
  176
  IN THE BELLY OF THE BEAST 
  177
  CRITTER AUGMENTATION 
  180
  CRITTER CYBERWARE 
  181
  Chameleon Pelt 
  181
  Computer-Assisted Sensory Translation 
  181
  Orientation Goad  
  181
  Stirrup Interface 
  182
  Supplemental  
  Environment Interaction Expert System 
  182
  Tactical Recognition and Analytical Capability Expert System 
  182
  INTEGRATING CRITTERS INTO YOUR GAME 
  183
  Training
  183
  Step 1: Choose a Critter 
  183
  Step 2: Determine Number of Tricks Critter Can Learn  
       and Set Threshold of Test 
  183
  Step 3: Assert Your Dominance 
  184
  Step 4: Choose a C0ue 
  184
  Step 5: Training 
  184
  Step 6: Using Tricks 
  184
  Tricks
  184
  New Critter Powers 
  186
  New Critter Weaknesses 
  186
  GAME INFORMATION 
  188
  Adaptive Coloration 
  188
  Agony  
  188
  Alienate  
  188
  Astral Venom  
  188
  Brachiation
  188
  Control Focus 
  188
  Create Alchera 
  189
  Darkness
  189
  Deathlock
  190
  Dive Attack 
  190
  Empathy
  190
  Energy Aura 
  190
  Energy Drain 
  190
  Entropic Aura  
  190
  Extra Fragile 
  191
  Fey Glamour 
  191
  Flay Touch 
  191
  Fragile
  192
  Gestalt Consciousness 
  192
  Ghost Chain 
  192
  Gills
  192
  Haunt
  192
  Hidden Life 
  192
  Innate Ritual 
  193
  Magic Sense 
  193
  Magical Guard 
  193
  Manipulate Magic 
  193
  Mind Link 
  193
  Pestilence
  193
  Pounce
  193
  Secretion/Substance Extrusion (anti-coagulant) 
  193
  Secretion/Substance Extrusion (silk/webbing) 
  194
  Shift (Dracoform) 
  194
  Spirit Pact 
  194
  Toughness  
  194
  Vanishing  
  194
  Venom (Arcane Inhibitor) 
  194
  Vestigial Wings 
  194
  Wall Walking 
  194
  TECHNOCRITTER POWERS 
  194
  AR-Parallelism
  194
  Blend
  194
  Cozenge
  194
  E-Hive
  195
  Gremlins
  195
  Holographic Concealment 
  195
  Resonance Feed 
  195
  Spraying
  195
  Traceroute
  195
  Tunnel
  195
  Venomous Code 
  195
  CRITTER POWER & WEAKNESS INDEX 
  196
  CRITTER TABLES 
  198
   
  
  >> HOWLING SHADOWS <<
  HOWLING SHADOWS CREDITS
  Writing: Kevin Czarnecki, Patrick Goodman, Olivier 
  Gagnon, Jason M. Hardy, Alexander Kadar, Adam Large, 
  Philip A. Lee, Chris Mastey, Aaron Pavao, Scott Schletz, 
  Amy Veeres, CZ Wright
  Playtesting and Proofing: Chuck Burhanna, Bruce Ford, 
  Mason Hart, Francis Jose, Robert Price, Jacki Unger, Rebecca 
  Welch, Jeremy Weyand
  Art Direction: Brent Evans
  Cover Art: Victor Manuel Leza Moreno
  Cover Layout: Matt “Ninja Lanternshark” Heerdt
  Art: Bruno Balixa, Tyler Clark, Daniel Comerci, Victor Perez 
  Corbella, Igor Fiorentini, Michele Giorgi, Celeste Hansen, Kat 
  Hardy, David Hovey, Jeff Laubenstein, David Lecossu, Alyssa 
  Menold, Victor Manuel Leza Moreno, James Mosingo, 
  Rick Otey, Kristen Plescow, Erich Schreiner, Andreas “AAS” 
  Schroth, Takashi Tan, Kim Van Deun and Iwo Widulinski.
  Iconography: Nigel Sade
  Interior Layout: Matt “Ninja Lanternshark” Heerdt
  Shadowrun Line Developer: Jason M. Hardy
  >> INTRODUCTION <<    5
  INTRODUCTION
  In the Sixth World, people usually assume that the thing 
  that goes bump in the night is a group of gangers dump-
  ing the body of their latest thrill kill. Denizens are gener-
  ally so worried about monsters in human form that they 
  don’t take much time to worry about actual monsters. 
  That’s a mistake.
  The same Awakening that turned humans into 
  dwarfs, elves, trolls, orks, and a large number of oth-
  er metatypes played a number on the animal kingdom 
  as well, altering and mutating animals in bizarre ways, 
  and bequeathing some species with powers that make 
  them incredibly dangerous, especially if their powers 
  can be put to use by the wrong hands. Which, in the 
  Sixth World, is a high percentage of the hands in ex-
  istence. 
  These weapons are going to be used against shadow-
  runners, so shadowrunners need to know what they are, 
  where they might be found, and what to do about them. 
  Simply put, they need this book.
  Here’s what it’s got: Howling Shadows begins with Na-
  ture Is a Bitch, providing an overview of the critters of the 
  Sixth World, why runners need to worry about them, and 
  how they might be able to take advantage of the powers 
  they possess. Untamed Security becomes a little more 
  specific, detailing security uses for critters, including in-
  formation on how some specific corps employ them in 
  their security arrangements.
  From there, we dive into specific types of critters. 
  While many animals have changed and mutated in the 
  Sixth World, there are still plenty of normal animals; some 
  are listed in Shadowrun, Fifth Edition, and more can be 
  found here in the Mundane Critters chapter. Then we 
  start getting to the weird ones. Paranormal Animals talks 
  about a wide range of animals that have unusual or even 
  magical powers, doing things that runners might not ex-
  pect and very possibly ruining their day. Some of these 
  critters gained their power through the Infection of the 
  HMHVV virus, and they’re unusual enough to earn their 
  own sub-chapter here.
  Things get even nastier with the Mutant and Toxic 
  Critters, which is filled with beasts who might dissolve 
  the ground they walk on with every step. Since some In-
  fected critters are extreme enough to fit into this catego-
  ry, you’ll find more of them here, too.
  Then there are the Extraplanar Travelers, a listing 
  of critters that seems to grow more relevant with every 
  passing day. From reports of extraplanar breaches all the 
  way down in Antarctica to the meddling of the Seelie 
  Court in the affairs of Tír na nÓg and beyond, extraplanar 
  critters are exerting an increasing amount of influence on 
  the material plane, meaning any runner would do well to 
  know what they’re all about.
  Then we move on to make sure Matrix denizens don’t 
  get too comfortable as they wander the virtual world, 
  since there are critters waiting for them, too. Technocrit-
  ters talks about critters who, like technomancers, have 
  accessed the Resonance, and what they do with that abil-
  ity. Then there are Protosapients, critters that exist solely 
  within the Matrix and provide a taste of wildness inside 
  the carefully manicured digital world.
  The last group of critters are Drakes, the tools/pets/
  whatever of dragons who are bound to the service of the 
  giant lizards, but in return get access to some pretty in-
  timidating powers.
  Next, Building Man’s Best Friend allows meddlers 
  and tinkerers to think up their own abominations of na-
  ture and set them loose on the streets. Game Informa-
  tion has a list of all the new powers in this book, and a 
  table with all critter powers from Shadowrun, Fifth Edition. 
  Finally, there are some reference tables to make it easy to 
  find particular critters.
  That’s what’s inside! So move ahead, buckle up, and 
  get ready for a wild ride with critters all too eager to chew 
  you up and spit you up. Just remember that, like your gun, 
  they work best when pointed at someone else.
   
  
  “What the frag is that?” Nightrow stabbed a black chrome finger at 
  a blob in the center of the corpse.
  I took a knee on the flagstone of the solarium and prodded the 
  gel with a gloved hand. “They’re salamander eggs, I think. They 
  prefer moist locations for their nests, but this is a strange choice. I’d 
  love to stay here a little and look into this.” I glanced at my team-
  mates, who wore varying degrees of revulsion. “Or not, but this is 
  useful. Now we know he can’t have been dead long. I mean, for 
  his chest cavity to still be moist, even after having been opened 
  up so wide …”
  “Does the size of the eggs tell the size of the parent?” Ran-
  dom’s already weak voice cracked.
  “No. It could be a parabiological relative of a mundane genus, 
  but my knowledge of parabiology is slim. I only know the fun ru-
  mors: owls that strike you terrified and blind, dogs that lead crit-
  ter armies to fight evil, bats that turn you into stone, but nothing 
  about paranormal salamanders. Mundane animals are fascinating 
  enough.”
   “Reed, sweetheart? It doesn’t matter.” Face smiled at me. 
  “We’ve got what we came for, and we need to go.”
  I eyeballed him. Sweetheart? Although he was a condescend-
  ing ass, Goddess he was beautiful. I’m embarrassed to admit he 
  intrigued me. I’d caught him watching me during the boat ride, and 
  now there was this “sweetheart,” so maybe the feeling was mutual. 
  He didn’t have to be partner material for us to have fun back home.
  Nightrow shook his head and examined the flayed corpse of 
  Keben Charger, the island’s owner, and a retired, once-famous an-
  imal trainer. “What a drek way to go.”
  “I’m surprised that fazes you.” Oss flashed her tusks in a grin. 
  “You know they had to do at least that much to you to install your 
  ’ware. They cut you open, peeled back the layers, scooped out—”
  Nightrow twitched, and a thin, black spur shot up out of his 
  forearm, stopping centimeters from the underside of Oss’ chin. “I 
  get it! Shut the frag up!” 
  Oss’ grin froze in place on her mouth as it melted from her 
  eyes. “Careful, pup. You wouldn’t want us to think you unstable, 
  would you?”
  “Ladies and gentleman,” Face said, holding his palms out by his 
  sides. “We have six hours to get that chip back to Mr. Johnson. If 
  we miss the meet, we don’t get paid. We need to go.”
  “What was that?” The words shot out of Nightrow as quickly as 
  his spur had. He retracted the spur and grabbed his gun. Oss drew 
  her rifle and stood beside him. They aimed into the jungle beyond 
  the doorway in the northern wall.
  The south side of the solarium overlooked the cliff on which 
  the manor house was built. Through the massive hole in the wall 
  behind Face, I could see the sky behind the trees. I watched light-
  ning snake through the clouds, casting the canopy of palms into 
  silhouette over mottled black and blue sky. It would be so easy for 
  something to hide out there. We would never notice a thing until it 
  NO JUSTICE, NO PEACE
  6    >> NO JUSTICE, NO PEACE <<  
  
  snatched one of us up like a doll, and then we would still see noth-
  ing. We would only hear screams coming from the dark.
  “Holy frag!” Nightrow shrieked. He fired three rounds into the 
  coin vine, flushing out a lynx. The cat leaped clear and at the apex 
  of its jump, dissolved into a white mist that blew away as though 
  propelled by a stiff breeze.
  Nightrow screamed and emptied his gun into the darkness, the 
  jungle, the thunderstorm, the island.
  Oss roared over the cacophony from behind him. “Knock it off, 
  you idiot! It’s gone!”
  He stopped firing. His chest heaved and his eyes were enor-
  mous.
  “You,” Oss drove her finger into Nightrow’s armored jacket. 
  “Stop being a dumbass and watch our six. The rest of you, follow 
  me.”
  We filed out of the solarium into the night and rain began to 
  fall in fat drops. Several times light caught my eye, and I whirled to 
  face it, only to find shining marble tree leaves dancing in the rain.
  Random fell back a step to walk beside me. “You’d tell us if 
  those eggs were laid by anything we need to worry about, right?”
  “That depends: Do you want me to say ‘yes’ and help you as-
  sume the danger’s all in your head? Or do you want me to say ‘no’ 
  and keep you on alert?”
  “I don’t know.” She made a sound in the back of her throat. “I 
  feel so fragging useless out here.”
  “No, you took care of the security.”
  “What, four cameras and an alarm?” she scoffed. “But if we 
  need fruit, mice, or seeds, I got you covered, ’cause I found the 
  automated feeders and the drone delivery schedule.”
  “That’s useful too. Now we know he keeps—kept—mostly her-
  bivores.”
  Random snorted. She glanced ahead, then behind her and 
  spoke quietly. “Do you have a pistol?”
  I frowned. “No. I’m a pacifist. ‘Harm none’ and all that.” I turned 
  to look at her, steeled for the look of horror I expected to see. Ev-
  eryone I’d met so far during my three whole jobs couldn’t fathom 
  pacifism.
  Random seemed perpetually nervous, but she was positively 
  terrified when her brown eyes met mine.
  “Don’t worry. Animals will usually leave you alone if you avoid 
  provoking them. Plus, we’ve got them, right?” I waved a finger in 
  Oss’ and Nightrow’s directions.
  Random looked at her shoes. A wan smile flickered across her 
  face, and two quick steps put her back in line ahead of me.
  I shook my head. I may be smart in certain areas, but I am ter-
  rible at social interaction. Either I make people uncomfortable, or 
  they make me uncomfortable. And then there’s the “why do you 
  believe in nonsense that can’t be tested or proven; aren’t you a sci-
  entist?” And the “why do you perpetuate the closed-mindedness 
  of the god science; aren’t you a believer?” I can never answer to 
  >> NO JUSTICE, NO PEACE <<    7
  BY CZ WRIGHT
   
  
  anyone’s satisfaction. I have faith in both worlds, and no one seems 
  to understand that’s possible. 
  A blur of white flew past my face, and I ducked reflexively, 
  hands over my head. Random and Face crouched in the same pose 
  a few meters away, and Oss crouched with her tomahawk in hand, 
  ready to strike. Nightrow yelped and loped ahead into the night 
  after it, kicking up clods of earth.
  “Get back here!” Face bellowed. “Fragging idiot. Go after him!” 
  He directed the last to Oss.
  Oss muttered under her breath and took off after him. We fol-
  lowed, eager to remain together. Several more white blurs darted 
  past us, following Nightrow, who began screaming. I could see 
  nothing but plants and the others’ backs as we hurried forward. 
  Nightrow’s cries rose in pitch somewhere ahead and then stopped. 
  Branches and fronds smacked me in Random’s wake, showering 
  me with accumulated rain. 
  “Get off him!” I could hear Oss before I saw her, and then I 
  spilled out into the clearing. I caught a glimpse of a white, hawk-
  sized bird taking flight ahead of Oss’s tomahawk swipe. As it flew 
  past, I could make out the red tips of its wings and the darker red 
  of its bill. Nightrow lay on the grass, rain speeding the blood out of 
  his empty eye sockets. 
  Face knelt beside Nightrow, medkit in hand. I shifted my per-
  ception to astral space. The muddy green and red auras that clung 
  to the island were hard to look at and harder to see through; anger, 
  resentment, and some kind of power struggle resided here. Given 
  Mr. Charger’s reputation for animal abuse, it made sense. Despite 
  the thickness of it, I was able to assense that Nightrow was dead. A 
  second later, Face announced the same.
  “Why didn’t you stop him?” Oss wheeled on Random.
  “What? How?” She took a half step back.
  “He was half machine! You could have at least stopped him, if 
  not made him come back.”
  “I— What? That’s not how…”
  “Leave her be.” I drew my senses back to the physical world. 
  “Nightrow was twitchy, with drugs or ’ware, I don’t know, but it got 
  him killed.”
  “You listen to me,” Oss stepped closer and I had to tip my head 
  to look her in the eyes. “I’m done carrying useless team members. 
  Do your jobs” —she turned to glare at Random, then at me again— 
  “and don’t test me.”
  Random looked like she was going to be sick or cry, I couldn’t 
  tell which. Face was impassive as he put his medkit back together.
  An owl soared up to land on a nearby branch. As I glanced at 
  it, Oss put her hands to her head and winced. “I can’t see!” She 
  whipped her head around, focusing on nothing.
  Someone screamed—it may have been me—and bright fear 
  flooded my reptilian brain and my body. They worked in concert 
  to speed me away, running from the clearing as fast as possible. 
  My neocortex suggested there was no reason to run, that I should 
  probably stop, but we ignored it. 
  The island stopped me instead. There was a heavy tug on my 
  leg, a pop from my ankle, and I hurtled down toward the jungle 
  floor, face first. Pain screamed from my ankle, but the panic seeped 
  away, leaving me blinking and gasping, and I recognized it as a 
  magical effect.
  Somewhere a gun fired, but it was nowhere close.
  I pushed myself up and bathed my swelling ankle in healing 
  magic. The golden glow brought it back to a normal size and I was 
  able to untangle it from the roots. My commlink chirruped and I 
  scowled at it. Random had sent me a message.
  <The others plan to kill you on the trip back. I’m sorry. I don’t 
  know how to help other than to warn you. I’m sorry.>
  <WTF?> I typed and pressed send, only to get a “no service” 
  message. She must have hacked that message onto my comm 
  somehow. I shoved the comm back into my pocket and rose to my 
  feet. The gunfire had stopped. What was going on?
  I had to find the boat before they did. Maybe Random had a 
  plan if I made it back to them, maybe she didn’t, but she cared 
  enough to send me a warning. I had to help her off the island 
  if I could.
  A sound—close, barely discernible from the thunder—made 
  the hairs on my neck stand up. Deep rumbling from the back 
  of a throat. A cold rod of fear caused me to stand very straight 
  and still. All I could do was turn to find the source. My breathing 
  quickened, and my arms and legs began to tingle as I revolved 
  in a full circle, seeing nothing—wait. In a small hole in the leaf 
  cover, the darkness glinted in a way darkness did not glint. A 
  black eye surrounded by black fur. It was watching me. It was 
  very close. Any heat in my body dribbled away as I stared, and 
  the eye stared back.
  A woman’s scream pierced the air, and I jumped. It was Ran-
  dom. My gaze shot back to where the eye had been, but it was 
  gone. She screamed again and I ran toward the sound, against 
  my better judgment.
  Sheeting rain turned the air white. I leaped over roots and 
  crouched under boughs, my boots squelching in the mud. When 
  the foliage opened up, I stopped short. Face stood a few meters 
  away, partially hidden behind a tree.
  “I’m glad to see you,” he called out.
  “Really?” I called back. “Because I’ve just heard there are 
  plans for me.”
  “Plans? Unfortunately, we have no plan other than to get 
  paid.”
  “I’d bet it would be nice to split that payment into three, rath-
  er than four.”
  He smiled, setting my stomach fluttering with butterflies. 
  Dammit! I raged at myself.
  When he spoke, his voice was cool. “I hadn’t really consid-
  ered it, but if you want to, I’m sure we can trim a little dead 
  decker weight.”
  Anger burned the butterflies to ash. “Who do you think you 
  are?”
  He bowed his head, still smiling, and gave it a little shake (What 
  was that? Movement drew my eye for the briefest moment). He 
  stepped out from behind the tree and aimed his pistol at me. “I 
  think,” he said as if talking to a child, “that taking payment from 
  new runners is the easiest job in the world. And all that ‘if it harm 
  8    >> NO JUSTICE, NO PEACE <<  
  
  none, do what you will’ crap makes it completely probable that 
  you’ll meet a quick end in this line of work. If you’re not prepared 
  to do harm, child, someone else will beat you to it.”
  I took a half step backward, my heart in my throat. “I may be a 
  pacifist, but I doubt she is.”
  A massive green snake darted down out of the tree just as Face 
  was turning his head to look. He screamed as two enormous fangs 
  lanced his shoulder. As I watched, terrified, the snake picked him 
  up by the shoulder and began to wind itself around him. I could 
  hear the air being pressed out of him. I shook myself; I had to do 
  something. I ran forward, my hands encompassed in a blue glow, 
  ready to oxygenate his body. I could sustain the spell on him and 
  maybe then I could calm the snake—
  Multiple snaps and crunching came from the snake’s coils as 
  it tightened. Face’s arms and legs spasmed once and went limp. 
  My eyes filled with tears and I flushed with shame; I may not 
  have harmed him myself, but I didn’t warn him. A few more snaps 
  as the snake compressed itself around him, and it lifted its head 
  and began to uncoil itself. It looked at me.
  I pressed a palm outward toward the snake and magical en-
  ergy encompassed the animal, visibly relaxing it. Face’s body 
  dropped from its coils onto the ground. I locked eyes with the 
  animal, sustained the spell keeping its emotions placid, and rum-
  maged through Face’s pockets. I found the chip, shoved it in my 
  pocket, and backed away. The snake slid up into the canopy. I 
  whispered a quick prayer of apology and gratitude, and then 
  backed away. 
  Once far enough away, I pushed ahead through the grass and 
  scrubbed at my eyes, nearly falling over when the ground disap-
  peared under my feet. I caught myself on a mangrove tree at the 
  edge of the pond that lay before me. My eyes fell upon Random’s 
  small body, floating half in and half out of a pond surrounded 
  by forking mangrove roots. A single deep gash ran from the top 
  of her shoulder, through her collarbone, and into her chest. Her 
  brown eyes stared, unblinking, at the sky. Rainwater pooled over 
  them and ran down the sides of her face like tears.
  A choked scream escaped my tattered effort to contain it. 
  Out of the corner of my eye I spotted movement and crouched, 
  ready to bolt yet holding on to the tree trunk for protection. Light-
  ning lit up the white forehead and muzzle of what appeared to 
  be a giant raccoon. It sniffed the air, pulling itself up onto its back 
  legs. When I saw its overly long paws clasping the tree roots, I 
  realized what this was. 
  “What the frag is going on?” I wailed out loud to no one. Two 
  other black masked faces looked up, blinking at me. 
  I pushed away from the tree and ran, heedless of any other 
  creatures that may have been lying in wait. My boots stomped 
  across the soggy ground, kicking up mud and plant matter behind 
  me. When I broke through the trees onto the beach, I ran toward 
  the surf. I turned to face the rest of the island and put my hands on 
  my knees in a half-crouch, gasping.
  A glance down the coast revealed the Waterking a couple of 
  hundred meters down the beach. There didn’t appear to be any-
  one on board or near it. I could see no one else on the beach, and 
  I could hear no one else, though it was hard to hear anything over 
  the sounds of my hammering heartbeat and labored breathing.
  I walked toward the boat, unable to suppress a sob. If I’d had 
  a chance, I could have kept us together. I could track, I was good 
  with animals, but I never had the—no. I didn’t take the chance. The 
  responsibility for this fell on me.
  “Sad you won’t get back to your coven in one piece?” Oss 
  stepped out of the gloom, her rifle trained on me. “Poor little girl.” 
  “You don’t have to do this.” I was so tired. “Everyone else is 
  dead. We can go back, split the pay, and we’ll never see each other 
  again.”
  She grinned. “I don’t think so.” In the half-second she took 
  to bring her rifle to bear, I unleashed a spell that wrapped itself 
  around her head, coiling and spinning and muddling her senses. 
  She frowned and blinked. I could see her eyes darting to catch 
  things I could not see. “What was that?” She whipped her head 
  around to find a sound I could not hear.
  I crept sideways a few steps, and then broke into a run, winc-
  ing with the effort of sustaining the confusion on her. A roar 
  stopped me short, and I whirled around. A large ape-like creature 
  backhanded Oss and flung her crumpled body onto the beach. I 
  dropped the spell as the creature followed her and smashed both 
  of its fists down onto her chest. She sunk into the sand, and her 
  arms and legs flew upward with the force of the blow, falling to the 
  ground with a bounce. She did not move again.
  I lifted a shaking hand to my forehead and started toward the 
  boat when I realized I could hear nothing. No waves, no birds, no 
  insects, no thunder, no rain. I stopped, eyes wide. I tapped at my 
  ears with my fingertips and scanned the beach. The ape trundled 
  back into the trees. Just across from the boat, at the tree line closer 
  to me, stood three large dogs. The dogs were over a meter tall 
  at the shoulder. The flashing lightning made them look as though 
  their fur shifted from gray to black and back again. They stared at 
  me.
  Were these shadow hounds? The rumors said they were driven 
  to fight evil. The rumors also said they could gather other creatures 
  to work alongside them. What I’d said before was true: I had heard 
  all the stories. I didn’t necessarily believe them, but as we stared at 
  each other, it occurred to me that none of the animals I’d seen had 
  tried to hurt me. And the blow that had killed Random came from 
  an axe, not a bandit.
  I had the skills and the knowledge to make it here. I had just 
  enough time to get back and get paid, if not only my share, then 
  the whole payment. And then I could come back and make a 
  home here. Study to my heart’s content with no power struggles, 
  no drama. 
  If my suppositions about the island and its inhabitants were 
  correct.  ✖
  >> NO JUSTICE, NO PEACE <<    9
   
  
  > 
  All right folks, it’s that time again. Time to take a good hard 
  look outside our windows and take stock of the wildlife. As 
  usual, I put some feelers into the shadows letting people 
  know that Jackpoint was looking for contributors for this 
  article. I got the usual types of responses, but I got one so 
  damn bizarre at first I thought it was a joke. And maybe 
  it still is, but what can I say, the info is solid. So, without 
  further ado, I give the virtual floor to none other than the 
  man who insisted on writing this piece. I give you our very 
  own Clockwork.
  > 
  Bull
  > 
  What?
  > 
  Glitch
  > 
  Excuse me?
  > 
  Netcat
  > 
  Aww, Clockywocky lovies the cuddly teddies?
  > 
  Slamm-0!
  > 
  I have no shame in admitting a lifelong interest in
  animals. However, as I’m about to show you, they are 
  far from cuddly. Animals are serious business. Oh, and 
  frag you all.
  > 
  Clockwork
  SOCIAL ANIMALS
  Allow me to start with the oh-so-cute household pets 
  people keep. If, as is the case with many of us in the 
  shadows, you come from the Barrens, or some other 
  such SINless dumpster, then your experience with pets 
  will be with the utilitarian sort. In the fringes of society—
  the abandoned tracks of wasteland where the SINless 
  are pushed out to—people do what they can to survive, 
  and they don’t survive by much. If an animal is going to 
  get a portion of food, it’s going to need to earn its keep. 
  Dogs are common, as even now they continue to earn 
  their moniker of “man’s best friend.” Dogs are versatile 
  and can be taught a variety of useful things. They can 
  fulfill most roles in the security spectrum, serving as a 
  threat deterrent, alarm bell, and security enforcement. 
  They can find things and bring them to you. They can 
  keep an eye on children and other dumb critters, such 
  as livestock.
  > 
  “Children and other dumb critters, such as livestock.” And 
  you wonder why people don’t like you.
  > 
  Pistons
  > 
  I don’t wonder. People are stupid and can’t face the reality
  I talk about. That’s not my problem.
  > 
  Clockwork
  If all else fails, you can also eat dogs. In the Barrens, 
  that’s what you call a pet. Now, you’ll also typically find 
  a certain amount of cats with the SINless, but by and 
  large, these are feral creatures that are allowed to exist 
  because they eat vermin. They aren’t really pets. Try to 
  get near one, and you’ll see why. Occasionally, someone 
  may get their hands on a kitten and domesticate it, but 
  that is invariably a short-lived relationship.
  In all cases, drones can do a better job than pets, but 
  they are far more difficult to maintain. Pets require less 
  maintenance and reproduce pretty much by themselves. 
  You also don’t get the same kind of satisfaction when 
  you are drunk and angry and need something to kick.
  > 
  Now you’re just being provocative, you piece of drek
  > 
  Pistons
  > 
  No I’m not. This is reality. I didn’t make things the way
  they are in the Barrens, I’m just telling it how it is. But just 
  for you, here’s the optimistic side: A person beating a dog 
  is usually too busy to beat his wife and child.
  > 
  Clockwork
  Wageslave urbanites rarely have pets. This may 
  surprise many of you, but being slave to a wage doesn’t 
  leave much free time to take care of other living 
  organisms. Wageslave existence is finely optimized. 
  The ninety-hour workweek is only bearable due to 
  the wonders of simsense escapism. Corporate drones 
  work, go home, slurp down a soy meal, then plug in 
  for simsense before going to bed. They don’t have time 
  HOWLING SHADOWS
  NATURE IS
  A BITCH
  10    >> NATURE IS A BITCH <<  
  
  for their own family members—usually living estranged 
  existences from spouses and children, so how can 
  they have time for some middling animal? Some do 
  get pets, often at the (emailed) request of children, but 
  such animals usually die due to malnutrition or general 
  lack of care in short order. The cramped confines of 
  wageslave apartment living also don’t typically work 
  for pets. Still, some people maintain fully automated 
  systems designed to care for pets: automatic food and 
  water dispensers, automatic cleanups drones, etc. All in 
  all, though, I’m willing to bet any wageslave pet would, if 
  it had the faculty to do so, wish to trade existence with a 
  Barrens pet any day of the week, beatings and all. 
  Excluding those who live the corp-affiliated 
  wageslave existence leaves that nebulous and ever-
  shrinking segment of the population that is neither 
  wageslave, rich, nor totally poor: the independent 
  lower middle class. Money is tight for this segment, but 
  they have at least some degree of freedom. Pets kept 
  for companionship are most common here. Where 
  things are rough, it’s often easiest to get a pet than 
  try to maintain complex human relationships. People 
  get angry and frustrated, yell at each other and blame 
  each other for all sort of things. Maintaining human 
  relationships is tricky. People generally just refuse 
  to mold to your fantasies about them, gosh darn it. 
  Pets, on the other hand, are too dumb to hate you and 
  require far less maintenance than children. That suits a 
  lot of people.
  While the base perennial favorites haven’t changed 
  much—dogs, cats, fish, birds, and various cute 
  rodents—the exact breed has. People like to pick a pet 
  that “expresses their identity” and that kind of drek. 
  Call it a cultural thing or call it playing to stereotypes, 
  metahuman race often plays a factor.  
  Many elves will pick, for lack of better description, 
  dainty little pets—fragile little beings that are nonetheless 
  very pretty. Many elves pride themselves in establishing 
  relationships with pets with complex care needs and 
  fragile lives. They like to show they are “one with nature” 
  and able to sustain animals nobody else can. Of course, 
  Awakened pets are high on their list of creatures worth 
  their time—things like Merlin hawks, bonzo parrots, 
  blackberry cats, etc. And of course, elves don’t like to 
  cage or leash animals. They want people to believe the 
  animal is their equal or whatever and stays with them 
  out of pure love. Let me tell you, animal trainers make 
  good money with elves and their pets.
  Orks and trolls, tied as they are to a culture that 
  values toughness, will pick the most dangerous freaking 
  critters they can find and keep them  as pets. 
  > 
  I had a troll neighbor for a while who had a go at keeping
  a barghest. It was well-trained, I gotta admit. Stayed 
  well-behaved, without incident, for years. Finally, my 
  neighbor’s neurons got fried on a bad Matrix run. It was 
  a few days before anyone noticed. Barghest got hungry, 
  barghest got out, barghest ate my other neighbor—an 
  elderly dwarf woman. The rest of us got together and 
  managed to put it down, but it wasn’t a walk in the park.
  > 
  Red Anya
  The rich and elite, for their part, are almost all pet 
  owners, but there’s a twist. As usual, they aren’t playing 
  the same game as everyone else. The wealthy have as 
  pets fully gene-engineered critters. Now, don’t get me 
  wrong. Across the spectrum, almost every animal you 
  will find in a pet store is gene-tweaked to some degree. 
  Everyone knows about Evo GlowSnugs™, those adorable 
  little downy-soft hamsters that glow softly in the dark. 
  GlowSnugs™ are patented and Evo does not license the 
  formula, so you can only get them from the megacorp. 
  That’s not really an obstacle since almost every pet store 
  carries their pet food brands. Not all engineering is as 
  tightly locked down or as complicated. Often, the gene 
  tweaking is so common that just about anyone can do it. 
  Almost every single cat or dog you can encounter has 
  been tweaked to eliminate most allergens. Behaviors are 
  routinely modified as well, so you can have dogs that 
  have absolutely no chance of harming small children, or 
  cats who do not need to scratch their claws.
  But while little modifications to existing animals are 
  commonplace, it’s the creation of entirely new, custom 
  animals that draws in the big bucks. For anyone that can 
  afford it, the ultimate pet is a designer pet. Almost all 
  of the top luxury goods houses, such as Vashon Island, 
  Mortimer of London, and Louis Vuitton, have standing 
  arrangement with bioengineering corporations. Every 
  >> NATURE IS A BITCH <<    11
   
  
  season, their designers build new pets. These pets, 
  naturally, tend to pair extremely well with that particular 
  luxury house’s seasonal apparel offerings. Just like 
  clothes, the color (tint, hue, pattern), texture (e.g., fur, 
  feathers, leathery hide), and shape (four-legged, two-
  legged, fly, doesn’t fly, and so on) vary. And just like 
  fashion, some will look classic and dignified while some 
  are bold and attention-seeking.
  The effect of age on the pet is another factor. The 
  least creative houses will seek to preserve an exact 
  look over the pet’s lifetime. In such cases, typical 
  lifespan is assumed to be no more than three years, and 
  quite possibly less than one. The modern, cutting-edge 
  fashion houses usually go with that strategy. Nobody 
  wants to be caught dead with last year’s look! The 
  more traditionalist houses, on the other hand, design 
  their pets to last a long time—decades, usually. What’s 
  more, the animal will be designed to weather the years 
  nicely. In this fashion style, one can immediately spot 
  a freshly made pet from one that has been maturing 
  for twenty years. The older they get, the more dignified 
  they look.
  > 
  I know Mortimer of London released a few years back a
  new, limited-edition, leather-hide animal that had the base 
  profile of a greyhound with an equine, eagle-ish face. 
  Only a set number were made. They say the animal will 
  live a natural life of two-hundred years. Buying a brand 
  new one set you back a cool one hundred and twenty-
  five grand. However, I have heard analysts project that in 
  fifty year’s time, that same animal, well cared for, could be 
  worth around thirty million. So, they are not only prestige 
  and fashion statements—they can be sound investments.
  > 
  Kat o’ Nine Tales
  >> HOWLING SHADOWS <<
  12    >> NATURE IS A BITCH <<  
  
  Just like fashionable clothing, designer pets are 
  produced in limited numbers for a particular season, 
  and then never again. This thus means there is a 
  thriving secondhand market in designer pets. And as 
  is the case with certain acclaimed masterpiece purses 
  or watches, some years the stars align and designers 
  create something truly amazing, a timeless classic. 
  Assuming the animal was endowed with a sufficiently 
  long lifespan, owning such a masterpiece can make you 
  the envy of everyone for years to come. Humans and 
  metahumans being what they are, this means there is 
  a thriving secondhand black market for such animals, 
  which supports a thriving community of thieves. Some 
  of these little luxury critters can fetch millions of nuyen. 
  As with any asset worth that much, though, owners put 
  in place security measures matching the investment to 
  guard their pets.
  > 
  So a lot like fine art then?
  > 
  Beaker
  > 
  I see you know nothing about fine art. Owners of fine
  art—notably, the works that sell for millions—rent 
  space in specialized vaults to store the pieces and hang 
  reproductions on their walls. Nobody actually hangs the 
  real thing up. So if you want to steal art worth that much, 
  you need to hit the vaults. You can’t exactly stick these 
  pets in a vault, though. It entirely defeats the purpose. 
  Unlike art, you can’t just keep a reproduction around. So 
  they are much, much more vulnerable to theft than many 
  other kinds of other luxury asset.
  > 
  Ma’Fan
  While most genegineered pets you will come across 
  are brand-name luxury models, the truly creative can 
  also custom design their own. These one-of-a-kind 
  animals typically have little value to the outside world, 
  but they are worth a lot to the people who build them. 
  The pets serve as a sort of mix between surrogate 
  children, personal expression, and art, and their 
  eccentric owners pay small fortunes for their unique 
  creations. The only use shadowrunners would have for 
  these is to hold them as ransom, since nobody else will 
  typically pay much for them. 
  LOW-DOWN DIRTY RATS
  Now, pets are animals people choose to live with. But 
  that isn’t the only type of animal people coexist with. 
  Ever since the Awakening, our position as dominant 
  species on this planet has been mocked again and 
  again. There are, of course, dragons, but I don’t want to 
  get into that right now, for the simple fact that dragons 
  are exceedingly rare. I’m talking about the everyday 
  critters that plague our cities, from the humble devil rat 
  to the devastating rockworm. We have to face it: our 
  city streets don’t exactly belong to us anymore. Every 
  nook and shadow, back alley, and abandoned park be-
  longs to them. 
  In just about every city in the world, devil rats 
  outnumber people at least five-to-one. At least. And that 
  doesn’t include all the normal little rats. Impervious to 
  most pesticides, nothing has changed the face of urban 
  life like the devil rat. Any sort of underground civic 
  infrastructure maintenance effort must take devil rats 
  into consideration. Workers must be armed or escorted. 
  The entirety of our city’s underground teems with the 
  little bastards. They spread disease to any dwelling 
  not sufficiently protected or that lets the vermin near 
  food stores. Then there are those creatures too weak 
  to defend themselves. The devil rats usually wait till 
  the middle of the night to get to them. They’ll start by 
  nibbling a few toes. If that doesn’t earn them retribution, 
  it won’t be long till they finish the job.
  > 
  Which reminds me: Never astrally project somewhere
  abandoned without some chummers watching your meat.
  > 
  Lyran
  Aside from those universally loathed little fraggers, it 
  is a scary and very real fact that larger predators roam the 
  night alleys. There are the Infected, of course. From pack 
  creatures like ghouls to solitary finesse hunters such as 
  vampires, these creatures claim a significant amount of 
  victims every day. Fortunately, the Infected scare people, 
  so when nests are suspected, some sort of agency 
  usually leads residents to send out an extermination 
  squad. Still, shitty parts of town typically have recurring 
  ghoul nest problems. Ghouls and their variants are 
  typically more scavengers than hunters, though, as 
  even in their glim, primal intellect they understand that 
  people notice and care about missing bodies a lot less 
  than they do about living relatives who go missing. The 
  Infected often appear where fresh bodies tend to turn up 
  a lot: gang turf-war flare-ups, locations near bad street 
  docs, or places ravaged by disease. This, invariably, 
  leads them to poor neighborhoods. On some occasions, 
  the forces that generate dead bodies also encourage 
  ghoul nests. Criminal syndicates are known to tolerate 
  ghouls, as they dispose of bodies in ways the syndicates 
  appreciate. That is an exception, though. In most cases, 
  the Infected are typically seen as universally revolting, 
  even by gangs, and there are typically bounties on nests.
  The real problem, in my opinion, though, is that 
  while everyone is busy being worried about the 
  Infected, nobody has noticed the real and growing 
  problem affecting our streets. The population of other 
  feral urban predators has been steadily growing for the 
  past few years. Gabriel hounds, mermaids, gargoyles, 
  shadowhounds and other such urban critters have been 
  increasing in numbers lately. As their numbers grow, so 
  does the pressure for them to feed. Their boldness and 
  aggressiveness has gone up, and so have the number of 
  reported attacks. Many attacks are misclassified though, 
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    13
   
  
  or attributed to other factors. Gabriel hound attacks are 
  often attributed to gangers or muggers, for example. 
  But, make no mistake, the nighttime is becoming 
  increasingly dangerous. Talk to anyone working the late 
  shift, and you will hear the truth. Frag, talk to gangers. 
  Increasingly, they are just as concerned fending off 
  rival gangs as they are concerned about glowing eyes 
  observing them in the dark. Even more so than always, 
  beware dark alleys at night. 
  > 
  Naturally, it’s not the good neighborhoods where you
  face the risk of being mauled and eaten. Anything rated A 
  and above is going to employ pest control companies to 
  investigate and hunt down any feral predator sighting. 
  > 
  Cosmo
  > 
  Yeah, but it’s not like the critters know they are crossing
  into A-level turf. Critters don’t last long once there is a 
  reported attack, true, but somebody has to be that first 
  reported attack, and it might very well be you. 
  > 
  Stone
  > 
  By the way, masquerading as a team of large-game pest-
  control technicians is a great way to get around without 
  arousing suspicion while wielding visible weaponry. You 
  can be swinging around an assault rifle, and nobody is 
  going to think your story is out of place if you convince 
  them you’re out hunting a shadowhound pack. 
  > 
  2XL
  POLITICAL 
  ANIMALS
  While in most countries, the debate is what humans 
  should do about their animal problem, in certain oth-
  er countries, the discussion is what animals should do 
  about their human problem. So-called Awakened na-
  tions are places where Mother Nature calls the shots 
  and humans eke out a meek existence as second-class 
  citizens. Let’s take a look at a few of the most promi-
  nent Awakened states.
  AMAZONIA
  Surely the reigning queen of Awakened nations, life 
  in Amazonia is likely hard to imagine for anyone from 
  anywhere else. The interesting thing about Amazonia 
  is that it is still home to a very high human population 
  count overall, and specifically in the city of Metropole. 
  Metropole is the biggest megasprawl in the entire 
  world—bigger than Neo-Tokyo, bigger than the Rhe-
  in-Ruhr Megaplex, bigger than anywhere—with its pop-
  ulation hitting near the two hundred million souls.
  However, life in Amazonia, and even (or especially) 
  in Metropole, is unique. Amazonian laws are formulated 
  with the core principle of equal rights towards pretty 
  much all life forms. Whereas any sane city will thank you 
  for killing devil rats, feral dogs and all other creatures 
  that can pose a threat to human life, Amazonia doesn’t 
  see things that way. Any living creature has as much 
  right to exist as any other. In Amazonia, neighborhood 
  ponds may be home to, say, alligator. And nobody is 
  going to ask them to move. “Pest control” is called 
  “murder” over there. People must respect and adapt 
  to the existence of critters. Indeed, pilots navigating 
  the skies between the many skyrakers of the Sao Paulo 
  district of the city, famously the busiest airspace in the 
  world, must not only contend with massive drone and 
  piloted craft traffic, but also with thousands of critters 
  flying all over the place. And, needless to say, no matter 
  what your flight plan might indicate, a dragon always 
  has right of way.
  So, is that at all functional? Drek no. The end result 
  is chaos, and people engage in widespread avoidance 
  of the laws. Everything is a mess, and nobody reports 
  it. Those alligators suddenly disappear one night. 
  Planes and drones have mid-air collisions as they fail to 
  recover from the wake of a dragon’s passage. The fact 
  is Amazonia is a very dysfunctional, disjointed system 
  where government spokespeople—sorry, spokesthings—
  may say the government respects and cherishes its law 
  abiding citizens as much as anything else in nature, but 
  the fact is that from top to bottom, sentient creatures call 
  the shots and enforce federal laws. An animal’s mind, 
  even if it is sentient, will never be the same as a human’s 
  mind. They don’t have the same priorities and don’t 
  think the same way. 
  Bleeding hearts may fret about protecting the 
  environment from human domination. However, when 
  the tables are turned, you can bet the critters do not care 
  about protecting humans from the environment.
  In any case, Amazonia has great PR with other 
  nations (except Aztlan, natch). Go into any mall, 
  and you’ll find cuddly toys, t-shirts, beads, and other 
  stupid drek officially licensed from the government of 
  Amazonia. Kids grow up with cartoons such as Defenders 
  of the Rainforest filling their heads with the notions that 
  Gaia good; humanity bad. Many believe Amazonia to 
  be a sort of paradise, a state of equilibrium we should 
  all strive to achieve with Nature. Being pro-Amazonia is 
  hip with a lot of youths looking to rebel, thinking they 
  can change the fact they are about to become deadbeat 
  wageslaves just like their parents. 
  > 
  Horizon throwing in its chips with Amazonia during the Azt-
  Am Conflict certainly generated a lot of that commercial 
  stuff. Lots of cute mascots, cartoons, and whatnot made 
  their debut during that time. You’d be hard pressed to find 
  a grade schooler that doesn’t know Jared the Jaguar, or 
  even a pre-teen that doesn’t follow the hilarious antics of 
  the Teen Shifters.
  > 
  Dr. Spin
  >> HOWLING SHADOWS <<
  14    >> NATURE IS A BITCH <<  
  
  NAGA KINGDOM
  Dr. Lucy Shapiro published the definitive book on 
  naga culture, titled Angkor What?: My Year in the Naga 
  Kingdom in 2070, based on her prolonged period of 
  embedment in the naga capital of Angkor Wat. Re-
  counting her time spent there, Dr. Shapiro spoke of a 
  highly social culture, where art and magic were priv-
  ileged. She discussed their social mores; how they 
  lived in extended family, how they married, and how 
  they were schooled. Aided by humorous anecdotes, 
  she recalled misunderstandings borne by cultural and 
  the physiological differences between she and them. 
  All in all, she showed the naga to be peaceful, inno-
  cent, and wise. While the naga had been around for 
  some time, Dr. Shapiro’s work did much to foster un-
  derstanding between the heart of naga culture and 
  the rest of the world.
  Unfortunately, it may have been best if that hadn’t 
  happened.
  While most of the world reacted with the short-
  attention delight of a toddler at the documentaries that 
  followed—that is to say, initially squealing in delight 
  at the marvelous snake-people, then immediately 
  forgetting all about it when Stuffer Shack released a new 
  flavor of beef-flavored jerky—it wasn’t quite the same 
  experience for the naga themselves.
  While expatriate nagas had already been living in the 
  wide world for years, and certainly while the leading elite 
  of Angkor Wat—the Nagaraja and his diplomats—were 
  plenty worldly, the masses remained pretty oblivious to 
  life outside of what they knew. Ignorance was bliss.
  In the exchange of cultures that occurred via 
  Dr. Shapiro, many nagas came to know the world 
  beyond their borders, including info about how the 
  megacorporations coldly divide the world neatly into 
  “resources to exploit” and “markets to dominate,” 
  wageslavery, the SINless and inherent social injustice, 
  and so on. They discovered everything that makes our 
  world the failed dreksack place that it is. Unsurprisingly, 
  the nagas didn’t really like what they learned. 
  The response to this malaise has been, recently, 
  that numerous young nagas have been leaving Angkor 
  Wat to join anti-corporate or pro-environment outfits. 
  As they left with the naïve thought that they could 
  help us poor humans, many of them initially joining 
  peaceful groups like Equity or Sierra, Inc. Once they 
  encountered the same frustrating marginalization 
  and ignorance that all idealists encounter, they 
  started drifting toward violent extremism or militant 
  eco-groups. There, they are prized, if not outright 
  worshipped, by the other the activists. Many nagas are 
  Awakened, but even if they are not, they are typically 
  very intelligent and able.
  The net effect is certainly an increase in comingling. 
  We see a lot more nagas than we ever used to, but 
  increasingly they are being pre-judged as terrorists. 
  The media are currently surfing this wave, going out 
  of their way to point out naga involvement (or just 
  suspected naga involvement). No matter who else 
  was responsible for the planning and execution of an 
  incident, if there was a naga somehow connected, you 
  can bet the media will be talking about the naga, and 
  just the naga.
  > 
  The newest tool of mass distraction. The corporate media
  focuses on the nagas, vilifying them, subtly playing up 
  all kind of cultural prejudices as snakes being tricksters 
  and devils. People focus so much on the devil-race 
  coming out of the jungle to herald the end-times that 
  they conveniently forget to think about why the nagas 
  feel the need to risk their lives to stop the depredations of 
  corporate ransacking.
  > 
  Ecotope
  > 
  You don’t really need to sell the naga to us shadowrunners. 
  They’re all right in my book. We fight the same fight, really.
  > 
  Stone
  > 
  Give it a rest. Fighting the good fight, are you? Last I heard 
  you commanded pretty high wages for your “good fight.”
  > 
  Haze
  > 
  All right, the debate regarding the virtues or lack thereof
  of shadowrunning is not going to get solved tonight, 
  and certainly not midway through an upload on fragging 
  animals. A little focus, please?.
  > 
  Bull
  > 
  There certainly are more naga shadowrunners than ever.
  Graduating a skillset developed from eco or anti-corp 
  terrorism into the shadows has always been common.
  > 
  Marcos
  > 
  If anyone is wondering, Mkono Wa Damu and Terra First!
  are getting the most naga recruits. Terra First!, a group that 
  at least tries not to hurt people, attracts nagas because 
  they want to help the world but don’t really want to hurt 
  anyone. Mkono, I would guess, are probably an easy 
  cultural fit for the naga. The nagas revere the spirit world 
  and Mkono’s leadership is formed by the exiled spirits of 
  Mt. Kilimanjaro. Seems like a match made in heaven. Or 
  hell. Whatever.
  > 
  Cosmo
  > 
  I’m particularly worried about the few nagas that have
  been recruited by Logos, however. That group is still up 
  to no good, looking for things that shouldn’t be found. 
  Nagas have a much easier time getting around jungles 
  and unearthing secrets that should be left alone. This does 
  not bode well.
  > 
  Elijah
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    15
   
  
  YAKUT
  Did you know that the formation of the Awakened 
  state of Yakut predates that of Amazonia? Some say 
  the emergence of Yakut was one of the scariest things 
  world leaders had to deal with during those turbulent 
  times. VITAS, goblinization, magic—those all have sig-
  nificant fear quotients. But a chunk of real-estate run 
  by, like, talking deer and wolves, succeeding in de-
  claring independence from one of the most powerful 
  countries in the world—now that’s something that gives 
  power-hungry politicians nightmares.
  Anyway, point is, Yakut is one of the oldest Awakened 
  nations, though it is also probably the most unstable. 
  While nobody knew at the time—and frankly, for a long 
  time afterwards—the native Siberian people traded the 
  shackles of Russian oppressions for the shackles of 
  Awakened oppression. To supplant the massive power 
  of the Russian armed forces, the Siberians trusted in an 
  ultra-powerful spirit, who called herself Vernya, and her 
  shapeshifter followers to help them fight.
  Turns out Vernya’s interest were not actually aligned 
  with the Siberian people. She quickly reduced the Yakut 
  to third-class citizens, with shapeshifters being the true 
  power. Your run-of-the-mill dog has more standing than 
  a human. Really, it’s kind of what most sentient critters 
  in Amazonia would love to see happen. A complete—
  crittercracy? Is that a word? 
  Russia never really swallowed the loss of part of their 
  territory and continues, to this day, to perform nasty 
  little border raids against the Yakut. They prod and poke 
  for weakness, and destroy to destabilize. They push 
  in propaganda to the people. The people really don’t 
  want to go back to Russia, but the shapeshifters don’t 
  trust them. So as the Russians raid, the Yakut follow and 
  brutally check for possible traitors and informants. In 
  both cases, the people suffer.
  About a decade ago, elements within Yakut society 
  finally rose up in open rebellion against the savage 
  dictatorship of the shapeshifters. Not aligned with Russia 
  and despising their Awakened overlords, they want a 
  third path. So, as you can imagine, this lovely three-way 
  frag-fest colors local opinion of critters. The citizens of 
  nearby cosmopolite Vladivostok, Evo’s hometown, are 
  particularly weary of animals. Vladivostok plays stage to 
  a covert little extended war between the various factions. 
  Pro-Russians, pro-Awakened, and pro-rebels quietly 
  dish it out in a battle to control the city, an important 
  resupply point for the Yakut and the Yakut rebels (with 
  the Russians basically messing with both sides equally). 
  Vladivostok has had it up to their vat-grown gills with 
  critters. Any of the common shapeshifter animal forms—
  wolves, bears, tigers, elk, etc.—are instantly viewed with 
  suspicion and distrust. People are known to shoot such 
  animals on sight. If the beast is truly a shapeshifter, it’s 
  unlikely to die from a single bullet, but the message is 
  still pretty clear.
  Within Yakut itself, of course, people may resent the 
  shapeshifters, but they have few other options. Anyone 
  who speaks out is torn to shreds.
  Overall, the region has a pretty messed up love-hate 
  relationship with critters. Those with business in that 
  area should keep that in mind.
  > 
  A chummer from Vladi mentioned something about a
  Yakut Wolf King?
  > 
  2XL
  > 
  Wolf shapeshifters are common grunt-class foot soldiers
  of the Yakut. Being pack animals, it’s not impossible they 
  have a sort of alpha male leader. Honestly, we know next 
  to nothing about Yakut forces and how they operate. A so-
  called Wolf King may just be some sort of lieutenant (or 
  general) in the Yakut power structure.
  > 
  Red Anya
  > 
  The Vladivostok Vory, which “Bloody” Otsana managed
  to consolidate under her sole leadership, has been 
  showing signs of fracturing again. Rumors say that 
  many Vory lieutenants never took to her leadership, and 
  many have aligned themselves with Yakut forces against 
  Otsana’s explicit orders. The problem is growing beyond 
  the point where Otsana can just execute disobedient 
  lieutenants. The whole Yakut situation is threatening to 
  tear the city apart.
  > 
  Mihoshi Oni
  KILLING HUMANS 
  INSTEAD OF ANIMALS
  I already touched on this tangentially, but the world also 
  has to deal with eco-terrorists. Now, I’m not making any 
  excuses for the corporations that have raped mother 
  earth and continue to do so. Even I can sometimes hear 
  in the wind Mother Earth sighing at the ravages her chil-
  dren visit upon her, to quote a Terra First! screamsheet 
  that made its way past my spam filters the other day. But 
  between the life of some animals and the life of humans, 
  I can pretty much recognize humans are more import-
  ant. Not everyone sees things this way, though. 
  GreenWar and its offshoot Logos are perhaps the 
  most infamous and largest, but there are hundreds of 
  extremist terrorist organizations that have flatly decided 
  that animal (and plant) life is more important than 
  human life. And, seeing how we humans behave—in a 
  way that threatens ecology—the only logical conclusion 
  is to wipe out humanity. Pretty simple, really.
  It is fairly easy to predict where one might encounter 
  such extremist eco organizations. Any area of the 
  world where there are both large tracts of nature and a 
  large corporate harvesting presence, you will find eco-
  terrorists. You will, of course, also find them in the cities, 
  since they like to do things like kidnap corporate bigwigs 
  >> HOWLING SHADOWS <<
  16    >> NATURE IS A BITCH <<  
  
  responsible for harvesting projects and skin them alive. 
  As such bigwigs are found in corporate HQs, which 
  are found in cities. Cities are also full of sinners who 
  must perish, of course, though conveniently cities are 
  also places where one can acquire weapons to kill said 
  sinners. So, I suppose, whether in a city or out in the great 
  outdoors, one can equally run into pro-eco murderers. 
  There are a few specific hot points in the world worth 
  mentioning. While the jungles of Amazonia do a pretty 
  fine job protecting themselves against metahuman 
  would-be polluters and despoilers, the vast megasprawl 
  of Metropole is another matter. GreenWar has a special 
  hard-on for the city, repeatedly attempting (and 
  sometimes succeeding) in killing entire neighborhoods. 
  As I understand it, claiming affiliation to GreenWar in 
  Metropole is an excellent way to get instantly lynched. 
  The teeming megaslums of Indian cities are also a 
  favorite GreenWar haunt.
  In the non-urban environment, you’re likely to run 
  into extremists in certain threatened areas like the 
  Mojave Desert, the vast boreal forests of northern 
  Quebec, and in general any part of the world where 
  primary sector industry occurs. In such places, you also 
  encounter many radical organizations. Most often, these 
  will be the type of people that will sabotage machinery 
  and kit, rather than specifically hurt people, to stop 
  activities that endanger natural habitats.
  However, the tactic of sabotage, at a strategic level, 
  only makes operations more costly, but not impossible. 
  At the very best, it can slow or delay projects. It can’t 
  stop them. 
  So the next step are the people who will kill people 
  rather than let them hurt an animal, or an animal’s 
  habitat. We are rarely talking about the targeted death 
  of one or two individuals, though. Again, people can 
  be replaced. But the deaths of, say, an entire mining 
  outpost—that sends a message. Even corporations have 
  to think twice about restarting operations when that 
  happens. Such extremist groups also don’t always make 
  logical sense: there have been many incidents of large-
  scale environmental destruction—such as chemical 
  plants or nuclear power plants exploding and spilling 
  their long-lasting poison for miles around—just to create 
  human interdiction zones. The idea, I suppose, is that 
  the environment will eventually adapt, even recover, but 
  humans will stay away. Basically, they feel nothing can 
  be worse than humans. 
  In today’s world, there is little public sympathy for 
  these kind of people. Corporations have done a pretty 
  good job convincing the world that the eco-resistance 
  fighters are in the wrong. Most people simply don’t 
  realize the savagery with which corporations plunder 
  the land, and even if they sort of know, they largely 
  don’t care. Within more eco-friendly nations, like the 
  NANs, the two elven Tirs, and Amazonia, views are only 
  slightly different. Even there, people readily believe in 
  each individual’s responsibility to live in balance with 
  nature, but eco-terrorists are seen as dangerous and 
  childish. What they do simply isn’t the right way. Plus, 
  those places typically understand a place of balance 
  with nature. Eco-terrorists push the scales way the other 
  way. It goes back to one of the basic teachings from 
  childhood—two wrongs don’t make a right.
  TOXIC RELATIONSHIP
  The Awakening brought an entirely new perspective on 
  “poor, defenseless animals.” We already talked about your 
  everyday monster animals that can and do hunt down and 
  eat people and their impact on the world psyche. People 
  had mixed feelings about the idea of the great white shark 
  being a threatened species, back before the Awakening. 
  They were big scary man-eaters, but that was countered by 
  the fact their level of aggression was largely misrepresent-
  ed, and many people knew it. But, let me tell you this: No-
  body would shed a tear if megalodons went extinct over-
  night. It is a very real and very uncomfortable fact there 
  are creatures out there that are just way too scary to exist.
  The same phenomenon, sort of, happens in regards 
  to toxic critters. Last century, if you wanted to sucker 
  people into funding your non-profit organization, you 
  showed them pictures of little birds covered in tar. Poor 
  little bastards, they can’t fly anymore! So sad. Fast-
  forward to today, and those little birds covered in tar 
  are likely to mutate, grow rows of razor fangs, and shoot 
  lasers from their eyes.
  So, all at once, we can all kind of appreciate that 
  toxic animals are our fault, kind of the manifestation 
  of our sins. We pollute, and these deformed babies of 
  nature show up, putting it in our faces that we fragged 
  up. Our bad. However, on the flip side, those twisted 
  creatures will attempt to kill you on sight. Kind of 
  creates a problematic conflict of conscience. On one 
  hand, we feel bad, but on the other, we’re afraid of 
  them. It’s not like they’re redeemable or anything; the 
  only thing to do with a toxic critter is to put it down. 
  Some deluded eco-nuts try to protect even toxics, but 
  the toxic critters usually end up eating the would-be 
  defenders of their rights.
  In the public mind, toxics are basically a good reason 
  to awkwardly smile and avert their eyes from difficult 
  eco situations. They give corporations all the leeway to 
  tell civilians to leave an area. The corps don’t care: they’ll 
  put on hazmat suits, hire shadowrunners to take out the 
  critters, and keep on working. All the better now that 
  there is nobody to look at their activities anymore. In the 
  media, toxics even allow the corps to take the high road: 
  “It’s not we that have wrecked this beach! We would 
  have cleaned up the mess, honest! But that good-for-
  nothing Gaia is the one that messed everything up by 
  creating these mutated monsters. Not our fault!” 
  Sounds kind of silly, but really, terrorists never garner 
  public sympathy, and toxics are Mother Nature’s little 
  terrorists.
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    17
   
  
  THE RAT RACE
  We reach what is, in my opinion, the most relevant 
  aspect of animal and human interaction: the almighty 
  nuyen. Animals are a part of business, chummers. Ani-
  mals are business. 
  Cattle are maybe the most obvious part of that 
  business. Since the turn of the century, cattle farming 
  has been in steep decline. It has simply always been 
  true that raising and feeding an animal to be slaughtered 
  is a net negative equation. It takes more food to raise 
  an animal than you get out of eating it. For a long time, 
  though, that didn’t matter. In rich nations, food shortage 
  wasn’t a concern, and even given the losing equation, 
  cattle growers made more money with meat than it 
  cost getting the feed. In poorer countries, raising cattle 
  was literally a losing equation even in financial terms, 
  but apparently people were too stupid to realize that. 
  Probably why they were poorer countries, incidentally.
  In the past half-century, the economy of food changed. 
  Corporations were able to dictate terms. Corporations 
  preferred raising nice, stable, and universally edible crops 
  like soy and krill. Advances in artificial nutrition allowed 
  the corps to inject lab-grown nutrient, and advances 
  in artificial flavors gave us the wide variety in flavor 
  sauces we enjoy so much. Now even the most culinary-
  challenged wageslave can eat boeuf bourguignon 
  every night by turning on the right setting of his Azteca 
  MiracleCook 5600 model home food dispenser. 
  Especially adventurous people can access their favorite 
  celebrity chef’s flavor sauce mix recipes and come up 
  with truly original combinations their friends and family 
  will rave about on their corporate social media platform.
  The overall effect, of course, is an ever increasing 
  reduction in the cattle business. Fewer and fewer 
  >> HOWLING SHADOWS <<
  18    >> NATURE IS A BITCH <<  
  
  corporations—big or small—handle cattle. In most 
  cases, the only way to remain viable is to reduce the 
  amount of real-estate needed and increase operational 
  efficiency. The most lucrative ranches stick their animals 
  in cramped confines six rows high and plug their beasts 
  into simsense feeds specifically designed for animal 
  brains. The animals are placed on treadmills of sorts. 
  Each cattle thus requires only a tiny bit of space, but 
  the simsense keeps them from going insane (an act of 
  generosity many smaller corporations cannot afford) 
  and the treadmills provide exercise, which is good for 
  muscle and thus good for taste quality.
  Of course, the less meat there is, the more 
  expensive it gets. An actual steak—heck, an actual 
  burger made of actual ground beef—is a luxurious treat 
  few people have or ever will taste. Then again, soy slop 
  can essentially be made to taste fairly similar to steak, 
  so paying two to three hundred nuyen for a piece of 
  meat that tastes close to what you can eat at home for 
  ten nuyen is pretty foolish.
  > 
  If you think a steak can be replaced by soy, you do not
  deserve to eat steak.
  > 
  Kane
  > 
  That being said, worldwide reliance on a handful of crops
  is extremely dangerous. At this point, only a handful of 
  corporations—with Aztechnology subsidiaries dominating 
  in this field—run the show. Decades of uneventfulness 
  and the growing sense of the invincibility of genetically 
  modified crops that science keeps improving are a real 
  concern. Cattle, like pets, are genetically modified and 
  cloned. This is advertised as a great way to ensure steady 
  product quality. The fact that companies like Aztechnology 
  license the exact same seeds and cattle to all of their 
  subsidiaries across the entire world is kind of rock-bottom 
  in terms of genetic diversity and robustness.
  > 
  The Smiling Bandit
  > 
  Yes. A fact certain groups hell-bent on ushering in the end
  of humanity have noted as a global weakness. Groups 
  like Ta Makrinia and the Crying Masks, not to mention 
  GreenWar and your run-of-the-mill lone wolf toxic 
  shamans.
  > 
  Nephrine
  > 
  The fact that there was widespread famine in a modern
  and uber-controlled country like Aztlan following the Azt-
  Am war, and even in many modern cities following the 
  effects of CFD, is very disturbing.
  > 
  Sunshine
  > 
  If you aren’t stockpiling food, you’re making a mistake. It
  is everyone’s responsibility to prepare for the inevitable 
  hardships that are coming. Relying on others is weakness.
  > 
  Stone
  > 
  Why would I stockpile food when I can just steal yours?
  > 
  Sticks
  A BOUNTIFUL HARVEST
  Raising cattle isn’t the only way to make money from 
  animals, of course. Another way animals contribute to 
  the economy is by being rare and/or challenging to kill. 
  Bounties and trophies are an important source of reve-
  nue in many places in the world. Quebec is the capital 
  of the world in terms of bounty (and trophy) hunting. 
  The government pays out bounties on almost every-
  thing, though sentient creatures haven’t been on the 
  list for decades. In Quebec’s case, the angle is simple: 
  the local economy gains more from the influx of boun-
  ty hunters than the government loses in paid bounties 
  (morality doesn’t factor at all, in case you’re wonder-
  ing). It’s a sort of tourism industry at this point, though 
  talisleggers, specialist tanners, exotic meat butchers, 
  and restaurants have sprung up to deal with the sec-
  ondary products stemming from so many killed exotic 
  critters. Waste not, want not!
  However, 
  aside 
  from 
  Quebec, 
  plenty 
  more 
  organizations have reason to issue bounties on 
  things. Any place, or any group of people, plagued 
  by troublesome critters will more often than not issue 
  bounties. Throughout Africa, people ranging from village 
  elders to big city politicians will hand out bounties for 
  whatever local critter causes problems. Though in places 
  like that, where every vagrant can afford to tote a gun, 
  you can expect to have to earn your bounty. Things easy 
  to kill get killed for free. Ever try to kill a juggernaut? Not 
  so easy. 
  Corporations with designs on certain tracts of land 
  will sometimes pay a bounty towards the eradication of 
  some sentient beings. Tribes of troublesome munchkins, 
  pixies, or centaurs are often quietly and discreetly wiped 
  out, so that tracts of precious wood or whatever can 
  be harvested. In such cases, the bounty is much more 
  easily earned, so long as you’re able to silence your own 
  conscience with a fistful of nuyen.
  > 
  Fistful, you say? Hmmm.
  > 
  Slamm-0!
  > 
  Silencing your conscience for nuyen is the baseline job
  description.
  > 
  Cayman
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    19
   
  
  As you can see, bounty hunting and pest control 
  are pretty closely related. Bounty hunting implies you 
  have to go out of your way to go kill an animal, while 
  pest control typically means you would very much like 
  the animals to stop coming to you. Wherever humans 
  are found, pest control is a terrific business. It used to 
  be that pests were basically just annoying creatures. In 
  today’s world, they can be absolutely fatal. Rats and 
  devil rats carry deadly diseases. Until very recently, 
  they commonly carried VITAS. We seem to at least 
  have gotten that under control, but a single bite from 
  a devil rat is still something that is likely to require 
  hospitalization. Disgusting little insects now also carry 
  the fear that they may in fact herald a bug spirit nest 
  nearby. Ghouls will turn you into a ghoul. Those are all 
  far more than annoying consequences. What’s worse, 
  it’s a lot harder to kill things. Devil rats are absolutely 
  immune to any poison we have tried throwing at 
  them—and trust me, we have tried a lot of poisons. 
  The only way to kill them is basically via mechanical 
  means—shoot or stab them. That rule goes for almost 
  all of the creatures that have an undesirable fondness 
  for humanity and its byproducts.
  However, some specialized companies deal with 
  bigger problems. Much bigger. Megafauna is a real 
  problem in many places. Aquacologies probably face 
  the worst of it. Megalodons and krakens are a common 
  issue quite capable of threatening entire installations, 
  and their hundreds or thousands of inhabitants. One 
  needs an adequate solution for such monsters. The field 
  of pest control and engineering marry up, drawing up 
  mega weapons or deterrents capable of keeping away 
  creatures known to attack supercarrier battlegroups.
  > 
  You guys ever get a spider rat infestation?
  > 
  Sticks
  > 
  Eww. No.
  > 
  Pistons
  > 
  I came back from a run one day, you know, the kind of
  run that had taken me away from home for a couple of 
  weeks. I heard a noise behind my fridge, so I move it to 
  take a look. There was a hole the size of my fist, and the 
  moving of the fridge must have excited them. Out pours 
  hundreds of the fat, bloated, black little things. They climb 
  over each other with their eight jabby little legs, crawl up 
  the wall, on the ceiling. Fat little shits push each other, so 
  they are falling everywhere. It’s raining spider rats. They 
  fall on their back with a wet, meaty thud and squirm like 
  crazy before flipping themselves over and running in 
  every direction.
  > 
  Sticks
  > 
  I think I’m gonna throw up.
  > 
  /dev/grrl
  > 
  What did you do?
  > 
  Stone
  > 
  I was in a sort of state of calm. Years of crawling in the
  mud and over corpses, so to speak, have left me with a 
  sort of “special place” state. I’m sure you all know what 
  I’m talking about. I shut down my brain and operated 
  using my “chips are down” shadowrunner instincts. 
  I went to see my landlord and asked if my doss was 
  insured. It wasn’t, of course. I took out a wad of nuyen 
  from my last run’s fat payoff and handed it to him without 
  a word. Plenty, you know. More than enough to cover. 
  Then I called in a few Halloweener chummers of mine. 
  Told them to bring their gear. Then we nuked my place. 
  Set the whole fragging thing on fire. The Halloweeners 
  cackled gleefully. Me, I just stood there, watching, and 
  shooting any of the little eight legged plump bags of meat 
  that tried to escape the flames. I burned them. Burned 
  them all. It was the only way to be sure. The only way I 
  wouldn’t see them in my nightmares.
  > 
  Sticks
  SAVAGE KINGDOM
  As with all things related to humans, sooner or later we 
  need to talk about war. Animals have always played a 
  part in armed conflicts. Ancient Gauls splattered pigs 
  with tar and set them alight, causing them to rush 
  squealing, mad with pain and terror, into enemy lines 
  to break shield walls. Horses were perhaps the most 
  important military development throughout the known 
  world for centuries. During EuroWar II, the Kingdom of 
  Morocco lent its expertly trained horde of demining 
  monkeys to the Islamist forces. If you are wondering 
  about that one, the monkeys were not expertly trained 
  engineers, no. They demined the other way.
  For much of human history, man has found creative 
  uses for animals. War has always required bravery and 
  determination, but every man has a breaking point. We 
  are capable of imagining what can happen to us—that’s 
  the problem. Animals are dumber. They can be trained 
  to ignore the warning signs that they are in a perilous 
  situation and thus remain calm where a man would 
  not. Sometimes they are just too plain stupid to realize 
  they are in danger, and sometimes you don’t really care 
  if they do. As such, they make great fodder, beasts of 
  burden, or even shock troops.
  With the advent of motorized vehicles and, more 
  recently, drones, animals lost a lot their uses. I said 
  a while back that animals were still found with the 
  SINless a lot because while drones are generally better, 
  the poor can’t always afford them. When it comes to 
  armed forces, budgets are generally not an issue. Why 
  ride a horse when you can ride a motorcycle? Why 
  send a carrier pigeon when you can send a stealth 
  drone?
  >> HOWLING SHADOWS <<
  20    >> NATURE IS A BITCH <<  
  
  Nevertheless, animals continue to be a part of warfare. 
  First of all, some animals still make better, or at least 
  equivalent, guards to drones. The biggest advantage is 
  that you can’t hack a standard guard animal. Secondly, 
  some (incredibly stupid and likely soon to die) people 
  hesitate at killing animals. Sometimes, a hesitation is all 
  you need. There are still surprisingly large amounts of 
  tender-feely bleeding hearts who don’t want to hurt the 
  poor, innocent animals. There are exactly zero people 
  who will feel bad shooting a hunk of metal and circuitry. 
  There is also a sort of instinctual factor. Ever since 
  our extremely distant ancestors on the African plains 
  learned to run and jump up a tree at the sound of 
  growling, we all carry an ingrained genetic fear of frothy 
  mouthed, growling, teeth-blaring barking things. Drones 
  are deadly, for sure. Deadlier than most animals. But 
  we don’t instinctively fear them. That fear counts for 
  something—it makes a good deterrent.
  > 
  In the same vein, lots of people still have totally bonkers,
  lose-control-of-yourself fear of certain animals. Like 
  snakes, spiders, rats. And then some have overpowering 
  superstitions, like Islamic martyrs and pigs. The judicious 
  application of these animals can do marvels to get 
  someone to talk about something they don’t want to. 
  Works better than breaking fingers most of the time.
  > 
  Haze
  Of course, Awakened critters can provide an 
  angle in combat that drones simply can’t. Certain 
  paracritters can engage Awakened combatants or 
  intruders, something no drone can do. Even if they 
  can’t engage astral intruders, all paracritter powers 
  are exceptionally powerful. The paralyzing howl of a 
  trained barghest provides highly effective non-lethal 
  options. The fiery breath of a hellhound dumped into 
  a DMZ (or Zero-Zone) will ensure nobody crosses that 
  demarcation alive.
  Awakened or not, though, the field of enhancing 
  animals continues to be a thriving one. As cyber and 
  biotechnology evolve (and, recently due to CFD, 
  devolve), the limits of what can be put into a person 
  must be carefully explored and managed. You put a 
  piece of ware that drives a human test subject insane, or 
  leads to his death, and you have a problem. Do that to an 
  animal, and nobody even blinks. Critter augmentation is 
  a savage field with next to no regulations. The results of 
  this wild science create fantastic beings that merge the 
  best advantages of both drones and animals.
  Critters native to an area of military operation can 
  be taken and jammed full of sensors to act as discreet 
  spies. Or, they can be loaded up with area bombs to act 
  as assassins. Certain massively powerful, but otherwise 
  untrainable paracritters can be outfitted with mind-
  control devices, making the impossibly hard-to-control 
  monsters into fully controlled monsters.
  > 
  Hmm. Has anyone ever created a cybered megalodon?
  > 
  Plan 9
  > 
  No. Mainly because nobody has ever captured one alive.
  > 
  Sounder
  > 
  Yet.
  > 
  Thorn
  > 
  I’ll give +200 odds on the world seeing a cybered
  megalodon in the next five years! No offers under two 
  grand. Place your bets here!
  > 
  /dev/grrl
  > 
  Jeez, dev, it just keeps getting more esoteric with you.
  > 
  The Smiling Bandit
  > 
  You want some of that action or not?
  > 
  /dev/grrl
  > 
  Yeah, yeah, put me in for five k on the plus side.
  > 
  The Smiling Bandit
  Awakened nations of course make use of animals 
  of war in a whole other way. Typically, the roles of 
  critters and humans are reversed. The Yakut use humans 
  as nothing more than bait and fodder against their 
  enemies; the real soldiers are the myriad shapeshifters 
  that abound over there, supplemented by fantastic 
  beasts like the wooly mammoth. Whereas we common 
  mundane chumps have to stick computers in the head 
  of critters to get them to do our bidding, Awakened 
  nations seem to have a native ability to get animals to 
  do their bidding naturally. Well, most likely they control 
  them with magic and pretend that all of Gaia acts of 
  one mind just to make us feel cheap, but whatever. The 
  end effect is that Yakut mammoths stampeding toward 
  Russian armor is a common occurrence. In Amazonia, 
  wyverns patrol the air, acting as interceptors. During the 
  Azt-Am war, everything was hostile. Whatever means 
  these so-called Awakened nations have, they are able to 
  control nature to create organized and effective animal-
  based militaries, the likes of which the world could only 
  fantasize about prior to the Awakening. Now, military 
  strategists have to design dogfighting doctrine centered 
  on how to take down a dragon in aerial combat. Most 
  advancing militaries kill any and all living creatures on 
  sight, just to be safe.
  After all is said and done, critters bring a level of 
  uncertainty to battle plans. That is truly their biggest 
  advantage. Surprise and deception are a warrior’s best 
  weapons, and trained military critters usually serve well 
  in both capacities.
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    21
   
  
  THE WILD CARD
  For those with the eyes to see it, the most recent devel-
  opment affecting the animal kingdom is CFD. The base 
  motivation of the Monads remains somewhat unclear. 
  Their spokespeople claim a high and mighty William 
  Wallace-esque cry of FREEEEEEEDOOOOOM, but real-
  ly, that kind of sounds like bulldrek to me. We have to 
  look no closer than our own Plan 9, who has not indi-
  cated an especially urgent need to blast off to Mars. If 
  you ask me, they kind of like our bodies. Metaphori-
  cally, it seems to me like they stole a bunch of Eurocar 
  Westwinds to make their getaway, but then kind of took 
  a liking to nice, leisurely drives. Doesn’t seem to me 
  like they are exactly of one mind on the subject matter.
  Case in point are CFD-infected animals. The brain 
  of an animal is fundamentally different than that of a 
  metahuman. It simply wouldn’t be possible to load a 
  human mind into an animal’s brain. The result would 
  likely go insane pretty fast. But AIs don’t have brains. 
  They never did. Their thought patterns were originally 
  modelled after our own, following principles of logic 
  and reason. But when the AIs went rogue, their thought 
  patterns changed. They are no more human-minded than 
  animals. So using CFD nanites to imprint themselves into 
  animal brains is surely, for quite a few AIs, a perfectly 
  pleasing experience. We assume, in our ever present 
  self-absorbed ways, that the majority of AIs would want 
  to be in our minds, to walk around in the meat of the 
  most interesting, most superior species on the planet. 
  What if the bulk of AIs prefer living inside animals?
  Frankly, there is next to no data, public or in the 
  shadows, in regards to CFD infection among animals. We 
  know it can occur. But what are the consequences? What 
  is the extent of the metamorphosis the CFD nanites can 
  bring to the animal’s mind? Does the AI go completely, 
  mindlessly feral? Does the animal become sentient? It is 
  likely both are possible. Just as we are determining that 
  there are multiple strains of CFD and multiple states of 
  sanity within the AIs infecting people, we are likely to 
  see the same types of patterns in animals.
  However, with us people, the Monads cannot escape 
  close inspection. They are our enemies. Perhaps we stay 
  our hands and observe them, not outright declaring 
  genocidal war upon them, but CFD life is anathema to 
  metahuman life. They have to murder us to be born and 
  live. We are not friends. We observe them. Closely, very 
  closely. Every mutation, every weakness.
  But what of packs of wild animals out there, bearing 
  CFD infection? We have no idea what they are doing. I 
  have heard stories, though it is hard to separate the chaff 
  from the wheat. I have heard people tell of packs of 
  animals living in the wilds in communities, transforming 
  their environments to suit their needs. I’ve heard people 
  describe far too many cases of animals behaving 
  nothing like they should. I’ve heard different types of 
  animals working together to drive off intruders. Ever see 
  a piasma and a greater wolverine work together? No, 
  no you haven’t, because that’s not supposed to ever 
  happen. 
  There is nothing to stop them out there. Nothing to 
  stop them evolving. What if that is their plan? Retreat 
  out of sight, get their drek together, then hit us with a 
  new, more targeted, more evolved wave of infection. I 
  don’t get paid to think about apocalyptic scenarios, so 
  I’m just going to leave you with that final warning: Don’t 
  think you can predict anything about any animal out 
  there. Be wary of every animal.
  > 
  Earlier, we were talking about the unexplained rise in
  urban critter attacks. Do we know if these are CFD critters?
  > 
  Axis Mundi
  > 
  The corps might know something about it. I was in
  a NeoNET host foundation the other day and caught 
  a glimpse of a whole slew of datafiles that seemed to 
  pertain to tests performed on such animals—the type of 
  experimental tests usually reserved for detecting CFD. 
  Foundation runs being what they are, it wasn’t data I 
  had come there to get, so didn’t take the extra risk to 
  go grab it. So all I can say is, yeah, the corps might 
  know something about it, but if so, they aren’t making 
  anything public.
  > 
  Pistons
  >> HOWLING SHADOWS <<
  22    >> NATURE IS A BITCH <<  
  
  >> HOWLING SHADOWS <<
  >> NATURE IS A BITCH <<    23
   
  
  > 
  I’ll be honest, this was kinda tricky to pull together, and
  I had to call in a favor or two, because no one person 
  in my network could cover all the bases. We’ve got 
  DangerSensei drawing on his experience in security 
  design to talk about the tactical deployment of animals. 
  Then we have newcomer Rainbow explaining the 
  logistics behind them. Finally, Lacey, a freelance breeder 
  and trainer, offers his insights into how best to take 
  down the creatures in question.
  > 
  Slamm-0!
  TOOTH AND CLAW
  POSTED BY: DANGERSENSEI
  I get a kick out of runners talking drek in bars. Zero-Zone 
  this and auto-turret that, and always the talk about the 
  great big guns the rent-a-cops brought to bear, all for 
  naught. They talk about the drones they hacked and the 
  cameras they looped and the wagemage they geeked, 
  and they laugh. But they never laugh about the animals. 
  Hell, they rarely talk about them. The guy with the burn 
  scars, he knows what it’s like to feel the breath of a 
  hellhound. He’s not laughing. The elf with the haunt-
  ed look at the end of the bar, she saw her friends torn 
  apart by trained hawks with talon caps and augment-
  ed beaks. She’s not laughing. You know what the most 
  telling thing is, though? That so few stories are told at 
  all. Makes you wonder how many runners walk away 
  from an encounter with Corp’s Best Friend.
  Let’s talk about the mechanics of such a critter.
  MONEY
  The first thing any corp thinks about is expenses, and 
  so should you. They want the maximum return for the 
  minimum investment, with as little ongoing overhead 
  as possible. When it comes to security, there are two 
  basic types: static and dynamic. A static defense isn’t 
  moving, cannot pursue, and is almost always auto-
  mated. These include everything from razorwire and 
  maglocks to autoturrets and Neuro-Stun gas. Dynam-
  ic security is capable of adjusting to the needs of the 
  situation, generally through greater mobility, but also 
  flexibility of equipment, tactics, and most importantly, 
  independence. A wall is just a wall; once you climb it or 
  bust through it, it’s done all it can do. A security guard, 
  on the other hand, is going to use that wall. He’s go-
  ing to work with other guards to pin you in, take you 
  down, and lock you up. And even the dumbest guards 
  above minimum-wage token night watchmen have at 
  least half-a-dozen tactical plans in their heads. That’s 
  just the nature of the game. 
  A static defense is cheaper, by far. You install it, and 
  after that, there’s just basic upkeep and the occasional 
  maintenance and upgrade. The electric bill isn’t even 
  affected by ferrocrete walls and monofilament wire. 
  Corps love static defenses. 
  A dynamic defense is more expensive. You have to 
  train it, equip it, pay it, insure it, and so on. A security 
  guard’s death can have surprisingly handsome payouts 
  in death insurance for the grieving family, if the corp is 
  honest (which happens, I swear!). And then it takes so 
  much time to find another applicant, screen them, train 
  them, arm them—the expenses stack exponentially 
  over time. For all that runners like to make fun of corp 
  sec, they represent a significant investment of nuyen 
  and time, and given how many runners get their heads 
  blown off fighting them, it’s clear the investment is much 
  better than just static defenses. 
  Why not go a step further, though? Drones are 
  dynamic, right? Absolutely! And they cost a lot. And if 
  you want them to do a half-decent job instead of ending 
  up as expensive mobile turrets, you have to hire a rigger. 
  Which is just like that guard I just mentioned, only much 
  more expensive, because he needs cyber and greater 
  training. How about a mage? Oh, mages are special for 
  all the right reasons. They have exclusive access to the 
  astral. They can fling spells, scout at the speed of souls, 
  summon, control, and dismiss spirits, maintain warding—
  it’s a shame they are so damn rare! The density of magic 
  in the shadows is not mirrored by the corps, who have 
  to spread their magical assets that much farther afield. 
  Magic, and mages in particular, are about as expensive 
  as security gets. And the Matrix … well, that’s not what 
  we’re here to talk about. Not yet, anyway.
  Which brings us back to critters. Where do they fall 
  on the static-dynamic scale? Somewhere in the middle. 
  HOWLING SHADOWS
  UNTAMED
  SECURITY
  24    >> UNTAMED SECURITY <<  
  
  Biological security assets represent tactical wildcards, 
  dead zones, and compensatory measures. They fulfill 
  physical, magical, and even digital security needs at a 
  much lower cost to maintain.
  Consider this: A guard dog doesn’t ask for pay. He 
  doesn’t understand reward beyond food, praise, and 
  affection. He doesn’t question his loyalty. If he dies, no 
  one is going to look for a payout. And there’s a whole 
  kennel of other dogs like him to replace him, either 
  cloned or more likely just bred. Training is relatively 
  easy and definitely cheaper overall than a guard, and 
  the dog can learn pack tactics, including working with 
  those same guards. Hell, they can be all the more 
  effective if you’re willing to outfit them with armor or 
  other gizmos, or even cyber, if you’re a mean bastard 
  with cash to spare. 
  So, lets stop looking at this like a corper would, all 
  cost/benefit ratios. Let’s start thinking like a security 
  spider, so you can start thinking like a successful 
  shadowrunner.
  DEAD ZONES
  The biggest, most common variable for biologicals 
  is whether they can play well with others. Animals, 
  whether mundane or possessing paranormal abilities, 
  may have any number of factors which make them 
  incompatible with metahuman security, other biolog-
  icals, or the operation of the facility which they are set 
  to defend. In some cases, this comes down to mindset. 
  For others, it’s just a part of their nature. 
  Let’s consider a few examples.
  The standard security dog is a fantastic choice, 
  overall. It’s been acting as a metahuman companion 
  since before recorded time. Dogs train well, have 
  excellent endurance and loyalty, and have the 
  enhanced senses to detect stealthed or undercover 
  threats, such as explosives, astral cloaking, or spilled 
  blood. Moreover, on a genetic level, dogs and humans 
  are comfortable with each other. Let’s say this dog 
  is part of a security detail for a lab of some kind. The 
  scientists may be wary of the mutt, an especially finicky 
  one may complain about their shed hair getting into the 
  ventilation, but overall no one is going to make a fuss 
  about the presence of a dog around the halls. It adds a 
  touch of warmth, a little security. It’s as much a boost to 
  morale as anything else. 
  Let’s take that same dog and replace it with a 
  hellhound. Now it’s got the same basic intelligence as 
  any other dog, and being dual natured, it can attack 
  both mundane and Awakened targets like spirits and 
  astrally projecting mages. And with fire, no less. This 
  isn’t doing any favors for the staff, however, since that 
  fire can be a hazard to the facility. Now you have to 
  make sure it is only used in a limited deployment in 
  zones where it won’t do more damage than good. And 
  then there is the cost of the creature. Hellhounds are 
  hardly cheap, and their loss can represent a significant 
  setback for security budgets. Their diet, too, is more 
  exotic, and requires higher overhead on a regular basis 
  (zebra meat is a particular favorite, as I understand it). 
  The kennel needs fireproofing. The handlers’ armor 
  does too. Costs add up, and after a while, the old 
  security dog starts to look better.
  Going a step further, you have cockatrices. These 
  ugly birds are rather hard to train at all, and their 
  handling requires a very particular touch. You can’t 
  expose the staff to them, unless you want to spend 
  every day working off the paralysis from a touch of their 
  tail feathers. Maintenance is a nightmare, overhead 
  is exorbitant, and deployment is highly specialized. In 
  general, they might be let loose in a place that is locked 
  down or otherwise meant to be unoccupied for a while. 
  A warehouse, perhaps, or a tightly sealed area. This is 
  a Dead Zone. Its use is almost exclusively for security 
  purposes, and it can be an enclosed area, unmanned 
  storage, or a sprawling natural area. Larger indoor areas 
  and outdoor zones are much more common here, since 
  a small area can easily be flooded with gas and the like. 
  It cannot be used in conjunction with any staffed area, 
  which makes their use limited, at best.
  The best example I can offer is the prized basilisk. 
  These Awakened reptiles are almost as long as some 
  trolls are tall, and they’ll eat whatever they catch. They’re 
  surprisingly fast, but they don’t need to be, because 
  of their inherent paranormal ability—they can petrify 
  creatures with a look. Obviously this is a very, very 
  useful power, but you can’t train them to not look at site 
  personnel. Their use justifies the creation of dead zones, 
  >> UNTAMED SECURITY <<    25
   
  
  though I have seen attempts to create remote shutters 
  for their eyes. One rather ingenious design placed them 
  behind electrochromic plasteel in a hallway. During 
  normal base operation, the windows were opaque. If 
  intruders were believed to be in that area, the plasteel 
  became transparent and the reptiles got a good, long 
  look. A bit expensive, but very effective. 
  COMPENSATORY 
  MEASURES
  There are some things that normal security guards and 
  static defenses simply cannot do, and one of them is 
  astral security. The shadows have more than their fair 
  share of magical assets, proportional to the corps’ need 
  for security, and the corps know it. It becomes neces-
  sary to find ways to plug those gaps, however, wher-
  ever and whenever possible. Sure, a security mage 
  can maintain a cadre of bound spirits, and those spirits 
  can be set to defend specific zones, but every runner 
  knows you geek the mage first. So how do you supple-
  ment that mage?
  A 
  dual-natured 
  biological 
  can 
  fill 
  in 
  rather 
  impressively. Let’s take a look at the hellhound again. 
  Its bite and burn will do quite nicely against astral 
  intruders, even inflicting lasting damage against the rare 
  regenerating enemy such as a shapechanger or vampire. 
  A more mundane (but in my opinion much more 
  interesting) example is aerial security. Since the advent of 
  commercial drones, hawks and eagles have been bred to 
  bring down unauthorized drones. For a more impressive 
  display, rocs, blood kites, eyekillers, and even the odd 
  stormcrow flock can guard the skies with a number of 
  abilities at their disposal.  Their upkeep is reasonable, 
  and they can be released as a periodical patrol or when 
  enemies are detected. I’ve seen them outfitted with 
  >> HOWLING SHADOWS <<
  26    >> UNTAMED SECURITY <<  
  
  basic surveillance gear to become mobile sensors that 
  are harder to hack and lack the predictability factor of 
  programmed patrol routines, or sent en masse to tear 
  apart parachuting infiltrators and invaders. If they get 
  killed, their breeding is relatively easy and inexpensive. 
  Training takes time, but it’s an art as old as falconing, and 
  techniques have only gotten better in the millennia since 
  we started doing it. 
  Aquatic environments can also benefit from the 
  selective placement of biologics. I know of at least one 
  undersea facility that maintains a population of abrams 
  lobsters to deter infiltration. 
  It also pays to remember flora as well as fauna. The 
  right creeper vine in the right place can be poisonous 
  or set off an astral alarm, or maybe just insulate an area 
  from astral intruders. Rumor has it some facilities use 
  such horrors as sangre del diablo or other carnivorous 
  vegetation, but I personally think that’s both overboard 
  and a bit melodramatic. The fact that they can lure prey 
  in ways that go beyond any known method of training 
  means they pose as much a risk to security and staff as 
  well as intruders, unless you plan to make it a dead zone.
  As an example, I once had the opportunity to 
  examine the security measures of a certain nameless 
  corporation’s facility used for the containment and study 
  of insect spirits.
  > 
  COUGHAresCOUGH
  > 
  Slamm-0!
  > 
  Wow, figured that one out all by yourself, huh?
  > 
  Clockwork
  They had the challenge of designing a security 
  setup that was much like a standard prison: keeping 
  the specimens in, but also keeping external raiders 
  out. Obviously they had more than the usual degree of 
  Awakened personnel on staff, but when bugs break out, 
  they don’t mess around. And with their ability to infiltrate 
  many places, they couldn’t take any chances. 
  Enter the wyrd mantis, a 1.7-meter-long Awakened 
  praying mantis that just loves the way bug spirits taste. 
  These mantises can’t be trained, but they could be 
  released in the event of a breakout and set off on random 
  patrols. The guards and staff used their pheromones, 
  much like Petite Brume grenades, to mask themselves 
  from the mantises’ appetites. I’m told the measure was 
  incredibly successful, stopping two escapes and one 
  infiltration by a good merge. As a bonus, the pheromones 
  kept the bugs afraid, too. Were they a pain in the ass to 
  breed and keep? Absolutely. But they filled a critical role 
  so effectively that it was more than worth the expense.
  > 
  Note to self: Be sure to keep some mantis musk on hand.
  > 
  Sticks
  > 
  Why? You’re not a bug, are you? ;)
  > 
  Snopes
  > 
  Wait, are you?
  > 
  Plan 9
  > 
  *sighs*
  > 
  Sticks
  > 
  This is really all we think about anymore whenever Ares
  comes up, isn’t it? Bugs and guns. 
  > 
  Bull
  > 
  It’s practically their corporate motto.
  > 
  Mr. Bonds
  TACTICAL WILDCARDS
  The real advantage of biologicals is that they change 
  the nature of the battle. They introduce new variables 
  into the tactics needed to survive an assault and are 
  more often than not underestimated. Most runners just 
  don’t respect the intelligence, speed, and ferocity of a 
  well-trained mastiff or Doberman.
  The most interesting element that gets overlooked, 
  in my experience, is the psychological aspect they 
  bring to the fight. Shadowrunners, filled with bravado 
  and confidence, don’t think anything can scare them. 
  They fail to recognize that metahumans evolved from 
  herbivores. We were once the prey, long ago, and 
  somewhere in our genetic makeup, we know it. We can 
  be cut, shot, even burned and keep our cool, but deep in 
  our genes we remember what it was to run from a fast, 
  hungry creature. We fear the idea of being torn apart 
  and consumed as instinct, and once we feel pursued, or 
  worse, the weight of a creature on top of us, we panic. 
  And panic is a quick way to die in a combat scenario.
  Corporate security (and therefore shadowrunners) 
  are more likely to look at animals for their guaranteed, 
  measurable abilities. A barghest trains rather well and 
  can induce terror into its victims. Gloaming owls are 
  their aerial equivalent and are positively lethal to enemy 
  mages with their ability to blind foes while inducing 
  concentration-breaking fear. Volleying porcupines can 
  hamstring enemies as well as mark them with their 
  musk (I’ve seen guard dogs trained to seek anyone 
  marked thus, and panicking the porcupines is as simple 
  as activating a tiny radio shock collar so they’ll start 
  shooting at anything that moves). Gomatia represent 
  an … unorthodox kind of security animal, but corp sec 
  keeps using them, if only because they are incredibly 
  cheap and can hamper enemies. Certain corporations 
  have been working to breed Cerberus hounds for their 
  excellent uses.
  >> HOWLING SHADOWS <<
  >> UNTAMED SECURITY <<    27
   
