Sapients

Sapients
Sapients

Metahumanity isn't alone, and shares the Sixth World with many other intelligent creatures unrelated to the human species. Here but only a few of those sapients are described. This builds on information in the Runner's Companion, so keep it handy.
Metagenetic traits not in the Runner's Companion are detailed in Menagerie; just mouseover the links to get a brief description of the trait.


Shapeshifter Species
Think the ones on the Runner's Companion are the only ones out there? Think again. (Heck, the book itself says so.) Shapeshifters are a widely diverse lot, hailing from all corners of the globe -- though not very many of them hang out in the sprawls.
On pg. 87 of the Runner's Companion, an optional rule is given for shapeshifters to assume metahuman forms instead of just human; all this is written with that assumption. If you don't like the idea, disregard the bits about elf forms and the like. And in addition to more options in the types of shapeshifters, there's also a new option for all shapeshifters: the Shift (Hybrid) power.

Shift (Hybrid)
This power allows the shapeshifter to assume a quasi-humanoid form blending the characteristics of its natural animal shape and its human or metahuman form. This power is innate to all shapeshifters, but not all of them know it or find it useful; it's apparently a recessive quality, and it takes effort to "unlock" to power. (It costs 5 Karma to "learn" Shift: (Hybrid); this is treated as learning a spell in most regards, except the character is unlocking an innate power rather than learning through formal study.)
Hybrid forms are typically is covered with fur or feathers (as appropriate), has a head and face blending both bestial and hominid features, sports claws, and otherwise mixes animal and metahuman traits. Each hybrid form is unique, however; some are more humanoid than others, one may or may not manifest a tail, and both human-like and digitigrade leg shapes are common. The hybrid form's size is that of the humanoid form or the base animal form, whichever is larger.
Mechanically, the hybrid form functions like the humanoid form, except it has the natural weapons of the animal form and a land speed that is the average of the two movement rates. (Flight is impossible in hybrid form, but aquatic shapeshifters can swim in their half-shapes.) The hybrid shape is humanoid enough to use items, but lacks the manual dexterity of the human form; attacking with hand-held weapons, attempting to using a virtual keyboard, repairing items and the like suffer a -2 penalty (or more) to the test. Claw attacks and other natural weapons doesn't suffer this penalty. Clothes and armor are awkward fits, if they can be worn at all (GM's discretion).

The Tribe of Bones

The strange Tribe of Bones is a loose African cult composed mostly of hyena and vulture shapeshifters, with some jackal-shifters and metahumans rounding out the ranks. The group was founded two decades ago by a vulture-shifter that went by the name "Crooked," reputed to have great charisma, wisdom and magical powers. Despite his death, the Tribe of Bones still prospers. While not all hyena and vulture shapeshifters claim membership in the cult, many do, and they're always willing to induct others. It stands as a unique example of a shapeshifter society, a level of organization normally seen only among metahumans. However, the Tribe of Bones is more often reviled or dismissed than appreciated.
The beliefs of the Tribe of Bones are simple -- its members are shapeshifters, after all, and aren't concerned with complex theological conundrums and debates. Tribe doctrine teaches that that both life and death are sacred, and both are facets of nature's great cycle. Members of this society consider consuming the dead to be a sacred act, a sacrament that honors the deceased and their sacrifice to nature. This respect is offered to their own kind, metahumans, animals, and even their foes. Members of the Tribe also "donate" remains to their natural hyena and vulture brethren and other eaters of carrion; this practice is observed by metahuman members, as they themselves don't partake of dead flesh.
Of course, the dead can't consent to "participate" in Tribe of Bones observances, and members generally don't bother to consult the living on eating their relatives, friends or brethren in the faith. Moving among metahumanity and learning their beliefs has helped, as have allowing metahumans in their ranks... but only somewhat. Most cult shapeshifters have poor reputations due to the bad reputations of hyenas and vultures and their necrophagic practices. The Tribe of Bones doesn't intend offense, however. They revere life as much as death, and don't see them as separate. They only seek to honor nature and their role in it, and they honestly don't understand others' disgust and outrage. If attacked, or if they cause too much of a stir, the Tribe simply moves out of an area and performs their practices elsewhere. The Tribe of Bones gets along just fine with Africans that observe leaving the dead to carrion eaters as a funerary rite, but such communities are rare.
Hyena: Hyenas have long had a reputation among many traditional Africans and colonial invaders as harbingers of ill fortune and familiars to witches; this stigma applies doubly to their changing kin. While often seen on bloody battlefields and stalking disease-struck villages, these shapeshifters don't bring disaster, but instead batten themselves on the effects of others' wrongdoing. They're predators, hunting for game more often than scavenging, and are loyal creatures that possess strong family bonds. Still, the breed's bad reputation persists. Hyena-shifters in metahuman form tend to be powerfully built with prominent jaws and teeth -- appropriate, considering hyenas have the strongest jaws of any mammalian land predator. They often display thick hair with tawny golden highlights and black patches. Sexual dimorphism favors females, who are typically larger and stronger than the men.
Unusual among shapeshifters, those of the hyena species are as likely to assume ork form as human form, depending on the demographics of the area and what allows them to move about most easily. A rare few hyena shapeshifters even adopt the shape of wakyambi (elf variant).