  
  STREET-LEVEL 
  BEASTKEEPING
  Now, it’s important that I mention street beasts. Cor-
  porations hardly have the market cornered when it 
  comes to biologics. From junkyard dogs to devil rats, 
  the sprawl finds its own uses for animal aid.
  You might not think of Awakened animals when you 
  consider pets and security, given their exotic abilities 
  and needs and the limited resources of noncorporate 
  entities, but there are quite a few examples. One of the 
  most notable is the quicksilver mongoose, which is a 
  natural when it comes to killing devil rats. They respond 
  well to little gifts and can become quite protective of 
  an adopted family. When you think about how many 
  kids die from devil rat bites and the resulting disease, 
  it’s not much of a surprise. Along a similar vein, both 
  shadowhounds and talis cats have been known to 
  adopt masters. While shadowhounds are stealthy, 
  pack-minded, and more than capable of taking down 
  metahuman prey, they have been known to protect 
  metahumans as well and can sometimes become 
  unofficial mascots of a neighborhood watch. Talis cats 
  are far more solitary, sometimes picking a human for 
  whatever capricious reason a cat might, and spending 
  most of their time curled up purring in their lap. Later the 
  same night, they leap out the window and take down a 
  ganger for dinner. You’ll never train it, so it’s useless to a 
  corporate security team’s needs and procedures, but for 
  the lucky sucker who has one of these watching out for 
  them, they are a godsend.
  > 
  He ain’t kidding. I used to run with a guy who thought
  intimidation was the same thing as diplomacy. Never 
  bothered with the soft touch. He starts getting rough with 
  an old cat lady in Redmond, and before we can tell him to 
  back off, one of the lady’s cats has grown to the size of a 
  panther and is tearing his throat out. Serves him right, but 
  I’ll never look at old women with cats the same way again.
  > 
  Hard Exit
  > 
  I ran across a family of gomi rats, scavengers in one
  of the big junkyards in Boston who had a partnership 
  with a local nest of bandits, those big raccoons with the 
  opposable thumbs. The critters would bring back shiny 
  bits for food. When they got their trade, I swear they were 
  communicating about how it was to be split up. I’m not 
  entirely convinced they aren’t sapient.
  > 
  Ma’fan
  While security use is limited by resources, some 
  groups manage to maintain paranormal biologics. Of 
  particular fame are the 405 Hellhounds in the Seattle 
  Metroplex, the leader of which traditionally keeps a pair 
  of loyal hellhounds as both mascot and enforcement. 
  > 
  You also see some unorthodox uses of animals that don’t
  have a practical application in corp security. I once saw a 
  gang of con men use an incubus in their schemes. They 
  kept it in a cage and would pull all kinds of scores, like 
  supposedly kidnapping someone and then using the 
  incubus as “proof” the hostage was there, or luring marks 
  into dark alleyways for a quick mugging. 
  > 
  Jimmy No
  > 
  A Red Dragon Red Pole in Hong Kong was known for her
  “Hell of Gnashing Teeth” punishment. She kept a pit full of 
  captured devil rats, sealed up with a door. You didn’t pay 
  debts on time? You went in the pit, usually with plenty of 
  witnesses. Dead folks don’t pay, but scared ones sure do. 
  I couldn’t eat for days after seeing that.
  > 
  Red Anya
  ENHANCEMENT
  While paracritters don’t take to augmentation very 
  well, a standard animal can be implanted with almost 
  as many cybernetic or bioware upgrades as meta-
  humans, in some cases more. Dermal armor and up-
  graded teeth, claws and talons are easy and cheap, 
  while muscle implants and adrenal pumps can make 
  biologics fast and lethal. Cybereyes can make the an-
  imal a roving camera, while implanted tasers add an 
  extra punch to attacks. And for the complete package, 
  a STIRRUP implant means a fast, droned animal. This is 
  exceptionally expensive, but the end product is often 
  worth it. The biologic becomes part of the security net-
  work, retaining all of its instincts while being under the 
  precision guidance and control of a rigger. These bio-
  drones were the hot new item a few years ago, but with 
  the advent of CFD, they’ve seen a significant drop-off in 
  popularity. Nobody wants a cyberhawk that hacks your 
  bank account and then literally flies away.
  The big-ticket item that’s making its mass-market 
  debut are warforms, genetically engineered animals 
  designed with security in mind. 
  > 
  This is hardly new. I’ve run across spliced animal security
  since the sixties.
  > 
  Hard Exit
  > 
  Ah, but that’s not the exciting part. While genetic
  engineering has allowed for select alterations and 
  the occasional stable chimera to be made in the past, 
  we were still cataloging interaction data and refining 
  processes and technology. Now we have what was 
  once referred to as “tinkertoy genetic engineering.” A 
  sufficiently stable creature can be viably produced to the 
  customer’s specifications without too much worry of an 
  unstable end result. 
  > 
  The Smiling Bandit
  >> HOWLING SHADOWS <<
  28    >> UNTAMED SECURITY <<  
  
  > 
  If you can do that with animals, why not metahumans?
  > 
  Hard Exit
  > 
  Because metahuman genetics are more complicated,
  to say nothing of the availability of cataloging sources. 
  Genetic research was once forbidden on humans, forcing 
  scientists to start their work with plants and, when and 
  where law permitted, animals. Human testing only began 
  in earnest with the rise of megacorporations.
  > 
  KAM
  > 
  Wouldn’t the rise of Matrix technologies have sped up
  research?
  > 
  Lyran
  > 
  Sure, but the Awakening threw everything we thought we
  knew right out the window. Some of the data (most, even) 
  turned out to be just as viable as before, but there were 
  many years wasted trying to prove the false hypotheses, 
  like that humans and trolls are not genetically similar or 
  even compatible, despite all practical evidence to the 
  contrary. What’s more, magic and pollution both work 
  to cause mutation which so far cannot be accounted for 
  scientifically. We might have better luck if there were more 
  awakened geneticists, but there’s probably no more than 
  fifty to a hundred of them worldwide. 
  > 
  KAM
  > 
  Ooooh, I know who I’m extracting for Christmas!
  > 
  Rigger X
  The ability to custom-design security biologics 
  will almost certainly be a sweeping change, creating 
  creatures that are idealized for a specific location and 
  purpose. I predict the two most popular sellers will be 
  the ghost hound and the bioreceptive trait. These two 
  promise to offer astoundingly affordable astral security 
  and remarkable flexibility, respectively.
  > 
  What, no details?
  > 
  Red
  > 
  Found it later in the genetics section. Guess ol’ Danger is
  just trying to point us in the right direction. 
  > 
  Ethernaut
  > 
  Bioreceptivity proved to be something of a blushing
  discovery for geneticists. For years we wondered why 
  animals did not take to cybernetic reconstruction as 
  well as the more complicated metahumans who use 
  it commonly. When we realized the mistake, it was 
  embarrassingly simple. 
  > 
  KAM
  > 
  So what was it?
  > 
  Butch
  > 
  That animals are more in tune with their natural state,
  particularly physicality, and modifying them after the 
  fact isn’t something they are equipped to deal with on a 
  psychological level. 
  > 
  The Smiling Bandit
  > 
  Yes, exactly. By altering certain genetics in both the brain
  and nervous system for better acceptance, we’ve found 
  animals can take quite well to augmentation, particularly 
  if we use scaling limbs as they grow older, to keep them 
  acclimated to the process. 
  > 
  KAM
  > 
  Scaling limbs?
  > 
  Lyran
  > 
  She means they lop off their limbs when they are pups,
  then replace them with gradually larger ones as they 
  grow older. The smaller ones are kept for secondhand 
  installation in the next generation of cyber animal.
  > 
  Butch
  > 
  That is horrifying.
  > 
  Netcat
  > 
  If it’s any comfort, it’s much simpler to install bioware
  into animals at a young age. It grows with them, which 
  cuts down on procedure costs, and the animals grow up 
  enjoying greater abilities without thinking there’s anything 
  unnatural about it. 
  > 
  Lacey
  > 
  I never have understood why people get so sentimental
  over animals. 
  > 
  Glitch
  > 
  I was starting to think I was the only one.
  > 
  Clockwork
  > 
  I’ll work to change my mind, just to avoid the association.
  > 
  Glitch
  THE MOST LOYAL 
  EMPLOYEE
  POSTED BY: RAINBOW
  > 
  Finding someone to write up the rearing process was a bit 
  of a hard find. I had to put out the word, and Red linked 
  me with a ShadowSEA poster by the name of Rainbow. 
  Seems she’s got a funny knack with critters, both bringing 
  >> HOWLING SHADOWS <<
  >> UNTAMED SECURITY <<    29
   
  
  them up and taking them down. So I’ve given her limited 
  access to give us some background on how this affects us 
  in the shadows. 
  As a side note, I had to design a new audio codec for 
  the speech-to-text translator. She’s got a Tír brogue so 
  thick it sounds like her mouth is full of taffy.
  > 
  Slamm-0!
  > 
  OYM OIRISH, YEH FEKKIN TOS- (Post terminated by User:
  Bull)
  > 
  Rainbow
  > 
  I’m sorry, that was just so, so loud. I’ll load up the codec
  for your use here, Rainbow.
  > 
  Bull
  > 
  She’s Irish.
  > 
  Red
  > 
  I understand her perspective entirely.
  > 
  Picador
  Hello, JackPointers! I’ve heard a lot about you guys, 
  and it’s really an honor to be posting here for you tonight. 
  I’ve been given to understand you want to know all 
  about how the corps bring up their wee beasties. It’s not 
  just going out in the forest with a tranq gun, that much 
  I can guarantee you! And from experience, no less. No, 
  making the most of your animals takes time, and it all 
  starts with finding what my boyfriend would refer to as 
  “The Right Stuff.”
  > 
  Wait, Rainbow dates that organ snatcher, Zippy Toetag,
  right? How a guy that nice can have a job that creepy is 
  beyond me.
  > 
  Slamm-0!
  > 
  Where the hell are these kids coming up with these street
  names, these days?
  > 
  Bull
  > 
  Like you’re one to talk?
  > 
  Slamm-0
  > 
  Guys, this is about to snowball quick. Like a glass house
  full of stones, I think we should all just walk away right 
  now.
  > 
  Sunshine
  EGG HUNT
  The first thing anyone needs is the right pedigree. Noth-
  ing so fancy as a showdog, but—well, I take that back. 
  It’s really about what you want your new bloodline to 
  be able to do. Dogs are the most common and easiest 
  example, so I’ll go with them. You’ve got all kinds of 
  breeds of dogs, yeah? But not all are equal at all tasks. 
  Some have great noses, some have better hearing or 
  eyes or speed. Hunters of antiquity (and some today, 
  even) would use a variety of hunting hounds working 
  together to track, harry, and take down prey. 
  So you have to figure out what you want, so you 
  know what you’re looking for. Simple, right? Not so 
  much. Because The Right Stuff is a known quantity. It 
  has value, believe me. Rich folk track the bloodlines 
  of hounds and horses and more, and the term horse 
  trading is literal, and there’s big bucks in it, too. A male 
  is generally worth more than a female because a female 
  can only produce so many young before wearing out, 
  while a male can go the distance, as it were. Of course, 
  modern science makes it easy enough to harvest eggs 
  and sperm artificially, but you’d be amazed how old 
  school some of these people get about their hobby. I’ve 
  made some very good nuyen snatching the right beast 
  and knowing where to sell it. 
  > 
  You have to make sure you can provide medical
  corroboration to go with the animal if you want full pay, 
  too. Breeding papers, medical workups, gene reads, 
  whatever it takes to prove this is the right animal and 
  not just a pet-store stand in. Plenty of work for the decker 
  here, either getting those documents or forging them. 
  > 
  Zippy Toetag
  > 
  Oh for fuck’s sake, are we letting everyone in here now?!
  > 
  Clockwork
  > 
  Since I know how much it pisses you off, I might just do
  that.
  > 
  Slamm-0!
  The jobs might be called datasteals, but more 
  often they’re extractions. Sometimes you’re stealing 
  a designer chimera from an heiress’ penthouse, other 
  times you’re raiding stables in the California Free State. 
  Still other times you’re hitting a zoo in San Diego, or a 
  nature reserve in Salish, or the wilds of Amazonia, or the 
  depths of the Caspian Sea. It’s hard to put an exact title 
  on the run, because it takes you wherever the beastie is, 
  and animals are in more places than metahumans, even 
  today. 
  THE BIRDS  
  AND THE BEES
  Now, I suppose you could capture or buy every single 
  beast you want for the jobs you’ve got, but that’s not 
  very practical, and it’s expensive. More than that, those 
  you caught in the wild will probably never learn the new 
  tricks you want to teach them. It’s in their blood to be 
  feral, and you must respect that. For a corporation, or 
  >> HOWLING SHADOWS <<
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  those other parties who have the resources, personnel, 
  and facilities, it’s better to breed up a new generation 
  you can train from their earliest days.
  > 
  Signature breeds can reach mascot status among troop
  formations. In cases such as Amazonia, I’ve seen them 
  attain totemic importance, even among un-Awakened 
  forces.
  > 
  Picador
  > 
  They also make for great sales. Most of the megacorps
  have at least one private security provider under their 
  umbrella, and their success can make the toys they 
  use look that much sexier to prospective clients, either 
  contracts or gear. Knight Errant was making a fortune for 
  Ares back when they were overtaking Lone Star in Seattle. 
  Sales for Predators alone went up five hundred percent.
  > 
  Mr. Bonds
  > 
  That applies to animals, too?
  > 
  Lei Kung
  > 
  Absolutely. Services for the breeding and training of
  guard animals are usually handled by one or even several 
  different subsidiaries. There’s a fair degree of consistency 
  in what they offer. You know how corporations love their 
  standards and catalogues. 
  > 
  Lacey
  > 
  It sounds like you resent the uniformity of their stock.
  > 
  Red
  > 
  I do. Maybe corps like perfectly measurable quantities,
  but real life doesn’t work that way. When you train the 
  personality out of them, you lose all those little quirks 
  that can turn into real strengths. That’s one more thing the 
  corps just can’t seem to figure out, so they keep acquiring 
  more breeding stock trying to put some fire back in 
  bloodlines. Damn foolish. 
  > 
  Lacey
  > 
  Makes it harder to form bonds between handler and
  beastie, too. Corp animals often end up handling like 
  drones. Pound for pound, bet on the one from the wild or 
  raised in the shadows, every time.
  > 
  DangerSensei
  > 
  It hardly bears mention that animals put on sale are
  sterile and often have genetic instabilities that don’t affect 
  the animal’s performance but make cloning extremely 
  difficult. 
  > 
  The Smiling Bandit
  Believe it or not, most breeders keep doing it the old-
  fashioned way instead of cloning. Sure, cloning animals 
  is much cheaper than cloning metahumans, but letting 
  the hounds rut is even less expensive. Usually the best 
  specimens have samples taken for cloning, just in case, 
  and then they’re put to rut. Generation by generation, a 
  new breed emerges, customized for a specific task, just 
  like we’ve been doing forever. Foxhounds and lapdogs, 
  race horses and Kobe beef, fat chickens and lean protein. 
  It’s the slow path to genetic engineering. 
  > 
  Darwin has nothing on megacorps. And vice versa.
  > 
  The Smiling Bandit
  THE KENNEL
  The housing of the beasties is about as complex as 
  the creature itself. As a rule, supernatural animals cost 
  about ten times as much to maintain as mundane ones. 
  That includes safety precautions in their housing and 
  handling, dietary and veterinary needs, and the spe-
  cialists who know how to handle them. 
  But I know what you’re really curious about: Is it on 
  site? Can it help me on a run? Is it worth anything?
  First, the kennel. Is it on-site? Probably. If it’s a big, 
  isolated facility, absolutely. It’s cheaper to just keep them 
  there and out of the way than to ship them back and 
  forth every day. If there’s a barracks for security, then 
  animals won’t be shipped in, either. You can probably 
  find them pretty close together, in fact. 
  > 
  In other words, blow one with explosives, and you can
  probably take the other out, too.
  > 
  Kane
  > 
  The way security cycles work, you won’t get that many of
  them. And it would have to be the opening move. Once 
  you pull that, the alarms are off and blaring. 
  > 
  Fianchetto
  > 
  How is that different from normal?
  > 
  Kane
  > 
  Of course. I forgot who I was talking to.
  > 
  Fianchetto
  On-site kennels have the same problems for you as 
  on-site barracks. It may take time for them to muster up, 
  but there are reinforcements close at hand. In the case 
  of critters, they likely wake up faster, ready to fight, with 
  no equipment to toss on. Security can just unleash them. 
  For most installations, though, like ones you’d find in 
  office complexes, factories, or other industrial sites, the 
  beasts are usually kept in the same facilities that house 
  the standard security officers’ gear. You get up in the 
  morning, go to the office, get your gun and vest, grab the 
  leash, and head to the facility you are watching. When 
  the shift is up, you do the same in reverse. This is far 
  >> HOWLING SHADOWS <<
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  more likely for hounds of various types, both mundane 
  and Awakened, since they are exceptionally mobile and 
  quite standard for security. More exotic types like aerials, 
  aquatics, and really tricky ground-based beasties require 
  much more in the way of transport and get a dedicated 
  unit for their deployment. They are usually integral to 
  the facility, so their kennels are often on-site. You see 
  this more with isolated or enormous places, where they 
  have room to roam.
  Hounds get a special caveat, though. More often 
  than not, canine units (and that refers to both the fuzzy 
  beastie and its handler) are 24/7 partners. The dog lives 
  with the metahuman, eats with them, sleeps in the same 
  home, and goes to work with them. Officers like that 
  usually don’t have a family, since there’s a dog that’s 
  trained to kill on premises, but it happens with smarter 
  breeds on occasion. These are lifelong partnerships, and 
  you’re more likely to see a canine cop without their gun 
  than without their dog. 
  > 
  It’s worth noting that these security officers aren’t going
  to treat their partner like a piece of equipment. That dog 
  is family to them, and either will risk their life to save 
  the other. They’ll play it cautious, play it safe, and have 
  the tightest tactical coordination you can get short of a 
  mindlink spell.
  > 
  Lacey
  > 
  A few units have adapted BattleTac software to link and
  coordinate handlers and their canine units.
  > 
  Pistons
  > 
  How do the dogs even understand the data?
  > 
  Baka Dabora
  > 
  Training. Pattern recognition, sound cues, even scents.
  You’d be amazed how much a smart dog can learn and 
  remember. 
  > 
  The Smiling Bandit
  Can a kennel help you on a run? Maybe. Knowing 
  where to avoid is always good, but if the beasties are kept 
  in their holding pens until they need to be unleashed, a 
  decker can lock down their cells to prevent them from 
  entering the fray, or you might seal the door yourself 
  with a torch or freeze foam. You could gas the area to 
  knock them out, too. 
  Is it worth money? It actually can be! If the corp is 
  keeping especially exotic specimens, you might be able 
  to fence some of the vet gear or their equipment if you 
  know the right people. Some of the pharmaceuticals 
  exotics require are quite pricey. 
  > 
  Just don’t make the mistake of thinking any old street
  doc will buy them off you. Sure, Doxycycline-Delta is the 
  same whether you give it to a metahuman or an animal, 
  >> HOWLING SHADOWS <<
  32    >> UNTAMED SECURITY <<  
  
  but some creatures will have specialized medications. You 
  certainly don’t want the mercury content of a Hemapren 
  dose designed for mermaids.
  > 
  Lacey
  > 
  When in doubt, remember that drugs for Awakened
  creatures are less compatible with humans and more 
  expensive for specialists. If you are gonna use them 
  yourself, use the ones for dogs and other mammals. 
  You probably won’t be surprised how many street docs 
  use antibiotics lifted from vets, with dosages adjusted 
  properly.
  > 
  Butch
  > 
  What, you use fish meds to patch up runners?
  > 
  Whippet
  > 
  Whatever works. Considering my prices, I doubt you
  should complain.
  > 
  Butch
  > 
  On the hardware side, a mounted camera or even weapon 
  on the back of a guard animal can easily be repurposed. 
  Armor can be recycled into patchwork or piecemeal 
  protective gear, as well.
  > 
  Red Anya
  HOW TO TRAIN  
  YOUR HELLHOUND
  I happen to have a hellhound puppy of my own named 
  Woofles. He’s the most snug13r2g867e6gry13
  > 
  Sorry, but that’s a lot of time I just saved you.
  > 
  Slamm-0
  > 
  tl;dr Woofles is cute.
  > 
  Red
  $(&GRFEU9qery time his wee tail wags.
  You might wonder why I would use a hellhound 
  as an example, aside from my personal experience. 
  Well, the hellhound is the perfect midway between the 
  familiar and the new. At their core, a hellhound is the 
  same as a dog, psychologically. They have the same 
  degree of loyalty, territoriality, and instinct, just with a 
  few modifications (which I will get to shortly). 
  The hellhound also covers the new factors of the 
  Awakening. Sure it’s a big dog, but it can breathe fire. It’s 
  dual natured. If you’re not a mage and it isn’t disciplined, 
  it might go chasing something in the astral that you can’t 
  see as soon as it might chase the paperboy. And Ghost 
  help that paperboy.
  > 
  What’s a paperboy?
  > 
  Whippet
  So let’s say you acquire a hellhound of your own. You 
  fireproof your home and stock up on burn cream and 
  kibble. What’s next?
  THE NEEDS
  First, you’ve got to figure out the details of your chosen 
  beastie. Food and shelter, we figured that out already, 
  so what about its environment? Its psychology? 
  Environment should be pretty obvious. Birds gotta fly, 
  fish gotta swim, dogs gotta run. Don’t buy a horse if you 
  can’t afford a pasture. An animal out of its element can’t 
  be anything more than a pet, and it’ll be an unhappy one 
  at that. Figure if the beastie is right for the place you’re 
  going to call its home, or you’ll be wasting a lot of time 
  and money, and making the poor thing miserable. With 
  the wrong animal, that can be a lethal mistake. 
  Psychology is trickier, but you’ve got to do it or 
  you’ll never pull this off. Understand the natural habits 
  of the animal. Those habits are informed by countless 
  generations of instinct. There’s a reason animals 
  generally considered to be wild breeds make poor pets: 
  they’ve got fewer generations between them and the 
  feral. Doesn’t matter if you raise them from young, it’s in 
  the blood. Even dogs still have instincts from before we 
  started training them, and that was, what, five thousand 
  years ago? Believe me, they’re bigger than you and 
  bigger than the beastie. Respect them, and the beastie 
  will respect you.
  So consider the hellhound, whose psychology is a lot 
  like that of  a dog. They are pack animals, so they respect 
  a hierarchy, specifically an alpha. That’s what you need to 
  be. They have adapted to live wherever metahumans can. 
  They like walks, they like meat, they like pets. They like 
  running and wrestling and playing tug of war, and they 
  like claiming territory. Remember to take their awakened 
  nature into account, though: hellhounds don’t like baths. 
  It’s not like it’ll kill them, and I’ve heard of the odd one 
  who loves a swim, but nine times out of ten you’ll get 
  a hellhound that just cooks itself clean. Better hope the 
  neighbors don’t mind the scent of barbecued dog hair. 
  > 
  Considering some odors in the Barrens, that’s not the
  worst thing.
  > 
  Turbo Bunny
  If we were talking about another kind of animal, 
  you’d have to take its needs into consideration just as 
  well. Dogs really are easiest, but I suppose you could 
  adapt most beasties the same way. Still, birds, fish, they 
  don’t learn like we do, or think like we do. Their needs 
  are different, their thoughts a bit alien. And never mind 
  insects, even big ones. If they do have thoughts, they are 
  just instinct. No one is gonna train a bug to do anything. 
  >> HOWLING SHADOWS <<
  >> UNTAMED SECURITY <<    33
   
  
  > 
  Never been to Chicago, huh?
  > 
  Sticks
  Now you’ve got a blueprint of how to work and live 
  with your hellhound. Exercise (and the right kind of 
  environment to do it in), respect their territorial needs 
  (few visitors, and a space just for him), and always 
  maintain your authority as the alpha in his mind.
  THE CARROT
  Dogs are easy. Dogs like to be loved. They return it in 
  spades. So you earn their love through bribery. Create 
  happy associations through positive reinforcement. A 
  leads to B leads to C. Even cats will learn that the metahu-
  man of the house means food. Dogs are smarter, stronger, 
  and nicer, so they’ll respond even better. A metahuman 
  will take them on walks and feed them tasty treats when 
  they do the right stuff, play games and snuggle them. On 
  a survival instinct level, they’ll respond to the source of 
  what brings them happiness and fulfills their needs with 
  protection and proximity. On a sentimental level, they’ll 
  love you, and they’ll fight to protect the ones they love. 
  > 
  Who in the hell cuddles a hellhound?
  > 
  Glitch
  > 
  That’s how I know you’ve never done it. They are
  surprisingly soft.
  > 
  Red
  > 
  Not all of us regenerate, you know.
  > 
  Bull
  > 
  Hellhound fire is magical. I don’t regenerate it any more
  than you do.
  > 
  Red
  THE STICK
  Of course, there’s a need for discipline, too. Even the 
  sweetest puppy gets out of line, and with a hellhound, a 
  lot more restraint is needed for all parties. See, the dog 
  reckons you as part of a pack. Its pack. And it’s still the 
  bred-in instincts of a beastie built for battle. The strongest 
  dog is at the top. So you’ve got to be ready for when they 
  start a tussle with you and it gets serious. Lots of fighting 
  is play, but when they get to about doggy teenager years, 
  they’ll test you, just like how they are testing their new 
  strength. Just like a metahuman teenager, really. Doesn’t 
  matter how sweet and cuddly they’ve been up until then, 
  they’re gonna start something. And when that happens, 
  you’ve got to shut it down fast. Doesn’t matter how sweet 
  you’ve been to them before, if you let them walk all over 
  you now, it’s your ass. With a normal dog, you’re going 
  to see its attitude change if it somehow bests you. It gets 
  pushy, gets nippy, starts treating you like it’s the boss. 
  Like a cat. You shouldn’t take it personally, it’s just their in-
  stincts. Getting that respect back means reasserting your 
  alpha status, and that’s a lot more work, because they’ll 
  fight to stay on top. They fight as hard as you should have 
  fought, but with teeth and claws. Now imagine that with a 
  big ol‘ hellhound, breathing fire on you. 
  When the time comes, it’s about making an efficient, 
  decisive show of force. You’ve got a psychological 
  advantage if you raised them from a pup, because 
  they’ve thought of you as being in charge for their whole 
  lives and they know they are comfortable and happy 
  even if they lose. Plus, even if they’ve grown a whole 
  lot, they still think of you as being larger-than-life. It’ll 
  take less work, and the need to go through it all won’t 
  come up as much. Knock ’em down and hold them 
  down, usually around the neck. Doesn’t mean you need 
  to be cruel or actually hurt them, but they have to feel 
  that you are in charge. I suggest using your weight, and 
  remember that neck trick.
  > 
  How does a little elf like you manage to keep a hellhound
  in line?
  > 
  2XL
  > 
  I’m a changeling. Got a weird trick out of it, mages tell
  me. They say I change the astral around me gradually, and 
  spells never seem to work on me. 
  > 
  Rainbow
  > 
  Astral hazing? How do you avoid doing damage to dual-
  natured creatures during their developmental phases?
  > 
  Elijah
  > 
  I’ll take this one. The hazing isn’t like in hostile entities.
  Since Rainbow isn’t a mage, the hazing just reflects her 
  overall mood the longer she stays in one place. She’s 
  usually very sunny and very into animals, so you get a 
  vaguely Disney feeling in her vet lab. That being said, I get 
  a headache whenever I’m around her in person for more 
  than an hour, and it gets worse as time goes on. Woofles 
  seems to have developed a tolerance for it. 
  > 
  Red
  > 
  I get the same complaint from other mages, too. But the
  animals never seem bothered. 
  > 
  Rainbow
  > 
  So you’re immune to Awakened animal effects, and you
  have an aura of goodwill to all animals? Man, some 
  people really do find their niche in life.
  > 
  2XL
  You never really stop the cycle of teaching a dog, 
  but it’s not quite the way you think. You keep a pet, and 
  the pet keeps you. You get used to one another, learn 
  >> HOWLING SHADOWS <<
  34    >> UNTAMED SECURITY <<  
  
  together, and love each other. We don’t think about it, but 
  the beasties become family, and it gets hard to imagine 
  your life without ’em. So treat them right. You’ll save each 
  other’s lives, even if you never go on another run again.
  > 
  I think I’m going to be sick. When did JackPoint become
  an after-school special? I’ll stick with drones, thanks. Less 
  shit, no kibble, and none of this touchy-feely crap. 
  > 
  Clockwork
  PUTTING THEM 
  TO SLEEP
  POSTED BY: LACEY
  > 
  I managed to find an expert in security animals, a nice
  gentleman who does freelance work training security 
  paracritters when he’s not tending kennel for Eagle 
  Security. Pay attention, because this actually cost me 
  money. Supposedly he’s one of the best, though, so let’s 
  hope he’s worth it.
  > 
  Slamm-0!
  > 
  Slamm-0! considers season passes to the Red Wings to
  be money. 
  > 
  Lacey
  > 
  THEY ARE WORTH MORE THAN MONEY.
  > 
  Slamm-0!
  > 
  Honey, we all know you hacked them and didn’t put out
  any cash.
  > 
  Netcat
  > 
  Labor isn’t free!
  > 
  Slamm-0!
  Slamm-0! asked me (rather nicely) if I would compile 
  a little precis on the various corps, how they deploy 
  animal units, and a few basic tips on how to counter 
  them. Consider us even, old buddy.
  BEAST SLAYING
  Fighting paranatural critters is part and parcel of liv-
  ing in the world we do. No matter where you go in the 
  Sixth World, you’re never more than three feet from an 
  insect, a rat, or something bigger and meaner. If you 
  know what to look for, you’ll spot it sooner. If you know 
  how to handle it, you’ll survive the encounter, maybe 
  even make some money out of it.
  First, understand that groups that use critters don’t 
  consider them tacked onto the security profile of their 
  zone. Animals are treated like integral security features, 
  which means their tactics are more dependent on the 
  critters than you might realize. If you see ghost dogs, 
  knocking them out of the equation gives you a good 
  chance of taking out a significant portion of their astral 
  security. Critter security is often a cost-efficient way to 
  cover your weak points when the budget won’t allow for 
  necessary coverage. 
  > 
  Mostly true. The importance of animal security to a facility
  can be gauged by the relative value of the assets on site. 
  If the location is a low priority, animals might be covering 
  blind spots, while a high-priority location is probably 
  using animals as a redundant system. 
  > 
  DangerSensei
  Second, be aware of the limitations of your foes. 
  Most security animals have limited natural armor 
  because they go for mobile creatures over slow ones, 
  and speed drops the more armor you pile on. Hence, 
  if the animal has any armor at all (such as barding on 
  a dog), it’ll be light, sparse, and thin. That means your 
  armor-piercing rounds will punch right through it, 
  though I think that’s a bit cold for any animal. The lack 
  of coverage and reinforcement means that most tranq 
  darts will pierce through, and the exposed legs can 
  prove just as vulnerable to a SuperSquirt loaded up with 
  narcoject and DMSO. 
  > 
  Again, I ask, who gives a shit?
  > 
  Clockwork
  > 
  Remember earlier when we read that most animal
  security units live together 24/7? You stun them for the 
  same reason you don’t gun down every guard you come 
  across: because it’s the moral thing to do. 
  > 
  Sunshine
  > 
  Or, if you’re a cold-hearted bastard, it means you’re less
  likely to get some rogue guard on your ass for revenge, 
  and you’re less likely to get a corp strike team after you for 
  causing so much damage. Remember, as far as the corps 
  are concerned, personnel are the same as corp property, 
  and causing a lot of collateral damage is a great way to 
  get a mark just to send a message.
  > 
  Thorn
  > 
  That makes more sense.
  > 
  Clockwork
  The next limitation: narrow focus. Animals can be 
  trained to have degrees of perception and focus the 
  likes of which no metahuman could reach. Drawback? 
  Animals don’t have our capacity for judgment. They 
  can’t recognize a trap or a false lead nearly as well as 
  we can. Their limited understanding means you can 
  misdirect them much easier than a metahuman. Fake 
  scent trails and sound emitters can draw them off patrol 
  >> HOWLING SHADOWS <<
  >> UNTAMED SECURITY <<    35
   
  
  routes. Similarly, you can fool those extra senses they 
  depend on with scent blockers, magical or counter-sonic 
  sound nullification, and much more. Know the precise 
  capabilities of your foe, and you’ll be amazed how much 
  trust guards put in the senses of their animals. You fool 
  the animals, and the guard takes for granted things are 
  all right, because the animals aren’t reacting. 
  > 
  Don’t forget that a lot of dual-natured critters aren’t going
  to be depending on physical senses alone. Sometimes 
  they can even be trained to sniff out specific emotional 
  states. The only way to disguise that is to change your 
  emotional outlook.
  > 
  Red
  > 
  What, think happy thoughts?
  > 
  Bull
  > 
  Or drop an emotion chip.
  > 
  Turbo Bunny
  WHO IS USING WHAT?
  A megacorporation is bigger than any government, 
  and covers far more territory, so no list of megacorpo-
  rate security animals could possibly be comprehensive, 
  let alone complete. Still, the corps have their own spe-
  cializations, trademarks, and trends. 
  ARES MACROTECHNOLOGY
  Ares likes its dogs, definitely. They cultivate the clas-
  sic Doberman security dog as a counterpoint to their 
  sleek, black Knight Errant look. Rumor has it they like to 
  use hellhounds for high security and containment fa-
  cilities, particularly their magical R&D. Ares maintains 
  the dual edges of appearances and application. Their 
  animals are well-trained, well-equipped, ready for pub-
  lic appraisal and opinion, but ready to fly and fight at 
  a moment’s notice. You shouldn’t expect much in the 
  way of exotics. They have refined old practices, stuck 
  with what works and added to it. Animals will likely 
  continue to attack enemies even if their handler has 
  been taken down, and they will have excellent armor 
  when they can wear it. This is the gold standard for 
  2070s animal security. 
  > 
  The odds of you actually running across flesh-form guard
  animals are insanely low. Still, this is the time to carry an 
  insecticide grenade. Just in case.
  > 
  Red
  AZTECHNOLOGY
  Give the Azzies points for maintaining a theme, I have 
  seen them use actual domesticated jungle cats the way 
  other corps use dogs. Pumas on a leash, no drek. They 
  like their animals flashy, fast, and sharp, and they’ll hap-
  pily slip the leash and watch the blood fly. Big, mean, 
  and wild animals suit their style perfectly. That means 
  less training, since they tend to think their inherent in-
  stincts are dulled by training. Unless there is magic at 
  work keeping the animal in check, it might just lash out 
  at its handler or others in a stress situation, and you can 
  probably expect people in the base to have some fresh 
  bites and slashes. That can work in your favor.
  > 
  The master becomes the prey with only a hint of
  weakness. 
  > 
  Man-of-Many-Names
  NEONET
  NeoNET enjoys cybernetically augmented animals, es-
  pecially biodrones. They make heavy use of superior 
  network channels and electronic warfare to use them 
  just like drones, tapping into their instincts the way a rig-
  ger might with a drone’s skillsofts. They especially like 
  experimenting with biodrones in aerial patterns, some-
  times using one animal as a signal booster for the rest. 
  Take that one out, and you may scramble signals enough 
  to send their biodrones into disarray. This control-freak 
  attitude makes their use of paracritters infrequent by 
  comparison, maybe assigned to specific projects and 
  people for limited durations. NeoNET gets by far more 
  often on its mages than its paranatural security. 
  > 
  Before anyone asks, Celedyr is so busy experimenting
  on technocritters that they can’t spare them for security, 
  though you can be sure once he can recreate them, 
  NeoNET facilities will use them in droves. 
  > 
  Frosty
  SAEDER-KRUPP
  The big dragon corporation is too huge to follow any 
  real pattern. They tend to use big, mean creatures, du-
  al-natured when possible, almost always long in the 
  tooth and ferocious. S-K is also likely to go for flashy 
  augmentations like hydraulic jaws and dermal plating, 
  turning big creatures into industrial nightmare fuel. 
  What’s more, they aren’t kept in the wings. S-K critter 
  security is paraded right out front where people can 
  see them, probably as a deterrent and for psychologi-
  cal effect. When they favor a particular paracritter, the 
  barghest makes an excellent showpiece.
  RENRAKU COMPUTER SYSTEMS
  Maybe not much of a surprise, but Renraku isn’t big on 
  animal security. Their focus on control over their own 
  people means that they don’t like variables, and from 
  Renraku’s perspective, a mere animal lacks discipline 
  and discernment. You’d think they might place more 
  value on loyalty, considering their continual problems 
  >> HOWLING SHADOWS <<
  36    >> UNTAMED SECURITY <<  
  
  in that regard, but they maintain the line. When animals 
  play a part, it’s usually something very simple and tra-
  ditional, like guard dogs (usually for low-level security 
  and sniffing for explosives or narcotics), though it has 
  become a small fashion among management-level cor-
  porate culture to sport with hunting hawks, so they are 
  starting to catch on for anti-drone maneuvers as a kind 
  of aesthetic security measure.
  > 
  So much effort to maintain control and never any room
  for trust. They have learned nothing from Aneki’s sacrifice. 
  > 
  Icarus
  EVO
  Security animals are produced by Evo, rather than bred. 
  The animals are often the product of genetic experi-
  mentations, and their performance is as much a func-
  tion of security as an observational exercise. More than 
  anything, you can expect the unexpected, though more 
  often than not they are trying new genetic adaptations. 
  I’ve heard of animals that had immediate responses to 
  stabilize bullet wounds, resist flames or magic, and oth-
  er effects. If they want a metahuman to be able to do it 
  someday, they’re going to try it on an animal, first. And 
  field tests are always the best. 
  > 
  This is a great way to make some extra cash after the run, 
  if you have the opportunity and means to capture one. 
  Evo critters that show novel abilities can fetch a great 
  price to the right buyer. 
  > 
  Red
  SHIAWASE
  Shiawase is a big, clever mess of a corp right now. If you 
  are striking one of their public façades, you’ll see a cross 
  between the polish of Ares and the casual disdain of Renr-
  aku, with entirely presentable but not very important dogs 
  and the like, maybe with some augmentations but noth-
  ing very extreme or expensive. What’s interesting is when 
  you visit their toxic sites. They’ve made lemons into lem-
  onade by trying to tame mutant critters. Most of the time 
  this doesn’t go well for anyone, but when it works, they 
  have terrifying specimens, and they are rarely the same 
  twice. That means they are usually added to a balanced se-
  curity scheme, like frosting on a cake. They are wildcards, 
  deployed where needed, and purely for combat effective-
  ness, since something as ugly as a mutant isn’t for show.
  MITSUHAMA COMPUTER 
  TECHNOLOGIES
  MCT Zero Zones are the stuff of runner legend, and crit-
  ters often play a part in them. MCT is most likely to use 
  paracritters that are too hazardous to work alongside 
  metahuman personnel, such as cockatrices. They might 
  also use exotic gasses, chemicals, fungi, and other mean-
  er things in combination. Of all the corporations, MCT is 
  the only one I might suspect of sealing a room and releas-
  ing wasps genetically altered to sting with nerve agents. 
  And internally circulating the video of the results.
  HORIZON
  On the surface, Horizon doesn’t use security animals. 
  Most of their security is as photogenic as the rest of their 
  corporation, but anyone who has ever tried to breach it 
  knows that its soft, light appearance hides vicious, brutal 
  tactics. Here, you can expect what appear to be designer 
  pets or exotic plants. You try to extract some notional lab 
  sweatervest geek, and the long neck shih tzu with velvety 
  glow fur he’s been carrying around hisses and spits some-
  thing in your eye that knocks you out. Or it grows fangs 
  and bites you. Or it just plain explodes, if you managed to 
  get the guy out. Horizon’s best moves are the ones you 
  never see, so it’s important to make sure you are always, 
  always paranoid around anything in their territory. 
  > 
  Some of their little monstrosities can be worth a pretty
  penny, like those Evo creatures above. Not as much in 
  research value, but just for their design. They are artistically 
  amazing, usually a delight to hold, the kind of thing any 
  celebrity would demand once they saw it. Of course, as 
  mentioned above, it could be poisonous, explosive, or 
  many other terrible things. I have it on good authority 
  that Wynona Flying-Horse’s little tabloid comeback last 
  year was on account of a hot Horizon designer pet spitting 
  hallucinogens in her eyes.
  > 
  Beaker
  WUXING
  Of all the megacorps, Wuxing is most likely to have 
  paracritters in spades. Their links to international ship-
  ping and talismongering means they have the easiest 
  access, and they have the employee expertise to best 
  take advantage of it. While they have access all over the 
  world, they get the most from their Pacific trade routes, 
  so you can expect more paracritters from those regions. 
  Wuxing is most likely to deploy the critters with mage 
  support, allowing their handler to use spells for greater 
  control over packs and flocks. 
  > 
  It’s worse than that: Wuxing mages tend to learn spells
  that let them see through the eyes of their animals or 
  control their tactics, like magical bio drone riggers. I’ve 
  never seen paracritter security utilized so effectively.
  > 
  Red
  > 
  They also use aquatic creatures to help defend their
  shipments. Taking a Wuxing freighter means mages and 
  ordnance, and plenty of both. The upside? Surf and turf 
  for all survivors!
  > 
  Kane
  >> HOWLING SHADOWS <<
  >> UNTAMED SECURITY <<    37
   
  
  “So what should we do next? Pour honey on her feet 
  and let the rats nibble on her toes?” says a redheaded 
  female, whose curly hair drapes along the back of a faux 
  leather chair. She slowly rotates the chair, half paying at-
  tention to either the real world or augmented screens.
  “Good idea dear.” responds from a voice from the 
  shadows of another chair.
  “Or how about walking the plank into chummed 
  water with sharks? She doesn’t need all her limbs.” 
  “Sharks, dear? That’s a bit drastic, don’t you think?”
  The redhead stops her rotation to look toward the 
  other chair. Some of her freckles merge as she squints 
  her eyes in irritation, “Mother, you brought her to me. 
  Now I want Kane to go through Hell!”
  The other chair turns. In it sits a beautiful, dark 
  skinned woman, slightly older than the redhead. She lifts 
  her head up from her commlink. Her orange eyes stare 
  back intensely, causing the redhead’s irritated gaze to 
  falter, “Ginger, my dear, Kane must be handled carefully. 
  While he wouldn’t care if he loses any crew to his own 
  action, that girl is something different. I wouldn’t be 
  surprised if he called in his favors and blackmail to bring 
  in most military forces to chase you to the ends of the 
  earth if she is accidently killed in your extreme method 
  of torture. So stick to the plan. He should receive the 
  present soon, along with the wetwork list he has to 
  complete.”
  “And if he doesn’t?”
  “I have a plan B.”
  “Typical, mother, that you don’t share your thoughts.”
  Before Gingersnap had a chance to rev up into a 
  full litany of complaints, a man ran into the room and 
  interrupted the conversation with a gravelly throat-
  clearing.
  Gingersnap turned quickly on him. “Yes, Jacques? 
  Speak before I slit your throat to clear it for you.”
  “Captain, the prisoner escaped!”
  “Damn you Jacques! Mother! I thought she was still 
  under the influence?”
  “She has to be! Someone must have helped her. 
  Jacques, check the tunnels. Ginger, continue with the 
  plan. She will not leave the island.”
  Has it been hours? Days? Hopefully not weeks. /dev/grrl’s 
  mind fought against the fog, trying to keep hold of one 
  train of thought as her body moved with difficulty, like 
  wading through water.
  Even while awake, she felt like she was still dreaming. 
  Visions of skeletons dancing to Caribbean music while 
  cutting sugar cane in the hot sun moved through her 
  vision. Visions she knew she could not trust. A dull 
  pain lurked in her hands and face, and she couldn’t 
  remember how long they had been there. There had 
  been one moment, once, when she felt a sharp pain in 
  her eye, and she briefly focused on a red-tinged room 
  and someone with curly hair before her vision turned to 
  shuffling zombies reaching for her to pull her down and 
  consume every last bit of her.
  Focus! They will find you if you don’t keep moving. 
  The thought pulsed stronger than the pain, making 
  her legs shuffle forward again. It sounded like her 
  voice in her head, but still didn’t feel like her thought. 
  /dev/grrl tried to adjust her eyes to where she was 
  going, but everything looked like varying shades of 
  darkness.
  A small prick of light appeared and swayed in front 
  of her. Follow it, Chérie, a new thought said to her, and 
  she could think of nothing to do but listen. She moved 
  forward, hoping the hint of light she thought she saw 
  ahead was not another hallucination.
  HOWLING SHADOWS
  MUNDANE
  CRITTERS
  38    >> MUNDANE CRITTERS <<  
  
  WILD LANDS
  Outside the civilized lands are many mundane beasts 
  with claws, wings, or hooves. They pose their own risks 
  and offer their own possible assistance to a shadow-
  runner in need, so a wise runner knows what might be 
  out there waiting for them—and how to deal with it.
  ALLIGATOR
  Alligator covers both alligators and crocodiles These 
  creatures can grow up to four hundred kilos and around 
  four meters of reptilian power. There are always rumors 
  of them living in the sewers of big cities. Or vacation-
  ing there when visiting relatives. Whatever might bring 
  them there, it’s best not to be near them and their mas-
  sively powerful jaws. How powerful? While you can 
  bite at maybe two hundred newtons, a crocodile’s bite 
  is a tremendously scary 16,460 newtons.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  8
  5
  4
  9
  1
  1
  2
  2
  3
  6
  Initiative
  6 + 1D6
  Movement
  x2/x6/+4
  Condition Monitor
  14/9
  Limits
  Physical 10, Mental 2, Social 4
  Armor
  6
  Skills
  Perception 4, Sneaking 4, Tracking 4, Unarmed 
  Combat 4
  Powers
  Armor (6), Enhanced Senses (Smell), Natural Weapon 
  (Bite, DV (STR+2)P, AP –2), Toughness (2)
  BEAR
  From grizzly to black, these omnivores continue to 
  roam the wilds. The bigger ones can be over three hun-
  dred kilos and over two meters tall. The polar bear was 
  the first of the family to go extinct. It was also the first 
  to be recovered from extinction thanks to the Dooms-
  day Ark project in 2062, beating the independent Rus-
  sian project by two years. With the Doomsday Ark, the 
  polar bear was also the first de-extinct species to be 
  reintroduced into the wild by 2065.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  9
  4
  5
  8
  4
  1
  2
  3 
  3
  6
  Initiative
  7 + 1D6
  Movement
  x2/x8/+2
  Condition Monitor
  13/10
  Limits
  Physical 10, Mental 3, Social 6
  Armor
  3
  Skills
  Gymnastics 3, Intimidation 3, Perception 4, Running 3, 
  Tracking 4, Unarmed Combat 4
  Powers
  Armor (3), Enhanced Senses (Smell), Natural Weapon 
  (Claws/Bite: DV (STR+3)P, AP -1)
  BOAR
  Wild boars are massively built in a stocky frame. They 
  can reach up to bear size weight at 270 kilos. They have 
  an angular head and tusks so that they can plow even in 
  ALLIGATOR MENTOR SPIRIT
  A follower of the Gator mentor spirit feels at home in cities as 
  well as swamps and rivers. Gator shamans are ill-tempered and lazy, 
  expecting a larger share for the work he does—assuming you can 
  get him to agree to do it. He is also a miser when it comes to having 
  to pay for anything including meals and he’s a real big eater. The 
  virtuous aspects of the gator magician is that he’s a strong fighter 
  and will finish what he agrees to do. They may seem to be motionless, 
  but once roused to action they are ferocious and nearly unstoppable.
  ADVANTAGES
  All: +2 to Intimidation skill tests
  Magician: +2 to Conjuring skill tests for spirits of water or man 
  (choose one)
  Adept: Receives Inertia Strike power for free
  Disadvantages: A follower of the alligator is stubborn in changing 
  plan or action after he has committed to it. When the rest of the 
  team goes to plan B, the magician must succeed in a Charisma + 
  Willpower (3) Test to make the mental adjustment. Otherwise, they 
  continue trying to execute plan A.
  Similar Archetypes: Crocodile, Sloth, Greed
  >> MUNDANE CRITTERS <<    39
   
  
  frozen soil and overturn rocks around a quarter of their 
  weight. They can be found in many places around the 
  world, mainly in forests though they can adapt to grass-
  lands and other areas. They are most common in the 
  CAS and Central Europe, making themselves pests by 
  digging up ground cables or breaking through fences.
  B
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  6
  2
  4
  5
  2
  1
  2
  2 
  2
  6
  Initiative
  6 + 1D6
  Movement
  x2/x8/+2
  Condition Monitor
  11/9
  Limits
  Physical 7, Mental 2, Social 4
  Armor
  4
  Skills
  Perception 3, Running 2, Tracking 4, Unarmed Combat 
  4
  Powers
  Armor (4), Enhanced Senses (Smell), Natural Weapon 
  (Bite/Tusk: DV (STR+2)P, AP –1)
  CHIMPANZEE
  Chimpanzees are one of the last species of great apes 
  that still exist in the wild, and the only remaining Afri-
  can species. Chimpanzees can make tools, interact in 
  sophisticated social groups, understand sign language, 
  display altruistic behavior, and even laugh. Chimpanzees 
  are often at the center of controversy as organizations 
  try to bring them the same sapient rights as nagas and 
  centaurs. This inevitably results in the flinging of poo.
  B
  A
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  W
  L
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  EDG
  ESS
  4
  4
  4
  4
  3
  2
  4
  3
  3
  6
  Initiative
  8 + 1D6
  Movement
  x2/x4/+2
  Condition Monitor
  10/10
  Limits
  Physical 6, Mental 4, Social 5
  Armor
  0
  Skills
  Athletics skill group 4, Clubs 3, Perception 4, Thrown 
  Weapons 2, Unarmed Combat 6
  Powers
  Brachiation, Natural Weapon (Bite: DV (STR+2)P, 
  AP —)
  >> HOWLING SHADOWS <<
  40    >> MUNDANE CRITTERS <<
   
  
  EAGLE
  Eagles are majestic birds of prey. From bald and golden 
  to Steller’s sea eagles, there are more than fifty kinds of 
  eagles in the world. These birds can have a wingspan 
  of 2.5 meters and weigh around six to nine kilos. Of all 
  the raptors, eagles have the most protection as various 
  nations and corporations have used their image in flags 
  and logos. Woe to those who mess with a golden eagle 
  in Aztlan or a black eagle in AGS.
  B
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  ESS
  3
  5
  4
  2
  3
  1
  4
  3
  4
  6
  Initiative
  8 + 1D6
  Movement
  x2/x4/+4 (x3/x7/+6 flight)
  Condition Monitor
  10/10
  Limits
  Physical 4, Mental 3, Social 5
  Armor
  0
  Skills
  Flight 3, Perception 5, Tracking 2, Unarmed Combat 3
  Powers
  Natural Weapon (Bite/Claw: DV (STR+2)P, AP —), 
  Enhanced Senses (Magnification)
  ELEPHANT
  This rare, majestic animal is all but extinct in the wild. 
  Corporations and wealthy individuals have maintained 
  personal herds around the globe, often trading genetic 
  material like currency to sustain the species. They can 
  weigh four to six tons and grow six to eight meters in 
  length. While the African elephant has a higher popu-
  lation, the Asian elephant has more territory globally 
  dedicated to them, as it continues to be used as cheap 
  labor.
  B
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  ESS
  12
  4
  4
  16
  2
  2
  3
  3
  2
  6
  Initiative
  7 + 1D6
  Movement
  x2/x18/+2
  Condition Monitor
  14/9
  Limits
  Physical 16, Mental 3, Social 5
  Armor
  6
  Skills
  Clubs 5, Perception 4, Running 4, Unarmed Combat 2
  Powers
  Armor (6), Enhanced Senses (Low Frequency), 
  Natural Weapon (Tusk: DV (STR+2)P, AP –2), 
  Note
  +2 Reach
  GIRAFFE
  A giraffe’s legs are almost two meters tall on their 
  own, combined with a long neck, they can easily reach 
  a height of 5.5 meters. Without the other larger fauna, 
  giraffes have become the primary target of poachers. 
  Never fear, though—thanks to projects like the Kili-
  manjaro Mass Driver, corporations like NeoNET, Saed-
  er-Krupp, and Evo have a vested interest in building 
  wildlife preserves to add a positive spin on their work. 
  Even Armanté has funded fashions based on the Afri-
  can safari-wear, so that tourists can come all dressed 
  up like Dr. Livingstone and see real-life giraffes.
  B
  A
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  S
  W
  L
  I
  C
  EDG
  ESS
  10
  3
  3
  8
  2
  1
  2
  2
  2
  6
  Initiative
  5 + 1D6
  Movement
  x2/x8/+4
  Condition Monitor 
  (P/S)
  13/9
  Limits
  Physical 10, Mental 2, Social 4
  Armor
  2
  Skills
  Perception 4, Running 3, Unarmed Combat 2
  Powers
  Armor (2), Natural Weapon (Kick: DV (STR+1)P, AP 
  —, Reach 2)
  Note
  +2 Reach
  BOAR MENTOR SPIRIT
  Followers of the Boar are static in their ways. They keep to a 
  daily routine and hold on to their stuff till it wears away. Some people 
  would call them boring or unspontaneous, others would call them 
  hoarders. Followers believe themselves to be loyal to the places that 
  are part of their routine, and they are very protective of their territory.
  ADVANTAGES
  All: Home Ground Quality is gained for free.
  Magician: +1 to the number of services gained when successfully 
  summoning a spirit
  Adept: Gains Rooting (2) (p. 24, Shadow Spells) power for free.
  Disadvantages: A follower of Boar does not like it if there are 
  others intruding in his space or disrupting his routine. At best, the 
  follower protects the bar and employees of the bar he always goes to. 
  At worst, he will start a fight for a specific table or stool that he thinks 
  is his. A warning is optional and usually proffered by the follower’s 
  friends. It takes a Charisma + Willpower (3) Test for a follower of Boar 
  to leave his home, safehouse, or routine permanently, otherwise he 
  will keep coming back, even at the risk of his own safety. If the Boar 
  does leave, he receives a –1 penalty to all active skill tests for three 
  weeks until he finally settles into a new place and routine.
  TRIVIA-VERSE
  Lone Star has a division of trained hawks and eagles for use in 
  parks and rural areas for security checks. These birds are trained to 
  spot and retrieve small drones in the area. Lone Star equips these 
  birds with lightweight protection in case the drone is uncooperative.
  >> HOWLING SHADOWS <<
  >> MUNDANE CRITTERS <<    41
   
  
  SNAKE
  From cobras to boas, these legless reptiles can be 
  found all over the world—even in the north, if you be-
  lieve those snow snake stories. Snakes can come in a 
  variety of colors and lengths. Only twenty-five percent 
  of them are venomous, so chances are good that you 
  will survive a bite. Unless it was part of some security 
  setup. Then you’re screwed.
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  A
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  W
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  EDG
  ESS
  2
  4
  2
  3
  2
  —
  2
  1
  3
  6
  Initiative
  4 + 2D6
  Movement
  x2/x3/+2
  Condition Monitor
  9/9
  Limits
  Physical 4, Mental 2, Social 4
  Armor
  0
  Skills
  Gymnastics 3, Perception 3, Sneaking 3, Tracking 3, 
  Unarmed Combat 5
  Powers
  Enhanced Senses (Thermal), Natural Weapon (Bite: 
  DV (STR+2)P, AP -)
  Note
  Venomous versions would also have the power 
  Venom (Snake)
  WILD SEAS
  Many big cities reside next to some body of water, in-
  cluding Seattle. So chances are that you will encounter 
  an aquatic native when you get your feet wet or have 
  to smuggle someone or something through the water.
  BARRACUDA
  This species of fish can reach up to two meters in length. 
  Its jutting, fang-like teeth make it one of the things you 
  don’t really want to meet in the water. They are found 
  globally, mainly in warm tropical waters. The Pacific 
  barracuda, which isn’t as intimidating as its brethren, 
  can be found as far north as the Puget Sound.
  B
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  L
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  EDG
  ESS
  2
  2
  3
  2
  2
  —
  2
  1
  3
  6
  Initiative
  5 + 1D6
  Movement
  x2/x6/+2 swimming
  Condition Monitor
  9/9
  Limits
  Physical 3, Mental 2, Social 4
  Skills
  Gymnastics 3, Perception 3, Swimming 6, Unarmed 
  Combat 4
  Powers
  Enhanced Senses (Smell), Gills, Natural Weapon 
  (Bite: DV (STR+1)P, AP —)
  DOLPHIN
  Dolphins have the best PR, thanks to stories of their 
  saving sailors from savage sharks and performing cute 
  flips and acrobatics for tourists. It’s believed to be good 
  luck if dolphins swim in your ship’s wake. It should be 
  noted that dolphins are, in fact, quite clever. There are 
  rumors of them disturbing marker buoys or other navi-
  gation equipment to mess with ships.
  B
  A
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  W
  L
  I
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  EDG
  ESS
  8
  5
  5
  7
  4
  2
  4
  4
  3
  6
  Initiative
  9 + 1D6
  Movement
  x2/x8/+4 swimming
  Condition Monitor
  12/10
  Limits
  Physical 9, Mental 4, Social 6
  Armor
  2
  Skills
  Diving 3, Gymnastics 7, Perception 4, Swimming 5, 
  Unarmed Combat 3
  Powers
  Armor (2), Enhanced Senses (Sonar)
  SEA LION
  Sea lions are quick and agile in the water. They are 
  smart enough to take advantage of a wake of a ship to 
  swim quickly, and they are able to leap up to four me-
  ters out of the water. They can be trained like aquatic 
  security dogs. The most agile sea lions  are able to grab 
  and drag metahumans off a ship.
  GIRAFFE MENTOR SPIRIT
  A follower of the Giraffe mentor spirit sees beyond the horizon. 
  She seeks to see/hear the truth beyond what is presented. A giraffe 
  follower may seem a little off as she either looks off into space and 
  appears to not pay attention or looks too intently at you as if she’s 
  judging your soul.
  ADVANTAGES
  All: +2 Assensing skill tests or +2 to Judge Intentions test 
  (choose one)
  Magician: +2 to Conjuring skill tests of air spirits
  Adept: 2 free levels of Piercing Senses
  Disadvantages: A follower of Giraffe stumbles through social 
  etiquette, as she believes the small talk and chitchat that are the 
  core of social chatter are fundamentally dishonest and not worthy 
  of her efforts. She can make a wide range of situations awkward 
  and receives –2 dice for Etiquette skill tests.
  SNAKE VENOM
  Vector: Injection
  Speed: 1 Combat Turn
  Penetration: 0
  Power: 8
  Effect: Nausea, Physical Damage
  >> HOWLING SHADOWS <<
  42    >> MUNDANE CRITTERS <<  
  
  B
  A
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  S
  W
  L
  I
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  EDG
  ESS
  7
  4
  4
  5
  3
  1
  4
  2
  3
  6
  Initiative
  8 + 1D6
  Movement
  x3/x8/+4 swimming
  Condition Monitor
  12/10
  Limits
  Physical 7, Mental 3, Social 5
  Armor
  2
  Skills
  Diving 2, Gymnastics 3, Perception 2, Swimming 4, 
  Unarmed Combat 4
  Powers
  Armor (2), Natural Weapon (Bite: DV (STR+2)P, AP —)
  SQUID
  Squid and octopi are quite smart and dexterous crea-
  tures of the sea. They can solve semi-complex puzzles 
  and can fit through spaces as small as their bony beak. 
  They taste kinda like rubber, if not cooked properly. Be 
  wary of their larger brethren, as they will figure out how 
  to eat you. And your boat.
  B
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  L
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  EDG
  ESS
  4
  5
  3
  5
  2
  2
  4
  3
  3
  6
  Initiative
  7 + 1D6
  Movement
  x3/x8/+2 swimming
  Condition Monitor
  10/9
  Limits
  Physical 6, Mental 4, Social 5
  Armor
  1
  Skills
  Escape Artist 5, Gymnastics 6, Perception 4, 
  Swimming 5, Unarmed Combat 4
  Powers
  Gills, Substance Extrusion (Ink)
  Note
  +3 Reach
  KILLER WHALE
  Killer whales are the wolves of the ocean. They can lay 
  down bait of vomit to lure birds and they use the force 
  of waves to knock seals back into the sea. They will even 
  hunt in packs, pushing prey into the waiting arms of the 
  alpha whale. If you thought Moby Dick was an ass, piss 
  off a pod of killer whales and see what happens.
  B
  A
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  W
  L
  I
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  EDG
  ESS
  12
  6
  6
  13
  8
  2
  5
  2
  3
  6
  Initiative
  11 + 1D6
  Movement
  x3/x8/+4 swimming
  Condition Monitor
  14/12
  Limits
  Physical 15, Mental 6, Social 6
  Armor
  4
  Skills
  Diving 3, Perception 3, Swimming 4, Unarmed Combat 
  4
  Powers
  Armor 4, Enhanced Senses (Sonar), Natural Weapon 
  (Bite: DV (STR+2)P, AP —)
  DOLPHIN MENTOR SPIRIT
  Followers of Dolphin are graceful, free-spirited characters who 
  enjoy playful banter and have to move when music plays. They see 
  things optimistically and believe there is good in the world despite 
  current conditions of corporate politics and pollution. They are not 
  naïve—at least, they don’t believe they are. They just have faith in 
  humanity. Somehow.
  ADVANTAGES
  All: +2 dice on Artisan skill tests or Pilot (Watercraft) skill tests 
  (choose one)
  Magician: +2 for health spells, preparations, and spell rituals.
  Adept: Gain Flexibility (2) power for free
  Disadvantages: Followers are altruistic when it comes to helping 
  people and cannot turn a blind eye to those who they believe deserve 
  their help. It is difficult for them not to get involved when they see 
  someone being bullied or obviously polluting the environment. If they 
  see such a situation, it takes a Charisma + Willpower (3) Test for a 
  follower of Dolphin not to intervene. If the job that the follower of 
  Dolphin is on involves polluting the environment or becoming the 
  bully/enforcer on those less deserving, then the follower loses 2 
  dice after each such deed until she atones. Atonement is up to the 
  gamemaster but can involve time and money spent with charities.
  WHALE MENTOR SPIRIT
  Followers of Whale appreciate beauty and the longtime traditions 
  of working in the arts. With a long life, they also hold personal honor 
  and loyalty in high esteem. Those Whale adopts into her personal 
  circle receive her total loyalty, and she expects the same in return. 
  Followers of Whale are patient in their work and will take the time to 
  make sure all the details are complete.
  ADVANTAGES
  All: +2 dice to Swimming or Pilot (Watercraft) skill tests (choose one)
  Magician: +2 to Conjuring skill tests for spirits of water
  Adept: Receive 2 ranks in Iron Lungs (p. 23, Shadow Spells) for free.
  DISADVANTAGES 
  Because of their personal sense of ethics, followers of the whale 
  must honor any agreement they enter into. This can be an oath to an 
  organization or a verbal contract with a corporation. Failing to honor 
  the contract or oath results in a loss of a point of Magic. The Whale 
  mentor spirit understands if circumstances to complete the contract 
  are out of the Awakened’s hands. For everything else, the follower 
  can attempt to atone, but at the gamemaster’s discretion.
  >> HOWLING SHADOWS <<
  >> MUNDANE CRITTERS <<    43
   
  
  URBAN
  In the city there’s a menagerie of pets and vermin hid-
  ing in the myriad cracks, crevices, and assorted dark 
  places. Some people may not distinguish between pets 
  and vermin. Some people probably don’t distinguish 
  between pets and food either.
  DOMESTIC CAT
  The beautiful and graceful cat has been a sacred animal, 
  even worshiped with the ancient gods of Egypt. Their 
  power waned and today they have to resort to me-feeds 
  of their antics and odd jingles in competition for atten-
  tion with dogs. Cats can be found in all colors and sizes, 
  even glow in the dark thanks to the fame of the green 
  glowing cat from the early part of the century.
  TRIVIA-VERSE
  WHALE RIDERS
  Maori whale-riders of Aotearoa spend most of their life on the 
  ocean with whales.  Many of the followers bond to the whales 
  and become riders above and below the waves. They have rings 
  of rafts as their home, providing a place where they can protect 
  young calves
  >> HOWLING SHADOWS <<
  44    >> MUNDANE CRITTERS <<  
  
  B
  A
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  W
  L
  I
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  EDG
  ESS
  2
  4
  3
  1
  2
  2
  2
  3
  3
  6
  Initiative
  5 + 1D6
  Movement
  x2/x8/+4
  Condition Monitor
  7/9
  Limits
  Physical 3, Mental 3, Social 5
  Skills
  Gymnastics 3, Sneaking 2, Perception 3, Tracking 3, 
  Unarmed Combat 3
  Powers
  Domesticated, Enhanced Senses (Low Light)
  Weaknesses
  Fragile 2
  COCKROACH
  A pest in the modern world, cockroaches have left the 
  tropics to the warm decay of human garbage and ar-
  tificially heated homes. They are resilient to many at-
  tacks, but they mostly succeed in running away when 
  the lights come on.
  B
  A
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  W
  L
  I
  C
  EDG
  ESS
  1
  2
  5
  0
  2
  —
  2
  —
  2
  6
  Initiative
  7 + 2D6
  Movement
  x2/x8/+4
  Condition Monitor
  1/1
  Limits
  Physical 2, Mental 2, Social 3
  Armor
  0
  Skills
  Gymnastics 3, Sneaking 4, Perception 2
  Powers
  Extra Fragile, Gestalt Consciousness, Wall Walking
  Note
  –1 Reach
  CROW
  Crows are flying thieves. They will find an opportuni-
  ty to snatch your lunch from your table or grab shiny 
  bits that were left unattended. They also can figure out 
  puzzles, so make sure your commlink passcode isn’t a 
  simple pecking pattern.
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  A
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  L
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  EDG
  ESS
  2
  3
  2
  1
  2
  1
  5
  3
  2
  6
  Initiative
  7 + 1D6
  Movement
  x2/x4/+4 (x3/x6/+5 flight)
  Condition Monitor
  7/9
  Limits
  Physical 2, Mental 3, Social 5
  Skills
  Flight 6, Perception 4, Unarmed Combat 2
  Powers
  Gestalt Consciousness
  Weaknesses
  Fragile 2
  Note
  –1 Reach
  FERRET
  While being cute, smart, and good at hunting rabbits, 
  ferrets have been banned from the CFS, DeeCee area, 
  San Diego and a few other areas, as they can be car-
  TRIVIA-VERSE
  Adult cats’ primary communication with each other is through 
  body language. The verbal “meows” are actually learned behavior in 
  trying to communicate with their metahumans. 
  The first bastet was identified when their odd purring sound was 
  analyzed to be binary code.
  GENETIC ENHANCEMENTS FOR PETS
  Presented here are casual enhancements that are considered 
  common or affordable. There are other genetic modifications that 
  can cost in the millions.
  Cloned: Not even death can prevent you from having the pet you 
  want. Many of the famous animals on TV or owned by famous people 
  have had their genetic sequence recorded. So now you too can have 
  a trid-star’s pet. Note that this would be the unmodified version. 
  Genetic enhancements are separate and extra.
  Cosmetic: Technology has reached the point of adjusting gene 
  sequences in order to change the color or pattern of fur or feathers. 
  Mauve ravens, stripped giraffes, and auburn cats are just a few of 
  the possibilities.
  Flore-Pet: Fluorescence allows a pet to glow when the 
  appropriate light is shined upon it. Fluorescent pink, blue, red, and 
  green colors are available.
  Hypo-allergenic: With some enhancements, shedding and 
  dandruff of the pet are greatly reduced. For severe allergies, the skin 
  proteins are slightly altered to avoid the allergic reaction.
  Luci-Pet: Using luciferin, pets can now generate their own soft 
  glowing light. Yellow, blue, and green colors are available.
  Munchkin: Growth is hindered, allowing for miniature or dwarf 
  versions of a breed. This enhancement averages a thirty to fifty 
  percent reduction in size, depending on species and breed.
  Retro: How would you like a chicken with teeth? Retro engineering 
  can activate dormant genes that were turned off during evolution. 
  Not as popular as cosmetic enhancements. This enhancement has 
  found enthusiasts in those wishing to turn birds back into dinosaurs.
  >> HOWLING SHADOWS <<
  >> MUNDANE CRITTERS <<    45
  ENHANCEMENTS
  ENHANCEMENT 
  AVAIL 
  COST
  Cloned 
  +4 
  x10 base cost
  Cosmetic
  +2
  5,000¥
  Flore-Pet
  +2
  800¥
  Hypo-Allergenic 
  +2 
  1,200¥
  Luci-Pet
  +2
  1,000¥
  Munchkin
  +1
  500¥
  Retro
  +3
  10,000¥
   
  
  riers of several human respiratory diseases as well 
  as rabies. So for their size and weight they make an 
  excellent starting cargo for those wanting to get into 
  smuggling.
  B
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  L
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  EDG
  ESS
  1
  2
  2
  1
  3
  1
  2
  2
  3
  6
  Initiative
  4 + 1D6
  Movement
  x2/x6/+4
  Condition Monitor
  8/10
  Limits
  Physical 2, Mental 3, Social 5
  Skills
  Gymnastics 3, Perception 3, Sneaking 3, Tracking 4, 
  Unarmed Combat 3
  Powers
  Natural Weapon (Bite: DV (STR+1)P, AP —, –1 reach)
  Weaknesses
  Fragile 1
  Note
  –1 Reach
  RACCOON
  Raccoons are awesome. If they see what they want, 
  they will take it. Doesn’t matter if the family pet has it, 
  or if it’s in some building, they’ll figure out how to dis-
  tract the dog or open the lock. At least they have man-
  ners and wash their hands at every meal. With the way 
  the Sixth World works, it wouldn’t be surprising to see 
  a brute squad of raccoons cross a street and attempt 
  a carjacking to get a bag of soy paste in the back seat.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  1
  4
  3
  1
  3
  1
  4
  2
  2
  6
  Initiative
  7 + 1D6
  Movement
  x2/x6/+4
  Condition Monitor
  8/10
  Limits
  Physical 2, Mental 3, Social 5
  Skills
  Gymnastics 3, Perception 4, Palming 3, Sneaking 3, 
  Unarmed Combat 2
  Powers
  Enhanced Senses (Touch), Natural Weapon (Bite: DV 
  (STR+1)P, AP —, –1 Reach)
  Weaknesses
  Fragile 1
  Note
  –1 Reach
  RAT
  They are only cute and cuddly when they are on the 
  trid. When they are sitting in your cupboard eating your 
  crackers, they are dirty vermin. Rats can be found all 
  around the world due human migration. The bigger 
  ones are the Norwegian wharf rats. Not even the big 
  rats however, can take on a devil rat.
  HORSE MENTOR SPIRIT
  Followers of the Horse mentor spirit are the embodiment of 
  freedom. They must be out in the open air and allowed to roam the 
  open road. Followers are never intentionally stubborn or malicious, 
  but they do not like to feel impeded or confined by someone else. 
  This unfortunately also means that followers of Horse may sacrifice 
  personal relationships for freedom.
  ADVANTAGES
  All: +2 dice to Running or Pilot Ground Craft) tests (choose one)
  Magician: Reduce Drain Value from Reckless Summoning by 1
  Adept: May learn to use the Movement critter power as a 
  metamagic (self only, 3 times a day)
  DISADVANTAGES
  Followers of the Horse can’t sit still for long nor be confined 
  indoors. They must spend at least four hours a day outside and 
  be able to run or drive around (any method of travel faster than 
  walking). If followers are not able to meet this condition, they suffer 
  –1 die to all action skill tests. This penalty is cumulative, meaning
  if the follower is stuck at a desk all day (indoors and not moving 
  around) for two days in a a row, they suffer –2 to all actions until 
  they get that free time in.
  RACCOON MENTOR SPIRIT
  Followers of Raccoon would not call themselves thieves. 
  Maybe entrepreneurs. They are inquisitive and have an intense 
  curiosity about things, which can lead them into danger. They are 
  above petty thefts and don’t delve into violent robberies. Followers 
  of Raccoon are artists in the field of pilfering or trickery, and will 
  strategize a plan that emphasizes their talent and flamboyance.
  ADVANTAGES
  All: +2 to Palming skill tests
  Magician: +2 dice for spells, preparations, and spell rituals in 
  the Manipulation category.
  Adept: 2 Improved Sense powers
  DISADVANTAGES
  The Raccoon is commonly one of the Thief totems, so the 
  followers can tend to err on the side of greed. A follower of 
  Raccoon must make a Charisma + Willpower (3) Test to resist the 
  urge to open that next locked door to look for something to steal, 
  or to follow that Matrix rabbit trail in the quest for more paydata.
  >> HOWLING SHADOWS <<
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  1
  3
  2
  —
  1
  1
  1
  1
  3
  6
  Initiative
  3 + 2D6
  Movement
  x2/x6/+4
  Condition Monitor
  6/9
  Limits
  Physical 1, Mental 2, Social 3
  Skills
  Gymnastics 3, Perception 3, Sneaking 3, Unarmed 
  Combat 2
  Powers
  Enhanced Senses (Smell), Gestalt Consciousness, 
  Natural Weapon (Bite: DV 1P, AP —, –1 Reach)
  Weaknesses
  Fragile 3
  Note
  –1 Reach
  46    >> MUNDANE CRITTERS <<  
  
  SPIDER
  They are scary, eight-legged things, which are banned 
  from the bedrooms and bathrooms of reasonable peo-
  ple everywhere. While they are beneficial thanks to 
  their insect-catching and –eating efforts, they can do 
  that outside. If a spider violates the accords, they will 
  be met with extreme force, not excluding napalm.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  1
  2
  2
  —
  1
  —
  1
  1
  3
  6
  Initiative
  3 + 2D6
  Movement
  x2/x6/+4
  Condition Monitor
  8/9
  Limits
  Physical 1, Mental 1, Social 3 
  Skills
  Gymnastics 4, Perception 3, Sneaking 4
  Powers
  Fragile 1, Gestalt Consciousness, Wall Walking
  Note
  –1 Reach
  > 
   Where did this post come from?
  >  
  Slamm-0!
  > 
  Well, you said I should start writing children books. I’m
  just putting together my musings on a few animals. What 
  do you think?
  > 
  Kane
  > 
  Perfect.
  > 
  Slamm-0!
  >> HOWLING SHADOWS <<
  UPDATES FOR CRITTERS 
  IN SR5 CORE RULEBOOK
  Here are some quick changes to make to mundane critters in the 
  SR5 core book to bring them up to date with this book!
  Dog: Add Domesticated 
  Great Cat: Add Improved Sense (Low Light)
  Horse: Add Domesticated 
  Shark: Add Gills
  TRIVIA-VERSE
  Bottleneck genetics have been a growing concern for many 
  species since the twentieth century. As an example, all golden 
  hamsters are descended from the same mother in Syria in the 1930s. 
  Even the wild golden hamsters have a genetic connection from that 
  same litter. Science has progressed enough to reduce the bottlenecks 
  with modified gene therapy, artificially expanding genetic diversity.
  Chihuahuas were the first breed of native domestic dog in North 
  America. They are believed to be the descendants of the Techichi, 
  a dog that was favored by the Toltecs and considered a symbol of 
  the upper class by the Aztecs. Because of this, Aztechnology has re-
  engineered the Techichi breed. Techichi are available only in Aztlan, 
  and exports are strictly controlled.
  SPIDER MENTOR SPIRIT
  Spider likes to feel a connection to everything. To be at the center 
  of a web connecting all sorts of news and able to feel the pulse of 
  the world. Followers of Spider like to be in the know, establishing 
  connections, be it directly with people or through surveillance. Some 
  may feel that followers of Spider are nothing more than Awakened 
  bloggers who scan the Matrix for tidbits of the truth.
  ADVANTAGES
  All:+2 dice to Computer skill tests
  Magician: +2 dice for Illusion spells
  Adept: Hang time (2)
  DISADVANTAGES 
  Followers of Spider are already paranoid about people having any 
  misconceptions about them being insect shamans. They will keep 
  such details from casual conversation. Followers of Spider also have 
  taken advantage of the Matrix more than more traditional shamas 
  in creating connections. This makes followers more agoraphobic 
  as they avoid uncontrolled social situations and unfamiliar 
  environments. They receive a –1 dice pool modifier to Magic tests 
  while out in the open (this includes very large indoor rooms such as 
  auditoriums, theatres, and stadiums). The penalty doubles if there is 
  a large crowd of people to deal with.
  >> MUNDANE CRITTERS <<    47
   
  
  So much for this place matching the brochure.
  From a safe place off I-40 with the rest of her team, Brad-
  ley controlled an inconspicuous Horizon CU^3 drone across a 
  landscape positively dominated by trees. Assuming she hadn’t 
  fragged up and misread the map, this was supposed to be the 
  Petrified Forest. Last time she visited the place on a grade-school 
  field trip, it was less forest—much to her eternal childhood disap-
  pointment—and more badlands with petrified tree stumps and 
  fallen stone logs. She remembered the stone trees had stunning 
  prismatic mineral deposits that almost, to the imagination of a 
  young troll at the time, seemed like magic given physical shape. 
  But now, via drone optics, she was looking down on the exact 
  polar opposite: leafy boughs of strange trees covering the Zona 
  landscape. It was, in a word, gorgeous—though she’d never ad-
  mit that to her crew out loud. She had a rep to maintain, and 
  rainbow squees didn’t fit the bill.
  Zooming in the drone’s optics revealed that some of the fa-
  miliar stumps remained—dots of gray sprinkled with glitter in 
  the noonday sunlight, but that provided little comfort. Trees of 
  this size usually took decades—or longer—to grow, and they had 
  seemingly sprang up overnight. She was of three minds about 
  this development. The would-be botanist in her, the one that 
  adolescence and lack of secondary education had tried really, 
  really hard to kill, wanted to spend time figuring out what the 
  deal was. The leader in her kept harping on botanical analysis 
  not being their mission. And the mundane in her was scared 
  completely drekless by whatever had caused this.
  At least they weren’t going without a magician on their side 
  this time. Bradley wasn’t about to make that mistake again. On 
  the other hand, her physical eyes glanced over at the littering 
  train wreck who called himself Stigma and wondered if he had 
  any inkling at all of what they were wandering into.
  She brought the drone in lower, forcing herself to stop ad-
  miring the broad leaves and their odd, opalescent sheen, and—
  There. A black, furred shape darted out between the trees, 
  ambling along on its simian frame like someone was after it.
  A black annis.
  Bingo.
  It turned, bared huge chimp-like canines at something be-
  yond the drone’s scope—and a red, fuzzy dot bloomed from its 
  neck. The creature grasped the fuzz and withdrew a narcoject 
  dart. Wooziness filled its black, beady eyes, but it roared back 
  … and earned another three darts before withering amid the
  strange trees. A pair of armed goons in milspec gear approached 
  the animal, looped a catchpole around its neck, and dragged it 
  away and out of sight.
  Bradley ensured the drone was on its most quiet operating 
  setting, and slowly followed the goons and their primate prison-
  er through the forest.
  ✖
  A DINGOBAT 
  ATE MY BABY
  48    >> A DINGOBAT ATE BY BABY <<  
  
  Bradley, her two teammates, and their unfortunate tagalong 
  followed the trail their targets weren’t even bothering to hide. 
  Bradley had already scouted the terrain, so she took point. Bush-
  craft, in his desert cammie pants, black tank, and jungle-green 
  headband followed her. Lymann, the far-too-practically dressed 
  wildlife expert their employer had insisted come along, trailed 
  Bushcraft, and Stigma—hopefully—brought up the rear. Bradley 
  would have preferred to just hop in her LAV-98 “Devil Rat” and 
  drive the whole team to the target, but sometimes subtlety was 
  best.
  “Man oh man oh man, this is gonna be awesome,” Bushcraft 
  said, both fists clenched, his mud-smeared face lit up like an or-
  phan who’d just been told he was finally getting adopted.
  Bradley tried to ignore him during their forest trek, but she 
  knew from experience that such an endeavor was literally im-
  possible. The kid meant well, and he was really good at what he 
  did, so she indulged it for the sake of harmony. Stigma somehow 
  found a way to ignore the kid—but then again the oblivious ork 
  shaman ignored practically everybody, even the team.
  But Lymann—he didn’t know any better, the poor guy. “What 
  the frag are you so happy about?” he asked.
  Bradley thought to jump in and save him the exasperation 
  but decided not to, just for her own amusement.
  Bushcraft grinned like Lymann had asked him to tell a story 
  about his favorite childhood memory. “You ever heard of a din-
  gobat?”
  “Can’t say that I have.”
  “Ah, it don’t surprise me. They’re really rare, like pre-Awaken-
  ing Nessie- or Bigfoot-rare.”
  “Ah,” Lymann said, clearly uninterested.
  But once Bushcraft started off on one of his little dingobat 
  tangents, there was absolutely no stopping him. “Anyway, it’s 
  like some kind of Awakened wolf-bat hybrid. Some people on 
  the ’trix claim it’s only found in Australia—hence the whole ‘din-
  go’ part—but that’s a load o’ bulldrek if I ever heard any.”
  “Fascinating,” Lymann said with bugging eyes any normal 
  metahuman would’ve understood to mean I really couldn’t care 
  less or Please shoot me now.
  “Thing is, the ‘dingo’ part has nothin at all to do with Oz. Ever 
  hear about that Oz lady back in the Fifth World, the one who 
  went on trial for murdering her young daughter, and her only 
  defense was ‘a dingo ate my baby’? Well, she was found inno-
  cent because an actual fragging dingo just up and dragged the kid 
  away. Dingobats’re like that too. They’ve been known to snatch 
  babies and small animals and just fly off with ’em, smooth as you 
  please.”
  “Right,” said Lymann. “Just like those apocryphal tales of gi-
  ant eagles that run off with purse dogs.”
  Bushcraft recoiled as though physically struck by offense. 
  “Hey, don’t go making fun, omae. These things’re real. And I’m 
  betting there are some around here. Somewhere. They fraggin 
  love places like this. Plenty of branches to roost on and stuff.”
  >> A DINGOBAT ATE BY BABY <<    49
  BY PHILIP A. LEE
   
  
  Lymann smirked. “You got any pictures of these fictitious 
  monsters?”
  The survivalist hesitated, worry draining from his face.
  “Just like I figured.”
  Bushcraft shook his head with fervor. “The reason you won’t 
  find any actual snaps of ’em on the ’trix is ’cause they frag around 
  with electronics—some kinda natural EMP field, like an elec-
  tric eel or somethin.” He sighed in exasperation. “Still—how’s it 
  someone from a conservation group ain’t never heard of a din-
  gobat? They’re more an endangered species than these black an-
  nis fraggers. Whatever did we bring you along for then?”
   Bradley had wanted to ask that same question since they 
  first got here, but she’d decided it impolitic. If Lymann gave the 
  World Wildlife Hedge Fund an unfavorable report, they might not 
  offer her team any more jobs like this. And despite the venue, 
  the WWHF was paying them handsomely to protect these Awak-
  ened simians from poachers like these goons somewhere up in 
  the forest ahead.
  “I know a lot about black annises,” Lyman said. “We don’t 
  want you to do something stupid and accidentally kill them.”
  “Ye of little faith,” Bushcraft shot back. “I’ll have you know I 
  can track a—”
  “Shut it,” Bradley cut in and swept her large fist upward to 
  signal a stop.
  The eerie forest fell silent around and above her. Movement 
  flashed up ahead. She pointed three times in the direction of the 
  sound, and the party crept quietly after their quarry.
  ✖
  From the brush, Bradley watched the poachers drag the knocked-
  out black annis to a series of stacked cages in the middle of the 
  forest. Several tents and other temporary structures beneath the 
  thick canopy of leaves marked the rest of the poachers’ base, 
  and the two were obviously not alone. There were at least six or 
  seven various folks in view. Some stood guard. Others messed 
  about with the cages, most of which appeared occupied by oth-
  er black annises.
  Bushcraft picked up some detritus from the forest floor. 
  <Okay,> he texted over the team’s tacnet, <I’m no botanist or 
  anything, but I know trees. And I have no fragging clue what kind 
  of tree this came from. Judging from the notion that all of this 
  shouldn’t be here—maybe it’s an extinct species.> He paused 
  and poked at the other bit of debris in his palm. <But this … This 
  is definitely dingobat spoor.>
  Lymann rolled his eyes.
  <Gross,> came Stigma’s laconic reply.
  Bradley witnessed the ork finish the last bite of a bag of 
  Soylent Crisps and then chuck the nonrecyclable plastic wrapper 
  on the ground with all the nonchalance of a someone lounging 
  in an opium den. She shook her head at the irony, but now wasn’t 
  the time to chastise the shaman’s habits. Instead she picked up a 
  leaf for herself and examined it, then formed a fist around it. To 
  her surprise, the nacreous leaf crumpled and crackled with the 
  sound, feel, and consistency of a hollow eggshell. She wasn’t 
  a true tree expert either, but it didn’t take a college degree to 
  know a leaf shouldn’t do that. It felt like the leaf was just as pet-
  rified as the trees they had grown from. No wonder her drones 
  hadn’t spotted their base from the air. Whatever these leaves 
  were made of had blocked all of her sensors.
  Her Aztechnology Crawler drone crept close enough to 
  show her another pair using a catchpole to lead a slotted-off an-
  nis back to one of the empty cages. Smears of blood slicked the 
  creature’s lower jaw and neck. <Lymann, what exactly are they 
  doing here?>
  <Reagents,> the eco-stooge replied with a shake of his head. 
  <Harvested black annis fangs are good for a lot of things, but the 
  ones here have proven far, far more potent than elsewhere. Must 
  be something in the trees. Anyway, the fangs don’t grow back, 
  so these folks just tear out the fangs and eventually dump their 
  sedated bodies back in the forest. And a carnivore without fangs 
  essentially can’t eat. So these motherfraggers are dooming the 
  annises to death.>
  Through the drone, Bradley observed the two original goons 
  open an empty cage and throw the sedated paracritter inside. 
  Just in time, too—the annis roused enough to swipe an angry 
  claw as Goon Number One tried closing the cage. Blood welled 
  up on the slot’s exposed forearm, and he swore while slamming 
  the cage shut.
  Lymann chortled in vicious glee. <Oh, he’s in for it now. Black 
  annises are drawn to the smell of blood. They’re like arboreal 
  sharks in that respect. Better bandage that wound quick, buddy.>
  Bushcraft flashed a smirk. <So you’re saying we should use 
  him as bait?>
  <Maybe, if you guys can pull it off. But I don’t think that’ll 
  be much of a problem. These guys are rank amateurs. Anyone 
  who knows black annises knows you have to make a display of 
  dominance or they’ll come at you, like that guy just learned. You 
  make yourself a big enough threat, and they’ll either cower or 
  just turn and bolt.>
  <Good to know,> Bradley replied. <All right, here’s the plan. 
  I’m going to try hacking the cage locks. The rest of you take out 
  the goon squad when I say go.>
  Bushcraft unslung his fiber-composite bow and nocked an 
  arrow with some kind of fancy arrowhead on it. Stigma might’ve 
  been readying a spell, but it was hard to tell, since he had already 
  started wolfing down another bag of Soylent Crisps.
  Lymann shot Bradley a quizzical look. <What about me?>
  <You … you just stay put, all right? Our employers’ll be upset 
  if you get yourself geeked.> She glanced around at her team-
  mates and nodded. <All right, give me a few minutes to poke 
  around.>
  ✖
  Tempting as it was to just run in guns blazing, Bradley couldn’t 
  guarantee a stray bullet or five wouldn’t geek the caged annises. 
  Not that she much cared—she’d heard more than a few stories 
  about folks who’d been brutally murdered and eaten by a black 
  annis. Why anyone would ever want to willingly pay to conserve 
  this kind of evil wasn’t a question she could answer, but if word 
  got around that one or more annises had died during this mis-
  sion, the WWHF would never hire her team again. And man, was 
  that paycheck nice. She’d kill annis poachers all across North 
  America if it meant seeing that kind of scratch on a regular basis.
  The cage locks were all remote-capable maglocks, presum-
  ably to prevent the loss of arms that would accompany getting 
  close enough to use a mechanical key. Easy enough to hack into, 
  50    >> A DINGOBAT ATE BY BABY <<  
  
  despite Matrix slinging falling outside Bradley’s favorite realm of 
  expertise; the trick was in getting them all linked together, on a 
  single trigger.
  These slots wouldn’t know what hit ’em.
  <Ready?> she texted her team. <In three … two … one …>
  In her AR window, she mashed the open sesame button, and 
  the forest stilled with the cacophony of a dozen cage doors 
  clicking open at once. The half-dozen goons in sight perked up 
  like meerkats, guns brandishing.
  The one poacher nearest a cage got out an “Oh, drek” before 
  a blackened shape sprang out from the cage and clawed him in 
  a crimson spray.
  Then everything went to hell at once.
  Nearly a full dozen black annises in various lucid or drugged-
  up states swarmed from the cages. A thwipp! from Bushcraft’s 
  bow heralded a bright orange explosion that launched anoth-
  er goon off his feet and the set petrified tree boles and leaves 
  sparkling with kaleidoscopic colors. Two annises set on him as 
  though they hadn’t eaten in weeks. An unseen force from Stig-
  ma’s Clout spell struck a third guy like a cannon, and he flew hard 
  enough to crack against a nearby tree. Bradley’s Crawler, now on 
  autopilot, shot up a fourth guy while the stone trees echoed 
  around her with disturbing hoots and screeches.
  Bradley unloaded on another goon and roadie ran to another 
  tree for a better shot. Lymann—
  She scanned the area. Where the flying frag was that bastard?
  And then she saw him creeping out of the big tent like he’d 
  stolen something. She gritted her teeth and bared a lower tusk. 
  If she’d driven her Devil Rat here, she’d have run him right the 
  frag over.
  While her teammates took care of the rest of the poach-
  ers, Bradley snuck behind him and leveled her Remington 
  Roomsweeper. “Where the frag you think you’re going, breeder?”
  Lymann straightened and turned around slowly. From one 
  thumb dangled the loop of a neoprene bag printed with the 
  silkscreened words: property of mitsuhama magical services. 
  “Look, chummer, your job’s legit. They’ll still pay you. I just want 
  this.” He shook the bag, and it jingled with the sound of bones.
  Black annis fangs.
  While Bradley was deciding whether to geek the liar just on 
  principle, a pair of RFID-tagged black annises dashed in before 
  them. The lead annis snuffed menacingly and prowled back and 
  forth in search of an opening.
  Lymann turned from Bradley—in hindsight, she should’ve 
  rabbit punched him right then—and scowled at the paracritters. 
  “Back the frag off!” he shouted, and flailed his arms around like a 
  monkey, making himself as big as he possibly could.
  But the annis was clearly unimpressed. It reared up and threw 
  its black-furred head back in a screaming rictus of rage to reveal 
  the empty holes where its torn-out canines used to be. But then, 
  two brand-new razor-sharp fangs about the size of Bradley’s 
  tusks snapped down to fill the gaps so fast even Bradley flinched.
  A dark circle stained the thief’s pants.
  Both creatures pounced him with inhuman shrieks. Bradley 
  backed up, gun wary, despite the annises seeming less interest-
  ed in her. The bag of fangs wasn’t worth getting mauled over.
  Stigma and Bushcraft quickly caught up with her, and they 
  formed a circle beneath the trees.
  “We’ve got a problem,” Bushcraft said.
  Bradley scanned the stone wood in every direction. “Our 
  new Mitsuhama friends?”
  He nocked another arrow and hunched forward in a ready 
  position. “All dead, but they’re not what concerns me.”
  The two annises looked up from Lymann’s corpse, their simi-
  an muzzles bathed in blood. Then they crept forward. Two more 
  emerged from the scrub to flank them. Bradley whirled at a rustle 
  from behind to see another pair with freshly regrown fangs, their 
  RFID tags glowing in her AR window as they came within range. 
  Two more. Then two more.
  The three of them were surrounded.
  On second thought, driving in the Devil Rat would’ve been a 
  better idea. Damned hindsight.
  She pointed her Roomsweeper at the nearest pair. Could 
  probably get off a shot or two before they all pounced …
  But then she remembered all of the people she’d lost over 
  the course of her life. Mom. Gramps. Billy. She’d never ever see 
  them again. Her life was just one long string of frag-ups after an-
  other, and this one was no different. She rubbed a hand through 
  her hair and had the sudden urge to sink to the ground, curl up 
  into a ball, and let oblivion claim her. The Roomsweeper in her 
  hand was so, so heavy …
  Fangs bared, claws arched for a killing swipe, the nearest 
  black annis lunged—
  Her entire AR window fuzzed and then blinked out. The most 
  hideous, ghastly shriek she had ever heard rocked the treetops 
  and turned her guts into ice-cold jelly mere seconds before a 
  darkened shape swooped down from above and blasted her 
  with displaced air.
  The annis vanished in a flurry of torn fur and screams. Its re-
  maining companions crouched and looked to the tree branches, 
  chattering in fear and consternation. Then they broke and scat-
  tered as though shot from a cannon.
  It took her a moment to process what she had seen. A large 
  creature with leathery wings like a bat but with the head and 
  muzzle of what she could only picture as a wolf crossed with a 
  corgi had grasped the human-sized ape and carried it off—pre-
  sumably to feed its unholy offspring, she mused.
  Bushcraft leaped and shot a triumphant fist skyward. “Ha ha! 
  Did you fraggin see that? Holy drek! I knew they were real! I knew 
  it!” He exhaled and slumped forward to catch his breath. “Some-
  body pleasepleasepleasepleaseplease tell me you got a photo 
  of it ….”
  Bradley booted up her crashed Hermes Ikon commlink, but 
  after the point where the annis lunged, all her mission camera 
  showed was static.  ✖
  >> A DINGOBAT ATE BY BABY <<    51
   
  
  > 
  Let me just say this is like a dream come true. Back when
  I was a wee undergrad following Dr. Patterson around 
  like a baby felduck I stumbled across his Guide on the 
  Shadowland BBS during my “hack the planet, save the 
  Earth” phase. I loved the perspective that just a few 
  comments from shadowrunners put on the natural world 
  and the fact that Patterson was giving the man the big 
  finger by sending it over to an anarchist site. Twenty plus 
  years later and now it’s my chance to contribute to your 
  walk on the wild side. Enjoy!
  > 
  G-Nome
  > 
  Stay tuned after the main listing—I’ve got some info on
  the Infected that you don’t want to miss. 
  > 
  Red
  ABRAMS LOBSTER
  (HOMARUS IMMANIS) 
  Terrain: Coastal Saltwater
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 3.5
  Length/Height: 1.5 m
  Mass: 100 kg
  These are, by far, the most delicious of the species 
  I have ever studied. While I don’t promote killing for 
  sport, I have little trouble taking my place near the top 
  of the food chain. What might make them seem extra 
  delicious is the difficulty of their capture. Which is actu-
  ally the reason we ended up having one to eat. 
  The specimen I was trying to snag for tag and release 
  turned on the crane it was being held by and ended up 
  pulling itself over the deck of the ship and falling among 
  the panicking crew. The resulting conflict left us stranded 
  at sea while they worked on repairs, but it also left the crew 
  and myself with several days of delicious lobster meals. 
  The research I was doing didn’t pan out, as I couldn’t 
  get a sufficient number of specimens tagged, but I 
  was able to observe two very interesting events. Both 
  occurred during one of their mating convoys as they 
  headed south to warmer waters. I was witness to a few 
  buoy lines and undersea cables getting snipped by their 
  massive claws as they interfered with the path they were 
  taking. The second was the massive feeding frenzy. The 
  mating convoy was disrupted by a basking shark that 
  was swimming low along the bottom. The abrams only 
  needed a few snips, and the basking shark was short a 
  tail and floundering. The whole line shifted and passed 
  over the dying shark. By the time they were all gone, the 
  sea was a mess of shark bits that had attracted plenty 
  of other scavengers, though none came close while the 
  lobsters were still passing through. 
  > 
  The shells on these things can stop just about anything.
  Several 
  enterprising 
  fishermen 
  have 
  devised 
  an 
  underwater charge that can kill or disorient them enough 
  to pull them up out of the water, where they eventually 
  suffocate.
  > 
  Kane
  THE AGGRO INDEX
  Each critter in this section (besides the Infected, who sometimes 
  vary from specimen to specimen based on the individual who was 
  Infected and the sapience of the creature) has a score on the Aggro 
  Index, which is my best attempt to scientifically measure something 
  not really measurable—how aggressive a critter is. I have a number 
  of contacts in the field of critter research, and I have polled them 
  over the years about their contact with critters, asking them to rank 
  those critters on a scale of one to ten. I only accepted scores from 
  scientists who have directly contacted the critter or worked with 
  them—no secondhand accounts allowed! I then simply averaged 
  the scores I received. Since all ratings have at least twenty scores as 
  part of the average, I think it’s a good picture of just how aggressive 
  you can expect a particular critter to be.
  HOWLING SHADOWS
  PARANORMAL
  ANIMALS
  52    >> PARANORMAL ANIMALS <<  
  
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  3
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  3
  1
  2
  6
  Initiative
  5 + 1D6
  Movement
  x1/x2/+1 (x1/x2/+10 Swimming)
  Condition Monitor
  9/10
  Limits
  Physical 7, Mental 5, Social 4
  Armor
  9H
  Skills
  Perception 4, Swimming 5, Unarmed Combat 4
  Powers
  Enhanced Senses (Sonar), Fear, Gestalt 
  Consciousness, Gills, Hardened Armor (9), Immunity 
  (Toxins), Natural Weapon (Claws: DV 9P, AP –4)
  AFANC
  (CROCODYLUS CYMRI)
  Terrain: Swamp
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 8.8
  Length/Height: 4.5 m
  Mass: 375 kg
  My first encounter with an afanc was almost my last. 
  Very early in my career, I discovered their hunting prow-
  ess and gift for locating prey—in this case, me. Afanc at-
  tack large prey by biting them and dragging them down 
  into the water to drown them, much like mundane croc-
  odiles, but smaller prey are often stunned with a tail slap 
  before being eaten or dragged into the water to be bur-
  ied in the mud and hidden from scavengers. I’m rather 
  small, so I got the tail slap. The hit knocked me out cold, 
  but the security team I was working with cleared it off 
  before I got dragged off. The trideo footage I had rolling 
  showed the fight—a difficult affair—and it showed some 
  of the unique water controlling abilities afancs possess.  
  AGROPELTER
  (PITHECOCEPHALUS HERMESTES)
  Terrain: Forest/urban
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 7.0
  Length/Height: 0.91 m
  Mass: 22 kg
  I’m not prone to developing personal opinions of na-
  ture’s creations, but the agropelter is a special exception. 
  I hate these bastards. Early research found them non-sa-
  pient, despite their similarity in appearance to heavily 
  furred little metahumans, but time has revealed a social 
  evolution among them, particularly with those specimens 
  that spread into barren urban environments. Classified as 
  omnivores, they greatly prefer a meat diet and gain social 
  ranking among their kin by taking down larger prey. This 
  is based solely on the size or weight of the prey, not on 
  its ability to defend itself, meaning a human twelve-year-
  old that weighs in at forty kilos is a more worthy prize 
  than a wild dog that only weighs thirty-five kilos. All their 
  limbs end in sharply clawed fingers and toes, making 
  them deadly predators. They are also proportioned and 
  muscled for agile brachiation as well as bi- and quadrupe-
  dal locomotion, which allows them to come at prey from 
  many directions when hunting in packs. 
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  2
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  4
  2
  2
  4
  4
  1
  4
  6
  Initiative
  8 + 1D6
  Movement
  x2/x4/+1
  Condition Monitor
  9/9
  Limits
  Physical 4, Mental 5, Social 4
  Armor
  0
  Skills
  Blades 2, Clubs 3, Navigation 3 (Underground +2), 
  Perception 2, Running 2, Sneaking 5, Throwing 
  Weapons 3, Unarmed Combat 3
  Powers
  Brachiation, Enhanced Senses (Hearing, Low-Light 
  Vision, Smell), Natural Weapon (Claws: DV 3P, AP —)
  B
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  10
  4
  4
  8
  4
  2
  4
  2
  2
  6
  4
  Initiative
  8 + 1D6
  Movement
  x1/x2/+2
  Condition Monitor
  13/10
  Limits
  Physical 10, Mental 4, Social 5
  Armor
  10H
  Skills
  Intimidation 4, Perception 5, Running 4, Sneaking 4, 
  Unarmed Combat 8
  Powers
  Engulf (Water), Enhanced Senses (Low-Light Vision, 
  Smell), Hardened Armor (10), Natural Weapon (Bite: DV 
  8P, AP –2), Search
  >> PARANORMAL ANIMALS <<    53
   
  
  BANDIT 
  (PROCYON LATRI)
  Terrain: Forest/Urban
  Diet: Omnivore
  Activity: Nocturnal
  Aggro Index: 2.1
  Length/Height: 1.0 m
  Mass: 19.6kg
  The most interesting part of studying the bandit as 
  a species is discovering the plethora of items they col-
  lect. Most of the items have no functional value for the 
  creatures and are simply taken because the bandit is, by 
  its very nature, a kleptomaniac. It collects items from 
  wherever it roams and gathers all of it within its den. The 
  den is usually located in hollowed trees or abandoned 
  burrows for bandits still ranging the wild, but most of the 
  population has shifted to urban areas, and these spec-
  imens most often locate abandoned buildings or hide 
  within the less-trafficked areas of occupied dwellings.
  During my research their habits resulted in several in-
  cidents. They will take anything, ranging in size from an 
  optical chip to an SMG. Both of which I have seen within 
  the cache of bandits in my study. These types of inter-
  esting and valuable items often end up in the hands of 
  bandits because they have a knack for grabbing the right 
  item at the wrong time for the original owner. 
  I observed three specimens that were trained and 
  actually worked to gather valuables for their handlers. 
  I tracked two of them back to their handlers and found 
  they were both squatters in the barrens of Seattle out 
  near Fall City in Redmond. The third managed to evade 
  my tracking, including an electronic tracker. 
  > 
  Avoided an electronic tracker?! Bulldrek. They aren’t that
  smart. Could it have fallen off accidentally?
  > 
  Sticks
  > 
  Not likely. The injector dart pumps in thousands of nano-
  RFIDs. They were working for about ten minutes when I 
  started to lose the signal.
  > 
  G-Nome
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  2
  4
  3
  2
  3
  3
  5
  3
  2
  6
  Initiative
  8 + 1D6
  Movement
  x1/x3/+2
  Condition Monitor
  9/10
  Limits
  Physical 3, Mental 5, Social 5
  Armor
  1
  Skills
  Locksmith 5, Perception 6, Sneaking 5, Unarmed 
  Combat 3
  Powers
  Armor (1), Enhanced Senses (Hearing, Low-Light 
  Vision, Smell)
  BEHEMOTH 
  (ALLIGATOR GIGAS)
  Terrain: Swamp
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 6.8/9.6
  Length/Height: 5 m/3 m
  Mass: 1,950 kg
  I’ll admit I’ve never done any in-person close studies 
  on the behemoth due to its uncanny ability to swallow 
  items of my size whole. Instead I’ve lost a few dozen 
  drones, many of them eaten, in my quest to learn about 
  these kings of the swamp. After the first few drones, I 
  actually started using bait drones to get the behemoth 
  to swallow other drones for some internal investigations. 
  Remarkable scientific knowledge was gained, but more 
  importantly my research revealed that an Ares Hellion 
  high-explosive grenade detonating inside the abdomen 
  of a behemoth will lead to its eventual death, but while 
  dying it will unleash its pain on anything in its path.
  Awakened from the common alligator, the behe-
  moth actually looks like a giant hippopotamus wearing 
  an alligator costume. Its legs are extremely long com-
  pared to its progenitor species, leading to overland 
  speeds similar to a horse despite the claims of poor land 
  movement offered by less-thorough research. Its lack of 
  a significant tail limits its swimming speed but still allows 
  for quick lunges from the water while attacking prey that 
  is often impaled on the creature’s massive tusks before 
  being dragged into the water to drown or bleed out. 
  Tough to figure out which happens first.  
  The behemoth is both territorial and an aggressive 
  hunter. Anything entering its domain will be attacked, 
  even small watercraft. The attack is not directed at de-
  stroying the vehicle, but rather overturning it and spilling 
  out its delicious fillings. Food taken while defending its 
  territory will be stored at its nest. During mating sea-
  son this stock of food is often used by males to entice 
  mates. Mating season also spikes their aggression, and 
  anything that enters their domain will be attacked.
  > 
  Behemoth domains in the backwaters of Louisiana and
  Florida have become great places to scavenge from the 
  boats that get left behind after a behemoth turns their 
  owner into a mating gift. Just need to keep the sonar active 
  and look for anything big moving against the current.
  > 
  Kane
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  4
  3
  18
  5
  2
  2
  1
  1
  6
  Initiative
  5 + 1D6
  Movement
  x1/x4/+1
  Condition Monitor
  19/11
  Limits
  Physical 18, Mental 4, Social 5
  Armor
  15H
  Skills
  Perception 4, Sneaking 4, Swimming 5, Unarmed 
  Combat 7
  Powers
  Hardened Armor (15), Natural Weapon (Claws: DV 
  21P, AP –2), Toughness (4)
  >> HOWLING SHADOWS <<
  54    >> PARANORMAL ANIMALS <<  
  
  BLACK ANNIS 
  (MANDRILLUS ANNISAE)
  Terrain: Forest/Underground
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 8.9
  Length/Height: 1.7 m
  Mass: 75 kg
  The black annis was long believed to be an Awakened 
  relative of the mandrill, but researchers could not under-
  stand how it became native to North America without a 
  counterpart in the natural mandrill populations of Africa. 
  It is mysteries like these that drive me every day to con-
  tinue my pursuits of Awakened biology. I am currently 
  planning an expedition into a region of the Rocky Moun-
  tains that my research indicates is the origin location of 
  the black annis. These are the locations of the earliest 
  sightings, though the populations quickly spread due to 
  the highly territorial nature of these creatures. 
  The black annis is a solitary predator. The only time 
  you will find more than one of these creatures in a single 
  territory is during the mating season or if a challenge is 
  occurring. During mating season, the females come to 
  the males; after copulation, they are quickly sent away. 
  Challenges among these creatures are frequent and be-
  gin with howls and rock throwing. To be clear, only other 
  black annises get challenges. Anything else gets attacked 
  if the black annis thinks it can win. This occurs with almost 
  everything except for bears and their Awakened kin. 
  Black annises are dangerous foes. The young are 
  capable hunters within a week of birth. Mothers aban-
  don their young around this time, and the juvenile black 
  annis must locate a new territory, developing its skills 
  at stealth while moving to unclaimed ground. The fight 
  to return to its birthplace usually begins once the black 
  annis reaches sexual maturity, which occurs around five 
  months of age. This is when challenges occur, and the 
  more powerful black annises in a region push in toward 
  where they were born. 
  > 
  So that means you could be facing the meanest of the
  mean when you head to where you think they all started, 
  right? If you don’t mind trophy-takers on your expedition, 
  I’d be happy to lend my gun for a chance to bag the king 
  of the black annises.
  > 
  Ironworker
  > 
  Sorry, Ironworker. I hire security. I don’t run hunting
  parties. The offer is appreciated.
  > 
  G-Nome
  BLOOD MONKEY 
  (ATELES SANGUINE)
  Terrain: Jungle 
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 8.6
  Length/Height: 0.51 m (0.75 m tail)
  Mass: 9.4 kg
  The blood monkey is an Awakened brown spider 
  monkey (Ateles hybridus). Its name comes not only from 
  its deep crimson color but also from its need to ingest 
  blood. The monkey is not infected by HMHVV but rather 
  has a nutritional deficiency that is filled by blood. These 
  animals travel in groups of four to twenty creatures to 
  hunt, and they will attack anything that they can make 
  bleed. Their claws are razor-sharp and secrete an an-
  ti-coagulant that keeps wounds open and bleeding. The 
  monkeys have an interesting tongue that has a hollow 
  tube in the center they use to suck up blood from any-
  where it spills. I’ve actually seen a few of these creatures 
  be trained and accompany cartel members in Amazonia. 
  > 
  Rumors say the cartel uses the monkeys to clean up the
  blood after they kill or torture someone. I’m not entirely 
  sure all the blood draining occurs after the fact. 
  > 
  Picador
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  3
  5
  3
  4
  4
  2
  2
  3
  2
  6
  5
  Initiative
  5 + 2D6
  Movement
  x1/x2/+1 (x2/x4/+2 Brachiation)
  Condition Monitor
  9/10
  Limits
  Physical 5, Mental 4, Social 5
  Armor
  2
  Skills
  Gymnastics 8, Perception 5, Track (Smell) 4 (+2), 
  Unarmed Combat 5
  Powers
  Armor (2), Brachiation, Confusion, Enhanced Senses 
  (Smell [Blood], low-light vision), Natural Weapon (Claw, 
  DV 6P, AP –2), Paralyzing Touch, Secretion (Anti-
  coagulant), Wall Walking
  Weaknesses
  Dietary Requirement (Blood), Fragile (2)
  CENTAUR 
  (EQUUS SAGITTARIUS)
  Terrain: Grasslands/Forests
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: (Sapient)
  Length/Height: 2.75 m
  Mass: 450 kg
  Centaurs are a member of the equine family, with a 
  lower body resembling a horse and a hominid torso at-
  tached where the horse head would be. A centaur typ-
  ically stands 2.7 to 3.2 meters tall and weighs between 
  four hundred and one thousand kilos. Most of the vari-
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    55
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  M
  8
  4
  5
  9
  3
  2
  3
  2
  2
  6
  4
  Initiative
  8 + 2D6
  Movement
  x1/x4/+1
  Condition Monitor
  15/10
  Limits
  Physical 11, Mental 4, Social 5
  Armor
  4
  Skills
  Gymnastics 4, Intimidation 5, Perception 5, Running 5, 
  Sneaking 6, Unarmed Combat 7
  Powers
  Armor (4), Enhanced Senses (Low-Light Vision), Fear, 
  Natural Weapon (Bite/Claws: DV 9P, AP –), Toughness (3)
  Weaknesses
  Allergy (Sunlight, Mild)
   
  
  ation comes from the horse body, which may resemble 
  several different breeds of common horse (Equus ferus). 
  Centaurs possess only three digits and an opposable 
  thumb on each hand, and the skull shape can vary with-
  in the species.
  The common centaur, known to metahumanity since 
  shortly after the Awakening, has a primarily equine head 
  similar to a horse but shortened slightly in length. A 
  second variation of the species, much like the varieties 
  of metahuman subspecies, has a human head. These 
  “lesser centaurs,” as other centaurs refer to them, rarely 
  reach adulthood, as they are generally cast out of their 
  tribes and left to fend for themselves. A few have been 
  taken in by kind-hearted centaurs, metahumans, other 
  metasapient species, and at least one dragon, and have 
  survived to adulthood outside of their regular culture.
  Though centaurs have long been considered prim-
  itive, this view is not entirely fair or accurate. While 
  centaurs generally desire to maintain their simple tribal 
  lifestyle and live in their natural habitats, they are quite 
  capable of sophisticated thought and understanding 
  of modern technology. Several common centaurs and 
  many lesser centaurs have begun to explore metahuman 
  society and demonstrated a solid facility with adapt-
  ing as needed. Of particular note are the Prairie Boys, 
  a band completely composed of common centaurs; 
  Rouge Bitless, a lesser centaur professional fighter; and 
  Milo Czerda, a Nobel laureate and member of the Draco 
  Foundation’s board of trustees. Other centaurs serve in 
  mercenary units, work on rural farms, or act as guides 
  or trackers thanks to their innate magical tracking sense. 
  Though they are capable of integrating into many parts 
  of metahuman society, most simply choose not to.
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  7
  3
  3
  7
  3
  3
  3
  3
  1
  6
  3
  Initiative
  6 + 1D6
  Movement
  x1/x6/+6
  Condition Monitors
  12/10
  Limits
  Physical 8, Mental 4, Social 5
  Armor
  4
  Skills
  Close Combat skill group 4, Etiquette 4 (Tribal +2), 
  Outdoors skill group 4, Perception 5, Running 7, 
  Sneaking 3
  Qualities
  Magic Sense (p. 116, Run Faster)
  Powers
  Armor (4), Enhanced Senses (Low-Light Vision, 
  Thermographic Vision), Natural Weapon (Kick: DV 9P, AP 
  +1, +1 Reach), Sapience, Search
  Weaknesses
  Uneducated
  CERBERUS HOUND 
  (CANIS CERBERI)
  Terrain: Forest/Mountain
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 7.8
  Length/Height: 1.2 m
  Mass: 110 kg
  As they say, three heads are better than one. The Cer-
  berus hound is easily identified by its trio of canine heads. 
  These beasts are fierce hunters, capable of attacking with 
  all three heads at once, increasing the chances of one 
  getting a good chunk, or a strong hold. Smart prey will 
  run away, but smart does not always save one’s hoop. 
  The Cerberus hound is well-known for running down prey 
  over long distances once it is on the trail. This long-range 
  hunt is aided by the creature’s paranatural ability to move 
  quickly and unhindered through any terrain. 
  Captive hounds have been trained and used for cor-
  porate installation security on a few occasions. Their re-
  lentless desire to hunt down prey once they have been 
  chosen makes control of the animals difficult, but secu-
  rity firms have started using Cerberus hounds to track 
  runners who have stolen valuables from facilities by re-
  leasing the trained hounds once they are on the scent 
  and activating a tracking collar. 
  Normal studies of the Cerberus hound have been 
  hindered greatly by both their rarity and their ability to 
  move within their environment. Attempts to place track-
  ing devices on hounds have met with no success and 
  frequent terrible results. Animals that are subdued wake 
  and immediately begin hunting the scents of anything 
  they don’t recognize. Animals that are tagged consider 
  their attacker their next target, and while a few have been 
  tagged this way, anyone who knows anything about Cer-
  berus hounds will warn runners off jobs like this. 
  > 
  These things will track you much farther than you would
  ever expect. I actually took one of those jobs to tag a 
  cerberus and hit it with the double whammy dart of 
  narcoject and a tracker. Within a few hours, I had collected 
  payment and was on my way from Greece to Russia for 
  another potential job. The Cerberus I’d tagged caught 
  up with me in the northern Carpathians. Needless to 
  say, whoever was tracking it lost contact, but that’s only 
  because it severed my cyberarm rather than my real arm 
  with its first bite.
  > 
  Ironworker
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  6
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  5
  6
  4
  2
  6
  3
  2
  6
  5
  Initiative
  11 + 3D6
  Movement
  x2/x6/+3
  Condition Monitor 
  7/10
  Limits
  Physical 8, Mental 5, Social 6
  Armor
  4
  Skills
  Intimidation 5, Perception 8, Running 6, Sneaking 6, 
  Tracking 6, Unarmed Combat 8
  Powers
  Armor (4), Concealment (Self), Corrosive Spit, 
  Enhanced Senses (Hearing, Low-Light Vision, Smell, 
  Thermographic Vision), Fear, Immunity (Cold, Fire), 
  Movement (Self), Natural Weapon (Bite: DV 6P, AP –), 
  Search, Toughness (6)
  >> HOWLING SHADOWS <<
  56    >> PARANORMAL ANIMALS <<
   
  
  DEATHRATTLE 
  (CROTALUS NEX)
  Terrain: Desert
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 6.8
  Length/Height: 2.1 m
  Mass: 20.4 kg
  Studies of the deathrattle are steeped in errors due to 
  the physical similarities to their progenitor species, crota-
  lus adamanteus, the diamondback snake. Oh wait, that’s 
  one of the first mistakes. There are two progenitor spe-
  cies, c. adamanteus and c. atrox, the eastern and western 
  diamondback snakes. The deathrattle is nearly identical 
  to these species during development and gains its more 
  distinctive head growth of thicker plates, almost like a 
  crown, once they exceed 1.5 meters in length. I hypothe-
  size that the change length is actually one-half pi, but my 
  research is not complete. Many diamondbacks reach this 
  size, making identification difficult before this point.
  Two key methods of identification prior to crown 
  development are venom analysis and verification of 
  the venom spitting behavior found only in the death-
  rattle. Neither a pleasant option. The deathrattle’s ven-
  om is not only deadly but causes extreme pain in the 
  victim. Thus my second line of investigation that has 
  revealed a dietary requirement, secondary advantage, 
  and weakness within the species. The pain-inducing 
  factors within the venom increase the target’s endor-
  phin production, a requirement for deathrattle survival. 
  The additional endorphin intake results in a higher tol-
  erance to pain within the species. Their need for endor-
  phins allowed me to use opiate-binding chemicals to 
  inhibit the availability of the hormone and significantly 
  slow and weaken the subjects. 
  Recent studies, post 2063, have also shown some 
  deathrattles have gained a toughness to their hide. This 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    57
   
  
  protective layer is arcane in nature, as the armoring ef-
  fect does not continue after death. While early research 
  presumed this to be a SURGE characteristic, the trait 
  has been found in nearly all subjects studied in recent 
  years. This could be due to evolutionary advantage or 
  simply a rise in ambient mana allowing for another as-
  pect of their Awakening. 
  While listed as predators, they are just as often the prey, 
  as the deathrattle is a frequent target for talisleggers since 
  they possess a myriad of valuable arcane components. 
  > 
  Deathrattles are a goldmine for talismongers. DeathBlood, 
  RattleBite, scales and tails for reagents, venom, and 
  dozens of other things can be made from their scaly hides. 
  > 
  Lyran
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  2
  1
  5
  2
  2
  6
  4
  Initiative
  13+3D6
  Movement
  x1/x2/+1
  Condition Monitor
  10/9
  Limits
  Physical 7, Mental 3, Social 4
  Armor
  6
  Skills
  Exotic Ranged Weapon: Venom Spit 5, Intimidation 
  6, Perception 4, Sneaking 3, Swimming 3, Unarmed 
  Combat 5
  Powers
  Armor (6), Enhanced Senses (Thermographic Vision), 
  Immunity (Pain, Toxins), Natural Weapon (Bite: DV 5P, AP 
  –1), Venom (Vector: Contact, Injection, Speed: 1 minute,
  Penetration: –3, Power: 10, Effect: Agony, Disorientation, 
  Nausea, Physical Damage)
  Note
  –1 Reach
  DEATHSPIRAL BUTTERFLY 
  (CALIGO CORPUS)
  Terrain: Forest/Urban
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 0.2
  Length/Height: 0.24 m (0.68 m wingspan)
  Mass: 0.053 kg
  The above is not a typo—this is a carnivorous but-
  terfly. Specimens are much larger than even the biggest 
  mundane butterfly species. They are generally non-ag-
  gressive but will attack living targets when freshly out of 
  chrysalis or during the height of their breeding period. 
  While their size is an obvious distinctive marking, their 
  wings, red and black in all the specimens I have studied, 
  bear a spiral pattern that starts at the head and swirls 
  around the wings with varying thicknesses. 
  Deathspiral butterflies usually feed off carcasses, 
  which is also the same place they lay their eggs, and 
  where their larvae develop. None of those activities are 
  limited to the deceased. The deathspiral inject larvae 
  into living subjects, often without the subject knowing, 
  since their feeding proboscis also acts as their ovipos-
  itor. The larvae begin to grow and ingest nearby tissue 
  while also excreting a local anesthetic that prevents the 
  subject from feeling their presence. Wild animals rarely 
  notice and many in the domain of the deathspiral bear 
  multiple scars from where a butterfly erupted. There are 
  many others who don’t survive the process when they 
  are set upon by multiple deathspirals, usually during 
  their mating frenzies.
  > 
  They inject eggs quickly, often at the same time as a bite
  for a little tissue drainage. Get checked after any encounter. 
  > 
  Butch
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  1
  4
  5
  1
  4
  2
  4
  6
  2
  6
  6
  Initiative
  9 + 1D6
  Movement
  x1/x1/+1 (x2/x3/+1 Flight)
  Condition Monitor
  2/10
  Limits
  Physical 3, Mental 4, Social 8
  Armor
  0
  Skills
  Flight 3, Perception 3, Unarmed Combat 3
  Powers
  Enhanced Senses (Smell), Natural Weapon (Proboscis: 
  DV 2P, AP –4), Venom (Vector: Injection, Speed: Instant, 
  Penetration: –4, Power: 2, Effect: Physical Damage, Egg 
  implantation (1d6), Special)
  Weaknesses
  Fragile (7)
  Note
  –1 Reach, Special (Daily: 6S resisted with Body; one 
  week: eggs erupt for 1P unresisted and 2P normal 
  damage) 
  DEMON RAT 
  (RATTUS DIABOLIS NOVO)
  Terrain: Urban
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 10
  Length/Height: 0.9 m (1m tail)
  Mass: 5 kg
  First off, let me correct a few points from above. 
  Terrain should read, “Wherever the frag it wants!” Diet 
  should read, “Whatever the frag it wants!” Aggro Index 
  should read twenty on a scale of ten, because they go 
  out looking for a fight.
  The demon rat is the larger, furrier, smarter, and nas-
  tier cousin of the devil rat. They popped up shortly after 
  ’61 and were quickly identified as a SURGE variant of the 
  devil rat. They are able to control devil rats and normal 
  rats. Their easiest identifiers are the small horns over its 
  eyes. Despite the fact that they will eat anything, they 
  tend to avoid any kind of cannibalism, including even 
  other rodents, preferring to hunt and bring down more 
  dangerous prey such as dogs or even metahuman chil-
  dren rather than rodents of any kind. 
  As previously discovered by Dr. Anatole Varkov, the 
  demon rat has three variant subspecies: alpha, beta, and 
  gamma. The alpha variant is the basic demon rat. The 
  >> HOWLING SHADOWS <<
  58    >> PARANORMAL ANIMALS <<
   
  
  beta carries a potent strain of VITAS-3. The gamma ex-
  hibits regenerative abilities similar to shifter species. A 
  fourth variant has recently been reported that possesses 
  an electrical projection power. 
  A final point on the interesting nature of the demon rat 
  is the extensive number of variations that have popped 
  up among its expressions around the world. The SURGE 
  of demon rats does not seem to be over. Besides the con-
  sistent version that possesses the ability to electrocute its 
  prey, specimens have arose with a myriad of abilities from 
  hardened armor plates to adaptive coloration. 
  DEVIL JACK DIAMOND 
  (LEPISOSTEUS ADAMANTICUS)
  Terrain: Freshwater rivers
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 6.8
  Length/Height: 3.1 m
  Mass: 150 kg
  I was first drawn to perform research on these fish 
  when a close friend was injured during a sport-fish-
  ing event. A sport that usually sees muscle strains and 
  misplaced fishhooks as its worst injuries cost my asso-
  ciate his arm from the elbow down when a specimen 
  decided that rather than fight the reel, he would swim 
  in fast and attack. 
  This is actually a frequent occurrence and the rea-
  son that this species is the gold medal of sport-fishing 
  prizes, and why those fishing in waters the devil jack 
  diamond frequents often carry a sidearm while fishing. 
  Though any specimen injured with a weapon during an 
  event is disqualified from records and sport trophies. 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    59
  B
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  5
  5
  5
  4
  4
  4
  5
  5
  3
  6
  6
  Initiative
  10 + 2D6
  Movement
  x1/x3/+1
  Condition Monitor
  11/10
  Limits
  Physical 6, Mental 6, Social 7
  Armor
  2
  Skills
  Exotic Ranged Weapon: Corrosive Spit 5, Gymnastics 5, 
  Perception 5, Running 3, Unarmed Combat 5
  Powers
  Animal Control (Devil Rats, Rats), Armor (2), 
  Concealment, Corrosive Spit, Enhanced Senses 
  (Low-Light Vision), Gestalt Consciousness, Immunity 
  (Pathogens, Toxins), Natural Weapon (Claws: DV 5P, 
  AP +1)
  Weaknesses
  Allergy (Sunlight, Moderate)
  Note
  –1 Reach, Beta variant: Add Pestilence; Gamma variant: 
  Add Regeneration; Epsilon variant: Elemental Attack 
  (Electricity)
   
  
  The DJD will often float at the top of the water in sim-
  ilar fashion to alligators, but their narrow form and mas-
  sive length combined with the vast amount of detritus 
  in their region, make them extremely hard to distinguish 
  from fallen trees. This level of stealth, combined with their 
  powerful swimming ability and agility, and their height-
  ened level of aggression toward any extensive distur-
  bance in the water, make them the most dangerous thing 
  in the waters of the Mississippi and its tributary rivers. 
  > 
  St. Louis has active bounties on the DJD, but only those
  caught in the rivers directly around the city. They use 
  chemical testing to determine what waters the DJD is 
  from and have an extensive collection of specimens from 
  portions of the river from Minnesota to Louisiana, and 
  many of the tributaries.
  > 
  Pistons
  > 
  Many of those specimens were acquired by yours truly.
  After the incident I did some sport fishing of my own. 
  > 
  G-Nome
  > 
  Thought you weren’t a trophy hunter.
  > 
  Ironworker
  > 
  All the specimens I brought in were alive. Their ability
  to float like an alligator clued me in to their ability to 
  move water over their gills rather than forcing it via 
  swimming. I was able to tranquilize them for capture 
  and transport. There are still a lot of places that have not 
  provided specimens, and the city pays well for the first 
  from any area. 
  > 
  G-Nome
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  5
  4
  5
  5
  2
  1
  3
  2
  2
  6
  4
  Initiative
  8 + 1D6
  Movement
  x2/x4/+2
  Condition Monitor 
  11/9
  Limits
  Physical 7, Mental 3, Social 4
  Armor
  10
  Skills
  Perception 5, Swimming 6, Unarmed Combat 5
  Powers
  Armor (10), Natural Weapon (Bite: DV 5P, AP –2)
  DROP BEAR 
  (PHASCOLARCTOS HEMOLUS)
  Terrain: Forest
  Diet: Omnivore
  Activity: Nocturnal
  Aggro Index: 8.0
  Length/Height: 0.80 m
  Mass: 12 kg
  An Awakened version of the koala, the drop bear is 
  distinguished from its mundane cousin by its jet-black 
  >> HOWLING SHADOWS <<
  60    >> PARANORMAL ANIMALS <<  
  
  fur and razor-sharp teeth and claws. They’re omnivorous, 
  eating eucalyptus like ordinary koalas, but they also enjoy 
  some fresh flesh every once in awhile. They don’t hunt 
  their prey, but rather wait for it to come to them. Once a 
  suitable victim appears underneath the branches of the 
  tree the drop bear inhabits, it drops down and attacks with 
  its rather large claws and nasty teeth, hence the name.
  The drop bear is a carrier for HMHVV II. While not In-
  fected itself, there is an ever-increasing number of cases 
  in which surviving victims have contracted the disease. 
  It’s such a problem in Australia that local municipalities 
  have active bounties out on drop bears, which is not a 
  normal thing in the eco-friendly Outback nation. 
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  3
  3
  3
  5
  5
  2
  4
  1
  2
  6
  3
  Initiative
  7 + 2D6
  Movement
  x1/x2/+1
  Condition Monitor
  10/11
  Limits
  Physical 6, Mental 5, Social 5
  Armor
  2
  Skills
  Gymnastics 4, Perception 5, Sneaking 5, Unarmed 
  Combat 4
  Qualities
  Carrier (HMHVV-II; p. 141, Run Faster)
  Powers
  Adaptive Coloration, Armor (2), Immunity (Pathogens, 
  Toxins), Natural Weapons (Claw/Bite: DV 5P, AP –1)
  Weaknesses
  Dietary Requirement (Eucalyptus)
  Note
  –1 Reach
  FENRIR WOLF 
  (CANIS LUPUS AESIRI)
  Terrain: Forest
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 7.8
  Length/Height: 2.2m
  Mass: 150 kg
  As if wolves that were well shy of a meter at the back 
  weren’t frightening enough, especially when traveling 
  in packs, fenrir wolves travels in packs with the same 
  numbers and stand a meter and a half at the back. These 
  things are huge! 
  I had to get a special authorization from S-K to do 
  my research on the fenrirs of Germany—I basically ran 
  a couple of free ops for them, and they let me put my 
  hoop at risk wandering around the wolves’ territory. I 
  didn’t gain anything new beyond the previous research. 
  Packs have both a male and female alpha; they travel in 
  groups of six to twelve; the female alpha has up to a half 
  dozen pups in the den at a time; females are smaller than 
  males, they have similar coloration variations to their 
  mundane progenitors; alpha males kill off the weakest 
  pups; and they are hyper-aggressively territorial. 
  I was able to scientifically confirm the presence of 
  their ability to induce a flight response, usually referred 
  to as a Fear power. Many runners find this to be one 
  of the most embarrassing aspects of facing off against 
  paranormal animals, but I accept it as a scientific effect 
  and not some question of my manhood. The problem 
  is not just their ability to make you run scared; Fenrir 
  wolves are masters of their territory, and they use it skill-
  fully and knowledgeably. They make you run and you go 
  right off a cliff, into brambles, straight into a narrow trap, 
  or right into the jaws of the pack.
  > 
  These things are frequently used as security support, and
  those pack tactics are part of the game plan. Sec trainer 
  takes the pack alpha spot and runs the show. 
  > 
  Hard Exit
  > 
  Some DNI work has been going on to set sec trainers up
  with direct connections. Translation is the toughest part, 
  but some success has been found with deep-immersion 
  extended connections. MCT, Evo, and S-K have the best 
  programs, but word in the shadows has Ordo Maximus 
  pushing the limits at a few delta clinics they operate.
  > 
  Icarus
  > 
  Those clinics are operated by those same corps, they just
  have OM money funding them and siphoning off all the 
  best research.
  > 
  Mr. Bonds
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  7
  5
  4
  8
  5
  2
  5
  2
  2
  6
  5
  Initiative
  9 + 2D6
  Movement
  x2/x6/+3
  Condition Monitor
  2/11
  Limits
  Physical 9, Mental 5, Social 5
  Armor
  6
  Skills
  Counterspelling 5, Intimidation 4, Perception 5, Running 5, 
  Sneaking 5, Tracking 5, Unarmed Combat 6
  Powers
  Armor (6), Enhanced Senses (Hearing, Low-Light Vision, 
  Smell), Fear, Magical Guard (Self), Natural Weapon 
  (Bite/Claws: DV 10P, AP —)
  GARGOYLE 
  (GARGOYLE SAXI)
  Terrain: Mountains, Urban
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 7.3
  Length/Height: 2.0 m
  Mass: 200 kg
  Despite the fact that the gargoyle was one of the ear-
  liest species discovered after the Awakening, there is still 
  very little known about them. Specimens available for 
  study have all appeared male in the mammalian sense, 
  but exact taxonomy of the species makes this physical 
  appearance mean very little. Visual confirmations of 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    61
   
  
  variants with two, four, or six mammae, no wings, and 
  more slender feminine shapes lend credence to the ex-
  istence of females, but no gargoyle juveniles or infants 
  have ever been identified. 
  Typical hunting behavior consists of stalking prey 
  from a high vantage point before making a fly-by strike 
  with their razor-sharp claws backed by the force of grav-
  ity. They usually go after prey small enough to be carried 
  off, which includes juvenile metahumans. Larger prey 
  are sometimes attacked by groups of gargoyles, but the 
  creatures are not usually social.
  Research has shown an increase in these social 
  behaviors among urban gargoyles alongside a rise in 
  unique adaptations and arcane talents. My research ex-
  perience has revealed spellcasting abilities, venom se-
  cretions, and adaptive coloration. 
  > 
  Projection powers, invisibility, and thicker hides are
  three of the most common rumors I’ve heard, but all of 
  those can be explained by spellcasting abilities. Which, if 
  accurate, drastically changes my thoughts on gargoyles.
  > 
  Hard Exit
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  10
  4
  5
  10
  4
  2
  4
  1
  1
  6
  5
  Initiative
  9 + 2D6
  Movement
  x1/x3/+2 (x2/x4/+2 Flight)
  Condition Monitor
  16/10
  Limits
  Physical 12, Mental 4, Social 4
  Armor
  15
  Skills
  Flight 5, Perception 5, Sneaking 6, Unarmed Combat 5
  Powers
  Armor (15), Concealment (Self), Enhanced Senses (Low-
  Light Vision), Natural Weapon (Bite/Claws: DV 10P, AP 
  –2), Noxious Breath, Toughness (3)
  Weaknesses
  Allergy (Sunlight, Mild), Vulnerability (Iron)
  GOMATIA 
  (CHAMAELEO JACKSONII GOMATUS)
  Terrain: Jungle
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 1.2
  Length/Height: 1.0 m (0.8 m tall)
  Mass: 25 kg
  I truly enjoyed the six months I spent studying these 
  Awakened chameleons in the wild. They have almost 
  completely supplanted the population of their precursor 
  species and even include the remaining chameleons as 
  a regular part of their diet. Gomatias hunt using stealth 
  to get close and then strike with their super-sticky 
  tongue. The tongue can extend up to three meters on a 
  fully grown adult. Once caught by the tongue, the prey is 
  quickly dragged back into the gomatia’s waiting mouth 
  and crushed in its powerful jaws, which I rated using 
  drone sensors at an average of 10,206 kPa. 
  > 
  Just as a reference for non-bio-geeks, the tiger only puts
  out about 7,200 kPa. And remember, these lizards are the 
  size of a dog. 
  > 
  Slamm-0!
  While deadly to anything they think they can eat 
  when they’re hungry, gomatias are remarkably non-ag-
  gressive the majority of the time. When they have young 
  around, they will attack anything they see as a threat, 
  often employing innovative tactics like snagging dirt or 
  rocks in their tongue and lashing out to throw it into the 
  eyes or face of a would-be attacker. The move is rare-
  ly deadly, or even truly damaging, but it gets the point 
  across that they aren’t easy prey. 
  Their normally calm demeanor and interesting ap-
  pearance has led them into the world of domesticated 
  pets. Once a gomatia has settled into a family, it defends 
  them like its own, even attacking larger foes when it 
  feels threatened. Security corps have worked to use this 
  to their advantage, but runners don’t usually back down 
  after you throw dirt in their face. 
  > 
  They do after the last five centimeters of a gomatia’s
  tongue are replaced with a smart blade. The tongue 
  moves three meters in under thirty thousandths of a 
  second. That’s one hundred meters per second. And it 
  usually hits the target in the face.
  > 
  Sticks
  > 
  That augmentation plays havoc with the gomatia’s eating
  habits, so they often live only a few months after it’s 
  applied. It’s not that expensive, and security supervisors 
  often think its worth it to keep intruders on their toes.
  > 
  DangerSensei
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  6
  3
  1
  6
  3
  2
  6
  1
  2
  6
  3
  Initiative
  7 + 1D6
  Movement
  x1/x3/+1
  Condition Monitor
  11/10
  Limits
  Physical 7, Mental 5, Social 4
  Armor
  3
  Skills
  Gymnastics 4, Perception 4, Sneaking 6, Unarmed 
  Combat 5
  Powers
  Adaptive Coloration, Armor (3), Binding, Enhanced 
  Senses (Touch, 360-Degree Vision), Immunity (Toxins), 
  Natural Weapon (Tongue: DV 3S, AP –), Natural Weapon 
  (Bite: DV 12P, AP -2)
  Weaknesses
  Reduced Senses (Hearing, Smell)
  HARPY
  (HARPYRIA GREGARIA)
  Terrain: Forest/Urban
  Diet: Omnivore
  Activity: Diurnal
  >> HOWLING SHADOWS <<
  62    >> PARANORMAL ANIMALS <<  
  
  Aggro Index: 1.2/8.8
  Length/Height: 1.2m (1.0m tail)
  Mass: 40 kg
  Years of study have gone in to discovering the pro-
  genitor species for the harpy with no success. Rumors 
  within the parazoology community often talk about 
  pre-Crash databases that had the early research, but no 
  one can locate them, and none of the researchers who 
  did early work on understanding harpies have come 
  forward. That made me really want to know more. Due 
  to the amalgamation of creatures that seem contribute 
  parts to the anatomy of a harpy, I had a lot of ground to 
  cover. They have a homonid face that seems contorted 
  into a permanent raging scowl, large bat-like ears and 
  wings (six meters tip to tip!), thick fur over their backs 
  and legs, a thick, rat-like tail, and feet similar to a raptor. 
  All harpies sighted to date have two mammae, creating 
  the false impression that they are all female. All mam-
  mals have mammae, some just aren’t stuffed as full of fat 
  and glands. Male appearing subjects with less protrud-
  ing mammae have been discovered among the popula-
  tions of Seattle. 
  My research has been based on historical analysis of 
  sightings and spread. While not conclusive, there are a 
  few anomalies—I believe the progenitor species to be 
  none other than the common brown bat (Myotis luci-
  fugus), though its size and behaviors definitely deserve 
  both the new genus and species. 
  Scientists have noted for years that harpies are quite 
  capable of bringing down their own prey but prefer to 
  function as scavengers. While this appears true on the 
  surface, harpies bring down plenty of prey—they just 
  don’t do it with tooth and claw. The harpy is considered 
  a disease carrier, but the specific diseases often vary, 
  and some are completely unidentifiable. Parazoologists 
  argue over the cause, but a toxin-producing power is 
  likely at work. Harpies kill local wildlife and then pick up 
  the carcasses and return them to their nesting areas. 
  Last point to make about those nesting areas, which 
  can be caves or forest patches in the wilds or power tow-
  ers and abandoned skyscrapers in the cities: stay away! 
  Harpies become hyper-aggressive when defending 
  their nesting area, and as they tend to nest in groups of 
  between twenty and one hundred individuals, it’s bad 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    63
   
  
  news for even the toughest razorboy. Worst part is get-
  ting out might not mean survival—just a slower death. 
  > 
  Keep an eye on the sky after you’ve had a run-in with
  a harpy. If you’ve been plagued, they know, and they’ll 
  follow you from a distance until you drop.
  > 
  Butch
  > 
  Sometimes they come in for the kill if it’s taking too long.
  > 
  Sticks
  > 
  If food is scarce, they hunt in packs.
  > 
  Stone
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  4
  5
  4
  4
  2
  2
  3
  1
  1
  6
  4
  Initiative
  7 + 1D6
  Movement
  x1/x2/+1 (x2/x4/+2 Flight)
  Condition Monitor
  9/9
  Limits
  Physical 6, Mental 3, Social 4
  Armor
  2
  Skills
  Flight 4, Perception 3, Unarmed Combat 3
  Powers
  Armor (2), Enhanced Senses (Low-Light Vision), Immunity 
  (Pathogens), Natural Weapon (Claws: DV 6P, AP –1), 
  Pestilence (VITAS-3)
  Weaknesses
  Fragile (1)
  HORNED BEAR
  (URSUS AMERICANUS CORNUDA)
  Terrain: Forest/Urban
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 2.4/10.0
  Length/Height: 3.61 m
  Mass: 825 kg
  As the black bear is to a human, the horned bear is to 
  a troll. I use that comparative analogy for the piasma as 
  well, but don’t confuse the two—they’re totally different 
  species. Though if metahumans were more primitive, 
  we’d probably classify elves, orks, dwarfs, and trolls as 
  different species too. Likely, the evolution of bears led to 
  some earlier genetic or social segregation that isolated 
  the horned bears from the piasma (probably the crappy 
  attitude the piasma have), and each ended up respec-
  tively within the population of their current progenitors. 
  The horned bear is a larger but more friendly(ish) 
  Awakened species. They are highly intelligent and ex-
  tremely social creatures when food competition is not a 
  concern. While they are territorial they defend their terri-
  tory with honor. When an aggressor threatens a horned 
  bear’s territory, this species starts with a simple threat 
  display. If a fight is necessary, the horned bear actually 
  tries to render its opponent unconscious rather than kill-
  ing it outright. The bear then waits for its foe to awaken. 
  If the foe chooses to try to fight again rather than va-
  >> HOWLING SHADOWS <<
  64    >> PARANORMAL ANIMALS <<  
  
  cating the area, the horned bear gains its next meal. If 
  the defeated foe leaves, it lives to fight another day. The 
  horned bear also has a great memory and won’t take 
  kindly to a second visit. No second chances.
  > 
  I came across a horned bear and didn’t get no honorable
  combat. Thing came straight at me for the kill. I only got 
  clear because I know when to run. Thing chased me for a 
  full klick before it backed off.
  > 
  Balladeer
  > 
  It could have mistaken you for another metahuman or
  you could have been near its den and it had cubs. They 
  display additional aggression when cubs are present.
  > 
  G-Nome
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  13
  4
  4
  13
  5
  4
  4
  1
  2
  6
  5
  Initiative
  8 + 1D6
  Movement
  x2/x8/+2
  Condition Monitor
  18/11
  Limits
  Physical 15, Mental 6, Social 5
  Armor
  10
  Skills
  Astral Combat 5, Gymnastics 3, Intimidation 6, 
  Perception 4, Running 3, Tracking 4, Unarmed Combat 6
  Powers
  Armor (10), Dual Natured, Enhanced Senses (Smell), 
  Influence, Natural Weapon (Claws/Bite: DV 13P or 13S, 
  AP –2), Toughness (3)
  Weaknesses
  Reduced Senses (Sight)
  Note
  +2 Reach
  JUGGERNAUT
  (DASYPUS PRAEGRANDIS)
  Terrain: Forest/Grassland/Desert
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 2.5/9.9
  Length/Height: 16.5 m
  Mass: 7,500 kg
  Even though so many live in fear of this hulking mon-
  strosity, it is not an aggressive predatory hunter despite 
  what the UCAS said while corrupting Patterson’s work. 
  While it has caused plenty of death and destruction 
  since it was first discovered, these are primarily a result 
  of accident or self-defense. One of two Awakened forms 
  of the Texas armadillo (Dasypus novemcinctus), the aver-
  age juggernaut grows to be as large as a coach bus, with 
  the largest specimens observed reaching over twenty 
  meters in length. The juggernaut’s size and habits lead 
  to frequent issues with urbanized areas throughout the 
  Pueblo Corporate Council and northern Aztlan. The ani-
  mal is attracted to the presence of food, which to a jug-
  gernaut is just about anything. They have little concept 
  of buildings or other man-made structures and will dig 
  into and break apart buildings to get to the food inside. 
  While moving through a town or city, their massive form 
  is often too large for streets and alleys, but it manages it 
  by mangling and sometimes collapsing the structures on 
  both sides of the street.
  When attacked and injured (juggernaut do not con-
  sider attacks that don’t hurt to be threatening), the jug-
  gernaut seeks to flee. If that is not possible, their solu-
  tion is complete devastation until the attacks cease. A 
  rampaging juggernaut is a sight to behold. Though ev-
  erything a juggernaut does is a sight to behold. 
  From my personal studies I’ve discovered the nature 
  of several juggernaut mysteries. Their ability to switch 
  their biofunctions between anaerobic and aerobic respi-
  ration is a result of their biosymbiosis with bacteria, which 
  is also the source of their ability to break down inorganic 
  biomatter. The low IR signature of the juggernaut is also 
  caused by this relationship, as the processes to digest the 
  inorganic materials are endothermic and require the use 
  of heat delivered from the plates into the gut. Low night-
  time temperatures in desert areas often lead juggernauts 
  to cities, where dark surfaces retain heat longer than des-
  ert sands and artificial heat sources abound.
  > 
  Nice to see someone trying to do right by nature and help
  people understand the creatures we share this place with. 
  The juggernaut has been the great white shark of the land 
  for too long, misunderstood and attacked for no better 
  reason than man’s fear of a powerful beast.
  > 
  Ecotope
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  20
  6
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  42
  9
  1
  3
  1
  4
  6
  6
  Initiative
  8 + 1D6
  Movement
  x3/x5/+4
  Condition Monitor
  30/13
  Limits
  Physical 37, Mental 5, Social 6
  Armor
  18H
  Skills
  Perception 4, Running 7, Unarmed Combat 4
  Powers
  Enhanced Senses (Hearing, Smell, Motion Detection), 
  Fear, Hardened Armor (18), Immunity (Cold, Fire, 
  Pathogens, Toxins), Natural Weapon (Claws: DV 42P, AP 
  –4), Toughness (12)
  Weaknesses
  Reduced Senses (Sight)
  Note
  +4 Reach
  MARTICHORAS
  (MARTICHORAS HASTAE)
  Terrain: Forest
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 3.2–8.4
  Length/Height: 2.1 m (0.54 m tail)
  Mass: 178 kg
  My intense love of parabiology was first instilled in 
  me by a rare sighting of a wild martichoras near Yel-
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    65
   
  
  lowstone when I was a young man of only eight. The 
  specimen my family came across was majestic and 
  terrifyingly fantastic all at once. I followed research on 
  this paraspecies for my entire life and have been at the 
  forefront of recent research into the rising population of 
  winged martichoras. 
  The species has a shaggy golden brown coat with a 
  distinctive darkening in coloration that runs down their 
  flanks. Males possess a thick, dark mane that extends 
  down the center of their back. They greatly resemble the 
  lion they Awakened from in the muzzle, but their mouth 
  is filled with layered rows of sharp, shark-like teeth. The 
  end of their tail is also varied by the presence of a sharp 
  set of venomous quills. The latest evolution of the marti-
  choras has been large, bat-like wings that not only allow 
  controlled gliding but also legitimate flight. 
  Socially they function in prides, with a single female 
  in control of four to ten adult males. Juvenile males and 
  females from the pride family are part of the pride as 
  well. As they mature, females are quickly pushed out to 
  form their own pride. Young males tend to strike out on 
  their own and survive in solitude until they find a female 
  to accept them. 
  Females in the process of building a pride are often 
  not picky about the males they choose early on, as they 
  simply need hunters to bring in food. Over time males 
  will develop their own hierarchy within the pride that 
  occasionally results in the death of a weaker male and 
  space for a female to bring in more potential mates. 
  Males are the hunters, but they never immediately 
  eat prey they have killed. All prey is brought to the fe-
  male first, then hunters can eat, and finally the young are 
  allowed to dine on the remaining scraps. 
  The development of wings has been a favorable ad-
  aptation for their standard hunting practices. The marti-
  choras has long been a climber. They ascend trees and 
  wait in ambush for prey to come below, where they 
  pounce down, dig in with thick front claws, rake repeat-
  edly with their rear claws, and bite down, usually over 
  the skull or spine. Wings have allowed an expansion 
  of their hunting grounds outside of dense forests, in-
  creased control in diving from heights within dense for-
  ests, as well as allowed an increase in the height they 
  can dive from. The quills of their tail are venomous but 
  never used for hunting, only personal defense. Creatures 
  killed by their quills are left and never taken as food due 
  to the toxicity of the meat after death. Martichoras are 
  not immune to their own venom.
  Levels of aggression within the species vary greatly. 
  The least aggressive are adult females who already have 
  a pride. They are capable killers but rely on the males of 
  their pride to attack prey and threats. Females in the pro-
  cess of developing a pride run from most threats but will 
  defend a location they have chosen as their den. Young 
  are next and tend to attack things they think are edible 
  and not too large. Males looking for a pride to join are 
  aggressive as they seek to prove themselves to poten-
  tial females. Males within a pride are the most aggres-
  sive as they defend their female, their territory, and their 
  own position in the hierarchy. 
  > 
  The NAN have been having a lot of issues with these
  things lately. They don’t fear people and have been 
  expanding their own territory within the forests of the 
  nations as well as the cities and settlements abandoned 
  by Anglos. 
  > 
  Mika
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  5
  5
  6
  3
  2
  4
  1
  1
  6
  Initiative
  9 + 2D6
  Movement
  x2/x3/+2 (x2/x5/+2 Flight)
  Condition Monitor
  12/10
  Limits
  Physical 8, Mental 4, Social 4
  Armor
  6
  Skills
  Flight 4, Gymnastics 5, Perception 5, Sneaking 5, 
  Tracking 5, Unarmed Combat 7
  Powers
  Armor (6), Enhanced Senses (Low-Light Vision), 
  Natural Weapon (Bite/Claws: DV 8P, AP –2), Venom 
  (Vector: Injection, Speed: 1 Combat Turn, Penetration: 
  –2, Power: 9, Effect: Disorientation, Physical Damage, 
  Nausea)
  Weaknesses
  Allergy (Pollution, Mild)
  Note
  +1 Reach
  MEISTERSINGER 
  (MEGAPTERA PALESTRINA)
  Terrain: Oceans and seas
  Diet: Carnivore (filter feeder)
  Activity: Diurnal
  Aggro Index: (Sapient)
  Length/Height: 26.4 m
  Mass: 55,000 kg
  These magnificent creatures are truly a marvel of the 
  Awakened era. Though Awakened from the humpback 
  whale, the meistersinger often matches the blue whale 
  in size and stature. They are a gentle giant of the seas—
  up until they feel their environment is being wronged. 
  A few years back, JackPoint got a letter that revealed 
  some of the inner workings of the Sea Dragon. This letter 
  prompted me to take a deeper interest in marine biolo-
  gy, which led me to a close study of the meistersinger. 
  They are sapient creatures, and those with the talent can 
  connect and communicate with them if the meistersing-
  er allows. The communication is confusing, and it took 
  me weeks to begin deciphering what they were saying 
  with any accuracy. Complex messages were even harder 
  to decipher, and while metahumans have long learned 
  to talk down to those not as intelligent as they are, the 
  meistersingers have not developed that trait. They com-
  municate with metahumans just as if they were commu-
  nicating with another of their kind and care nothing for 
  the lingual and conceptual barriers between the species. 
  >> HOWLING SHADOWS <<
  66    >> PARANORMAL ANIMALS <<  
  
  My “interviews” with the twenty-six meistersingers 
  that were willing to “speak” to me gave me an insight 
  into the behaviors that have made them both feared 
  and revered by men of the sea. Meistersingers consid-
  er themselves the guardians of all the sea. They portray 
  themselves as protectors of both its great wealth of re-
  sources and its delicate natural balance. When they at-
  tack a ship, it is because that ship is either damaging the 
  natural balance, taking the resources of the oceans, or 
  both. Commercial fishing vessels are frequent targets as 
  they pull massive numbers of fish (a resource in the mind 
  of the meistersingers) and shift the ecological balance of 
  that area’s ecosystem. When they choose to save those 
  they have wrecked, it is simply a matter of balancing the 
  scales and preventing unnecessary loss of life. The boat 
  was the threat, not the sailors. 
  Their efforts are not without opponents, both above 
  and below the sea. Numerous megacorporations, in 
  particular major aquatic players like Maersk and Proteus, 
  target the meistersingers because they cause so many 
  problems and cost them millions of nuyen. Below the 
  deep blue, the meistersingers are constantly dealing 
  with the machinations of the Sea Dragon as she works to 
  control the waters of the world. 
  We don’t see it, but there is a war going on beneath the 
  waves. We are sometimes pulled into that war by the Sea 
  Dragon, which often puts us at odds with the meisters-
  ingers. That is not a good place to be when we are talking 
  about beings that can command other aquatic mammals 
  and fish, have the paranatural ability to engage our terror 
  response, can crack the hull of a freighter with a ramming 
  or breach attack, have the ability to push thoughts into 
  our minds, and make actual focused attacks with sound, 
  which does a lot of damage under water. 
  They were amazing to research, but I am certainly 
  glad I always stayed on their good side.
  > 
  I can’t say the same. I can add that they have the ability to 
  attack in packs, or pods, whatever you want to call it. When 
  they do, they can combine low-level sonic resonance to 
  rattle a ship to pieces or completely incapacitate the crew. 
  They can also create massive waves to roll most any ship. 
  I’m not sure if that ability is a combined thing or what, but 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    67
   
  
  it happened to one of my trawlers that was dropping off 
  some cargo.
  > 
  Kane
  > 
  You mean dumping waste.
  > 
  Ecotope
  > 
  Tomato, tomAHto.
  > 
  Kane
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  20
  5
  4
  30
  8
  3
  4
  5
  3
  6
  6
  Initiative
  8 + 1D6
  Movement
  x2/x4/+2
  Condition Monitor
  28/12
  Limits
  Physical 28, Mental 7, Social 8
  Armor
  20
  Skills
  Exotic Ranged Weapon: Sonic Projection 6, Perception 
  7, Swimming 6, Unarmed Combat 4
  Powers
  Animal Control (Fish, Aquatic Mammals), Armor (20), 
  Compulsion, Engulf (Water), Enhanced Senses (Sonar), 
  Fear, Immunity (Normal Weapons), Influence, Magic 
  Sense, Mind Link, Natural Weapon (Breach: DV 30P, AP 
  +4), Sapience, Search, Sonic Projection, Toughness (10)
  Weaknesses
  Uneducated
  MERROW 
  (MERHOMO MARINA)
  Terrain: Coastal waters
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: (Sapient)
  Length/Height: 3.0m
  Mass: 500 kg
  The merrow I studied were another offshoot of my 
  interest in the activities of the Sea Dragon, though with 
  far less friendly results than the meistersingers. Mer-
  row are a rather clannish and unpleasant lot, especially 
  when they are in the employ of another being, such as 
  the Sea Dragon. Those I socialized with would not admit 
  the queen of the sea was their benefactor, but they had 
  remarkably nice weapons for a race that normally uses 
  rather primitive designs. 
  They displayed the typical variety one would expect 
  of a sapient species. They had artisans, warriors, and 
  laymen (or laymerrow), some of whom were Awakened. 
  Though they breathe air, they have a remarkable dive 
  time between surfacings, often augmented by spells 
  to allow water breathing and/or a vast collection of un-
  derwater air caches that the merrow set up around their 
  territory. They are highly territorial, and all three of the 
  tribes I interacted with wouldn’t allow me to travel un-
  escorted. They also all refused to answer any questions 
  about the Sea Dragon. While I normally hate specula-
  tion, I feel this mutual coincidence is too much. 
  Not all tribes of merrow are under the thumb of the 
  Sea Dragon, and some have developed trade relations 
  with local populations on rural islands. Rarely do they in-
  teract with metahumans within large coastal cities, with 
  the exception of chasing them away from their preferred 
  hunting grounds. 
  > 
  Merrow are a mixed bag for those of us who live our
  lives at sea. Some sailors trade with them and work well 
  together, but some tribes of merrow would rather see 
  every ship on the water sank to the bottom. Talk if you get 
  the option, but keep that gyrojet in reach.
  > 
  Kane
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  5
  3
  5
  5
  3
  3
  3
  3
  3
  6
  3
  Initiative
  10 + 1D6
  Movement
  x2/x6/+3 (Swimming)
  Condition Monitors
  11/10
  Limits
  Physical 7, Mental 4, Social 5
  Armor
  2
  Skills
  Assensing 4, Gymnastics 4, Perception 3, Swimming 7, 
  Unarmed Combat 3
  Powers
  Armor 2, Dual Natured, Enhanced Senses (Low-Light 
  Vision), Sapience
  Weaknesses
  Uneducated
  Notes
  As a sapient species, merrow also have Awakened 
  among them
  NAGA 
  (CUSTOS SERPENS)
  Terrain: Jungle
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: (Sapient)
  Length/Height: 10.0 m
  Mass: 300 kg
  Originally naga were thought to be an intelligent, 
  trainable, and Awakened ten-meter-long snake species. 
  Various security companies caught naga and trained 
  them to work as guard animals. Little did these compa-
  nies know, the naga were listening and learning about 
  metahuman society from their handlers and others they 
  came into contact with. These interactions— including 
  those in southeast Asia and the Indian subcontinent, 
  where the naga were often revered and worshipped in 
  local tradition— allowed naga to gain an understanding 
  of the new powers in the world around them. All they had 
  to do was endure tedious, occasionally dangerous jobs.
  When naga in the security firms were retired due to 
  age or escape, many of these gathered with other naga 
  in Asia. Meanwhile, Cambodian naga were gathering 
  around the ruins of Angkor Wat. Tourist travel decreased 
  with fear of the local paracritters, which were servants 
  of the naga, and the naga were left to create a home. 
  Barely over a decade old now, the Naga Kingdom of An-
  >> HOWLING SHADOWS <<
  68    >> PARANORMAL ANIMALS <<  
  
  gkor Wat was formed by naga and a coalition of sapi-
  ent paranormal beings. Since that time, the naga of the 
  world have revealed more about their nature, including 
  their ability to speak metahuman languages with only 
  a slight speech impediment involving hard consonants. 
  Many naga have begun using their nation’s riches to 
  attend universities, mostly in the region around Ang-
  kor Wat due to climate restriction of their cold-blooded 
  physiology. Naga of differing origins often resemble the 
  predominant snake species of the area. In Angkor Wat, 
  the various python, viper, and krait species are strongly 
  represented, with some of the lesser species present as 
  well. In Amazonia the anaconda is king, and naga of this 
  variant are often bulkier than their kin.
  > 
  Borrow much?
  > 
  Slamm-0!
  > 
  Actually, you borrowed this from someone who had
  borrowed it from me. Oh, the tangled web we weave.
  > 
  G-Nome
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  5
  2
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  6
  4
  3
  4
  3
  4
  6
  4
  Initiative
  8 + 1D6
  Movement
  x2/x3/+2
  Condition Monitors
  11/10
  Limits
  Physical 7, Mental 5, Social 6
  Armor
  8
  Skills
  Assensing 4, Gymnastics 3, Perception 7, Unarmed 
  Combat 4
  Qualities
  Cold-Blooded (p. 120, Run Faster)
  Powers
  Armor 8, Dual Natured, Guard, Natural Weapon (Bite: 
  DV (STR+1)P, AP –2, –1 Reach), Sapience, Venom 
  (Vector: Injection, Speed: Instant, Penetration: -, Power: 
  8, Effect: Physical Damage)
  Weaknesses
  Uneducated
  Notes
  As a sapient species naga also have Awakened among 
  them
  NOVA SCORPION 
  (SCORPIONIDA NOVALIS)
  Terrain: Deserts
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 3.2
  Length/Height: 1.1 m (0.25 m tail)
  Mass: 30 kg
  While I still tell students the classic line, “the bigger, 
  the better, when it comes to scorpions,” I quickly remind 
  them of the nova scorpion and that phrases coined last 
  century don’t count with parabiological species. I usual-
  ly go into a short lecture on the Indian red scorpion that 
  is often crushed under hand accidentally while climbing 
  and ignored because it’s so cute and small. Then you start 
  vomiting. This type of scorpion is the common progenitor 
  of the nova scorpion in deserts around the globe, giving 
  the nova scorpion its distinctive golden carapace. 
  At over a meter long, the nova scorpion is a terrify-
  ing arachnid, but it is remarkably timid. The only spe-
  cies it actively attacks is the gamma spider, a resource 
  competitor. Most other threats result in retreat into their 
  burrows. Fools often follow them there and find out the 
  hard, painful, and deadly way that nova scorpions are 
  social. Small groups of two to ten specimens often share 
  the same burrows. The sting of a single nova scorpion 
  will kill an average ork; the sting of several will drop a 
  troll with every piece of filtering ware on the market. 
  As arachnids they aren’t trainable, but they can be 
  manipulated easily and used as simple security in loca-
  tions not frequented by metahuman employees. More 
  often they are found in corporate processing facilities 
  where their venom is milked. 
  > 
  Live capture of these beasties is quite a common job, and
  not just for the venom milking. Fight rings around the 
  world use nova scorpions. They look terrifying and push 
  up the odds during a few matches with unskilled fighters, 
  but they lose most matches against someone who knows 
  the tail is the only threat. 
  > 
  Stone
  > 
  Get clipped by one of those claws and then come back
  and say that last line again.
  > 
  Chainmaker
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  3
  2
  5
  1
  2
  6
  3
  Initiative
  9 + 2D6
  Movement
  x1/x2/+1
  Condition Monitor
  10/10
  Limits
  Physical 5, Mental 4, Social 4
  Armor
  6
  Skills
  Perception 5, Sneaking 6, Unarmed Combat 4
  Powers
  Armor (6), Concealment (Self), Natural Weapon (Claws:  
  DV 6P, AP –4; Sting: DV 2P, AP –1), Venom (Vector: 
  Injection, Speed: 1 hour, Penetration: –2, Power: 12, 
  Effect: Nausea, Physical Damage)
  OZIAN BABOON 
  (PAPIO AEROBAUM)
  Terrain: Jungle/Plains 
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 6.2–8.9
  Length/Height: 1.1m
  Mass: 20.3 kg
  Awakened from the Chacma baboon of southern 
  Africa, the Ozian baboon gets its name from the famed 
  flying monkeys of L. Frank Baum’s The Wonderful Wizard 
  of Oz novel. These ones aren’t naturally as nasty as those 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    69
   
  
  the wicked witch used, but they are trainable for en-
  hanced aggression. Densely muscled but light-boned, 
  they primarily kill their prey by lifting them into the air 
  and dropping them. Heavy prey up to the size of an oryx 
  can be lifted by groups of Ozian baboons working in tan-
  dem. Heavier prey lifts are rumored and highly probable, 
  as male Ozian baboons have been found capable of sev-
  eral arcane talents. 
  > 
  Oryx are not the limit. I’ve seen a flight of Ozians
  hoist a full grown elephant. There was some form of 
  manipulation spell on the elephant. I wasn’t able to 
  gather more detail, as they lifted it out of range quickly. 
  When it returned to assensing range, the spell was 
  dropped, and I couldn’t read any residual signature 
  over the elephants’ terrified aura. 
  > 
  Lyran
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  5
  5
  4
  4
  2
  2
  5
  4
  2
  6
  4
  Initiative
  9 + 2D6
  Movement
  x1/x3/+1 (x2/x4/+2 Flight)
  Condition Monitor
  9/9
  Limits
  Physical 6, Mental 4, Social 6
  Armor
  2
  Skills
  Gymnastics 5, Flight 8, Intimidation 6, Perception 6, 
  Sneaking 3, Spellcasting 4, Tracking 4, Unarmed Combat 
  4
  Powers
  Armor (2), Enhanced Senses (Low-Light Vision, Smell), 
  Innate Spell (Levitate), Natural Weapon (Claws: DV 6P, 
  AP –2) 
  Weaknesses
  Fragile (2)
  PHOENICIAN BIRDS 
  (PHOENIX VAR.)
  Terrain: Jungle/Forest/Plains/Urban
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 6.5+
  Length/Height: varies by species (0.19–1.4 m)
  Mass: varies by species (0.045–5.3 kg)
  Recent research has shown the common phoenix 
  (Phoenix aureus) is not the only species of firebird. A 
  wide variety of avian species underwent parallel SURGE 
  expressions. While the original phoenix Awakened from 
  species in Eastern Asia and North Africa, SURGE vari-
  ants of the cardinal (North America: red flames), macaw 
  (Central/South America: multi-hued flames), bird of par-
  adise (Asia: white flames), secretary bird (Southern Af-
  rica: black and red flames), and the European roller (Eu-
  rope: blue flames) have all appeared since 2062. While 
  the basic species had an Aggro Index of only 4.2, the 
  SURGED phoenixes appear far more aggressive and of-
  ten use their flames to ignite flammables in order to herd 
  their prey or even burn them alive. 
  Since it does not have an ample supply of dry grass to 
  burn in the jungles of Central/South America, the phoeni-
  cian macaw has an oily secretion that it releases from its 
  wings that burns even in the humid jungle. This has been 
  especially troublesome in the favelas of South American 
  cities, where the phoenician macaws will burn crowded 
  complexes and then feed on the cooked bodies inside. 
  B
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  3
  5
  4
  4
  2
  2
  4
  1
  4
  6
  5
  Initiative
  8 + 1D6
  Movement
  x1/x2/+1 (x3/x6/+2 Flight)
  Condition Monitor
  8/9
  Limits
  Physical 5, Mental 4, Social 4
  Armor
  —
  Skills
  Flight 5, Perception 4, Unarmed Combat 5
  Powers
  Elemental Attack (Fire), Energy Aura (Fire), Engulf (Fire), 
  Enhanced Senses (Vision Enhancement), Immunity 
  (Fire), Natural Weapon (Claws: DV 5P, AP –2)
  Weaknesses
  Fragile (2); Phoenician Macaw adds Secretion 
  (flammable oils)
  PEGASUS 
  (EQUUS VOLATILIS AMPLUS)
  Terrain: Grasslands
  Diet: Herbivore
  Activity: Diurnal
  Aggro Index: 2.8
  Length/Height: 1.8 m (8 m wingspan)
  Mass: 350 kg
  The classic winged horse of mythology was only a short 
  study for me right after my time studying the unicorns. It 
  was supposed to be longer, but I took the extra time look-
  ing into the horned horse and didn’t get near the time I 
  wanted with the winged one. I managed to learn that they 
  tend to be more solitary than the unicorn and thus were 
  much harder for me to track and compare. They showed 
  no interest in interactions with mundane horses, unicorns, 
  or any other equine variation that they encountered. 
  I was able to tag a few specimens and track them 
  over an extended period. The data revealed a location 
  where several of the pegasi I was studying frequented. 
  Closer inspection found it to be a gathering and breed-
  ing ground for them, located up in the hills of northern 
  Greece. Due to the brisk trade in black-market pegasi I 
  won’t be more detailed, but I will say it went a long way 
  to show they are far more social than is usually let on. 
  > 
  Grabbing one of these things isn’t the issue. Keeping them
  around until the delivery is. A pegasus will attack anyone 
  that appears to be threatening its home. This defense can 
  come in the form of wing buffets that can knock a troll 
  from their feet and a gravity-powered diving attack with 
  their hooves. 
  > 
  Sticks
  >> HOWLING SHADOWS <<
  70    >> PARANORMAL ANIMALS <<
   
  
  B
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  8
  5
  6
  7
  3
  2
  4
  2
  2
  6
  4
  Initiative
  10 + 1D6
  Movement
  x1/x4/+6 (x2/x4/+2 Flight)
  Condition Monitor
  10/10
  Limits
  Physical 10, Mental 4, Social 5
  Armor
  4
  Skills
  Flight 6, Perception 5, Running 5, Unarmed Combat 5
  Powers
  Armor (4), Natural Weapon (Wing Buffet: DV 7S, AP –2, 
  Knockdown (4)), Natural Weapon (Kick: DV 10S, AP –)
  Weaknesses
  Dietary Requirement (Fruit), Fragile (2)
  Note
  +1 Reach
  PERYTON 
  (CERVOS INSOLENS)
  Terrain: Forest/Grassland
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 6.7
  Length/Height: 1.5 m (5.5 m wingspan)
  Mass: 150 kg
  My research, fueled by my own curiosity in most cas-
  es, sometimes follows a winding path, but often the log-
  ical progression can be seen, especially when you follow 
  a winged equus with a winged cervidae. The peryton is in-
  teresting in its difference from mundane deer. While both 
  unicorns and pegasi continue to eat like horses, the pery-
  ton has expanded its diet beyond the diet of a regular deer. 
  Though not strictly a carnivore, the peryton adds meat to 
  the menu as often as they can. Combining their preternat-
  ural ability to cause folks harm with their ability to fly, they 
  are able to get prey into precarious positions where they 
  can attack with their antlers or sharp, powerful hooves. Un-
  less the prey simply makes a wrong turn and ends up at the 
  bottom of a ravine, making the hunt easier. 
  > 
  Deer-hunting season combined with duck-hunting season
  all in one!
  > 
  Slamm-0!
  > 
  In areas where local deer populations and peryton
  share territory, the peryton are beginning to outnumber 
  populations of standard local deer. They have a wider 
  source of food, narrower scope of predators, and greater 
  method of escape. The only things likely keeping them in 
  check are humans looking for their bones and antlers for 
  use as arcane trappings or reagents. 
  > 
  Lyran
  PIASMA 
  (URSUS PIASMA)
  Terrain: Forest 
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 9.3 (10.0 during mating season)
  Length/Height: 2.98 m
  Mass: 395 kg
  As brown bear is to human, piasma is to ork, with 
  the added bonus of dermal deposits. The piasma is a 
  massive Awakened brown bear (ursus arctos), and cap-
  tive breeding and testing have revealed the piasma as a 
  variant expression, rather than separate species, legiti-
  mizing the metahuman comparison. In the wild, piasma 
  are extremely territorial and hyper-aggressive against 
  anything they find in their domain. This is not limited 
  to living creatures, as shown in the Ersenberg study of 
  2069, where vehicles and tents left in the territory of 
  a piasma were demolished once found. Size is also not 
  a limiting factor, as piasma have been known to attack 
  transport rigs crossing highways in their territory.
  > 
  Most of the NAN nations have bounties on piasma, but
  very few are ever collected. These beasts are a slitch to 
  bring down, and they play dirty. Not to mention the rumors 
  of piasma with some additional paranormal abilities. I 
  ignore the stuff about breathing fire, but paralyzing with a 
  growl seems right up their alley. 
  > 
  Mika
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  5
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  4
  2
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  1
  2
  6
  Initiative
  9 + 1D6
  Movement
  x1/x3/+2
  Condition Monitor
  17/10
  Limits
  Physical 14, Mental 4, Social 4
  Armor
  12
  Skills
  Intimidation 8, Perception 4, Sneaking 4, Tracking 5, 
  Unarmed Combat 7
  Powers
  Armor (12), Enhanced Senses (Thermographic Vision, 
  Wide-Band Hearing), Natural Weapon (Claws/Bite: 
  DV 12P, AP –2), Toughness (3)
  Weaknesses
  Allergy (Sunlight, Mild)
  Note
  +1 Reach, Optional Powers (Fear, Paralyzing Howl)
  ROC, LESSER 
  (DIAMEDIA ROC)
  Terrain: Coastal Regions
  Diet: Carnivore 
  Activity: Diurnal (Nocturnal hunter)
  Aggro Index: 2.6/7.8
  Length/Height: 2.0 m (6.0 m wingspan)
  Mass: 34.6 kg
  My research into the lesser roc started during a regular 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    71
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  7
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  2
  4
  2
  1
  6
  4
  Initiative
  9 + 1D6
  Movement
  x1/x4/+5 (x2/x4/+2 Flight)
  Condition Monitor
  10/10
  Limits
  Physical 9, Mental 4, Social 5
  Armor
  4
  Skills
  Flight 5, Perception 8, Running 5, Unarmed Combat 6
  Powers
  Accident, Armor (4), Enhanced Senses (Vision 
  Magnification), Natural Weapon (Antlers: DV 8P, AP –2), 
  Natural Weapon (Kick: DV 10S, AP –), Silence
  Weaknesses
  Fragile (2)
  Note
  +1 Reach
   
  
  run. We were operating along the coast of a place I won’t 
  name, and our rigger kept losing his drones. We ran back 
  footage and caught a glimpse of feathers a few times, so 
  I switched up part of my work and started monitoring his 
  drones. Caught my first good look at these giant seagulls 
  when I thought they were a solid klick off only to realize 
  they were a lot bigger than I expected. 
  After that first time I spent a few extra months along 
  the coast and watched these things wreak havoc on 
  drones that flew either too close to their nesting grounds 
  or just passed through their hunting grounds while they 
  were out on the prowl. The lesser roc doesn’t have the 
  webbed feet like its progenitor, the albatross, as the roc 
  spends its time gliding high in the sky and attacking as 
  a bird of prey rather than landing in the water or diving 
  below the surface while hunting. 
  > 
  I’ve lost hundreds of drones to these things over the
  years, and I’ve tried to work out ways to keep them 
  protected. These things glide so high up you don’t scan 
  them on radar and they’ve got low enough detection sigs 
  and come in so fast when they dive bomb, meaning you 
  don’t have a chance to pick them up before … BOOM!
  > 
  Kane
  > 
  These are even a problem over coastal cities, and not
  just over rural rocky coasts. They glide perpetually on the 
  thermocline created by the city’s heat and dive down on 
  anything that flies up near them. 
  > 
  Sounder
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  4
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  4
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  2
  2
  4
  1
  1
  6
  3
  Initiative
  8 + 1D6
  Movement
  x1/x2/+1 (x2/x5/+2 Flight)
  Condition Monitor
  8/9
  Limits
  Physical 6, Mental 4, Social 4
  Armor
  —
  Skills
  Flight 7, Perception 5, Unarmed Combat 6
  Powers
  Dive Attack, Enhanced Senses (Low-Light Vision, Vision 
  Magnification), Immunity (Pathogens, Toxins), Natural 
  Weapon (Claws: DV 4P, AP –2), 
  Weaknesses
  Fragile (2)
  SHADOWHOUND 
  (CANIS UMBRAE)
  Terrain: Forest/Urban
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 7.7
  Length/Height: 1.2 m
  Mass: 60 kg
  Expansion into desolate urban areas has drawn a 
  large volume of attention to shadowhound research, 
  mostly in the areas of physiology and social culture. 
  Normally native to woodland areas where they prey on 
  deer, rabbits, and other mundane creatures, shadow-
  hounds have expanded into urban areas and extended 
  their meal selections to include dogs, cats, rats, and oth-
  er city species, including metahumans. Attacks occur 
  frequently, though the spots shadowhounds have been 
  moving into are filled with the people society has cast 
  off, and attacks on them are not reported. 
  The shadowhound closely resembles a mix of several 
  large dog species, though its fur is a mottled mix of shift-
  ing black and grey that is a result of an undercoat that 
  creates their ability to hide in shadowy environments. 
  They socialize like wolves, with a single male alpha lead-
  ing a pack and holding breeding rights over the pack’s 
  females. Pups are protected closely until males mature 
  and get pushed out to form their own packs. 
  Shadowhounds are sensitive to sunlight and create 
  dens that are completely protected, where they spend 
  the daylight hours resting and socializing. Several mem-
  bers of the pack rotate the responsibility of staying 
  awake through the evening to protect the pack and pups 
  from threats. 
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  3
  2
  4
  1
  1
  6
  4
  Initiative
  8 + 2D6
  Movement
  x2/x6/+3
  Condition Monitor
  10/10
  Limits
  Physical 6, Mental 4, Social 4
  Armor
  2
  Skills
  Perception 5, Sneaking 7, Tracking 5, Unarmed Combat 
  6
  Powers
  Armor (2), Enhanced Senses (Low-Light Vision), Natural 
  Weapon (Claws: DV 7P, AP –), Shadow Cloak, Silence
  Weaknesses
  Allergy (Sunlight, Severe)
  SNOW SNAKE 
  (OPHIDIA NIPHOPHILIA)
  Terrain: Forest/Tundra/Urban
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 3.4
  Length/Height: 2.5 m
  Mass: 16.4 kg
  My interest here started as pure curiosity at the odd-
  ity of a snake with fur, but it quickly grew into a true 
  sense of astonishment at this unique creature. They’re 
  far larger than I originally thought they would be, and 
  their ability to move through snow seemed to be an in-
  nate ability granted by their Awakened nature. Extensive 
  study, however, revealed their ability was related more 
  to their bite than to any kind of magic. Their venom con-
  tains not only a powerful toxin but also a chemical com-
  pound remarkably similar to a concentrated antifreeze 
  that quickly melts ice and snow but dilutes to the point 
  >> HOWLING SHADOWS <<
  72    >> PARANORMAL ANIMALS <<  
  
  of non-potency quickly. It also provides exceptional du-
  rability to their burrows. 
  In warmer climates, snow snakes spend the warmer 
  months in estivation. This includes urban areas, where 
  they have been known to burrow beneath trees in parks 
  or within landscaping around buildings. They have be-
  come quite prolific inside the former CZ of Chicago. 
  Specimens here came south during the several years of 
  harsh winters between ’65 and ’71. These years saw the 
  snow snake expand its range as far south as St. Louis 
  before extensive hunting pushed it back north. 
  While quite frightening in appearance, with stark 
  white and tiny red eyes, the snow snake is non-aggres-
  sive. If you get attacked by a snow snake, you have ei-
  ther accidentally stepped on one and it feels trapped, or 
  you’re a hoophead who’s trying to handle one and don’t 
  know how to handle vipers
  > 
  They’re extremely smart and actually trainable.
  > 
  Ecotope
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  7
  5
  2
  2
  1
  4
  1
  1
  6
  3
  Initiative
  9 + 3D6
  Movement
  x1/x2/+1
  Condition Monitor
  9/9
  Limits
  Physical 4, Mental 3, Social 4
  Armor
  —
  Skills
  Perception 4, Sneaking 5, Tracking 4, Unarmed Combat 
  5
  Powers
  Enhanced Senses (Low-Light Vision, Smell, 
  Thermographic Vision), Immunity (Cold), Natural 
  Weapon (Bite: DV 3P, AP +1), Venom (Vector: Injection, 
  Speed: 1 minute, Penetration: –1, Power: 8, Effect: 
  Disorientation, Nausea, Physical Damage)
  Weaknesses
  Vulnerability (Fire)
  SPIDER BEAST 
  (NEPHILA GIGANTUS)
  Terrain: Jungle/Forest 
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 4.3
  Length/Height: 0.52 m
  Mass: 1.2 kg
  First thing to know about these things is that the 
  half-meter figure I include for length is just their body—
  their legs easily match that length, giving the spider 
  beast a solid meter and a half of total length. While 
  they’re large and scary-looking with their eight big, black 
  eyes, fur-covered body, three-centimeter-long fangs, 
  and long legs that end in razor-sharp hooks, they’re 
  remarkably non-aggressive. The spider beast is a web 
  hunter, after all. They don’t stalk prey; they lay a trap and 
  then strike once their food is caught. Their hooked legs 
  make them excellent climbers, and they spin their webs 
  across trees, alleys, doorways, and cave rocks. They es-
  pecially like putting webs in places where they are hard 
  to see. 
  The webbing of a spider beast is strong and can 
  easily entangle small creatures and even metahumans. 
  Because they often snag larger prey, the spider beast 
  makes the most of their prey’s sudden panic and confu-
  sion after encountering a web. They’re lightning fast and 
  pounce quickly on anything animate that touches their 
  web. Sticks, leaves, and even small explosives won’t 
  draw them to attack, though a small explosive attached 
  to a wind-up MechaTroll doll will do the trick. 
  While they carry enough venom to kill small or 
  weak prey, most larger prey can survive the initial bite. 
  What they can’t withstand is the mild paralytic that 
  slows them enough for the spider beast to start binding 
  them up in webbing.  
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  2
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  2
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  1
  3
  1
  1
  6
  6
  Initiative
  7 + 3D6
  Movement
  x1/x3/+1
  Condition Monitor
  9/10
  Limits
  Physical 4, Mental 3, Social 4
  Armor
  4
  Skills
  Gymnastics 4, Perception 3, Sneaking 6, Unarmed 
  Combat 3
  Powers
  Armor (4), Enhanced Senses (Tactile), Natural Weapon 
  (Claws: DV 3P, AP –), Substance Extrusion (Spider Silk), 
  Venom (Vector: Injection, Speed: Instant, Penetration: 
  –4, Power: 6, Effect: Disorientation, Physical Damage, 
  Nausea, Paralysis), Wall Walking
  THUNDERBIRD, GREATER 
  (AVESFULMEN SPLENDIDUS)
  Terrain: Mountains
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 6.8
  Length/Height: 3.2 m (10.2 m wingspan)
  Mass: 100 kg
  There is a certain entertainment and challenge that 
  comes with researching an avian species. This is espe-
  cially true of something like the greater thunderbird. This 
  species only comes to lower altitudes when picking up 
  its next meal, usually to bring it back up and then drop 
  it to its death. It took a lot of creativity—and no small 
  amount of nuyen—to keep myself in the air and mobile 
  enough to both watch and avoid being a meal for these 
  giant golden eagles. 
  The greater thunderbird is usually a solo hunter, but 
  during mating and some other times, flocks of these 
  critters will come together. These flocks are devastat-
  ing hunters, as they combine their paranatural capabil-
  ities when they attack and can bring down large, even 
  well-shielded, aircraft. A single greater thunderbird can 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    73
   
  
  use its electrical projection to cause an avalanche and 
  bring down ice and rock onto an entire herd of prey. A 
  flock of them can make repeated strikes and actually 
  change the face of a mountain. 
  Greater thunderbirds are scavengers and hunters, at-
  tacking prey as large as bears with little fear. They tend 
  to stun their prey first with an electrical attack or two 
  before going in for the kill, which usually involves a quick 
  elevation to fifty meters or so and then an even more 
  rapid drop to the ground. Lift, drop, repeat if necessary. 
  In the open sky, the process involves a quick stunning 
  electrical strike in flight followed by snagging them as 
  they fall and a few rending bites. The remains are then 
  either dropped at the nest for any fledglings the adult 
  may be caring for or dropped off at their coffers. The 
  coffers for the greater thunderbirds are locations at 
  high altitudes where they leave extra food. The cold 
  preserves the meat for use when times are lean or the 
  greater thunderbird is too busy rearing young to hunt. 
  Coffers with an excess of one thousand kilos of meat 
  have been discovered. 
  Adult greater thunderbirds possess the ability to not 
  only create their own electrical projection but also ma-
  nipulate local meteorology in order to gather charged 
  clouds that create violent electrical storms. This ability 
  is rarely used in any offensive manner, but rather as a 
  defensive shield when the greater thunderbird wishes to 
  evade pursuit. 
  > 
  Flocks of greater thunderbirds in the Rockies will use
  this weather controlling ability to herd and scare cattle 
  into position for an avalanche attack. Rumors in the 
  mountains also tell about these things surrounding a 
  town with storms to keep the people in while picking the 
  surrounding area clean of prey.
  > 
  Stone
  >> HOWLING SHADOWS <<
  74    >> PARANORMAL ANIMALS <<  
  
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  7
  8
  3
  2
  4
  1
  1
  6
  6
  Initiative
  11 + 1D6
  Movement
  x1/x2/+1 (x2/x4/+1 Flight)
  Condition Monitor
  9/10
  Limits
  Physical 9, Mental 4, Social 4
  Armor
  —
  Skills
  Astral Combat 5, Exotic Ranged Weapon: Lightning 5, 
  Flight 5, Perception 6, Unarmed Combat 5
  Powers
  Dual Natured, Elemental Attack (Electricity), Enhanced 
  Senses (Low-Light Vision), Natural Weapon (Claws: DV 
  10P, AP –4), Weather Control (Electrical Storms)
  Weaknesses
  Fragile (1)
  TROGLODYTE 
  (PAN SPELUNCAE)
  Terrain: Underground
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 0.2
  Length/Height: 1.6 m
  Mass: 45 kg
  I am one of the rare few in the parabiologist com-
  munity to have spent an extended period of time living 
  among the troglodytes of Turret, a former mining town 
  with an extensive series of abandoned mines. The cul-
  ture I found among them was remarkable, and the incor-
  poration of aspects of the former mine into their daily 
  lives was astonishingly sophisticated. The Turret tribe 
  was quite different from several other tribes I had briefly 
  observed and differed from documentation provided on 
  various tribes by other researchers. Each tribe differs in 
  hierarchical structure based on the culture they have de-
  veloped. The Turrets favor creativity, and the most intel-
  ligent among them lead the tribe. Intelligence is usually 
  gauged by their use of the technology left over from the 
  mine’s operational days. While that may not seem so-
  phisticated by modern standings, these are Awakened 
  chimpanzees we are talking about, so even the seem-
  ingly simple devices of the 1800s are complex to them. 
  In the same region, there are also tribes governed by the 
  strongest, the eldest, and a few fledgling tribes that are 
  quite chaotic and haven’t developed a system yet. 
  Even the most sophisticated are still highly skeptical 
  of outsiders, both their own kind and metahumans. They 
  remain a reclusive subterranean race that only ventures 
  to the surface on moonless nights to gather food during 
  the summer months. Members of the species vary 
  greatly in their sensitivity to sunlight, with many unable 
  to handle even the light reflected from the moon. 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    75
  B
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  3
  3
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  2
  3
  2
  3
  2
  1
  6
  2
  Initiative
  7 + 1D6
  Movement
  x2/x4/+1
  Condition Monitor
  10/10
  Limits
  Physical 4, Mental 4, Social 5
  Armor
  —
  Skills
  Clubs 3, Gymnastics 6, Sneaking 6, Throwing Weapons 
  4, Unarmed Combat 3
  Powers
  Concealment, Enhanced Senses (Thermographic 
  Vision), Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Uneducated
   