BP Cost: 65.
Attributes: BOD 2/7 (10), AGI 1/6 (9), REA 1/6 (9), STR 1/6 (9), CHA 1/5 (8), INT 1/6 (9), LOG 1/6 (9), WIL 1/6 (9), INI 2/12 (18).
Abilities: Crippling Bite, Disease Resistance, Enhanced Senses (hearing, low-light vision, smell).
Movement: (meters per turn) walk 15/run 50.

Jackal: Seen mostly in African grasslands, jackal shapeshifters are known for their cunning. They're not nearly as shy as many other shapeshifters, and many choose to visit or occupy human communities. They have a very loose understanding of property and typically take what they want, though some grow out of this behavior when exposed to enough human culture. They carry unsavory reputations among most people as scavengers and carrion-eaters (though they prefer fresh meat). Jackal shapeshifters show a preference for human shapes over others, though a few have been known to assume elf or dwarf form.
They have the same stats as fox-shifters, except add Disease Resistance and 5 to the BP cost.

Owl: Owl shapeshifters are quiet and alert, prone to observe unnoticed before acting -- whether to attack or otherwise engage someone, or to simply leave. They generally don't like crowds, and rarely come close to cities or large settlements. Owls can hail from almost anywhere in the world, and this is true of the shapeshifters among them; they can be of any ethnicity, and prefer human and elven forms. Owl shapeshifters tend toward wire-muscled arms and chests, with compact rather than thin builds; their eyes are large and alert, with small and pointed noses. They have excellent hearing as well as superb eyesight.

BP Cost: 75.
Attributes: BOD 1/6 (9), AGI 1/6 (9), REA 1/6 (9), STR 1/6 (9), CHA 1/6 (9), INT 1/6 (9), LOG 1/6 (9), WIL 1/7 (9), INI 2/12 (18).
Abilities: Enhanced Senses (hearing, Vision Enhancement 1, low-light vision, vision magnification).
Movement: (meters per turn) walk 3/run 6, flight 15/70; human form walk 10/run 25 (or as metatype), no flight.

Orca (Killer Whale): Found exclusively along the northeastern coasts of North America, orca shapeshifters are the undisputed lords of the chill seas they hunt. They are a very rare breed (no doubt due to the fact orca are almost extinct), and are seldom seen. When they venture onto land, they assume the forms of Native American humans or elves; occasionally, one may see an ornery orca-ork. Without exception, these shapeshifters are big, slab-muscled and thickly built. They're typically stoic and carry themselves with quiet strength.

BP Cost: 90.
Attributes: BOD 7/13 (19), AGI 1/5 (8), REA 1/5 (8), STR 7/13 (11), CHA 1/6 (9), INT 1/6 (9), LOG 1/6 (9), WIL 1/6 (9), INI 2/12 (18).
Abilities: Breath Control, Enhanced Senses (hearing, low-light vision).
Movement: (meters per turn) helpless on land, swim 15/50; human form walk 10/run 25 (or as metatype).

Shark: Despite the endangered status of natural sharks, shark shapeshifters appear with surprising frequency in Polynesia and along tropical and subtropical coastlines. These monsters are numerous and an increasing number of attacks are are attributed to them. Not only do shark shapeshifters target swimmers, but they have been known to upend small fishing boats and other watercraft, and are quite willing to travel onto land to kill. For this reason they're often called "sea devils."
However, the motivation for this isn't what you might think, as often the shark's "prey" isn't eaten. In almost all cases, victims of shark shapeshifters attacks are either shark poachers or people that pollute or threaten the ocean. They typically strike shark-hunters and their boats, waste disposal workers, even corporate executives that profit from shark exploitation. (It's unknown where the illiterate and unsocialized sea devils get information about their quarry or how they locate them.) Many shark-shifters die in these attempts, but it's not long before another shapeshifter is out stalking the same quarry. These attacks rarely cease until the victim is dead or the offensive practice is stopped. Attempts to recruit sea devils by environmentalists or ecoterrorist groups meet stony silence or threats; they simply aren't interested in political activism or social interaction of any sort. They exist simply to kill and then return to their watery depths. Once significant threats to the shark population no longer exist in an area, the incidence of shark shapeshifters reduces dramatically. This behavior baffles cryptozoologists; the sea devils themselves don't care.
A single handful of shark shapeshifters exist as something other than guided missiles; they manifest for whatever reasons other shapeshifters do, or attain free will after carry out their directives. These sea devils tend to become curious about the surface world and attempt to interact with people, with varying degrees of success (typically not all that well). Most take human form, with a few wearing ork and menehune shapes; regardless of the metatype form they assume, devils have cold eyes, rough skin and a predatory aura about them.