  
  UNICORN 
  (UNICORNUS VALIDUS)
  Terrain: Grasslands/Forest
  Diet: Herbivore
  Activity: Diurnal
  Aggro Index: 1.2
  Length/Height: 1.52 m
  Mass: 450 kg
  I was surprised to find myself celebrating an anniver-
  sary of the start of my study on the unicorns of the North 
  American plains when the trip was originally planned 
  for only a month. The animals were fascinating and their 
  dynamic relationship with mundane wild horses was a 
  sight to behold. Though as amazing as that was, the first 
  thing that caught my interest was the unicorn with the 
  piebald coat rather than the stark white of legend. I had 
  read in others’ research that such things existed but had 
  never witnessed it in person. Something about the con-
  trast struck me, and I spent several additional months 
  studying the various herds of wild horses throughout the 
  central plains of North America that counted unicorns 
  among their number. 
  The unicorns were not always the leaders of the herd, 
  but they were always revered. The unicorns acted no dif-
  ferent, and they interbred and interacted with the other 
  horses regularly. When herds with unicorns encountered 
  each other, there was no sign of conflict, though the uni-
  corns appeared to keep their distance from each other. 
  > 
  Though unicorns are usually depicted as the defenders
  of their kind, the opposite has been true many times over 
  in my experience. The wild horses that are part of herds 
  containing unicorns will often defend the unicorn at the 
  cost of their own lives when a threat is present. This is 
  especially true when the threat is directly targeting the 
  unicorn, like a talislegger looking for a horn.
  > 
  Sticks
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  7
  5
  5
  9
  4
  2
  4
  6
  2
  6
  5
  Initiative
  9 + 1D6
  Movement
  x1/x4/+6
  Condition Monitor
  12/10
  Limits
  Physical 10, Mental 4, Social 8
  Armor
  4
  Skills
  Counterspelling 8, Perception 6, Running 6, Unarmed 
  Combat 5
  Powers
  Armor (4), Immunity (Pathogens), Magical Guard, 
  Natural Weapon (Horn: DV 7P, AP –4), Natural Weapon 
  (Kick: DV 10S, AP –)
  Weaknesses
  Allergy (Pollutants, Severe)
  Note
  +1 Reach
  VOLLEYING PORCUPINES 
  (HYSTRIX SAGITTARIUS)
  Terrain: Forest
  Diet: Herbivore
  Activity: Nocturnal
  Aggro Index: 1.4
  Length/Height: 1.1 m
  Mass: 14 kg
  My study of the volleying porcupine was short and 
  focused solely on their ability to fire their quills after an 
  increasing number of reports that the quills were poi-
  sonous. Of the forty-two individuals I studied across the 
  coastal nations of Southern Europe, none had poison-
  ous quills. The group included twelve specimens who 
  regularly rolled their bodies in the fecal matter of other 
  animals, an activity that could easily have caused a reac-
  tion similar to a toxin. 
  Generally, these herbivores are non-aggressive, soli-
  tary, and non-territorial. Within my research I discovered 
  a small group of eight specimens, two of which were 
  juveniles, that had taken up residency together near a 
  small villa in southern Italy. They were very protective 
  of their territory and actively sprayed and sent several 
  volleys of spines at my drone while I looked a bit closer. 
  It seems the owner of the villa had set up several salt 
  licks around their property. While I had heard of this 
  technique before, I had never seen the level of aggres-
  sion and territorial behavior these specimens exhibited. 
  When I brought the drone close enough to the salt lick 
  to get a sample, the porcupines immediately jumped 
  on it. The chem sensors managed to send a report back 
  prior to the drone getting smashed to bits. Whoever is 
  living in that villa has added a little chemical cocktail that 
  makes this salt addictive. Looked like a coca leaf deriva-
  tive, according to the info. 
  > 
  Get ’em hooked and keep ’em coming back for more. Plus 
  add in something that makes them a little more irritable 
  when they come down, and you’ve got a great way to 
  retain some inexpensive security. 
  > 
  Stone
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  2
  4
  2
  2
  3
  1
  3
  2
  2
  6
  4
  Initiative
  5 + 1D6
  Movement
  x1/x3/+1
  Condition Monitor
  9/10
  Limits
  Physical 3, Mental 3, Social 5
  Armor
  1
  Skills
  Gymnastics 5, Perception 5, Sneaking 5, Unarmed 
  Combat 4
  Powers
  Armor (1), Enhanced Senses (Low-Light Vision), Natural 
  Ranged Weapon (Quills: DV 3P, AP –2), Natural Weapon 
  (Bite: DV 2P, AP –), Noxious Breath
  Weaknesses
  Dietary Requirement (Salt)
  Note
  Quills are barbed, and pulling them out inflicts 3P 
  (unresisted) or requires a Logic + First Aid (4) Test; Dirty 
  Quills add: Venom (Vector: Injection, Speed:1 hour, 
  Penetration: –2, Effect: Disorientation, Nausea, Stun 
  Damage)
  >> HOWLING SHADOWS <<
  76    >> PARANORMAL ANIMALS <<
   
  
  WOLVERINE, GREATER 
  (GULO IMPII)
  Terrain: Forests
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 9.6
  Length/Height: 2 m
  Mass: 110 kg
  Wolverines are well-known for their aggressive ten-
  dencies, and the greater wolverine is primarily identified 
  and reclassified based on its increased size, which just 
  means its tendencies extend to larger foes. Specimens 
  have been known to attack other dangerous paranor-
  mals, including piasma, without provocation. 
  Greater wolverines will attack anything they feel is ... 
  well ... anything, really. Nothing decreases their aggres-
  siveness, including existing food, recent meals, injuries, 
  or superior numbers. My personal research has shown 
  that while this creature is hyper-aggressive, it is tactical-
  ly intelligent and will use a variety of means in order to 
  overcome its opponents’ advantages, including stealth, 
  ambush, distractions, and even baiting or trap-setting in 
  the form of small pits or hidden divots in the dirt to hin-
  der movement and possibly break an ankle. 
  > 
  G-Nome knows his stuff. Most parabiologists report on
  the GW as being just a psycho killer, but these things are 
  smart. They have been known to gather other mundane 
  wolverines together. While not normally pack animals, the 
  GW keeps the others in line somehow. 
  > 
  Ecotope
  > 
  Thank you for confirming a hypothesis I was developing.
  I had been chased by a wolverine while observing a 
  greater, and the beast was moving very quickly. Now I 
  realize I was correct in thinking it was multiple wolverines 
  maneuvering around me.
  > 
  G-Nome
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  7
  6
  5
  5
  4
  2
  4
  1
  1
  6
  Initiative
  9 + 2D6
  Movement
  x2/x5/+2
  Condition Monitor
  12/10
  Limits
  Physical 8, Mental 4, Social 4
  Armor
  6
  Skills
  Perception 5, Sneaking 4, Tracking 6, Unarmed 
  Combat 8
  Powers
  Animal Contrl (Woverines, Badgers), Enhanced 
  Senses (Smell), Armor (6), Natural Weapon (Claws: 
  DV 8P, AP —)
  Weaknesses
  Reduced Senses (Vision)
  WHISPERS  
  IN THE BLOOD
  POSTED BY: RED
  > 
  Whew! Just in time! I almost missed Slamm’s deadline.
  > 
  Red
  > 
  Busy finding virgins to suck dry?
  > 
  Clockwork
  > 
  Don’t worry, you’re safe.
  > 
  Red
  > 
  All right, our favorite probationary member is back
  again to wax poetic on his favorite topic: himself. If you 
  can parse through the melodrama, maybe he’ll have 
  something worth hearing.
  > 
  Slamm-0!
  > 
  That’s just the hangover talking. Red dragged his drunk
  ass home last night after the game, and was a perfect 
  gentleman about it.
  > 
  Netcat
  > 
  You sure Slamm-0! wasn’t drained? I’ll bet you didn’t let
  him in the house near your kid, either … 
  > 
  Glitch
  > 
  He didn’t ask.
  > 
  Netcat
  I’m going to take a moment to mention something 
  that doesn’t get said often enough around here, and it’s 
  going to come off as a little whiny and self-righteous. 
  For that, I apologize in advance.
  > 
  Can we delete this in advance?
  > 
  Glitch
  > 
  We give people their shot here, Glitch. Hatchetman.
  Quietus. Hell, even Puck. We owe ’Jack that much.
  > 
  Bull
  Slamm-0! asked me to put this together; he was 
  even basically nice about it, though his face was stuffed 
  with chips. While I’m always happy to help out, it raised 
  an interesting point for me: Infected metahumans are 
  not treated like people. Not really. At our best, we might 
  be seen almost like celebrities: the immortal club owner 
  in Manhattan, the elven pop star. Untouchable and in-
  vulnerable and desirable and unobtainable. At our worst, 
  we are pure boogeymen. We slip you down a rung on 
  the food chain, mindless and hideous. Strong, yes, but 
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    77
   
  
  tortured and crippled. Immortality may just mean being 
  locked in a living hell forever. Killing us must seem like 
  a mercy. Maybe it is. And you can collect a nice payday 
  while you’re at it. 
  > 
  You bet your ass I’ll collect that payday.
  > 
  Clockwork
  > 
  Same token: I can collect a bounty on you in fourteen
  different jurisdictions in the world, just for you being a 
  hobgoblin. Y’know, if I was a myopic ass. 
  > 
  Red
  That’s the thing that scares you about us most. It’s all 
  in the name: Infected. When we attack, it’s not just life or 
  death, but a third, horrifying option: We make you into 
  us. Even death holds the primal dread of consumption. 
  Nothing is so scary as being food for something, or 
  someone else. Except, maybe, being the one doing the 
  eating. 
  So I’ll ask you to exercise a moment of empathy, if 
  you can. Try to imagine the world through our eyes. Try 
  to understand just how much understanding means. 
  And, understanding, maybe show some compassion 
  to those who are as much victim as predator. One day, 
  you might be one of us, and you’ll be at the mercy of 
  someone like you.
  > 
  For the record, if it comes to that, I’ll appreciate anyone
  who puts one between my eyes.
  > 
  Jimmy No
  > 
  Hell, I’ll put one in my brain myself.
  > 
  Lyran
  > 
  You guys talk so much shit about taking your own life
  before X happens, where X is being captured or going 
  head case or whatever. Not a one of you has ever actually 
  put the gun to your own head. You’d be surprised what 
  you can learn to endure. Push comes to shove, I bet most 
  of you would try to adapt.
  > 
  Hannibelle
  WHAT ARE WE?
  Infected cross the boundary between man and mon-
  ster more thoroughly than the most cybered samurai 
  or gene-tweaked corp assassin. We’re the result of a 
  metahuman who has been put through the metaphys-
  ical wringer. Infection is horror and often ecstasy, fol-
  lowed by transformation and rebirth. An old vampire 
  friend of mine once called us “a phoenix of shadow,” 
  and I can’t argue, even if he tends toward maudlin ex-
  pression. 
  > 
  Isn’t that a lyric from an old JetBlack track? “Nightsong,” I
  think?
  > 
  Kat o’ Nine Tales
  > 
  Ugh, this old urban legend?
  > 
  Snopes
  THE SCIENCE
  A glance around the Matrix will give you the hy-
  per-scientific explanation of what the Human-Meta-
  human Vampiric Virus is. You can learn all about the 
  Harz-Greenbaum serum test, the Krieger Files, the in-
  teractions between adaptive viral tissue and cybernet-
  ic DNI, and a lot that blurs the lines between scientific 
  examination, magical exploration, and paranoid guess-
  work. Every answer we get raises more questions, and 
  we don’t seem much closer to figuring it out now than 
  we were twenty years ago.
  Plain English? HMHVV is a metamagical retrovirus. It 
  exists in a semi-physical, highly Awakened form in hosts, 
  optimizing them into a form that its particular strain finds 
  most useful for hunting and feeding. 
  THE FIRE
  The Infected enjoy a number of advantages over non-In-
  fected. Strain 1 Infected, such as vampires and goblins, 
  are arguably the most efficient and dangerous of all. 
  They have regenerative abilities, which tie into an immu-
  nity to disease and poison; they also halt the physical 
  aging process. The virus is greedy and possessive, and 
  it doesn’t abide competition from other pathogens or 
  even time. Strength and reflexes are augmented, senses 
  magnified, and new supernatural abilities manifest, such 
  as mist form, increased likelihood for spellcasting or ad-
  ept ability, natural weapons like fangs or claws, or even 
  the psycho-mystical ability to instill terror in prey. These 
  make the hunt that much easier.
  Strain 2 is more random and horrific in its changes. 
  There is far more diversity in their expressions, and their 
  abilities are less given to heightened magical potential. 
  More often, they manifest gross physical mutations, 
  such as the weeping acidic sores of a fomóraig or the 
  hideous claws of a harvester. Among the most dramatic 
  of changes are those undergone by loup-garou, who are 
  covered in a fine coat of dark fur. 
  Strain 3 is a universal infection—the infamous 
  Krieger strain, resulting in ghouls. As terrifying as this 
  transformation is, it also allows for some semblance 
  of a normal life in the Sixth World. Their needs are less 
  demanding than the previous two types, and they’re still 
  able to get surgery to appear metahuman again. 
  > 
  Easy for the handsome vampire elf to say, Red.
  > 
  Hannibelle
  >> HOWLING SHADOWS <<
  78    >> PARANORMAL ANIMALS <<  
  
  > 
  I’m anything but unsympathetic, Belle, you know that. But
  the fact is, there’s a bit less pathos when you just have to 
  eat the dead, and not their souls.
  > 
  Red
  > 
  Not by much.
  > 
  Hannibelle
  > 
  How come you’ve never had surgery to change your looks 
  to something less … ghoulish, anyway?
  > 
  Turbo Bunny
  > 
  Maybe someday I’ll tell you. Hell, maybe someday I’ll
  figure it out myself.
  > 
  Hannibelle
  THE FUEL
  The advantages of certain strains of HMHVV might 
  seem rather tempting. Agelessness and magical pow-
  er are pretty high up on the list of corporate research 
  Holy Grails. But that power comes at a price. The most 
  obvious is right there in the name. Vampiric means to 
  feed from others of your kind, and HMHVV commands 
  a great cannibal appetite in its victims.
  Strain 1 Infected are arguably the worst off. Unable 
  to stomach food, we’re forced to drink blood from our 
  victims. This, however, is not the real horror. After all, 
  you can buy blood in bulk from any street doc, and our 
  immunity to disease means we don’t care how dirty it is 
  (though it certainly doesn’t do any favors for the flavor).
  The deeper element isn’t the blood itself. We require the 
  vital life force of our victims. Maybe. Maybe it’s the intangible 
  connection between body and soul. There isn’t enough 
  research to pin it down. But whatever it is, our connection to 
  our bodies, maybe our very souls, is slowly slipping away all 
  the time, and we need to steal pieces of others to keep ours 
  going. And those pieces can’t be restored.
  > 
  Wasn’t there a genetech procedure a few years back that
  could supposedly restore victims of feeding?
  > 
  Hard Exit
  > 
  There was. Unfortunately, it ran into two insurmountable
  roadblocks. The first was a little-known condition called 
  Mana Displacement Syndrome. Basically, it caused a 
  kind of disconnect between the subject’s life force and 
  their body, resulting in spontaneous fugue states, a 
  higher likelihood for developing cancer, and a marked 
  vulnerability to magical influences. Cases also showed a 
  higher likelihood for possession; spirits like loa or shedim 
  could somehow slip in the cracks and take over.
  The second was when all the nanites went nuts, leaving 
  the tech unusable and outside further development.
  > 
  The Smiling Bandit
  Strain 2 has more exotic appetites. Often they need 
  to feed on specific parts of the metahuman body, such 
  as gnawers sucking out bone marrow. Sure, they might 
  be able to hit the body banks and buy or steal what they 
  need, but Strain 2 has a higher incidence than normal 
  of reducing the host to a feral state. Those who retain 
  their intellect are often driven to suicide, become 
  dangerously cunning predators, or must contend with 
  other obstacles imposed by their mutations. 
  > 
  Such as?
  > 
  Glitch
  > 
  Fomóraig have to buy clothes with chemical resistance or 
  the sores eat right through them. Loup-garou are literal 
  lunatics, going nuts at a personal point every twenty-
  eight days, requiring them to lock themselves up or find 
  a black clinic that will install implants to keep their rage in 
  check. Play make-believe with any of the breeds as they’re 
  described, and you’ll start to understand that everyday life 
  becomes one hell of a challenge. 
  > 
  Red
  Strain 3 has a much broader cannibal hunger. So long 
  as they supplement their diet with metahuman flesh, 
  they can consume any raw animal tissue for sustenance. 
  I’ve even heard of some including some small degree of 
  seasoning in their cuisine.
  > 
  The corpse mushrooms growing in Chicago’s Long Pig
  Farm are a big hit.
  > 
  Hannibelle
  > 
  An interesting development in Infected research suggests 
  that previous assumptions about Infected dietary 
  requirements may have been false. The Bandersnatch 
  Equation, as it has come to be known, posed the question, 
  “If bandersnatches can breed in the wild and can infect 
  sasquatches to broaden their breeding pool, how could 
  they sustain any population without a constant supply 
  of sasquatches?” In essence, there simply aren’t enough 
  sasquatches in the world to support the dietary needs of 
  all the bandersnatches that must be out there.
  > 
  The Smiling Bandit
  > 
  It calls into question why bandersnatches attack non-
  sasquatches at all, particularly when they have natural 
  camouflage to keep them hidden. There’s plenty of 
  evidence suggesting they’re more than capable of 
  consuming the flesh of other sapient species to sustain 
  themselves.
  > 
  Doc Fangs
  > 
  So what was the result of the Equation?
  > 
  Frosty
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    79
   
  
  > 
  That the bandersnatch gains sustenance from many
  sources but is compelled by reproductive urge to seek 
  and attack sasquatches over other prey.
  > 
  The Smiling Bandit
  > 
  That doesn’t make any sense. Why would you try to kill
  something when you want it to survive to become like 
  you?
  > 
  Baka Dabora
  > 
  Because for us, lust and hunger feel very similar.
  > 
  Red
  > 
  For a creature with a diminished sense of reason, mixing
  the impulse to feed with the capacity to reproduce ensures 
  several things:
  1. The population doesn’t grow too large to be supported;
  many would-be hosts are eaten, instead.
  2. Only the finest potential hosts change; they were strong 
  or clever enough to survive the attack. 
  3. Whether the Infected maintains their sanity or is reduced
  to a feral state, they will still be compelled to reproduce by 
  instinct.
  Thinking about it, it’s a rather elegant way to ensure 
  progressive Darwinian advancement and population 
  control. Horrifying, but elegant.
  > 
  The Smiling Bandit
  > 
  So, in a nutshell, a sasquatch just tastes better to a
  bandersnatch?
  > 
  2XL
  > 
  Yes, but more than that; it’s a psycho-physiological
  compulsion. I can’t believe I’m saying this, but: I can eat 
  elves or trolls, and I’m going to be all right. Humans, 
  though, have a better flavor; I prefer human flesh over, 
  say, an ork. For whatever reason, Infected are adapted to 
  feed on any sapient creature for sustenance, but seek their 
  own kind as often as possible.
  > 
  Hannibelle
  THE NEW CHANGES
  As crazy as it sounds, being Infected used to be easier. A 
  ghoul wouldn’t enjoy being in the sun, a vampire even less, 
  but it was only painful. Maybe after an hour you’d burn, 
  and hours of prolonged exposure could be lethal, but the 
  average urban Infected, with shade and a hood and a full 
  belly, could get by just fine. The hunger pains were man-
  ageable, the viral instincts more urge than reflex. 
  Then, something changed.
  I was in hibernation when it happened, largely 
  protected, but sometime in the last decade the virus 
  somehow shifted, evolving as a gestalt across the world, 
  becoming more severe, more powerful, and most 
  terrifyingly, more flexible. 
  > 
  How does a virus experience a global change? I can see
  different strains emerging with exposure to new hosts 
  and environments, but a blanket change to all of the 
  world’s Infected? That makes no sense.
  > 
  KAM
  > 
  Ah, but Red already said it. HMHVV is an Awakened virus; 
  there may have been some kind of global shift in the 
  manasphere somehow.
  > 
  The Smiling Bandit
  > 
  You’d think that would have some kind of observable
  effect on magic in general, right?
  > 
  Lyran
  > 
  The metaplanes are a little more complicated than that.
  Aspects of magic, which are all interconnected, are 
  also four-dimensional. It could be a precursor for future 
  changes for the rest of us. It might also mean that the 
  scales shifted in some way we don’t perceive, or aren’t 
  yet privy to.
  > 
  Ethernaut
  > 
  You’re all forgetting a third option: The virus may have a
  gestalt consciousness.
  > 
  Plan 9
  > 
  That’s insane. There is no evidence whatsoever to indicate
  any intelligence at all, let alone a hive mind of some kind.
  > 
  Snopes
  > 
  There’s precious little concrete research about the Infected 
  at all. They still can’t explain mist form, for example. 
  Rather foolish to rule theories out just because of a lack of 
  evidence. 
  > 
  Plan 10
  > 
  Says the invasive AI about the plaguebearers.
  > 
  Clockwork
  > 
  Pay no attention to him, dear.
  > 
  Plan 9
  Allergens have become far more potent. You actually 
  can kill a vampire with prolonged sunlight exposure now, 
  and we cannot regenerate the damage naturally. Some of 
  us can’t regenerate from other allergen exposures, either. 
  Appetites have become much more focused, 
  the 
  physical 
  and 
  especially 
  psychological 
  need 
  for sustenance turning what was once a relatively 
  reasonable impulse into a sharp, gnawing need. Some 
  >> HOWLING SHADOWS <<
  80    >> PARANORMAL ANIMALS <<  
  
  of us older ones had the advantage of scaling up, 
  acclimating to the escalation in hunger. I wouldn’t be 
  surprised if newer vampires lack the discipline to hold 
  back from rampant feeding to stop the ache. For them, 
  there was no time to adapt, just a sudden, horrible need 
  that erased everything else.
  And that leads to the instincts. There was a time when 
  we acted as our needs demanded, not that different 
  from any other metahuman who has a requirement to 
  meet. If you were hungry, you fed. If you starved, you 
  held off as long as you could, but anyone would take 
  drastic action to stave off starvation. These days, many 
  have to contend with compulsions that can overtake 
  our rational minds, a kind of viral-induced insanity that 
  hijacks our actions. While most of us have no memories 
  of what happens during these breaks, I’ve gathered 
  sporadic reports that some are conscious of every 
  moment, cognizant but unable to stop themselves 
  from hurting people. Can you imagine that? Trapped 
  in your own body while something forces your actions 
  against your will?
  > 
  When did all of this start?
  > 
  Butch
  > 
  Sometime between ’73 and ’74. It didn’t hit all of us at
  once.
  > 
  Hannibelle
  > 
  I can confirm. Where I was, it hadn’t affected me. Once I
  came back into the world, it still didn’t take hold until about 
  a year later. It was gradual, but I could feel it happening. 
  > 
  Red
  > 
  Have you had any of these “breaks” yourself?
  > 
  Sunshine
  > 
  Once. Thankfully, no one got hurt.
  > 
  Hannibelle
  > 
  No, not as of yet. But I’ve felt … something pressing
  against my will in times of extreme hunger or stress. 
  Being a mage means training your willpower, and that’s 
  the only thing that kept me in control when the thing 
  inside wanted out.
  > 
  Red
  One universal quality is that all Infected have become 
  dual-natured. You might think this is an advantage, and 
  in some cases it is, but in my experience it’s more of a 
  handicap. Wards get tripped, we show up easier in the 
  astral, etc. I remember there were a few ghoul otaku 
  back in the ’60s, but the change seems to have made it 
  impossible for them to express as virtuakinetics. 
  > 
  You’re no decker, Red. Otaku and technomancers are
  hardly the same thing.
  > 
  Glitch
  > 
  It’s an easy mistake to make for people who remember
  otaku. Truth be told, we still don’t know if there is an 
  evolutionary link between us.
  > 
  Netcat
  > 
  We’re not likely to find out, either. No new otaku have been 
  found since Crash 2.0, and the old ones have probably all 
  faded with age.
  > 
  Glitch
  The other effect is that Infected have begun to show 
  more variety in their abilities and weaknesses. Once upon 
  a time, a vampire was a vampire, a ghoul was a ghoul, 
  and whatever form your infection took, it was done after 
  the transformation and wouldn’t change any further. 
  Now, there’re examples of Infected showing variety in 
  the potency of both their powers and vulnerabilities. A 
  vampire, for example, may not have the ability to shift 
  into mist form or regenerate, but might also have more 
  resistance to sunlight or lack a vulnerability to wood. 
  They might even display novel powers of their own, 
  though you don’t see many abilities cross over between 
  types. A vampire might have a form of mind control, but 
  isn’t likely to express dermal plating like a dzoo-noo-qua 
  or sonic manipulation like a banshee.
  > 
  Which means hunting Infected takes more time to observe
  and a lot more preparation. How about a rundown of your 
  own abilities, Red? For purely educational purposes.
  > 
  Sticks
  > 
  You didn’t get enough observation at that Vory slave
  auction? Next time I see you around one of those, I’ll treat 
  you like any other flesh-peddler. 
  > 
  Red
  > 
  I’ve got a clip of wood pulp just for you, slim.
  > 
  Sticks
  > 
  I really have no idea who to root for here.
  > 
  Glitch
  > 
  I, on the other hand, am taking bets!
  > 
  Kane
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    81
   
  
  THE BEASTS  
  IN QUESTION
  As part of my re-education when I came back to the 
  world, I started working on this primer on the virus and 
  its multitude of progeny. Then life got in the way and I 
  set it aside. When I got the call from Slamm-0! about 
  this compilation, I dug the file out and cleaned it up a 
  little. I hope it helps.
  STRAIN 1, HARZ-
  GREENBAUM STRAIN
  (GHILANI VRYKOLAKIVIRIDAE)
  HMHVV in its basic form. It takes a reasonable amount 
  of effort to pass this on, so its victims are fairly rare, 
  especially compared to Strain 2 or Strain 3.
  Something I’ve noticed recently: When we Strain 1 
  victims use our powers, or we’re feeding, our eyes tend 
  to glow with magical energy. This is something relatively 
  new, near as I can tell.
  > 
  New to me as well. Interesting.
  > 
  Doc Fangs
  BANSHEE
  The elven expression of Strain 1, banshees retain their sanity, 
  though the virus instills a desire to inspire fear in prey, which 
  usually manifests as an aggressive, hostile personality. This 
  causes many banshees to become sociopaths, unable to 
  connect with metahumans or even other Infected. While 
  they can feed through any potent emotional connection, 
  they seem to prefer the “flavor” of terror and are optimized 
  to bringing it out in abundance. Like vampires, they can-
  not hold down food or alcohol, maintaining an exclusively 
  hemovoric diet.
  Banshees lose almost all body fat and appear skeletal 
  if they haven’t fed. They have razor-sharp canines and 
  eyeteeth, which they rarely bother to retract. They are 
  always exceptionally pale, and eye glow usually manifests 
  in shades of blue or violet.
  Their physical enhancements are much like vampires, 
  though their mental facilities do not develop as much. 
  They can take mist form and regenerate, but also possess 
  the ability to instill terror in their victims through inherent 
  psycho-mystical powers. Some have also displayed an 
  ability to manipulate sound, manifesting as a paralyzing 
  scream, a subsonic negation field that creates a zone of 
  silence, or a piercing shriek that can cause physical damage. 
  > 
  You want to hear something really scary? One of my
  patrols ran across a banshee a few years back. Only two 
  of them made it back. They said the banshee never made 
  a sound. The scream came from my men.
  > 
  Picador
  DZOO-NOO-QUA
  A troll will express as this monstrosity. Until recently, 
  dzoo-noo-qua were never reported as sapient, as the 
  virus devolves their mental faculties. Some maintain 
  their right state of mind, though, and are either terri-
  fying juggernauts, or shockingly subtle predators. They 
  don’t seem to have a preference in emotional connec-
  tion, though their nature usually instills terror, disgust, 
  or rage. While they are omnivorous, they prefer raw 
  flesh and will always choose metahuman flesh over any 
  alternative.
  Chaos rules the day in their physical appearance. Their 
  dermal deposits overdevelop unevenly into armored 
  plates, studded with nodules and spines. Muscles bulge, 
  and horns sometimes grow longer while nails become 
  extremely hard. Dental bones similarly grow in length, 
  and the few dzoo-noo-qua who want to talk have to 
  learn to navigate a mouth full of sharp teeth and long 
  tusks. The mumbled lisps would be funny, if laughing 
  wouldn’t likely result in your head getting eaten. Their 
  normally bloodshot eyes almost always glow a sickly 
  yellow when their blood is up.
  GOBLIN
  The dwarf variant of Strain 1 Infected, these twisted 
  creatures only rarely display intelligence or sapience. 
  Unlike many Type 1s, they have the ability to eat any-
  thing, though their craving for metahuman flesh hints at 
  their greater need for life energy. Much like the dzoo-
  noo-qua, they express no preferred emotional connec-
  tion, but disgust and fear have most often turned up at 
  forensic sites.
  The virus causes the goblin to lose all body hair, and 
  it consumes almost all body fat, leaving them looking 
  emaciated; their skin sometimes takes on a sickly 
  greenish tint. Ears become longer and sharper, eyes 
  bloodshot and sometimes glowing greenish or yellow, 
  and their salivary glands go into overproduction, leading 
  to many feral specimens drooling uncontrollably. 
  > 
  Post-transformation intelligence may be rare with goblins,
  but Goddess help you when it does happen. Just trust me 
  on this one.
  > 
  Doc Fangs
  VAMPIRE
  The most common of Strain 1 Infected, and arguably 
  the most sane, vampires are most often human, though 
  theoretically any metahuman may express as a vampire 
  instead of their metatype’s common viral expression. 
  Vampires almost always retain their sapience and san-
  ity, at least at first, and are the most likely of the Strain 
  1s to try to integrate with normal society. The alterna-
  tive is that they become among the most cautious, and 
  therefore most dangerous, of stalkers. Their feeding 
  >> HOWLING SHADOWS <<
  82    >> PARANORMAL ANIMALS <<  
  
  usually causes a sense of euphoria, often described as 
  sexual in nature, though any sufficiently power emo-
  tional connection will do (rage, terror, etc). They can’t 
  eat or drink any substance other than blood, becoming 
  ill within an hour after any consumption. Alcohol hits 
  them even faster, inducing violent vomiting of blood.
  Physically, they appear much as they did pre-
  infection, if a bit paler. Unlike other Infected, vampires 
  lose buoyancy in water, making swimming very difficult. 
  Usually they lose a little weight, and canines get a little 
  longer and sharper; they extend during hunger, rage, 
  and feeding, and retract once the vampire is satisfied. If 
  starved, veins look darker and more pronounced, often 
  in a violet shade, and their eye-glow is usually red. Some 
  individuals may show some variation.
  Vampires possess enhanced physical and mental 
  attributes and increased reflexes, about twice those of 
  an unaugmented metahuman. They often express the 
  ability to regenerate non-magical, non-sunlight damage, 
  and can take mist form.
  > 
  Is it true that mist-form Infected can be captured in
  vacuums? Or that they can flow into your lungs and then 
  reform and explode you from inside?
  > 
  Whippet
  > 
  No and no. But it’s nice to know someone else has been
  watching B-grade sims like Severblight Requiem.
  > 
  Red
  WENDIGO
  Perhaps the most horrific of all Infected, the wendigo 
  is an ork with Strain 1 HMHVV. Wendigos are known 
  for elaborate methods of feeding, fostering cannibal 
  cults of otherwise normal metahumans, feasting on 
  their polluted souls after they have committed mur-
  ders on its command. Their cunning is exception-
  al, their depravity extreme. Almost all develop toxic 
  shamanistic abilities, the better to hide their form and 
  motive, though interestingly enough, they like to cor-
  rupt their cults through sheer charisma and not mag-
  ical coercion.
  Wendigos develop thick white pelts of fur, often 
  growing in height and strength, in addition to all the 
  abilities vampires possess. Long, black nails grow from 
  bare, pale pink hands, and their teeth and tusks grow 
  long and razor sharp. Their eyes may show a number 
  of colors, ranging from yellow to blue to red, but I have 
  most often seen them burn like orange coals.
  > 
  The fur is one of their distinguishing marks, but that has
  led to some unfortunate reports of sasquatches getting 
  attacked out of fear or the desire to collect a bounty.
  > 
  Goat Foot
  STRAIN 1A, BRUCKNER-
  LANGER STRAIN 
  (GHILANI VRYKOLAKIVIRIDAE 
  SANGUISUGA)
  An advanced subgroup of Strain 1, Bruckner Langer 
  is more often than not fatal, meaning its victims are 
  thankfully rare. Only two forms have been noted, 
  though rumors persist of obscenely powerful elven 
  manifestations.
  MUTAQUA
  No one’s sure if the mutaqua is a result of experimen-
  tation or evolution, and I don’t know which is scarier. 
  Either way, this is what happens when a troll contracts 
  Strain 1a. In addition to the physical effects of the virus, 
  the mutaqua sees an increase in intelligence, as well as 
  a banshee-like capacity to inspire supernatural fear and 
  a resistance to hostile magic even as they gain access 
  to Awakened abilities. While they still feed on meta-
  human life force like a nosferatu, they are more than 
  happy to consume flesh while getting it.
  Physically not too different from a dzoo-noo-qua, 
  they do become even paler, with dermal deposits not 
  just growing, but often manifesting as sharp spikes. 
  Their eyes often burn a pure white.
  NOSFERATU
  A human successfully Infected with Type 1a becomes 
  a nosferatu, arguably the most powerful Infected yet 
  known. The nosferatu seem universally blessed with 
  enhanced natural abilities and a talent for magic, but 
  are plagued with psychological disorders. To a one 
  they are paranoid, and many more develop megalo-
  mania, OCD, and other derangements that lead them 
  to plot for greater security and power in isolation. Ru-
  mors place them as the shadowy power brokers and 
  leaders of elite European cabals, wielding extensive 
  political, financial, and magical influence. Nosferatu 
  victims most often die in terror, providing the immor-
  tal monster with the emotional connection it needs to 
  consume the poor soul.
  Nosferatu lose almost all of their body hair. What little 
  they keep becomes shock white, their flesh ashen and 
  withered on bones as hard and cold as stone. Long nails 
  grow from spidery hands, central incisors extend from 
  their mouth in hook-like fangs. They need less feeding 
  than other Infected, thankfully, yet somehow command 
  inherent powers of mental dominance. They are the 
  most likely to keep a cadre of Renfield-addicted pawns, 
  and their slight form belies terrible strength. Their eyes 
  may blaze blue or dull crimson.
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    83
   
  
  STRAIN 2, JARKA-
  CRISCIONE STRAIN
  (GHILANI MONERIVIRIDAE)
  The second variant strain of HMHVV, Strain 2 is far 
  more common than Strain 1 due to its greater capacity 
  for transmission through Infected bodily fluids, gener-
  ally entering through wounds caused by the attacking 
  host. It is noted for its debilitating transformations and 
  negative effect on the sanity of its carrier. All Strain 2 
  victims have a cannibalistic diet, though some may re-
  quire more exotic or particular portions of their prey. 
  The virus was once thought to only affect trolls and 
  humans, but specimens have been found in the last de-
  cade of every metatype, proving that the virus is either 
  evolving and adapting, or is continuing to grow in pow-
  er as the Awakening continues.
  BANDERSNATCH
  The original non-human Infected, the bandersnatch is 
  what happens when a sasquatch catches Strain 2. Vo-
  raciously hungry, territorial, and alarmingly fecund, the 
  most noticeable quality of these beasts is how hard 
  they are to notice. Their body is cloaked in a camou-
  flage effect quite similar to ruthenium polymer, and 
  their natural talent for stealth and mimicry means they 
  are on you before you notice. 
  If a bandersnatch were to stop color-shifting, it 
  would mainly resemble a sasquatch with a matted, 
  unkempt pelt, though they have displayed pronounced 
  and jagged teeth and claws, and suffer extreme mental 
  degradation. If bandersnatches are still sapient, they 
  have yet to show any sign past the most base, feral 
  behavior.
  > 
  Why not just use thermoptics to spot them?
  > 
  Whippet
  > 
  You haven’t been paying attention, have you? Infected
  are cold. Reduced circulation. You can usually spot them 
  easier in a crowd that way, but when it comes to them 
  sneaking up on you, it’s about as bad as the normal visual 
  spectrum. Unless they’ve just eaten, in which case they’re 
  probably just going to try and scare you off, anyway.
  > 
  Sticks
  > 
  Strain 1 Infected run a little cool, yes, but it’s not as
  noticeable as you might think; you have to know what 
  you’re looking for. Strain 2, on the other hand, look more 
  like their un-Infected counterparts, some running a little 
  warmer than others. And the bandersnatch’s adaptive 
  coloration seems to mask their thermal signature. It’s 
  monumentally annoying when it’s not actively perilous.
  > 
  Doc Fangs
  >> HOWLING SHADOWS <<
  84    >> PARANORMAL ANIMALS <<  
  
  FOMÓRAIG
  Trolls Infected with Strain 2 express as fomóraig, a strange 
  mishmash of mutations that seem more like the virus 
  gone mad than working toward any unified hunting style. 
  Many make for clever hunters, often using a variety of 
  abilities to adapt to any circumstance, running prey to 
  ground regardless of the obstacle. Most often found out-
  side of metroplexes due to an allergy to air pollution, they 
  tend to haunt the outskirts of rural outposts and towns, 
  favoring marshes due to their adaptations.
  Fomóraig find that their limbs grow longer and 
  stronger. The upper layers of dermis calcify, with hands 
  and feet covered in thick calluses that leave them 
  almost numb. Under the skin, bony “chestnuts” form 
  which secrete a corrosive acid. Further, they develop gill 
  structures along their neck, and most curiously, have an 
  inherent resistance to magical effects.
  GNAWER
  Discovered in 2071 in the old Cabrini Refuge in Chica-
  go, gnawers are Strain 2 Infected dwarfs. Gnawers are 
  notably more likely to maintain their sanity than most 
  other Strain 2 hosts. They also represent the first po-
  tential complementary role to other Infected yet ob-
  served. Their dietary requirement, metahuman bones 
  and marrow, make them worthy allies to flesh eating 
  Infected, and they have been seen working with ghouls 
  in the past. With a rock-like skin offering enhanced pro-
  tection and a paranatural ability to command vermin, 
  however, they are more than capable of subduing and 
  stripping a corpse of its flesh on their own.
  Gnawers appear largely as they did in life, though 
  their skin becomes gray and quite rough to the touch. 
  Their teeth become highly reinforced to crunch through 
  bone, though they are not sharp enough to use for 
  attack, suggesting the command and use of vermin is an 
  evolutionary measure to access their sustenance. 
  > 
  Rumor has it they’re more than happy to work security
  with those vermin swarms, be it for a corp, commune, or 
  gang. Trespasser beware.
  > 
  Sticks
  GRENDEL
  An ork Infected with Strain 2, these were first discov-
  ered in 2070 in the Pittsburgh metroplex. Grendels 
  provide a strange deviation from other Infected, as 
  they seem to act more as shy, solitary scavengers than 
  predators. Their physical development suggests they 
  are best adapted to surviving harsh subterranean en-
  vironments. Indeed, everything about them suggests 
  survival, better equipped for hiding and retreating than 
  pursuit and subdual of prey. While they can breed, like 
  other Strain 1 and 2 Infected, they do not seem to have 
  any impetus to do so.
  Grendels grow stronger, their arms becoming 
  longer and providing the Infected with a startling 
  speed when it moves as a quadruped. They develop 
  a thick, matted coat across their body, and their 
  tusks overdevelop, which might be a barrier to 
  communication if any were yet found to display more 
  than a feral intelligence. Their diet is possibly the most 
  flexible of all Infected, truly omnivorous, though they 
  prefer flesh and will consume metahuman meat first 
  and foremost. 
  > 
  Don’t believe everything you read. Isolated reports
  from Paris suggest the grendel population in 
  the catacombs is much denser than anyone ever 
  suspected, and they move in groups. The really scary 
  part? They seem to be extremely … fecund, much like 
  the orks they derive from. A large number of young 
  have been seen in family units. And with that many 
  mouths to feed, it’s only a matter of time before they 
  get aggressive.
  > 
  Frosty
  > 
  Infected that give birth to litters? Fuck. Guess I’m not
  going back to the city of lights any time soon … 
  > 
  Red Anya
  HARVESTER
  The first elves Infected with Strain 2 were discovered 
  in Houston as early as 2069. Terrifying solitary pred-
  ators, harvesters are twisted into creatures of sharp 
  edges and speed, animal hunger and fury. Their fin-
  gers mutate into long bone claws, much like knives, 
  while their speed and strength come in terrifying 
  bursts that can equal those of a wired street samurai. 
  These creatures exist with simple priorities: hunt, kill, 
  feed, sleep. Highly territorial, even sapient Infected 
  will happily put one of these poor monsters out of 
  their misery. 
  > 
  Some people say becoming Infected is a fate worse
  than death. That’s debatable. But as far as harvesters go, 
  whoever they were is already dead. You’re just giving 
  them peace. 
  > 
  Hannibelle
  > 
  Don’t people still say that about feral ghouls?
  > 
  2XL
  > 
  You can see feral ghouls willing to cooperate with
  communities of their own, even willing to be reined in by 
  the sane, smart ones. They’re damaged, but they’re still 
  people. Harvesters are just psychotic hunter-killers. Put 
  them down like a rogue drone.
  > 
  Hannibelle
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    85
   
  
  LOUP-GAROU
  When a human is Infected with Strain 2, they undergo 
  a violent, painful transformation into these creatures. 
  Growing a short greyish-black pelt, razor sharp teeth 
  and claws, pure black eyes which possess thermo-
  graphic vision, and significant muscle density growth, 
  loup-garou are likely the source of legends about were-
  wolves. They even display an allergic reaction to aco-
  nite and occasionally silver.
  The transformation often damages the sanity of the 
  loup-garou, leaving it animalistic and hostile, though 
  some rare ones have managed to maintain their 
  sapience, offering incredible insight into their existence. 
  Even these sane cases must still contend with the most 
  fearsome aspect of the loup-garou: during a four- to 
  six-night period every lunar cycle, the loup-garou 
  gains even greater speed and strength, as well as an 
  uncontrollable urge to kill. This period is not, in fact, tied 
  to the full moon, and every loup-garou has their own 
  frenzy period, though packs may synchronize to each 
  other over time. 
  Loup-garou have been displaying recent mutations, 
  including enhanced reflexes much like a wired reflex 
  system, as well as the ability to scale sheer surfaces. I 
  know of one loup-garou who is attempting to counter 
  his frenzy period with an implanted chemical gland 
  and a counterbalance cocktail. He’s also trying to get 
  cerebral boosters and other mental enhancements, 
  convinced that they will give him better control over his 
  powerful instincts. 
  > 
  Good luck finding a delta clinic, buddy.
  > 
  Butch
  > 
  Why not just roll up into any chop shop?
  > 
  Whippet
  > 
  Because most shops aren’t equipped or able to deal
  with a highly contagious plague carrier, dumbass; delta 
  clinics are. What’s more, Infected generally have systems 
  sensitive to implants, and bioware is even harder to 
  code to them. It’s even worse for Strain 1 Infected, since 
  regeneration makes it a real pain in the ass; takes a delta 
  clinic and ’ware to counter all that.
  > 
  Butch
  TYPE 3, KRIEGER STRAIN
  (GHILANI WICHTIVIRIDAE)
  Strain 3 HMHVV produces only one kind of Infected: 
  ghouls. You already know about these; they’re the 
  urban boogeymen of every metroplex in the world. 
  Stricken blind by milky-white cataracts, their acquisi-
  tion of astral sight, along with enhanced hearing and 
  smell, makes them able hunters. All body hair falls out 
  as their hides gain a scabrous texture; nails grow black 
  and thicken to be usable in combat, good at digging, 
  and useful in tearing the flesh from victims. Ghouls of-
  ten organize in packs and may retain their intellect or 
  be driven mad or feral by the pain of transformation. 
  Their diet is entirely uncooked meat, of which a sizable 
  portion must be of metahuman origin. 
  The Krieger strain is the most virulent and contagious 
  form of HMHVV in the world, with an estimate by 
  Shiawase last year suggesting they compose ninety 
  to ninety-five percent of the total Infected population 
  globally. This may explain their prominence in the 
  public imagination, often eclipsing the more glamorous 
  vampire by virtue of distribution and likelihood of 
  encounter. Ghouls have a greater presence in the 
  political world as well, from the streets as the 162 ghoul 
  street gang, to the Ghoul Liberation League policlub, 
  to the African nation of Asamando, largely populated 
  by ghouls and ruled by a ghoul queen. Ghouls remain 
  the subject of an ongoing bequest of the late President 
  Dunklezhan’s will, promising considerable money to the 
  first party to develop a synthetic substitute for ghoul 
  consumption. Thus far, no one seems to have made 
  significant progress.
  Ghouls display the usual sensitivity to cybernetic 
  implantation, though many who can afford to get 
  cybereyes to restore their conventional vision, or 
  biosculpting to hide their nature from the casual 
  observer. 
  > 
  This is the one kind of job a black clinic might be willing
  to do. Ghouls make for pretty good security, they accept 
  pay in medical waste, and there’s enough documented 
  procedure to make simple implants doable. Of course, 
  you’ve got to sterilize the shit out of the lab afterwards.
  > 
  Butch
  > 
  You mean you don’t normally?!
  > 
  Bull
  > 
  I do. But plenty of back-alley clinics are run by lazy
  assholes. Buyer beware.
  > 
  Butch
  GAME 
  INFORMATION
  All Strain 1 and 1a Infected have certain traits in com-
  mon. Damage taken due to their Allergy to Sunlight (if 
  any) cannot be healed with Regeneration, even after 
  they are no longer being exposed. Normal and magical 
  healing still work.
  Unless noted otherwise, all Infected may be adepts, 
  magicians, or mystic adepts. They always have a Magic 
  rating, whether they are magically active or not. The 
  starting Magic rating for Strain 1 Infected is equal to 6 
  >> HOWLING SHADOWS <<
  86    >> PARANORMAL ANIMALS <<  
  
  or their Essence, whichever is lower. This Magic rating 
  does not include any Initiation ranks an NPC might have 
  if they are magically active.
  BANDERSNATCH
  The Strain 2 expression of the sasquatch, the bander-
  snatch is leaner than its non-Infected counterpart. Its 
  fur is typically shaggy and matted; along with the more 
  pronounced teeth and longer arms, the fur lends the 
  bandersnatch a more animalistic appearance than the 
  sasquatch. At least when it can be seen—their fur also 
  aids in bending light around the critter, camouflaging it 
  against the surrounding terrain.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  9
  3
  5
  9
  5
  2
  6
  1
  2
  5
  4
  Initiative
  11 + 1D6
  Movement
  x2/x4/+2
  Condition Monitor
  13/11
  Limits
  Physical 11, Mental 5, Social 4
  Armor
  0
  Skills
  Animal Calls (Professional Knowledge) 8, Assensing 
  6, Athletics skill group 4, Perception 6, Sneaking 10, 
  Unarmed Combat 7
  Powers
  Adaptive Coloration, Dual Natured, Mimicry, Natural 
  Weapon (Bite: (STR+1)P, AP –1, –1 Reach), Natural 
  Weapon (Claw: (STR+2)P, AP –1), Sapience
  Weaknesses
  Allergy (Sunlight, Mild), Dietary Requirement 
  (Metahuman Flesh)
  Notes
  +1 Reach.
  BANSHEE
  The Strain 1 expression of an elf, the banshee is virtual-
  ly indistinguishable from its non-Infected cousin, save 
  for their gaunt frame and pallid complexion. Over time, 
  a banshee’s natural skin and hair color fade, with the 
  skin becoming slightly translucent.
  DZOO-NOO-QUA
  The Strain 1 expression in trolls, dzoo-noo-qua are gro-
  tesque and frightening figures. The virus causes the troll’s 
  dermal deposits to become irregular spikes and nodules, 
  and it also significantly increases their muscle mass.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  9
  2
  5
  9
  4
  2
  4
  1
  2
  2D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+2
  Condition Monitor
  13/10
  Limits
  Physical 11, Mental 4, Social 2–6 (depending on 
  Essence)
  Armor
  4
  Skills
  Aaawnsing 4, Athletics skill group 4, Counterspelling 6, 
  Intimidation 6, Perception 7, Unarmed Combat 7
  Powers
  Armor (4), Dual Natured, Enhanced Senses (Hearing, 
  Thermographic Vision), Essence Drain, Immunity (Age, 
  Toxins), Infection, Magical Guard (self only; p. 196, 
  Street Grimoire), Natural Weapon (Bite: DV (STR+1)P, 
  AP –1, –1 Reach), Natural Weapon (Claw: DV (STR+2)P, 
  AP –1), Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Flesh), Essence Loss
  Notes
  +1 Reach. * Magic is equal to 6 or Essence, whichever 
  is lower.
  FOMÓRAIG
  This is the expression of Strain 2 in trolls. As with the 
  dzoo-noo-qua, the virus increases both muscle mass 
  and dermal bone deposits. The latter take the form of 
  bony “chestnuts” surrounded by acid-secreting glands. 
  They have jagged claws on both their hands and feet, 
  and typically have long, shaggy manes.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  10
  2
  4
  10
  4
  1
  3
  1
  2
  5
  3
  Initiative
  7 + 1D6
  Movement
  x2/x4/+1
  Condition Monitor
  13/10
  Limits
  Physical 12, Mental 3, Social 4
  Armor
  3
  Skills
  Assensing 3, Athletics skill group 4, Counterspelling 6, 
  Intimidation 6, Perception 6, Unarmed Combat 7
  Powers
  Armor (3), Corrosive Secretions, Dual Natured, Magical 
  Guard (self only; p. 196, Street Grimoire), Natural 
  Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), Natural 
  Weapon (Claws: DV (STR+2)P, AP –1), Sapience
  Weaknesses
  Allergy (Air Pollution, Moderate), Allergy (Sunlight, 
  Moderate), Dietary Requirement (Metahuman Flesh)
  Notes
  Fomóraig have +1 Reach. Cooked meat makes them sick 
  and causes nausea (p. 409, SR5).
  GNAWER
  A dwarf with Strain 2, a gnawer resembles a statue of a 
  normal dwarf. The virus transforms the skin into a tough, 
  stone-like surface, which offers a little bit of natural armor.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  4
  4
  5
  4
  4
  3
  4
  6
  2
  2D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  10/10
  Limits
  Physical 6, Mental 5, Social 6–10 (depending on 
  Essence)
  Armor
  0
  Skills
  Perception 6, Sneaking 9, Unarmed Combat 6
  Powers
  Dual Natured, Enhanced Senses (Hearing, Low-Light 
  Vision, Smell), Essence Drain, Fear, Immunity (Age, 
  Pathogens, Toxins), Infection, Mist Form, Natural 
  Weapon (Bite: (STR+1)P, AP –1, –1 Reach), Paralyzing 
  Howl, Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Severe), Dietary Requirement 
  (Metahuman Blood), Essence Loss, Vulnerability 
  (Silver), Vulnerability (Wood)
  Notes
  Banshees can consume only blood, and they suffer 
  nausea (p. 409, SR5) within an hour when they consume 
  anything else. * Magic is equal to 6 or Essence, 
  whichever is lower.
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    87
   
  
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  6
  3
  4
  7
  5
  2
  5
  2
  2
  5
  3
  Initiative
  9 + 1D6
  Movement
  x2/x4/+1
  Condition Monitor
  11/11
  Limits
  Physical 8, Mental 5, Social 5
  Armor
  2
  Skills
  Assensing 3, Perception 5, Sneaking 6, Unarmed 
  Combat 5
  Powers
  Animal Control (Vermin), Armor (2), Dual Natured, 
  Enhanced Sense (Thermographic Vision), Immunity 
  (Toxins), Natural Weapon (Bite: DV (STR+2)P, AP 0, –1 
  Reach), Noxious Breath, Paralyzing Touch, Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Bone)
  Notes
  Charisma score for purposes of the Animal Control 
  power is the gnawer’s natural Charisma + 2.
  GOBLIN
  Goblins are the Strain 1 expression in dwarfs. They are 
  skeletal figures; the virus causes the loss of all body hair 
  and nearly all body fat, leaving its skin stretched tight-
  ly over wiry muscles. Goblin ears are almost comically 
  long and pointed, which contributes to their monstrous 
  appearance. They typically have a sickeningly sweet 
  body odor which grows stronger over time.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  6
  3
  4
  6
  5
  2
  5
  2
  2
  2D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+2
  Condition Monitor
  11/11
  Limits
  Physical 8, Mental 4, Social 4–7 (depending on Essence)
  Armor
  0
  Skills
  Assensing 4, Perception 6, Sneaking 8, Unarmed 
  Combat 6
  Powers
  Dual Natured, Enhanced Senses (Smell, Taste, 
  Thermographic Vision), Essence Drain, Immunity (Age, 
  Fire, Toxins), Infection, Natural Weapon (Bite: DV 
  (STR+1)P, AP –1, Reach –1), Natural Weapon (Claws: DV 
  (STR+2)P, AP –1), Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Flesh), Essence Loss, Vulnerability (Iron)
  Notes
  Like the dwarfs they were, goblins receive +2 dice for 
  pathogen resistance. Goblins cannot digest heavily 
  processed foods, and they suffer nausea (p. 409, SR5) 
  when they eat them. * Magic is equal to 6 or Essence, 
  whichever is lower.
  GRENDEL
  An ork with Strain 2, the grendel is a brutal-looking 
  beast. The ork’s profuse body hair grows into a shaggy 
  pelt, the tusks become extremely pronounced, and the 
  arms become strikingly elongated. This enables a gren-
  del to move with remarkable speed on all fours.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  8
  3
  4
  8
  4
  1
  4
  1
  1
  5
  3
  Initiative
  8 + 1D6
  Movement
  x3/x6/+4
  Condition Monitor
  12/10
  Limits
  Physical 10, Mental 4, Social 4
  Armor
  0
  Skills
  Assensing 3, Gymnastics 4, Perception 6, Sneaking 7, 
  Unarmed Combat 5
  Powers
  Animal Control (Subterranean Critters), Concealment 
  (self only), Dual Natured, Enhanced Senses (Low-Light 
  Vision, Smell, Thermographic Vision), Natural Weapon 
  (Bite: DV (STR+1)P, AP –1, –1 Reach), Natural Weapon 
  (Claws: DV (STR+1)P, AP –1), Paralyzing Touch, 
  Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Flesh)
  Notes
  Charisma score for purposes of the Animal Control 
  power is the grendel’s natural Charisma + 3. Grendels 
  have +1 Reach.
  HARVESTER
  This is the expression of Strain 2 in elves. The harvester 
  is not as lean as normal elves, and their fingernails be-
  come elongated, knife-like claws. Their mouths are also 
  enlarged, and filled with razor-sharp, pointed teeth.
  B
  A
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  W
  L
  I
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  EDG
  ESS
  M
  5
  4
  6
  6
  4
  1
  5
  1
  2
  5
  3
  Initiative
  11 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  11/10
  Limits
  Physical 8, Mental 4, Social 4
  Armor
  2
  Skills
  Assensing 3, Athletics skill group 6, Intimidation 4, 
  Perception 5, Sneaking 4, Unarmed Combat 7
  Powers
  Armor (2), Dual Natured, Enhanced Senses (Low-Light 
  Vision, Thermographic Vision), Movement (self only), 
  Natural Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), 
  Natural Weapon (Claws: DV (STR+3)P, AP –3), Sapience
  Weaknesses
  Allergy (Silver, Moderate), Allergy (Sunlight, Moderate)
  >> HOWLING SHADOWS <<
  88    >> PARANORMAL ANIMALS <<
   
  
  LOUP-GAROU
  The loup-garou is a human Infected with Strain 2. The 
  virus leaves the body covered in short, fine fur. The vic-
  tim’s fingernails lengthen into hardened claws, and the 
  lips draw back to reveal sharp teeth with particularly 
  pronounced canines.
  B
  A
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  W
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  I
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  EDG
  ESS
  M
  4
  3
  4
  7
  4
  2
  4
  1
  2
  5
  3
  Initiative
  8 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  10/10
  Limits
  Physical 8, Mental 4, Social 4
  Armor
  2
  Skills
  Assensing 5, Athletics skill group 6, Perception 6, 
  Sneaking 6, Unarmed Combat 8
  Powers
  Armor (2), Dual Natured, Enhanced Senses (Hearing, 
  Low-Light Vision, Smell, Thermographic Vision), Natural 
  Weapon (Bite: DV (STR+2)P, AP –2, –1 Reach), Natural 
  Weapon (Claw: DV (STR+3)P, AP –2), Sapience
  Weaknesses
  Allergy (Aconite, Moderate), Allergy (Sunlight, Severe), 
  Dietary Requirement (Metahuman Flesh)
  Notes
  The loup-garou’s power fluctuates over the course of 
  a lunar month, but this cycle is not, as legend would 
  have it, tied to the phase of the moon. During the four-
  day peak of this twenty-eight-day cycle, a loup-garou 
  becomes savage and goes berserk as a Bear shaman 
  (p. 321, SR5) that fights as if it had a Rating 3 adrenaline 
  pump (p. 459, SR5).
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    89
   
  
  MUTAQUA
  The mutaqua is the result of Strain 1a in trolls. These ex-
  tremely rare monstrosities are grotesquely deformed, 
  with stark white skin, heavy musculature, massive 
  claws and teeth, and extensive, asymmetrical dermal 
  bone deposits.
  B
  A
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  W
  L
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  EDG
  ESS
  M
  9
  3
  5
  10
  5
  2
  4
  1
  2
  3D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+2
  Condition Monitor
  13/11
  Limits
  Physical 12, Mental 5, Social 4–9 (depending on 
  Essence)
  Armor
  5
  Skills
  Assensing 5, Athletics skill group 5, Counterspelling 
  6, Intimidation 7, Perception 6, Sneaking 7, Unarmed 
  Combat 7
  Powers
  Armor 5, Dual Natured, Enhanced Senses (Hearing, 
  Low-Light Vision, Thermographic Vision), Essence 
  Drain, Fear, Immunity (Age, Toxins), Infection, Magical 
  Guard (self only; p. 196, Street Grimoire), Natural 
  Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), Natural 
  Weapon (Claw: DV (STR+2)P, AP –1), Regeneration, 
  Sapience
  Weaknesses
  Allergy (Sunlight, Extreme), Allergy (Wood, Severe), 
  Dietary Requirement (Metahuman Flesh), Essence Loss, 
  Vulnerability (Fire)
  Notes
  +1 Reach.
  A mutaqua can increase its Essence up to three 
  times its natural maximum. A mutaqua only loses one 
  point of Essence every two months.
  All mutaqua are adepts, and the gamemaster 
  should assign them appropriate adept powers. Their 
  starting adept power points are equal to their Magic 
  rating.
  * Magic is equal to 6 or Essence, whichever is 
  lower.
  >> HOWLING SHADOWS <<
  90    >> PARANORMAL ANIMALS <<
   
  
  NOSFERATU
  These are humans Infected with Strain 1a. They become 
  very pale and gaunt, and they also lose all of their body 
  and facial hair. Their incisors and canine teeth grow 
  sharper and become somewhat more pronounced.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  4
  4
  4
  4
  5
  5
  5
  5
  2
  3D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  10/11
  Limits
  Physical 6, Mental 7, Social 6–11 (depending on 
  Essence)
  Skills
  Assensing 6, Conjuring skill group 6, Influence skill 
  group 6, Perception 8, Sneaking 8, Sorcery skill group 7, 
  Unarmed Combat 5
  Powers
  Compulsion, Dual Natured, Enhanced Senses (Hearing, 
  Low-Light Vision, Thermographic Vision), Essence 
  Drain, Fear, Immunity (Age, Pathogens, Toxins), 
  Infection, Influence, Natural Weapon (Bite: (STR+1)P, 
  AP –1, –1 Reach), Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Extreme), Allergy (Wood, Severe), 
  Dietary Requirement (Metahuman Blood), Essence 
  Loss, Induced Dormancy (Lack of Air, (Essence) 
  Minutes)
  Notes
  A nosferatu can increase its Essence up to three times 
  its natural maximum. A nosferatu only loses one point of 
  Essence every four months.
  All nosferatu are magicians.
  Nosferatu can consume only blood, and they suffer 
  Nausea (p. 409, SR5) within an hour when they consume 
  anything else.
  Nosferatu have less buoyancy than humans and 
  receive a –4 dice pool modifier to all swimming-related 
  tests.
  * Magic is equal to 6 or Essence, whichever is 
  lower.
  WENDIGO
  The wendigo is the expression of Strain 1 in orks. The 
  transformation is dramatic, with the victim gaining an 
  average of forty centimeters in height, with a commen-
  surate increase in muscle mass. They also grow a thick 
  coat of white fur. The fingernails harden into formidable 
  claws, and both the upper and lower canine teeth be-
  come very pronounced.
  B
  A
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  S
  W
  L
  I
  C
  EDG
  ESS
  M
  8
  3
  5
  6
  4
  3
  4
  4
  3
  2D6
  *
  Initiative
  9 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  12/10
  Limits
  Physical 9, Mental 5, Social 5–8 (depending on Essence)
  Armor
  0
  Skills
  Assensing 4, Astral Combat 5, Conjuring skill group 5, 
  Intimidation 6, Perception 6, Sneaking 7, Sorcery skill 
  group 6, Unarmed Combat 7
  Powers
  Dual Natured, Enhanced Senses (Hearing, Low-
  Light Vision, Smell, Visual Acuity), Essence Drain, 
  Fear, Immunity (Age, Pathogens, Toxins), Infection, 
  Influence, Natural Weapon (Bite: DV (STR+1)P, AP –1, 
  –1 Reach), Natural Weapon (Claw: DV (STR+2)P, AP –1), 
  Regeneration, Sapience
  Weaknesses
  Allergy (Ferrous Metals, Moderate), Allergy (Sunlight, 
  Severe), Dietary Requirement (Metahuman Flesh), 
  Essence Loss
  Notes
  All wendigos are magicians or mystic adepts. If the 
  latter, the gamemaster should assign them appropriate 
  adept powers. The value of their starting adept power 
  points is equal to their Magic rating.* Magic is equal to 
  6 or Essence, whichever is lower.
  >> HOWLING SHADOWS <<
  >> PARANORMAL ANIMALS <<    91
   
  
  POSTED BY: G-NOME
  Mother Nature tries hard to maintain the purity of her 
  creations, but man’s ignorance of the corruption he 
  slathers upon the world around him often overcomes 
  existing natural systems for genetic stability. I’ve done 
  my fair share of digging and set others upon the path to-
  ward these mishaps of nature, and gifting this research 
  to the shadows is the best I can hope to accomplish 
  with information that goes a long way to besmirch the 
  image of the corporate forces that control the world.
  While several other biologists and I gathered much 
  of the data here, there are parts of the natural world that 
  many will not dive into, even if it is just to study from 
  afar. For that, I asked Hannibelle to look at how the cor-
  ruptions that have twisted Mother Nature have affected 
  those stricken with HMHVV. What she returned was not 
  exactly what I thought it would be, but it is extremely 
  informative and fragging scary. But first, let’s look at hor-
  rible mutant and toxic critters that are not Infected.
  AMPHORA MITE 
  CIMEX AMPHORIUS
  Terrain: Urban
  Diet: Hemovore
  Activity: All
  Aggro Index: 10.0
  Length/Height: 0.01m
  Mass: 0.0007 kg
  Considered to be the bedbug from hell, amphora 
  mites have been the latest tourist plague since Nor-
  ovirus N133 of 2044 and doesn’t seem like it will be 
  contained. With all the tailored drugs, genetic manipu-
  lations, and chemical pollutants, it’s a wonder bedbugs 
  survive feeding on their hosts. In this case, the mutat-
  ed bedbug not only survives, but its super-strong gut 
  can manage and make an ugly cocktail after digesting 
  metahuman blood.
  Adult amphora mites grow to a considerable one 
  centimeter in length, with most of that girth being its ab-
  domen. Though unless you are wearing a hermetically 
  sealed suit, they will find a way to bite you. Amphora 
  mites were once only found in the CAS, but they have 
  since spread to dive motels in most major cities.  
  > 
  Black-market trade of reused furniture has been a huge
  factor in their migration. Corporate hotels/motels get new 
  corporate furniture from their parents, but mom-and-pop 
  places have to scrounge from “fire sales” and the like.
  > 
  Ecotope
  > 
  They’re horribly difficult to get rid of once they’ve infested 
  a spot. You have to get some pretty toxic stuff, since they 
  can endure most poisons on the market.
  > 
  KAM
  A bite from one of these things is annoying, but it’s 
  much worse if they fed on a few people before they got 
  to you. These mites accumulate chemicals from each host, 
  which starts a reaction in their gut. After consuming blood 
  from several victims, the bug must purge itself of the undi-
  gested material. So when it meets the next victim, it vomits 
  the chemical into the victim’s bloodstream before feeding 
  again. While one bite may not be effective, it’s usually 
  when the whole family (twenty or thirty mites) feed to-
  gether that the toxin has a noticeable effect on the person.
  B
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  EDG
  ESS
  0
  2
  2
  0
  1
  2
  1
  1
  3
  6
  Initiative
  3 + 1D6
  Movement
  x1/x2/+1
  Condition Monitor
  */9
  Limits
  Physical 1, Mental 2, Social 3
  Armor
  0
  Skills
  Climbing 6, Sneaking 8
  Powers
  Enhanced Sense (Thermal), Venom (Vector: Injection, 
  Speed: 2 Combat Turns, Penetration: 0, Power: 10, 
  Effect: See sidebar)
  Weaknesses
  Dietary Requirement (metahuman blood)
  Note
  The base physical Condition Monitor is 5, but it 
  reduces when it has recently fed, as it is swollen 
  with blood. Right after it feeds, the Condition Monitor 
  drops to 3 boxes, increasing by 1 each hour.
  HOWLING SHADOWS
  MUTANTS &  
  TOXIC CRITTERS
  92    >> MUTANTS & TOXIC CRITTERS <<  
  
  ANGEL SQUIRREL 
  GLAUCOMYS TELI RADIUM
  Terrain: Forest
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 7.8
  Length/Height: 0.29 m
  Mass: 0.98 kg
  I’m educated enough to understand that the power 
  of the atom is not a bad thing, but metahumanity really 
  needs to take a little more time, or maybe just a lot more 
  precautions, when harnessing it as an energy supply. 
  The angel squirrel is a radiation-induced mutation of the 
  bombardier. Any members of the species exposed to 
  excessive levels of radiation over an extended period of 
  time have an inactive section of their genome activated 
  that modifies their offspring to absorb radioactive parti-
  cles with little damage to their own tissue while creating 
  a focused source of radioactive energy equivalent to 
  ground zero at the Trojan-Satsop plant. 
  The squirrel itself has had little of its physiology af-
  fected by the radiation, though it has experienced small 
  adaptations to better cling to potential prey. The squir-
  rel will usually glide down onto unsuspecting prey and 
  let the toxicity of its biology bring them down. At times, 
  their prey realizes something is wrong and will attempt 
  to flee or flail in order to buck the small, flying rodent. 
  The angel squirrel has a series of small dermal protru-
  sions, like hooks, attached to their arms. These help 
  them stay clung to a target while they let their poisonous 
  nature do the dirty-bomb work.
  Groups of this particular breed will live together in 
  tall-tree forests, where they nest high in the trees. Their 
  nesting locations are often obvious due to the exces-
  sive damage done to the trees in the vicinity, but their 
  radiation exposure zone is relatively small. Their glan-
  dular structure somehow limits the release of radioac-
  tive particles and therefore prevents them from being 
  radio-toxic beyond a range of a meter or so. I’m person-
  ally trying to investigate how this biological function op-
  erates, but research is extremely difficult on a species 
  that causes severe radiation poisoning to anyone within 
  arm’s length. 
  B
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  EDG
  ESS
  M
  1
  5
  4
  1
  2
  2
  4
  1
  1
  6
  6
  Initiative
  8 + 2D6
  Movement
  x1/x3/+1 (x2/x5/+1 Flight)
  Condition Monitor
  3/9
  Limits
  Physical 3, Mental 4, Social 6
  Armor
  1
  Skills
  Flight 3, Gymnastics 8, Perception 6, Running 3, 
  Unarmed Combat 2
  Powers
  Armor (1), Binding, Enhanced Senses (Hearing, Smell), 
  Natural Weapon (Bite: DV 6P, AP –6), Energy Aura 
  (Radiation)
  Weaknesses
  Fragile (6)
  Note
  –1 Reach
  BLINK SLOTH 
  BRADYPUS HERMES
  Terrain: Jungle
  Diet: Carnivore
  Activity: Diurnal
  AMPHORA TOXIN
  This table is a list of possible toxins that the amphora mite can 
  transmit to the victim. This effect lasts for 1D6 days. The gamemaster 
  can roll or choose the toxin affecting the victim.
  ROLL
  TYPE
  DESCRIPTION
  1
  Toxic 
  Reaction
  Victim has a bad reaction with skin blisters and 
  rash (use PepperPunch, but change speed to 1 day. 
  This will keep occurring daily for the duration of the 
  amphora toxin).
  2
  Hormone 
  Imbalance
  The toxin simulates a hormone imbalance in the 
  victim, causing their body to be “out of sorts.” 
  Reduce Social limit by 2 for the duration.
  3
  Food Allergy
  As with a tick bite, the victim becomes mildly allergic 
  to food, in this case soy. Increase the level of allergy 
  if victim is already allergic to soy.
  4
  Hyper
  Victim is unable to sleep (similar to the effect of long 
  haul, p. 412, SR5)
  5
  Recreational 
  Drug 
  Gamemaster picks one of the regular drugs, and the 
  victim experiences its effects for the duration of the 
  toxin, including side effects.
  6
  Recreational 
  Drug
  Gamemaster picks an Awakened drug, and the victim 
  experiences its effects for the duration of the toxin, 
  including side effects.
  >> MUTANTS & TOXIC CRITTERS <<    93
   
  
  Aggro Index: 5.0
  Length/Height: 1.2 m
  Mass: 56 kg
  Studying these in the wild was an amazing experi-
  ence up until they realized that we were edible. The blink 
  sloth (Bradypus hermes) is a corrupted version of the 
  three-toed sloth (Bradypus variegatus) growing in num-
  ber along the Amazon river due to toxic dumping by S-K 
  subsidiary Blankenvort Industrial in 2075. As if mocking 
  man’s view of the slow-and-steady sloth, the blink sloth 
  can make lightning-quick moves and deliver devastating 
  attacks with the terrifying claws the sloth usually uses to 
  hang from branches. 
  Blink sloths are nearly identical to their normal rela-
  tives with the exception of sharp teeth and slightly longer 
  claws. They are also just as slow as regular sloths most of 
  the time but burst into action when needed. That’s what 
  happened in our study. We were observing interactions 
  between the sloths and one of their primary predators, 
  the Yacara caiman, when a member of our team was at-
  tacked by a jaguar. The jaguar killed him quick and clean 
  but didn’t get to enjoy a meal. A blink sloth flashed over 
  and gutted the jaguar and then dragged it off for a meal. 
  The next week we were watching when the blink sloth 
  went after another member of the research team. It was 
  a quick kill, and then it lifted Daniel up into the canopy. 
  The next appearance had the security detail on edge, 
  and when the blink sloth came after another of us they 
  hit it with a taser. It bolted and we left, convinced that 
  we were a little further down the food web.
  B
  A
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  S
  W
  L
  I
  C
  EDG
  ESS
  6
  8
  11
  5
  4
  1
  5
  4
  2
  6
  Initiative
  16 + 5D6
  Movement
  x2/x6/+5* 
  Condition Monitor
  11/10
  Limits
  Physical 8, Mental 4, Social 6
  Armor
  4
  Skills
  Gymnastics 5, Perception 6, Running 8, Sneaking 4, 
  Unarmed Combat 9
  Powers
  Armor (4), Brachiation, Enhanced Senses (Hearing, 
  Smell), Immunity (Toxins), Natural Weapon (Claws/
  Bite: DV 9P, AP –6)
  Weaknesses
  Reduced Senses (Sight)
  Note
  *The blink sloth is usually slow. The listed Movement 
  Rates are only when it is attacking.
  CONWAY’S CHEETAH 
  ACINONYX CONWAY
  Terrain: Grassland
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 3.4
  Length/Height: 1.98 m
  Mass: 92 kg
  I have taken several trips to Africa, and few were as 
  productive and inspirational as the one that brought 
  about the discovery of Conway’s cheetah. First, I must ac-
  knowledge that the continent has been without a species 
  of cheetah for over forty years. The last sighting of a live, 
  wild specimen of the African subspecies of cheetah was 
  verified in 2032. My trip brought me close to an iridium 
  mine in Azania, one hundred kilometers west of Serowe. 
  This is where I first encountered this unique, six-legged 
  variant of the standard cheetah. The spots were there, 
  but I was still astonished to see even a variant species of 
  something I had thought extinct for almost half a century. 
  Conway’s cheetah hunts in the areas around the former 
  mine by night and lives within the mine by day. The behav-
  ior is both an adaptation to improve their hunting chances, 
  preventing prey from seeing them coming, but also a bi-
  ological necessity, as I observed one specimen that was 
  injured and unable to make it back to the mine before 
  sunrise suffer serious tissue damage from exposure to the 
  sun. I initially thought it would be best to end the creature’s 
  suffering humanely and quickly, but after some examina-
  tion I wondered if it might have a chance to heal. So I used 
  my tent to shield it from the sun. At sundown, the creature 
  emerged, looking quite haggard, and hunted me down at 
  my camp a kilometer off. It had the tent draped over its 
  back as it approached, and once it was close it shrugged 
  it off, stared at me for a solid minute, started walking off, 
  stopped and turned back, started walking again, stopped 
  and turned back again, and repeated this several more 
  times until I got up and started to follow. 
  I was led to the mine and allowed inside, among the 
  coalition of cheetahs. The radiation level in the mine was 
  too high for me to stay long, but the invitation provided 
  a perfect opportunity to grab the files I needed off the 
  mine’s isolated system. This is where I found the notes 
  from Conway, who was also allowed among the coali-
  tion but didn’t know he was being exposed to radiation 
  until it was too late. 
  Conway documented the cheetahs he encountered 
  and had small files on more than seventy distinct in-
  dividuals. Quite the population, and far more than 
  were currently within the mine. The others must have 
  branched off to form their own coalition at another loca-
  tion. Conway’s cheetahs are highly social and very intel-
  ligent. They are physically larger than their progenitors, 
  with an additional pair of legs. Conway’s reports, and my 
  eventual monitoring, demonstrated the cheetah’s reach-
  ing straight-line speeds in excess of 160 kph, far faster 
  than their progenitors. Their additional legs provided not 
  only a boost to speed but also to the agility and ability 
  to make sharp turns. In the three weeks I spent monitor-
  ing this coalition, I never once saw a failed attack. While 
  cheetahs have long been known to have terrible hunting 
  percentages, the Conway’s cheetah breaks the mold.
  It is also an important point to mention my treatment 
  at their hands, and the treatment of Dr. Conway, are rare 
  exceptions. I twice saw metahumans taken down by the 
  >> HOWLING SHADOWS <<
  94    >> MUTANTS & TOXIC CRITTERS <<  
  
  cheetahs during my study, and Conway’s notes men-
  tioned them making meals of several metahumans. 
  > 
  You see these things going after a person and you don’t
  help. That’s cold.
  > 
  Hard Exit
  > 
  That’s the law of the jungle. I didn’t help the cheetah or the
  person. I just observed. It may be “cold” to others, but it’s 
  good how you do research.
  > 
  G-Nome
  > 
  Some of these things have been tagged and captured. I
  ran into a pair that were trained guards for an Azanian 
  chief while I was doing a little recon for a corp in the area. 
  > 
  Balladeer
  > 
  MCT has a few things that fit this critter’s description
  running around their Zero Zone at a facility in northwestern 
  Azania. I figured they were vat jobs, but that may be what 
  happened to the others from the mine. 
  > 
  Stone
  > 
  I’ve heard rumors of a six-legged leopard in the jungles of
  Asamando, but I’m not going to go check up on that one. 
  Maybe you could, G-Nome?
  > 
  Clockwork
  B
  A
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  I
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  EDG
  ESS
  M
  7
  8
  6
  6
  5
  2
  6
  4
  3
  6
  6
  Initiative
  12 + 3D6
  Movement
  x2/x6/+5
  Condition Monitor
  12/11
  Limits
  Physical 9, Mental 5, Social 7
  Armor
  6
  Skills
  Perception 7, Running 10, Sneaking 5, Tracking 4, 
  Unarmed Combat 8
  Powers
  Armor (6), Enhanced Senses (Hearing, Smell, Motion 
  Detection), Immunity (Radiation, Toxins), Movement 
  (Self), Natural Weapon (Claws/Bite: DV 8P, AP 
  –2), Pounce (must Run, successful attack causes 
  Knockdown)
  Note
  +1 Reach
  FLATWORM VIPER
  BIPALIUM VIPERIDAE
  Terrain: Urban/Forest
  Diet: Carnivore
  Activity: All
  Aggro Index: 6.4
  Length/Height: 1.0 m
  Mass: 5.2 kg
  The flatworm viper is from a family of land planarians. 
  While the largest known flatworm can grow to sixty 
  centimeters, the flatworm viper grows to a meter in 
  length or more. These toxic critters have been found 
  in many industrial complexes and dumps where there 
  is less-than-ideal maintenance, allowing the flatworm 
  viper to be content to grow and breed in humid 
  environments. These creatures are dark brown with a 
  black stripe that can flash neon blue when threatened, 
  warning other predators of its toxicity.
  > 
  Heh, “less-than-ideal” means enough chemical leakage to 
  have standing pools but small enough to bribe away if 
  necessary.
  > 
  Ecotope
  The flatworm viper will eat snails, worms, and ani-
  mals up to the size of rodents. It does this by projecting 
  one sharp “fang” to inject a necrotoxin similar to adder 
  poison into its prey. As the prey dies, this fang has a sec-
  ond use as a straw allowing the flatworm viper to suck 
  the fluid from destroyed cells. While it’s called a fang, it’s 
  a segmented tube from its digestive system that locks 
  into place as the flatworm’s muscles contract to pro-
  pel it into its prey at high speeds. Flatworm vipers are 
  hermaphroditic, allowing any pair of vipers to create a 
  brood. Their eggs are also quite small, so migration can 
  be done through people literally stepping in a puddle, 
  and the eggs will get impeded like sand. Flatworm vi-
  pers live in broods of seven to ten, so falling into their 
  nest can be fatal.
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  1
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  1
  1
  3
  6
  Initiative
  3 + 2D6
  Movement
  x2/x3/+1
  Condition Monitor
  6/9
  Limits
  Physical 2, Mental 2, Social 3
  Armor
  0
  Skills
  Perception 2, Sneaking 4, Unarmed Combat 3
  Powers
  Natural Weapon (Fang: DV 2P, AP –3), Venom (Vector: 
  Injection, Speed: 2 Combat Turns, Penetration: 0, 
  Power: 12, Effect: Physical Damage)
  Weaknesses
  Fragile (3)
  GLOW RAT 
  RATTUS DIABOLIS RADIUM
  Terrain: Urban 
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 5.8
  Length/Height: 1.1 m
  Mass: 4.3 kg
  As if devil rats and demon rats weren’t bad enough, 
  glow rats had to join the family. The result of an ev-
  er-growing devil rat population near toxic sites around 
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    95
   
  
  the world, the glow rat is a mutated devil rat with all the 
  glorious gifts of a standard devil rat plus the ability to 
  projectile vomit a vile radioactive concoction of stom-
  ach acid and an insoluble phlegm. The acid is relatively 
  mild as acids go, but the phlegm keeps the acid and the 
  radioactive elements in contact with their victim for an 
  extended period. After an attack, the glow rats will re-
  treat and then follow the creature they’ve attacked from 
  a safe distance while the radiation slowly weakens them.
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  2
  5
  5
  1
  3
  2
  5
  5
  2
  6
  4
  Initiative
  10 + 1D6
  Movement
  x1/x2/+1
  Condition Monitor
  9/10
  Limits
  Physical 3, Mental 4, Social 7
  Armor
  2
  Skills
  Exotic Ranged Weapon (Spit) 6, Gymnastics 5, 
  Perception 4, Running 2, Sneaking 6, Unarmed Combat 5
  Powers
  Animal Control (Mundane Rodents), Armor (2), 
  Concealment (Self Only), Corrosive Spit, Enhanced 
  Senses (Low-Light Vision), Immunity (Toxins), Natural 
  Weapon (Claws: DV 2P, AP —), Venom (Vector: Contact, 
  Speed: Instant, Penetration: –6, Power: 10, Effect: 
  Agony, Nausea, Disorientation, Stun Damage) 
  Weaknesses
  Allergy (Sunlight, Mild)
  Note
  –1 Reach
  HELLCOW 
  BOS MALUS
  Terrain: Prairie
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 7.8
  Length/Height: 1.78 m
  Mass: 1,310 kg
  After a trip to India and seeing the holy herd they have 
  there, I wanted more information on the behaviors of this 
  species in the wild. Its voracious appetite makes it a bane 
  on cattle communities when one is born, because even 
  from the moment of birth, the animal’s thick hide, mas-
  sive teeth, and unpleasant demeanor make it quite for-
  midable. The infection itself is caused by a prion, similar 
  to mad cow disease, but rather than attacking the cow, it 
  attacks their offspring. From birth they eat everything in 
  sight, including metal, tools, and their mother, until they 
  are full, all thanks to their incredibly corrosive saliva. 
  When full, the hellcow is quite sedentary, but their 
  high metabolism leaves them full for only a short time. 
  Ranchers with a creative mind have often segregated their 
  hellcow calves to the outskirts of their farms and supplied 
  food stores of junk material to keep them fed. The hellcows 
  provide a layer of security from other predators, while also 
  keeping them separated from uninfected stock.  
  >> HOWLING SHADOWS <<
  96    >> MUTANTS & TOXIC CRITTERS <<
   
  
  > 
  I saw a place up in Snohomish in Seattle that uses a herd
  of hellcows as site security on a farm that plays as cover 
  for bio lab. 
  > 
  Sounder
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  3
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  8
  1
  1
  1
  1
  2
  6
  Initiative
  4 + 1D6
  Movement
  x2/x5/+4
  Condition Monitor
  13/9
  Limits
  Physical 10, Mental 2, Social 3
  Armor
  10
  Skills
  Exotic Ranged Weapon (Spit) 4, Perception 4, Running 
  4, Unarmed Combat 7
  Powers
  Armor (10), Corrosive Spit, Immunity (Pathogens, 
  Toxins)
  Weaknesses
  Reduced Senses (Smell)
  IRIDESCENT OWL 
  BUHO ARSENICUM
  Terrain: Forest
  Diet: Omnivore
  Activity: Nocturnal
  Aggro Index: 6.8
  Length/Height: 1.12m (3.56m wingspan)
  Mass: 8.6kg
  The iridescent owl can very quickly turn a pleasant 
  walk in the coastal rainforests around Seattle into a dire 
  emergency with an immediate need for medical atten-
  tion. The progenitor species Buho virginianus saturatus, 
  the coastal great horned owl, either had a SURGE event, 
  or the iridescent owl arose from a previously unknown 
  paranormal variant. The species are instantly identifiable 
  by the coloration in their feathers. While the standard 
  species tends toward earth tones, the iridescent owls 
  earned their name from their coloration. Their feathers 
  carry the eerie iridescent sheen familiar to anyone who 
  has seen an oil slick on water. The color comes from 
  the toxic nature of the species and the concentration of 
  heavy metals and petrochemicals in their system. 
  The feathers have a second toxin-induced quality, 
  and this is the one that makes encountering one of these 
  things so potentially life-threatening. The iridescent 
  feathers along the edge of its wings are a concentration 
  point for heavy metals that this species takes in from its 
  prey. The iridescent owl hunts prey near former mining 
  areas and dump sites for toxic waste where many of the 
  species pick up extremely high levels of heavy metals 
  from the water, as well as the natural progression of 
  heavy metal concentration increasing as we move up 
  the food chain. But back to the point of the feathers. The 
  metals concentrate and actually turn these feathers into 
  metal. A weight increase and concentration in the wings 
  would normally doom anything that relies on flight to a 
  slow death, the iridescent owl not only eats well but kills 
  much of its food by “throwing” razor-sharp metal feath-
  ers that happen to contain ultra-toxic levels of heavy 
  metals. A slick new trick for the wise old owl. 
  The “throwing” process is actually quite a sight to 
  behold, as they spin to build speed and then lash out a 
  wing to unleash the rain of deadly feathers. 
  The iridescent owl is not only a target of talisleggers 
  who think any critter that’s new big and shiny must be 
  magical, but also mining companies that are trying to 
  find ways for the owls to be trained to hunt near mines 
  so that they can subsequently harvest the feathers. 
  > 
  I can attest to the toxic nature of these things. I was
  running electronic eyes and ears for a runner crew up 
  near Vancouver when one of these things swooped by 
  and sent a hail of feathers at the sammy. He was wired 
  and avoided most of the barrage but got a couple slices 
  on his calf. Nothing serious. Barely gave him a limp. Half 
  an hour later, he was stumbling all over the place and then 
  puking up his guts. When the team plugged him into the 
  medkit, the readings for arsenic, mercury, and lead in his 
  bloodstream were off the charts. 
  > 
  Sounder
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  4
  6
  5
  3
  6
  2
  4
  5
  3
  6
  Initiative
  9 + 2D6
  Movement
  x3/x5/+5
  Condition Monitor
  8/11
  Limits
  Physical 5, Mental 5, Social 8
  Armor
  6H
  Skills
  Exotic Ranged Weapon (Feathers) 5, Flight 6, 
  Perception 8, Unarmed Combat 6
  Powers
  Enhanced Senses (Hearing, Low-Light Vision), 
  Hardened Armor (6), Natural Weapon (Claws: DV 5P, 
  AP –2), Natural Weapon (Razor Feathers: DV 8P, AP 
  –4, venom), Venom (Vector: Contact, Injection, Speed: 
  Instant, Penetration: –6, Power: 8, Effect: Agony, 
  Nausea, Disorientation, Stun Damage)
  Weaknesses
  Fragile (2)
  KILLDEER 
  ODOCOILEUS PRAEDOR
  Terrain: Plains/Forest
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 7.7
  Length/Height: 1.4 m
  Mass: 122 kg
  Mother Nature and buried radioactive material are 
  often at odds, and such is the tale of the killdeer, a mu-
  tant variation of Illinois’ famous white-tailed deer. 
  One of the first nuclear reactors in the world was bur-
  ied at Red Gate Woods in the southwest suburbs of Chi-
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    97
   
  
  cago. While all the attention was on the CZ and the bug 
  spirits inhabiting the city’s inhabitants, outside of the CZ 
  life went on, but not the same as before. The loss of so 
  much territory and the fear of the bug spirits drove peo-
  ple away in droves, leaving large areas of the suburbs 
  empty and in the hands of Mother Nature.  
  Deer populations rose quickly, and while introducing 
  a predatory species or allowing the population to die off 
  naturally have always had far better results, conserva-
  tionists thought they had a good way to bring the popu-
  lation under control. They allowed increased hunting of 
  the local white tails, with no limit. Sport hunters came 
  out by the hundreds and left the forest preserves riddled 
  with deer corpses. 
  There were a few instances where hunters claimed 
  they were attacked by deer, but alcohol or drugs were 
  often involved as well. This was the first hint of the exis-
  tence of the killdeer. 
  My research shows the killdeer had been present in 
  predatory numbers since the late ’30s and possibly be-
  fore, but pre-Crash records are tough to find. They look 
  almost identical to a muscular white-tail buck. Only iden-
  tifying a jaw variation with teeth resembling those of a 
  wolf or coyote or noticing the sharpness of the antlers 
  could distinguish a killdeer from a standard white-tail. 
  Now what happens when you litter a place with food 
  for a predatory species. They feed and breed. Soon the 
  killdeer population started to rise. This simply looked to 
  conservationists like a balancing of the population. Joke 
  was on them!
  Killdeer have now expanded their territory to match 
  their appetites and pushed out of traditional white-tail 
  deer habitats across the plains into the NAN, south into 
  the CAS, and east across the UCAS. While they began as 
  a radioactivity-induced mutation, they now breed pure 
  and eat anything they can kill. 
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  6
  5
  5
  1
  1
  5
  4
  2
  6
  Initiative
  10 + 2D6
  Movement
  x2/x5/+4
  Condition Monitor
  14/9
  Limits
  Physical 7, Mental 3, Social 5
  Armor
  4
  Skills
  Gymnastics 4, Impersonation 4, Perception 8, Running 
  6, Unarmed Combat 8
  Powers
  Armor (4), Enhanced Senses (Hearing), Immunity 
  (Toxins), Natural Weapon (Antlers: DV 9P, AP –2), 
  Natural Weapon (Bite: DV 10P, AP –3), Toughness (3)
  Note
  –1 Reach (Bite), +1 Reach (Antlers)
  KOKORO COBRA 
  OPHIOPHAGUS KOKORO
  Terrain: Jungle
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 8.9
  Length/Height: 5.8 m
  Mass: 45 kg
  Named for the doctor who first discovered them and 
  died prior to his initial studies being published, the kokoro 
  cobra is distinct for its tolerance of irradiated environ-
  ments and the extreme toxicity of its irradiated venom, 
  which it can both inject and project. I quickly took up the 
  studies of Dr. Kokoro after I received a letter from her dis-
  cussing the potential use of the cobra’s venom as a tar-
  geted cancer-fighting agent. With the recent issues we’ve 
  been having with nanotech, the topic of cancer treatment 
  has become a popular research focus. Chemotreatments 
  like this have the potential of being effective and focused. 
  My studies were hampered by the environment the 
  kokoro calls home. They were initially discovered near 
  Mascabe City, where the former Mascabe Energy research 
  facility was located that shut down just after the first crash 
  back in ’29. The area faced numerous fallout events, in-
  cluding an increase in cancer, just after the Crash, but no 
  one has investigated the events to connect them to the 
  research facility. With the rise of the kokoro in the area, 
  I’m sure the Mascabe Energy facility had more than just 
  research activities happening down there, and the radio-
  active leakage has modified the king cobra into the kokoro 
  cobra, which has taken over as the predominant species on 
  the island. The creature’s potent venom, which has been in 
  use for years by local tribes and security companies with-
  out research into what makes it so potent, has been slip-
  ping out onto the black market. Additionally, specimens of 
  the kokoro have been captured for milking. Captive sub-
  jects produce less and less effective venom over time as 
  the amount of radiation in their tissues decreases. 
  The extreme toxicity of the venom is caused, in large 
  part, by the venom’s storage of radioactive particles from 
  the host’s body tissue. The regular body tissue of the 
  kokoro cobra has a very small level of radiation compared 
  to its venom. With more research, I hope to discover how 
  the creature stores the radiation in the venom and ex-
  tracts it from tissue, but for that I’ll need more time and 
  more specimens.
  > 
  Renraku pays a pretty nuyen for kokoro specimens.
  Contact Ecotar in Tarlac City.
  > 
  Fianchetto
  >> HOWLING SHADOWS <<
  98    >> MUTANTS & TOXIC CRITTERS <<
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  11
  8
  9
  5
  6
  2
  6
  2
  2
  6
  6
  Initiative
  15 + 3D6
  Movement
  x1/x4/+1
  Condition Monitor
  14/11
  Limits
  Physical 10, Mental 6, Social 5
  Armor
  8
  Skills
  Exotic Ranged Weapon (Spit) 6, Perception 8, Sneaking 
  6, Unarmed Combat 8
  Powers
  Armor (8), Enhanced Senses (Hearing, Smell, Motion 
  Detection, Thermosense), Immunity (Toxins), Natural 
  Weapon (Bite: DV 8P, AP –6), Substance Extrusion 
  (Spit), Venom (Vector: Contact, Injection, Speed: Instant, 
  Penetration: –6, Power: 12, Effect: Agony, Nausea, 
  Disorientation, Physical Damage)
  Weaknesses
  Vulnerability (Cold)
  Note
  +1 Reach
   
  
  MONTAUK 
  PROCYON LATRI GEMINUS
  Terrain: Urban/Forest
  Diet: Omnivore
  Activity: Nocturnal
  Aggro Index: 7.8
  Length/Height: 1.1m
  Mass: 19.6 kg
  The Montauk Monster can be best described as a 
  creature with the body of a raccoon and the mind of a 
  sociopath. It was first sighted in Montauk, New York in 
  2032, and the location provided its name. Since then, 
  the montauk has been spotted along the northeast coast. 
  The southernmost sighting took place near Norfolk, while 
  Boston is the northernmost. Authorities have found that 
  these creatures have been invading homes in the middle 
  of the night, scaling buildings and opening doors. 
  So far their target has been the family pet. With each 
  sighting, scores of pets have gone missing.
  > 
  Even guard dogs have gone missing. I’ve heard of pit bulls 
  and Dalmatians taken and eaten by the montauk without 
  much of a fight.
  > 
  G-Nome
  Montauk have been recorded, leading small packs of 
  animals down alleyways. The animals don’t seem to show 
  any fear of the montauk, nor it of them. The montauk is ap-
  proximately one meter in length with short black fur, and it 
  weighs between fifteen and twenty kilograms. The rounded 
  ears and tail are nearly hairless, and its muzzle ends more 
  like a beak with leathery skin covering rows of sharp teeth. 
  Its hands have fully opposable thumbs, allowing it to oper-
  ate many of the items in its urban environment. Information 
  gathered from autopsies have led researchers to believe 
  that it is related to the Awakened bandit, though more phys-
  ically disturbing. Autopsies also show that the montauk has 
  venom sacks that feed both its upper and lower incisors.
  > 
  New York sells plush versions of the montauk, like its
  some official city mascot. Twenty nuyen a pop.
  > 
  Pistons
  > 
  In the middle of the Boston chaos, I bet that there have
  been—and will be—unexplained disappearances of 
  children. This monster is opportunistic.
  > 
  Plan 9
  NEOGARGOYLE
  MYOTIS LUCIFUGUS CALCIDAE
  Terrain: Urban
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 8.7
  Length/Height: 0.12 m (0.32 m wingspan)
  Mass:.014 – 4 kg
  The neogargoyle is another creature affected by 
  man’s urban progress. Various species of bats, who have 
  attempted to live in metahuman towers and skyrakers, 
  have been afflicted by a mutation.
  > 
  The mutation is caused by a reaction to the chemicals
  used in treating the plascrete, but no one’s allowing that 
  to show up on the trid. God forbid they check if it’s bad for 
  people living in the buildings.
  > 
  Ecotope
  The roosting bats start developing calcium deposits, 
  much like a troll, but these are cancerous lesions, which 
  continue to grow and cover the bat’s entire body. Within 
  six months of the initial forming of the calcium deposits, 
  the bat loses the ability to fly. In another two months, 
  the membrane of its wings dry and tear, while the fin-
  gers gain muscle mass. At this time, the neogargoyle is 
  basically trapped on the building and must go inside to 
  survive. These elongated claws allow the neogargoyle 
  to break through sheetrock and into ventilation shafts. 
  Once inside, they scrounge for food and water. Between 
  eight and twelve months, the neogargoyle lose eyesight 
  and mobility as the calcification increases. They become 
  desperate and dangerous. They will chew through ca-
  bles, break pipes, even attack drones, trying to get at 
  food. At this stage, the dermal deposits make them fairly 
  heavy (generally two to four kilograms, though there are 
  rumors of larger specimens) and being blind and starv-
  ing, they can fall off buildings, into fans, or trigger secu-
  rity measures. Usually death by these actions will come 
  before the creature becomes completely immobilized.
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  2
  1
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  3
  3
  3
  3
  6
  Initiative
  5 + 1D6
  Movement
  x1/x3/+2 (x2/x4/+4 Flying)
  Condition Monitor
  6/9
  Limits
  Physical 2, Mental 4, Social 5
  Armor
  6
  Skills
  Climbing 3, Flight 4, Perception 4, Sneaking 4, 
  Unarmed Combat 5
  Powers
  Armor (6), Enhanced Senses (Echolocation, Smell), 
  Gestalt Consciousness, Natural Weapon (Claws/Bite: 
  DV 3P, AP —)
  Weaknesses
  Fragile (3), Reduced Senses (Sight)
  Notes
  Their Armor increases over time. For each month 
  after the start of their mutation, they gain 1 Armor. 
  At 12 months they have Armor (12) but are almost 
  completely unable to move.
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    99
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  2
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  2
  3 
  5
  3
  3
  2
  6
  4
  Initiative
  6 + 1D6
  Movement
  x2/x8/+4
  Condition Monitor
  9/10
  Limits
  Physical 3, Mental 6, Social 5
  Armor
  4
  Skills
  Athletics skill group 4, Locksmith 3, Palming 6, 
  Perception 6, Sneaking 5, Unarmed Combat 3
  Powers
  Accident, Animal Control, Armor (4), Enhanced Senses 
  (Hearing, Low-Light Vision, Smell), Natural Weapon 
  (Claws/Bite: DV 4P, AP —), Venom (Vector: Injection, 
  Speed: 1 Combat Turn, Penetration: 0, Power: 6, Effect: 
  Malaise, Physical Damage)
  Allergy (Sunlight, Mild)
  Weaknesses  
  
  PANDAMONIUM 
  AILUROPODA TOXIS
  Terrain: Forest
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 9.9
  Length/Height: 2.2 m
  Mass: 200 kg
  It was a dark day when I discovered the existence of 
  the pandamonium. My childhood memories of waiting 
  in anticipation as the programs to save the endangered 
  animal played out and the iconic black and white bear 
  fell almost into extinction only to be saved by a fledgling 
  Wuxing as one of the best public relations maneuvers 
  of the early twenty-first century. Shoot forward almost 
  fifty years and I’m hiking through one of the Chinese 
  states—I won’t mention which one—enjoying the local 
  wildlife, when I come across the grisly remains of a hun-
  dred or so dead monkeys. The location was obviously 
  a den of some kind, so I decided to find myself a nice 
  hide-and-wait spot to see what predator was in the area. 
  I at first thought I had dozed off, because one sec-
  ond there was nothing, and the next I saw a panda mov-
  ing along right into the middle of the monkey boneyard. 
  Again, because I was tired, I figured I couldn’t be esti-
  mating the size right because this would have been the 
  biggest panda I had ever seen. I was looking at it from 
  above and behind and considered giving the tree a little 
  shake to chase him off before the monkey slayer arrived, 
  when I heard it drop something and walk a few more 
  steps. Lo and behold, there was a fresh monkey carcass. 
  This was shocking enough, but then I heard something 
  else moving loudly through the foliage nearby. I caught 
  the sound of talking and realized it was another group 
  of “tourists” in the region. The pandamonium must have 
  heard as well because it turned toward the sound and 
  rushed off into the underbrush, though not before re-
  vealing yet another amazing trick. The thing’s fur pattern 
  shifted like a bandersnatch, blending into its surround-
  ings like it was using high-end ruthenium, and it started 
  rushing through the underbrush toward the noise. 
  The next thing I heard was the group suddenly get-
  ting really quiet, followed by screams, then gunfire, 
  then more screams, more gunfire, and finally back to 
  the peaceful silence of the forest with only a few birds 
  screeching as they flew off in fear. I was left stuck in the 
  tree waiting to see what was going to happen when the 
  underbrush rustled and the big black-and-white night-
  mare dragged an ork back to his monkey graveyard. 
  After it dropped off the ork, it went back for a pair of 
  humans, an elf, and a dwarf. All of them were obvious-
  ly runners, and this thing ripped them apart in less than 
  thirty seconds. 
  To add to my nightmares, the adorable demon sat 
  down below me and started to eat. While it was eating, 
  the standard pattern of the panda disappeared, leaving 
  pale skin covered in dry blood. The hairs went transpar-
  ent and showed the blood and gore that was the true 
  appearance of this nightmare panda.
  > 
  Around comet time. Area of China known for mining. Any 
  chance you were “touring” for orichalcum?
  > 
  Magister
  > 
  I was actually out looking for SURGED animals. I thought
  the pandamonium was one at first, but I have since been 
  working on a hypothesis that puts the creature in the 
  mutant/toxic category, as I believe their condition is a 
  result of washout and contamination from the uranium 
  mines in the region. 
  > 
  G-Nome
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  4
  5
  8
  3
  1
  5
  4
  3
  6
  Initiative
  9 + 2D6
  Movement
  x2/x4/+1
  Condition Monitor
  14/10
  Limits
  Physical 9, Mental 4, Social 6
  Armor
  8
  Skills
  Perception 6, Running 4, Sneaking 5, Tracking 6, 
  Unarmed Combat 6
  Powers
  Adaptive Coloration, Armor (8), Enhanced Senses 
  (Hearing, Low-Light Vision, Smell), Immunity 
  (Pathogens, Radiation, Toxins), Natural Weapon 
  (Claws: DV 10P, AP –2), Toughness (3)
  Note
  +1 Reach
  RADHOUND 
  CANIS RADIUM
  Terrain: Urban (high radiation levels) 
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 1.2–9.2 (high rad-no rad)
  Length/Height: 0.3–1.6 m
  Mass: 2.6–100 kg
  The radhound is like the ultimate epitaph for man’s 
  relationship with the world—man’s best friend corrupt-
  ed by man’s hubris and ignorance. The radhound isn’t 
  any specific breed of dog, though street mutts were the 
  most common in the Glow City region of Seattle where I 
  studied them. I also found that the conditions for surviv-
  al as a radhound require a high radiation count, but the 
  creation of a radhound is actually viral in nature.
  Radhounds are a result of a mutated strain of the 
  rabies virus that stabilizes in the presence of radiation. 
  The lower the radiation, the more aggressive and rabid 
  the radhounds behave, but in high-radiation areas they 
  are remarkably friendly and near sapient. Problem is, the 
  radiation in those areas can only be tolerated for a very 
  >> HOWLING SHADOWS <<
  100    >> MUTANTS & TOXIC CRITTERS <<  
  
  short period of time, with long breaks to cleanse the sys-
  tem in between. The viral strain theory was tested and 
  proven using four other high-radiation locations that I 
  know of, and potentially several other sites. The virus 
  was able to escape the research study and now exists 
  within several populations around the world.
  Due do the effects of radiation on living tissue, the 
  radhounds constantly look like their flesh is peeling 
  away. Beneath this outer layer of decay, the radhound is 
  constantly regenerating new tissue. 
  B
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  6
  4 (8)
  5
  4 (7)
  3 (1)
  2 (1)
  6 (3)
  4 (3)
  3
  6
  6
  Initiative
  11+2D6
  Movement
  x2/x8/+4
  Condition Monitor
  11/10
  Limits
  Physical 7(9), Mental 5(2), Social 6(5)
  Armor
  4
  Skills
  Gymnastics 5, Intimidation 4, Perception 8 (Smell +2), 
  Running 6, Tracking 6, Unarmed Combat 8
  Powers
  Armor (4), Enhanced Senses (Hearing, Low-Light 
  Vision, Smell), Immunity (Pathogens), Mutagen, Natural 
  Weapon (Claws: DV 6(9)P, AP –1), Regeneration
  Weaknesses
  Dietary Requirement (Radiation)
  Note
  Attributes in parenthesis are when the Mutagen Power 
  is activated.
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    101
   
  
  RAZORCAT 
  FELIS RAZOR
  Terrain: Forest/Urban
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 8.9
  Length/Height: 0.35–3.8 m
  Mass: 1.1–396 kg
  The razorcat specimens I have researched are all ir-
  radiated specimens whose origins I tracked back to the 
  Isabelle Reid Home for Wayward Cats. While it sounds 
  cute, the place was actually a cat refuge for everything 
  from unwanted kittens to former circus tigers. It was lo-
  cated in the Redmond suburb of Seattle, an area we now 
  refer to as Glow City. The various species that were at 
  the facility were all exposed to massive doses of radia-
  tion that turned them into super predators. 
  Even the smallest of the cats are lightning fast and 
  able to take down prey far larger than themselves with 
  razor-sharp claws, needle-like teeth, and a debilitating 
  aura of radiation. The larger specimens could easily 
  bring down a troll. I’ve encountered five house cats, a 
  lynx, a puma, and a leopard, along with rumors of a tiger 
  and a lion.  
  While I’ve gathered solid data on eight different sub-
  jects, I am in need of more information to guide further 
  research into the rumored subjects and others we have 
  yet to encounter. The job is mostly information recovery, 
  but the recovery site is in the heart of the territory the 
  razorcats call home. I’m looking for information on the 
  original population of the facility. 
  > 
  This isn’t the only place to find these. I know several have
  been live captured and moved to other sites. In several 
  locations, they were released in order to monitor and test 
  their survival in the wild. Several other locations use them 
  as security for remote sites. 
  > 
  Hard Exit
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  7 (4)
  6 (5)
  8
  6 (2)
  4 (3)
  2
  6 (5)
  5 (4)
  6 (9)
  6
  6
  Initiative
  14 (12) + 4D6
  Movement
  x2/x6/+4
  Condition Monitor
  14 (12)/10
  Limits
  Physical 9 (6), Mental 5 (4), Social 7 (6)
  Armor
  6 (4)
  Skills
  Gymnastics 8, Intimidation 5 (4), Perception 6, Running 
  5, Sneaking 6, Tracking 4, Unarmed Combat 8(5)
  Powers
  Armor (6 (4)), Energy Aura (Radiation), Enhanced 
  Senses (Hearing, Low-Light Vision, Smell), Immunity 
  (Toxins), Natural Weapon (Claws: DV 10 (6)P, AP –1), 
  Toughness (2)
  Note
  +1 Reach.
  SEA LEECH
  CALIFORNIDAE SANGRACHIMERA
  Terrain: Coastal shallows/Wetlands
  Diet: Hemovore
  Activity: All
  Aggro Index: 9.5
  Length/Height: 10.2 m
  Mass: 1,000 kg
  The mother of all mutations, the West Coast sea leech 
  has been terrorizing ships and sailors for years. Such 
  creatures can be the size of a giant squid or larger. Apart 
  from a monstrous, worm-like body and a scary-looking 
  lamprey mouth, no two see leeches look alike. 
  > 
  Kinda like snowflakes … that can kill.
  > 
  Slamm-0!
  The average size of an adult is three meters wide and 
  ten meters long. Surrounding its mouth can be tentacles, 
  arms, spikes, or nothing at all. Some even have fins to 
  move faster in the water or hooked legs to drag itself 
  on land. This makes the sea leech unpredictable. Their 
  color ranges from grey to brown and often is mottled for 
  camouflage.
  > 
  I’ve seen a sea leech with ten mouths like a hydra during
  the twins’ quake. It decimated a whole refugee camp in 
  twenty minutes. With no survivors, we just dropped depth 
  charges hoping it died painfully
  > 
  Sounder
  The problem with the sea leech is that the various 
  possible multiple mutations make its behavior remark-
  ably unpredictable. Most often, it will seek prey in the 
  water. It can sense blood in the water over a mile away 
  like a shark and home in on the prey. It may use confu-
  sion on the prey to disorient it. It can use its appendages 
  to drown its prey or to pull it toward its mouth. It can 
  latch onto a victim with its muscular mouth, then use a 
  rasping tongue and/or teeth to consume its prey.
  The sea leech is hermaphroditic and lays up to a doz-
  en eggs (spheres up to one-third of a meter in diameter) 
  in sediment. Sea leech offspring are about a meter in 
  length at hatching, and they attack smaller prey such as 
  fish and seabirds.
  > 
  Even the little ones can be dangerous. They aren’t limited
  to the ocean; they can swim up brackish streams or 
  sewers to find prey.
  > 
  Kane
  >> HOWLING SHADOWS <<
  102    >> MUTANTS & TOXIC CRITTERS <<  
  
  B
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  7
  3
  2
  8
  1
  3
  4
  3
  4
  6
  6
  Initiative
  6 + 2D6
  Movement
  x2/x3/+2 (x3/x8/+4 Swimming)
  Condition Monitor
  11/9
  Limits
  Physical 12, Mental 4, Social 5
  Armor
  5
  Skills
  Escape Artist 4, Perception 4, Swimming 5, Unarmed 
  Combat 6 (Grapple +2)
  Powers
  Armor (4), Confusion, Enhanced Senses (Thermal, 
  Touch), Essence Drain (Blood), Gills, Mutagen, Natural 
  Weapon (Bite: DV 11P, AP –2)
  Weaknesses
  Allergy (Fire, Moderate), Reduced Senses (Vision)
  Note
  +1 Reach
  SHARDIK 
  URSUS PIASMA SHARDIK
  Terrain: Forest
  Diet: Carnivore
  Activity: Nocturnal
  Aggro Index: 10.0
  Length/Height: 4.2 m
  Mass: 1,200 kg
  One of the most feared and intimidating creatures 
  of the Sixth World is the piasma, so for the shardik to 
  evolve as a bigger, meaner, faster, and more aggressive 
  subspecies thanks to the environmental damage in the 
  Algonquin Manitou Council is just bad news for anything 
  inside the region where it hunts. I did almost all of my re-
  search on the shardik from the comfort of a Liv-A-Box™ 
  under an LZP-2070, and I could tell they were trying to 
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    103
   
  
  figure out a way to get me out of the sky or catch me 
  while I was on the ground. 
  The shardik is physically similar to the piasma but 
  double the size. The fur of the shardik usually has an oily 
  sheen, a metallic cast, or a greenish hue depending on 
  the location of its den and its primary hunting grounds. 
  The variations in appearance are caused by the toxic 
  condition of their primary environment. All shardiks also 
  have tough, dense hides beneath their fur and dermal 
  deposits, not unlike those of a troll.
  > 
  What, no radar dish on their head?
  > 
  Thorn
  Because these bears are so large, they require a siz-
  able hunting area and display movement rates well out-
  side the natural range for animals of their size and mass. 
  This speed, combined with the extremely aggressive na-
  ture of the shardik, make it a creature you do not want to 
  run afoul of under any circumstances. 
  The shardik will attack anything they think might be 
  food while out on the hunt. This range includes anything 
  that moves, makes sound, or varies in body temperature 
  from the background. The creatures definitely have ther-
  mal sensitive vision and utilize it well in both their noc-
  turnal hunts and within their cavernous dens. The dens 
  that I have seen and spent small amounts of time ex-
  ploring were a former mine, a natural cavern, and even 
  a subterranean corporate complex that had been aban-
  doned when MCT departed the AMC. My time was al-
  ways short because the shardik rarely spend a day cycle 
  outside their den. They venture out each night at dusk 
  and return near sunrise. 
  Observations I’ve made show this aversion to sun-
  light to be more behavioral than biological, but these 
  things are tough and could probably shrug off a lit-
  tle sunburn from getting in late. Speaking of getting in 
  late—if a shardik is on its way back to its den at the end 
  of the night, don’t get in the way. Shardiks out hunting 
  will only kill the food they need to survive. Shardiks on 
  their way back in a hurry will kill everything in their path 
  if it might slow them down.
  > 
  The twisting of the piasma was not a natural phenomenon.
  > 
  Ecotope
  > 
  I came across one of these near the coast and it attacked
  my skraacha. I got clear but when I checked the damage 
  it was worse than expected, mostly because of the acid it 
  left behind when it took a bite out of my hull.
  > 
  Turbo Bunny
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  16
  8
  6
  14
  6
  4
  6
  5
  4
  6
  6
  Initiative
  12 + 2D6
  Movement
  x1/x3/+3
  Condition Monitor
  19/11
  Limits
  Physical 17, Mental 7, Social 8
  Armor
  16
  Skills
  Intimidation 8, Perception 8, Running 4, Sneaking 4, 
  Tracking 6, Unarmed Combat 8
  Powers
  Armor (16), Enhanced Senses (Thermographic Vision, 
  Wide-Band Hearing), Fear, Movement (Self), Natural 
  Weapon (Claws/Bite: DV 16P, AP –4), Paralyzing Howl, 
  Toughness (3)
  Weaknesses
  Allergy (Sunlight, Severe)
  Note
   +2 Reach
  SPARK SALMON 
  ONCORHYNCHUS ELECTRUM
  Terrain: Oceans/Freshwater Rivers
  Diet: Carnivore
  Activity: Diurnal
  Aggro Index: 4.5
  Length/Height: 1.4m
  Mass: 18.4kg
  I grew up in the Pacific Northwest, and salmon has 
  long been my absolute favorite fish. That is, until one day 
  I was out doing some fishing (catch, study, tag, and re-
  lease) and reeled in a unique catch. As I fought, I noticed 
  a color variation that I had not identified before, an iri-
  descent blue-green that reflected the light so brilliantly 
  it almost made the fish look like it was glowing. It was a 
  tough fight, and as the sun faded and I pulled it closer, I 
  realized it was glowing, but the curious biologist in me 
  wouldn’t let it go. There are a lot of reasons for biolumi-
  nescence that don’t involve radioactivity. 
  When I reeled it all the way in and tossed it over into 
  a portable pool I use for short-term holding, I finally got 
  a good look. Primarily green with a jagged blue line of 
  scales along both sides, heavily muscled, and glowing. 
  It took a few moments for the glowing to register, and 
  when I checked my geiger counter it started clicking at 
  a steady pace. I had a little time to study, so I took mass 
  and length data. 
  I was at it for a good ten minutes when the salmon start-
  ed becoming lethargic. Concerned for its health, I stepped 
  on the side of the pool to release it back into the waters just 
  as it decided to free itself by discharging an electric pulse 
  that knocked me flat and fried my electronics. 
  Further study has shown the pulse to be in the 150 
  milliamp range, enough to kill. In saltwater the spark 
  salmon can do this repeatedly by recharging its internal 
  “battery” with ions from the water. In fresh water it can 
  store only one charge and requires hours to replenish 
  the proper charge in a non-saline environment. Along-
  side the electrical pulse is an electromagnetic pulse 
  >> HOWLING SHADOWS <<
  104    >> MUTANTS & TOXIC CRITTERS <<  
  
  (EMP), the part that fried my electronics, which is caused 
  by the electrical discharge exciting the massive collec-
  tion of radioactive particles within the spark salmon. 
  > 
  This isn’t limited to salmon. I’ve seen other fish pull off the 
  same trick. Tuna pack a helluva punch.
  > 
  Kane
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  4
  4
  2
  1
  5
  2
  2
  6
  6
  Initiative
  10 + 2D6
  Movement
  x1/x4/+3 Swimming
  Condition Monitor
  10/9
  Limits
  Physical 5, Mental 3, Social 4
  Armor
  0
  Skills
  Exotic Ranged Weapon (Electricity) 4, Perception 5, 
  Sneaking 4, Swimming 6, Unarmed Combat 6
  Powers
  Elemental Attack (Electricity), Enhanced Senses (Smell), 
  Immunity (Toxins, Electricity) 
  Weaknesses
  Vulnerability (Fire, Cold)
  Note
  Elemental Attack requires 1 hour to recharge in fresh 
  water. 
  SPIDERMOOSE 
  ALCES ARACHNES
  Terrain: Forest
  Diet: Omnivore
  Activity: Diurnal
  Aggro Index: 7.5
  Length/Height: 2.3 m
  Mass: 367 kg
  After all the damage MCT did to the environment in 
  the AMC, I went up to do some research on the effects 
  this had on local fauna. One of the most interesting dis-
  coveries of this time period was the spidermoose. It may 
  be a very unoriginal name, but it fits the creature per-
  fectly. Two additional pairs of legs with hooked claws on 
  each leg and a slightly lightened bone structure allow 
  the spidermoose to climb the twisted trees and stripped 
  mining quarries of their corrupted home. 
  Along with the extra legs, the spidermoose has ex-
  panded its diet. Access to higher levels of the trees is 
  great for additional food, but it also provides a great way 
  to fall down on and attack unsuspecting prey. The struc-
  ture of the teeth hasn’t changed much, so while the spi-
  dermoose may drop down and attack prey with horns 
  and claws, once it starts to eat, it’s a strange display of 
  tearing and gnashing of meat and bone as it crushes all 
  of this with flat molars rather than sharp canines.  
  One of the other things that MCT left behind was 
  a data-storage facility. The barren and corrupted land-
  scape was a great natural defense, and though they or-
  dered everything cleared on the way out, a lot of em-
  ployees didn’t bother to follow those orders. Some did 
  it out of fear and just got out of the hellscape they were 
  living in as soon as they could, while others left things 
  behind after making a copy or checking out the data to 
  see if it could be valuable in the future. Problem for them 
  is the new Matrix alignment. They are either too far from 
  the location or the coding is too different, and the site 
  doesn’t connect to the new Matrix.
  > 
  Smooth way of commenting so that others will go
  “research” with you.
  > 
  Mika
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  10
  4
  4
  8
  2
  1
  3
  2
  2
  6
  6
  Initiative
  7 + 1D6
  Movement
  x2/x5/+3
  Condition Monitor
  13/9
  Limits
  Physical 10, Mental 3, Social 4
  Armor
  4
  Skills
  Gymnastics 6, Perception 5, Running 4, Sneaking 5, 
  Unarmed Combat 5
  Powers
  Armor (4), Binding, Enhanced Senses (Hearing, Low-
  Light Vision, Smell), Immunity (Toxins), Natural Weapon 
  (Claws/Bite: DV 10P, AP –2), Substance Extrusion (Silk), 
  Wall Walking
  Note
  +1 Reach
  SOULEATER LEECH 
  HIRUDO ANIMAGLUTIAM
  Terrain: Freshwater
  Diet: Carnivore (?)
  Activity: Any
  Aggro Index:10.0
  Length/Height: 0.05m
  Mass: 0.01kg
  When your connection to the greater powers of the 
  universe has a direct effect on the essential purity and 
  integrity of your body, you become quickly aware of a 
  problem after you encounter the souleater leech. While 
  some folks don’t believe or understand the principles 
  of holistic integrity, they quickly become believers af-
  ter a few of these latch on to their hide. A single leech 
  does very little to damage a subject, but their effects 
  are exponential in nature. Since they are drawn to the 
  chemicals released as soon as one of their kind locates 
  a suitable host, group feeding is a popular activity 
  among them. 
  This species developed in the tributaries of the Am-
  azon, where our good pals Saeder-Krupp have been 
  dumping chemicals from their covert research facilities 
  and power plants deep in the jungle. Exactly why this 
  species focuses on the quintessential nature of life, rath-
  er than simple blood, makes me wonder what is being 
  researched in some of these facilities deep in the mag-
  ic-infused Amazonian basin. 
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    105
   
  
  > 
  The presence of these things screams HMHVV research,
  but what does Lofwyr care about vampires? They’re old 
  news. The HMHVV virus is one of the most well-understood 
  pathogens of the Sixth World. Deeper research must be 
  going on out here. I think it’s inter-dimensional travel 
  assisted by the infusion of vampiric blood.
  > 
  Plan 9
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  1
  1
  2
  1
  1
  1
  1
  6
  6
  Initiative
  2 + 1D6
  Movement
  x1/x2/+0.5
  Condition Monitor
  1/9
  Limits
  Physical 2, Mental 2, Social 4
  Armor
  0
  Skills
  Perception 6, Sneaking 4, Swimming 1, Unarmed 
  Combat 1
  Powers
  Enhanced Senses (Smell), Energy Drain (Essence), 
  Immunity (Toxins), Natural Weapon (Bite: DV 1S, AP —)
  Weaknesses
  Allergy (Salt, Severe), Fragile (8), Reduced Senses 
  (Sight)
  Note
  –2 Reach
  VOID WASP 
  APOICA ARCAVOIDUS
  Terrain: Jungle
  Diet: Carnivore/Arcanivore
  Activity: Diurnal
  Aggro Index: 8.9
  Length/Height: 0.03m
  Mass: 0.001kg
  There is an innate biological fear of the wasp. Some-
  thing about the alien nature of its hive mind, the painful 
  ache of their stingers, and the ferocity with which they 
  defend their hive have made the bulk of metahumani-
  ty quiver at the faintest hint of their presence. The void 
  wasp is no different in those aspects and adds one ad-
  ditional reason to be feared, though only by a small per-
  centage of the population. 
  The void wasp’s venom is not only extremely pain-
  ful but also inhibits magical ability. It is one of the first 
  arcanotoxins to be discovered. The nature of the toxin 
  is difficult to study because the void wasp gains part of 
  its toxic cocktail from its habitat. This species builds their 
  hives near foveae (magical voids), and some portion of 
  >> HOWLING SHADOWS <<
  106    >> MUTANTS & TOXIC CRITTERS <<
   
  
  that arcane absence is absorbed into the wasp’s venom. 
  Specimens that have been removed and bred in captiv-
  ity have lacked the arcanotoxin, though the testing doc-
  uments I discovered after turning in some specimens for 
  study revealed the toxin still has an increased effect on 
  those with arcane talent. Studies showed that the stron-
  ger the arcanist’s magical talent, the more painful and 
  extreme the effect of the toxin.
  > 
  How exactly did they do that research?
  > 
  Stone
  > 
  Explains some contracts I saw coming in. Snatch jobs on
  “powerful” mages and shamans. 
  > 
  Fianchetto
  The venom has a naturally created alchemical com-
  ponent that absorbs the nature of the foveae to create 
  its  arcanotoxic properties when developed in the wild. 
  With the foveae factor “absorbed,” it creates a mini-void 
  that counters magical talent. When the toxin develops 
  without a foveae present, it instead has the ability to ab-
  sorb some small portion of the arcanist’s natural ability, 
  causing excruciating pain. 
  > 
  This is definitely going to end up being hot for corps
  looking to boost their arcane defenses. A few security 
  goons armed with dart rifles filled with some void wasp 
  toxin would be a nightmare for a lot of teams out there. 
  > 
  Sticks
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  8
  11
  1
  1
  1
  5
  5
  2
  6
  6
  Initiative
  16 + 2D6
  Movement
  x1/x3/+2
  Condition Monitor
  1/9
  Limits
  Physical 5, Mental 3, Social 6
  Armor
  0
  Skills
  Assensing 4, Flight 10, Perception 6, Running 8, 
  Unarmed Combat 6
  Powers
  Dual-Natured, Energy Drain (Magic), Enhanced Senses 
  (Motion Detection, Smell, Thermographic Vision), 
  Fear, Natural Weapon (Stinger: DV 1S, AP –, Special), 
  Venom (Vector: Injection, Speed: 1 minute, Penetration: 
  –4, Power: 10, Effect: Agony, Arcane Inhibitor, 
  Disorientation, Stun Damage)
  Weaknesses
  Fragile (8)
  Note
  Stinger attacks do nothing through armor, but the void 
  wasp can land on a target and seek out an unarmored 
  location. Any hit on an unarmored portion of a target or 
  a called shot to an unarmored location injects venom.
  DARKENING  
  OF THE NIGHT
  POSTED BY: HANNIBELLE
  Not long ago, G-Nome put out a call asking about 
  mutants and toxic critters. I didn’t think I’d have any-
  thing to contribute; wendigos and nosferatu were toxic 
  enough on their own, I figured, and while I won’t say 
  that mutant dzoo-noo-qua don’t exist—I’ve been back 
  to Texas recently, for instance, and the fabric of reality 
  seems to be fraying around the edges just a little out in 
  the Palo Duro Canyon—I don’t have a lot of solid info on 
  crap like that right now, for sure not enough to make it 
  a worthwhile read.
  But then I remembered some of the discussions we 
  had putting the Running Wild compilation together a few 
  years ago, and realized that while I might not be able to 
  point him to specific mutated critters, I sure as hell had 
  something to discuss: the mutation of the virus itself. 
  With that in mind, I went and did a little spelunking to 
  see if I could find something to contribute after all.
  Boy howdy, do I have something to contribute.
  Before I get too involved in the new stuff, though, 
  let’s start out with something familiarish. Since about 
  ’74, things have been getting harder on the Infected. 
  Something happened, and those of us with HMHVV 
  have been feeling the effects ever since. I won’t bore 
  you with the gory details again; you can look all that up if 
  you want. I hadn’t thought of what effects those chang-
  es were having on critters that weren’t Infected, per se, 
  but still had the virus to deal with.
  What, I began to wonder, was going on with my fa-
  vorite man-made nightmare, the chupacabra? Well, sit 
  back and let me tell you all about them.
  For those who haven’t had the pleasure: What do 
  you get when you take a largish lizard and cross it with 
  a smallish ape? I’ll give you a hint: It’s scaly and furry. 
  Got that pleasant image in your head? Okay. Now, take 
  that, and then give it a mouthful of fangs and a taste for 
  blood, and then turn it loose in the forests of the Carib 
  League, where it can feed at will upon a variety of local 
  fauna, up to and including the metahuman populace. 
  That’s a chupacabra. Cute little varmint, yeah?
  Here’s the deal: This thing was manufactured. When I 
  said to cross a lizard with an ape, I was serious. Some-
  one took genetic material from iguanas and mandrills, 
  and then spliced in HMHVV. While they live and breed 
  in the Carib League and much of the CAS, they appear to 
  have originated in Madagascar, because they’re all over 
  the place there, too, apparently (and there are some 
  significant differences between Havana-based chupaca-
  bras and other variants of the critter). The question that 
  keeps coming up is, “Why would anyone make such a 
  thing in the first damn place?”
  To date, we don’t have any answers.
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    107
   
  
  > 
  They grow these fraggers big and strong over in Havana.
  Had a job out in that neck of the woods not too long 
  ago, and we got jumped by a couple that were just plain 
  enormous. Normal chupacabras are around the size 
  of a dwarf, but these fraggers were closer to ork-sized. 
  Expended a lot of rounds getting out of there.
  > 
  Stone
  > 
  It’s possible that someone was trying to get a handle of
  some sort on one of the abilities typically brought on by 
  the virus; in this case, it seems to me that they might have 
  been trying to better understand and possibly harness 
  the immunity to toxins and disease seen in so many of 
  the Infected. Why you’d bother with the reptilian DNA, or 
  leave the resulting chimera able to reproduce, is beyond 
  me, however.
  > 
  KAM
  > 
  The virus itself might have had something to do with
  the ability to breed, as opposed to some whim of the 
  scientists that created the thing. It often, but not always, 
  renders the subject sterile, but it also adapts a very 
  great deal.
  What I find interesting about the chupacabra is that 
  its dietary requirement is simply blood, not the blood 
  of a specific metaspecies, as many of the other Infected 
  require. It can also drain life energy from just about 
  anything: cows, goats, even politicians. Most of the 
  Infected who do that have to drain it from a sapient being.
  > 
  Doc Fangs
  > 
  Oh, Dr. McAllister! You got your invitation after all. I hope
  you don’t mind that I excerpted a tiny part of your address 
  at the New Year’s conference in Innsbruck for this section.
  > 
  Hannibelle
  > 
  Yes, I did; I finally figured out the editor and started
  poking around. No, I don’t mind you using the text 
  from Innsbruck. I do have some reservations about the 
  username, however.
  > 
  Doc Fangs
  > 
  It might be a little late for that, Doctor.
  > 
  The Smiling Bandit
  “Plus ça change, plus c’est la même chose.
  “Yes, it’s a tired platitude, but the sad fact is that, six 
  and a half decades into the Sixth World, especially in our 
  field, it’s more true now than ever before. We’ve known 
  for decades that HMHVV doesn’t limit itself to our strict 
  definitions of metahumanity; one need only look at the 
  bandersnatch to see proof of that. While the virus seems 
  to seek certain genetic markers, what it seems to seek 
  >> HOWLING SHADOWS <<
  108    >> MUTANTS & TOXIC CRITTERS <<  
  
  out the most is sapience. It wants to survive, it wants to 
  propagate, and sapient hosts are the best vector to that 
  end. And we all know, in spite of certain propaganda, 
  that sapience is not limited to metahumanity.
  “There have been a number of recent field studies, 
  some of which I have taken part in, some of which I’ve 
  only read in journals, that show us that the human-meta-
  human vampiric virus is spreading—and might be seri-
  ously misnamed in the bargain.”
  > 
  Oh, I’m really not liking the sound of that.
  > 
  Butch
  > 
  What’s to like? I’ve read some of the studies that Dr.
  McAllister references and put together this more-or-less 
  updated list. The trend is, at best, disturbing even if you 
  only count the confirmed instances of Strain 1 Infection 
  outside (established) metahumanity. You should see 
  some of the suspected Strain 2 cases.
  > 
  The Smiling Bandit
  > 
  Wait just a damn minute. You’re saying it’s affecting fish
  and reptiles now?
  > 
  Clockwork
  > 
  And horsies, oh my!
  > 
  Plan 9
  > 
  Technically, it’s Infecting the souls of sapient creatures.
  Take that how you will.
  > 
  Red
  > 
  Even the most poisonous flower must root where it
  knows the soil.
  > 
  Man-of-Many-Names
  > 
  Or the soul.
  > 
  The Smiling Bandit
  > 
  It has precedent in nature. Viruses and other parasites
  adapt over time to find new hosts. Cordyceps, cymothoa 
  exigua, bird flu, mad cow … all of them found ways to 
  cross species barriers through evolution or mutation, 
  becoming more dangerous over time. 
  > 
  KAM
  > 
  Here’s what keeps me up at night: Drop bears, as a for-
  instance, haven’t caused the ghoul apocalypse yet 
  because, even though they carry Krieger strain, their 
  numbers are relatively small, and their attacks fairly rare. 
  What happens if devil rats become carriers?
  > 
  Doc Fangs
  > 
  And here I thought I’d run out of nightmares.
  > 
  Thorn
  > 
  Does that mean drop bears are sapient?
  > 
  Slamm-0!
  > 
  Never. Say. That. Again.
  > 
  Hard Exit
  I can’t speak for all Infected, but I know the ones I 
  associate with used to joke about things like, “What 
  happens when we get Infected kangaroos?” and shit like 
  that, knowing it would never really happen. And then 
  the rumors start dribbling in from around the world, ru-
  mors about things that we all know shouldn’t exist.
  A lot of them are true. The virus has mutated. It’s 
  spreading, affecting non-metahumans now.
  We’re not joking so much anymore.
  > 
  If I may interrupt for just a moment, I’d like to point out
  that while these new expressions might prefer to feed on 
  their own kind, they’re all perfectly capable of draining 
  and Infecting you. A lamia can turn you into a vampire 
  just as easily as a vampire can.
  > 
  Doc Fangs
  >> HOWLING SHADOWS <<
  HMHVV EXPRESSIONS
  STRAIN 1
  • Centaurs: Chirons
  • Dwarfs: Goblins
  • Elves: Banshees
  • Humans: Vampires
  • Merrow: Nibiinaabe
  • Naga: Lamia
  • Orks: Wendigos
  • Sasquatches: Jabberwocky
  • Trolls: Dzoo-noo-qua
  STRAIN 1A
  • Humans: Nosferatu
  • Trolls: Mutaqua
  STRAIN 2
  • Dwarfs: Gnawers
  • Elves: Harvesters
  • Humans: Loup-garous
  • Orks: Grendels
  • Sasquatches: Bandersnatches
  • Trolls: Fomóraig
  STRAIN 3
  • Everybody: Ghouls
  >> MUTANTS & TOXIC CRITTERS <<    109
   
  
  CHIRON
  We started hearing rumors of some really intense par-
  ties in Athens a couple of years ago. Raucous parties in 
  Athens aren’t really anything new, but the fatality rate 
  at these was worth looking into … not to mention the 
  cause of death. The victims, every one of them, had 
  been torn apart and eaten, more or less alive. Both the 
  parties I looked into had been described as something 
  between a rave and an orgy, and both had been hosted 
  by a centaur known locally as Costas. The local con-
  stabulary went to have a word with him.
  And that, as my granddaddy used to say, was when 
  shit got real, because it turns out that not only was Cos-
  tas a centaur, he was Infected with HMHVV Strain 1.
  They’re calling these little charmers chirons, named 
  for a centaur from ancient myth. And I wasn’t being face-
  tious with the word “charmer;” chirons are charismatic as 
  hell, and they know how to throw a bacchanal. Naturally, 
  they appear to be to parties what wendigos are to can-
  nibalism; their powers can drive crowds into an orgiastic 
  frenzy, and the chiron can drain as much life energy as it 
  wants during the festivities. The problem with their feasts 
  is that chirons dine on metahuman flesh, straight from the 
  bone. The end of the night is always grisly for someone.
  > 
  Talk about the party of the century …
  > 
  Kat o’ Nine Tales
  > 
  Don’t know much about these guys yet, but I’m
  researching. I do know their eyes glow a lovely toxic 
  shade of green or yellow when they do their thing.
  Unlike many Strain 1 Infected, chirons are more than 
  capable of drinking alcohol; they like their wine, and lots 
  of it, and they can’t get drunk. I think I’d be wary of any 
  raves in the Mediterranean for a while.
  > 
  Red
  Chirons appear as exceptionally lean, muscular spec-
  imens with dark, lustrous hair and coats. Their hooves 
  and nails harden and sharpen; their canine teeth likewise 
  sharpen and are retractable.
  >> HOWLING SHADOWS <<
  110    >> MUTANTS & TOXIC CRITTERS <<
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  6
  3
  5
  6
  4
  3
  4
  5
  1
  2D6
  *
  Initiative
  9 + 2D6
  Movement
  x2/x5/+7
  Condition Monitors
  11/10
  Limits
  Physical 8, Mental 5, Social 5–9 (depending on Essence)
  Armor
  0
  Skills
  Close Combat skill group 3, Etiquette 4 (Tribal +2), 
  Outdoors skill group 4, Perception 5, Running 7, 
  Sneaking 3
  Qualities
  Magic Sense (p. 116, Run Faster)
  Powers
  Compulsion, Dual Natured, Enhanced Senses (Low-
  Light Vision, Thermographic Vision), Essence Drain, 
  Infection, Influence, Immunity (Age, Pathogens, Toxins), 
  Natural Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), 
  Natural Weapon (Kick: DV (STR+2)P, AP –1, +1 Reach), 
  Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Flesh), Essence Loss, Uneducated, 
  Vulnerability (Hydra Venom)
  Note
  A chiron’s Immunity to Toxins does not apply to hydra 
  venom.
   
  
  CHUPACABRA
  A creature of legend and nightmares, the basics of the 
  chupacabra were discussed above. It’s a reptilian bi-
  ped, approximately 1.2 meters when standing upright, 
  and weighing about forty-six kilograms. It’s covered in 
  heavy green scales, with a spiky ridge running down 
  the center of its head and back. Its torso is covered 
  in coarse, dark fur, its hands and feet end in rending 
  claws, and its mouth is filled with razor-sharp teeth.
  B
  A
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  S
  W
  L
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  EDG
  ESS
  M
  5
  4
  5
  4
  6
  3
  5
  1
  2
  2D6
  *
  Initiative
  10 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  11/11
  Limits
  Physical 6, Mental 6, Social 3–7 (depending on Essence)
  Armor
  3
  Skills
  Exotic Ranged Weapon (Spit) 6, Gymnastics 5, 
  Perception 5, Sneaking 6, Unarmed Combat 5
  Powers
  Armor 3, Concealment (Self Only), Dual Natured, 
  Essence Drain, Immunity (Pathogens, Toxins), Natural 
  Weapon (Bite: DV (STR+1)P, AP –1, –1 Reach), Natural 
  Weapon (Claws: DV (STR+1)P, AP –1), Paralyzing Touch, 
  Venom
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Blood), Essence Loss, Vulnerability (Fire)
  Note
  The starting Magic for a chupacabra is equal to 5 or its 
  Essence, whichever is lower.
  JABBERWOCK
  These appear to be the first non-metahuman Strain 1 
  Infected, which is fair since sasquatches were also the 
  first non-metahuman Strain 2 Infected. Rumors of these 
  things go as far back as 2063, when a USAS Air passen-
  ger liner fell out of the sky near Devil’s Tower on Hallow-
  een. Someone finally bagged a specimen in 2076.
  Jabberwocky, unlike bandersnatches, get to hang on 
  to their intellect. Unlike sasquatches, they’re dedicated 
  hunters that can conceal themselves supernaturally. This 
  is not a good combination if you happen to be the prey, 
  and considering that they drink the blood of sasquatch-
  es and metahumans alike, most of us are.
  The two survivors of that UCAS Air flight say that they 
  never quite saw what was pursuing them and taking out 
  the other survivors; they’d catch a glimpse of something 
  just out of the corners of their eyes, stuff like that. They 
  also described waves of paranoia and creeping dread 
  that would crop up whenever they managed to stop and 
  rest, which seems to indicate some sort of fear-inducing 
  ability. It never let up until the sun started to rise, and 
  then as abruptly as it had started, the relentless pursuit 
  that they couldn’t quite see just stopped.
  > 
  So to carry on an earlier discussion, jabberwocky prefer
  the “taste” of despair as their emotional bridge to drain?
  > 
  Frosty
  > 
  Looks that way. But I’m curious now. What is it that
  connects Lewis Carroll, sasquatches, and HMHVV?
  > 
  Red
  > 
  Your guess is as good as mine, pretty boy. Maybe
  better. > 
  Hannibelle
  > 
  This won’t ease anybody’s mind, but they appear to be
  much more comfortable in urban environments than 
  sasquatches.
  > 
  The Smiling Bandit
  Jabberwocky are difficult to distinguish from their 
  non-vampiric cousin. Their  thick fur darkens to black, 
  and the teeth are elongated and considerably sharper 
  than normal.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  10
  3
  6
  8
  4
  3
  8
  4
  4
  2D6
  *
  Initiative
  14 + 2D6
  Movement
  x3/x5/+3
  Condition Monitor
  13/10
  Limits
  Physical 11, Mental 6, Social 5–8 (depending on 
  Essence)
  Armor
  0
  Skills
  Animal Calls (Professional Knowledge) 8, Artisan 6, 
  Assensing 6, Athletics skill group 5, Perception 6, 
  Sneaking 8, Tracking 7, Unarmed Combat 5
  Powers
  Concealment (self only), Confusion, Dietary 
  Requirement (metahuman blood), Dual Natured, 
  Enhanced Senses (Hearing, Smell, Thermographic 
  Vision), Essence Drain, Fear, Immunity (Pathogens, 
  Toxins), Infection, Mimicry, Regeneration, Sapience
  Weaknesses
  Allergy (Sunlight, Severe), Dietary Requirement 
  (Metahuman Blood), Vulnerability (Plastics)
  Notes
  Jabberwocky can consume only blood, and they suffer 
  nausea (p. 409, SR5) within an hour when they consume 
  anything else. They have +1 Reach.
  >> HOWLING SHADOWS <<
  GUIDELINES FOR THE INFECTED
  All Strain 1 Infected have certain traits in common. Damage taken 
  due to their Allergy to Sunlight cannot be healed with Regeneration, 
  even after they are no longer being exposed. Normal and magical 
  healing still work.
  Unless noted otherwise, all Infected may be adepts, magicians, 
  or mystic adepts. They always have a Magic rating, whether they are 
  magically active or not. The starting Magic rating for Strain 1 Infected 
  is equal to 6 or their Essence, whichever is lower. This Magic rating 
  does not include any Initiation ranks the NPC might have if they are 
  magically active.
  >> MUTANTS & TOXIC CRITTERS <<    111
   
  
  LAMIA
  We don’t know a lot about these, beyond that they’re 
  naga Infected with Strain 1. A specimen was recovered 
  in Calcutta in 2076, but reports show that they may 
  have been slithering around the jungles and sprawls of 
  India and East Asia for years before that.
  > 
  I’ve been looking into these for an associate of mine;
  might have known they were Infected.
  Reports show that their hunting technique involves 
  projecting a mental image of their prey’s fondest desire, 
  much like an incubus. The sense of attachment for the 
  subject, whether this is a sexual urge fulfilled or a lost 
  loved one reunited, seems to be their favored psychic 
  connection.
  > 
  Red
  > 
  The reports also say that their venom is a potent paralytic
  with a narcotic side effect. In other words, it freezes you 
  up and blisses you out.
  > 
  Turbo Bunny
  > 
  There’s gonna be a market for that. Call ‘em snakebites or
  something …
  > 
  Haze
  > 
  Some reports suggest that it liquefies your flesh to make it
  easier for the lamia to eat you. You really want to put that 
  in your body? That just seems stupid to me.
  > 
  Red
  > 
  Interesting note: The venom shows chemical similarities
  to chupacabra venom. Seems the virus has a hand in 
  it, suggesting other Infected could develop it through 
  mutation.
  > 
  The Smiling Bandit
  HMHVV gives lamia a more monstrous appearance 
  than nagas, with spikes and barbules around the snout. 
  The creature’s fangs are more pronounced, and the 
  scales are thicker and darker-hued.
  B
  A
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  S
  W
  L
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  C
  EDG
  ESS
  M
  6
  2
  5
  8
  6
  3
  5
  5
  3
  2D6
  *
  Initiative
  10 + 2D6
  Movement
  x3/x4/+3
  Condition Monitors
  11/11
  Limits
  Physical 9, Mental 6, Social 6–10 (depending on 
  Essence)
  Armor
  10
  Skills
  Assensing 4, Gymnastics 3, Perception 7, Unarmed 
  Combat 4
  Qualities
  Cold-Blooded (p. 120, Run Faster)
  Powers
  Armor 10, Compulsion (Lust), Desire Reflection (p. 
  194, Street Grimoire), Dual Natured, Essence Drain, 
  Immunity (Age, Pathogens, Toxins), Infection, Natural 
  Weapon (Bite: DV (STR+2)P, AP –2, –1 Reach), 
  Regeneration, Sapience, Venom
  Weaknesses
  Allergy (Sunlight, Severe), Dietary Requirement 
  (Metahuman Flesh), Essence Loss, Uneducated, 
  Vulnerability (Silver)
  NIBIINAABE
  For those of you who thought you were safe from In-
  fection on the high seas … yeah, not so much. First 
  encountered off the coast of Maine in 2075, the nibii-
  naabe are merrow with Strain 1. They can take you on 
  with tremendous skill underwater. Judging by the ac-
  counts of that first encounter in ’75, they also appear 
  to be perfectly capable of leaping out of the water onto 
  the deck of a yacht, wrapping that tail around their cho-
  sen dinner, and yanking them down into the deep blue.
  > 
  I’ve seen them eat flesh, but not with every attack. All
  the victims we’ve discovered have been exsanguinated, 
  suggesting that they’re actually hemovores. They appear 
  to have enhanced sensory capabilities, particularly their 
  hearing; they seem vulnerable to sonic attacks and 
  exceptionally loud noises.
   
  In combat, they can create zones of supernatural 
  silence and darkness; catching them by surprise would 
  seem to be more important than usual when fighting 
  them.
  > 
  Doc Fangs
  > 
  How do you know so much about combat techniques,
  Doctor? That hardly seems part of your portfolio.
  > 
  The Smiling Bandit
  > 
  I haven’t spent all my time as a lab monkey, Mr. Bandit. I
  picked up a few things after I went back into the field, out 
  of necessity.
  > 
  Doc Fangs
  >> HOWLING SHADOWS <<
  112    >> MUTANTS & TOXIC CRITTERS <<  
  
  > 
  So that’s what was going on. I had a recovery job down in
  the Falklands last year. Before the dive, our native guide 
  threw submersible drones with speakers over the side of 
  the boat. “Protects us from the locals,” he said, then he 
  literally dropped the bass underwater and started blasting 
  Fragging Unicorns’ Lone Star Supernova album. Now I 
  think I know what he was talking about.
  > 
  Sounder
  > 
  Heh. “Mr. Bandit.”
  > 
  Kat o’ Nine Tales
  The nibiinaabe has more pronounced dorsal ridg-
  es than its cousin; these often end in sharp tines. Their 
  fingers and tails are longer than a typical merrow’s, and 
  the tail is long enough to wrap around an opponent and 
  grapple. Their hide and scales become darker, often a 
  mottled deep gray with ashen white streaks.
  B
  A
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  S
  W
  L
  I
  C
  EDG
  ESS
  M
  6
  3
  9
  8
  4
  3
  5
  4
  3
  2D6
  *
  Initiative
  14 + 2D6
  Movement
  x3/x7/+4 (swimming)
  Condition Monitors
  11/10
  Limits
  Physical 11, Mental 5, Social 5–8 (depending on 
  Essence)
  Armor
  4
  Skills
  Assensing 4, Gymnastics 4, Perception 5, Swimming 9, 
  Unarmed Combat 7 (Subduing Combat +2)
  Powers
  Armor 4, Darkness, Dual Natured, Enhanced Senses 
  (Hearing, Low-Light Vision, Thermographic Vision), 
  Essence Drain, Immunity (Pathogens, Toxins), Infection, 
  Natural Weapon (Tail: DV (STR+2)P, AP –1, +1 Reach), 
  Regeneration, Sapience, Silence
  Weaknesses
  Allergy (Sunlight, Moderate), Dietary Requirement 
  (Metahuman Blood), Essence Loss, Uneducated, 
  Vulnerability (Sonic Attacks)
  Weaknesses
  Allergy (Sunlight, Severe), Dietary Requirement 
  (Metahuman Flesh), Essence Loss, Uneducated, 
  Vulnerability (Silver)
  >> HOWLING SHADOWS <<
  >> MUTANTS & TOXIC CRITTERS <<    113
   
  
  Magister looked down at the table. He gently caressed 
  the quicksilver camera before picking up the photos. 
  Each photo was a blurry creature smeared with blotch-
  es of color and light. Magister adjusted his sight to eval-
  uate their authenticity From his commlink, he projected 
  AR docs and wandered through them like clouds in his 
  office. Titles like Croki, Kappa, and Preta commanded 
  his attention for a time, with more boring graphs of de-
  mographics and partial translations of rituals. At one 
  document, he read the name “G-Nome” and laughed 
  to himself. He took a few minutes with each document, 
  thinking of their authors. He almost circled the entire 
  office until he accidentally ran into someone’s foot. 
  This brought him back to the reality that people were 
  standing in his office, waiting for his response.
  “Gentlemen, it looks like everything is in order,” he 
  said to a burly ork in a faux-leather jacket who was lean-
  ing against the wall next to a leaner human in business 
  casual attire.
  The burly ork shifted his stance to get out of Magis-
  ter’s way, while his partner looked uncomfortable and 
  avoided Magister’s gaze. Magister circled back to sit 
  at his desk. He reached into a drawer and pulled out a 
  velvet bag, dumping the sparkling diamonds. “Would 
  this do?”
  The ork’s eyes grew wide and started leaning to-
  ward the pile. He glanced over to his partner who 
  fiercely gave him a negative sign. The ork looked dis-
  appointed, then turned to Magister “Mr. Johnson, we 
  deal in nuyen only.”
  Magister looked down at the diamonds, and in an 
  odd outburst, swept them into the drawer. The ork’s 
  partner jumped.  Magister calmed down quickly and 
  pulled out a platinum credstick. He waved it over his 
  commlink, then handed it the ork. “There. I hope that is 
  satisfactory.” 
  The ork checked it and nodded. “Thank you, Mr. 
  Johnson.” 
  Both of them hastily left the office.
  After a few moments, Magister sat calmly at his desk. 
  The ambient lighting shifted, darkened, and a brown leath-
  er book, roughly crafted with tufts of coarse black hair still 
  attached, manifested on his desk next to the camera.
  A deep gravelly voice projecting from everywhere 
  interrupted Magister’s thoughts. “I think the thin one 
  saw me. I should kill him.”
  “Nonsense. You said the same thing about the clean-
  ing maid. Now we only have twice-a-week drone ser-
  vice. No, no, we have more pressing needs.” Magister 
  picked up one of the quicksilver photos. “We need to 
  find this one. I believe he can make the repairs and add 
  the missing pages.”
  “As you wish.” A note of spite resonated within the 
  voice. There was a surge in the lighting and all the lights 
  went out, leaving Magister staring out into the moonlit 
  street, caressing the leather-bound book.
  HOWLING SHADOWS
  EXTRAPLANAR
  TRAVELERS
  114    >> EXTRAPLANAR TRAVELERS <<  
  
  POSTED BY: MAGISTER, G-NOME
  CROSSING OVER
  We are in a time where we can reach almost anywhere 
  on earth, in space, and even to different metaplanes 
  thanks to magic. A new age of exploration is upon 
  us, and we have found wonderful things in the astral 
  world that we never could have imagined. But we have 
  forgotten the principal rules of exploration. We have 
  brought back non-indigenous life to our world, and 
  they have proliferated. We have introduced parasites 
  and colonizers without a second thought. While this is 
  more of an explanation of the kinds of astral creatures 
  entering our world, it should also be the catalyst for 
  corporations and countries alike to establish regulation 
  and documentation of astral entities, much like current 
  immigration laws.
  > 
  Yeah, the literal genie is out of the bottle on this one, but
  I can see how the threats of the shedim and bugs are 
  reason enough for this type of thinking.
  > 
  Haze
  > 
  G-Nome, would you care to explain why you graffitied the
  article I posted?
  > 
  Bull
  > 
  Because Magister is a thief!
  > 
  G-Nome
  > 
  I think that can be said for a few people here.
  > 
  Slamm-0!
  > 
  Let me clarify. Two weeks ago, someone broke into
  my apartment and stole my photos and my quicksilver 
  camera, and they also hacked my work on documenting a 
  few spirits. Imagine my surprise to find that work pirated 
  by Magister.
  > 
  G-Nome
  > 
  Given the fact that Magister has never shied away from
  admitting his theft from other corporations, I guess we 
  can give you the benefit of the doubt that some of this is 
  your work.
  > 
  Slamm-0!
  Parasites are becoming more frequent as travelers 
  move from metaplane to metaplane. Astral gateways 
  are left unsupervised, allowing all sorts of spirits into our 
  astral plane. Parasites cover spirits who come here to ex-
  ploit the astral environment. These spirits are akin to the 
  A NOTE ON CONDITION MONITORS
  Condition Monitors for extraplanar critters are cumbersome 
  collections of multiple equations and nested parentheses. In the end, 
  they follow the basic format of (Body / 2) + 8 and (Willpower / 2) + 8, 
  but rather than fill this chapter with variations on that equation, we 
  did pre-calculations based on a critter of Force 4. Then all you have 
  to do is look to see if the modifier for Body and Willpower is an even 
  or odd number, then make the adjustments listed on the following 
  table (note that for the purposes of the table, zero fits in with the even 
  number modifiers):
  FORCE
  ADJUSTMENT FOR 
  EVEN MODIFIERS
  ADJUSTMENT FOR 
  ODD MODIFIERS
  1
  –1
  —
  2
  –1
  –1
  3
  No change
  –1
  4
  No change
  No change
  5
  +1
  No change
  6
  +1
  +1
  7
  +2
  +1
  8
  +2
  +2
  9
  +3
  +2
  10
  +3
  +3
  11
  +4
  +3
  12
  +4
  +4
  >> EXTRAPLANAR TRAVELERS <<    115
   
  
  historical introduction of invasive species rather than an 
  intelligent force establishing new operations.
  Now that we are over half a century into the Sixth 
  World, we also have metaplanar tourists and transients 
  coming to check what the fuss is about. Others find it’s 
  another waystation to pass through. What’s worse are 
  those who come first to visit, then decide to stay. They 
  are squatters who believe they have the right to stay. 
  Finally, the absolute worse of the lot are those from the 
  Seelie and Unseelie courts, who not only stay but at-
  tempt to meddle in our affairs, even subvert metahu-
  man nations. The Seelie Court is known to have influ-
  ence within Tír na nÓg, but the Unseelie Court is more 
  mysterious—what we think we know about it is mostly 
  rumors and anecdotes. Many people do not believe 
  that the court is even real, thinking that it’s just propa-
  ganda created by opponents of the Seelie Court (or an 
  ongoing false flag operation by supporters). This is still 
  debated to this day, even after my work on Aetherology. 
  So while proof of the court’s existence would be hard 
  to come by, I can tell you of a few of the kind of spirits 
  that are present there. And in other metaplanes, and in 
  our world. Beware.
  > 
  Magister—or G-Nome—has been watching too many
  B-movies.
  > 
  The Smiling Bandit
  ANARCH
  After ny first encounter with a blackjack, my view of 
  the world and the runners who I teamed up with was 
  always tinged with a little extra suspicion. Knowing that 
  there were astral visitors out there who were coming 
  to our metaplane and meddling in our shadows, I put 
  my extra attention toward blackjack types. I might have 
  missed several anarchs, since these astral vacationers 
  seem to find my ops quite often, especially since I 
  started paying attention to them. 
  Anarchs bring a lot more chaos to a run than black-
  jacks. While blackjacks look to make precision strikes 
  against the corporations, anarchs seem to favor a “shake 
  the pillars of heaven” methodology. They also have a 
  tendency to expose runners with too many corporate 
  connections, often at the time that creates the most 
  possible drama with the other members of the team. 
  They’re the twisted embodiment of the “pink mohawk” 
  runner mentality. 
  Like the blackjacks, they’re from Zecorporatum, 
  where they take the fight to the streets and try to bring 
  down the order of the corporations by undermining 
  them with chaos. Their efforts do little on their home 
  metaplane and so, like the blackjacks, they come to 
  ours, claiming that our world is the root cause of the 
  trouble in theirs. 
  B
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  M
  F-1
  F-1
  F+1
  F-1
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) +1] + 2D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  9/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  *
  Skills
  Assensing, Automatics, Blades, Clubs, Con, 
  Demolitions, Disguise, Forgery, Gymnastics, 
  Impersonation, Locksmith, Palming, Perception, Pistols, 
  Sneaking, Throwing Weapons, Unarmed Combat
  Powers
  Accident, Aura Masking, Banishing Resistance, 
  Materialization, Natural Weapon (Fist: DV [Force + 2]P, 
  AP —), Realistic Form, Sapience
  Notes
  *As worn
  ARBOREAL
  In the beginning of the Sixth World, one of the first 
  unusual things that happened was the spontaneous 
  growth of forests and jungles. Many assumed it was 
  caused by druids, or perhaps it was a spontaneous 
  spell effect. What people didn’t think about was that 
  it could have been spirits manifesting. An arboreal 
  manifests as a tangle of vines, thorns, and leaves that 
  hangs suspended for many meters between trees, 
  feeling and listening to the patterns of its forest or 
  jungle home.
  Arboreals are hard to understand, as they have only 
  the most basic visual and verbal cues that metahumans 
  can interpret. No one truly understands their motiva-
  tions, which often leads to conflict.
  > 
  People often mistake their “want to shake your hand”
  move with “going to strangle you,” often with deadly 
  results
  > 
  Slamm-0!
  The only organization to establish anything like an 
  alliance with the arboreals is the Primeira Vaga. Under 
  their influence, the arboreals are environmental terror-
  ists who chew through a city’s infrastructure, animating 
  trees and plants like a slow-moving army. 
  B
  A
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  EDG
  ESS
  M
  F+2
  F
  F
  F+1
  F
  F
  F
  F
  F
  F-2
  F
  Initiative
  (F x 2) + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  11/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Close Combat skill group, 
  Exotic Ranged Weapon (Thorns), Perception
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Compulsion, Engulf, Fear, Materialization, Natural 
  Weapon (Thorns: DV (Force + 2)P, AP —), Possession, 
  Regeneration, Sapience, Spirit Pact
  Optional Powers
  Guard
  >> HOWLING SHADOWS <<
  116    >> EXTRAPLANAR TRAVELERS <<
   
  
  BLACKJACK 
  My first encounter with a blackjack was during a run 
  against MCT. The blackjack wasn’t part of MCT’s secu-
  rity, though—it was one of the runners on the team. I 
  was brought in to help them deal with the barghests 
  that MCT had patrolling the perimeter, and Jack (that 
  was the name the blackjack went by) was muscle. He 
  was fast, and when I first assensed him, I got a mun-
  dane aura and didn’t pick up any wires, so I figured he 
  was an adept with some serious talent. Which is always 
  good to have on your side. He wasn’t all zen, like most 
  of the adepts I know, though. He played the calm pro-
  fessional, always ready for the fight, always in the right 
  gear, and always keen on making sure MCT paid for 
  what it had done. While runners talking about extract-
  ing revenge from a corp don’t usually put me on edge, 
  something about him did. 
  When we hit the place, Jack was a consummate pro. 
  He neutralized guards non-lethally, made sure to avoid 
  collateral damage in terms of staff on site, and made all 
  the classic moves that a precision runner would make. 
  Then, when it was time to get out, he broke off from the 
  team. We called him back and warned him we’d leave 
  without him, and he came back with a calm, “That’s 
  what I’d do. Get rolling.” Our rigger kept tabs on the 
  building while we left and sent a feed to all of us that 
  we couldn’t believe. It was a view of Jack in one of the 
  upper floor penthouses, and by upper floor I mean 
  87th floor. This was under a minute since he’d broken 
  off. No way he could have covered that distance and 
  bypassed security so quickly, but there he was, stand-
  ing over the sleeping form of some MCT exec. Then 
  he reached down and lifted the exec up out of the bed 
  with one hand, and we watched as the exec’s body 
  blanched white and went limp. Jack dropped the body, 
  looked right at the camera, and vanished. 
  Curiosity piqued. 
  Jack was just one of many blackjacks that have start-
  ed to visit our plane. I’ve met a few since and they aren’t 
  very talkative. From what I’ve gathered, they are an em-
  bodiment of the shadowrunner spirit, the “black trench-
  coat” variety that always feels the need to be profes-
  sional and treat running as a business, but they always 
  have some other agenda when they’re here. A target of 
  some kind. It’s not always an executive or even a per-
  son. Sometimes it’s data, and they get some help from 
  a hacker. Sometimes it’s just to leave a message. A lit-
  tle way of saying, “Hey, your security can be breached.” 
  They always use regular means, though. They get in with 
  a runner team. They don’t just pull a spirit Houdini move 
  and pop in for the prize.
  Where they’re from was a mystery I didn’t wait long 
  to solve. Especially after I discovered their fellow astral 
  vacationers, the anarchs and stabbers. All three origi-
  nate from a metaplane I call Zecorporatum. The place is 
  an urban landscape much like many of ours, filled with 
  seemingly mindless workers toiling away at jobs to make 
  the place run for pseudo-corporations with disturbing-
  ly familiar names like Mars Macrotechnology, AzCorp, 
  Mitsudaishi Corporate Technologies, and more. There is 
  one for each of our Big Ten. It’s obviously a metaphor for 
  our world, but twisted and rather surreal. 
  This is where the few rare blackjacks, anarchs, and 
  stabbers that arise come in. They journey to our meta-
  plane to fight the megacorporations that have appar-
  ently created this twisted mirror of our own world. The 
  problem is, they don’t think of our world as real. Rath-
  er, they consider it to be a shadow realm of their home. 
  While they seem understandable because they some-
  times act in ways with which we are familiar, they still 
  have a mentality that is truly alien to ours.
  B
  A
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  L
  I
  C
  EDG
  ESS
  M
  F+2
  F+1
  F+1
  F
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 1] + 3D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  11/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  *
  Skills
  Assensing, Automatics, Blades, Clubs, Computer, First 
  Aid, Gymnastics, Intimidation, Locksmith, Longarms, 
  Perception, Pilot Ground Craft, Pistols, Sneaking, 
  Throwing Weapons, Unarmed Combat
  Powers
  Aura Masking, Banishing Resistance, Guard, Natural 
  Weapon (Fist: DV F+2 AP —), Realistic Form, Sapience
  Notes
  *As worn
  BOGGLE
  While there are spirits who go for violence, chaos, and 
  mass destruction, boggles enjoy the small things of en-
  tropy and decay. Metahumans might think this is tied to 
  a hatred of living beings like the shedim have, but this 
  is far from the truth. Boggles are simply fascinated by 
  these processes. They will watch mold grow or listen to 
  termites eat through a fence. The destruction of bigger 
  things through their hobby is just an afterthought—and 
  also the reason why more powerful and/or evil spirits 
  keep them around.
  > 
  Put a boggle under a bridge and watch it collapse after a
  few months. Put it in the sewers, and before long pipes 
  will burst and sinkholes will form. Forget about allowing 
  them near a power plant!
  > 
  Ethernaut
  Boggles can’t hide their presence for very long. Their 
  homes are influenced by their aura, always require main-
  tenance, and are plagued with rust, mold, and devices 
  that are unreliable. This is how they like it. Once the place 
  collapses, they’ll move on to someplace new. Boggles 
  can be attracted to a place if trash hasn’t been picked 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    117
   
  
  up in a while and food starts to spoil. Their favorite dish 
  is chòu dòufu, so odds are you can find a boggle or two 
  dining on the stinky tofu in an Asian marketplace. Many 
  would presume that boggles are ugly sinister creatures, 
  but they are, in fact, rather pleasant in appearance. Bog-
  gles appear as pretty pixies, but they grow small thorns 
  along their arms and legs, and their head is wreathed in 
  a crowning ring of thorns that tangles their hair.  
  > 
  Getting rid of a boggle from your house may be a
  challenge, even if you clean the place, as their powers 
  just cause new problems. The mundane and expensive 
  way to get rid of them is to find durian fruit and create 
  a trail out of your house, leading them to become 
  somebody else’s problem.
  > 
  G-Nome
  B
  A
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  W
  L
  I
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  EDG
  ESS
  M
  F-2
  F-1
  F-1
  F-2
  F+2
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) – 1] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  9/11
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Close Combat skill group, 
  Gymnastics, Perception
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Entropic Aura, Flight, Materialization, Natural Weapon 
  (Thorns: DV (Force + 2)P, AP —), Sapience
  BUGUL
  Bugul are ugly, toad-shaped creatures with a large, 
  prominent nose that takes up much of their face. They 
  are cousins to leprechauns, but you can hardly tell by 
  their looks. Odd enough for fae, they hate magic. Or 
  rather, the manipulation of elements and illusions irri-
  tate them to no end. They believe in a structured and 
  static world.  This hatred manifests in a resistance to 
  magic. Combined with high intellect and love of rules, 
  this makes them ideal arbitrators and lawyers. Many 
  types of spirits and fae dislike the bugul, as they cannot 
  be magically influenced or even magically assassinat-
  ed—unless you’re especially skilled and dedicated
  > 
  Tír na nÓg still has stewards for metahuman disputes.
  When it starts getting complex like adding spirit 
  involvement, then a bugul might be retained.
  > 
  Ethernaut
  > 
  Some court systems will allow a bugul, but it’s on the
  client’s head to supply any payment required.
  > 
  Haze
  > 
  Can they stop the Wild Hunt? Sure, but the bugul are like
  lawful neutral—if you’re being legally chased, they won’t 
  stop them.
  > 
  G-Nome
  While I said they love rules, I meant they are ob-
  sessed with laws and will obey them to the letter. They 
  won’t cross the street unless the light tells them to. On 
  the flip side, if they have a goal in mind, they will pur-
  posefully work through all the red tape. So after the days 
  or weeks they took to perform research and obtain the 
  needed permits, no one can tell them they can’t do what 
  they want to do—legally speaking, at least.
  B
  A
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  M
  F
  F-1
  F-1
  F-2
  F+1
  F+2
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) – 1] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  10/11
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Artisan, Assensing, Astral Combat, Con, 
  Counterspelling, Disenchanting, Gymnastics, 
  Negotiation, Perception, Unarmed Combat
  Powers
  Astral Form, Aura Masking, Improved Sense (Smell, 
  Thermal), Materialization, Sapience, Spell Resistance 
  (4), Spirit Pact
  CHINDI
  The world changed with the Awakening. The shatter-
  ing of the once mighty U.S.A. and the rise of the Na-
  tive American Nations changed not only the politi-
  cal landscape of North America but also the physical 
  landscape, and more so the mental landscape. A lot of 
  years have passed, and while those early years held a 
  flood of successes and growth for America’s first resi-
  dents, the years since have been a struggle.
  The first account of a chindi encounter that I uncov-
  ered was in 2041. It was the harrowing tale of the slow 
  road to insanity taken by Edward Davenport, a lab tech-
  nician at Shiawase Atomics. The site Davenport worked 
  at was an R&D post focused on byproduct disposal. 
  Problem is, the location was falsifying most of their re-
  search studies in order to maintain funding, and the tox-
  ic byproducts they were in charge of were simply stored 
  in an underground bunker. The bunker was not nearly as 
  sound as they thought it was, and leakage from it dam-
  aged the local environment, including a small town’s 
  water supply. The chindi uncovered the truth and then 
  chose Davenport as their target for revenge. Davenport 
  managed to arrange removal in hopes of appeasing the 
  astral visitor, but they decided on a sentence of death for 
  him and abruptly carried it out.
  The chindi are Native American spirits of revenge, 
  but they aren’t traditional spirits. They all come from a 
  >> HOWLING SHADOWS <<
  118    >> EXTRAPLANAR TRAVELERS <<  
  
  metaplane I have dubbed the Hunting Grounds. The 
  place has a very traditional Native American vibe, but 
  some areas seem to reflect some modern concepts, 
  while others reflect the corruption of our natural world. 
  The occupants—beings with the looks, traditions, and 
  languages of the various Native American tribes, often 
  with animalistic features—live peaceful lives until the 
  “corruptions,” by which they mean the modern touch-
  es and pollution, disrupt their lives. Chindi come from 
  places in the Hunting Grounds twisted by that corrup-
  tion; they seek out paths to our metaplane, often locat-
  ed within those corrupted areas, further deepening their 
  twisted state. 
  The physical appearance of the chindi reflects the 
  nature of their corruption. They come to our plane with 
  modern touches in the appearance of their clothing and 
  physical deformities from exposure to pollutants that 
  they cannot change once they arrive. Chindi with animal-
  istic features are sometimes confused with changelings. 
  > 
  Shamans among many of the tribes have known of the
  Hunting Grounds for a long time. They’ve traveled to 
  speak with spirits there and seek out chindi. The number 
  of chindi has risen drastically in recent years, especially 
  with what MCT did to the AMC.
  > 
  Mika
  B
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  ESS
  M
  F+2
  F+1
  F+2
  F+1
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  11/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  (F x 2)H
  Skills
  Archery, Blades, Clubs, First Aid, Gymnastics, 
  Intimidation, Perception, Sneaking, Throwing Weapons, 
  Unarmed Combat
  Powers
  Accident, Astral Form, Aura Masking, Banishing 
  Resistance, Elemental Attack (Electricity), Enhanced 
  Senses (Low-Light Vision, Thermographic Vision), 
  Guard, Influence, Materialization, Natural Weapon (Fist: 
  DV (F+1)P, AP —), Realistic Form, Sapience, Search
  Notes
  Shamans should add Assensing, Banishing, 
  Counterspelling, and Spellcasting skills
  CORPSELIGHT
  This being is likely the reason for hundreds, if not thou-
  sands, of years of legends regarding lights floating in 
  the swamps and forests, luring people to their deaths. 
  Before the Awakening, these lights were blamed on 
  pockets of natural gas, but extensive study seems to 
  indicate that corpselights were likely active during the 
  downcycle of mana. They sustained themselves on the 
  life force of their victims in the same manner they do 
  now, though during the low cycle their feeding periods 
  would have been far more frequent. 
  My initial research started when Patterson wasn’t able to 
  get solid information and I wanted to discover the facts for 
  myself. I didn’t find much more than anyone else early on. 
  The corpselight is a small glowing ball with about the same 
  brightness as a torch. It floats anywhere from a few centime-
  ters to two meters above the ground. On rare occasions it 
  floats higher, and a few have been spotted in trees. 
  When hunting, they have historically used their move-
  ment power to slow prey. This was exclusively done with-
  in their natural habitat—swamps and marshes—because 
  it was secluded, and slow-moving, frequently lost beings 
  were commonplace. In recent years they have expanded 
  their hunting range to urban environments, where their 
  movement-inhibiting powers represent wrong turns or 
  tripping unexpectedly. 
  Corpselight feeding is a euphoric experience. As they 
  drain life, they excite the pleasure centers of the brain and 
  flood the victim’s system with dopamine. Death is an un-
  matched pleasure.
  The ball of light is eerie but not frightening. The true 
  horror of the corpselight is only visible to those with as-
  tral sight. On the astral plane, the corpselight looks like 
  a twenty-tentacled cephalopod that latches onto its vic-
  tims and drains the life from them. 
  As a species (though they lack a clear taxonomy due 
  to their astral nature), corpselights are solitary, though 
  groups hunt together in fertile territory. Though they have 
  previously been identified as nocturnal, extensive re-
  search indicates the creatures are in fact active during the 
  day, but they only glow at night. During daylight hours, 
  their presence on the physical plane resembles a small 
  cloud of dust or particulate matter blowing in the wind. 
  > 
  G-Nome, how the hell did you do this research?
  > 
  Lyran
  > 
  I have my ways.
  > 
  G-Nome
  > 
  And here we have an excellent example of the pot calling
  the kettle black. Which corporation did you raid for this? I 
  bet it was from early Ares work.
  > 
  Ethernaut
  > 
  Frag you!
  > 
  G-Nome
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    119
  B
  A
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  EDG
  ESS
  M
  5
  10
  10
  1
  5
  2
  5
  1
  4
  2D6
  6
  Initiative
  15 + 4D6
  Movement
  x3/x6/+3
  Condition Monitor 
  (for Force 4)
  11/11
  Limits
  Physical 6, Mental 5, Social 4
  Armor
  12H
  Skills
  Assensing 4, Counterspelling 6, Intimidation 3, Sneaking 
  7, Tracking 5
  Powers
  Essence Drain, Immunity (Normal Weapons), 
  Manifestation, Movement, Natural Weapon (Strike: DV 
  9P, AP —), Psychokinesis, Regeneration
  Weaknesses
  Essence Loss
  Notes
  Reach –1, When a corpselight is encountered, it has an 
  initial Essence Rating of 2D6. Thus, its normal maximum 
  Essence Rating is l2. (Note, however, that its Essence 
  Drain Power can, theoretically, increase its Essence 
  Rating to 24.)
   
  
  CROKI
  The croki are beautiful fae, with an appearance more 
  human than elf, while still retaining that attractive fae 
  glamour. They have an artistic talent and nimble hands, 
  and they are dexterous enough to create intricate ori-
  gami art in various materials. Many are hired as interior 
  decorators for other fae or great spirits, as some croki’s 
  magical talents can even fold the perception of space. 
  A handy skill for the customer who wants to present a 
  larger room without purchasing one. 
  Croki perceive our world as a suitable canvas, and 
  the living within as mobile works of art.  They will hire/
  enslave metahumans to accompany them around like a 
  retinue. The croki may dress their servants up like dolls, 
  or make more permanent physical alterations to show 
  off their talent. Croki retinues can be quite the sight, with 
  ornate tattoos, piercings, and other alterations they may 
  be inspired to make.
  > 
  “Hire” is too weak of a word, and “enslave” is probably
  too strong. People dealing with spirits can negotiate 
  contracts with them, even mundanes. Unfortunately, the 
  contracts have a magical component, making them hard 
  to break. People also don’t read or understand what they 
  are getting into.
  > 
  Winterhawk
  One thing about croki is that they all wear white 
  gloves. Emphasis on the “white,” though the cut and 
  material can change to fit their fashion taste. They are 
  somewhat vain about keeping their hands clean. They 
  don’t wave or eat food without utensils—they find such 
  practices barbaric. They also don’t do handshakes unless 
  it’s to seal a deal. Another reason why they wear gloves 
  is that its a common courtesy as their touch can easi-
  ly peel skin from metahuman and fae alike. It’s not that 
  they care if they flay a metahuman, but they do follow 
  >> HOWLING SHADOWS <<
  120    >> EXTRAPLANAR TRAVELERS <<  
  
  court protocols over messy displays. This is the darker 
  aspect of the croki. They can manipulate their servants’ 
  skin for their art. Once flayed, the victim’s skin can be 
  crafted into various magical items. It’s been suggested 
  that a croki of great power was able to bind the Al Azif 
  in human skin.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F
  F
  F+2
  F+2
  F
  F
  F
  F
  F
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Artificing,  Assensing, Astral Combat, Gymnastics, 
  Perception, Ritual Spellcasting, Spellcasting
  Powers
  Astral Form, Aura Masking, Fae Glamour, Flay Touch, 
  Fold Perception, Improved Sense (Smell, Thermal), 
  Materialization, Sapience, Spirit Pact
  DUENDE
  Duende are unscrupulous gamblers. They love meta-
  human games of risk and chance, and they hate to play 
  fair. They are a wild bunch—they love to drink, drive fast 
  cars, and party all night. Or whatever passes for night 
  on the metaplanes they happen to be on.
  > 
  That’s because they aren’t affected by drink or the need
  for sleep, and they can stop physically manifesting if it 
  looks like they’ll crash.
  > 
  Ethernaut
  They can do this until dawn, then evanescence kicks 
  in and they have to find another way back to their plane. 
  Duende don’t want to go back to the dreary fae meta-
  plane, so they look to make deals with metahumans, 
  and they normally do this through the preverbial pound 
  of flesh offered at high-stakes games.
  In appearance, the duende are like the humanoid 
  caterpillar like from Alice in Wonderland. They have a 
  long, slender torso, providing space for multiple arms. 
  They have two sets of legs, but they can fold up the sec-
  ond pair so it doesn’t interfere with driving a car.
  > 
  The duende own the look, going by names such as
  “Absolem” and “Shiva.”
  > 
  Axis Mundi
  Their extraplanar nature allows them to make some 
  unusual wagers, like one of their arms or eyes. It’s more 
  than a little disturbing when they bloodlessly pop off one 
  of their arms. Same goes for an eye. The duende will ex-
  plain that the offer is to give the winner the power of that 
  arm or eye. What many don’t realize is that if they play, 
  they are agreeing to a spirit pact if they win. The duende 
  would have to fight against its nature to win, because if it 
  loses, it doesn’t have to disappear with sunrise.
  The limb or eye wagered represents a spirit pact, 
  with the duende offering a physical boon. This is usu-
  ally solely symbolic, but if the person on the other side 
  of the table has lost a limb or eye, this pact regenerates 
  the missing part, but with the physical appearance of the 
  duende. 
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F
  F
  F+2
  F+2
  F
  F
  F
  F
  F
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Con, Gymnastics, Perception
  Qualities
  Shiva Arms
  Powers
  Astral Form, Aura Masking, Hidden Life*, Improved 
  Sense (Touch), Materialization, Regenerate*, Sapience, 
  Spirit Pact
  Weaknesses
  Evanescence
  * Only works in connection with spirit pacts.
  ELVAR
  Elvar are commonly found in the Seelie Court. They 
  love to play the political games, and many have be-
  come fascinated by the complexities of the Corporate 
  Court. Many have also found dressing in period clothes 
  with powdered wigs inspirational in doing business 
  with metahumans, though that look doesn’t always fly 
  in the Corporate Court.
  > 
  Snuff is another thing they like. They shove all kinds of
  things up their nose to make themselves sneeze. Doesn’t 
  have any other effect.
  > 
  G-Nome
   There are a dozen houses of elvar, demonstrating 
  heritage and political division among them. These in-
  clude major houses—the Cloch, the Garraidh, and the 
  Iubhar (roughly Stone, Spear, and Wood). These three 
  families lay claim to the creation and/or ownership of 
  three of the artifacts found in Tír na nÓg. Bitter feuds be-
  tween the houses are blamed for the elvar losing these 
  artifacts. Looking to gain power or influence, each house 
  plays with the royal families of Danaan like pawns, work-
  ing to control the land if not the court. This puts them at 
  odds with the Tuatha, who have the Queen’s ear.
  With an appearance similar to metahuman elves, 
  they have made themselves quite at home in Tír na nÓg. 
  Their disturbing skin and agelessness set them apart, 
  though. They do not wrinkle, nor does their skin change 
  with the effects of the sun. They are like porcelain dolls 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    121
   
  
  with smooth, sculpted faces. The elvar are fascinated by 
  metahuman aging. Many will take on children as ser-
  vants, amusing themselves by watching them grow and 
  age.  They have the power to turn back the clock, tempo-
  rarily taking on the burden of someone else’s years. The 
  metahuman might appear youthful again, but a double 
  helping of exhaustion tends to accompany the return of 
  the years. The elvar do this for entertainment, so they 
  themselves can feel old, looking at wrinkles and watch-
  ing their hair go white.
  > 
  And when they get tired of that game, the elvar send their
  servants back into the population, old, poor, and more 
  tired than ever.
  > 
  Haze
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F
  F
  F+2
  F+2
  F
  F
  F
  F
  F
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Con, Counterspelling, 
  Disenchanting, Gymnastics, Perception, Spellcasting
  Powers
  Astral Form, Aura Masking, Materialization, Energy 
  Drain (Essence, Age), Fey Glamour, Sapience, Spirit 
  Pact
  EJERIAN
  The ejerians are primarily astral beings who have the 
  ability to inhabit objects to make their stay on our plane 
  permanent. I’ve met several and interviewed them, 
  though they communicate in mental images rather 
  than words, so it can be a bit overwhelming and con-
  fusing, especially when misunderstandings and misin-
  terpretations hinder the flow of information. 
  From what I’ve gathered, they are trying to find a 
  new home plane because they have been exiled from 
  their own. It could also be that they have simply left their 
  own, but I got the impression it was not a choice to be-
  gin metaplanar exploration in order to find somewhere 
  to settle. They don’t have huge numbers, so this isn’t like 
  some monad or shedim invasion—they’re just looking for 
  a place to get away from the plight of their home plane.
  On the astral, ejerians look like man-sized earth-
  worms. In the physical world, they don’t have a partic-
  ular form or even a preferred object to inhabit. They are 
  limited to inorganic materials, and no matter what they 
  inhabit, the movement of the object becomes worm-
  like, making for a strange and alien appearance to near-
  ly all vessels. 
  > 
  I’ve seen these before. A whole mass of them came from
  an alley I was approaching. They slipped themselves into 
  the parts of a passing Ford. I was curious, so I turned 
  around and followed. The Ford parked ten minutes later, 
  and after the driver was out of sight, the vehicle just 
  wiggled to pieces.
  > 
  Haze
  > 
  You sure you weren’t just high?
  > 
  Ironworker
  > 
  You’re new, IW, but we’re trying to avoid the personal
  commentary while we vet the newbies. Add valuable data 
  or keep it to yourself.
  > 
  Bull
  > 
  There is a small cult of art collectors interested in
  objects that had been possessed by ejerians, grabbing 
  them after the critters have been banished. They believe 
  some trace, astral or otherwise, stays with the object
  > 
  Lyran
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F*
  F
  F
  F
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  (F x 2) + 2D6
  Movement
  x1/x4/+1
  Condition Monitor 
  (for Force 3 & 4)
  10/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  *
  Skills
  Assensing, Astral Combat, Automatics, Blades, 
  Clubs, Computer, First Aid, Gymnastics, Intimidation, 
  Locksmith, Longarms, Perception, Pilot Ground Craft, 
  Pistols, Sneaking, Throwing Weapons, Unarmed 
  Combat
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Hardened Mystic Armor (F), Possession, Sapience
  * Body and Armor are the Structure and Armor Ratings 
  of the item they are in, augmented by the Force of the 
  ejerian. Removing an ejerian requires banishment or the 
  destruction of the object.
  ERINYES
  More and more of the spirits I encounter support the 
  arcane theory of group consciousness shaping some 
  aspects of the spiritual world, but none as strongly as 
  the erinyes. While some argue that the legends of the 
  erinyes were created by the existence of the erinyes 
  and their visits to our plane, their extraplanar nature, 
  the mundane focus of their activities, and the shift in 
  that focus appear to be reflective of the modern mind 
  rather than the classical view.
  The universal base for the erinyes is a human female 
  with black wings, a sharp-toothed maw that is perpetu-
  ally bloody, and thick, muscular tentacles. At the heart 
  of their nature is a being of pure wrath that has come to 
  our plane as an executor of vengeance. Previously tied 
  to the crimes of homicide, unfilial acts, hubris against 
  the gods, and perjury, the modern erinyes focus on 
  >> HOWLING SHADOWS <<
  122    >> EXTRAPLANAR TRAVELERS <<  
  
  crimes against women. Like the Wild Hunt, erinyes can 
  be called to bring their wrath upon an individual. The use 
  of such a ritual is dangerous, as the erinyes do not like 
  to be contained.
  At the receiving end, erinyes may be able to be paci-
  fied or appeased through a rite of atonement if the sub-
  ject lives long enough. I have yet to discover their native 
  metaplane. They are difficult to track—very few other 
  metaplanar entities are willing to speak of them, and 
  they have little to say to anyone who is not the recipient 
  of their justice. 
  > 
  This is Magister’s stuff, not mine. I was submitting a
  document that talked about the connection between the 
  erinyes and the traditions of Wicca as well as the historical 
  accounts and behavioral connections being linked to the 
  mindset and religious beliefs of the era. Religions would 
  be the only things capable of generating the massive 
  manipulation of mana needed during that era.
  > 
  G-Nome
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F-1
  F+3
  F+2
  F
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 3D6
  Movement
  x2/x5/+4 
  Condition Monitor 
  (for Force 4)
  10/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  (F x 2)H
  Skills
  Assensing, Astral Combat, Flight, Gymnastics, 
  Perception, Sneaking, Unarmed Combat
  Powers
  Accident, Astral Form, Banishing Resistance, 
  Concealment, Engulf (Air), Fear, Immunity (Normal 
  Weapons), Influence, Materialization, Natural Weapon 
  (Claws: DV (F+2)P, AP –F), Natural Weapon (Wings: 
  DV (F+6)S, AP –Force, Knockdown), Psychokinesis, 
  Sapience
  GREEN MAN/ 
  HEART OF THE CITY
  There are a few great spirits that have made our world 
  their home. Spirits that many believe were “born” 
  alongside the formation of a city or the growth of a 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    123
   
  
  forest. I believe, however, that they may have felt a 
  connection to Gaia and were drawn here. They forge 
  a strong bond to the area, which makes it impossible 
  for them to leave. The advantage of this bond allows 
  them to perform magic in much larger ways; the disad-
  vantage is that they are impacted by events in the city 
  as well. Many believe that many places have a spirit to 
  them, but only a few have a true spirit that feels respon-
  sible for protecting the place and its inhabitants. 
  While they can be extremely powerful, the pledged 
  bond to the location makes these spirits vulnerable in 
  unusual ways. The most famous of these spirits is Zeb-
  ulon, the Spirit of Denver. Zebulon presumably arrived 
  in the 1850s and formed a connection to Denver during 
  the early gold rush days. Because of simultaneous sum-
  moners in 2017 and creation of the Denver Treaty, Zeb-
  ulon for a time was split into multiple spirits, each with 
  a different persona, until Ghostwalker captured and 
  bound the personalities back together.
  Can these spirits die? All spirits can be disrupted, but 
  death takes a little more time. With the bond, however, 
  great spirits can die if the place they are bonded to is 
  destroyed. Not many know of the great spirit of Chica-
  go, Calumet. It had a brilliant engineering mind, and pre-
  sumably arrived in 1871 to influence the construction of 
  stone and steel structures. It became sick, though, as 
  bugs infiltrated the city. Calumet died in 2055 after cen-
  tral Chicago became the Containment Zone. 
  While great spirits bound to urban areas are some-
  times called a Heart of the City, other great spirits are tied 
  to natural locations. These are often called Green Men, 
  though they may be neither green nor what we consider 
  masculine. For example, Alquitat of the Brocéliande Forest 
  doesn’t take attitude from metahumans nor the fae who 
  travel through. Alquitat is not like the others who live in the 
  city—he’s more of a giant, overgrown by the forest itself.
  The greatest power that these spirits have is to alien-
  ate an individual while they are on the spirit’s territory. 
  The phrase “Denver shuns you” has been adopted into 
  slang, meaning you need to get out of town before 
  something bad happens. The original quote comes from 
  Zebulon, as the spirit brought special justice on a few 
  people after becoming whole again. None are known to 
  have survived Zebulon’s shunning.
  IMP
  From diminutive humanoids to whispering snakes to 
  blobs of mist with a single eye, imps can come in a va-
  riety of appearances. It is thought that the imp’s form is 
  like a breed of dog or cat. While they despise metahu-
  man kind, they are attracted to magical constructs that 
  magicians can create. Why they are not in the squat-
  ters section is that they are only here for their insatiable 
  hunger for Karma that metahumans can provide.
  Imps are like hermit crabs. They are fragile in astral 
  space as they slowly succumb to evanescence, but they 
  have the ability to occupy magical objects on a perma-
  nent or semi-permanent basis to protect themselves, 
  using it like a shell. 
  Imps begin as motes of magic tied to a reagent, giv-
  ing it the appearance of a naturally refined reagent. This 
  is the lure of prey in the imp’s lifecycle. The young can 
  survive in this state almost indefinitely. They remain dor-
  mant until a magician uses the reagent, then seek out a 
  home in one of the magician’s possessions. If the mage 
  in question doesn’t have a focus, the imp can be patient 
  and hide in a preparation, attuned fetish, or even tem-
  porarily in a ritual. 
  Young imps work subtly, so as not to be detected. 
  They use their powers to extend the life or potency 
  of preparations in order to encourage the Awakened 
  to continue to create such works. It will convince the 
  spellcaster to spend Karma here and there as it manip-
  ulates preparations into more devastating effects. Once 
  it grows stronger with that Karma, it will become more 
  forceful in its tactics to convince the magician to contin-
  ue obtaining or making foci. 
  Once an imp has possession of focus, it will then try 
  to become the more dominant personality in the rela-
  tionship with the magician, using focus addiction and 
  psychological manipulation against the mage. An imp 
  will try to occupy the mage’s most powerful focus, usu-
  ally measured in terms of Karma required to bond the it.
  At this stage, an imp can use the Karma and part of 
  its force to spawn the next generation into reagent ma-
  terial for the next victim. Imps are territorial and pos-
  sessive, so the young must find new Awakened victims. 
  Imps try to not kill their host, as it’s not in their best in-
  terest, especially if they’ve broken down the magician’s 
  psyche. Even with the possibility of occupying a more 
  powerful focus with another mage, they will stick with 
  what they have built, allowing their children a chance at 
  that focus/victim.
  > 
  Here’s one of the weirdest things. Je su chin (an Amerind
  variant of imp) can be found all over the southern 
  Cascades. Could it be that someone’s lair has been booby 
  trapped with imps?
  > 
  Axis Mundi
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F+3
  F–1
  F+2
  F+4
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 3 & 4)
  12/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Counterspelling, Gymnastics, 
  Leadership, Perception, Unarmed Combat
  Powers
  Accident (Domain), Alienate, Astral Form, Aura 
  Masking, Banishing Resistance, Concealment (Domain), 
  Confusion, (Domain), Engulf, Fear (Domain), Guard, 
  Magical Guard, Materialization, Movement, Personal 
  Domain, Sapience, Silence
  >> HOWLING SHADOWS <<
  124    >> EXTRAPLANAR TRAVELERS <<  
  