BP Cost: 75.
Attributes: BOD 3/8 (12), AGI 1/6 (9), REA 1/6 (9), STR 7/13 (11), CHA 1/4 (7), INT 1/5 (8), LOG 1/4 (7), WIL 1/6 (9), INI 2/12 (18).
Abilities: Enhanced Senses (Electrosense, smell), gills.
Movement: (meters per turn) helpless on land, swim 15/50; human form walk 10/run 25 (or as metatype).

Vulture: Like the hyena, the vulture isn't well-regarded by most people. What's to like, really? They're ugly and eat carrion! However, they serve a vital role in nature's cycle, as do vulture shapeshifters. These sapients are quiet, reserved and gregarious, typically moving with shapeshifters of their own kind or normal vultures as "flocks." They're undeserving of their evil reputation as disease-carriers, as they prey exclusively on the dead; they don't bring death, they simply exploit it. They have no desire to molest the living. Vulture shapeshifters are usually wiry and gaunt in metahuman form, with prominent noses and alert eyes. They rarely choose forms other than human, but a few become wakyambi (in Africa), xapiri thepe (in South America) and orks.

BP Cost: 70.
Attributes: BOD 1/6 (9), AGI 1/6 (9), REA 1/6 (9), STR 1/6 (9), CHA 1/5 (8), INT 1/6 (9), LOG 1/6 (9), WIL 2/7 (10), INI 2/12 (18).
Abilities: Disease Resistance, Enhanced Senses (Vision Enhancement 2, Vision magnification).
Movement: (meters per turn) walk 3/run 6, flight 15/70; human form walk 10/run 25 (or as metatype), no flight.

Shark-people eating fatcat corporates and fucking poachers? Sounds great to me.
> Tyson378

Wow. Sometimes I forget how goddamned stupid people can be.

Hey Tyson, you don't like the big evil corporations, huh? Even the ones that pad your accounts? Wanna bet you really like eating, buying stuff and having a place to live, though? Wanna bet you've done some really underhanded things for the evil corps for money? Wanna bet if you were starving and needed the Nuyen bad enough, you'd hunt your favorite endangered animal, cook it, garnish it and serve it to your fatcat corporate benefactor while refilling his SoyCaff Latte? Wanna bet that's the motivation those "fucking poachers" have for hunting sharks, people way worse off than any of us and with families to feed? Wanna bet a lot more desperate fishermen died than fatcat corporates? Wanna bet shark-shifter rampages have done a lot to hurt the cause of shark conservation and poison people against the species? And do you wanna bet that doesn't help our Mother one bit?

So... wanna take me up on any of those, you elitist trust fund prick?
> Moxie_Cotton

Wow. =O
> Triggernometry
_


Yeti
A close relation to the North American sasquatch, yeti have only been recently been identified as a distinct sapient species. The yeti exist exclusively in the Himalayas, forming small communities in inaccessible mountain areas. They're more resistant to cold than sasquatches, and are adapted for high altitudes and mountain-climbing; however, they have little tolerance for warm or humid climates, and find the air at low altitudes "too thick." They are reclusive, but have made some contact with Tibetan communities and trade goods and information. They speak their own language of guttural grunts, hoots, clicks and whistles, but like sasquatches they can't speak human languages; they can be taught sign language, however. Their own language, plus a fairly developed culture, hints that yeti may have existed before the awakening (or at least are very quick learners). While they practice their own simple animistic faith and possess shamans, several practice Tibetan Buddhism and a few have shown talent in its traditional magics. Yeti are generally peaceful but are dangerous when riled, as hunters and invaders to their territory have discovered.
Yeti are squat and wide-shouldered, not as tall as sasquatches, with slightly conical skull structures and flat black noses and bifurcated upper lip. There is little exposed skin, which is blue-gray in tone. Their eyes are slanted, appearing almost feline, and are typically ice blue or green. They have large padded hands and semi-prehensile feet that assist in climbing and gripping rock; their grip is very strong. However, they move awkwardly on level ground. Their most noticeable feature is their thick, white, shaggy fur, which is beautiful and has excellent insulating properties. Yeti typically wear little clothing, aside from beads, sashes and cloth swatches that designate status and tribe; however, they bundle up with handmade cloaks and foot wraps in the coldest conditions. (They usually don't wear human-made clothing, as it's hard to find things in their size, though troll-wear is a close fit.

BP Cost: 45.
Attributes: BOD 6/11 (16), AGI 1/6 (9), REA 1/6 (9), STR 5/10 (15), CHA 1/6 (9), INT 1/6 (9), LOG 1/6 (9), WIL 1/6 (9), INI 2/12 (18).
Abilities: +1 Reach, Climate Adaptation (arctic), Dual-Natured, Insulating Pelt, Mountaineer, Sapience.
Weaknesses: Uneducated, Heat Vulnerability (treat as light allergy in temperatures above 15C)
Movement: (meters per turn) walk 12/run 30; can climb mountains or rocks at walking rate (12).


Shadowrun Index
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Menagerie
Metatypes
Sapients
Mysticism
Traditions
Arcana
Dark Ops Tech