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F
  F
  F+3
  F
  F
  F
  F
  F
  F
  F
  F
  Initiative
  [(F x 2) + 3] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 3 & 4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Alchemy, Assensing, Astral Combat, Con, 
  Counterspelling, Disenchanting, Gymnastics, 
  Intimidation, Perception, Spellcasting, Unarmed Combat
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Compulsion, Control Focus*, Desire Reflection, 
  Empathy*, Energy Drain (Karma)*,  Guard*,  Influence*, 
  Innate Spell (Alter Memory)*, Immunity (Age, focus 
  only), Magical Guard, Manipulate Magic (Ritual, 
  Preparation), Possession (Inanimate Arcane Vessels 
  only), Psychokinesis (Occupied Focus), Sapience, Spirit 
  Pact
  Optional Powers
  Innate Spell (Mental Manipulation spells)*, Mystic 
  Armor
  Weaknesses
  Evanescence
  Notes
  An imp in astral form can use only mana-based powers. 
  Powers that are marked with an asterisk (*) may 
  be exercised only on characters who are magically 
  linked or bonded to the attuned item that the imp is 
  possessing.
  JARL
  Many in the Unseelie Court are thought to be juvenile 
  pranksters or uncouth astral monsters that like chaos 
  and disruption. The jarl, however, are about as devious 
  in plots and plans as those in Seelie Court, possibly 
  even at a draconic level. They love metahumans and 
  their need for money. The jarl work behind the scenes, 
  offering precious metals, hard currency, or gems in 
  return for services. Some spirits can conjure up gem-
  stones, of course, but the jarl don’t like that sort of per-
  sonal astral signature to be so open and obvious, so 
  they will find or steal the real stuff themselves (or get 
  someone to get it for them).
  A jarl hordes many of these treasures, enjoying how 
  they feel in its hands. Unfortunately, they are never con-
  tent with the treasure they amass. This feeling of greed is 
  very palatable from a jarl. They exude sweat that can be 
  considered concentrated and distilled greed. Taking ob-
  jects handled by a jarl, or even shaking hands with them, 
  can compel a person into obsessive thoughts of wanting 
  more. The jarl will take full advantage of that if they get 
  that sort of leverage over a person. 
  The jarl can negotiate spirit pacts, but they are more 
  interested in less binding business negotiations. A jarl, 
  however, doesn’t often do face-to-face negotiations. They 
  prefer a third-party representative, or if they are interest-
  ed in who they are working with, they will use the novel 
  “persona” icon over a commlink or set up a meeting at a 
  costumed ball. The reason for this is that they are self-con-
  scious of their appearance to metahumans. While they 
  appear much like other elf-like fae, their faces are exagger-
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    125
   
  
  ated rictuses, permanently frozen expressions of maniacal 
  laughter or rage. Their mouths are often scabbed or have 
  cracks from their attempts at breaking the rictus.  A few 
  wear makeup or cover their faces with kabuki-style masks.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F+2
  F–1
  F+2
  F+2
  F
  F
  F+2
  F
  F/2
  F
  F
  Initiative
  [(F x 2) +4] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 3 & 4)
  11/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Counterspelling, Gymnastics, 
  Leadership, Perception, Unarmed Combat
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Compulsion, Desire Reflection, Materialization, 
  Influence (Greed), Sapience
  KAPPA
  Kappas are Asian fairies talked about in Japanese my-
  thology. They look like child-size humanoids with 
  frog or turtle features, such as webbed feet, shells, or 
  elongated legs. The faces of kappas have some simian 
  features, but most people usually just notice the wa-
  ter-filled depression on top of their heads. This water is 
  said to be source of their powers. 
  Often thought of as mischievous thanks to the leg-
  ends about them, kappas are actually congenial and of-
  ten befriend metahumans. The mischief that they cause 
  are acts of rebellion, usually directed at an individual in 
  order to teach them a lesson or change their behaviors. 
  These efforts are rarely successful in the modern world, 
  but kappa are old spirits and do not learn quickly. 
  As for the water in the bowls on their heads, the truth 
  about it is still a mystery. Though I studied and spoke 
  with them extensively, they laugh off the thought of wa-
  ter being their power and usually dip a finger into it and 
  flick it at you when you ask. 
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F+5
  F
  F-1
  F+1
  F
  F
  F
  F
  F
  F-2
  F
  Initiative
  [(F x 2) – 1] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Movement
  x2/x4/+1
  Condition Monitor 
  (for Force 3 & 4)
  13/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  0
  Skills
  Assensing, Astral Combat, Exotic Ranged Weapon 
  (Elemental Attack), Gymnastics, Perception, Unarmed 
  Combat
  Powers
  Astral Form, Banishing Resistance, Concealment, 
  Confusion, Elemental Attack (Water), Engulf (Water), 
  Fey Glamour, Influence, Materialization, Movement, 
  Sapience, Search, Vanishing
  Weaknesses
  Allergy (Fire, Severe)
  >> HOWLING SHADOWS <<
  126    >> EXTRAPLANAR TRAVELERS <<
   
  
  KOKOPELLI
  Kokopelli is a prominent figure in the folklore of native 
  tribes across the American southwest. He has been 
  called a fertility god, trickster, trader, musician, and sage. 
  Petroglyphs of his iconic profile have been around for 
  more than three thousand years. But on the metaplane 
  of man, carvings and figurines of Kokopelli-like beings 
  can be found among the relics of lost civilizations. These 
  objects depict a race of astral travelers that have inter-
  acted with metahumans throughout history. The ex-
  istence of these kokopellis is now relatively common 
  knowledge, but their home metaplane remains a secret. 
  Which raises the question: Why are they here?
  > 
  To procreate and create hybrid metahumans to fight the
  invading bug spirits!
  > 
  Plan 9
  > 
  It was a rhetorical question.
  > 
  Ethernaut
  They have been known to travel with the seasons, 
  arriving in the spring. They can be found walking alone 
  with animal companions or hitching a ride and enter-
  taining drivers with stories as they move down the road. 
  Kokopellis tend to enjoy the company of metahumans. 
  Some may offer their musical talents for food and drink, 
  others find swap meets to engage in barter over trinkets 
  they have picked up along the way. A kokopelli always 
  carries a bag of goods as it travels.
  Kokopellis are humanoid, slightly scrawny, and hunched 
  over, with a prominent head and discernible facial features. 
  They then also have some not-so-human features, such as 
  the distinctive head crest and exoskeleton. Despite their 
  inhuman appearance, many feel at ease around kokopellis, 
  inviting them into their homes or parties. 
  > 
  With the exception of people in Chicago. If it looks like a
  bug, they don’t ask questions.
  > 
  Haze
  Kokopeillis are more familiar with the human experi-
  ence than other spirits, and they are able to entertain 
  with practical jokes or give personal advice. While they 
  are welcomed in various nations and tribes, they don’t 
  stay long. They may stop for two to three days, but they 
  become restless and must continue their journey. This is 
  also part of the mystery of the kokopellis—why do they 
  travel, and where are they going?
  > 
  They travel to the edge of the deep metaplane as scouts in
  an ongoing mission against demons.
  > 
  Plan 9
  > 
  Rhetorical!
  > 
  Ethernaut
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    127
   
  
  B
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  ESS
  M
  F–1
  F+2
  F+2
  F
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Artisan, Assensing, Astral Combat, Leadership, 
  Perception, Unarmed Combat
  Powers
  Accident, Astral Form, Banishing Resistance, 
  Enthralling Performance (p. 23, Shadow Spells), Fey 
  Glamour, Materialization, Sapience, Vanishing
  MORBI
  The morbi do not have a known metaplane of origin, 
  nor are there any mythological references to them. 
  The first mass sighting of morbi in the Sixth World was 
  August 2017, when many were seen observing moun-
  tains in the Pacific Northwest before they erupted. Un-
  substantiated stories report sightings as early as 2010. 
  VITAS might have been what initially attracted them 
  here.
  > 
  What about the Mothman or Owlman?
  > 
  Haze
  > 
  Inconclusive. They could be misinterpretations, but there’s 
  too many discrepancies.
  > 
  G-Nome
  Morbi have large black eyes in proportion to their 
  grey oval face, and their bodies are ambiguous forms 
  beneath a cloak of something appearing like feathers 
  or moth wings. The eyes do not have discernible meta-
  human anatomy. Instead they are like dark pools where 
  the surface can ripple and shift in a fluid way. They 
  >> HOWLING SHADOWS <<
  128    >> EXTRAPLANAR TRAVELERS <<  
  
  don’t appear to show emotion—or rather, we don’t see 
  a change in their facial expression that we can interpret 
  to be emotion. 
  They are odd spirits, attracted to disaster and death. 
  They will stand in dark corners or look from a window, 
  anticipating a train wreck, then walk through the carnage, 
  pausing to observe a dying individual’s gasp of air. Some 
  may interact with the dying, but only to adjust their hair 
  or straighten a tie. Others may rearrange the scene into 
  possibly a gentle repose or some artistic pattern.
  While the Awakened and even the mundane can see 
  morbi when they manifest, spirits have trouble seeing 
  them. Not sure how they do it, though it may be similar 
  to the capabilities of mentor spirits. In any case, other 
  astral denizens ignore morbi. They seem impartial to 
  our material world, but there are questions on how they 
  know of disastrous events. While there is possibility of 
  divination, some believe that they are mischievous har-
  bingers of chaos, capable of causing events and then 
  watching them unfold. There may be truth in both. While 
  we don’t see emotion from morbi, it doesn’t appear that 
  they like to be disappointed. There have been correla-
  tions of nearby “freak accidents” if there wasn’t enough 
  tragedy in the initial event. 
  > 
  Not sure what that means, but the story I know is that there
  was this Sammy who took souvenirs from every job. At 
  one very messy operation, the Sammy looted the bodies 
  of four execs. What he didn’t know/pay attention to was 
  the layout of the bodies, like how they were gently laid 
  out after the “accident.” After that, the Sammy become 
  paranoid, as every day there was an almost-deadly freak 
  accident. At then, at end of the week, he lost an eye 
  and had a few teeth knocked out. While the “accidents” 
  stopped, he wasn’t the same.
  > 
  Pistons
  B
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  M
  F
  F
  F+1
  F–2
  F
  F
  F+1
  F+2
  F/2
  F
  F
  Initiative
  [(F x 2) +2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  10/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Perception, Ritual 
  Spellcasting, Sneaking, Unarmed Combat
  Powers
  Accident, Astral Form, Banishing Resistance, Enhanced 
  Senses (Low Light), Innate Ritual (Augury), Magic 
  Sense, Materialization, Search
  Optional Powers
  Deathlock
  NOCNITSA
  The chances of randomly running across one of these if 
  you are one of the Awakened is quite rare. The nocnitsa 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    129
   
  
  are smart enough to avoid individuals who can respond 
  to their nightmare-inducing visits with mana-disrupting 
  skills. That said, the likelihood of running into one of 
  these when you are a decent metahuman being and 
  you have friends with children increases dramatically, 
  especially when you’re me and curious about anything 
  that could be even the least bit interesting in an arcane 
  or parabiological manner.
  Let me clarify what these things are. The nocnitsa 
  were named after Slavic nightmare spirits. They match 
  the description the eastern Europeans gave but have ex-
  panded their hunting grounds to include anywhere that 
  has children. They usually appear as a female in a long 
  black dress with a white veil and wispy white hair. The 
  veil covers a hideous worm-eaten face with rotten flesh 
  that the nocnitsa display in order to create fear in their 
  preferred prey, namely young children. 
  The nocnitsa feed off the fear they create. First they 
  feed off the fear of the sleeping child as they influence 
  the dream of the sleeper to become nightmares. If the 
  child sleeps long enough and provides enough suste-
  nance, the nocnitsa leaves before the child wakes. If the 
  child wakes too soon, the nocnitsa manifests to the wo-
  ken child, appearing as a horrible ghost that has been 
  known to scare children into unconsciousness, with one 
  confirmed case being put into a coma. The nocnitsa are 
  smart enough to only target children who are young and 
  never ones where a parent or nearby guardian is Awak-
  ened, because they know their own limits and fragility. 
  When encountered, they tend to flee rather than 
  fight, but if they do fight, they are easy to break but terri-
  ble to be struck by. They have the ability to induce fear—
  not just the normal ability that makes the victim run, but 
  a method that draws out the worst fears of the victim 
  and causes extended psychological damage. 
  B
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  M
  F-3
  F+4
  F+5
  F-2
  F-1
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 5] + 3D6
  Astral Initiative
  (F x 2) + 3D6
  Movement
  x2/x5/+2
  Condition Monitor 
  (for Force 4)
  9/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  0
  Skills
  Assensing, Astral Combat, Perception, Sneaking, 
  Unarmed Combat
  Powers
  Astral Form, Aura Masking, Banishing Resistance, 
  Elemental Attack (Electricity), Fear, Guard, 
  Materialization, Natural Weapon (Claw: DV (F-2)P, AP 
  +2), Sapience
  Weaknesses
  Allergy (Light, Severe)
  Notes
  EMP attack is intended to affect lights; nocnitsa don’t 
  use it to attack living targets.
  PHANTOM
  The astral plane is flavored by metahumans’ emotions 
  and actions, and our astral surroundings are a chaotic 
  blending of these flavors. It’s probably this unique phe-
  nomenon that attracts phantoms. We have one catego-
  ry for phantoms, but I suspect that they can come from 
  different metaplanes. Most appear as lanky human-
  oids, grotesquely stretched to four meters tall. They are 
  under the squatter category as they “nest” in the astral 
  background. They become attached to a location and 
  don’t want to leave it. Some phantoms create a magical 
  connection to the nesting area, making it more difficult 
  to remove them. This is called a Haunt, and it allows the 
  phantom to have more physical control over their nest. 
  Phantoms are the most common of spirit entities that 
  the mundane encounter. 
  What is interesting is that, as they nest, they become 
  psychically connected to the source or the background. 
  For some, if there’s a background connection to a de-
  ceased person, they can inherit strong memories and 
  even change their appearance to allow them to act like 
  conventional ghosts of pre-Awakening legend. Depend-
  ing on the strength of the phantom and the emotional 
  impression, ghosts can connect themselves to personal 
  belongings of the deceased individual. These connec-
  tions are called “ghost chains.” Ghost chains allow the 
  phantom limited freedom from their nesting area to 
  where the connected items are located, along with re-
  sistance to banishment. 
  Even if they are not acting as ghosts, phantoms have 
  a strong connection to the background of their Haunt, 
  and they hate any change to it. They will covet items to 
  keep that flavor of background, though they don’t stray 
  too far from their nesting location to collect them. Phan-
  toms are mostly harmless, as they may tidy up a place 
  at night or have a drink with a patron in the wee hours 
  of the morning. More annoying phantoms could bring 
  in and feed stray cats at your expense, or not approve 
  of the companionship you come home with. If there’s a 
  change in the background, such as a cleansing ritual, it 
  irritates them to no end. An irritated phantom will throw 
  a tantrum until things are set right. These phantoms 
  are called poltergeists. Poltergeists are not necessarily 
  deadly, but they can have violent outburst where they 
  can telekinetically throw items.
  Background count can borderline on being toxic to 
  phantoms when it comes to strong or intense violence 
  in death. If a phantom nests in such a background, they 
  can become obsessed with the background. They can 
  become more than violent poltergeists, wanting to bring 
  more death, even to the point of fixating on a way to 
  murder people. These kinds of phantoms become grim 
  reapers. Grim reapers can feed off the psychic release 
  and energies created at the scenes of death, especial-
  ly violent death. Grim reapers use ghost chains as well, 
  but these chains have a darker connection. The body of 
  >> HOWLING SHADOWS <<
  130    >> EXTRAPLANAR TRAVELERS <<  
  
  each of their victims become another object connected 
  to the ghost chain. Like ghosts, grim reapers have lim-
  ited freedom of movement through the chains. Unlike 
  ghosts, grim reapers can animate their victims like corps 
  cadavres (p. 128, Hard Targets). As a side note, there are 
  a few odd cases noted by paramedics where patients 
  who should have normally stabilized with medical care 
  died, as if no treatment had been delivered. They are be-
  lieved to be victims of a grim reaper.
  B
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  ESS
  M
  F+1
  F
  F+2
  F–2
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Condition Monitor 
  (for Force 4)
  11/10
  Movement
  x2/x4/+2
  Armor
  0
  Skills
  Assensing, Astral Combat, Gymnastics, Perception, 
  Unarmed Combat
  Powers
  Accident, Astral Form, Banishing Resistance, 
  Compulsion, Enhanced Senses (Low-Light Vision, 
  Thermographic Vision), Fear, Haunt, Possession, 
  Psychokinesis
  Optional Powers
  Confusion, Deathlock, Exotic Melee Weapon (Scythe*), 
  Ghost Chain, Movement, Noxious Breath, Paralyzing 
  Touch or Howl, Sapience, Spirit Pact 
  * The weapon does not have to be a scythe; it can be 
  any weapon believed to be used by Death.  
  PRETA
  The preta is a piteous creature, an astral dweller that 
  seeks some earthly substance but is forever doomed 
  never to fill its insatiable desire. The preta is a hideous 
  monster of the astral plane that will stop at nothing and 
  assault any obstacle in its path in order to acquire the 
  treasure it desires. 
  I couldn’t decide how to start this, so I left both of the 
  intro sentences I wrote. It’s hard to decide whether the 
  preta is a creature to be pitied for its inability to satiate its 
  hunger or to be feared for the length it will go to attempt 
  to fill that insatiable appetite. In either case, the entity is 
  entirely astral in nature and can only make contact with 
  the physical world by ripping a small gap in the fabric be-
  tween the two planes. This gap allows the spirit to take 
  and manipulate physical objects, but only for a short pe-
  riod of time. Once it crosses the rift, it suffers rapid deg-
  radation and energy sapping. Thus, every bit of material 
  it finds that feeds its appetite also comes at a cost. 
  Occasionally a single preta will find a vast supply 
  of the substance it desires and will go to strange and 
  extreme measures in order to keep it. A preta I came 
  to refer to as Smiley, due to the perpetual grin creat-
  ed by the emaciated look of its face, fed off of meta-
  human sweat. After finding a club in Amazonia that 
  always had hot, sweaty, dancers, Smiley tore through 
  the astral and began licking the patrons. Somehow 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    131
   
  
  this was not a completely horrifying experience, and 
  the place went crazy with dancers trying to get licked. 
  Smiley was completely sated the first night, and the 
  news drew more dancers over subsequent nights. 
  Smiley was well fed. 
  Then local authorities took issue with an astral being 
  feeding off locals. They assumed it was taking some-
  thing less corporeal while licking them. Smiley found out 
  the locals were planning to have the club shut down, so 
  he spent tons of energy ripping open rifts at the doors 
  to prevent anyone from getting in or out. The crowd en-
  tered a rebellious frenzy of crazy dancing until they real-
  ized they, too, were trapped. 
  Four days later the rifts finally faded, and when the 
  authorities came in, they found fifty dead from ex-
  haustion/dehydration and another twelve dehydrated, 
  starved, and barely alive—myself among them. 
  B
  A
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  ESS
  M
  F-1
  F+1
  F+2
  F-1
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  10/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  Force(H)
  Skills
  Assensing, Astral Combat, Con, Intimidation, 
  Negotiation, Perception, Sneaking, Unarmed Combat
  Powers
  Accident, Astral Form, Aura Masking, Banishing 
  Resistance, Binding, Compulsion, Concealment, 
  Confusion, Fear, Hardened Mystic Armor (F), Influence, 
  Materialization, Natural Weapon (Fist: DV (F-1)S, AP 
  –Force), Psychokinesis, Sapience, Search
  STABBER
  If the peaceforms are the hippies of the astral vaga-
  bond community, the stabbers are the serial-killing so-
  ciopaths. The bad part about stabbers is that they feed 
  off the emotional energy of pain, and they’ve found the 
  best way to cause pain is to stab metahumans with their 
  barbed tentacles. 
  They rarely communicate, and in fact my research has 
  shown no indications of them understanding our lan-
  guage at all. They attack without provocation immediate-
  ly after manifesting on our plane. They will often manifest 
  in the center of a crowded area and stab multiple targets 
  in quick succession. The design of their barbed tentacles 
  is such that they are extremely painful going in, and any 
  movement while they are present in a target causes more 
  pain. Physical removal is also extremely painful unless 
  done properly by a trained medic. Getting medical atten-
  tion to the victim is usually impossible, since the stabber 
  will attack anyone who gets close enough to deliver care. 
  The best remedy for removal is to destroy the physical 
  form of the stabber and force it back into its astral form, 
  which removes the barbed tentacle. 
  >> HOWLING SHADOWS <<
  132    >> EXTRAPLANAR TRAVELERS <<
   
  
  On the physical plane, stabbers appear as floating 
  gel-like spheres with hundreds of dangling tentacle 
  arms, similar to a jellyfish. Their appearance is the same 
  on the astral and has led several to believe they are 
  somehow related to the shedim, which share a similar 
  jellyfish-like astral appearance. 
  B
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  M
  F+1
  F+4
  F+2
  F+4
  F
  F
  F
  F
  F/2
  F
  F
  Initiative
  [(F x 2) + 2] + 3D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  11/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  (F x 2)H
  Skills
  Assensing, Astral Combat, Gymnastics, Perception, 
  Unarmed Combat
  Powers
  Agonizing Pain (double pain modifiers), Astral Form, 
  Aura Masking,  Banishing Resistance, Immunity 
  (Normal Weapons), Materialization, Natural Weapon 
  (Tentacle: DV (F+6)P, AP –F, see note for more damage 
  details), Paralyzing Touch, Regeneration, Sapience
  Notes
  First Aid + Logic [Mental] (4) to remove barbed 
  tentacles. Each hit reduces 4P unresisted damage by 
  one; tentacles stay attached to anything that is hit and 
  takes at least 1 box of damage
  TUNGAK
  When I first encountered one of these beings, I thought 
  it would be a great addition to my archive of toxically 
  corrupted paracritters. Further research had me unable 
  to discover a progenitor species, because I couldn’t 
  even identify species characteristics of the tungak. 
  Then the creature I was studying died, and the spirit 
  that was possessing it slipped out and found a new 
  host. I was relieved that my scientific study skills were 
  no longer in question but horrified at this spirit of dis-
  ease moving from host to host, spreading death.
  The name and some of the earliest studies of this 
  phenomenon came from Siberia, where there was sup-
  posedly a spirit responsible for all the colds and sickness. 
  While science cleared the truth up, the collective con-
  sciousness is what shapes mana to take form, and the 
  tungak is the form for the Siberians’ collective thoughts 
  on disease causing. Once the spirit has formed, it is no 
  longer beholden or limited to those who believe, and in-
  stead exists through the presence of mana. 
  Once it has taken a host, the diseased aspects of the 
  spirit begin to seep through quickly. The health of the vic-
  tim also declines rapidly, and after a short time the host is 
  little more than a puppeted body being animated by the 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    133
   
  
  spirit. Once the host dies, the spirit seeks a new host. The 
  tungak isn’t limited to metahumans and will move into 
  any weak-willed animal or even nearby paracritter. 
  Occasionally a tungak becomes fixated on a person 
  or a particular location and seeks to spread its pestilence 
  through the population until everyone is dead. Situations 
  like this often call for people skilled in combat, graced by 
  a touch of greed, and kept unaware about the specifics of 
  the tungak pestilence. Runners are often duped to do a 
  milk run where the tungak is active. Exposure gets them in-
  fected, and then the locals lay on the age-old tale that says 
  killing the tungak is the only way to cure the disease. From 
  what I can tell, it’s a lie, but I’ve also yet to see a tungak 
  completely destroyed. Some have been disrupted or even 
  destroyed on the astral, but I believe destruction would 
  require a metaplanar journey to their home metaplane, 
  which is not a place anyone would want to go.
  VER
  Vers appear as layers of shadow and ink coalesced into 
  an asymmetric, web-shaped beast. On a white back-
  ground, they might look like a traumatizing Rorschach 
  test. The edges of the ver are semi-translucent, giving 
  it an advantage in sneaking. Somewhere in the recess-
  es of the shadowy body is a mouth full of teeth, from 
  which it hisses and attempts to bite anything that comes 
  in range. Vers come from one of the hyper-metaplanes 
  of shadow (see Aetherology), where they are often sac-
  rificed on the Blood Moon in mysterious rituals. In the 
  Sixth World, vers have been transported by twisted ma-
  gicians or accidentally come through unguarded astral 
  gates causing unknown havoc. With each, vers have 
  been found not only to have escaped and survived, but 
  thrived. Part of the reason is tied to vers’ consumption 
  of other spirits. They have the ability to stave off eva-
  nescence by absorbing essence from a native spirit. We 
  assume this also to be true if the ver attacks an astral 
  mage or a summoned spirit.
  > 
  I’ve heard of bounties offered by Atilonobos on the
  Metaplane of Man. The problem I had with the deal was 
  having to travel to the ID.
  > 
  Ethernaut
  >> HOWLING SHADOWS <<
  134    >> EXTRAPLANAR TRAVELERS <<
  B
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  ESS
  M
  F+1
  F
  F+2
  F-2
  F
  F
  F
  F
  F
  F
  F
  Initiative
  [(F x 2) + 2] + 2D6
  Astral Initiative
  (F x 2) + 3D6
  Movement
  x2/x4/+2
  Condition Monitor 
  (for Force 4)
  11/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  (F x 2)H
  Skills
  Assensing, Astral Combat, Gymnastics, Perception, 
  Unarmed Combat
  Powers
  Accident, Astral Form, Banishing Resistance, Confusion, 
  Enhanced Senses (Low-Light Vision, Thermographic 
  Vision), Guard, Immunity (Normal Weapons), Pestilence 
  (Host), Possession, Sapience, Search
   
  
  > 
  Smuggling predatory animals is a risky job. I assume that 
  risk increases with smuggling spirits (if possible).
  > 
  Haze
  Vers are opportunistic hunters, even eating their own 
  if food is scarce. They may seem small, but they can hunt 
  in packs. They also are venomous. Unique to the ver is 
  what is described as “psychic venom.” When a spirit is 
  bitten by a ver, not only does the spirit feel it, but this toxin 
  travels along the connected line to the magician. If the 
  spirit is dismissed or leaves the magician’s control, the 
  magician experiences painful feedback. Spirits “killed” by 
  the ver on a different metaplane than their own don’t go 
  back disrupted as normal, they start to die where they are, 
  which is probably the intent of the venom.
  > 
  Interesting. Dumpshock for mages.
  > 
  Haze
  A ver at the end of its lifecycle may give birth to mul-
  tiple ver. Maybe a dozen smaller ver erupt from a single 
  parent. They consume the parent and some of weaker 
  ver, leaving about three or four to survive in the wild.
  B
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  4
  5
  5
  5
  4
  4
  3
  3
  4
  6
  6
  Initiative
  8 + 2D6
  Astral Initiative
  6 + 3D6
  Movement
  x2/x4/+2
  Condition Monitor
  10/10
  Limits
  Physical 7, Mental 5, Social 6
  Armor
  0
  Skills
  Assensing 4, Astral Combat 4, Running 4, Sneaking 8, 
  Tracking 5, Unarmed Combat 5
  Powers
  Astral Form, Astral Venom, Banishing Resistance, 
  Enhanced Senses (Smell), Magic Sense, 
  Materialization, Movement, Search, Shadow Cloak, 
  Silence
  Weaknesses
  Evanescence
  VUCUB CAQUIX
  Prior to and in the early years of the Awakening, the ma-
  caw was slowly hunted to near extinction. Then came the 
  vucub caquix, or Mayan demon bird. First thought to be an 
  Awakened relative of the macaw, one capable of severing 
  limbs with its talons, further studies showed it to be a ma-
  caw possessed by an extraplanar being. These inhabiting 
  spirits came over and joined with macaws all over Central 
  and South America, as well as a few that inhabited pet ma-
  caws around the world. 
  >> HOWLING SHADOWS <<
  >> EXTRAPLANAR TRAVELERS <<    135
   
  
  The inhabitation drastically alters the growth rate of the 
  macaw, and they quickly reach their vucub caquix stature. 
  As they rapidly grow, they gain the distinctive crown and 
  hardened exoskeletal chest scales that make it impossible 
  to mistake them for a regular macaw. Coloration tends to 
  stay the same, though feather colors always appear more 
  vibrant due to the glowing orb that orbits the creature at 
  all times. The orb is a radiant ball of hot light. It isn’t fire as 
  we would explain it but rather concentrated light energy, 
  like a laser ball. Objects that come in contact with the orb 
  vaporize instantly, including metals. The orb defends and 
  protects the vucub, and it seems to be a physical manifes-
  tation of their immunity power.
  It’s unclear why these extraplanar beings chose the 
  macaw, but previous visits to our metaplane may be the 
  reason for the legends of their namesake.  
  > 
  The places these things protect have high populations
  of wild macaws thanks to the vucub, but the critters also 
  tend to create their territory near old Mayan ruins. This 
  has hammered the tourist business for some of these 
  locations. Corporate patrons that want to be adventurers 
  hire protection for their excursions.  
  > 
  Traveler Jones
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  F+3
  F+5
  F+4
  F+2
  F
  F
  F+1
  F+4
  F
  F
  F
  Initiative
  [(F x 2) + 5] + 2D6
  Movement
  x1/x2/+1 (x2/x5/+5 Flight)
  Condition Monitor 
  (for Force 4)
  12/10
  Limits
  Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 4)/3
  Armor
  12H
  Skills
  Assensing, Flight, Perception, Unarmed Combat
  Powers
  Aura Masking, Banishing Resistance, Compulsion, 
  Concealment, Engulf (Fire), Fear, Immunity (Normal 
  Weapons), Materialization, Natural Weapon (Claws/
  Bite: DV (Force+2)P, AP —), Possession, Regeneration, 
  Sapience
  WILD HUNT
  The Wild Hunt is not a single spirit, but more of an or-
  ganization or order, bound by old and powerful mag-
  ic—possibly older than the Seelie Court itself. Leaders 
  of the Seelie Court can call upon the Wild Hunt as an 
  instrument of justice. Others, including metahumans, 
  can attempt to call upon them (p. 126, Street Grimoire), 
  but it’s difficult to control them or have sufficient pay-
  ment for their actions. In all cases, the sight of them 
  is considered an ill omen. They usually manifest as 
  a hunting party on horseback, with hounds running 
  alongside. Weapons and armor can be from any time 
  period. 
  The Wild Hunt has one leader, whom the fae or un-
  fortunate magician must deal with. He has been called 
  Wotan, Berchtold, and Herne in the past, though cur-
  rently he prefers Chalcis. Chalcis is recognizable by 
  the helmet/faceguard he always wears. It is unclear 
  whether the leader has a limited lifespan, if there is 
  promotion within the ranks, or why the name chang-
  es. Regardless, his fellow huntsmen follow his word. 
  The size of the Wild Hunt varies, though at minimum it 
  contains Chalcis and two companions, be they hunts-
  men or hounds. 
  The Wild Hunt, as the name implies, usually has one 
  goal in mind, and it will chase across the earth to achieve 
  that goal. Often the goal is to kill or capture an individual 
  and bring back whatever trophy is requested by the ma-
  gician, though there are legends of phantom armies raz-
  ing cities. The Seelie Court may punish a metahuman by 
  forcing them to be chased by the Wild Hunt for a night. 
  This may seem like an absurd sport, but neither the court 
  nor Chalcis take any amusement from the task.
  Besides the leader and his fellow huntsmen, lower 
  spirits are bound by the same magic to hunt alongside 
  them. Many of the stories describe them in canine form, 
  such as hounds or wolves. The only noted exception has 
  been large ravens. The same can be said for the hunts-
  men’s mounts, which are always equine. Regardless of 
  technological advances, the Wild Hunt always rides on 
  horseback. The reason for this may be rooted deep in 
  metahuman psychology.
  > 
  Some say the Wild Hunt changes with each person’s
  perspective and has no true form. 
  > 
  Man-of-Many-Names
  Only the worthiest of fae can survive the ritual and 
  join the ranks of the Wild Hunt. Those who fail to meet 
  that measurement become lowly hounds.
  CHALCIS  
  (GREAT HUNTER)
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  10
  11
  11
  9
  9
  9
  9
  9
  9
  6
  9
  Initiative
  20 + 2D6
  Astral Initiative
  18 + 3D6
  Movement
  x2/x4/+2(x8/x10/+6 when riding)
  Condition Monitor
  13/13
  Limits
  Physical 13, Mental 12, Social 11
  Armor
  0
  Skills
  Archery, Assensing, Astral Combat, Blades, 
  Counterspelling, Exotic Ranged Weapon (Elemental 
  Attack), Flight, Gymnastics, Perception, Spellcasting, 
  Unarmed Combat
  Powers
  Armor, Astral Form, Banishing Resistance, Confusion, 
  Enhanced Senses (Low-Light Vision, Thermographic 
  Vision), Fey Glamour, Magic Sense, Materialization, 
  Movement, Search, Vanishing
  Optional Powers
  Energy Aura (Cold), Elemental Attack (Electricity), 
  Immunity to Illusion Spells, Skill (choose any Combat 
  Skill), Weather Control
  Weaknesses
  Allergy (Sunlight, Severe)
  >> HOWLING SHADOWS <<
  136    >> EXTRAPLANAR TRAVELERS <<
   
  
  HUNTER
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  8
  9
  9
  8
  6
  6
  6
  6
  7
  6
  7
  Initiative
  15 + 2D6
  Astral Initiative 12 
  + 3D6
  18 + 3D6
  Movement
  x2/x4/+2(x8/x10/+6 when riding)
  Condition Monitor
  12/11
  Limits
  Physical 11, Mental 8, Social 8
  Armor
  0
  Skills
  Archery, Assensing, Astral Combat, Blades, Exotic 
  Ranged Weapon (Elemental Attack), Flight, Gymnastics, 
  Perception, Unarmed Combat 
  Powers
  Astral Form, Banishing Resistance, Confusion, 
  Enhanced Senses (Low-Light Vision, Thermographic 
  Vision), Fey Glamour, Magic Sense, Materialization, 
  Movement, Search, Vanishing
  Optional Powers
  Animal Control (all mundane critters), Skill (choose any 
  Combat Skill)
  Weaknesses
  Allergy (Sunlight, Severe)
  HOUND
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  6
  5
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  4
  4
  4
  4
  4
  4
  6
  4
  Initiative
  10 + 2D6
  Astral Initiative
  8 + 3D6
  Movement
  x2/x4/+4
  Condition Monitor
  11/10
  Limits
  Physical 7, Mental 6, Social 6
  Armor
  0
  Skills
  Assensing, Astral Combat, Running, Sneaking, Tracking, 
  Unarmed Combat
  Powers
  Astral Form, Banishing Resistance, Enhanced Senses 
  (Smell), Fear, Magic Sense, Materialization, Movement, 
  Search, Vanishing
  Optional Powers
  Enhanced Senses (Smell), Sonic Projection (Bellowing) 
  Weaknesses
  Allergy (Sunlight, Severe)
  WOOG
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  3
  4
  4
  3
  3
  2
  3
  5
  3
  6
  4
  Initiative
  7 + 2D6
  Astral Initiative
  6 + 3D6
  Movement
  x2/x4/+4
  Condition Monitor
  10/10
  Limits
  Physical 5, Mental 4, Social 7
  Armor
  0
  Skills
  Assensing 7, Con 5, Escape Artist 6, Gymnastics 4, 
  Locksmith 3, Perception 4, Performance 3, Unarmed 
  Combat 3
  Powers
  Astral Form, Concealment, Create Alchera, Guard, 
  Materialization, Sapience, Search
  One of the more odd and benign metaplanar creatures 
  to visit here is the woog. Like the kokopelli, they have 
  traveled to the metaplane of man and the physical 
  plane. Unlike the kokopelli, they are more like vagrants 
  that have recently arrived. Woog appear as balls of fuzz 
  that roll around. Most of this body consists of a large 
  eye and mouth. It also has arms and hands, which it 
  tucks away while rolling.
  Woog can be found wandering barrens areas and 
  shopping malls, thieving or dumpster-diving for trash 
  and trinkets. They are nuisances that build homes in 
  empty corners to keep their hoards, or they dump and 
  drag trash through public places. Woog have an ob-
  sessive fascination over things like the color, texture, 
  or minute details like the crinkling sound of wrappers. 
  Woog have bags of such trash where they camp. They 
  must not have any sense of smell, as the putrefication 
  doesn’t seem to bother them.
  > 
  If they had money, corporations would make them
  citizens, as they are attracted to the trinkets and trash the 
  corps throw to the masses. 
  > 
  Haze
  While they don’t live in communities, they do live in 
  the same general area if there’s enough pickings. More 
  powerful woog can start creating space by pushing their 
  “treasures” into astral space. This ability to create an al-
  chera is unique and fascinating, unfortunately it will also 
  start to clutter up the astral plane. Elder woog believe 
  that when they die, they can take their stuff with them; 
  however, this author doesn’t believe it’s possible to 
  move material objects to another metaplane.
  > 
  There was a woog I knew who loved clear plastic bottles.
  So much so that he attempted to displace a whole recycling 
  center in Seattle. People weren’t too happy about that. He 
  ended up, I think, living in a vending machine outside a 
  Stuffer Shack, as it had pretty bottles of different colors.
  > 
  Axis Mundi
  >> HOWLING SHADOWS <<
  CALLING THE WILD HUNT
  In summoning, the minimum Force for the Wild Hunt is 9. This 
  represents Chalcis (Great Huntsman). When on an agreed-upon 
  task at this Force, the Great Huntsman has two hunters at his side 
  to complete it. For every point of Force above 9, the Wild Hunt adds 
  another hunter. Every 2 points increases all of the Great Huntsman’s 
  attributes by 1. The hunter stats provided here are for Force 7 hunters.  
  The hunters can be reduced to Force 5 (reducing all listed attributes 
  by 2) to add two hounds to the composition of the Wild Hunt. Hounds 
  listed here are at Force 4.
  >> EXTRAPLANAR TRAVELERS <<    137
   
  
  “There it is, boys—the beautiful green maze we have to run to 
  earn our pay.”
  Actaeon wasn’t usually one for flowery language, but some-
  thing about being in the great outdoors brought out that side of 
  him. And the snow-covered northern Michigan pine forest be-
  fore him was the greatest sight the outdoors had offered him in 
  quite a while.
  For a moment, Actaeon forgot about his team’s mission to find 
  and infiltrate the Ares facility in that forest, opening all of his senses 
  to the beautiful natural world around him. He felt the cold winter 
  air on his exposed face, heard the singing of birds and the howling 
  of the wind, and stared in awe at every sparkle of the morning sun 
  reflecting off the undisturbed snow.
  “You are enjoying this way too much for any sane man.”
  Actaeon winced as NoScope’s voice shook him out of his rev-
  erie. The damn elf had been bitching about the cold ever since 
  they’d started out two days ago, and by now Actaeon was ready 
  to finish the job just so he didn’t have to hear it anymore.
  “Zaroff! Halley! Get your asses over here!” NoScope shouted 
  over his shoulder.
  “Will you keep it the frag down?!” Actaeon whispered as he 
  spun to face the elf. “Now’s not the time to be advertising our 
  presence!”
  “Now’s not the time for those lazy trogs to be dragging their 
  asses either,” NoScope replied. “Besides, you could throw a rock 
  and not hit anyone out here—why the worry?”
  “Because sound travels farther in cold air, moron,” Zaroff 
  said as he jogged up to Actaeon, Halley following close behind. 
  “There could be corp guards kilometers away that heard your lit-
  tle outburst.”
  “Nice to know somebody paid attention to my wilderness sur-
  vival crash course,” Actaeon quipped with a smile.
  “All right, all right, enough talk,” Halley piped up. “Let’s get 
  moving. I feel like my whole body’s an itchy trigger finger. I need 
  my exercise!”
  Actaeon chuckled. The boisterous troll had been itching for a 
  fight ever since the mission started, and he seemed even more 
  anxious now that the facility was so temptingly near.
  “Agreed,” Actaeon said. “Let’s get moving. I did a bit of re-
  con around the outer rim of the forest before dawn. As you can 
  see, it’s a big one, so we might have a long search ahead. No 
  security guards or critters I could see, though. Still, remember 
  the big three rules: Keep your eyes open, keep it stealthy, and 
  always stick together. Got it?”
  Everyone nodded.
  “Good. Diamond formation, people. I’ll take point. Zaroff on 
  my right, Halley on my left. NoScope, bring up the rear.”
  With that, the runners slowly walked towards the green laby-
  rinth that hid their target.
  ✖
  A RUN IN THE WOODS
  138    >> A RUN IN THE WOODS <<  
  
  After a few minutes on the move, Actaeon found himself 
  impressed with his team’s coordination and silence. They hadn’t 
  once broken formation, and the only sounds he’d heard from 
  them were the slight rustling of their clothes and the crunch 
  of snow underneath their boots. Not even their guns slapped 
  against their bodies.
  Their silence gave him the opportunity to hear the sounds 
  of the forest for the first time since they entered. It was almost 
  as enthralling to first hear the place as it was to first see it—the 
  whoosh of the cold winter wind blowing through the trees, the 
  far-off rapid tapping of woodpeckers foraging for food, the chirp-
  ing of tiny birds flying overhead …
  Time for that later, Actaeon. You’ve got a job to do.
   “Zaroff, any life signs on the astral?” Actaeon asked.
  “Sorry, but I’m not even gonna try that in here,” the ork re-
  plied. “Between the trees and the native wildlife, trying to find 
  anything specific on the astral would be pointless.”
  Damn. I didn’t think of that.
  “All right, just keep your eyes open then,” Actaeon replied, 
  pulling out his binoculars. “I’ll help you out.”
  Zaroff nodded.
  “Halley, start scanning for wifi,” Actaeon whispered. “That fa-
  cility has to have some kind of contact with the outside world. I 
  want to get the drop on them if possible.”
  “Roger that,” Halley said. He manipulated a few AROs only he 
  could see, executing operations that would no doubt have been 
  way over Actaeon’s head.
  Gazing through his binoculars, Actaeon chuckled quietly to 
  himself as he juxtaposed the high-tech nature of his last order 
  with the natural beauty he saw. Small, brown-and-white finch 
  birds were everywhere, flitting from tree to tree in search of food. 
  Sweeping to his right, he saw a herd of majestic white-tailed deer 
  a good distance away.
  “Dammit,” Halley growled quietly.
  “What is it?” Actaeon asked.
  “My damn deck’s being fragged with,” Halley said. “I can’t get 
  a damn reading on anything. Our PANs are coming in fine, but 
  anything beyond that is just so much static.”
  “It’s probably noise,” NoScope said. “Should’ve planned for a 
  bad signal this far away from civilization, you stupid trog.”
  “I did plan for that, keeb!” Halley snapped. “I had a friend up-
  grade this thing just before we left! My deck shouldn’t be this 
  much of a paperweight!”
  Actaeon was no expert at electronics, but experience had 
  taught him to leave such matters to those who were. It had also 
  taught him that this degree of concern from an expert was a bad 
  sign.
  “Could be a jamming device somewhere in here.,” Actaeon 
  said. “Keep trying.”
  ✖
  >> A RUN IN THE WOODS <<    139
  BY CHRIS MASTEY
   
  
  Half an hour of searching later, the team was no closer to find-
  ing the facility, and Halley was nowhere closer to fixing the static 
  issue.
  “I swear to fragging Ghost, it’s just getting worse the deeper 
  we go!” Halley whispered in frustration as he jogged up to Ac-
  taeon and thrust his cyberdeck into his face. “Here, look at this!”
  Actaeon put his hand up in a “halt” signal, then took Halley’s 
  deck and looked at the screen. He might as well have been read-
  ing an alien language.
  “Halley, I’m not a tech guy,” Actaeon said, handing the deck 
  back. “Can you translate this?”
  “The upshot is that even our PANs are starting to come in fuzzy, 
  let alone wireless networks,” Halley replied. “This static is way 
  worse than it should be, even for a forest like this. And no, I don’t 
  think it’s a jamming device, at least not like any I’ve seen.”
  Actaeon closed his eyes, trying to concentrate. For a brief sec-
  ond, he let his teammates’ voices fade away, hearing only the 
  winter wind, the flapping of birds flying overhead and the occa-
  sional loud tapping of several nearby woodpeckers.
  Finally, he thought of something.
  “Can you home in on the source of the jamming signal?” Ac-
  taeon asked Halley.
  Halley thought for a moment before he began tapping his 
  deck.
  “Hold on a second,” he said. “It might be possible … see if I 
  can isolate …”
  Actaeon let his mind wander as the troll rambled to himself in 
  technobabble. If he knew deckers, this could take a while.
  “Got it!” Halley exclaimed a second later.
  Actaeon rushed over to look at the deck’s screen, despite 
  knowing he wouldn’t understand a word on it.
  “So where is the jamming coming from?” Actaeon asked.
  “Short answer?” Halley replied. “Everywhere. It’s not just one 
  signal. It’s multiple ones from all around us, and they’re overlap-
  ping like mad.”
  Actaeon suddenly felt a little less at home in the forest he’d 
  been admiring for the past half hour.
  “It’s really weird,” Halley continued. “It looks like the jamming 
  zones keep blinking in and out of existence every few seconds, 
  like they’re firing on and off in some kind of sequence. I’ve never 
  seen anything like it.”
  “Point us to the nearest one,” Actaeon ordered. “Let’s move!”
  Actaeon let Halley lead the team deeper into the forest, both 
  he and the troll staring at the deck’s constantly glitching screen.
  “Closing in,” Halley whispered after about a minute, pointing 
  ahead. “It should be in that tree over there.”
  “Ready weapons,” Actaeon whispered, chambering a round 
  in his hunting rifle.
  A few seconds later, the runners were standing next to a giant 
  pine tree, easily large enough to be a rich guy’s Christmas dec-
  oration.
  “Hang on,” Halley replied, fiddling with his deck. “Maybe I can 
  pinpoint the location a bit more precisely … filter out the …”
  Before Actaeon could let his mind wander again, Halley 
  pointed at a spot about halfway up the tree.
  “Got it! Up there!”
  Actaeon followed the troll’s finger and saw a familiar shape 
  among the branches: the black-and-white feathered body of a 
  pileated woodpecker.
  After a few seconds of stunned silence, NoScope finally 
  spoke up, his words echoing Actaeon’s thoughts.
  “You have got to be fraggin’ kidding me …”
  As if in response, the small bird tapped its beak on the pine’s 
  trunk.
  “Shit!” Halley exclaimed.
  “Static?” Actaeon asked.
  “The worst yet!” Halley answered. “And it nearly crashed my 
  fragging scanning program too!”
  A technocritter. Actaeon had heard of these things before, 
  but he’d never seen one. All of a sudden, Ares’ decision to place 
  their facility here made a lot more sense.
  “Eat lead, Woody!”
  Actaeon spun around in response to NoScope’s exclamation, 
  just in time to see him level his Predator V at the bird.
  “No! Don’t—”
  Too late. Less than a second later, the unfortunate bird was 
  nothing more than a cloud of blood and feathers.
  White mist rising from his flaring nostrils, Actaeon stormed 
  towards NoScope, slapping the gun from the elf’s hand and grab-
  bing him by the collar.
  “Are you out of your fraggin’ mind?!” he whispered.
  “Hey, we haven’t got time for this animal rights bulldrek!” No-
  Scope shouted. “You heard Halley—the damn thing was jamming 
  us! I solved the problem!”
  “Yeah, congratulations—you shot one bird!” Actaeon hissed. 
  “One out of hundreds, maybe thousands, in this forest! Unless 
  you planned on culling them completely, all you did was give 
  away our position!”
  “Guys, you need to take a look at this!”
  The urgency in Zaroff’s voice swiftly shifted Actaeon’s atten-
  tion. Forgetting all about his idiotic elf comrade, he rushed over to 
  where the ork and Halley stood over a grounded, twitching finch.
  “I think NoScope clipped the poor thing when he shot the 
  woodpecker,” Zaroff said. “But take a look at the wound.”
  Actaeon knelt down to examine the animal more closely. Za-
  roff was right; there was a nasty graze wound on the little bird’s 
  head, and its skull looked fractured. It wouldn’t survive much lon-
  ger.
  Then Actaeon saw what Zaroff was talking about.
  Through the wound, Actaeon saw first a gleam of metal, then 
  a set of tiny wires and circuits.
  “Cybereyes,” Halley said. “Ares Model XIX, to be specific. And 
  according to my deck, they’re linked into some kind of encrypted 
  network. Can’t pin down any details yet, but I’m willing to bet it’s 
  the facility’s and that it’s shielded against the jamming.”
  A chill traveled down Actaeon’s spine as the implications of 
  Halley’s words hit him.
  “NoScope, forget what I just said,” Actaeon ordered, bringing 
  his hunting rifle up. “Let’s take a couple more birds down. Not the 
  woodpeckers though, just the pine siskin finches—the ones with 
  the striped white bellies.”
  “Why the sudden change of heart?” NoScope asked peevish-
  ly, readying his weapon.
  “Because I’ve got a really bad feeling about this,” Actaeon re-
  plied, all irritation gone from his voice.
  Actaeon peered through his rifle’s scope, targeting a sis-
  kin perched on a branch. He squeezed the trigger, sending 
  a round through his target’s chest. The bird tumbled from its 
  140    >> A RUN IN THE WOODS <<  
  
  perch into the snow below, a small puff of white powder erupt-
  ing where it hit.
  Actaeon barely heard NoScope’s shots as he walked over to 
  his fallen target and knelt down, needing only a second of exam-
  ination to find what he was dreading: the same cybereye system.
  “NoScope?” Actaeon called out, hoping for better news.
  “This one’s got it too,” the elf replied.
  The chill down Actaeon’s spine suddenly became a full-blown 
  fright that froze his blood worse than the winter wind ever could. 
  The forest no longer felt like a welcoming place of natural beauty, 
  but like a deathtrap from the twisted mind of a serial killer.
  Shake it off! Remember the mission!
   “Let’s find that damn facility so we can get the hell out of 
  here,” Actaeon snapped. “Form up and everyone but Halley keep 
  your wireless presence to a bare minimum. Halley, see if you can 
  break into that network—”
  Actaeon cut himself off as he spotted something out of the 
  corner of his eye—a large, transparent shape.
  What the hell?
  “Unknown contact,” Actaeon whispered, pointing at the 
  shape. “See it?”
  “Yeah,” Zaroff replied. “Let me get an astral peek.”
  Before Zaroff could say another word, the shape surged to-
  ward him in a blur of motion. A sickening crack rang out as it 
  rammed him square in the chest, hurling him backwards into a 
  tree trunk, the impact producing another crack that Actaeon 
  knew could only be vertebrae snapping.
  He only needed one glance at Zaroff’s broken form to know 
  that the ork was dead.
  “Take it down!” Actaeon shouted, firing the first shot. No-
  Scope’s Predator and Halley’s Mossberg followed suit, every shot 
  hitting its mark and producing a spray of blood.
  As the shape fell under the barrage, it gradually became more 
  distinct until Actaeon could clearly see what it was: a white-tailed 
  doe. A member of the herd he had observed earlier, in fact.
  “What the hell?!” NoScope asked. “Did we just discover a 
  species of Awakened deer or something?!”
  “No, I think the answer’s more mundane,” Halley replied as he 
  knelt down beside the deer.
  “What do you mean?” Actaeon asked as he joined him.
  “Take a look,” Halley said, pointing at one of the corpse’s 
  many bullet wounds. “See the flexible polymer between the lay-
  ers of skin? That’s a mix of Kevlar and ruthenium, and I’ll bet it’s 
  been tweaked to give the deer adaptive coloration. I’m seeing 
  evidence of muscular enhancement in the body too.”
  Actaeon seethed as he looked at the dead doe. Once it was 
  a docile, peaceful animal. Now it was nothing more than a guard 
  beast, augmented to hunt and kill and maddened into doing so 
  by those same enhancements. Was there nothing the damn corps 
  wouldn’t defile in the name of their profit margins?
  “Guys?” NoScope called out, his voice tinged with fright. “I 
  think we’ve got big problems.”
  Actaeon turned his head and immediately saw what No-
  Scope was talking about—more cloaked deer, their translucent 
  forms now completely surrounding the team.
  “Shit,” Actaeon growled, chambering another round. “Every-
  one back-to-back!”
  As the three runners took up formation, the herd of deer 
  charged as one, a coil of refracted light tightening around them.
  “Fire away!” Actaeon ordered, already shooting at what 
  looked like his target’s head. He was rewarded with a spray of 
  blood and brain matter as the charging buck decloaked and hit 
  the ground. It skidded to a halt, the corpse plowing a path into 
  the snow.
  As he fired on his next target, Actaeon heard from behind 
  him the repeating thunder of Halley’s full-auto Mossberg and 
  the bomb-like reports of NoScope’s Predator as they picked their 
  targets. Several weighty thuds followed the gunshots, no doubt 
  made by the deer falling under the powerful rounds’ impacts.
  Any comfort those sounds brought Actaeon was immediately 
  crushed by what he heard next.
  “Halley, look out!”
  NoScope barely finished his warning before a thunderous 
  impact threw Actaeon to the ground, pain shooting through his 
  chest as he landed face down on his rifle. Shaking it off as best he 
  could, Actaeon rolled over to see what had just happened.
  Halley lay five meters away, the side of his torso torn com-
  pletely open by the impact of a deer’s charge. Next to him was 
  NoScope, his heavy winter clothing stained with blood, strug-
  gling to get back on his feet.
  NoScope barely regained his footing before another deer 
  charged. Fountains of gore erupted from the elf’s chest and back 
  as the beast’s antlers pierced his heart, turning his body into a 
  grisly trophy hovering in mid-air.
  Oh, frag this!
  Actaeon hopped to his feet and took off running as fast as he 
  could through a break in the beasts’ ranks, ignoring the hundreds 
  of footfalls that echoed behind him as the deer gave chase.
  Gotta get out of here. Gotta survive to report this. Gotta …
  Actaeon’s escape and thoughts were both cut off by the 
  worst pain he’d ever felt surging through his chest, knocking the 
  wind out of him and sending him stumbling backwards. As he 
  fell into the snow, he saw the telltale shimmer of a cloaked deer 
  in front of him, flecks of blood marking where its crown had 
  collided with him.
  Dammit …
  Actaeon felt like he was trapped in hardened concrete as he 
  struggled to his feet. Every movement, every breath sent another 
  pulse of horrendous pain radiating out from his chest and into 
  every cell of his body. He collapsed backwards again after only 
  a few steps, howling in pain, his breathing more ragged by the 
  second and his vision growing dimmer.
  As if rushing in to fill the vacuum left by his fading senses, a 
  thought burst into Actaeon’s mind with perfect clarity, accompa-
  nied by an odd sense of serenity.
  This is it. This is where I die.
  As the outdoorsman-shadowrunner resigned himself to his 
  fate, he took one last look at the forest towering above him, 
  the snow-covered pine trees producing a sight so beautiful he 
  couldn’t help but smile.
  Incredible. I couldn’t have asked for a better view on my way out.
  Seconds later, the parade of white, green, and brown faded to 
  black as the spark of life left Actaeon’s body.  ✖
  >> A RUN IN THE WOODS <<    141
   
  
  If you don’t have money, make up for it with time. That 
  was Sorsha’s motto. Building her ant colony had taken 
  a long time. Painstaking time in the Barrens, looking in 
  the walls of rotting buildings and mounds of dirt, holding 
  up her custom-made (but cheap) detector that could tell 
  her when one of the bugs was emitting a wireless sig-
  nal. There were days, many days, when she didn’t find a 
  single digit. A good day was when she found two. And 
  she couldn’t go out and look every day, because she had 
  a life to live and food to attempt to find. She went out 
  when she had a chance, and she found digits by one and 
  two until she had a good-sized colony in an ant farm in 
  the basement of an abandoned warehouse. 
  She had her army. Now it was time to conquer.
  Brothels are not social by nature. You get two, maybe 
  three, maybe four people in a room together, but that’s 
  about it. People aren’t there to chat with each other, and 
  they usually don’t engage in small talk on their way in 
  and out. The people were strung out, not concentrated 
  in one place, which was the way she wanted it.
  She put the ant farm in her backpack, rode until she 
  was a kilometer away from the brothel, and walked the 
  rest of the way. People inside either didn’t notice her 
  approaching or didn’t care. She walked over to the east 
  wall—she had scouted the location, she knew that’s 
  where the most rot was—took a breath, cast a spell, then 
  opened the case. She watched her tribe scurry away to 
  freedom, most of them heading for the wall, like they 
  were supposed to. She felt a small welling of emotion as 
  they left, then she tamped it down with the thought that 
  this was her only chance, after so much work, and she 
  had better make it count. She owed it to the ants.
  She walked two blocks away and waited for about 
  twenty minutes. Then she checked to see what she had.
  It was a flood. It was a blur, a rush, a swirl, a flood 
  a darkness and color. She had eyes everywhere, she 
  could switch from one to another in a flash. She could 
  see what they saw, and some of them could see 
  through the cameras scattered here and there. Cam-
  eras in the lobby, cameras in the halls. A camera in a 
  guy’s cybereyes as he got his hundred-nuyen’s worth 
  of exertion while the worker beneath him attempted to 
  appear engaged. So many images to choose from—and 
  such a detailed inventory of who was in the joint and 
  what they were doing.
  She took another two minutes to make her plan. She 
  had already formed the basics; this was just fine-tuning 
  based on present circumstances.
  Then she went in, hands blazing, going room to 
  room, taking the Yakuza foot soldiers there down one by 
  one. Whenever one tried to get the drop on her, she saw 
  him coming long before they got to her.
  Cheap in nuyen, costly in time. But the full measure 
  of revenge she was getting was worth the expense.
  POSTED BY: NEPHRINE
  THE WILDS  
  OF THE MATRIX
  Consider a dog. Dogs can be smart, dogs can be loy-
  al, dogs can be wonderful companions, but we have to 
  agree that there are certain limitations on canine intel-
  ligence. You would not ask them to repair your com-
  mlink. You would not entrust them to drive your car. 
  You would not expect them to cook dinner.
  But let’s think about that last one for a minute. If you 
  set your dog loose in your kitchen, you wouldn’t expect 
  a full meal to come out of it. Something, though, is like-
  ly to happen, especially if you have the scent of meat 
  somewhere in the kitchen. Things will be turned over. 
  Garbage might be strewn around. Certain fixtures might 
  be damaged. The point is this: The animal might not 
  have the knowledge or skill to use the facility the same 
  way you do, but that does not mean they won’t affect 
  the area. Access, not just skill, is critical.
  It can be too easy to dismiss technocritters. They 
  don’t know what they’re doing. They can’t manipulate 
  the Matrix the way a skilled hacker would. They are op-
  erating on instinct and reflexes, not careful planning and 
  execution. All of that is true—but they’re still there, so 
  they still must be accounted for.
  HOWLING SHADOWS
  TECHNOCRITTERS
  142    >> TECHNOCRITTERS <<  
  
  It should not be surprising that some of the same 
  quirks that have manifested in humans and metahumans 
  have spread to animals, either spontaneously or through 
  deliberate engineering. At their best, technocritters offer 
  the same security benefits to the Matrix that regular crit-
  ters offer in the meat world, though their relative scar-
  city means they are sometimes not easily affordable. 
  At their worst, they are elements of chaos, interrupting 
  plans and disrupting activities in unpredictable ways—
  and we all know times when a little chaos is exactly what 
  is called for.
  The first technocritters emerged not long after the 
  appearance of technomancers, so by this point corp labs 
  and university scientists have gained valuable years of 
  experience in training the critters and honing their abil-
  ities. The wilds of the Matrix are getting wilder, so we 
  need to scan the latest state of affairs.
  WHAT THEY CAN 
  AND CANNOT DO
  The most important thing to consider when dealing 
  with technocritters is they should not be thought of as 
  a substitute for a security spider or IC. They can com-
  plement people or programs in those roles, but they 
  cannot do all the things they do and should not be 
  thought of as substitutes. They are agents of chaos, the 
  unexpected, the thing that maybe your opponents will 
  forget to watch out for and not necessarily know how 
  to counter. They are also the thing you hope will do 
  more damage to the other side than to you.
  The key to understanding how a technocritter is go-
  ing to interact with the Matrix is to think about them 
  from an evolutionary standpoint. Simply put, how is the 
  Matrix going to help them find food or reproduce? Be-
  cause if it doesn’t help with either of those things, than 
  we’re not going to keep seeing instances of that critter.
  > 
  That’s operating under the assumption that Emergence,
  whether among humans, metahumans, or animals, is 
  primarily a genetic phenomenon. We do not have enough 
  evidence at this time to say whether that is definitively the 
  case. Emergence may just be a phenomenon of how the 
  Matrix interacts with the world, rather than the next step 
  in evolution.
  > 
  KAM
  > 
  A fair point, though your last line makes the Matrix too
  much like mana for my taste.
  > 
  Nephrine
  The easiest benefit technocritters receive from their 
  Matrix access is enhanced sensory ability. Anyone who 
  has attempted to hack the Matrix knows that while get-
  ting into a well-guarded host can be brain-meltingly dif-
  ficult, gaining access to a lot of the cameras littering the 
  Sixth World can be done in a snap. And critters can be 
  surprisingly good at that sort of thing. Think of the whis-
  kers of a cat—those things are tremendously sensitive, 
  and carnivorous cats can use them to gather information 
  as minute as the direction the hair of their prey is grow-
  ing in when they make a blind leap at them. (This helps 
  them locate the head, which is always a good thing for 
  a hunter to know.) Animals survive by using their sens-
  es to reach out to the world, gather information, and in-
  stinctually interpret it to find food and safety. To techn-
  ocritters, the Matrix is just another sense, and the sound 
  and visual information they gather from it helps them 
  locate themselves and their targets.
  > 
  This means that technocritters are more suited to
  inhabited environments. You find precious few of them 
  away from the Matrix, and the more things they can 
  access, the more advantage they have. They tend to seek 
  out more density—until it gets so dense that their hunting 
  habits or livelihood may be threatened.
  > 
  KAM
  The second talent technocritters often use to gain 
  an advantage is access. On the simplest level, this is a 
  nezumi or digit triggering a vending machine to drop a 
  sugary treat in an area where they can use it. Or trigger 
  a water cooler to leave a nice puddle for them on the 
  floor. Gifted technocritters can open doors to get into 
  places they’re not supposed to be, sometimes invad-
  ing homes and convincing refrigerators to disgorge the 
  many goodies hidden within.
  >> TECHNOCRITTERS <<    143
   
  
  The Matrix can also be a source of entertainment. 
  Reminiscent of the cats that are their relatives, bastets 
  have been known to let themselves be entranced by the 
  flashing lights of AROs around them. Anyone who has 
  ever attempted to train a bastet knows how difficult it 
  can be to keep them focused.
  > 
  They also like to post and watch cute, funny human
  videos.
  > 
  Slamm-0!
  All that activity might be a little disruptive at times or 
  might make life interesting if you’re being hunted by one 
  of these critters, but it’s not enough to cause true on-
  line chaos. That’s what this last category is for. There are 
  some animals for whom the Matrix—specifically, Matrix 
  combat—can become food. The theorizing on this is still 
  incomplete, but this is how it is believed to work: Scien-
  tists have long known of bacteria that can convert elec-
  tricity to food; at some point in their Emergence, techn-
  ocritters gain a similar ability. It could be because some 
  such bacteria take up residence in their bodies and gen-
  erate a symbiotic relationship, where they feed on elec-
  tricity and generate a waste product that in turn nourish-
  es the technocritter. If the bacteria itself is not present, it 
  could be that Emergence gives a similar functionality to 
  the critter’s cells. The main difference here is that rather 
  than feed off electricity, the bacteria or the cells are able 
  to make food from Resonance. 
  Now, my knowledge gets a little dicey here, so for-
  give me if some of my explanations are inexact, but 
  this is an area that a lot of scientists have a great deal 
  of uncertainty about. It’s clear that, for a technomancer 
  or technocritter, the mere act of accessing the Matrix 
  makes the Resonance interact with the individual, and 
  more intensive acts of Matrix surfing and hacking are 
  usually described in terms of accessing more Reso-
  nance. Matrix combat, which involves all sorts of data 
  flowing back and forth communicating intense emo-
  tions and physical pain, is a Resonance feast. And if you 
  are a critter that literally feasts on the Resonance, then 
  attacking things in the Matrix is how you make a meal.
  Critters that do this are random, ferocious, and close 
  to untrainable. One of the keys to training is providing 
  rewards—something the animal likes. A Resonance-eat-
  ing technocritter eats just about anything on the Matrix, 
  and it all tastes equally good to it. It’s difficult to make it 
  do one action that results in a tasty treat when just about 
  any action it takes, including snapping at the trainer, re-
  sults in that same tasty treat. So it’s likely to tell anyone 
  trying to train it to screw off and just go around snacking 
  on delicious Resonance.
  Some corps have attempted to use such critters in 
  a security setting, but it’s difficult—give them access to 
  the Matrix, and they’re not going to see much reason 
  to stay contained and guard the spot you want them to 
  watch. They will wander where they please, and if the 
  spot they’re in seems too calm and devoid of action, 
  they will find another. They are not great hackers by any 
  means, but they are tenacious, and they can eventually 
  rip security protocols to shreds the same way a bored 
  Doberman might turn your sofa into sawdust and small 
  bits of vinyl. There have been some efforts to put them 
  in confined quarters with access to a closed-off host and 
  have them run around on it, but this tends to make them 
  stir crazy. This is bad news for any intruders attempting 
  to access the host, but equally bad news for any friend-
  lies wishing to pull information from the host. It is a tech-
  nique only to be recommended if the closed network 
  has nothing that anyone needs to look at.
  > 
  There are ways to make this work. If they have a decent
  amount of physical space to wander in—say, a nature 
  preserve—the stir-craziness is mitigated somewhat. 
  Throw them a few wireless-enabled devices to keep 
  them fed, and they stay aggressive but not unstoppably 
  deranged. You can keep them out of whatever closed-
  off network you have, but if intruders with wireless 
  devices try to cross the preserve, the critters close in and 
  make their lives miserable—while also cutting off their 
  communications.
  > 
  Pistons
  So that’s how technocritters can make your life dif-
  ficult. How can they help? Depends on if you’re quick 
  enough to get out of their way and get them on the 
  scent of someone who is not you. Assuming Resonance 
  signatures have some kind of a scent, which, given the 
  way these critters hunt, seems likely.
  > 
  Don’t get caught up in the notion that you can put these
  things on the scent of a target like they’re a hound dog 
  or something. In limited circumstances this may work, 
  meaning circumstances where there is only one scent 
  to follow. Which, on the Matrix, is rare. If there is more 
  than one Resonance scent, the critters are indiscriminate. 
  They’ll go after whatever they can, and they are not partial 
  to any particular scent—if it smells like food, they’ll chase 
  it, only to break off if easier food comes in range.
  > 
  Clockwork
  THE ARRAY OF 
  TECHNOCRITTERS
  Describing technocritters is a difficult task, because 
  they’re a lot like technomancers—within a species, they 
  do not have specific physical appearance, or even a 
  common set of physical characteristics to distinguish 
  them. For example, bastets are technocritter cats, but 
  they may be a small, slender Burmese, a burly cougar, 
  or a nimble lynx. Despite the physical variety, within 
  >> HOWLING SHADOWS <<
  144    >> TECHNOCRITTERS <<  
  
  species the technological abilities of the critters are re-
  markably similar. With research on technocritters being 
  in the earliest stages, there is no definitive explanation 
  of why this is, but the theory is that it’s somehow con-
  nected to the other common characteristics of a spe-
  cies, such as cats’ nimble bodies and need for a high-
  meat diet. Whatever the reason, while an encounter 
  between you and a Burmese and you and a cougar may 
  play out differently in real life, online they’re remark-
  ably similar.
  Note that the skills listed for each critter are in addi-
  tion to the physical skills for each critter, and Powers and 
  Weaknesses are in addition to any Powers and Weak-
  nesses the critter may have.
  AHI
  Ahi are Emerged snakes. A wide variety of these crit-
  ters have been observed—southwestern American rat-
  tlers, common garter snakes, Indian cobras, Burmese 
  pythons, and on and on. Their Resonance feeding ability 
  has been confirmed, which explains their fierceness in 
  cybercombat. Given that serpents have an exception-
  al gift for infiltrating places you don’t want them to be, 
  these snakes have seen use in being carried near spots 
  with isolated networks and then set loose to terrorize 
  whoever is logged on. Just make sure you either have 
  a nice Faraday cage for transporting the critter, or you 
  don’t plan on using the Matrix while delivering the thing.
  For basic snake stats, see p. 42.
  W
  L
  I
  C
  RES
  3
  —
  3
  1
  4
  Matrix Skills
  Computer 2, Cybercombat 7, Hacking 5, 
  Software 1
  Complex Forms
  Diffusion of Firewall, Infusion of Attack, 
  Resonance Spike
  Powers
  AR-Parallelism, Resonance Feed, Venomous 
  Code
  BASTET
  As mentioned above, bastets (named after the Egyp-
  tian goddess) are all varieties of Emerged cat. Whether 
  >> HOWLING SHADOWS <<
  >> TECHNOCRITTERS <<    145
   
  
  it’s a cougar jamming the wireless signal of your gun 
  while it pounces at you or a house cat using cameras in 
  the area to know where you are at all times and never 
  let you see it, these things can be all kinds of nuisance. 
  They have been the focus of many training efforts, 
  since regular cats have been trained so many ways, 
  but to date their hunger for Resonance overwhelms 
  any conditioning they receive. On the plus side, small-
  er versions are especially prone to being distracted by 
  colorful AR or VR phenomena, so that can be one way 
  to get them off your case.
  Stats for domestic cats can be found on p. 45; stats 
  for great cats are on p. 402, SR5.
  W
  L
  I
  C
  RES
  3
  2
  4
  3
  5
  Matrix Skills
  Computer 4, Cybercombat 4, Hacking 4, 
  Software 4
  Complex Forms
  Derezz, Diffusion of Attack, Infusion of Sleaze,
  Powers
  AR-Parallelism, Blend, Holographic 
  Concealment, Spraying
  DIGIT
  Most categories of technocritters are broad, but they’re 
  nothing compared to digits. Simply speaking, if a crea-
  ture has been described as a bug, then it might become 
  a digit. Flies, ants, cockroaches, gnats, and beetles 
  are just the beginning of the list. Since there are more 
  than two hundred million insects for every person on 
  the planet, a reasonable estimate is that there are one 
  or two thousand digits for every person. The trick, of 
  course, is finding your two thousand. You certainly 
  need to find more than one, as an isolated digit can’t do 
  much for you, and is certainly not going to listen to any 
  commands you might try to offer. Get a group of them, 
  though, and their e-hive power might cause enough of 
  a disruption for a whole lot of illicit activities. 
  One of the more annoying abilities of digits is to mess 
  with files—not deliberately, but rather by leaving marks and 
  data holes, similar to the way a termite chews through walls.
  Regular insect stats can be found on p. 45 (cock-
  roach) and on p. 47 (spider—and yes, we know spiders 
  are not technically insects, but work with us).
  >> HOWLING SHADOWS <<
  146    >> TECHNOCRITTERS <<  
  
  W
  L
  I
  C
  RES
  2
  —
  2
  —
  2
  Matrix Skills
  Computer 3, Electronic Warfare 3, Hacking 3, 
  Software 2
  Complex Forms
  Editor, Infusion of Sleaze, Pulse Storm
  Powers
  AR-Parallelism, E-Hive, Gremlins
  FLIPPER
  Aquacologies and ocean-going ships have encoun-
  tered these things, and a handful of them have been 
  captured—though they are decidedly good at escap-
  ing. They do not have the aggressive streak of other 
  technocritters, but their mischievousness helps them 
  fill the gap in terms of annoyance. They “swim” through 
  the Matrix much the same as they swim through water, 
  sometimes doing things for no apparent reason other 
  than to see what happens. As you might guess, this has 
  led many aquacologies to engage a variety of security 
  measures to keep them away, but flippers are frustrat-
  ingly good at defeating whatever measures they put 
  in place. Want to sneak into an aquacology or even a 
  secure port? Find a flipper and follow it.
  Regular dolphin stats are on p. 42.
  W
  L
  I
  C
  RES
  4
  3
  5
  4
  5
  Matrix Skills
  Computer 4, Cybercombat 5, Electronic 
  Warfare 2, Hacking 5, Software 3
  Complex Forms
  Diffusion of Firewall, Editor, Infusion of 
  Sleaze, Tattletale
  Powers
  AR-Parallelism, Cozenge, Gremlins, Tunnel
  FURFUR
  Named for a demon generally depicted as a hart, furfur 
  are Emerged deer, elk, and associated animals. While 
  deer are often portrayed as gentle, vegetarian crea-
  tures, an appetite for Resonance brings out the most 
  aggressive side of these creatures, the side you see in 
  nature documentaries when they are swinging antlers 
  at each other with their full force. They have not be-
  come carnivorous, but the ferocious joy they take in 
  Matrix attacks has carried to the physical world. That is 
  to say, just because they don’t want to eat you doesn’t 
  mean they won’t kill you.
  Deer have not been statted up elsewhere, so physical 
  stats are also included here.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  RES
  5
  4
  5
  4
  3
  1
  3
  3
  2
  6
  4
  Initiative
  8 + 1D6
  Movement
  x2/x6/+6
  Condition Monitor
  11/10
  Limits
  Physical 6, Mental 3, Social 5
  Armor
  0
  Physical Skills
  Perception 4, Running 4, Tracking 2, Unarmed Combat 3
  Matrix Skills
  Computer 4, Cybercombat 5, Electronic Warfare 3, 
  Software 2
  Complex Forms
  Infusion of Attack, Infusion of Sleaze, Pulse Storm
  Powers
  AR-Parallelism, Blend, Natural Weapon (Antlers: DV (STR+1)
  P, AP –1), Enhanced Sense (Smell), Resonance Feed
  >> HOWLING SHADOWS <<
  >> TECHNOCRITTERS <<    147
   
  
  LIBERTINE
  Most shadowrunners in North America have spent at least 
  a handful of nights sleeping under the stars (or under the 
  acidic clouds concealing the stars from view), and it usually 
  only takes one or two such nights to teach you about the 
  menaces that are raccoons. They dig through anything not 
  protected, get into things they are not supposed to, and oth-
  erwise disrupt whatever order people attempt to impose on 
  their surroundings. Libertines are Awakened raccoons, and 
  they treat the Matrix the same way they treat the physical 
  world. They disrupt things, turn them over, leave claw marks 
  in annoying places, and so on. They generally are not hostile 
  and do not directly attack other personas, but they can still 
  cause disruption and annoyance. When you are trying to get 
  out of a hairy situation through a backdoor you left for just 
  such emergencies, only to find out that the coding has been 
  so scrambled that you can’t even get it to budge, then you’ll 
  know how annoying libertines can be.
  Standard raccoon stats are on p. 46.
  W
  L
  I
  C
  RES
  3
  1
  4
  2
  3
  Matrix Skills
  Computer 3, Hacking 5, Software 7
  Complex Forms
  Diffusion of Data Processing, Editor, Static Bomb
  Powers
  AR-Parallelism, Blend, Gremlins, Tunnel
  MONGREL
  As Emerged canines, mongrels are the other technocrit-
  ters besides bastets that are the focus of the most inten-
  sive training efforts. Mongrels are gifted at sniffing out 
  personas and icons that would prefer to remain hidden, 
  and plenty of hackers want to put those skills to their 
  service. So far, though, mongrels are generally resistant 
  to pursuing anyone’s will other than their own, though 
  that hasn’t stopped people from attempting to form 
  long-term relationships with the critters in the hopes 
  that a partnership will develop. Some hackers call these 
  critters “lassies,” partly out of the fond hope that they 
  might eventually be at their beck and call. They are ca-
  pable of feeding with Resonance, though there are de-
  cidedly different levels of aggression from different ex-
  amples of the breed—domestic dogs that are mongrels 
  are more friendly and less eager to attack, while those 
  that are wolves or coyotes are more willing to snack on 
  some tasty Resonance, and they are considerably more 
  aggressive than their mundane counterparts.
  Regular dog stats can be found on p. 402, SR5.
  W
  L
  I
  C
  RES
  3
  2
  4
  3
  3
  Matrix Skills
  Computer 7, Electronic Warfare 5, Software 3
  Complex Forms
  Diffusion of Sleaze, Infusion of Data Processing
  Powers
  Resonance Feed
  NEZUMI
  More intelligent than digits but better able to squeeze 
  into small places than libertines, nezumi are Emerged 
  rats and mice who do not feed off Resonance and are 
  thus always looking for other food their abilities can 
  provide. They are gifted at finding food, no matter 
  how encased in machinery it may be, freeing it from its 
  confines, and devouring it. They are even less trainable 
  than most technocritters, but some intrepid shadow-
  runners have taken to capturing one, setting it loose 
  in a corporate break room, hotel guest floor, or some 
  other spot with a decent supply of vending machines, 
  then trailing after them and scooping up all the goodies 
  they manage to release.
  Rat stats are on p. 46.
  W
  L
  I
  C
  RES
  2
  1
  2
  1
  3
  Matrix Skills
  Computer 3, Electronic Warfare 3, Hacking 4, 
  Hardware 2, Software 2
  Complex Forms
  Diffusion of Firewall, Static Bomb
  Powers
  AR-Parallelism, Cozenge, Gremlins, Tunnel
  ROOK
  This category includes a wide variety of birds, such as 
  crows, ravens, jackdaws, jays, and magpies. Those are 
  the well-known ones. On top of that, people have re-
  ported blackbirds, gulls, and possibly most alarming-
  ly, falcons displaying Emergent abilities. As you might 
  guess, these critters love shiny objects, whether they’re 
  in the physical world or virtual. That means that while 
  finding these things may not be easy, once you have 
  one in your sights, attracting it is not too difficult. Be 
  aware, though, that they do not feed on Resonance, so 
  they are more likely to look at people and their per-
  sonas as a threat rather than an invitation. If you want 
  them to swoop into a particular spot, you need to be 
  either disguised or not there.
  Stats for regular crows are on p. 45.
  W
  L
  I
  C
  RES
  2
  1
  3
  —
  3
  Matrix Skills
  Computer 3, Hacking 4, Software 5
  Complex Forms
  Infusion of Sleaze
  Powers
  AR-Parallelism, E-Hive, Gremlins
  >> HOWLING SHADOWS <<
  148    >> TECHNOCRITTERS <<  
  
  GAME 
  INFORMATION
  USING TECHNOCRITTERS
  Technocritters do not see the Matrix as a separate 
  realm from the physical world. It is a place to explore 
  and may help them find food, just like any other place. 
  They have little perception of self, which means they 
  are not self-conscious enough about their appearance 
  to change the way they appear on the Matrix. That 
  means that on the Matrix, they look like they do on the 
  physical world, through certain scars or other flaws may 
  not appear on the persona.
  The stats presented here are the basic stats for tech-
  nocritters, but there is a degree of variance, since so 
  many different types of animals can be represented in 
  each critter description. Gamemasters may adjust stats 
  up or down to represent different individual critters, but 
  generally the adjustment should be by no more than 1 
  in either direction.
  While technocritters use their Logic as their Data Pro-
  cessing rating, they make their Matrix-based tests with 
  Intuition instead of Logic. They are not carefully parsing 
  code and breaking down systems; rather, they are hunt-
  ing by instinct and their abilities mean their instincts can 
  sometimes get them into places that human or metahu-
  man logic can’t penetrate. They also defend with Intu-
  ition instead of Logic, because their reaction to possible 
  threats is very instinctive.
  Their intuitive nature should be reflected in how they 
  interact with others. They are generally not organized or 
  dedicated in their attack. They want to eat, but they pri-
  marily want to survive. If they think their efforts to get 
  food will cost their life, they will almost always let discre-
  tion be the better part of valor.
  TECHNOCRITTER 
  SUBMERSION
  This is simple: They don’t submerge. Their Resonance 
  can never exceed their Essence.
  TECHNOCRITTERS 
  AND SPRITES
  Almost as simple as the submersion rule, in that tech-
  nocritters do not summon sprites. They may eat them, 
  though.
  TECHNOCRITTER POWERS
  See the Game Information chapter for a description of 
  Emergent critter powers.
  >> HOWLING SHADOWS <<
  TECHNOCRITTER STATS
  The physical stats and skills used for a technocritter are the same 
  as their base animal type; that type, and a reference for where to find 
  those stats, are listed in the description of each critter. Their other 
  stats are the basis of their living persona, as described on p. 250, SR5. 
  Remember to translate their attributes as follows
  CRITTER ATTRIBUTE 
  MATRIX RATING
  Resonance 
  Device Rating
  Charisma
  Attack
  Intuition
  Sleaze
  Logic 
  Data Processing
  Willpower
  Firewall
  >> TECHNOCRITTERS <<    149
   
  
  Fletcher Bissell strolled deliberately across the mud-
  dy mining town streets as a slow drizzle of 0s and 1s 
  plopped on the brim of his hat. Sometimes his feet 
  splashed in puddles; sometimes they made no sound 
  other than an oddly distant sizzle.
  He pulled the brim lower on his brow. Water ran 
  down the sides into a fall in front of his face. It blocked 
  his vision, but there was not much to see. It also blocked 
  his face, but again, there was little there.
  No lights shone in upper rooms of buildings along 
  the main street. No one else was in town. One last bit 
  of light crept through the western clouds, the only thing 
  preventing total darkness.
  That wouldn’t do. Bissell reached his hand up and 
  made a single twisting motion, like he was screwing in 
  a light bulb. A glow appeared about ten meters over his 
  head—not very bright, but better than nothing. It moved 
  with him.
  He strolled to the edge of town and toward the large 
  cattle pen that would have truly stunk up the town if the 
  programmers had been foolish enough to include realis-
  tic odor effects. He walked up to the fence, put his right 
  foot up on the lowest rail, and leaned on the top. The 
  glow over his head stopped short of the pen, but close 
  enough to reveal twisting dark tentacles reaching out 
  from unidentifiable dark masses. Bissell watched casual-
  ly, but the critters did not seem to care about him. They 
  were too busy disintegrating reality beneath them.
  He stood up, took two steps backward, and placed 
  two fingers in his mouth. He took a deep breath and let 
  loose a piercing whistle that would have shattered any 
  crystal within one hundred meters. The critters didn’t re-
  act quickly, but they did react. The squirming became 
  more focused, and they moved toward Bissell.
  The fence was, in truth, no obstacle. Tentacles pulled 
  it to shreds as they came close to it, and the black mass 
  surged forward, reaching to claim Bissell. He did not 
  move backward, or do anything that required speed. He 
  watched the darkness come, reached toward his waist, 
  and slowly pulled out a revolver with a barrel that seemed 
  far too long for his hip holster. He lifted it up, opened the 
  cylinder, gave it a quick spin to make sure he was fully 
  loaded, closed it, then raised the gun close to his right 
  eye. It wasn’t hard to get the blackness in his sights, be-
  cause it was practically on top of him. Tentacles were 
  brushing his feet as they reached to claim him. He squint-
  ed, adjusted the gun slightly down, and squinted harder. 
  Then he fired. Once. Paused. Fired again. Waited briefly. 
  Then fired two shots in what was, for him, rapid sequence.
  The first round sent it back squealing. The second 
  made it quiver in pain. The double tap hit it like a shot-
  gun blast hitting a scarecrow, and the thing hurled back-
  wards as it was somehow shredded to bits. 
  Bissell slowly blew on the end of his barrel. The whole 
  point of choosing the right weapon, he firmly believed, 
  was making it unnecessary to be fast on the draw.
  POSTED BY: GLITCH
  THE UNTAMED 
  WILDERNESS
  Satellites have photographed every square centime-
  ter of this planet multiple times. Surveillance planes 
  have crossed back and forth over every part of the 
  globe. The whole planet has been seen and photo-
  graphed. Are there hidden parts—secret caverns and 
  the like? Of course. There is not, however, any real 
  frontier. Every time you are wandering through a 
  deep forest or desolate desert, you may feel like you 
  are setting foot where no sentient being has been be-
  fore, but you are wrong. 
  Unless you are on the Matrix. While it’s true that the 
  entirety of the Matrix is fabricated by human and meta-
  human hands (setting aside the Foundation, since it is 
  more abstract than I want to be at the moment), all we 
  are doing are manufacturing the tools and the space 
  that can be used to build a world—or more accurately, a 
  wilderness. We have unleashed millions of agents, auto-
  mated routines, and other processes that shape the Ma-
  trix without us having to sculpt every detail. Not to men-
  tion the AIs we have programmed and then set loose to 
  program other things and develop personalities that will 
  allow them to accomplish tasks the programmers could 
  HOWLING SHADOWS
  PROTOSAPIENTS
  150    >> PROTOSAPIENTS <<  
  
  not have envisioned, making a world we are practically 
  guaranteed not to understand. By design, these beings 
  will develop parts of the Matrix that are completely for-
  eign to us, unexplored and unknown.
  > 
  Only in the same sense that the Americas were
  unexplored before Europeans arrived. Those lands were, 
  of course, neither unexplored nor uninhabited, but the 
  European explorers and colonizers managed to convince 
  themselves that the explorations of people who were not 
  them didn’t count.
  > 
  Puck
  > 
  Maybe, but some of these programs and spawning
  routines keep spinning out designs without sentience, so 
  it is likely there are many truly unexplored areas out there.
  > 
  Pistons
  > 
  Not to mention the vast chaos that is the Resonance
  realms.
  > 
  Netcat
  The Matrix is everything that explorers have talked 
  about and glorified. When we dive into its uncharted cor-
  ners, we follow Mark Twain’s advice to “Sail away from 
  the safe harbor. Catch the trade winds in your sails. Ex-
  plore. Dream. Discover.” The frontier is there and all of us 
  (except the most Luddite hermits) have almost immedi-
  ate access to it. If we’re brave enough to go out and look.
  Like the wilderness of yore, the Matrix is not simply ex-
  otic plants swaying in a gentle breeze. There are critters out 
  there, wild and untamed. And they will mess up your day.
  There are a few critical things to know about the 
  beasts of the untamed wild. 
  •
  They reproduce: 
  Self-replicating code, or
  quines, have existed since the late twentieth 
  century, and the ability of (and reasons for) them 
  to reproduce has multiplied significantly since 
  then. On top of that, there is an advantage for 
  agents and the like to adopt code and routines 
  from other Matrix entities, so they reproduce 
  without making exact copies of themselves. 
  This results in gibberish code at a much higher 
  rate than human, animal, or even insect births, 
  but still new versions of the critter, or even total-
  ly new species, may emerge.
  •
  They maintain a consistent online appearance:
  We are all, of course, familiar with theories of
  quantum mechanics stating that much of what
  we perceive as reality has to do with our expec-
  tations of it rather than the true essence of its
  structure.
  > 
  We are?
  > 
  Matt Wrath
  In some versions of this theory, this extends 
  to yourself; you have a perception of how you fit 
  into the environment around you, so that helps 
  determine some of how you appear to the world 
  (setting aside the actual work you do to dress 
  and style yourself).
  The same holds true for protosapients in the 
  Matrix. The Matrix is their reality, and they see 
  others of their kind around them, and occasion-
  ally they see themselves, and that shapes their 
  perception of who they are and how they fit 
  into the world. So they keep that shape, for the 
  simple reason that they are unable to compre-
  hend themselves as having any other shape. The 
  shape is part of their reality, so it is as consistent 
  as their existence.
  •
  They eat the Matrix: Protosapients feed on raw
  code. We don’t know why. It’s not the same as
  with technocritters, who have flesh-and-blood
  bodies that they need to nourish. Protosapi-
  ents can live as long as there is a Matrix to hold
  them; even if there is another Crash, they have
  a chance to write themselves into a nice, safe
  space and survive even that. It might seem like
  they would have no need to eat, but that is a
  misunderstanding of what matters in the life of
  a Matrix critter.
  Think about your normal routine. Wake up, 
  grab the ’link, check for messages, check for up-
  dates. You do that last thing every day because
  >> PROTOSAPIENTS <<    151
   
  
  there is something or other always updates. A 
  program gets new features, more functionality, 
  more bugs, and it comes to you in seconds.
  > 
  “Check for updates”? Wait, Glitch doesn’t do automatic
  updates?
  > 
  Slamm-0!
  > 
  Nothing interferes with code in my possession without
  my review and consent.
  > 
  Glitch
  Programs are updated regularly to make sure 
  they keep up with bleeding-edge standards, to 
  make AR representations as glossy as possible, 
  to give you the bells and whistles you expect, 
  that sort of thing. And that’s great for the pro-
  grams that have developers and coders actively 
  working on them, but plenty of pieces of soft-
  ware hit a point where there is no commercially 
  justifiable reason to keep updating them, so the 
  updates stop, and the program essentially dies. 
  Yeah, it still functions, but from the day develop-
  ment stops, it slowly recedes into the past until 
  obsolescence claims it.
  Protosapients may not always know much, 
  but they know they don’t want that. Nobody is re-
  sponsible for updating them, so they have to take 
  care of it themselves. They do this by mungeing 
  code—chewing it up, letting their inner processes 
  examine it, then spewing it out. Like pretty much 
  any digestive process, the stuff they put out is 
  unrecognizable from what they took in, but they 
  manage to get what they need from it. 
  This is hard on the Matrix, though, which 
  means areas mungeing protosapients regularly 
  inhabit quickly become horribly buggy messes. 
  Don’t wander into one of their domains and ex-
  pect the Matrix to work right.
  •
  They are more unpredictable than you think:
  One thing about life that amazes me is that ev-
  eryone alive (with some exceptions of Frosty’s
  acquaintance) has had the Matrix around them
  their whole lives, yet they still expect the exe-
  cution of electronic code to be predictable and
  linear. If it works once, it should work all the
  time, in exactly the same fashion. If a program
  or device performs a certain series of actions
  when given a particular set of commands, it
  should always do those exact same actions
  with the exact same commands. They expect
  this, even though the first thing they do when
  a program crashes is immediately reload it and
  expect it to work properly and not crash in ex-
  actly the same fashion.
  And you know what? It usually does. Un-
  less it is written by a complete amateur or fa-
  tally flawed, code is adaptable. It doesn’t want 
  to crash, so it does everything in its power not 
  to crash. Similarly, advanced code very much 
  wants (in a programmed way, but isn’t that the 
  same way any of us want anything?) to achieve 
  whatever its task is, and it can be surprisingly 
  adaptable in what it will do to make that happen.
  The simple point is this: Don’t fall into the 
  trap of thinking that if you observe protosapi-
  ents long enough, you’ll see what they are pro-
  grammed to do, and they subsequently won’t 
  vary from the program. You’ll be wrong, and 
  you’ll pay a higher price for it than you think.
  So in case you didn’t think you had enough to worry 
  about while wandering the Matrix, you now have more. 
  But what kind of explorers would we be if we didn’t run 
  the risk of something leaping at us from their hiding 
  place and biting our heads off?
  BEASTS OF 
  NOWHERE
  Protosapients function similarly to artificial intelligence 
  characters (p. 145, Data Trails) and use some of the 
  same qualities. Since they have no physical bodies, 
  they do not have physical attributes or skills. Protosa-
  pients, being somewhat less than sapient, tend to have 
  low Logic, making them extremely difficult to train.
  As with technocritters, protosapients stats form the 
  basis of their living persona (see p. 149). Unlike techn-
  ocritters, protosapients use programs rather than com-
  plex forms. Note that protosapients cannot attempt 
  Emulation (p. 152, Data Trails), but they must undergo 
  restoration and realignment (p. 156, Data Trails). They 
  also have two different condition monitors like AIs do, 
  Matrix Damage and Core Damage (p. 154, Data Trails) 
  The Matrix Condition Monitor is tied to the device it is 
  currently on and is (8 + [Device Rating / 2, rounded up]); 
  if the protosapient is not on a device, it does not have 
  this condition monitor.  Core Condition Monitor is (8 + 
  [Depth / 2, rounded up]) and is listed with each critter.
  CYBERWEREWOLF
  There is perhaps no single word that has more of the 
  essence of the Sixth World in it than “cyberwerewolf,” 
  which manages to combine technology, magic, and 
  terror in thirteen letters. Its appearance is just as intim-
  idating, being a large, two-headed wolf that gets angri-
  er the closer you get. It is extremely territorial, anxious 
  to attack anything in its area that is not itself or another 
  wolf. Formerly it was confined to wireless-capable cy-
  ber devices, but there have been reports of it moving 
  into hosts of cyberware manufacturers. What happens 
  >> HOWLING SHADOWS <<
  152    >> PROTOSAPIENTS <<  
  
  after it feels comfortable extending its range is any-
  one’s guess.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  5
  2
  5
  3
  4
  6
  4
  Condition Monitor
  10
  Matrix Skills
  Computer 3, Cybercombat 5, Electronic 
  Warfare 4, Hacking 4
  Qualities
  Inherent Program (Decryption), Munge, 
  Real World Naïveté
  Programs
  Armor, Fork, Stealth, Tantrum
  DAEMON
  The good news about daemons is that they don’t munge 
  unless they get really hungry, so the area around their 
  inhabitation tends to be relatively free of corruption. 
  The bad news is that that’s the only good news. They 
  don’t eat the data around them because they try to 
  get their fill on the code of the personas they attack 
  and defeat. They are big, strong, aggressive, and eager 
  to attack anything that comes into range. They like to 
  hide, wait for prey to approach, and spring out.
  Appropriately, they look like traditional demons, 
  with wings, horns, burly arms and legs, but missing one 
  thing—a torso. Sadly, that lack of bulk makes it easier for 
  them to hide. Added to their hiding abilities is the fact 
  that they are grey or black in color, with no demon red 
  to be found.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  4
  2
  6
  3
  3
  6
  6
  Condition Monitor
  11
  Matrix Skills
  Computer 3, Cybercombat 5, Electronic 
  Warfare 3, Hacking 3, Intimidation 3
  Qualities
  Inherent Program (Decryption), Munge, 
  Real World Naïveté
  Programs
  Armor, Cascade, Fork, Stealth, Tantrum
  FROBNITZ
  Absolutely the worst. While the daemon and yantra 
  and their ilk let you know something is wrong right 
  away by their appearance, the frobnitz appears like a 
  regular metahuman icon. They may seem a little less 
  detailed than other icons, and their movements may 
  seem a little alien (though perfectly smooth, from a 
  graphics standpoint), but there is little initially to show 
  that there is anything awry in them. Right up until their 
  eyes bulge, their jaw opens extra wide, and they start 
  shoving data into it. The effect of watching them go 
  from innocent bystander to horrific eater has made 
  more than one Matrix user swear off VR for life. They 
  are fond of mungeing sprites, making them particularly 
  loathed by technomancers.
  >> HOWLING SHADOWS <<
  >> PROTOSAPIENTS <<    153
   
  
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  3
  2
  4
  4
  5
  6
  5
  Condition Monitor
  11
  Matrix Skills
  Computer 4, Cybercombat 8, Hacking 4,
  Qualities
  Inherent Program (Stealth), Munge, Real 
  World Naïveté, Snooper
  Programs
  Cat’s Paw, Exploit, Guard, Mugger, Poke
  GRUE
  This is the terror that waits in the dark. The unlucky 
  few who have encountered grues in the Matrix have 
  trouble describing them—usually they talk about dark-
  ness and tentacles, and the rest is vague. They have the 
  most powerful attack of any protosapient and are more 
  than able to mess up a Matrix run. Sometimes security 
  spiders fantasize about having a grue as part of their 
  security layout, but no one, not even elite GOD agents, 
  wants to get close enough to capture one.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  5
  2
  6
  2
  5
  6
  8
  Condition Monitor
  11
  Matrix Skills
  Computer 5, Cybercombat 8, Hacking 4
  Qualities
  Inherent Program (Hammer), Munge, Real 
  World Naïveté
  Programs
  Armor, Cascade, Decryption, Fnord, 
  Mugger, Poke
  HEAVYWEIGHT
  This is a munge machine, nothing more and nothing 
  less. It doesn’t stay in any one particular area; instead, 
  it wanders from place to place, mungeing wherever it 
  goes. These things are so destructive that at the behest 
  of the Big Ten, the Grid Overwatch Division has initi-
  ated a Heavyweight Inventory and Tracking Operation 
  (HITO) to mark any heavyweights they can find and 
  make sure they do not get into corporate areas. They 
  destroy some of the heavyweights they encounter but 
  not all of them—sometimes they don’t want to take the 
  risk of direct combat, and they just hope the things will 
  >> HOWLING SHADOWS <<
  154    >> PROTOSAPIENTS <<  
  
  move on. Other times, they want to preserve the crit-
  ters and track them, in case they need to point them in 
  a direction where they can create desirable havoc.
  Heavyweights look like a large armored van with 
  oddly thin legs growing out from its body and a large, 
  hungry mouth on the front end.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  6
  1
  3
  2
  4
  6
  7
  Condition Monitor
  12
  Matrix Skills
  Computer 3, Cybercombat 5, Hacking 3, 
  Intimidation 5
  Qualities
  Corrupter, Inherent Program (Toolbox), 
  Munge, Real World Naïveté
  Programs
  Armor, Fork, Tantrum
  SINTAX
  There are theories that protosapients are a dark mirror 
  of human activities on the Matrix, and whenever this 
  theory is discussed, the SINtax is mentioned. The crit-
  ter looks like a weirdly distorted corporate suit, with 
  joints that are not where they should be and that bend 
  the wrong direction. When you see them, they appear 
  as a grotesque parody of someone browsing the Ma-
  trix, shifting here and there in herky-jerky fashion, not 
  really focusing on anything, moving with no apparent 
  rhyme or reason, then plunging in to eat when they feel 
  like it. If the dark-mirror theory is correct, parts of the 
  Matrix see us as beings of little meaning and random 
  destruction, and there are days I have trouble arguing 
  against the view.
  They are not the most aggressive or damaging of 
  critters, but they seem to have a dispiriting effect on any 
  devices they wander into, making them more vulnerable.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  2
  1
  2
  3
  2
  6
  3
  Condition Monitor
  10
  Matrix Skills
  Computer 2, Hacking 3, Software 2
  Qualities
  Easily Exploitable, Inherent Program 
  (Browse), Munge, Real World Naïveté
  Programs
  Cat’s Paw, Fnord, Guard, Sneak, Stealth
  TENTACLE
  These things are capable of making the Matrix look like 
  a Dali painting. They prefer to feed on icons, meaning 
  areas where they are active can be filled with distorted 
  bodies, twisted faces, and gnarled limbs, like the toys 
  in the bedroom of a sadistic child. Often they stop their 
  feeding at icons, but if they get into a frenzy they might 
  do enough damage to make accessing their particular 
  area difficult. If not crashing it altogether.
  True to their name, the tentacle is a single long, dark, 
  flexible limb that sometimes wraps icons and some-
  >> HOWLING SHADOWS <<
  >> PROTOSAPIENTS <<    155
   
  
  times pushes into noses, mouths, and ears, which is un-
  comfortable even if you don’t have simsense.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  4
  1
  3
  2
  2
  6
  2
  Condition Monitor
  10
  Matrix Skills
  Computer 3, Cybercombat 3, Hacking 2
  Qualities
  Inherent Program (Decryption), Munge, 
  Real World Naïveté
  Programs
  Fork, Stealth, Tantrum
  YANTRA
  The sight of these things is disconcerting enough—a 
  hovering black or white brain with fifty-five—no more, 
  no less—short tentacles helping it move forward. Un-
  like some other protosapients, which favor abandoned 
  corners of the Matrix, yantras like to be where there 
  are plenty of files to munge, making them the bane of 
  data archivists everywhere. They are especially fond of 
  mungeing defused data bombs, and once they have 
  eaten enough they learn how to make their own. So 
  yes, they’re hungry file munchers who might slip into 
  your precious database and blow it all up. Watch out.
  W
  L
  I
  C
  EDG
  ESS
  DEPTH
  5
  3
  4
  4
  4
  6
  5
  Condition Monitor
  13
  Matrix Skills
  Computer 4, Hacking 3, Software 2
  Qualities
  Inherent Program (Demolition), Munge, 
  Real World Naïveté, Redundancy
  Programs
  Armor, Exploit
  PROTOSAPIENT 
  QUALITIES
  These are qualities from Data Trails that are used by 
  protosapients.
  CORRUPTER
  Protosapients with the Corrupter negative quality suf-
  fered fundamental defects to their programming during 
  their evolution. The critter has an unfortunate tendency 
  to trigger malfunctions in other programs with which it 
  interacts. Treat this as if the protosapient has the Grem-
  lins quality (p. 81, SR5) at Level 2. The gamemaster 
  should also make use of this quality for dramatic effect 
  as best suits the story.
  EASILY EXPLOITABLE
  This protosapient has a massive flaw in its code that 
  actually weakens the security of any device it runs on. 
  The dice penalty for placing multiple marks on the de-
  vice holding the protosapient is reduced to –3 for two 
  marks and –6 for three marks. This reduced penalty is 
  apparent to any persona before the attempt to mark 
  the device is made.
  INHERENT PROGRAM
  Protosapients tend to evolve from a specific cyber-
  program, and they do not lose the functionality of that 
  program. Inherent programs don’t require an empty 
  program slot, other than the one the protosapient is 
  currently occupying, and are considered to be running 
  at all times. An inherent program is deeply intertwined 
  with the core programming of the protosapient and 
  cannot be crashed with the Crash Program action.
  MUNGE
  Protosapients eat code to upgrade and maintain their 
  own coding structure. This process is called mungeing 
  (pronounced “munj-ing”). When a protosapient mung-
  es data, it leaves behind random data that usually de-
  stroys or distorts whatever is being munged. For exam-
  ple, a munged icon might look like an indistinct mess, 
  while a munged program would become either buggy 
  or completely unusable. Protosapients have simple 
  code in their cores and can drain Essence from any type 
  of data that they find.
  Mungeing a piece of data to drain a point of Es-
  sence takes a Charisma + Depth ([10 – Attack)], 1 min-
  ute) Extended Test. If the critter is interrupted during 
  this process, the data remains intact and the Essence 
  is not drained. To munge a file, the protosapient must 
  have access to it. To munge a program, the protosapient 
  must be in either the same host in which the program is 
  running or the same grid as the persona that is running 
  the program. Any non-sapient program, icon, or file has 
  1 Essence for a protosapient to drain. Sprites have an 
  amount of Essence equal to their Level.
  The gamemaster determines the extent of the dam-
  age caused by mungeing data using the following guide-
  lines: An Agent/Pilot program or skill/know/activesoft 
  should have its rating decreased by the Depth of the 
  mungeing critter. If this causes the munged software to 
  reach a rating of zero, the software is totally destroyed. 
  The same goes for a munged sprite’s Level. The game-
  master may impose a threshold equal to the mungeing 
  critter’s Depth to read a file with a Matrix Perception Test. 
  Icons may become twisted and corrupted, making them 
  less identifiable, or at the very least more disturbing.
  For every point of Essence lost by a protosapient it 
  also permanently loses one point of Depth, down to a 
  minimum of 1, as well as a program (chosen at random) 
  >> HOWLING SHADOWS <<
  156    >> PROTOSAPIENTS <<  
  
  that can never be regained. If a target critter’s Essence 
  is drained to 0, the critter dies. A protosapient can only 
  increase its Essence to twice its natural maximum. Any 
  Essence drained beyond this point is lost; the critter’s 
  core can only hold so much at a time.
  REAL WORD NAÏVETÉ
  As creatures of the Matrix (and critters of limited un-
  derstanding), protosapients are at best ignorant of the 
  defining aspects of the physical world; things like gravi-
  ty, friction, and inertia have no meaning to them. if their 
  original programming involved interaction with the 
  physical world in some way, they may not fully grasp 
  the entirety of it. As a result, protosapients have little 
  knowledge of the real world and may suffer hefty neg-
  ative dice pool modifiers (at the gamemaster’s discre-
  tion) when interacting with it or otherwise exercising 
  knowledge about it.
  REDUNDANCY
  Essential algorithms, routines, and other program 
  structures are multiplied in the core of the protosapi-
  ent, making it harder to kill. The AI gets 2 additional 
  boxes on its Core Condition Monitor.
  SNOOPER
  The protosapient is more effective at accessing and ma-
  nipulating communication streams. It receives a +2 dice 
  pool modifier when making Snoop and Jam Signal tests.
  PROTOSAPIENT 
  PROGRAMS
  Protosapients make use of the programs from Shad-
  owrun, Fifth Edition (p. 245) as well as some programs 
  from Data Trails. Programs from that later group are 
  listed below; advanced programs have prerequisites 
  included in the listing. Note that advanced programs 
  also require a certain number of marks on their target 
  to operate, which is listed in the program description.
  CASCADE
  Prerequisite: Decryption Marks Required: 2
  A protosapient with this advanced program is able 
  to quickly analyze its failures, correct itself, and then ex-
  ploit an enemy’s weak points. Any time a critter with this 
  program running fails an Attack action against a suffi-
  ciently marked icon, it gains a +1 dice pool bonus on 
  future Attack tests against that target. This bonus can 
  stack up a number of times equal to the critter’s Depth. 
  If the program is quit at any time, all accumulated bo-
  nuses vanish. They also vanish after twenty-four hours, 
  as targets make adjustments and the old information be-
  comes invalid.
  CAT’S PAW
  A low-offensive attack program that distracts the user 
  instead of damaging the device he is using, Cat’s Paw is 
  useful to prevent a user from performing Matrix actions 
  while not bricking the device they may be using. This 
  program fills the AR display or VR experience with an-
  noying errors, spam pop-ups and pop-unders, or other 
  distracting garbage. On a successful Data Spike action 
  (p. 239, SR5), instead of doing damage, the program 
  generates a negative dice pool modifier equal to two 
  plus the number of marks the user has on his target. 
  Marks added or removed after using Cat’s Paw will also 
  modify the penalty accordingly.
  FNORD
  Prerequisite: Sneak 
  Marks Required: 1
  A protosapient can use this program to stay hidden 
  from certain entities in the Matrix. Any marked non-sa-
  pient entity—agent, IC, technocritter, or feral AI—that 
  fails to garner any net hits against a protosapient with 
  the Fnord program on its first Matrix Perception Test 
  cannot perform any further Matrix Perception Tests 
  against the critter for as long as it remains in that host 
  or on that grid. This can only be used a number of times 
  equal to the protosapient’s Depth. Once exhausted, the 
  AI must first realign (p. 156, Data Trails) to use this pro-
  gram again. If a security spider or other IC icon marks 
  the AI, no Matrix Perception Test is required, and the AI 
  is automatically spotted.
  POKE
  Prerequisite: Exploit 
  Marks Required: 1
  The Poke program helps provide access to the 
  low-level memory of a device. For each successful Op- 
  posed Test made against a target device’s Firewall, the 
  AI receives a cumulative +1 dice pool bonus to Crash 
  Program actions against the target. This bonus can stack 
  up a number of times equal to the AI’s Depth. If the pro- 
  gram is quit at any time, all accumulated bonuses vanish.
  TANTRUM
  This program overlays cold simsense sensations on top 
  of a Data Spike action, hitting the target with a quick and 
  disgusting sensation if even a single box of Matrix Dam-
  age is scored. The program is effective against all tech-
  nomancers, as well as cold sim or hot sim deckers, but it 
  does nothing to users working in the Matrix in AR, any 
  form of IC, and agents. The program does no damage 
  from the Data Spike; instead, the targeted user experi-
  ences Nausea (p. 409, SR5) for three Combat Turns due 
  to the sensory input. Popular options this program uses 
  to make targets feel queasy include the smell of a dirty 
  diaper or the feeling of being punched in the junk.
  >> HOWLING SHADOWS <<
  >> PROTOSAPIENTS <<    157
   
  
  The damn soykaf was cold. Again. Ezzie Cardon stared 
  at the machine, hoping the force of her anger could 
  warm up the liquid inside. It didn’t.
  She dumped the mug she had just poured, then 
  pulled on the tap again. Maybe she had just gotten a 
  bad batch?
  Nope. Second one was cold too.
  She slammed her mug on the counter in front of 
  the machine and walked away. She tried not to look 
  too relieved that she hadn’t actually broken it—the corp 
  charged, like, fifty nuyen for a broken mug. She had no 
  idea where they were getting their mugs, but she kept 
  thinking she should introduce them to a cheaper sup-
  plier.
  So for now, no soykaf. She’d have to push through 
  the afternoon weariness and lack of motivation on her 
  own.
  She pulled open the door of the cafeteria, walked 
  through, then pivoted quickly. She’d left her ’link sitting 
  on a table near the soykaf machine. She darted back to-
  ward it and heard a ripping sound. She closed her eyes, 
  muttered to herself, and looked down.
  The front of her skirt looked okay. Maybe a little odd-
  ly saggy, but intact. She felt around the back and …
  Underwear. She was feeling underwear. Her pivot 
  had caught her skirt on the door handle and ripped a 
  nice, large hole in it.
  Dammit. She walked quickly. She had no time to do 
  anything about this, not with eight compliance reports 
  due in six hours. She walked to the table, grabbed her 
  ’link, then turned back to the door.
  To see Kevin Baldwin standing there, smirking.
  “Geez, Cardon. Next time you spend a night in the 
  gutter, maybe clean yourself up a little before you come 
  to work.”
  “I didn’t … it’s ripped. It just ripped, okay?”
  “Sure it did. I’m sure it has nothing to do with your 
  desperation to show off your ass to anyone lonely 
  enough to give it a second look.”
  “Shut up, Kevin.”
  “Hey, hey, calm down. It’s actually not that bad of an 
  ass, really. I mean, I’m sure you got some cellulite going 
  on under there, but as long as you keep it covered, it’s 
  not terrible. Think you can keep at least a little fabric on 
  top of it?”
  She was at the door now. Kevin was standing in front 
  of it.
  “Excuse me,” she said.
  “Now for me, the ass show wouldn’t work,” he said 
  while not moving. “I’m more of a breast man. The next 
  time you want to put on a show, maybe you could …”
  The rest was unclear. There was a roar, or maybe two 
  roars, once from inside Ezzie, one from outside. She had 
  a sudden crippling pain her her forehead, like her entire 
  skull was pulling apart. She fell forward and landed on 
  all fours. At least she thought she did, but it felt okay—
  balanced, smooth, not awkward. She yelled something 
  at Kevin, and it came out full of fire and pain. She didn’t 
  know if he responded. She didn’t know much of what 
  happened.
  A few minutes later, she was blinking at a room filled 
  with charred wood and melting plastic. There were dis-
  tant screams. Kevin was lying on the floor in front of her, 
  the right side of his face blackened, with some bone 
  showing under the flaked-off skin.
  And the soykaf was now quite warm.
  HOWLING SHADOWS
  DRAKES
  158    >> DRAKES <<  
  
  POSTED BY: PLAN 10
  > 
  Fragging dragons, right? It’s impossible to learn a
  goddamn thing about them. Drakes, more so. They’re 
  rare, and the wizworms want them kept secret, so it’s 
  nearly impossible to find anything out about them. Frosty, 
  as always, knows a bit, but again, as always, isn’t willing 
  to give up everything she knows. So we asked someone 
  still working for our full approval, someone who has the 
  knowledge ... somehow. The source may be unlikely, but 
  the information is good.
  > 
  Glitch
  The advice given to all newbie shadowrunners 
  makes it difficult at best for a dragon to directly hire elite 
  disposable assets. Sometimes, work needs done that 
  can’t be assigned to metahuman cutouts hiring whoever 
  looks dangerous at the bar tonight. This isn’t a recent de-
  velopment—it dates back to at least the Fourth World, if 
  not earlier. For these situations, drakes exist.
  That was the plan, anyway. That was always the 
  plan. It’s rarely worked one hundred percent. Drakes 
  are metahumans who can transform into a metahu-
  man-sized dragons and use the powers of whatever 
  dracoform they assume. In past eras, even as recent-
  ly as the early parts of this decade, the true origins 
  of homo sapiens draco were shrouded in mystery ... or 
  at least, that was the intention. Everyone who thinks 
  about it for half a second is well aware that drakes’ exis-
  tence is the result of some scheme or another by drag-
  onkind, and they’re more likely than not pawns of one 
  wyrm or another.
  Exactly how drakes are created is a mystery, possi-
  bly because it would kill dragonkind to just be straight 
  about anything. The obvious assumption is that that 
  dragon genetics are introduced into metahuman stock 
  the old-fashioned way, but we have no indication that 
  this kind of cross-breeding would result in viable off-
  spring. The next-best theory is some kind of magic rit-
  ual, which is more in line with what’s known about the 
  wizworms. Nobody really knows. One solid fact is that 
  a metahuman can’t be made into a drake—it’s some-
  thing you’re born with. Take a second to consider what 
  drakes are and the fact that they’re almost exclusively 
  seen working for dragons or dragon assets, and we can 
  say for sure that the dragons are behind it. We just don’t 
  know the mechanism.
  It’s not often that the whatever-they-do works, but 
  when it does, you have a metahuman with some of a 
  dragon’s powers and natural superiority over baseline 
  metahumans in one respect or another. Unlike dragons, 
  not all drakes are Awakened. There are drake mages, 
  sure, but there are also drake deckers, con-men, mus-
  cle, and even cybered-up drake street samurai. Having 
  dragon powers doesn’t limit metahumanity’s potential, 
  which is the point of using them to create catspaws and 
  right-hand men and women.
  The problem with not limiting drakes? They get away. 
  Metahumans can’t get enough of that freedom stuff and 
  chafe under the thumb of their dragon masters, no mat-
  ter what wiz powers they get out of the deal. Parents of 
  would-be drakes often try to smuggle their children out 
  of the sight of whatever dragon is behind their transfor-
  mation, and when the patron/parent dragon isn’t in des-
  perate need of an agent twenty or thirty years down the 
  line, they sometimes succeed. The keyword is “some-
  times.” Drakes will most often be found in the service of 
  their dragon masters, and one that isn’t under a dragon’s 
  thumb is quite rare.
  > 
  Has anyone ever actually met a drake that wasn’t working 
  for one dragon or another?
  > 
  Tolstoi
  > 
  They exist. You’re more likely to meet a Mr. Johnson
  you can trust than a free drake, but there are at least a 
  handful out there, and the dragons generally leave them 
  alone, if only to avoid conflict with their peers over who 
  they belong to. Trick is, if their dragon patron ever finds 
  conclusive proof that a free drake was their doing, they 
  will try to get their investment back.
  > 
  Frosty
  > 
  Investment?
  > 
  Respec
  > 
  I’ve said all I’m willing to say. Check my post further down.
  > 
  Frosty
  >> DRAKES <<    159
   
  
  > 
  Speaking of which ... Frosty, I can understand. But Plan 10? 
  How does an AI fragment know so much about drakes? 
  What database has it looked at?
  > 
  Bull
  Drakes with dragon masters are the more common 
  (though using the word “common” to describe any dra-
  coform is a bad joke), if only because—well, let’s see you 
  outsmart a dragon.
  DRAKES IN THE 
  THRALL OF DRAGONS
  These poor sods wind up growing up more as a drag-
  on, or even a dragon’s property, than a person. Their 
  dracoform is unlocked early, and the patron or one of 
  their servants trains them extensively while instilling in 
  them that she is to serve her patron before anybody 
  else. They spend their childhood and teenage years be-
  ing molded into whatever tool their patron thinks will 
  be useful when reaching adulthood. Some of them are 
  even forced to get cybered up. Cyberware disappears 
  in the dracoform, but it makes them more useful in their 
  metahuman form. Oh, on that topic: We’re still learning 
  about drakes. Five years ago, we were sure all drakes 
  were magic by definition. 
  If you get too deeply involved in a dragon’s affairs, 
  my condolences. You’ll probably come face to face with 
  a drake or two in service of whatever wizworm you 
  managed to piss off. Do not fuck with drakes who work 
  with dragons. They’re taught a lot of things growing up, 
  but empathy is not one of them. They don’t want to be 
  metahuman, so don’t treat them that way.
  Drakes have been observed with every potential dra-
  coform, from feathered serpents to your bog-standard 
  western dragon, all human-sized. Which, personally, I’m 
  thankful for, because this is confusing enough without 
  also explaining where the several hundred kilos of mass 
  that a full-size dragon has on a metahuman would come 
  from. There are limits to how much mass can just come 
  out of nowhere, and I think Plan 9’s brain would melt if I 
  tried to imagine the alternative to fun-size dracoforms.
  > 
  Very little amuses me more than the constant efforts to
  apply real-world laws of physics to the realms of magic.
  > 
  Man-of-Many-Names
  I don’t have any information on free drakes beyond 
  what I’ve already said. You’ll need to go to someone else 
  for that. The rest of this post will focus on the relatively 
  more common drakes, that is to say, thralls to dragons.
  > 
  On it.
  > 
  Frosty
  >> HOWLING SHADOWS <<
  160    >> DRAKES <<  
  
  Important thing: As far as I know, only great dragons 
  have access to drakes. I don’t remember whether it’s a cul-
  tural thing, just another way lesser dragons are lesser, or 
  maybe they don’t have access to whatever is used to make a 
  drake, but unless a great dragon lends his or hers out, lessers 
  are out of luck. The drakes themselves aren’t treated much 
  better. They might be the most valued and dangerous mor-
  tal assets in your employ, but they’re still just mortals.
  The only drake team there is concrete information 
  on is Lofwyr’s, because they’re technically a unit within 
  Saeder-Krupp’s security forces, the Drachenschatten Unit. 
  They’re not well-paid compared to, say, the cream of the 
  crop of Knight Errant, and likely have less of a life outside 
  of the company than an entry-level sarariman. Don’t be 
  surprised at this. Lofwyr gives zero shits about the ethics 
  of brainwashing what is technically his property.
  > 
  Implying that any great dragon has at least some ethical
  standards. Nice.
  > 
  Tolstoi
  Other great dragons’ drakes are harder to pin down. 
  I know of a dragon cult operating out of the western 
  UCAS, and supposedly the higher-ups in this little cult 
  can transform into metahuman-sized dragons. I’d pin 
  their activities on Ghostwalker, but they’re basically a 
  gang with a spiritual bent, and they focus on turf wars, 
  so I don’t see how that advances his plans.
  Then there’s the Brood, a shadowrunner team that 
  seems to consist entirely of drakes and operates world-
  wide, exclusively taking jobs from the Draco Foundation. 
  There is precious little other information about them, but 
  this is enough to scare me. A lot.
  HAVE YOU EVER 
  GOTTEN SO MAD YOU 
  TURNED INTO A DRAGON?
  POSTED BY: FROSTY
  For once, I’m not at all hamstrung in what I can say, 
  because there’s no one in the people I deal with repre-
  senting the free drake population and putting on con-
  straints. Though as it turns out, that’s something of its 
  own problem.
  > 
  Am I the only one that’s now (further) questioning
  everything Frosty’s ever said with that little line? How do 
  we know she’s not telling us just what her secret masters 
  want her to say?
  > 
  Clockwork
  Free drakes are more common than you think, though 
  they’re part of a metatype that’s exceptionally rare. 
  Dragons don’t much care about their property un-
  til they’re grown and trained, so the parents of these 
  drakes can sometimes, if they’re extremely lucky, es-
  cape the dragon’s machinations. Usually they have to 
  work through the shadows.
  Typically, a free drake is born as a normal metahu-
  man and raised as a normal metahuman. I’ve heard a 
  lot of them wound up orphans during puberty, suggest-
  ing reprisal by the betrayed dragons or agents thereof. 
  I couldn’t tell you why the rate of drake re-capture is so 
  low. Maybe a portion of free drakes are part of some 
  plan, or a deal struck a long time ago. I can’t get more in-
  formation than to say that a small percentage of drakes 
  are tolerated as free, as long as they keep to the shad-
  ows. Which means any free drake worth his salt will like-
  ly wind up a shadowrunner right quick.
  That’s not to say dragons don’t want their property 
  back. And yes, they think of drakes as property. That’s a 
  universal notion, and it shouldn’t surprise any one of you.
  Free drakes tend to undergo their first dracomorpho-
  sis in their early twenties, and it generally goes better 
  for them to have the change supervised by a dragon, 
  or whatever other entities might know the secrets be-
  hind creating a drake. Without appropriate supervision, 
  the dracoforms start out weaker, with less potent pow-
  ers. The free drake much teach herself how to use her 
  powers, rather than benefitting from guidance (much 
  as some of us had to learn to be humans, but that’s a 
  subject for another time). As far as I know, there are no 
  corporate-controlled drakes, presumably because free 
  drakes have the sense to hide in the shadows after their 
  dracomorphosis. Once you’re wanted by the most pow-
  erful magical entities on Earth, there’s nowhere else to 
  go. That’s why so many drakes you see are runners.
  Standard operating procedure for drake runners is to 
  find and join a trustworthy group that stays away from 
  the affairs of dragons. Corporate jobs that don’t involve 
  S-K are a safe bet, as are street-level runs such as resolv-
  ing gang problems or troubleshooting for groups like the 
  Ork Rights Committee. If a job stinks too much of magic, 
  they might sit that one out, just to be safe.
  Of course, there’s always a chance that there’s not a 
  team of mercs hired by your would-be patron to abduct 
  you for indoctrination into whatever job a dragon needs 
  done. Your patron could be dead, or there could have been 
  some mistake that makes you too much trouble to recov-
  er. You might be in no danger of your not-master wanting 
  you. But do you really, really want to take that chance?
  > 
  Here’s the interesting thing, which always struck me as
  weird. Drakes, even the ones dragons have written off 
  or whatever, aren’t being researched by any corporation 
  I know of. Even the ones all too happy to cut up 
  technomancers, changelings, whatever’s new and weird, 
  for their delicious genetic secrets. Like they’re off-limits. 
  Do they just not want to piss off the wizworms, or what? 
  What’s the deal here?
  > 
  Respec
  >> HOWLING SHADOWS <<
  >> DRAKES <<    161
   
  
  > 
  Never deal with a dragon is a good rule to live by, no
  matter where you work.
  > 
  Red
  Shadowrunning isn’t the only underworld work for a 
  free drake, of course. Organized crime, piracy—any job 
  that lets you keep a low personal profile and doesn’t 
  get back to great dragons or their servants is viable for 
  a free drake looking to make some nuyen. Hell, I met a 
  drake stripper once. Weird circles she traveled in. An-
  other posed as a changeling to stay in dracoform 24/7. 
  That actually worked for a few months. I think one of 
  Ghostwalker’s creatures found her and held her hostage.
  To look at drake options beyond that, we have to get 
  into dragon politics, which are more twisted and Byzan-
  tine than I have time or space to explore here. Just know 
  that drakes are not willing to step in that minefield—it 
  claimed the life of a great dragon not too long ago, so 
  drakes are not eager to play that game. Some things are 
  worse than servitude. 
  Now, there’s a gigantic president-shaped elephant in 
  the room: Dunkelzahn. Just because he’s dead doesn’t 
  mean he didn’t have drakes of his own. When he died, the 
  drakes serving him went free. Nobody wants to claim Big 
  D’s former brood as his own. The ones already indoctri-
  nated and trained mostly went to work at the Draco Foun-
  dation. The ones who were still children or hadn’t even 
  born yet were put up for adoption, sent away with their 
  metahuman parents, and who knows what else.
  Every free drake hopes they were once part of Dun-
  kelzahn’s brood, because it means they’re free and clear 
  of the great dragons and all their plots and schemes. I 
  don’t know how you’d find out for sure, but it probably 
  involves, you guessed it, kids, dealing with a dragon.
  My advice: If it turns out you’re a drake, keep your 
  head down and only breathe fire when strictly necessary.
  GAME 
  INFORMATION
  CREATING DRAKE 
  CHARACTERS
  Drakes have a key difference from other metatypes, in 
  that a player can either begin play as a drake, or under-
  go dracomorphosis mid-game. Options are provided 
  for both, though given the particulars of having what 
  amounts to a dragon in your Shadowrun group, some-
  one who wishes to play a drake ought to have a long 
  talk with her gamemaster over whether this is advisable 
  and how it should be done.
  Creating a drake is just the same as creating any oth-
  er character. The appropriate quality is selected during 
  character creation when qualities are purchased, and 
  the various benefits and penalties are assigned. The nor-
  mal limit saying characters cannot have more than 25 
  Karma worth of Positive Qualities at character creation 
  does not apply to drake qualities, though the limit on 25 
  Karma worth of Negative Qualities remains in place (not 
  counting Wanted).
  Drake characters begin play with the Wanted nega-
  tive quality (p. 159, Run Faster) without the bonus Karma 
  from the quality. This quality can not be bought off at any 
  point. Unaligned drakes are highly sought after pawns by 
  the dragons and of considerable interest to corporations 
  seeking to use their skills or study their abilities. Even the 
  body of a dead drake can fetch a hefty sum on the magical 
  black market because of their potential for use in reagents. 
  In short, it is best to keep the fact that you are a drake a 
  secret to all but those whom you trust with your life.
  Newly created drake PC characters are assumed to 
  have recently undergone their first draconic transforma-
  tion, or at very least to share the qualities of the recently 
  transformed. Fledgling drakes do not, in general, begin 
  their new lives with the entire gamut of modified attri-
  butes that NPC drakes possess. 
  Drakes gain the Dracomorphosis ability, which allows 
  them to transform into their dracoform as a Complex Ac-
  tion. In this form, they gain attribute boosts and special 
  abilities depending on their drake type. Additional abili-
  ties can be bought with Karma and are listed in the Drake 
  Optional Powers list (p. 164). The character’s modified 
  attributes for when they use their Dracomorphosis abil-
  ity are listed in the Dracoform Table (p. 163). Attributes 
  are added to a character’s standard attributes and can 
  exceed their metatype maximum while in dracoform.
  EASTERN DRAKE
  In dracoform, most Eastern drakes have thin whiskers 
  around the mouth and a slight fin running down their 
  back to their long tail. Although coloration varies, they 
  are usually dark green or sandy colored with gold 
  scales along the chest and stomach. The claws on their 
  long fingered hands are prominent. Unlike Western and 
  feathered drakes, they do not have wings.
  WESTERN DRAKE
  In dracoform, Western drakes appear very physical-
  ly robust, with thick tails and large horns. Their large, 
  prominent scales are usually a single bright color such 
  as red or blue with a lighter shade across the chest, bel-
  ly, and across their large bat-like wings. Often a row of 
  spines runs down their back.
  FEATHERED DRAKE
  In dracoform, feathered drakes have a blue or bright 
  green scaly chest and stomach with multicolored feath-
  ers covering their head, back, and their birdlike wings. 
  Their tails are usually very long, thin, and flexible with 
  several sharp spines at the tip.
  >> HOWLING SHADOWS <<
  162    >> DRAKES <<  
  
  SEA DRAKE
  In dracoform, sea drakes are covered in shiny, dia-
  mond-shaped scales in an array of black-blue, silver, 
  light green, and turquoise. They have the largest snout 
  of the drake species, filled with rows of needle sharp 
  teeth. While they have no wings, their fingers and toes 
  are slightly webbed and their tail is broad and flattened 
  like a crocodile.
  DRAKE POWERS
  All drake characters begin with certain critter pow-
  ers and can purchase additional Powers from the Drake 
  Power list (p. 164) as the campaign progresses. Only 
  one additional power with a Karma cost of 4 or less can 
  be purchased every one in-game month and only one 
  additional power with a Karma cost of 5 or greater can 
  be purchased every three in-game months. Becoming a 
  drake does not remove a character’s inherent metatype 
  abilities. An elf becoming an Eastern drake does not lose 
  her low-light vision, for instance. 
  Drake characters can generally accept augmentations, 
  though of course they need to be aware of their balance 
  of Magic and Essence, as well as Magic loss from Essence 
  loss. If a drake’s Magic rating ever drops to 0 due to aug-
  mentation or Essence Drain, they lose all drake abilities 
  and may never regain them (or the Karma spent acquiring 
  them). Augmentations do not carry over to the dracoform 
  and are inert when the ability is in use. Augmentations 
  revert to normal and reactivate when returning to meta-
  human form. Any significant bodily changes due to aug-
  mentations disappear when the character is in dracoform. 
  For example, a drake with a cyberarm in metahuman form 
  would manifest in dracoform as having two arms. Simi-
  larly, any significant body changes in dracoform do not 
  persist in metahuman form, so if a character loses an arm 
  in dracoform, they still have that arm while in metahuman 
  form. Some have theorized that this persistence of form 
  would make it possible to perform augmentations on 
  the drake form. There are several problems with this, the 
  most important being that a drake who falls unconscious 
  reverts to their metahuman form. This would mean that 
  any augmentation in dracoform would require the drake 
  to remain fully conscious during the procedure. The oth-
  er big problem is that the dracoform physiology is sig-
  nificantly different than metahuman physiology and any 
  augmentations would have to be modified to work with 
  this physiology. This would require intensive (and likely 
  invasive) research, and there is no known evidence of this 
  ever having been performed on a drake.
  BECOMING A DRAKE
  DRAKE (75 KARMA)
  A metahuman with this quality is a drake, a unique 
  creature able to transform into dracoform at will. 
  They gain the Shift (Drake) power and a Magic attri-
  bute of 1. The dracoform has the powers of Elemental 
  Attack (Fire), Hardened Armor 2, and Hardened Mys-
  tic Armor 2. Drake characters receive additional abil-
  ities and attribute modifiers dependent upon their 
  dracoform, as described in their individual descrip-
  tions. With their natural magical abilities, it is very 
  common for drakes to be mages or adepts, although 
  not all are.
  DRACOFORM TABLE
  DRAKE TYPE
  POWERS
  ATTRIBUTE ADJUSTMENTS
  NATURAL WEAPON
  Eastern Drake
  Dual Natured, Elemental Attack, Hardened 
  Armor 2, Hardened Mystic Armor 2, Vestigial 
  Wings*
  +1 Bod, +2 Str, +1 Agi, +1 Log
  Claws
  Western Drake
  Dual Natured, Elemental Attack, Hardened 
  Armor 2, Hardened Mystic Armor 2, Vestigial 
  Wings
  +2 Bod, +2 Str, +1 Cha
  Horns
  Feathered Drake
  Dual Natured, Elemental Attack, Hardened 
  Armor 2, Hardened Mystic Armor 2, Vestigial 
  Wings
  +1 Bod, +1 Str, +1 Agi, +1 
  Rea, +1 Wil
  Tail
  Sea Drake
  Dual Natured, Elemental Attack, Hardened 
  Armor 2, Hardened Mystic Armor 2, 
  Underwater Adaptation
  +1 Bod, +1 Str, +2 Rea, +1 Int
  Fangs
  * Eastern drakes do not have wings, however they possess a form of natural levitation that functions in effectively the
  same manner.
  >> HOWLING SHADOWS <<
  >> DRAKES <<    163
   
  
  The high Karma cost for this quality need not be paid 
  completely during character generation, but the balance 
  must be paid with earned Karma during the campaign 
  before the character is able to shift into dracoform for 
  the first time.
  LATENT DRACOMORPHOSIS (5 KARMA)
  A metahuman may take the Latent Dracomorphosis 
  quality and start the game as a regular character but may 
  later undergo dracomorphosis and become a drake. At 
  the start of the game, the character does not possess a 
  Magic attribute (unless she takes another quality which 
  grants a Magic attribute). The character may not take 
  any of the Infected qualities, Changeling qualities, or 
  the Drake quality. The character may choose the Tech-
  nomancer quality, but once they undergo their first dra-
  conic metamorphosis and gaining a Magic score, they 
  lose their Resonance score, as these abilities are mutual-
  ly exclusive. At some point during gameplay, the game-
  master may decide for the character to undergo draco-
  morphosis. This decision is entirely in the gamemaster’s 
  hands and should be based entirely on creating a good 
  story—if the player is surprised, all the better. Common 
  triggers for dracomorphosis are proximity to or engage-
  ment in powerful magical events, encounters with mag-
  ical artifacts, and entering areas of very high background 
  count. Dracomorphosis can also trigger Awakening, but 
  need not. If the player wishes to Awaken, they should 
  decide whether to become an adept, aspected magi-
  cian, magician, or mystic adept. The cost of this selection 
  is included in the Karma cost of this quality. When the 
  gamemaster decides the character has undergone dra-
  comorphosis, the character immediately gains a Magic 
  attribute of 1 (or keeps their own Magic attribute, if they 
  have one). If the character’s Essence is less than 1, she 
  has lost any chance to become a drake. The player gains 
  the Drake quality and the gamemaster chooses a dra-
  coform for the character from those provided (p. 163). 
  The quality does not come free, of course. The char-
  acter must immediately pay for benefits of their draco-
  morphosis with Karma—double the cost for buying the 
  quality after character creation (p. 106, SR5), less the 
  cost of the Latent Dracomorphosis quality—(75 – 5) x 
  2 = 140 Karma, to be exact. If the character does not 
  have Karma available at the time (and few will have a pile 
  of unspent Karma of that size just sitting around), the 
  gamemaster collects it as they deem fit from any Karma 
  awards the character earns until the debt is paid off. Until 
  it is all paid off, some rewards should be phased in—such 
  as one bonus attribute point for every 10 Karma paid, or 
  one dracoform power for each 5 Karma paid.
  ELEMENTAL ATTACK 
  The default elemental effect for a drake’s Elemental 
  Attack power is Fire. However, drake characters may 
  switch their Elemental Attack to a different elemental 
  effect by paying 15 Karma. This new elemental effect is 
  permanent until the character decides to pay another 15 
  Karma and change it.
  DRACOFORM POWERS
  Dual Natured: As critter power (p. 395, SR5).
  Elemental Attack [Fire]: As critter power (p. 396, SR5).
  Hardened Mystic Armor: As critter power (p. 397, SR5).
  Hardened Natural Armor: As critter power (p. 
  397, SR5).
  Natural Weapon [Type]: As critter power (p. 399, 
  SR5). Each species of drake possesses one type of Natu-
  ral Weapon as listed on the Dracoform Table.
  Shift (Dracoform): As critter power (p. 194)
  Underwater Adaptation: This ability allows a drake 
  to breathe as comfortably under water (salt or fresh) as 
  they do on land. In addition, they receive a +4 dice pool 
  modifier to Swim tests.
  Vestigial Wings: As critter power (p. 194).
  DRAKE OPTIONAL 
  POWERS
  Drake optional powers can only be selected once un-
  less otherwise specified. The Karma cost for each pow-
  er is listed at the end.
  Adaptive Coloration (Sea Drake Only): As critter 
  power (p. 143, Run Faster). 9 Karma.
  Additional Natural Weapon [Claws]: DV STR + 1P, 
  AP –1). 5 Karma
  Additional Natural Weapon [Fangs]: DV STR + 1P, 
  Reach —, AP–2). 5 Karma
  Additional Natural Weapon [Tail]: DV STR + 3P, 
  Reach 1, AP –1). 5 Karma
  Additional Natural Weapon [Horns]: DV STR + 2P, 
  AP –1). 5 Karma
  Animal Control: As critter power (p. 394, SR5). 9 Karma
  Compulsion: As critter power (p. 395, SR5). 9 Karma
  Corrosive Spit: As critter power (p. 395, SR5). 9 Karma
  Dracoform Mastery: You have learned to channel 
  and control the mana which courses through your body 
  in your Dracoform. You can remain in this form as long 
  as you wish without taking Drain; 50 Karma
  Dragonspeech: As critter power (p. 395, SR5). 9 Karma
  Enhanced Sense (Wide Band Hearing): As critter 
  power (p. 396, SR5). 3 Karma
  Enhanced Sense (Low Light Vision): As critter power 
  (p. 396, SR5). 3 Karma
  Enhanced Sense (Smell): As critter power (p. 396, 
  SR5). 3 Karma
  Enhanced Sense (Thermographic Vision): As critter 
  power (p. 396, SR5). 3 Karma
  Fear: As critter power (p.397, SR5). 9 Karma
  Flight: The drake gains the ability to truly fly. You can 
  use Karma to purchase ranks in the Flight skill, which 
  >> HOWLING SHADOWS <<
  164    >> DRAKES <<  
  
  is considered to be part of the Athletics skill group. If 
  you already have the Athletics skill group, you can in-
  troduce Flight into the group, having it match the level 
  of the group for the standard Karma cost of purchasing 
  a single skill at that level; after that point, the Flight skill 
  will be increased anytime the entire group is increased 
  (the option of splitting up the group and improving skills 
  individually also remains in place). This flight is as much 
  magical as it is physical. Because of this, extremely high 
  background counts, mana storms, and other such phe-
  nomena may disrupt their ability to fly. Sea drakes can-
  not take this ability. Movement x2/x4/+3. 14 karma
  Heavy Scales (Western Drake Only):  +2 Hardened 
  Armor. 6 Karma
  Improved Natural Armor: Increase both Hardened 
  Armor and Hardened Mystic Armor by 1. This power can 
  be taken a number of times up to the character’s Magic 
  rating. 16 Karma
  Influence: As critter power (p. 398, SR5). 9 Karma
  Magical Flight (Eastern Drake Only): Same as Flight 
  Optional Power above, but with a movement rate of x3/
  x6/+5. 14 Karma
  Noxious Breath: As critter power (p. 399, SR5). 9 
  Karma
  Resistance to Toxins and Pathogens: As the quality 
  (p. 77, SR5). 8 Karma
  Tail Stinger (Feathered Drake Only): If an attack with 
  Natural Weapon (Tail) succeeds in dealing damage, a tox-
  in is delivered (Vector: Injection, Speed: 1 Combat Turn, 
  Penetration: 0, Power: Magic, Effect: Physical damage). 
  Using Transcend Form to manifest your tail in metahuman 
  form allows for use of this ability as well. 9 Karma
  Transcend Form: The character can activate individual 
  drake powers while in metahuman form, though chan-
  neling this draconic power through a non-draconic body 
  has a cost. Take 4P Drain, resisted with Body + Willpower 
  whenever a Drake power is activated in metahuman form. 
  You are able to activate any of the powers you have pur-
  chased from the Drake Optional Powers listing as well as 
  your innate drake powers such as your natural weapons 
  or Elemental Attack. Powers that have a persistent effect 
  such as a Natural Weapon last for a number of Combat 
  Turns equal to your Magic rating. After that, you must ac-
  tivate the power again. Using a power this way often has 
  a visible effect, from obvious things such as growing a tail 
  when using your Natural Weapon to subtle differences 
  such as reptilian slit iris while using the enhanced vision. 
  25 karma
  Venom: As critter power (p. 401, SR5). 9 karma
  THE PRACTICALITIES 
  OF BEING A DRAKE
  Although datajacks as well as all other cyberware dis-
  appear in dracoform, you are still able to use trodes.
  While true dragons are not able to use human speech 
  and must communicate through Dragonspeak, Drakes 
  retain enough of their human physiology to be able to 
  speak normally (if a bit gravellier than usual).
  Shifting into dracoform causes a certain degree of 
  body growth, not to mention the appearance of a tail 
  and sometimes wings. This can play havoc with clothing 
  and armor. Some drakes opt for less restrictive clothing 
  while others have their clothing specially tailored with 
  magnetic flaps and size-adjusting gusseting. Such ad-
  justments increase the cost of the armor or clothing by 
  10%. Keep in mind that a lot of people will pay big mon-
  ey for a drake, so you’d better find a tailor you really trust 
  or learn to do it yourself.
  Drakes come in two varieties: NPC drakes that serve 
  the Great Dragons and their affairs, and PC drakes that 
  have slipped the leash and live their own lives on the run 
  from their would-be masters.
  DRAKES MID-GAME
  As stated above, one cannot become a drake—it is 
  something he or she is born with. However, free drakes 
  often do not achieve dracomorphosis until early-mid 
  adulthood, and some even later than that. As such, 
  buying dracomorphosis in mid-game is more like ret-
  conning that your character was an unawakened drake 
  all along. Again, it is advised you work with your gam-
  emaster on this fact, and the circumstances that lead to 
  the initial dracomorphosis. 
  The change tends to come either when in an ex-
  tremely high-magic environment, like changelings, or at 
  a moment of intense physical stress. An example might 
  be seeing a dear friend or loved one killed or injured, 
  or a mission going catastrophically wrong in a way that 
  judicious application of Elemental Breath and Natu-
  ral Weapon with a substantial boost to Strength could 
  solve. These are, of course, just examples. Any highly 
  stressful situation can cause dracomorphosis. Woe be 
  unto the drake that has a panic attack at her day job and 
  finds herself with scales and fire breath. Even more woe 
  be unto her co-workers.
  DRAKE NPCS
  To create a Drake as an NPC, follow the Superior Prime 
  Runner character creation rules on page 385, SR5, with an 
  additional 100 Karma for drake powers. Simple as that!
  >> HOWLING SHADOWS <<
  >> DRAKES <<    165
   
  
  POSTED BY: LACEY
  > 
  After a little … discussion regarding the quantity of his
  previous post versus the value of season fucking tickets, 
  Lacey has generously offered up more about the details of 
  modified animals, particularly the ones that have taken on 
  that all-too-ominous name “warforms.”
  > 
  Slamm-0!
  Man’s first friend was wolf. From that came man’s best 
  friend: dog. Now? I am quite content with my three 
  hounds. I have a Cerberus mastiff named Willies that I 
  raised from a pup, a hellhound stray I adopted who re-
  sponds to Broomhilda, and a schnauzer who will hop in 
  my lap literally every time I sit down. He’s Fred. Most 
  runners who bust into a lab will run across paracritters 
  sooner or later. Why wouldn’t they? More often than 
  not, the critters were created and raised there. They 
  guard what’s there, and often they are worth more than 
  the goal of the run. Mundane cockatrice, UV-plumed 
  celebrity chimeras, chickens who lay the most delicious 
  eggs you can imagine. Sure, it’s tough to build a magical 
  beast, but we can built our own fantastic flesh, and the 
  value is obvious with every new generation model—and 
  the accompanying cred corps will shell out to examine 
  it. Or, if you’re a real self-starter like me, you find value 
  by figuring out how to use the critters for your own ends.
  > 
  Willies … like the plural of William?
  > 
  Kat o’ Nine Tales
  > 
  Oui, my dear. Three heads, each named William. When
  someone pisses me off enough, it’s time to pay the Bills.
  > 
  Lacey
  > 
  <facepalm>
  > 
  Glitch
  So let us talk about this brave new breed of animal, 
  built from the ground up and limited only by our imagi-
  nations and our credit lines. 
  Besides mundane critters and paracritters there are 
  three main categories of unnatural critters on the mar-
  ket: chimerics, warforms, and biodrones.
  IN THE FOOTSTEPS 
  OF DR. MOREAU 
  The name of chimerics derives from ancient legend, a 
  creature that combined the bodies of a lion, a goat, and 
  a fire-breathing serpent. In ancient days this was, per-
  haps, a thing of imagination, or some aberrant Awak-
  ened creature, or just the fever dream that anything 
  could breed with anything. But science has always been 
  about breaking things down to smaller parts, because 
  when they get small enough, often times you find you 
  can put all the parts together in new and interesting 
  ways. So it is for the geneticist, who finds that he can 
  use bits from a lion, a goat, and a snake together, and 
  what is born can survive—perhaps even thrive. 
  But what possible purpose could we achieve from 
  such unnatural unions? Quite a few, as we have dis-
  covered. First and foremost on your mind is security. 
  Imagine a large cat with the armor plating of an arma-
  dillo or the vermonasal organs of a snake. Or a rhesus 
  monkey with patagia, gliding down silently to deliver 
  a neurotoxic bite with its oversized stinger. A chimeric 
  security animal is about taking the most lethal features 
  of nature’s arsenal and putting them together to create 
  animal supersoldiers. Faster, tougher, smarter, and best, 
  unpredictable. What you think is merely an adorable 
  capybara munching on manicured corporate grass is 
  actually capable of ultrasonic hearing. When it hears a 
  particular tone, perhaps an alarm, it begins defensively 
  spraying from a skunk-like gland. But that’s not musk, 
  it’s corrosive and already eating away at you. You may 
  think this mere fancy, but I promise, all of this is possi-
  ble and more. 
  The most visible of the chimerics are the genepets. 
  No nova-hot starlet is content with a mere pure-breed 
  purse dog anymore; they want something special, 
  something unique to fit their unique lives. And they are 
  available, though not quite on demand. You see, the 
  dirty secret behind these animals is that they are, more 
  often than not, simply mistakes. Rough drafts of genet-
  ic template combinations that just so happen to be the 
  perfect combination of harmless and cute, marketable 
  as designer pets for the rich or eccentric. 
  HOWLING SHADOWS
  BUILDING MAN’S 
  BEST FRIEND
  166    >> BUILDING MAN'S BEST FRIEND <<  
  
  > 
  It’s not all mistakes and side effects. Several art house
  genetic groups of biopunks use their labs to try to fashion 
  what they consider “living art.” They tweak and add here 
  and there until they create what they claim are entirely 
  new forms of life. GodKanvas in the Chicago Northside 
  sprawl has made it their mission to make an adorable 
  breed of devil rat. Berlin’s Die Kunst des Lebens gallery 
  unveiled a kind of underwater … I don’t know what. It was 
  beautiful, sort of fractal and weird and made me think of 
  Lovecraft stories. 
  > 
  Kat o’ Nine Tales
  > 
  Who would want to make devil rats adorable? Why not
  make them, I don’t know, less dangerous?
  > 
  Aufheben
  > 
  That’s the kind of attitude that destroys entire biospheres.
  Don’t you think we’ve interfered enough? 
  > 
  Ecotope
  > 
  You can’t get them designed to spec? How come?
  > 
  Lyran
  > 
  He gets to science of that a little later on, but one economic
  reason is the “Spontaneity Index.” When you make art, 
  part of the point is that is is discovered, rather than made 
  according to plan. Something you find may seem to have 
  more value than something you commission, because 
  it challenges and inspires you in new ways. It factors 
  into a lot of social engineering and marketing, including 
  portraying a sense of adventure and taste for having 
  found it first, or being avant-garde enough to recognize 
  its value and acquire it. Believe me, the bleeding edge of 
  fashion is big money, and it can shape entire memes and 
  trends for the heavy hitters in R&D and Marketing. 
  > 
  Sunshine
  For the mid-range chimera owner, there are certain 
  pets that have proven so popular that the demand had 
  to be satisfied. A few years ago you only found Cerbe-
  rus corgis on the arms of starlets and tinies in corporate 
  gene zoos. This past Christmas, over 50,000 three-head-
  ed fuzzballs poked their way out from under the yule 
  tree to the delight of children and spouses everywhere.
  > 
  No, they won’t hurt much if they bite, but it’s three times
  the barking on a B&E. Remember that.
  > 
  Ma’Fan
  > 
  I really can’t handle how cuddly and soft they are. They are 
  so, so friendly!
  > 
  Turbo Bunny
  > 
  That’s due to trace levels of other breeds introduced in a
  very, very precise fashion. They will never grow too large, 
  they will never display hostile behavior, they will keep 
  learning new tricks, they are intensely loyal to their family 
  unit, and they are quite intelligent. It took a balancing act 
  of over two hundred breeds of dog to get just the right 
  combination without sacrificing the primacy of Cerberus 
  or corgi physical expression. 
  > 
  KAM
  > 
  Man, you like to take the fun out of everything, don’t you?
  > 
  Turbo Bunny
  The least visible, yet most used and indeed seen, are 
  the commercial chimerics. We talk about frankenfoods 
  all the time, the genetically modified vegetation and an-
  imals that account for most of the so-called fresh pro-
  duce we consume. It’s a step up from recontexturalized 
  soy and krill with flavor from the faucet, but it’s still not 
  the genuine beef, cheese, fruits, or vegetables our an-
  cestors enjoyed, and which the super-rich can still have 
  set on their table. Rather, it’s something modified to pro-
  duce more, faster, cleaner food. Or at least clean enough 
  for a megacorp’s own safety standards. Ah, monopoly. 
  But I digress
  But for every naturalist who decries genetically 
  modified produce, there is the simple fact that, quite 
  often, these genetweaked animals can, indeed, make 
  novel flavors and produce greater nutrition, and do it at 
  a pace that allows metahumanity to keep eating. Con-
  sider Healthy Farms Farm-Fresh Organic Brown Eggs, 
  available any fine grocery outlet in the UCAS. Sure, it’s 
  a frankenfood, but did you know that those eggs come 
  >> BUILDING MAN'S BEST FRIEND <<    167
   
  
  from chickens which incorporate the genetic material 
  of chickens, ostriches, pigeons, quails and a little bit of 
  toad to hold it all together? And did you know that by 
  using these particular laying hens, they need fewer of 
  them, meaning they can happily roam free when they 
  aren’t laying? And did you further know that each of 
  those eggs contains three times the protein content as 
  eggs from before the turn of the century? To say noth-
  ing of all the vitamins they have that were never pres-
  ent in farm eggs before. Sure, it’s pricey. Sure, it’s not 
  the way nature intended. But damn, it’s tasty, and it’s 
  good for you. 
  > 
  Plus, have you ever actually seen ancestor food? The stuff
  that, say, a banana is evolved from? It hardly looks edible, 
  at all.
  > 
  Kat o’ Nine Tales
  > 
  Yeah, but I don’t think kiwinanas are naturally occurring,
  either …
  > 
  2XL
  > 
  For once, I’d call that a win for science.
  > 
  The Smiling Bandit
  > 
  God I miss food.
  > 
  Red
  > 
  Unless you’ve got the cred for the real thing, you’re not
  missing much.
  > 
  Sounder
  > 
  What? Nonsense. You just don’t appreciate the pleasures
  of a Big Beef and Kimchi Burrito from the Stuffer Shack at 
  two a.m. Or a crackling bowl of Choco-Bombs mixed with 
  fresh-popped soycorn. Or—
  > 
  Slamm-0
  > 
  Please stop.
  > 
  Red
  > 
  The same goes for any kind of food in the past two
  centuries, at least, and in many cases even longer 
  than that. Evolutionary models of most flora and 
  fauna for consumption are vastly different, and often 
  unrecognizable, compared to the form we consider 
  palatable today. 
  > 
  KAM
  Of course, despite the precision demanded of gene-
  tech, it is far from without problems, the most glaring of 
  which is the complexity of how genetic structures inter-
  >> HOWLING SHADOWS <<
  168    >> BUILDING MAN'S BEST FRIEND <<  
  
  act with one another in unforeseen ways. Let’s look at 
  the examples I’ve given so far.
  •
  Armor cats lose a great deal of their flexibility
  from the armadillo plating, which is fine if they
  get the drop, but they can’t dodge as well as a
  normal cat. That’s just a practical tradeoff.
  •
  Rhesus scorpios are very, very aggressive. The
  hyperactivity of the sugar glider lends it an en-
  hanced metabolism, which interacts with the
  hormonal balance of the monkey, provoking a
  very hostile attitude. The stinger just makes the
  threat that much greater.
  •
  Spray caps have an extraordinary diet. That corp
  grass I mentioned? It is also genetically engi-
  neered to grow fast. It better, because escaped
  spray caps can strip natural land bare in minutes. 
  Not a cheap beast.
  •
  Cerberus corgis aren’t cheap pets to buy, but
  the real cost is in keeping them. They have very
  specific dietary needs, and you can’t go feed-
  ing them scraps from the plate or any old kibble
  from the store. They need specially balanced
  food (also made by the same distributor. Coinci-
  dence? Nope, vertical integration) that contains
  the very precise vitamin and amino acid combi-
  nations to keep them not only healthy, but alive.
  Maybe that was built in. Maybe the price of it’s
  existence by chance. Who knows?
  •
  Chimera chickens often have short lives. The
  ability to generate so many eggs, so often, so
  large, and packed with nutrition, demands great
  quantities of sustenance, and the process takes
  a tremendous toll on their bodies. More often
  than not, they burn out. All accounts say they are 
  pretty happy, as far as chickens go, but still, pro-
  tests and boycotts march on.
  > 
  Can you imagine an existence more horrifying?
  > 
  Ecotope
  > 
  As a matter of fact …
  > 
  Hannibelle
  The tinies, though a simple concept, were excep-
  tionally difficult to manufacture. Simply shrinking 
  down existing large species often causes extensive 
  health issues and genetic instabilities. The physical 
  structure of an elephant simply cannot function scaled 
  down to a quarter-meter tall. The tiny elephant is pro-
  duced with the base DNA of a rock hyrax (a close rel-
  ative of the elephant) to produce a creature that has 
  the desired appearance. The tiny giraffe is produced 
  from the DNA of an extinct breed of protohorse called 
  Eohippus with heavy cross species gene splicing. Chi-
  meric modifications are easiest with critters within the 
  same genetic Class, for example from one mammal to 
  another. Crossing Phylum lines is very difficult, for ex-
  ample having a mammal with bird or fish traits. Cross-
  ing Kingdom lines is impossible, so no plants with 
  shark teeth.
  > 
  Can they do this in reverse to make a bigger version?
  Because I would love to watch the megacorps build a 
  Godzilla and just go for it.
  > 
  Slamm-0
  > 
  You honestly think Lofwyr would stand for that?
  > 
  Frosty
  > 
  What about the genemod that makes your skin green and 
  lets you photosynthesize? Isn’t that a plant ability on a 
  mammal?
  > 
  Hard Exit
  > 
  Solus, the genemod that grants an individual limited
  photosynthetic capabilities, was derived from studying 
  the genetics of certain individuals who had undergone 
  SURGE and the elven metavariant Xapiri Thëpë. We don’t 
  understand how it works, but we know which section of 
  DNA can be copied to make it work. It isn’t publicized, but 
  more than a few genemods were discovered this way and 
  are as much of a mystery.
  > 
  KAM
  > 
  Changelings can make a good bit of spare nuyen
  volunteering for clinical studies, but rumors of individuals 
  who exhibit rare metagenetics disappearing keep 
  volunteers away.
  > 
  The Smiling Bandit
  One thing to remember with chimerics is that func-
  tion is always a lot more complex than form. It is rela-
  tively easy to make a horse with wings, but making one 
  that can fly is impossible without changing so many oth-
  er characteristics that it is barely recognizable as having 
  once been a horse. Yes, pegasi exist, but they are able 
  to fly like they do through magic, not biology. So far, as 
  with metahumans, magical ability cannot be duplicated 
  through genetic modification.
  > 
  Discovering the method to manifest or manipulate the
  so-called “Magus Factor” remains the highest priority 
  for genetic research. Whoever had meaningful research 
  toward that end could write their own check.
  > 
  KAM
  > 
  And whoever held the key to making it happen would rule
  the world. 
  > 
  The Smiling Bandit
  > 
  Some matters of spirit cannot be quantified by science.
  > 
  Man-of-Many-Names
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    169
   
  
  > 
  Actually, there’s a juicy little theory floating making the
  rounds right now that magic doesn’t manifest due to 
  the presence of any single gene, but a precise balance of 
  circumstances in an individual, unlocking the potential 
  which would exist in all of us. Of course, the variables 
  are damn near infinite, so proving it would be next to 
  impossible. 
  > 
  Lyran
  > 
  You underestimate the resources of the megacorps, I fear.
  > 
  Beaker
  But wait, it gets better. Remember a minute ago when 
  I mentioned tradeoffs? A lot of those may seem obvious, 
  but it’s almost impossible to avoid them happening in 
  some fashion. There is no perfect chimera. Recombining 
  genes between two or more creatures has a number of 
  difficulties, but the most insurmountable is that one indi-
  vidual gene can code for multiple traits, so controlling the 
  outcome can be tricky. Desired changes often lead to un-
  intended secondary changes. A frog modified to secrete 
  mammalian hormones may spontaneously sprout fur. A 
  bear modified to have scaly reptilian armor may have its 
  metabolic processes affected making it cold blooded. The 
  law of unintended consequence is in full effect here. Chi-
  merics are always sterile, if not directly from the genetic 
  manipulation, then from the corp protecting themselves 
  from unlicensed duplication of intellectual property.
  CHIMERIC 
  MODIFICATIONS
  Chimeric modification, or series of modifications, rep-
  resents the core of what makes a chimeric creature 
  what it is. The creature is given abilities beyond what its 
  species normally possesses. These new abilities almost 
  always include a noticeable change in the physiology 
  and behavior of the creature, such as unusual patches 
  of fur or scales, a change in the appearance of the eyes, 
  or behaviors alien to the native species but common in 
  the genetically grafted species.
  Unless specifically mentioned, a modification cannot 
  be chosen more than once. All abilities are considered 
  mundane critter powers and do not require the critter 
  to be Awakened to function. Costs for chimerics are tri-
  ple the base creature cost plus twenty-five percent for 
  each type of genetic modification and fifty percent for 
  each chimeric ability. These costs presume that a via-
  ble sample has already been produced. The research 
  and development of an untested new chimeric is much 
  higher. A chimeric critter can only possess up to six chi-
  meric modifications. After that, their genetic structure 
  becomes too unstable, and the genetic blueprint will fail 
  to generate a viable embryo. There are rumors of delta 
  gene clinics that can exceed this limit, but this informa-
  tion cannot be verified.
  All-Around Sight: Whether from having inde-
  pendently moving eyes like a chameleon or multiple 
  composite eyes like an insect, the critter can see in all 
  directions at once. The critter always gets a Perception 
  test to detect a surprise attack.
  Aquatic Adaptation: This set of traits varies be-
  tween critters from nictitating membranes over the eye 
  to webbed digits to a flattened tail, but in all cases the 
  benefit is the same. The critter uses the underwater visi-
  bility modifiers (p. 157, Run & Gun) as if he were wearing 
  goggles or a mask, gains a +2 to Swimming tests, and 
  may hold its breath for twice as long (p.137, SR5, doubles 
  base time and time gained on net successes of test).
  Attribute Enhancement: The critter has been en-
  gineered to enhance certain traits, making the creature 
  stronger, faster, or smarter. Increase one attribute by fifty 
  percent, rounded up. Applying Attribute Enhancement to 
  an attribute of 0 increases it to 1. This modification can be 
  selected more than once, but not for the same attribute.
  Balance Tail: Most critters use their tail to swat flies 
  or signal moods, but critters with a balance tail receive a 
  +1 dice pool modifier for all Balance, Climbing, Gymnas-
  tics, Free-Fall, or Jumping-related tests. 
  Bioluminescence: The critter has specialized dermal 
  cells that produce an enzyme that produces light. This 
  light counts as Dim Light (p. 175, SR5) for the creature 
  and those immediately adjacent to it. However, it also 
  makes the creature much easier to spot, giving oppo-
  nents a +3 on Perception tests to see it.
  Biotoxin Alteration: This genetic alteration modifies 
  the normal toxin producing glands in a critter, causing 
  them to produce a different toxin entirely. This trait can 
  modify the Scent Spray and Venom chimeric traits as 
  well as any similar natural toxins possessed by the base 
  creature. Chimeric critters with the Biotoxin Alteration 
  always have the Dietary Requirement (Tailored Nutri-
  tion) weakness.
  •
  Anesthetic: Vector: Inhalation, Speed: 1 Com-
  bat Turn, Penetration: 0, Power: 6, Effects: Stun
  Damage
  •
  Formic Acid: Derived from certain species of
  ants, the critter can produce a powerful acid.
  Vector: Contact, Speed: 1 Combat Turn, Pen-
  etration: 0, Power 4, Effects: Physical Damage.
  Whether the physical damage is resisted or not,
  any armor struck by the spray loses 1 point of
  Armor Rating per Combat turn for a number of
  turns equal to the Power of the acid. This dam-
  age can be prevented by washing off the acid
  with a large quantity of water or with a highly
  basic solution.
  •
  Hallucinogen: Vector: Inhalation, Speed: 1 Com-
  bat Turn, Penetration: 0, Power: 6, Effects: Hal-
  lucination. A hallucinating target sees figments
  that can elicit various emotional reactions. Roll
  1D6 to determine the effect of the hallucination, 
  then consult the Hallucination Result table.
  >> HOWLING SHADOWS <<
  170    >> BUILDING MAN'S BEST FRIEND <<  
  
  The subject feels the emotion wholehearted-
  ly, and it affects their physical performance in a 
  manner consistent with the emotion. Conduct-
  ing actions opposed to the emotion requires a 
  Willpower (2) test. For example, subjects feeling 
  rage engaging in combat suffer no penalties, 
  whereas if the subject were attempting negotia-
  tions the negative modifier would apply.
  •
  Nauseating: Vector: Inhalation, Speed: 1 Com-
  bat Turn, Penetration: 0, Power: 6, Effects: Nau-
  sea (p. 409, SR5).
  Camouflage: Whether it is fur, feathers, or scales, 
  the creature’s coloration lends itself to concealment in 
  a particular environment. The critter receives a +1 dice 
  pool modifier for Sneaking Tests in any condition with 
  decreased light levels and in environments appropriate 
  to the pattern (stripes in tall grass, spots in a forest or 
  jungle, etc.). 
  Celerity: The critter’s body is made for speed, with 
  long powerful legs. The critter increases its Walking and 
  Running multipliers by 1 and also adds +1m/ turn to her 
  Sprint Increase (see Movement, p. 161, SR5).
  Climate Adaptation: The critter’s metabolic pro-
  cesses, skin tissue, and regulation cycles are adapted 
  to extreme heat or cold climates, enabling the critter 
  to adjust more easily to hot or cold temperatures. This 
  quality grants a +2 dice pool modifier for Survival Tests 
  (p. 136, SR5) and resisting fatigue damage (see p. 172, 
  SR5) from their chosen environment and a –2 dice pool 
  modifier from the other. Choose a climate when select-
  ing this trait.
  Defensive Secretion: The critter’s dermal cells allow it 
  to exude a defensive liquid when agitated or endangered, 
  similar to the defensive secretions of some frogs and in-
  sects. Though not poisonous, these secretions are either 
  acidic, creating a burning sensation upon touch, or cause 
  other adverse skin reactions. As soon as someone touches 
  the bare skin of the agitated critter with unprotected skin, 
  they suffer a –1 dice pool modifier for all tests made within 
  the next twenty-four hours or until treated with a success-
  ful Medicine + Logic [Mental] (2) Test. If an individual af-
  fected by the secretion is allergic to the base critter of the 
  chimeric, increase the modifier to –2.
  Dynamic Coloration: The critter’s skin changes color 
  only when exposed for a prolonged time (1 minute) to 
  a background with sharp contrasts, like colorful patterns, 
  and it retains the new color for up to four hours total. If the 
  background around it changes, the color fades and the 
  creature’s coloration returns to normal within ten minutes. 
  While the camouflage is in effect, increase the threshold 
  to see the critter by 2, as long as it is standing still.
  Echolocation: Changes in the ear, vocal chords, and 
  spatial-auditory portions of the brain enable the critter 
  to visualize its surroundings by sending and receiving 
  sonic pulses. The critter suffers no Visibility modifiers 
  to Perception tests regardless of light conditions, even 
  complete darkness (p. 175, SR5). The only limitations are 
  that solid objects like glass or concrete block the sense 
  and the range is limited to twenty meters in air and two 
  hundred meters in water.
  Electrocytes: Derived from the electric eel, this mod-
  ification generates stacks of specialized cells capable of 
  generating electrical potential. These electrocytes allow 
  the critter to deliver an electrical attack with a successful 
  touch-only melee attack (p. 187, SR5). This attack has a 
  DV (Bod)S(e), AP –6.
  Enhanced Sense (Low Light Vision, Thermographic 
  Vision): These senses function the same for the critter as 
  a metahuman with the equivalent sense.
  Enhanced Sense (Scent): The best bloodhound can 
  pick up the scent of a single individual within a crowd 
  of people. This trait gives a +2 dice pool modifier and 
  +1 limit to tests made using scent-based Perception and 
  scent-based Tracking tests.
  Enhanced Sense (Broadened Auditory Spectrum): 
  A critter with this trait can hear ultrasonic, high-frequen-
  cy sound (including ultrasound emitters) or infrasonic, 
  low-frequency sound (including Infrasonic Generator 
  cyberware).  This ability allows the critter to make a Per-
  ception test to detect communication or sounds within 
  a wider band of frequencies and adds +1 to the limit of 
  Perception tests involving sound. As this kind of hearing 
  can be considered always on, noises inaudible to others 
  may sometimes distract or deafen the critter. This quality 
  results in minor visible changes to the size and structure 
  of the outer ear. 
  HALLUCINATION RESULTS
  RESULT
  EFFECT
  NOTE
  1
  Fear
  Affected character flees from 
  the area.
  2
  Fascination
  Affected character ignores 
  all other stimuli to stare at the 
  hallucinations.
  3
  Love
  Affected character makes 
  amorous advances at a nearby 
  individual.
  4
  Despair
  Affected character attempts to 
  surrender.
  5
  Depression
  Affected character takes a –2 to 
  all actions.
  6
  Rage
  Affected character attacks 
  random nearby target, friendly 
  or not.
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    171
   
  
  Extra Head: The only repeatedly successful genetic 
  extraction from a paracritter, the Cerberus hound, this 
  trait adds an additional head to the critter. This trait can 
  be selected twice for a maximum of three heads on a 
  critter. Each additional head adds 1 box to the Phys-
  ical Condition Monitor and +1 to Perception tests. If 
  the base critter possesses a natural attack originating 
  from the head such as horns, tusks, or a bite, additional 
  heads gain this trait as well. The critter with more than 
  one head can continue to function if a head is severed 
  as long as at least one head remains and the damage did 
  not incapacitate the critter. Multi-headed chimerics tend 
  to be easily distractable.
  Frog Tongue: The critter possesses a long adhesive 
  tongue similar to a frog or chameleon, which can be ex-
  tended in a spring-loaded fashion by a muscular trigger. 
  When triggered, it shoots outward to strike at a target 
  and then retracts. Though not prehensile enough to ma-
  nipulate a tool, the tongue is strong enough to snatch 
  an object, provided the object’s weight is less than the 
  critter’s Strength x 100 grams. Because of the tongue’s 
  sticky secretions, the object will stick to the tongue un-
  til manually removed. If the critter also possesses the 
  Venom associated with its bite (p. 401, SR5) the tongue 
  can be used to apply the substance with a successful 
  touch-only melee attack (p. 187, SR5) using the Exotic 
  Melee Weapon (Frog Tongue) skill of which the critter 
  gains 1 rank for free.
  Gills: A critter with gills is capable of extracting ox-
  ygen from water, allowing them to stay submerged 
  indefinitely. This adaptation, most commonly added 
  to chimerics whose base creature has lungs, is usually 
  adapted from lungfish genetics, and allows the creature 
  to stay out of the water indefinitely without suffering 
  from any ill effects due to their gills.
  Gliding: The critter has flaps of skin, semi-function-
  al wings, or some other feature that allows it to glide 
  short distances. Creatures with the Gliding ability start 
  with one rank in the Free-Fall skill. This can be further 
  increased using the Skill Enhancement trait. Critters use 
  Agility instead of Body when using the Free-Fall skill to 
  glide, because it is more about the fine motor reflexes 
  than pure physicality. A gliding critter can avoid fall-
  ing damage from any distance with a Free-Fall + Agility 
  [Physical] (2) Success test. While falling, they can choose 
  to travel up to twice the distance horizontally that they 
  fall vertically. In one Combat Turn, a gliding critter falls 
  ten meters and can move up to twenty meters horizon-
  tally. They must always be moving from a high point to a 
  lower point—no gliding up!
  Ink Extrusion: Designed to blind a target, the crea-
  ture extrudes a dark viscous substance that applies a 
  penalty to all Perception (Visual) tests equal to the Body 
  of the creature extruding it. The ink permanently stains 
  most porous items and clothing. When used under wa-
  ter, the ink spreads in an area covering a number of me-
  ters equal to the critter’s Body. To strike an intended tar-
  get, the critter rolls a ranged attack using Exotic Ranged 
  Weapon + Agility with a range of (Body) meters.
  Magnetoception:  This adaptation allows a crit-
  ter to sense changes in nearby magnetic fields. This is 
  accomplished by an elevated level of magnetite in the 
  ethmoid bone of the nose and specialized neural path-
  ways linking to a modified olfactory bulb and olfacto-
  ry cortex. Critters with this quality can literally sniff out 
  the presence, direction, and intensity of magnetic fields, 
  such as those generated by electronics, power supplies, 
  or magnetic anomaly detectors. The critter also has an 
  unerring ability to locate magnetic north, providing a +2 
  dice pool bonus to Navigation tests. The critter makes 
  a Perception + Intuition [Mental] v. Object Resistance 
  (p. 293, SR5) Test to detect these emanations within a 
  range of five meters. 
  Natural Weapon: This trait takes the most dangerous 
  bits from one animal and puts it on another. The animal 
  must, of course, have the physical features to accommo-
  date the natural weapon. For example, you can’t engi-
  neer a snake with claws—show some respect for nature. 
  And physics. Consult the Natural Weapons table to see 
  the available options.
  Proboscis: The critter possesses a prehensile nose 
  similar to an elephant’s trunk. It can be used for small 
  manipulations or even a blunt punch using the Exot-
  ic Melee Weapon (Trunk) skill (DV (STR – 1)P, Reach —, 
  AP +1). Apply a –2 dice pool modifier to any attempt to 
  manipulate an object with the trunk. It has an effective 
  Strength equal to the critter’s Strength. Trunks do not 
  provide an extra attack. 
  Potent Venom: This modification enhances the crea-
  ture’s ability to produce a natural toxin. Increase the 
  Power of the critter’s venom by fifty percent, rounded 
  up. This modification has no effect on a creature without 
  a natural toxin.
  Quills: These modified hairs are coated with thick kera-
  tin plates that resemble porcupine quills, interspersed with 
  bristles, under fur and hair.  Quills are two to four centime-
  ters long, sharp as needles, and detach easily when used 
  in close combat. Quills are used as a defensive mechanism 
  to hold off attackers. If the critter is successfully grappled 
  in close combat (see Subduing, p. 195, SR5), the attacker 
  NATURAL WEAPONS
  WEAPON
  DV
  AP
  REACH
  Bite
  Str +2
  –2
  –1
  Claws
  Str+1
  –1
  —
  Horns
  Str+2
  –1
  —
  Tail
  Str+3
  —
  1
  Tusk
  Str+2
  —
  —
  >> HOWLING SHADOWS <<
  172    >> BUILDING MAN'S BEST FRIEND <<  
  
  makes a Damage Resistance Test against a DV of (STR + 1)
  P, AP +1, using the higher Strength attribute of the grap-
  pling pair. Quills can be wielded in melee combat using the 
  Exotic Melee Weapon (Quills) skill, with the following stats: 
  DV (STR + 1)P, Reach —, AP +1.
  Scent Spray: The critter possesses scent glands that 
  produce a foul odor similar to skunk spray. The scent 
  gland can be used to make a ranged attack using the Ex-
  otic Ranged Weapon (Scent Gland) skill as a touch-on-
  ly ranged attack (p. 187, SR5) to spray a single target 
  within (Body) meters with a stinking mist. Targets struck 
  the by the spray may experience Nausea (p. 409, SR5). 
  The spray becomes inert after two minutes of exposure 
  to the air. Normal armor offers no protection, though 
  Chemical Resistance and other similar upgrades do. At 
  the best of times, the critter smells pungent, imparting a 
  +2 dice pool modifier to locate the critter by scent.
  •
  Vector: Inhalation
  •
  Speed: Immediate
  •
  Penetration: –2
  •
  Power: 6
  •
  Effect: Nausea
  Skill Enhancement: This modification reinforces cer-
  tain behavioral instincts in the creature. Increase one 
  natural skill of the critter by 2. This modification can be 
  selected more than once, but not for the same skill. This 
  modification can only be selected for a skill the critter 
  already possesses. Teaching a critter a new skill can only 
  be done using the Training rules.
  Sturdiness: This modification adds several subtle ge-
  netic tweaks of mostly reptilian genes that improve the 
  physical stature and robustness of the chimera. Increase 
  the critter’s Physical Limit by 1. In addition, if the critter 
  has the Fragile weakness, reduce it by 1.
  Thermosense: Like a snake, the critter possesses infra-
  red-sensitive receptors next to their olfactory organs that 
  allow them to sense radiated heat. This quality allows the 
  critter to make a non-visual Perception test to detect any-
  thing that produces heat (bodies, electronics, etc.) within ten 
  meters. Thresholds and modifiers can be adjusted for fac-
  tors such as warm environments, lower heat outputs (such 
  as friction or decomposition), or heat pollution (too many 
  sources, thermal smoke, etc.). Hits on the test give infor-
  mation on distance, movement, heat output, and location. 
  The sense is not fooled by Invisibility or Silence spells. When 
  using thermal sensitivity in combat, the sense reduces the 
  Visibility and Light/ Glare modifiers by one level. 
  Thicker Hide: This modification produces a critter 
  with heavier scales, thicker fur, or tougher skin. Increase 
  the critter’s natural Armor by fifty percent, rounded up. 
  Critters without a natural armor are instead granted a 
  natural Armor of 3 or their Body, whichever is lower. This 
  modification cannot be used to enhance creatures with 
  Hardened Armor.
  Venom: Venom is a potent trait that can make even 
  a small critter very dangerous. This trait adds the physi-
  ological structures required to generate a biological tox-
  in and deliver it through a natural attack (chosen when 
  ability is selected).
  Vector: Injection
  Speed: 1 Combat Turn
  Penetration: 0
  Power: 6
  Effect: Physical Damage
  Vestigial Wings: This trait adds either bat-like or 
  birdlike wings to a creature which does not naturally fly. 
  These wings are insufficient for true flight due to the lack 
  of appropriate musculature and low body weight found 
  in flying critters. They are not without benefit however. 
  If a creature with Vestigial Wings should happen to fall, 
  reduce the effective distance of a fall by four meters 
  when calculating the falling damage (p. 172, SR5), and 
  they receive a +2 dice pool modifier on jumping tests 
  (p. 134-135, SR5).
  Wall Climbing: Based on gecko and spider genetics, 
  this modification allows the critter to move along verti-
  cal surfaces. Critters with this trait always use assisted 
  climbing rates (p. 134, SR5). Critters with four or more 
  legs and a Body of 3 or less are even capable of climbing 
  inverted on horizontal surfaces such as ceilings.
  Web Extrusion: The critter has a natural gland for 
  producing spider silk and the spinnerets to weave it. The 
  spider silk is very strong relative to the creature that pro-
  duced it. It can hold up to twice the weight of the crea-
  ture that spins it. A web spun of spider silk is difficult to 
  see, applying a –2 modifier to Perception tests to notice 
  it. The web is capable of entangling a victim with a Body 
  equal to or less than the Body of the creature that spun 
  it. The critter can also use the webbing in conjunction 
  with the Free-Fall skill to lower themselves from an ele-
  vated position.
  SAMPLE CHIMERICS
  Taser Squid: A chimeric hybrid of a Humboldt squid 
  and an electric eel, these critters were created to defend 
  underwater facilities. Their natural pack-hunting behav-
  ior makes them extremely deadly. They are generally 
  trained to respond to sonic cues to swarm and attack 
  any submersibles or divers intruding on their territory. 
  A different sonic cue will pacify them allowing safe pas-
  sage through their territory.
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    173
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  6
  5
  3
  5
  2
  5
  4
  3
  3
  6.0
  Initiative
  7 + 1D6
  Movement
  x3/x8/+2 swimming
  Condition Monitor
  11/9
  Limits
  Physical 7, Mental 6, Social 5
  Armor
  0
  Skills
  Escape Artist 5, Exotic Ranged Weapon (Ink) 1, 
  Perception 4, Swimming 5, Unarmed Combat 4
  Powers
  Attribute Enhancement (Body), Electrocytes (DV 
  (Bod)S(e), AP –6, Reach +3), Gills, Natural Attack 
  (Bite DV(STR + 2)P), Substance Extrusion (Ink)
  Weaknesses
  Precarious Physiology
  Note
  Common tricks include Detect (Explosives), Homing, 
  Patrol, Trigger Training (Ultrasonic). The +3 Reach 
  of the electrical attack is due to the Electrocytes 
  located along the squid’s long tentacles.
   
  
  Sugar Cat: A hybrid chimeric based off of a house cat 
  combined with sugar glider DNA, the sugar cat has been 
  genetically modified to have the loose flaps of skin and 
  flexible joints of a sugar glider, allowing it to stretch out 
  its legs to extend the loose flaps of skin and fly.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  5
  3
  2
  3
  3
  2
  2
  3
  6.0
  Initiative
  5 + 1D6
  Movement
  x2/x6/+4
  Condition Monitor
  8/10 
  Limits
  Physical 4, Mental 4, Social 5
  Armor
  0
  Skills
  Climbing 3, Free Fall 3, Sneaking 2, Perception 3, 
  Tracking 3, Unarmed Combat 3
  Powers
  Attribute Enhancement (Agility), Balance Tail, 
  Enhanced Senses (Low Light), Gliding, Skill 
  Enhancement (Free-Fall), Sturdiness
  Weaknesses
  Fragile 1, Precarious Physiology
  Note
  Common tricks include Attack, Patrol
  Spray Cap: Base on the largest member of the rodent 
  family, the capybara, the spray cap is normally placid and 
  quite calm around humans. They are trained to respond 
  to an ultrasonic signal to take a defensive posture and 
  use their hallucinogenic spray attack liberally.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  1
  3
  2
  1
  1
  1
  1
  1
  3
  6.0
  Initiative
  3 + 2D6
  Movement
  x2/x6/+4
  Condition Monitor
  7/9
  Limits
  Physical 3, Mental 2, Social 3
  Armor
  0
  Skills
  Exotic Ranged Attack (Hallucinogenic Spray) 3, 
  Gymnastics 3, Perception 3, Sneaking 3, Unarmed 
  Combat 2
  Powers
  Attribute Enhancement (Strength), Biotoxin Alteration 
  (Hallucinogen), Enhanced Sense (Broadened 
  Auditory Spectrum), Enhanced Sense (Smell), Gestalt 
  Consciousness, Natural Weapon (Bite: DV (STR+1)
  P, AP —, –1 reach), Scent Spray, Skill Enhancement 
  (Exotic Ranged Attack [Hallucinogenic Spray]), 
  Sturdiness
  Weaknesses
  Dietary Requirement (Tailored Nutrition), Fragile 2, 
  Precarious Physiology
  Note
  Common tricks include Attack and Trigger Training. 
  The spray cap uses the base stats of a rat.
  THE GENETIC 
  KENNEL
  What was once once done through laborious breeding and 
  culling over generations can be performed quickly through 
  advanced genetic manipulation. Warforms are the height 
  of genetic engineering, creatures that are superior to their 
  natural counterparts in every way. Unlike chimerics, their 
  DNA is only derived from their own species, but with the 
  most desirable traits selected and weaknesses removed.
  > 
  Holy shit. Why even bother with chimerics?
  > 
  Snopes
  > 
  Two reasons. First, it’s a lot cheaper and faster to keep using 
  patterns that have already been established. Chimerics 
  were the first steps along this path before critters-from-
  scratch were technologically possible. Genetic design is 
  hardly as real-time as they make it out to be. You don’t 
  just select the traits you want and “poof” out comes a 
  ready-made masterpiece of biology. It takes months, even 
  years of careful balancing to create a workable creature, 
  to say nothing of one that can actually outperform what 
  evolution has produced. That’s months and years they still 
  have to make products, so they keep on churning out the 
  stuff that works. 
  The second reason, and what keeps new chimerics 
  being made, is that you can find some amazing patterns 
  and combinations just through the raw experimentation 
  phase, and if something works, a corp will sell it. Chimeric 
  manipulation isn’t just about designing the perfect pet or 
  guard animal, it’s also about discovering interactions so 
  you can use that data later in a warform or even in bio 
  and geneware. Sometimes you can find new traits you 
  weren’t even looking for. 
  > 
  The Smiling Bandit
  > 
  And for every one of those “successes,” there’s a million
  twisted abominations, writhing in cages, their whole lives 
  pain. You’ve never raided a containment lab. You’ve never 
  smelled the stink or heard the cries of those tortured lives. 
  Nothing could be worth that kind of evil.
  > 
  Ecotope
  > 
  Cry me a fucking river.
  > 
  Clockwork
  Warforms began as a result of medical research in 
  the development of bioware, cyberware, and geneware. 
  The research naturally was tested on animals before it 
  was tested on humans (in most cases), and it quickly be-
  came evident that the test animals had value in their own 
  right. Often, their deployment also served as a field-test 
  phase. Owners know they have a prototype when the 
  corp offers a discount or free vet service if the corp can 
  keep them monitored. 
  > 
  Sometimes building the better mousetrap means building
  a better cat.
  > 
  Man-of-Many-Names
  > 
  The corps aren’t shy about making sure you know they
  built that cat. It has been standard practice since the 
  >> HOWLING SHADOWS <<
  174    >> BUILDING MAN'S BEST FRIEND <<
   
  
  twentieth century for genetically engineered plants and 
  animals to have proprietary genetic markers inserted into 
  their DNA. In recent years they got creative and made 
  those markers express as skin or fur patterns that spell 
  out the corporate logo somewhere on the critter’s body.
  > 
  The Smiling Bandit
  > 
  Ugh. That’s so tacky.
  > 
  Kat o’ Nine Tales
  Warforms are so-named because the majority of 
  them are utilized in a combat theatre. While it may be 
  possible to make better pets and better food, in truth 
  there is little demand and even less cost-effectiveness. 
  Chimeric forms cover most of that territory just fine, and 
  the few efforts to make the perfect beef cow or a goose 
  that lays golden eggs are mostly pet projects that genet-
  icists do on the side.
  > 
  Again, indie lab biohackers are the main source of things
  like this. The development time is awfully long, though, 
  without access to funds and equipment to make it happen. 
  > 
  The Smiling Bandit
  > 
  You’ve got a lot of love for them, don’t you, Bandit?
  > 
  Red
  > 
  What’s not to love about rebel scientists in it for the pure
  research? 
  > 
  The Smiling Bandit
  > 
  Oh, please.
  > 
  KAM
  > 
  Sorry to contradict you, Lacey, but there are genetically
  perfected food animals. My crew ran across some not 
  too long ago. Turns out they just aren’t for sale. Seems 
  Yakashima had it in their heads to make the genetically 
  perfect Kobe beef and dropped a great big pile of nuyen 
  into taking over the steak market. The twist? Food snobs 
  like their food to be from a long pedigree, all natural. The 
  idea of eating what amounted to cloned food reeked of 
  the standard to them, and Yakashima was left holding on 
  to about five thousand heads of the most perfect cows 
  you’ll ever see. Then they tried finding a way to just 
  take over the mid-range food market to cut costs. What 
  happens? KIT steps in and protests creating a so-called 
  “perfect cow” for religious reasons! And KIT has enough 
  clout in the Pan-Pacific to promise merry hell if they try 
  and sell them. They could destroy them, but that’s billions 
  of nuyen gone to waste. So right now the poor things are 
  sitting in a pasture (happy to sell the location—PM me), 
  waiting for Yakashima to come up with something to do 
  with them.
  > 
  Rigger X
  After years of leading the pack (pun intended) with 
  numerous product demos and press releases, Parash-
  ield was the first to bring genetically engineered com-
  bat critters or “warforms” to market. It was perhaps too 
  soon for them, as the units were difficult to control and 
  suffered a host of health problems. The second gen-
  eration of warforms was far more successful and was 
  released by a surprising source—Aztechnology, out of 
  their Nordina Biotech subsidiary. These new warforms 
  were based on a different philosophy than the first gen-
  eration. The first generation was an attempt to turn an 
  animal into a drone, but in doing so they lost many of the 
  benefits of using a critter in the first place. The second 
  generation was engineered with bioware and genetic 
  augmentations holistically integrated into the critter’s 
  body. Cyberware was eschewed completely. The result 
  is an animal that is capable of independent thought yet 
  is trainable. They have far greater capabilities than their 
  natural brothers, but they still are able to heal naturally 
  from damage.
  > 
  So, basically, a warform is just a critter that has been
  optimized?
  > 
  Netcat
  > 
  Aptly put. But they can also be enhanced past the normal
  range of the animal’s capabilities. This isn’t often done, 
  though, as the greatest appeal of a warform is its perfected 
  natural abilities, not augmented or supernatural ones. 
  > 
  KAM
  The real potential of a warform has yet to be fully re-
  alized, of course. With the possibility of tinker-toy genet-
  ics, we may begin to see the first truly novel life forms, 
  created at the hand of mankind.
  > 
  Now listen to that again, but have a crash of lightning and
  a maniacal laugh at the end.
  > 
  The Smiling Bandit
  > 
  It’s all hyperbole anyway. It’s highly unlikely that this kind
  of technology will ever be possible. And if it is, we won’t 
  see it in our lifetimes.
  > 
  KAM
  > 
  Coming from a doctor who could get lèonized whenever
  she wants, that’s really saying something.
  > 
  The Smiling Bandit
  The process is made possible by modifying the crea-
  ture in vitro. The best of the best specimens go into 
  them, which are then augmented using pluripotent stem 
  cells to make any further modifications. Unlike metahu-
  mans, they won’t complain about their ’ware later in life. 
  Hell, they won’t complain at all. A chihuahua doesn’t 
  gripe that it isn’t as fast as a greyhound. It doesn’t even 
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    175
   
  
  occur to them. So an alpha-grade mastiff doesn’t think 
  about having jaws that can crush bone. It’s always been 
  big. There’s no training curve. Even better, because of 
  the stock from which they derive, their enhanced in-
  telligence and the lack of psychologically imbalancing 
  implants, these animals manifest the best domestic ten-
  dencies an animal can. 
  > 
  It should be noted that all warforms sold are male,
  supposedly due to their larger size and strength. I 
  think it is possible that there are females being kept for 
  experimentation with naturally reproducing warforms.
  > 
  Lacey
  > 
  I got a look at some production data on this new
  generation, and the methodologies are strikingly similar 
  to the work Owains Bionatural was doing with integrating 
  non-metahuman code into metahuman DNA in order to 
  maintain biological integrity in spite of augmentations. 
  Only this time it is in reverse. I really hope I am wrong. 
  > 
  The Smiling Bandit
  > 
  That might explain the story I heard of a team that jacked
  an Azzie cargo truck only to find a lone poodle inside. They 
  locked it up in one chummer’s bedroom, and it was gone 
  the next time they checked. They looked at the surveillance 
  record and saw the dog open the door to the room, snag 
  a credstick from the kitchen counter, and walk out. The 
  decker snooped a GridGuide cam feed, and they saw the 
  poodle hopping on a drone bus. It bought a fraggin’ ticket!
  > 
  Plan 9
  > 
  Riiiiiight.
  > 
  Snopes
  > 
  I wouldn’t be so quick to dismiss him … her? Training
  warforms is almost a pure pleasure. They take direction 
  quickly, respond to praise very well, and exhibit fantastic 
  discipline. I say almost a pleasure because, well, frankly, 
  they can be unnerving. Imagine a pack of dogs who aren’t 
  sniffing at each other, distracted, scratching and licking 
  themselves. Just lined up and sitting at attention, staring 
  at you. I know warforms are essentially natural, but their 
  behavior can be decidedly unnatural.
  > 
  Lacey
  > 
  No need for binaries, dear. We simply are.
  > 
  Plan 9
  Despite the seeming simplicity of the product, war-
  form animals are quite expensive. As a pinnacle of what 
  an animal can be, they are literally as close to the per-
  fect creature as you can imagine. Time saved in training 
  and the sheer effectiveness of their performance makes 
  them among the most desirable of security animals, 
  even compared to augmented or paranatural versions. 
  If you face down a security version, you are facing the 
  scariest form of the natural animal you ever will. If it’s 
  a pack animal, you are in incredible danger. Integrate 
  equipment, and you’re looking at something much scar-
  ier than you imagine.
  > 
  There’s another hidden value in warforms: their genetic
  material. They are made with the finest stock, so what’s 
  inside them can theoretically be reverse engineered. For 
  a bigger payday, though, you want to hit the labs where 
  they keep the genevaults. Row after row of embryos, stem 
  cells, you name it. You could get big bucks just grabbing 
  things at random, but if you do some research and know 
  what you’re looking for, you could sell a particular animal’s 
  full genetic spectrum, alpha-class stuff, and make a mint. 
  > 
  Pistons
  > 
  I’m not sure I see what the big threat is. I mean, how is a
  dog more dangerous than a hellhound?
  > 
  Riot
  > 
  A hellhound is dangerous, but it’s also harder to control
  and train, no matter what Lacey or Rainbow tell you. It’s 
  got the instincts of a wild animal, and that doesn’t lend 
  itself to control very well. Warforms have the benefit of 
  discipline bone-deep, and that makes them smarter and 
  more disciplined. Fire may be dangerous, but a pack of 
  hyper-intelligent dogs with enhanced strength and speed 
  can run you down, nip at you from all angles, trip you, and 
  disarm you. 
  > 
  Red
  WARFORM MODIFICATION
  Warforms are genesculpted and biologically modified in 
  vitro, so they are able to possess up to 1 Essence worth 
  of bioware and/or geneware without any impact to their 
  essence. Due to the comparative ease with which modi-
  fied pluripotent stem cells can be used to integrate genet-
  ic modifications into a developing embryo, all geneware 
  added to a warforms has a twenty percent reduction in 
  price. The genetic stock they are created from represents 
  the best of their breed, so two attributes are increased by 
  1 over the base species. Warforms are so well adapted 
  to the bioware they possess, all bioware and geneware 
  Essence costs are reduced by ten percent. They always 
  have the Domesticated critter power even if the species 
  they are based on does not. Some of the models on the 
  market are included below. These are examples of some 
  of the most commonly used warforms. Their augmenta-
  tions and known tricks can vary greatly depending on the 
  application for which they were created.
  War Hound: These warform dogs are in use exten-
  sively with corporate security, border patrols, the mili-
  >> HOWLING SHADOWS <<
  176    >> BUILDING MAN'S BEST FRIEND <<  
  
  tary, and tactical response teams. They are fast, tough, 
  and loyal to their masters.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  4
  4
  4
  3
  2
  4
  3
  3
  6.0
  Initiative
  9 + 2D6
  Movement
  x2/x8/+4
  Condition Monitor
  11/10 
  Limits
  Physical 6, Mental 4, Social 5
  Armor
  0 (8 if wearing critter body armor)
  Skills
  Intimidation 4, Perception 5 (Smell +2), Running 5, 
  Tracking 6, Unarmed Combat 5
  Powers
  Domesticated, Enhanced Senses (Hearing, Smell), 
  Natural Weapon (Bite: DV(STR + 3)P, AP —)
  Augmentations
  Bone Density R2, Synaptic Acceleration
  Note
  Common tricks include Armor Use, Attack, 
  Bodyguarding, Companion, Detect (Drugs), Tracking
  War Dolphin: One of the areas in which well-trained 
  critters and biodrones are used heavily is in underwater 
  operations. Conventional drones are heavily hampered 
  underwater due to their signal range being heavily re-
  duced. Animals, on the other hand, can operate auton-
  omously and be directed through sonic cues. Dolphins 
  and sea lions are both very popular as trained under-
  water units. Killer whales are sometimes used for similar 
  purposes, though their size makes their vat growth an 
  expensive undertaking, and they tend to have a vindic-
  tive streak when they are stressed.
  Warform dolphins are the brightest of the bunch, so 
  much so that they are deemed sapient creatures in some 
  jurisdictions and legally have to be treated as employees 
  rather than property. They are capable of understanding 
  simple spoken language and concepts and can return 
  communication in kind. They are most commonly used 
  around undersea facilities for surveillance, explosive 
  detection, and security. These dolphins are also some-
  times used for inspecting undersea pipelines and cables 
  for damage or breaks. They are also capable of leading 
  groups of wild dolphins in order to eject other critters and 
  paracritters from the area they are charged to protect.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  8
  6
  5
  8
  4
  5(6)
  4
  4
  3
  6.0
  Initiative
  7 + 1D6
  Movement
  x2/x8/+4
  Condition Monitor
  13/10 
  Limits
  Physical 10, Mental 6(7), Social 6
  Armor
  0 (5 if wearing critter body armor)
  Skills
  Diving 3, Gymnastics 7, Perception 4, Swimming 5, 
  Unarmed Combat 3
  Powers
  Domesticated, Enhanced Senses (Sonar)
  Augmentations
  Cerebral booster 1, chameleon skin (dynamic), neuro-
  retention amplification, tailored critter pheromones 3, 
  vocal range expander
  Note
  Common tricks include Detect (Explosives), Homing, 
  Patrol
  War Horse: These warforms are bred to be tough, 
  strong, have high endurance, and to be less skittish than 
  other horses. They are primarily ridden by riot police, 
  NAN rangers covering terrain too rough for wheeled ve-
  hicles, and for medieval fantasy dinner theater.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  8
  5
  5
  8 (9)
  4
  3
  3
  4
  2
  6.0
  Initiative
  8 + 1D6
  Movement
  x3/x10/+6
  Condition Monitor
  13/10 
  Limits
  Physical 10(11), Mental 5, Social 6
  Armor
  0 (12 if wearing critter body armor)
  Skills
  Running 6(7), Unarmed Combat 1
  Powers
  Domesticated, Natural Weapon (Kick: DV(STR + 1)P, 
  AP —, Reach 1)
  Augmentations
  Bone density 1, muscle augmentation 1, Neo-EPO
  Note
  Common tricks include Armor Use and Mount
  IN THE BELLY 
  OF THE BEAST
  Once considered a subset of warforms, biodrones have 
  evolved into their own industry. They are distinctly dif-
  ferent than warforms in numerous ways, the most ob-
  vious being that they possess extensive ’ware and they 
  cannot be trained but are instead piloted through im-
  plants. This is the kind of tech that makes ecoterrorists 
  froth with rage. You take an animal, stuff it full of ’ware 
  until it loses its mind, and then throw in some more 
  ’ware that lets you control it like a puppet. 
  > 
  Disgusting.
  > 
  Ecotope
  > 
  And pointless! Why drone an animal? I don’t have to feed
  my drones.
  > 
  Clockwork
  Biodrones experienced their renaissance in the late 
  ’60s as a hot new security option that combined the 
  best of living animal instincts and the direct control of 
  a drone through a local security spider. Results were 
  encouraging at the outset, but time showed that their 
  primary advantage was their novelty. Once the chinks 
  in their armor were uncovered, sales tanked, and several 
  megas scrapped their programs entirely in favor of other 
  security animal options. Those who stuck with the proj-
  ect looked for other avenues of use.
  > 
  So what are these weaknesses?
  > 
  Riot
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    177
   
  
  > 
  The biggest is that their augmentations drove the animals 
  insane. The only thing keeping them in check was the 
  STIRRUP system that connected them to the rigger. If you 
  could disrupt the signal with ECM or scramblers, they 
  went berserk. They’re still dangerous as hell, seeing as the 
  STIRRUP is also an integral move-by-wire system, along 
  with all the other crap they jammed in there, but without 
  coordination they lost a lot of combat effectiveness, 
  meaning they might just run off or rampage around the 
  place they were meant to protect. 
  > 
  Pistons
  > 
  They still see use in some places, mostly mid-level
  facilities that can afford to support them but have enough 
  redundant signal to prevent easy hacking. 
  > 
  DangerSensei
  In recent years, the market trend in biodrones has 
  partially moved away from fully cyberizing animals, at 
  least for combat. In many cases it would be more cost 
  effective to simply use a drone, and heavy augmenta-
  tion to critters eliminates many of the benefits of using 
  a critter in the first place. Indeed, most research shows 
  that biodrones marry the worst aspects of augmenta-
  tion and animals together instead of the best, making 
  the process a wash, if you’re lucky. Instead, researchers 
  have focused on creating biodrones that can do what 
  regular drones cannot. Spying and surveillance are the 
  prime use of biodrones. Animals such as pigeons, squir-
  rels, and cockroaches are so ubiquitous in the sprawl 
  that most people don’t even notice their presence, let 
  alone suspect they are wired with audio- and video-re-
  cording enhancements.
  >> HOWLING SHADOWS <<
  178    >> BUILDING MAN'S BEST FRIEND <<  
  
  > 
  Back when they had the Seattle arcology, Renraku was
  experimenting with a kind of biodrone devil rat. They 
  would have provided mobile surveillance all over the 
  area, even emergency attack via swarm tactics. It never 
  panned out. The rats’ dual nature meant augmentation 
  drove them nuts and made them deathly sick. 
  > 
  Baka Dabora
  > 
  Thank goodness they never got it right. Can you imagine
  how much worse the arcology could have been if Deus 
  had a legion of droned devil rats?
  > 
  Winterhawk
  > 
  That’s presumptuous of you.
  > 
  Puck
  > 
  Which part?
  > 
  Winterhawk
  > 
  Every part.
  > 
  Puck
  This practice remained relatively unknown for a cou-
  ple years, with the corps using the new techniques to 
  get an edge instead of playing their hand and going for 
  sales. When they finally hit the market, their sales were 
  solid, seeing use in espionage and counter-espionage, 
  security, and in some cases military scouting. Some of 
  the more esoteric uses included droned pets that could 
  act as light security and give someone under protection 
  another layer of observation. 
  > 
  Aztechnology made use of these in Bogata, sending in
  almost perfectly camouflaged birds to act as spotters for 
  artillery fire. The fact that they were alive meant they were 
  harder to spot in the astral than a drone, and by the time 
  the shamans could make out the ‘ware, it was too late.
  > 
  Picador
  The second wave of development has been far more 
  controversial. These biodrones are suicide bombers, im-
  planted with explosives or other self-destruct devices to 
  act like living, seeking, disguised grenades. While terri-
  fying in implication, in truth the expense makes these 
  homing beasts something of a rarity. The sheer expense 
  of such a creature, and the limited suicide material that 
  can be packed inside without ruining the stealth or mo-
  bility of the drone, means that these assassin biodrones 
  see very exclusive use by the most well-funded of cli-
  ents, and only against the most deserving of targets. 
  > 
  It’s quite surprising just how much high explosive you
  need to exit a bomb pigeon and get, say, a two-meter 
  radius. And the weight means the damn thing is flapping 
  like hell and wobbling around. Hardly inconspicuous to a 
  watchful bodyguard. Ground-bound biodrone assassins 
  are much more reliable, but also a bit more likely to be 
  spotted. For all their unwieldy movement, bird bombs 
  are usually successful for one simple reason: People 
  don’t look up. 
  > 
  Beaker
  > 
  It’s much more effective when the biodrone uses non-
  explosive means of attack. Not standard tooth and claw, 
  mind, but poison injectors and gasses. You can pack a 
  cyber rat with Seven-7 and have it crawl right into the 
  target’s bedroom and gas them in their sleep. Or you put 
  a poison injector in their teeth and have them bite. Just a 
  quick peck can deliver enough Green Ring 8 or ekylbene 
  venom to put down a troll. 
  > 
  Balladeer
  > 
  The real advantage is that you can make a perfectly
  harmless looking animal into an envenomed monstrosity. 
  With enough advance planning, you can replace the 
  family dog with a biodrone version, force-growth cloned 
  and fully implanted, ready to be rigged or programmed. 
  Their dog goes into the vet, your dog comes out. Easy.
  > 
  Marcos
  > 
  What happens when it accidentally nips the kids?
  > 
  Sunshine
  The fact is, biodrones have moved into highly niche 
  markets. Of all their qualities, there are only a couple of 
  things they can do well, but those are roles that no oth-
  er drone or animal could accomplish. This specialization 
  makes them very expensive, but the quality of perfor-
  mance speaks for itself and keeps biodrone programs 
  moving, even if they only cater to exceptionally wealthy 
  clients and megacorporate interests. 
  > 
  It’s not impossible to keep a biodrone as a shadowrunner, 
  but it’s way more expensive than it’s worth. You need 
  specialized equipment and programs just to run them, 
  they show much less initiative than you’d think, and they 
  are one glitch away from tearing you to pieces or suffering 
  sudden cardiac arrest or, more likely, lethal grand mal 
  seizures. Their ’ware is almost impossible to repair on a 
  budget, their medical needs are exotic, and maybe worst 
  of all, they have no personality. You can get a Rottweiler 
  with a pneumatic jaw and it’ll probably still love you. A 
  biodrone just … sits there. Waiting. And that’s not just an 
  expensive boondoggle, it’s kinda sad. 
  > 
  Rainbow
  > 
  In other words, this has been a warning not to trust
  animals around corporate enclaves?
  > 
  2XL
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    179
   
  
  > 
  I always knew those chipmunks in the arcologies were too
  cute.
  > 
  Riot
  > 
  Haven’t you been reading? This whole document proves
  you can’t trust animals anywhere.
  > 
  Sounder
  > 
  So, no different from anything else, then?
  > 
  The Smiling Bandit
  CRITTER 
  AUGMENTATION
  Decades of corporate research and development have 
  gone into the study and implementation of augmenta-
  tion on animals. Originally it was performed for clinical 
  trials leading to later application in human subjects, but 
  the corps are never willing to let a potentially profitable 
  line of research go untapped. 
  Early on, when implementing simple cyberlimbs on 
  mundane animals that had been injured, it was discov-
  ered that the critter’s personality changed drastically. 
  Former loving pets became aggressive, skittish, and er-
  ratic. It was determined that non-sapient critters do not 
  adapt as well as metahumans to change in their physiol-
  ogy and neurochemistry, resulting in acute psychologi-
  cal scarring.
  With paracritters, the impact on their personality and 
  behavior is even more pronounced. The impact of aug-
  mentations on a critter’s Magic and Resonance abilities 
  makes augmented paracritters all but uncontrollable 
  with more than minimal augmentation.
  Junkyard Dog: This biodrone is specialized for area 
  denial and manhunting. It can be released to patrol a fa-
  cility using its TRACES system to access all areas of an 
  otherwise tightly locked-down facility.
  SkySpy: This biodrone is a common crow modified 
  for surveillance and as a low-profile data courier. A much 
  larger version of this biodrone with the same capabilities 
  as well as the ability to fly at high altitudes for an ex-
  tended period of time is based on the California condor 
  and is dubbed the RECONdor (use eagle for base stats 
  instead of a crow). Various types of birds have been used 
  in the past as surveillance biodrones. Originally pigeons 
  were the preferred template, but numerous complaints 
  of these expensive little biodrones being eaten by cats, 
  hawks, and other wild predators caused trends to shift to 
  another common urban bird that is less vulnerable.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  2
  3
  2
  1
  2
  1
  5
  3
  2
  5.3
  Initiative
  7 + 1D6
  Movement
  x2/x4/+4 (x3/x6/+5 flight)
  Condition Monitor
  7/9
  Limits
  Physical 2, Mental 9, Social 5
  Armor
  0
  Skills
  Flight 6, Perception 4, Unarmed Combat 2
  Powers
  Gestalt Consciousness
  Weaknesses
  Fragile (2)
  Augmentations
  Commlink, cybereyes [Rating 2, w/ low-light vision, 
  thermographic vision, vision magnification, vision 
  enhancement 2), data lock 6, orientation goad
  Note
  Common tricks include Homing, Patrol. Reach –1
  Cost
  30,000¥
  Availability
  16R
  Roachdrone: A bug bug—that is, an insect that can 
  transmit audio and video recordings. People tend to 
  squish bugs if they see them indoors, so be conscious of 
  where and how they are implemented.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  1
  2
  5
  0
  2
  —
  2
  —
  2
  6.0
  Initiative
  5 + 2D6
  Movement
  x2/x8/+4
  Condition Monitor
  1/1
  Limits
  Physical 2, Mental 2, Social 3
  Armor
  0
  Skills
  Gymnastics 3, Sneaking 4, Perception 2
  Powers
  Gestalt Consciousness, Wall Walking
  Weaknesses
  Extra Fragile
  Augmentations
  CAST
  Note
  Cannot be taught Tricks.
  Cost
  25,000¥
  Availability
  14R
  Cybertooth Tiger: This hunter-killer biodrone allows 
  a biorigger to carry out frighteningly fast hit-and-run at-
  tacks. An entire squad can be picked off one by one with 
  little more than a scream and the telltale shimmer of a 
  cloaked predator before a deadly silence returns.
  >> HOWLING SHADOWS <<
  180    >> BUILDING MAN'S BEST FRIEND <<
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5
  4
  4 (5)
  4
  8
  3
  2
  4
  3
  1.15
  Initiative
  9 + 2D6
  Movement
  x2/x8/+4
  Condition Monitor
  11/12
  Limits
  Physical 6, Mental 6, Social 6
  Armor
  2 (12 if wearing critter body armor)
  Skills
  Intimidate 4, Perception 5 (Smell +2), Running 5, 
  Tracking 6, Unarmed Combat 5
  Powers
  Domesticated, Enhanced Senses (Hearing, Smell), 
  Natural Weapon (Bite: DV(STR + 3)P, AP –6)
  Weaknesses
  CI3D
  Augmentations
  Bone lacing (aluminum), CAST w/ friend or foe 
  recognition, junkyard jaw, platelet factories, SEIS, 
  TRACES, synaptic booster 1
  Note
  Common tricks include Armor Use, Patrol, SEIS 
  Training, and Tracking
  Cost
  225,000¥
  Availability
  20F
   
  
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  6 (7)
  5 (6)
  4 (7)
  5 (6)
  3
  2
  4
  3
  3
  1.03
  Initiative
  15 + 3D6
  Movement
  x2/x6/+4
  Condition Monitor
  12/10 
  Limits
  Physical 7(9), Mental 4, Social 4
  Armor
  0 (10 if wearing critter body armor)
  Skills
  Perception 5, Running 5, Sneaking 6, Tracking 4, 
  Unarmed Combat 7
  Powers
  Low-light Vision
  Weaknesses
  CI3D, CTLE-X
  Augmentations
  Bone density 2, chameleon pelt 4, skilljack 4, stirrup 
  interface 2, suprathyroid gland
  Note
  Common tricks include Attack.
  Cost
  600,000¥
  Availability
  25F
  CRITTER 
  CYBERWARE
  CHAMELEON PELT
  A bit of a combination of the skin toner and fibre optic 
  hair cosmetic cyberware available to metahumans, this 
  augmentation replaces the critter’s hair follicles with 
  ruthenium polymer filaments and installs a chameleon 
  processor unit that adjusts the color of the fur in real 
  time. This allows the critter to blend in to its surround-
  ings and virtually disappear. The chameleon pelt im-
  parts a negative dice pool modifier of (Rating + 2) to 
  visual Perception tests to spot the critter. This augmen-
  tation is compatible with skin modifications that pro-
  vide armor, such as dermal plating or orthoskin. 
  COMPUTER-ASSISTED  
  SENSORY TRANSLATION (CAST)
  Computer-assisted sensory translation (CAST) is the 
  equivalent of a rigger interface for biodrones. It allows 
  the rigger to jump in to a biodrone and not only control 
  them through AR commands but experience the ani-
  mal’s senses through a wireless connection. This tech-
  nology circumvents the greatest obstacle in biodrone 
  development—the inability of traditional simsense in-
  terfaces and the metahuman mind to process an ani-
  mal’s raw senses.
  CAST tackles this problem by tapping the sensory 
  centers of the animal’s cortex, allowing the biodrone 
  to transmit real-time sensory and rigging information 
  feeds. Identifying sensory stimuli in the brain, a CAST 
  unit reads and translates data into comprehensible sim-
  sense data. This technique allows the rigger to make use 
  of an animal’s enhanced senses, such as an eagle’s sharp 
  eyesight or a bloodhound’s enhanced sense of smell. 
  The system can also interpret senses that metahu-
  mans normally do not possess such as a migratory bird’s 
  direction sense or a shark’s electromagnetic sense. Soft-
  ware then reinterprets this sensory data into a form that 
  makes sense to the rigger, such as multicolored ARO 
  overlays or icons.
  The simsense data the CAST system generates is 
  two-way. Commands from the rigger are translated into 
  sensory experiences that trigger predictable behavior 
  from the animal. The illusory smell of food and a sense 
  of hunger can be projected to steer a biodrone in a cer-
  tain direction. A target marked as a target by the rigger 
  will be perceived as prey. The system may even be pro-
  grammed to activate certain cues based on simple vocal 
  commands. An advanced CAST package, available on 
  demand, expands the CAST system with a friend-or-foe 
  recognition system.
  While much research has gone into the process, 
  there have been no successful trials of a CAST system in-
  terpreting a paracritter’s astral sight, as there is no identi-
  fied region of the brain that controls this ability.
  ORIENTATION GOAD 
  The most economical method of direct control is a 
  simple cyberimplant that “destabilizes” the biodrone’s 
  orientation by changing the balance of the inner ear. 
  The biodrone reacts instinctively to the change by turn-
  ing, moving forward or backward, up or down. Thus, 
  the direction in which the drone moves can be crudely 
  SPECIAL AUGMENTATION 
  NOTES FOR CRITTERS
  • Bone density affects the toughness of a critter’s teeth but
  not their claws, as they are composed of keratin and not
  bones.
  • Bone lacing includes reinforcing the teeth in critters.
  • Hand razors can be installed in a critter that already has
  claws. It replaces those claws and changes the damage
  accordingly.
  • Spurs are unable to be used with the legs of a quadruped,
  however the raptor foot augmentation is compatible.
  • Tooth and claw caps coat existing teeth and claws or repair 
  broken ones with titanium (cost: 500 nuyen). Note that this
  does not reinforce the root, so teeth and claws may be
  ripped out in combat. If this happens, Essence is lost when
  repairing the damage with cybernetic equivalents. 
  • Cortex bombs, particularly the area-bomb variety, are used in 
  suicide assassination biodrones and are generally installed
  in the body cavity of the animal rather than the head.
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    181
   
  
  controlled by a security rigger. The goad comes with an 
  integral wireless microtransceiver with a range of 100 
  meters. While this system is not optimized for combat, 
  orientation goads are the ideal method of control for 
  discreet recon and surveillance biodrones, such as cy-
  ber-augmented insects or birds (including the RECon-
  dor). This minute implant has the added benefit of be-
  ing less invasive than more advanced control systems, 
  and consequently implanted animals show less signs 
  of aggressive behavior and psychological trauma.
  This incredibly cheap and simple device is used to 
  crudely control the movements and direction of an an-
  imal by destabilizing the animal’s sense of orientation. 
  The animal is forced to move in a given direction or 
  change directions to compensate for the destabilization. 
  This degree of control is sufficient to guide the animal 
  in a general direction, but insufficient for most complex 
  or combat maneuvers, or fine control of any kind. Con-
  trolling a biodrone in this fashion is a Simple Action us-
  ing the biodrone’s relevant Skill + Attribute with a limit 
  of the biodrone’s Physical limit or the Data Processing of 
  the device from which you are sending the command, 
  whichever is lower.
  STIRRUP INTERFACE
  The most advanced control method uses sophisticat-
  ed move-by-wire technology to ensure direct control. 
  Known as a stirrup interface, it includes rigger control 
  adaptation. This extraordinary system allows full sen-
  sory immersion and rigger control of the biodrone and 
  also enhances the unit’s reflexes and motion control 
  significantly. The catch is this technology is expensive 
  and not suited for large scale application.
  This interface is based on an advanced move-by-wire 
  system (p. 84, Chrome Flesh) and provides all of the same 
  bonuses and benefits, including the embedded skillwire 
  system. Additionally, it adds a remote control-rig adap-
  tation that allows a rigger to monitor the exact move-
  ments of the animal as well as to jump in and control it 
  directly through full-immersion VR. The subject animal 
  may make full use of its own faculties and skills, except 
  when the rigger is jumped in. A rigger jumped into the 
  recipient uses their own skills with a –1 dice pool modi-
  fier and the critter’s limits when performing any actions. 
  The rigger can use activesofts loaded through the bio-
  drone’s skilljack system at no penalty if such a system is 
  implanted in the biodrone as well. The recipient can be 
  controlled by a specialized Pilot program, but if it is, it 
  functions exactly like a regular drone.
  SUPPLEMENTAL  
  ENVIRONMENT INTERACTION 
  EXPERT SYSTEM (SEIS)
  SEIES is a common tactical implant that ties a biodrone 
  into a facility’s defense network or a military unit network. 
  The SEIES provides updated information on the location 
  of friendlies, their firing arcs, sensor contact with the ene-
  my, and defense installation status; when combined with 
  an implanted commlink, CAST implant or a stirrup inter-
  face, the information is translated into simple sim-per-
  ceptions that the animal intelligence can process.
  If installed at a relatively young age, animals will 
  grow up with a natural understanding of these foreign 
  impressions. Given enough time, an animal can learn to 
  use SEIES to manipulate its environment. It can use it to 
  open and close doors, switch other defense systems on 
  and off, or perform similar tasks. This amount of control 
  allows the animal to freely move through its habitat, or in 
  the case of an experienced predator, to reconfigure the 
  maze it is kept in when hunting intruders. The biodrone 
  may trigger any function linked to the network (such as 
  an alarm, opening or closing a door) as a Free Action. 
  Further, it may add + 2 to any Surprise Tests (including 
  ambushing). A combat biodrone equipped with both 
  SEIES and TRACES can use its environment to devastat-
  ing effect, preparing ambushes and potentially separat-
  ing team members from the rest of the group.
  TACTICAL RECOGNITION AND 
  ANALYTICAL CAPABILITY 
  EXPERT SYSTEM (TRACES)
  While most animals can routinely beat a computer in 
  recognizing other animals or metahumans, they aren’t 
  able to readily identify man-made objects and their 
  functions, be they weapons, buttons and switches, or 
  potential recon targets. TRACES tries to solve this prob-
  lem. The system employs advanced image-recognition 
  software linked to an optical feed (typically cybereyes, 
  or a mounted camera). TRACES then uses the implanted 
  commlink, CAST implant, or stirrup interface to trans-
  late directions into behavioral guidance. For instance, 
  as a recon biodrone approaches a target, TRACES 
  identifies the intruder and either equates it with food/
  home/comfort (to move the drone closer), or with dan-
  ger if the intent is for the biodrone to move away. The 
  preceding example uses crude, simple impressions; by 
  overlaying multiple complimentary impressions, quite 
  complex behavior can be generated, effectively allow-
  ing the animal to use its own natural abilities to deal 
  efficiently with situations that would normally be alien 
  to it. In game terms, a TRACES-equipped biodrone can 
  be treated like a tactically trained metahuman in re-
  gards to its behavior in combat (e.g., avoiding heavily 
  armed opposition, staying out of firearm range, using 
  cover, recognizing the magician and staying out of 
  line of sight, and so forth). Further, the animal is capa-
  ble of recognizing doors, simple switches, and similar 
  features, and it understands how to use them. Note 
  that this system works both ways—if the animal “nat-
  urally” detects and identifies a threat, this information 
  is shared with the system, which enhances its perfor-
  >> HOWLING SHADOWS <<
  182    >> BUILDING MAN'S BEST FRIEND <<  
  
  mance. TRACES also grants a biodrone + 2 dice bonus 
  for any Melee Combat Tests and all defense tests. 
  INTEGRATING 
  CRITTERS INTO 
  YOUR GAME
  TRAINING
  Training a critter can be difficult and time consuming. 
  Still, having a well-trained animal at your side can offer 
  considerable benefits.
  STEP 1: CHOOSE A CRITTER
  The difficulty in training a critter can vary wildly de-
  pending on the nature of the critter in question and its 
  history. Consult the Animal Training Table below and 
  determine what modifier, if any, applies to the critter 
  you plan to train.
  STEP 2: DETERMINE NUMBER 
  OF TRICKS CRITTER CAN LEARN 
  AND SET THRESHOLD OF TEST
  The number of tricks a critter is capable of learning is 
  limited to the critter’s Logic. Domesticated (see Chapter 
  12, Game Information) critters have been bred to work 
  well with metahumans and can learn Tricks equal to 
  twice their Logic. Teaching a trick is an Extended Animal 
  Handling Test with a starting threshold of 3. The thresh-
  old to teach a Domesticated critter a trick is lowered by 
  1. Teaching tricks to paracritters is more difficult than
  teaching them to mundane critters, raising the thresh-
  old by 1. Critters and paracritters with extensive ’ware 
  become emotionally unstable and very difficult to train; 
  raising the threshold by 1 for every point of Essence loss 
  is appropriate. Chimerics tend to be erratic with a short 
  attention span, making them difficult to train as well. 
  Chimerics should increase the threshold by at least 2.
  SPECIAL BIODRONE CYBERWARE
  CYBERWARE
  ESSENCE
  AVAILABILITY
  COST
  Chameleon Pelt (Rating 1-4)
  0.3 x Rating
   20F
  6,000¥ x Rating
  CAST
  0.5
  25
  25,000¥
    + Friend or Foe Recognition
  —
  +1
  5,000¥
  Orientation Goad
  0.1
  4
  500¥
  Stirrup Interface Rating 1
  3.2
  15R
  45,000¥
  Stirrup Interface Rating 2
  4.2
  21R
  135,000¥
  Stirrup Interface Rating 3
  5.2
  28R
  220,000¥
  TRACES
  0.7
  25F
  25,000¥
  SEIES
  0.7
  25F
  20,000¥
  ANIMAL TRAINING TABLE
  SITUATION
  POOL MODIFIER
  Mundane Critter
  +0
  Paracritter
  –2
  Chimeric critter
  –3
  Domesticated
  +2
  Critter Essence
  –1 per 0.5 Essence 
  lost
  Critter raised around metahumans
  +0
  Critter raised in the wild
  –2
  Critter treated poorly by metahumans 
  in the past
  –2
  Critter treated well by metahumans 
  in the past
  +1
  Animal sees you as potential prey
  –2
  Pack/herd animal
  +1
  Solitary animal
  –1
  Using animal training equipment
  +0
  No training equipment
  –2
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    183
   
  
  STEP 3: ASSERT  
  YOUR DOMINANCE
  To begin training a critter, you must first be recognized 
  by the critter as dominant. Make an Animal Handling 
  + Charisma test opposed by the critter’s Willpower x 
  3, or in the case of Domesticated critters Willpower x 
  2. If the test is successful, you may begin teaching the
  critter a trick; if you are unsuccessful, you must wait 
  twenty-four hours to attempt the test again.
  STEP 4: CHOOSE A CUE
  When training a critter, you must choose a particular 
  type of cue with which to issue commands for the crit-
  ter to perform a particular trick. These can vary great-
  ly, and their effectiveness can also vary considerably 
  from species to species. Dogs, with their sharp hearing, 
  respond well to auditory cues such as spoken com-
  mand words. Birds generally have sharp eyesight and 
  respond well to hand signals. Keep in mind that an ani-
  mal trained with auditory cues can be a disadvantage in 
  stealth missions, and an animal trained with hand sig-
  nals must be in line of sight to command. Many trainers 
  choose to use both auditory cues and hand signals in 
  combination so that the animal can be controlled in all 
  situations. An animal that has been trained to use both 
  types of cues in conjunction can be commanded with 
  either a hand signal or auditory signal alone, though 
  the trainer has a –2 dice pool modifier when issuing 
  commands in this way.
  STEP 5: TRAINING
  Teaching a trick is an Extended Animal Handling Test 
  (3), with an interval of 2 weeks. Various modifiers can 
  affect a trainer’s ability to control and teach an animal 
  depending on a variety of factors, such as the nature of 
  the critter and your treatment of it. Consult the Animal 
  Training Table for details.
  Training critters can be risky, especially if the critter 
  is dangerous. On a critical glitch, a critter with a high-
  er Body or Strength than you will attempt to attack the 
  trainer, and a critter with a lower Body and Strength will 
  attempt to run away. In either case, the trainer must as-
  sert their dominance as described above once again be-
  fore they can continue teaching the trick.
  When all trick “slots” have been used, the critter can 
  be taught no more. One trick can replace another if the 
  trainer desires, but it requires a retraining period that 
  doubles the time it takes to learn the new trick. Once the 
  new skill is learned, the old trick is lost.
  Juvenile critters cost twice as much as fully grown 
  ones due to the fact that they prove easier to train upon 
  reaching adulthood if the time has been spent making 
  them accustomed to human interaction.
  STEP 6: USING TRICKS
  Commanding an animal to use a particular trick is a 
  Simple Action requiring an Animal Handling + Charis-
  ma test with a threshold of 1. 
  TRICKS
  Tricks describe capabilities a critter can learn that work 
  to serve metahuman needs. Additional tricks may be 
  available at the gamemaster’s discretion. 
  Armor Use: This represents the training required to 
  teach a critter to wear man-made armor without penal-
  ties from distraction or interference.
  Attack: The critter is trained to attack targets the 
  handler directs them to attack.
  Assist: The animal is trained to assist the handler in 
  simple tasks, such as picking up objects, opening doors, 
  or crossing the street. This trick is primarily for critters 
  owned by those with physical handicaps.
  Bodyguarding:  The critter is trained to follow and 
  guard the trainer or another individual the trainer des-
  ignates.
  Companion: This “trick” is actually a set of tricks, 
  basic trained behaviors that make an animal useful as a 
  companion. This includes but is not limited to things like 
  sit, stay, heel, and don’t poop in the house.
  Detect [Category]: The critter is trained to use their 
  natural and enhanced senses to find and point out 
  bombs, drugs, and, with Awakened critters, even magic.
  Herding: The critter is trained to direct a target the 
  way their handler commands. The critter intimidates a 
  target through barks, growls, roars, or feigned attacks. 
  In doing so, the target is forced in a direction of the han-
  dler’s choosing.
  Homing: The critter is trained to return to a certain 
  location if not under the guidance of its master or anoth-
  er metahuman.
  Mount: The critter is trained to have a rider and fol-
  low their basic directions (walk, stop, left, right, etc.) 
  without an Animal Handling test. More complex tasks 
  (and any test during combat) require Animal Handling 
  tests or the relevant trick.
  Patrol: The critter is trained to protect a certain ob-
  ject or area as designated by the trainer. They first at-
  tempt to Intimidate any intruders they encounter; if the 
  intruder doesn’t back off, the critter attacks them using 
  whatever means are at its disposal.
  Retrieve: The critter is trained to track down and 
  retrieve certain objects. The trainer can either point to 
  an object within line of sight for the critter to retrieve or 
  show the critter a particular object and then direct them 
  to an area to search for a similar object. The success of 
  the latter method varies greatly depending on the intel-
  ligence of the animal.
  SEIS Training: A critter with the SEIS augmentation 
  can be trained to use it to navigate a facility and use 
  the facility’s automated defenses to its benefit. A SEIS-
  >> HOWLING SHADOWS <<
  184    >> BUILDING MAN'S BEST FRIEND <<  
  
  equipped animal that was raised in a particular facility 
  from the time it was young does not need this training 
  to use the system’s capabilities. However, an animal that 
  has SEIS installed when fully grown or an animal that is 
  moved to a new facility that it does not have experience 
  with requires this type of training to be able to use the 
  new facility’s systems.
  Skill Improvement: Represents training to refine skills 
  a critter already has. Increase a skill the critter has by 1 
  rank. This trick does not count against the critter’s total 
  tricks. You cannot raise a critter’s skill higher than the 
  trainer’s ranks in Handle Animal or the skill in question.
  Skill Use: Represents training in a skill a critter does 
  not normally possess. These skills include Escape Artist, 
  Gymnastics, Perception, Performance, Running, Sneak-
  ing, Survival, Tracking, and Unarmed Combat. A critter 
  that can astrally perceive can be taught Assensing and 
  Astral Combat. An animal cannot be taught a skill they 
  physically cannot perform. For example, a dolphin can-
  not learn the Running Skill.
  Tracking: The critter has been trained to use its keen 
  natural Tracking skills at its master’s command.
  Trigger Training: The critter has been trained to use 
  one of its trained abilities as if a trainer commanded it 
  when a trigger is set off. Triggers can come in many forms 
  but most most commonly used triggers are ultrasonic 
  tones, specific scents, or specific visual cues. The trainer 
  need not be present for the animal to react to these cues.
  Barding and Brutality: The same tech used to cre-
  ate lightweight yet durable armored clothing for meta-
  humans is sometimes applied to domesticated animals 
  including dogs, horses, and a few others. It is a relatively 
  common sight in the more affluent areas of the Seattle 
  sprawl to see a dog being walked wearing a chem-resis-
  tant pooch coat to protect them on days where the acid 
  rain is particularly bad. Many ranchers still keep to the 
  old traditions and ride horses to herd cattle. They have 
  had to adapt to the hazards of the Sixth World, however, 
  outfitting their horses with armored barding that gives 
  the horse a fighting chance if some nasty paracritters 
  try to make it a meal. Police dogs are routinely outfitted 
  with heavy body armor as a sensible response to a high-
  ly armed criminal element.
  Critter Body Armor: Only critters who have been 
  trained with the Armor Use trick are able to wear Crit-
  ter Body Armor. The maximum armor rating any critter 
  can wear without penalty is equal to the critter’s Body 
  – 3 if flying or swimming, or Body + 3 if on the ground.
  Otherwise armor penalties for critters function the same 
  as they do for metahumans. Critter Body Armor stacks 
  with a critter’s natural armor. Critter Body Armor must 
  be specially made for the specific species and fitted to 
  their size. It can accept the following armor modifica-
  tions for the standard cost: Chemical Protection, Con-
  cealed Pocket, Drag Handle, Electrochromic Clothing, 
  Fire Resistance, Insulation, Nonconductivity, Thermal 
  Damping.
  Critter Earphones: These allow a trainer to giver ver-
  bal commands remotely and protect critters with sen-
  sitive hearing from extremely loud noises. Only critters 
  who have been trained with the Armor Use trick are able 
  to wear critter earphones. These earphones are pro-
  duced for a wide variety of critters and can accept the 
  following modifications: Audio Enhancement, Sound 
  Link, and Spatial Recognizer.
  Critter Goggles: These can be extremely useful in 
  controlling critters trained to recognize visual cues and 
  to protect the eyes of critters in combat or other hazard-
  ous environments. Only critters who have been trained 
  with the Armor Use trick are able to wear critter gog-
  gles. These goggles are produced for a wide variety of 
  critters and can accept the following modifications: flare 
  compensation, image link, low-light vision, and vision 
  enhancement. It should be noted that critters cannot 
  be trained to understand and use AROs. These goggles 
  have a capacity equal to their rating.
  Sensor Collar: This collar comes equipped with a 
  Rating 2 camera and omnidirectional microphone, pro-
  viding surveillance information to the handler of the an-
  imal’s surroundings. It also allows the critter’s location 
  to be tracked via GPS. In jurisdictions where critters or 
  certain species of critters are required to be registered, 
  this collar can broadcast the animal’s registration infor-
  mation.
  Training Kit: While the nature of this equipment var-
  ies from animal to animal, certain accessories are ex-
  tremely helpful in training a critter, especially the more 
  complex tricks. These accessories include things like 
  treats, leashes, collars, whips, attack targets, and other 
  similar things.
  VETERINARY CARE
  In a world where your next-door neighbor could have horns, a 
  tail, and fur, doctors have had to expand their skills to accommodate 
  a much wider variety of physiologies. Applying those skills to a critter 
  just isn’t much of a stretch.  Any skills in the Biotech skill group can 
  be used with critters at no penalty. “Veterinary” can be selected as a 
  specialization for the Medicine skill, granting the standard +2 bonus 
  when applicable.
  CRITTER GEAR
  GEAR
  AVAILABILITY
  COST
  Critter Body Armor
  6
  50¥ per point of 
  Armor
  Critter Earphones
  3
  50¥ x Rating (1–6)
  Critter Goggles
  3
  50¥ x Rating (1–6)
  Sensor Collar
  2
  200¥
  Training Kit
  1
  250¥
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    185
   
  
  NEW CRITTER POWERS
  Domesticated: Domesticated critters have been 
  bred to work well with metahumans and can learn tricks 
  equal to twice their Logic. In addition, the threshold to 
  teach a Domesticated critter a trick is lowered by 1.
  Gliding: The critter has flaps of skin, semi-functional 
  wings, or some other feature that allows it to glide short 
  distances. Creatures with the Gliding ability always have 
  at least one rank in the Free-Fall skill. Critters use Agility 
  instead of Body when using the Free-Fall skill to glide, be-
  cause it is more about the fine motor reflexes than pure 
  physicality. A gliding critter can avoid falling damage 
  from any distance with a Free-Fall + Agility [Physical] (2) 
  Test. While falling, they can choose to travel up to twice 
  the distance horizontally that they fall vertically. In one 
  Combat Turn, a gliding critter falls ten meters (no gliding 
  up!) and can move up to twenty meters horizontally.
  Vestigial Wings: Common in chimeric creatures 
  where wings are genetically grafted into a species that 
  does not have them, these wings are insufficient for true 
  flight due to the lack of appropriate musculature and low 
  body weight found in flying critters. They are not with-
  out benefit however. If a creature with Vestigial Wings 
  should happen to fall, reduce the effective distance of a 
  fall by four meters when calculating the falling damage 
  (p. 172, SR5) and you receive a +2 dice pool modifier on 
  jumping tests (p. 134-135, SR5).
  NEW CRITTER 
  WEAKNESSES
  Critter Cyberpsychosis: A condition commonly af-
  fecting a mundane critter with 5 or more Essence loss 
  from augmentation or a paracritter with 3 or more es-
  sence loss from augmentation. The augmentations per-
  formed on a creature have proven to be too much for a 
  critter, leaving it broken psychologically. The critter re-
  acts in a hostile manner to any living thing near it and 
  rages against captivity. The critter will try to the best of 
  its ability to harm any living thing it can reach (even its 
  own kind) and to escape any captivity.
  CI3D (Critter Implant Induced Immune Deficiency): 
  A condition commonly affecting a mundane critter with 
  4 or more essence lost to augmentation or a paracritter 
  with 2 or more essence lost to augmentation. The afflict-
  ed critter suffers a dice pool modifier of –2 on all Body 
  Tests to resist the effects of diseases, drugs, toxins, and 
  other compounds. 
  CTLE-X (Critter Temporal Lobe Epilepsy): This con-
  dition causes seizures due to the neurological and phys-
  iological stress extensive augmentation puts on the 
  critter. This condition is possible with any extensive cy-
  berware (4 or more essence lost to augmentation), but 
  especially with the Stirrup Interface. Whenever the crit-
  ter or a rigger controlling the critter through electronic 
  control such as a Stirrup Interface rolls a glitch (p. 45, 
  SR5), the critter must make a Body + Willpower (4) Test 
  or fall into epileptic seizures for (5 – hits) minutes. If the 
  critter experiences a CTLE-X episode while a rigger is 
  jumped in, the Stirrup system will automatically discon-
  nect the rigger from the biodrone as a protective mea-
  sure to avoid severe biofeedback.
  Dietary Requirement (Tailored Nutrition): Many 
  highly modified critters require specialized diets. Some-
  times this is a side effect of extensive genetic modifica-
  tion, while other times this is due to intentional alteration 
  as a kind of product control. Genetically engineered crit-
  ters that are not sterile by creation always possess this 
  dietary requirement to prevent them from breeding in 
  the wild and disrupting the ecosystem. Of course, sell-
  ing specialized food for a critter is quite profitable to the 
  corps as well.
  Precarious Physiology: Due to their heavily modi-
  fied genetics, chimeric critters have immuno-suppres-
  sive problems with cybernetic implants. Double all Es-
  sence losses caused by cyberware. Bioware implants, 
  regardless of how they are grown or designed, are re-
  jected by the chimeric’s body. 
  CRITTERS WEARING ARMOR
  Shapeshifters in their animal form can wear Critter Body Armor 
  and other critter gear, though they will need help putting it on. They 
  do not require special training to wear the armor but are otherwise 
  subject to the standard rules outlined here.
  GHOST HOUNDS
  While genetic manipulation has been unable to replicate any 
  magical abilities in animals, there has been some limited success 
  in using traditional stock breeding and culling methods to produce 
  a genetic line of dogs that are far more likely than average to 
  exhibit some ability to perceive magic auras and sometimes even 
  perceive the astral. These dogs, dubbed ghost hounds, are highly 
  sought after as guard animals. Most ghost hounds have the ability 
  to sense magical auras that functions similar to the adept Magic 
  Sense power (p. 172, Street Grimoire). The rarest of the breed have 
  full Astral Perception. They have the same traits and abilities as 
  a mundane dog, however Ghost Hounds with Astral Perception 
  have 1 rank of the Assensing skill and are almost always trained 
  to improve this skill. Because of the intense breeding required 
  to manifest these abilities, ghost hounds can never be modified 
  with chimeric or warform genetic enhancements. In addition, any 
  Essence loss destroys their ability to sense magic.
  >> HOWLING SHADOWS <<
  186    >> BUILDING MAN'S BEST FRIEND <<  
  
  >> HOWLING SHADOWS <<
  >> BUILDING MAN'S BEST FRIEND <<    187
   
  
  Below is a list of new critter powers, followed by an index 
  of all critter and spirit powers in Shadowrun, Fifth Edition.
  ADAPTIVE COLORATION
  Type: P   
  Action: Auto
  Range: Self  
  Duration: Always
  The critter can change its color to match its surround-
  ings, allowing it to hide better. As long as it stands still, 
  the critter gains a bonus to not be spotted. If the critter 
  has a Magic rating, the Magic Rating x 2 becomes a neg-
  ative dice pool modifier on Perception tests to detect it 
  by sight. If the critter lacks Magic Rating, then its Intu-
  ition x 2 becomes the negative dice pool modifier. Since 
  the critter is tough to spot, any ranged attacks against it 
  suffer a –2 dice pool penalty. 
  Critters with this power are also skilled at Sneaking. 
  They can roll Agility + Intuition (2) Test, using any net hits 
  as a positive dice pool modifier for Sneaking tests.
  This power works against normal and theormograph-
  ic vision, but not any non-visual senses, including sonar, 
  radar, or astral perception. 
  AGONY 
  Type: P or M 
  Action: Auto
  Range: Self 
  Duration: Always
  Whether it’s a venom, magical fire, corrosive spit, or 
  just bad breath, the critter’s attacks are especially pain-
  ful. Whenever the critter inflicts boxes of Physical dam-
  age, note the number of boxes inflicted. Until the same 
  number of boxes of Physical damage are healed, the vic-
  tim suffers double the dice pool modifier due to injuries 
  on both the Physical and Stun Condition Monitors. This 
  doubling is calculated before any pain resistance or sim-
  ilar abilities are applied. 
  ALIENATE 
  Type: P  
  Action: None
  Range: LOS 
  Duration: Sustained
  The target is phased slightly into the astral plane—not 
  enough to be targeted by astral beings, but enough to have 
  trouble interacting with the physical world. All Active Skill 
  Tests made by the victim take a negative dice pool modifi-
  er equal to the Magic Rating of the spirit. This also applies 
  to those interacting with the victim, which can be good or 
  bad: Sure, it affects those security guard’s Clubs tests and 
  the Perception test of that motion sensor, but it also makes 
  it harder for the DocWagon guy’s First Aid test and for that 
  van driver to realize there’s someone in her path.
  ASTRAL VENOM 
  Type: M  
  Action: Auto
  Range: Self 
  Duration: Always
  The spirit makes an especially dangerous connection 
  with the magician (or perhaps it’s the other way around). 
  When the spirit is dismissed, is disrupted by damage, 
  or otherwise departs service, the magician who sum-
  moned it suffers a number of boxes of Stun damage 
  equal to half the spirit’s Magic rating. This damage can-
  not be resisted. 
  BRACHIATION
  Type: P   
  Action: Auto
  Range: Self 
  Duration: Always
  It flies through the air with the greatest of ease. The 
  critter can get around by swinging from grip to grip. As 
  long as there are plentiful hand-holds (or tentacle-holds, 
  or what have you), the critter can move at a walking, run-
  ning, or sprinting speed while swinging, using the rules for 
  those movement speeds. If there are few hand-holds (or 
  what have you), the critter’s brachiation speed is halved.
  CONTROL FOCUS
  Type: P  
  Action: Auto
  Range: Special 
  Duration: Special
  This power gives a critter special powers over a fo-
  cus it is possessing. They may activate the focus without 
  any action from the owner, or they may manipulate its 
  power. They can reduce the Force of the focus by any 
  number of points up to their Magic Rating, or increase 
  it by a number of points equal to half their Magic Rating 
  (rounded up). The suppression may last as however long 
  the critter wishes, as long as it still possesses the focus. 
  The power increase can only by used by (critter’s Force) 
  Combat Turns per day.
  HOWLING SHADOWS
  GAME
  INFORMATION
  188    >> GAME INFORMATION <<  
  
  CREATE ALCHERA
  Type: M  
  Action: Complex
  Range: LOS 
  Duration: Sustained
  The critter can materialize a small alchera, follow-
  ing the rules for materialized alchera (p. 29, Street Gri-
  moire). The alchera leads to the metaplane of the critter’s 
  choosing, usually their home metaplane. These alchera 
  are no larger than (Force x 100) square meters. Once the 
  critter is out of sight of the alchera or stops sustaining it, 
  it disappears, which is a tremendous inconvenience for 
  anyone who inadvertently wandered into it.
  DARKNESS
  Type: P  
  Action: Complex
  Range: LOS 
  Duration: Sustained
  Sometimes, that sudden shadow isn’t just a cloud hiding 
  the sun. Critters with this power can perform a Magic + Will-
  power (3) Test to create a sphere of reduced illumination. 
  This sphere has a maximum radius of (Magic) meters. Each 
  hit on the test moves visibility a line down on the Light/Glare 
  portion of the Environmental Modifiers table (p. 175, SR5). 
  Failure to generate net hits means they simply emanate a 
  dark mist that does not actively interfere with visibility.
  >> GAME INFORMATION <<    189
   
  
  DEATHLOCK
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  Damage caused by the critter leaves a lingering ef-
  fect. Make an extra mark in each box of Physical dam-
  age caused by this critter’s attacks. Each of these box-
  es count as two boxes of damage for the purposes of 
  healing only—count each deathlocked box of damage 
  as a single box for wound penalties, total damage taken, 
  knockdown, and so on. If a deathlocked box is healed 
  by only one box of healing, it becomes a box of normal 
  damage.
  DIVE ATTACK
  Type: P   
  Action: Complex
  Range: Touch 
  Duration: Instant
  The critter swoops or drops on the target, using a 
  gravity assist to cause havoc. The critter makes a normal 
  attack (usually an Unarmed Combat Test) and adds the 
  number of meters fallen to its normal damage (usually 
  Unarmed damage).
  EMPATHY
  Type: M  
  Action: Auto
  Range: LOS 
  Duration: Always
  This power gives the critter an affinity for all beings, 
  be they sentient or non. The critter gets its Magic rating 
  as a dice pool modifier to all Social Tests, and its Social 
  limit is increased by its Magic.
  ENERGY AURA
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  This critter is surrounded by a field of damaging energy, 
  which can take the form of fire, electricity, intense cold, or 
  the like. The power has a specific element type—for exam-
  ple, spirits of fire have Energy Aura (Fire). The critter adds its 
  Magic to the Damage Value of any melee attack it makes. 
  If the damage has a specific elemental component (like 
  our fire spirit from a couple sentences ago), the elemental 
  effect also applies—check out the convenient sidebar for 
  where to find a lot of different elements.
  Radiation works somewhat differently than other el-
  emental effects. Coming into contact with a critter with 
  Energy Aura (Radiation) is the same as coming into con-
  tact with a Harsh radiation environment. The radiation 
  levels drop off the farther away you get: Moderate with-
  in 10 meters and Mild within 20 meters. The critter also 
  leaves areas of Mild radiation wherever it goes which 
  dissipate ten minutes after the critter moves on. More 
  information on radiation environments can be found on 
  p. 152, Run & Gun.
  Successful melee attacks against a critter with Ener-
  gy Aura also damage the attacker. The attacker makes a 
  Damage Resistance Test against a DV equal to the crit-
  ter’s Magic x 2 (and don’t forget any elemental effects). 
  This attack has an AP of –(critter’s Magic). Unless indi-
  cated in the critter’s description, this power is always on 
  and cannot be turned off.
  ENERGY DRAIN
  Type: M  
  Action: Complex
  Range: Touch or LOS 
  Duration: Permanent
  This especially nasty power allows the critter to suck 
  away some critical element of your life—your age, Es-
  sence, Force, Karma, or Magic. Critters with a strong 
  physical aspect to them (meaning they are material 
  most of the time), including mutant and toxic critters, 
  need to use Touch to drain energy; a few rare, spir-
  it-based critters can use line of sight, though that is gen-
  erally restricted to shadow spirits. Draining a point of Es-
  sence, Force, Karma, or Magic, or a year of life, requires 
  a Willpower + Magic [Mental] (10 – target’s Essence or 
  Force, 1 minute) Extended Test. If the critter is disturbed 
  or interrupted at any point before the test is successfully 
  completed, the point or year is not drained. If the test is 
  successful, the point leaves the victim and is acquired by 
  the predator. Points lost this way are gone permanently.
  In addition to the lost point, victims suffer 1 box of 
  damage for each point loss. For the critters in this book, 
  that damage is Stun and may be healed normally. Vic-
  tims drained of age, though, show the effects of aging, 
  which cannot be reversed. 
  If a person’s Magic is drained to 0, they burn out and 
  lose their ability. If a critter’s Magic is drained to 0, the 
  critter dies. If anything’s Force is drained to 0, it is de-
  stroyed. If any being’s Essence is drained to 0, it dies.
  ENTROPIC AURA 
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  The spirit accelerates decay, time, and just plain entropy 
  in its vicinity. When on the physical plane, the spirit exudes 
  its entropic aura to a range equal to its Magic rating in me-
  ters. Within this aura, inanimate objects age at ten times their 
  normal rate. Worse, the number of 1’s required for a glitch is 
  reduced by one-third the spirit’s Magic rating, rounded up.
  >> HOWLING SHADOWS <<
  ELEMENTAL EFFECTS
  TYPE
  PAGE REF.
  Acid
  p. 170, SR5
  Cold
  p. 170, SR5
  Electricity
  p. 170, SR5
  Fire
  p. 171, SR5
  190    >> GAME INFORMATION <<  
  
  EXTRA FRAGILE
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  The critter has strengths, because otherwise it 
  doesn’t live, but physical hardiness is not one of them. 
  Physical and Stun Condition Monitors are set to 1, re-
  gardless of Body or Willpower levels.
  FEY GLAMOUR
  Type: M  
  Action: Complex
  Range: Special 
  Duration: Sustained
  The critter alters the perceptions of beings within its 
  sphere of influence, causing intruders to see terrain as 
  whatever the creature wishes. Thus, someone might see 
  a swamp as solid ground, rusting metal pillars as verdant 
  trees, or a gaping abyss as a shallow river spanned by 
  a solid stone bridge. The power works on the subcon-
  scious, so victims rationalize any inconsistencies in what 
  they see, making it part of the illusion, even with spe-
  cial vision, drone feeds, astral perception, or even their 
  friends’ warnings.
  Fey Glamour affects all beings within (Magic x 50) 
  meters. The critter sets the threshold of the illusion with 
  a Charisma + Magic Test. Another being encountering 
  the illusion makes a free Intuition + Willpower test, and 
  if he doesn’t get enough hits to meet or beat the thresh-
  old, he’s fully taken in by the glamour.
  FLAY TOUCH
  Type: P  
  Action: Complex
  Range: Touch 
  Duration: Instant
  This extremely grisly power literally tears the skin off 
  of a target. The critter makes a standard Unarmed Com-
  bat attack, but if the attack does any unresisted Physical 
  damage to the target, mark those boxes on the Condi-
  >> HOWLING SHADOWS <<
  >> GAME INFORMATION <<    191
   
  
  tion Monitor to indicate that the victim’s skin has been 
  torn. Each such box imposes a  –1 wound modifier in ad-
  dition to normal modifiers until they are healed.
  If a target’s Physical Condition Monitor is filled with 
  more than half of its boxes caused by this power, the 
  critter has completely torn the victim’s skin from its 
  body. Good news for riggers, though: This power only 
  works on targets with skin. 
  FRAGILE
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  The critter is somewhat brittle and easily broken. 
  When listed in the critter’s stat block, this power will 
  have a level; for example, it might read Fragile (2). The 
  critter’s Physical Condition Monitor is reduced by the 
  level of this power. 
  GESTALT CONSCIOUSNESS
  Type: M  
  Action: Auto
  Range: varies 
  Duration: Always
  The critter communicates with others of the same 
  type on a subconscious level, as though each individual 
  critter is part of a single whole. All critters of the same 
  type with this power share a single mind, can perceive 
  everything any of the members of the gestalt can per-
  ceive, and act in concert. Any number of gestalt mem-
  bers can use teamwork on any test they can reasonably 
  work together on—for simplicity, have each member buy 
  hits (p. 45, SR5).
  This power’s range, which expresses the maximum 
  distance a critter can be from its fellows and still be part 
  of the gestalt, depends on the critter and is listed with 
  the critter’s stat block. If no range is given, assume line 
  of sight. 
  GHOST CHAIN
  Type: M  
  Action: Auto
  Range: Special 
  Duration: Always
  A Ghost Chain is a connection of an extraplanar be-
  ing to a physical object. It cannot be simply any physi-
  cal object; it has to be something they feel connected 
  to, whether it be because they believe they used the 
  object in some former state of existence, or they have 
  some mental delusion making them believe they have 
  an attachment to it, or some other reason. The import-
  ant thing is, they cannot deliberately choose to make a 
  chain; the selection happens subconsciously. When be-
  ings have a chain, they receive +2 dice any test to resist 
  banishment when within 10 meters of the object, and 
  +1 when between 10 to 50 meters from the object. They 
  also do not experience the penalties of being away from 
  their Haunt (see Haunt power below).
  Ghost Chains are slightly different for grim reapers. 
  They do not form their chains subconsciously; rath-
  er, each victim they claim becomes part of their Ghost 
  Chain. They do not gain the banishment bonus from 
  items in their chain, but they can animate them as corps 
  cadavres (p. 28, Hard Targets).
  GILLS
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  The critter can breathe underwater, meaning the crit-
  ter can breathe salt or freshwater (depending on their 
  habitat—they can’t breathe both) but not air. If they are 
  not underwater, the critter can function for about five 
  minutes until they are left doing nothing but struggle for 
  oxygen. From there, it is not long until death if they don’t 
  get back underwater.
  HAUNT
  Type: M  
  Action: Auto
  Range: Special 
  Duration: Always
  Critters that form a Haunt gain a special attachment to 
  a particular area. As is the case with Ghost Chains above, 
  this is not done consciously; the connection is made by the 
  mysterious operations of their sub-consciousness. Haunts 
  may vary in size but can never be larger than 1,000 square 
  meters per point of Force. The structure in which the critter 
  lives may be larger than that, which simply means there is 
  a preferred part of the structure the critter frequents. The 
  Haunt functions as a personal domain (p. 205, Street Gri-
  moire), creating a background count aspected toward the 
  critter. When the Haunt is first formed, it starts at Rating 1, 
  and can go as high as Force / 2. Increases in the Rating take 
  at least a month to materialize, sometimes longer accord-
  ing to gamemaster discretion.
  Along with the background count, the Haunt gives 
  the critter power over the physical environment, as if 
  they had Mass Animate cast over the area without hav-
  ing to sustain it.
  When away from their haunt, critters feel disoriented, 
  taking a –1 dice pool penalty to all skill tests.
  HIDDEN LIFE
  Type: P  
  Action: Complex
  Range: Touch 
  Duration: Permanent
  The spirit uses this power to permanently place its life 
  force in a creature, place, or object. As long as the hid-
  ing place remains intact, the spirit cannot be permanently 
  banished or destroyed. It is possible for the spirit to be 
  banished by use of its spirit formula, which banishes the 
  spirit for a year and a day (sooner if the banisher calls the 
  spirit back with the same formula).
  The hiding place gains Immunity to Normal Weapons 
  and Immunity to Age (p. 397, SR5) using the spirit’s Magic 
  Rating. If the hidden life holder is destroyed, the life force 
  returns to the spirit, and the spirit loses this power’s spe-
  cial protections until it can find a new hiding place.
  >> HOWLING SHADOWS <<
  192    >> GAME INFORMATION <<  
  
  INNATE RITUAL
  Type: as ritual 
  Action: as ritual
  Range: as ritual 
  Duration: as ritual
  This power allows the critter to instinctively cast a 
  single, specific ritual. To use this power effectively, the 
  critter has to have the Ritual Spellcasting skill. Innate Rit-
  uals are chosen from the list of rituals available to ma-
  gicians, and follow all rules pertaining to ritual magic, 
  including Drain, teamwork, reagent expenditure, and 
  everything else that can be found starting on p. 295, 
  SR5. Critters and spirits resist Drain with either Intuition 
  or Charisma, at the gamemaster’s discretion.
  MAGIC SENSE
  Type: M  
  Action: Auto
  Range: Self 
  Duration: Always
  The critter can find magic like trouble finds shadow-
  runners. The critter is aware of the presence of any mag-
  ic with a Force or Magic Rating within a radius of ten 
  meters times its own Magic Rating. This power isn’t as 
  precise as Astral Perception and only detects the mag-
  ic’s presence, not its nature.
  MAGICAL GUARD
  Type: M  
  Action: Auto
  Range: Self 
  Duration: Always
  The critter has the Counterspelling skill and can use it 
  in all the ways described in the Counterspelling section 
  on p. 294, SR5.
  MANIPULATE MAGIC
  Type: M  
  Action: Complex
  Range: Touch 
  Duration: Permanent
  The critter can transfer magic into or away from a rit-
  ual or preparation. They must make an Alchemy + Magic 
  [Astral] vs. Potency x 2 Test for preparations, or a Spell-
  casting + Magic [Astral] vs. Force x 2 Test for rituals, to 
  manipulate the potency or Force of the object/spell in 
  question. The critter can then raise or lower the potency 
  or Force by 1 per net hit. Once a ritual has expired or a 
  preparation has cast its spell, the critter can do nothing 
  to bring that power back.
  MIND LINK
  Type: M  
  Action: Simple
  Range: LOS 
  Duration: Sustained
  A critter with the Mind Link power can open and 
  maintain telepathic mental communication with anoth-
  er sapient creature. It can maintain a number of mental 
  links at one time equal to its Magic attribute. If multiple 
  beings are engaged via Mind Link with the same spirit, 
  they may communicate freely with each other as well as 
  the original spirit.
  PESTILENCE
  Type: M  
  Action: Complex
  Range: Area 
  Duration: Instant
  The critter can wipe out swaths of life simply by mov-
  ing through an area. When the critter uses this power, 
  every living thing within (critter’s Magic) meters is at-
  tacked by a magical disease. Each target makes a Dis-
  ease Resistance Test (Body + Willpower + any disease 
  protections or resistances) against the pestilence. Un-
  less the critter’s description specifies otherwise, use the 
  Pestilence Disease stat block.
  POUNCE
  Type: P   
  Action: Complex
  Range: Touch 
  Duration: Instant
  The critter makes a running leap onto the target, 
  bowling her over. The critter makes a normal attack (usu-
  ally an Unarmed Combat Test) and subtracts the number 
  of meters it ran or sprinted from the target’s Physical lim-
  it when calculating whether the target is knocked down 
  (Knockdown, p. 194, SR5).
  SECRETION/ 
  SUBSTANCE EXTRUSION 
  (ANTI-COAGULANT)
  Type: P   
  Action: Auto
  Range: Self 
  Duration: Always
  The critter’s attack carries some form of anti-coag-
  ulant that keeps the target’s blood from clotting. Once 
  hit with this power, the victim’s blood continues to flow, 
  causing two boxes of Stun damage every minute that 
  cannot be resisted. The bleeding can be stopped with a 
  medkit (or better medical equipment) and a First Aid + 
  Logic [Mental] (3) Test. 
  PESTILENCE DISEASE
  • Vector: Inhaled, Contact, Ingestion
  • Speed: 1 Combat Turn
  • Penetration: Critter’s Magic Rating
  • Power: Critter’s Magic Rating x 2
  • Effect: Physical Damage, Nausea, Paralysis
  The disease from Pestilence remains on the target for a day and 
  pass to other living beings. 
  >> HOWLING SHADOWS <<
  >> GAME INFORMATION <<    193
   
  
  SECRETION/ 
  SUBSTANCE EXTRUSION 
  (SILK/WEBBING)
  Type: P   
  Action: Complex
  Range: Self 
  Duration: Permanent
  Silk is incredibly strong—nature’s cables. The critter 
  can create silk the length of its twice its body length as 
  a Complex Action to use as it pleases. The silk can be 
  wrapped around a target (requiring an Unarmed Combat 
  test if the target is still moving), used to create part of a 
  web, or even thrown to attach to surfaces or targets. 
  SHIFT (DRACOFORM)
  Type: M   
  Action: Complex
  Range: Self 
  Duration: Sustained
  The defining ability of a drake, this is the power to 
  transform into a draconic hybrid form. When activated, 
  the character gains the powers listed in the Dracoform 
  Table (p. 163) as well as any optional powers they have 
  purchased. The character can remain in this form for a 
  number of rounds equal to twice their Magic Rating, af-
  ter which they take 2S drain unresisted each round until 
  they return to their metahuman form.
  SPIRIT PACT
  Type: M  
  Action: Special
  Range: Special 
  Duration: Special
  A critter with this power can enter into one or more 
  spirit pacts (p. 137, Street Grimoire). The gamemaster has 
  final say on what pacts a spirit can enter into.
  TOUGHNESS 
  Type: P   
  Action: Auto
  Range: Self 
  Duration: Always
  The critter is a tough little son of a beast. Each lev-
  el of this power adds one box to the critter’s Physical 
  Condition Monitor. If no level is listed, use the critter’s 
  Magic rating.
  VANISHING 
  Type: M  
  Action: Free
  Range: Self 
  Duration: Special
  Simply put, the critter is capable of vanishing without 
  a trace; their material and astral forms entirely go away, 
  without interference from physical or mental barriers. 
  Some critters may use a Complex Action to reappear, 
  but in many cases the Vanishing is triggered by a certain 
  event, such as the critter’s death, that makes re-emer-
  gence difficult.
  VENOM  
  (ARCANE INHIBITOR)
  Type: P  
  Action: Auto
  Range: Touch 
  Duration: Instant
  Venom with this quality temporarily reduces the vic-
  tim’s Magic by the Power of the venom. If the Power is 
  greater than the victim’s Magic Rating, they cannot use 
  Magic until the power of the venom is reduced. As the 
  Power is reduced, Magic comes back normally.
  VESTIGIAL WINGS
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  Possessed by most drakes and common in chimeric 
  creatures where wings are genetically grafted into a spe-
  cies which does not have them, these wings are insuffi-
  cient for true flight due to the lack of appropriate muscu-
  lature and low body weight found in flying critters. These 
  wings are not without benefit however. If a creature with 
  Vestigial Wings should happen to fall, reduce the effec-
  tive distance of a fall by 4 meters when calculating the 
  falling damage (p. 172, SR5) and they receive a +2 dice 
  pool modifier on Jumping tests (p. 134, SR5).
  WALL WALKING
  Type: P  
  Action: Auto
  Range: Self 
  Duration: Always
  Critters with this power can walk on walls, ceilings, or 
  other similar surfaces at their normal movement rates. 
  No special tests are needed for regular movement on 
  these surfaces, but the Climbing skill should be used in-
  stead of Running for Sprinting tests.
  TECHNOCRITTER 
  POWERS
  AR-PARALLELISM
  This power allows critters to see the physical and virtual 
  worlds at the same time. This is similar to seeing the AR 
  overlay of the world, but it carries no penalty due to 
  distractions or otherwise.
  BLEND
  The critter can opt to run silent with a Simple Action, just 
  as other Matrix denizens do, and they receive +2 dice to 
  oppose any Matrix Perception tests to spot them.
  COZENGE
  The critter has a gift for convincing hosts and devic-
  es that it is an authorized user. On all Matrix actions, 
  reduce the number of marks needed for the action by 
  one, to a minimum of one.
  >> HOWLING SHADOWS <<
  194    >> GAME INFORMATION <<  
  
  E-HIVE
  The critters can combine their individual talents into a 
  hive, working together toward a greater whole. Critters 
  must be within signal range of each other to act as part 
  of a hive. When functioning as a hive, critters count as 
  a single persona. The hive has a Resonance attribute 
  equal to the average Resonance of beings in the hive, 
  +1 for every two critters in the hive, to a maximum 
  boost of 10. Matrix attributes receive the same boost 
  as Resonance. 
  GREMLINS
  The critter has an ability—very inconvenient in critters 
  embedded in technology—to make devices malfunc-
  tion. This functions the same way as the Gremlins neg-
  ative quality (p. 81, SR5)
  HOLOGRAPHIC 
  CONCEALMENT
  When there is a significant amount of AR in an area, the 
  critter can use a Complex Action to place a hologram 
  over themselves that makes them hard to see. The crit-
  ter’s Resonance becomes a negative dice pool modifier 
  on any Perception test to see it, and ranged weapons 
  tests against it receive a –2 dice penalty while the pow-
  er is active.
  RESONANCE FEED
  The critter can eat Resonance. The amount of Reso-
  nance surrounding them means their diet does not af-
  fect many Matrix activities, but it gives them a good 
  chance to hunt down anyone or anything using tech-
  nology. They receive a +1 bonus on Perception tests 
  or Tracking tests against anyone or anything that has 
  wireless capabilities; this moves up to +2 for devices or 
  beings with a Device Rating or Resonance of 4 or more, 
  and +3 for devices or beings with a Device Rating or 
  Resonance of 7 or more.
  SPRAYING
  Technocritters mark their virtual territory to make it 
  clear that it’s theirs and should not be disturbed. The 
  virtual sensations generated by this spray often makes 
  visitors to the territory feel uneasy. Any persona or icon 
  in the critter’s marked territory must make a Firewall + 
  Logic test vs. the critter’s Resonance x 2, or suffer a 
  –1 modifier to all Matrix actions in the marked territory
  due to a feeling of unease. Traces of this spraying may 
  be noticed; treat these traces as running silent for the 
  purposes of Matrix Perception, and use Resonance x 
  2 for the opposed test to spot it. If seen, traces of the 
  spraying may be removed with an Edit File action, again 
  opposed by the critter’s Resonance x 2.
  TRACEROUTE
  The critter has an instinct for hunting things down in 
  the Matrix, giving it +2 dice to any Trace Icon actions.
  TUNNEL
  The critter doesn’t bother with conventional paths 
  through the Matrix; instead, it makes its own. It does 
  not need a mark to enter or exit a host.
  VENOMOUS CODE
  Somewhat related to some critter’s ability to transform 
  Resonance into food, this ability allows critters to turn 
  code into poison with real, physical effects. The critter 
  can select whether the venom takes effect with each 
  successful hit or mot. They must damage another icon 
  in cybercombat to have this venom take effect. It is 
  treated as a toxin (p. 408, SR5) with the following attri-
  butes: Vector: Cybercombat damage; Speed: 1; Power: 
  6; Effect: Matrix Damage.
  >> HOWLING SHADOWS <<
  >> GAME INFORMATION <<    195
   
  
  CRITTER POWER & WEAKNESS INDEX
  Accident 
  p. 394, SR5
  Adaptive Coloration 
  p. 188, p. 143, Run Faster
  Agony  
  p. 188
  Alienate  
  p. 188
  Allergy  
  p. 401, SR5
  Anaphylaxis 
  p. 193, Street Grimoire
  Animal Control  
  p. 394, SR5
  AR-Parallelism  
  p. 194
  Armor  
  p. 394, SR5
  Astral Form  
  p. 394, SR5
  Astral Gateway 
  p. 194, Street Grimoire
  Astral Venom  
  p. 188
  Aura Masking 
  p. 194, Street Grimoire
  Banishing Resistance 
  p. 194, Street Grimoire
  Binding  
  p. 395, SR5
  Blend  
  p. 194
  Brachiation  
  p. 188
  Compulsion  
  p. 395, SR5
  Concealment  
  p. 395, SR5
  Confusion  
  p. 395, SR5
  Control Focus  
  p. 188
  Corrosive Secretions 
  p. 143, Run Faster
  Corrosive Spit  
  p. 395, SR5
  Cozenge  
  p. 194
  Create Alchera  
  p. 189
  Critter Cyberpsychosis 
  p. 186
  Deathlock  
  p. 189
  Deathly Aura 
  p. 194, Street Grimoire
  Desire Reflection 
  p. 194, Street Grimoire
  Devouring 
  p. 194, Street Grimoire
  Dietary Requirement 
  p. 401, SR5
  Dive Attack  
  p. 190
  Divining 
  p. 194, Street Grimoire
  Domesticated 
  p. 186
  Dragonspeech  
  p. 395, SR5
  Dual Natured 
  p. 395, SR5
  E-Hive 
  p. 195
  Elemental Attack 
  p. 396, SR5
  Elemental Attack (Pollutant) 
  p. 195, Street Grimoire
  Elemental Attack (Radiation) 
  p. 195, Street Grimoire
  Empathy 
  p. 190
  Endowment 
  p. 195, Street Grimoire
  Energy Aura 
  p. 190, p. 396, SR5
  Energy Drain  
  p. 190, p. 195, Street Grimoire
  Engulf  
  p. 396, SR5
  Enhanced Senses 
  p. 396, SR5
  Entropic Aura 
  p. 190
  Essence Drain  
  p. 396, SR5
  Essence Loss  
  p. 401, SR5
  Extra Fragile 
  p. 190
  Fear 
  p. 397, SR5
  Fey Glamour 
  p. 191
  Flay Touch 
  p. 191
  Fragile 
  p. 192
  Gestalt Consciousness 
  p. 192
  Ghost Chain  
  p. 192
  Gills  
  p. 192
  Gliding 
  p. 186
  Gremlins  
  p. 195
  Guard  
  p. 397, SR5
  Hardened Armor  
  p. 397, SR5
  Hardened Mystic Armor  
  p. 397, SR5
  Haunt  
  p. 192
  Hidden Life  
  p. 192
  Hive Mind 
  p. 195, Street Grimoire
  Holographic Concealment 
  p. 195
  Immunity 
  p. 397, SR5
  Induced Dormancy 
  p. 401, SR5
  Infection 
  p. 398, SR5
  Influence  
  p. 398, SR5
  Inhabitation 
  p. 195, Street Grimoire
  Innate Ritual  
  p. 193
  Innate Spell  
  p. 398, SR5
  Magic Sense  
  p. 193
  Magical Guard 
  p. 196, Street Grimoire
  Magical Guard  
  p. 193
  Manipulate Magic 
  p. 193
  Materialization  
  p. 398, SR5
  Mimicry 
  p. 398, SR5
  Mind Link 
  p. 196, Street Grimoire
  Mind Link 
  p. 193
  Mist Form 
  p. 398, SR5
  Movement  
  p. 399, SR5
  Mutagen 
  p. 196, Street Grimoire
  Mystic Armor 
  p. 399, SR5
  >> HOWLING SHADOWS <<
  196    >> GAME INFORMATION <<  
  
  Natural Weapon  
  p. 399, SR5
  Noxious Breath  
  p. 399, SR5
  Paralyzing Howl  
  p. 399, SR5
  Paralyzing Touch 
  p. 400, SR5
  Pestilence 
  p. 197, Street Grimoire
  Pestilence  
  p. 193
  Petrification  
  p. 400, SR5
  Possession 
  p. 197, Street Grimoire
  Pounce  
  p. 193
  Psychokinesis  
  p. 400, SR5
  Quake 
  p. 197, Street Grimoire
  Realistic Form 
  p. 198, Street Grimoire
  Reduced Senses 
  p. 401, SR5
  Regeneration  
  p. 400, SR5
  Reinforcement 
  p. 198, Street Grimoire
  Resonance Feed  
  p. 195
  Sapience 
  p. 400, SR5
  Search 
  p. 400, SR5
  Secretion/Substance Extrusion (anti-coagulant)  p. 193
  Secretion/Substance Extrusion (silk/webbing)  p. 194
  Sense Link 
  p. 198, Street Grimoire
  Shadow Cloak 
  p. 198, Street Grimoire
  Shift (Dracoform) 
  p. 194
  Silence 
  p. 199, Street Grimoire
  Sonic Projection 
  p. 199, Street Grimoire
  Spirit Pact 
  p. 194
  Spraying  
  p. 195
  Storm 
  p. 199, Street Grimoire
  Toughness 
  p. 194
  Traceroute 
  p. 195
  Tunnel 
  p. 195
  Uneducated 
  p. 401, SR5
  Vanishing 
  p. 194
  Venom  
  p. 401, SR5
  Venom (Arcane Inhibitor) 
  p. 194
  Venomous Code  
  p. 195
  Vestigial Wings  
  p. 194
  Vulnerability  
  p. 401, SR5
  Wall Walking  
  p. 194
  Weather Control 
  p. 401, SR5
  >> HOWLING SHADOWS <<
  >> GAME INFORMATION <<    197
   
  
  CRITTERS BY HABITAT
  Note that mundane critters, protosapients and extrapla-
  nar critters are not included in this listing. Technocritters 
  and are also not included, as they are mutations of a 
  wide range of critters that can be found in many habitats. 
  Most Infected critters are not included, as they can be 
  found wherever their parent metatypes are found.
  COASTAL REGIONS
  Roc, lesser 
  p. 71
  DESERT
  Deathrattle 
  p. 57
  Juggernaut 
  p. 65
  Nova scorpion 
  p. 69
  FOREST
  Agropelter  
  p. 53
  Angel squirrel  
  p. 93
  Bandit  
  p. 54
  Basilisk  
  p. 403, SR5
  Black annis  
  p. 55
  Centaur 
  p. 55
  Cerberus hound  
  p. 56
  Deathspiral butterfly 
  p. 58
  Drop bear  
  p. 60
  Fenrir wolf  
  p. 61
  Flatworm viper  
  p. 95
  Harpy  
  p. 62
  Hell hound 
  p. 405, SR5
  Horned bear  
  p. 64
  Iridescent owl  
  p. 97
  Juggernaut  
  p. 65
  Killdeer  
  p. 97
  Martichoras  
  p. 65
  Montauk  
  p. 99
  Pandamonium  
  p. 100
  Phoenician birds  
  p. 70
  Peryton  
  p. 71
  Piasma  
  p. 71
  Razorcat  
  p. 102
  Shadowhound  
  p. 72
  Shardik  
  p. 103
  Snow snake  
  p. 72
  Spider beast  
  p. 73
  Spidermoose  
  p. 105
  Unicorn  
  p. 76
  Volleying porcupines 
  p. 76
  Wolverine, greater  
  p. 77
  FRESHWATER
  Devil jack diamond 
  p. 59
  Souleater leech  
  p. 105
  Spark salmon  
  p. 104
  GRASSLANDS/PLAINS/PRAIRIE
  Centaur 
  p. 55
  Cockatrice  
  p. 404, SR5
  Conway’s cheetah 
  p. 94
  Hellcow  
  p. 96
  Juggernaut  
  p. 65
  Killdeer  
  p. 97
  Ozian baboon  
  p. 69
  Phoenician birds  
  p. 70
  Pegasus  
  p. 70
  Peryton  
  p. 71
  Unicorn  
  p. 76
  JUNGLE
  Blink sloth  
  p. 93
  Blood monkey  
  p. 55
  Chupacabra (Havana variant) 
  p. 132, Hard Targets
  Chupacabra mk. II 
  p. 111
  Gomatia  
  p. 62
  Kokoro cobra  
  p. 98
  Naga  
  p. 68
  Ozian baboon  
  p. 69
  Phoenician birds  
  p. 70
  Spider beast  
  p. 73
  Void wasp  
  p. 106
  MOUNTAINS
  Cerberus hound  
  p. 56
  Gargoyle  
  p. 61
  Sasquatch  
  p. 406, SR5
  Thunderbird, greater 
  p. 73
  SALTWATER
  Abrams lobster 
  p. 52
  Magui 
  p. 133, Hard Targets
  Meistersinger  
  p. 66
  HOWLING SHADOWS
  CRITTER TABLES
  198    >> CRITTER TABLES <<  
  
  Merrow 
  p. 68
  Night Manta 
  p. 134, Hard Targets
  Sea leech 
  p. 102
  Spark salmon 
  p. 104
  SWAMP
  Afanc 
  p. 53
  Behemoth 
  p. 54
  TUNDRA
  Snow snake  
  p. 72
  UNDERGROUND
  Black annis 
  p. 55
  Troglodyte 
  p. 75
  URBAN
  Agropelter  
  p. 53
  Amphora mite  
  p. 92
  Bandit  
  p. 54
  Barghest 
  p. 403, SR5
  Deathspiral butterfly 
  p. 58
  Demon rat  
  p. 58
  Devil rat  
  p. 404, SR5
  Flatworm viper  
  p. 95
  Gargoyle 
  p. 61
  Ghoul 
  p. 404, SR5
  Glow rat  
  p. 95
  Harpy  
  p. 62
  Horned bear  
  p. 64
  Montauk  
  p. 99
  Neogargoyle  
  p. 99
  Phoenician birds  
  p. 70
  Radhound  
  p. 100
  Razorcat  
  p. 102
  Shadowhound  
  p. 72
  Snow snake  
  p. 72
  MASTER  
  CRITTER INDEX
  Abrams lobster 
  p. 52
  Afanc  
  p. 53
  Agropelter  
  p. 53
  Ahi 
  p. 145
  Alligator 
  p. 39
  Amphora mite  
  p. 92
  Anansi  
  p. 37, Aetherology
  Anarch 
  p. 116
  Angel squirrel  
  p. 93
  Arboreal  
  p. 116
  Bandersnatch 
  p. 87
  Bandit 
  p. 54
  Banshee 
  p. 87
  Barracuda 
  p. 42
  Barghest 
  p. 403, SR5
  Basilisk 
  p. 403, SR5
  Bastet 
  p. 145
  Bear 
  p. 39
  Behemoth 
  p. 54
  Black annis 
  p. 55
  Blackjack 
  p. 117
  Blink sloth 
  p. 93
  Blood monkey 
  p. 55
  Boar 
  p. 39
  Boggle 
  p. 117
  Bugul 
  p. 118
  Cat, domestic 
  p. 44
  Cat, great  
  p. 402, SR5
  Centaur 
  p. 55
  Cerberus hound  
  p. 56
  Chimpanzee 
  p. 40
  Chindi  
  p. 118
  Chiron 
  p. 110
  Chupacabra (Havana variant) 
  p. 132, Hard Targets
  Chupacabra 
  p. 111
  Cockatrice  
  p. 404, SR5
  Cockroach 
  p. 45
  Conway’s cheetah  
  p. 94
  Corpselight  
  p. 119
  Crawler 
  p. 34, Aetherology
  Croki  
  p. 120
  Crow 
  p. 45
  Cybertooth tiger 
  p. 180
  Cyberwerewolf 
  p. 152
  Daemon 
  p. 153
  Deathrattle  
  p. 57
  Deathspiral butterfly 
  p. 58
  Demon rat  
  p. 58
  Devil jack diamond  
  p. 59
  Devil rat  
  p. 404, SR5
  Digit 
  p. 146
  Dog 
  p. 402, SR5
  Dolphin 
  p. 42
  Drop bear  
  p. 60
  Duende  
  p. 121
  Dzoo-noo-qua 
  p. 87
  Eagle 
  p. 41
  Elephant 
  p. 41
  Elvar 
  p. 121
  Ejerian 
  p. 122
  Erinyes 
  p. 122
  Fenrir wolf 
  p. 61
  Ferret 
  p. 45
  Flatworm viper 
  p. 95
  Flipper 
  p. 147
  Furfur 
  p. 147
  Fomóraig 
  p. 87
  Frobnitz 
  p. 153
  >> HOWLING SHADOWS <<
  >> CRITTER TABLES <<    199
   
  
  Gargoyle  
  p. 61
  Ghast  
  p. 35, Aetherology
  Ghoul 
  p. 404, SR5
  Giraffe 
  p. 41
  Glow rat  
  p. 95
  Gnawer 
  p. 87
  Goblin 
  p. 88
  Gomatia  
  p. 62
  Green Man/Heart of the City 
  p. 123
  Gremlin  
  p. 36, Aetherology
  Grendel 
  p. 88
  Grue 
  p. 154
  Gum toad 
  p. 34, Aetherology
  Harpy 
  p. 62
  Harvester 
  p. 88
  Heavyweight 
  p. 154
  Hell hound 
  p. 405, SR5
  Hellcow 
  p. 96
  Horned bear 
  p. 64
  Horse 
  p. 402, SR5
  Imp 
  p. 124
  Iridescent owl 
  p. 97
  Jabberwock 
  p. 111
  Jarl 
  p. 125
  Juggernaut 
  p. 65
  Junkyard dog 
  p. 180
  Kappa 
  p. 126
  Killdeer 
  p. 97
  Kokopelli 
  p. 127
  Kokoro cobra 
  p. 98
  Lamia 
  p. 112
  Libertine 
  p. 148
  Loup-garou 
  p. 89
  Magui 
  p. 133, Hard Targets
  Martichoras 
  p. 65
  Meistersinger 
  p. 66
  Merrow 
  p. 68
  Mongrel 
  p. 148
  Montauk 
  p. 99
  Morbi 
  p. 128
  Mutaqua 
  p. 90
  Naga 
  p. 68
  Neogargoyle 
  p. 99
  Nezumi 
  p. 148
  Nibiinaabe 
  p. 112
  Night Manta 
  p. 134, Hard Targets
  Nosferatu 
  p. 91
  Nocnista 
  p. 129
  Nova scorpion 
  p. 69
  Ozian baboon 
  p. 69
  Pandamonium 
  p. 100
  Pegasus  
  p. 70
  Peryton  
  p. 71
  Phantom  
  p. 130
  Phoenician birds 
  p. 70
  Piasma  
  p. 71
  Preta  
  p. 131
  Raccoon 
  p. 46
  Radhound 
  p. 100
  Rat 
  p. 46
  Razorcat 
  p. 102
  Roachdrone 
  p. 180
  Roc, lesser 
  p. 71
  Rook 
  p. 148
  Sasquatch  
  p. 406, SR5
  Sea leech  
  p. 102
  Sea lion 
  p. 42
  Shadowhound  
  p. 72
  Shardik  
  p. 103
  Shark  
  p. 403, SR5
  Sintax 
  p. 155
  SkySpy 
  p. 180
  Snake 
  p. 42
  Snow snake  
  p. 72
  Souleater leech 
  p. 105
  Spark salmon  
  p. 104
  Spider 
  p. 47
  Spider beast  
  p. 73
  Spidermoose  
  p. 105
  Spray cat 
  p. 174
  Squid 
  p. 43
  Stabber 
  p. 132
  Sugar cat 
  p. 174
  Taser squid 
  p. 173
  Tentacle 
  p. 155
  Thunderbird, greater 
  p. 73
  Troglodyte  
  p. 75
  Tsuchigumo warrior  
  p. 38, Aetherology
  Tungak  
  p. 133
  Unicorn 
  p. 76
  Ver  
  p. 134
  Void wasp  
  p. 106
  Volleying porcupines 
  p. 76
  Vrygoth  
  p. 36, Aetherology
  Vucub caquix  
  p. 135
  War dolphin 
  p. 177
  War horse 
  p. 177
  War hound 
  p. 176
  Wendigo 
  p. 91
  Whale, killer 
  p. 43
  Wild Hunt  
  p. 136
  Wolf  
  p. 403, SR5
  Wolverine, greater 
  p. 77
  Yantra 
  p. 156
  >> HOWLING SHADOWS <<
  200    >> CRITTER TABLES <<  
  
  © 2016 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered 
  trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or 
  other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of 
  InMediaRes Productions, LLC. Printed in the USA.
  Under License From
  ®
  www.catalystgamelabs.com
  Gangers. Corp security. Mr. Johnson. 
  Organized crime. Other shadowrunners. Running 
  in the Sixth World does not exactly lack for 
  obstacles, but only foolish runners worry solely 
  about metahuman opponents. There are plenty 
  of other ways the world can kill you, from 
  throat-ripping martachoras to blood-sucking 
  chupacabras, from the aggressive gamma 
  spider to the swarming harpy. While most 
  runners would be happy to simply avoid these 
  threats, it’s not always possible. Critters may be 
  used as security, they may swarm in abandoned 
  areas runners must investigate, or they may 
  carry valuable reagents runners need. Some of 
  them may even hold the keys to unlocking the 
  sort of powers runners covet.
  Howling Shadows is the critter 
  sourcebook for Shadowrun, Fifth Edition. With 
  a broad range of critters for every habitat, the 
  book has plot hooks that show how critters 
  may be used in campaigns, details on new 
  critter powers, and other information to flesh 
  out Shadowrun adventures and campaigns. 
  Sink your teeth into this one and see how 
  untamed the Sixth World can be.
  Howling Shadows is for use with 
  Shadowrun, Fifth Edition.
  F I F T H  E D I T I O N
   
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Core/Shadowrun 5e - Howling Shadows.pdf