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		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3625</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3625"/>
		<updated>2020-03-12T16:40:12Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Terrestrial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
Sharks are a type of fish with a streamlined body and cartilage skeleton. They also have several sets of teeth and dermal denticles that cover their skin&lt;br /&gt;
&lt;br /&gt;
'''Denticles:''' Body structure similar to teeth found on the outside of the skin.&lt;br /&gt;
&lt;br /&gt;
===Great White===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=5|Reaction=5|Strength=10&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 7P, AP 1)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Hammerhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=5|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mako, Tiger Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Pike Shark===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=5|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Salmon Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mega Mouth Shark, Whale Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sturgeon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=6|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
This category includes many small bony fish that live in both freshwater and oceans&lt;br /&gt;
===Goldfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Any small pet store fish, Betas, Sardines&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Conger===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Freshwater Eel&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Salmon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Trout&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Apex Predators==&lt;br /&gt;
===Alligator===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=4|Reaction=4|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=2|Willpower=2&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/35&lt;br /&gt;
|Skills=Perception 3, Infiltration 2, Shadowing 3, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Natural Weapon (Bite DV 6P, AP -2), Enhanced Senses (Smell)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Crocodile&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Komodo Dragon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=4|Reaction=4|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=2|Willpower=2&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/35&lt;br /&gt;
|Skills=Perception 3, Infiltration 2, Shadowing 3, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Natural Weapon (Bite DV 6P, AP -2), Enhanced Senses (Smell), Venom&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Alligator Turtle===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=2|Willpower=2&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/35&lt;br /&gt;
|Skills=Perception 3, Infiltration 2, Shadowing 3, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Natural Weapon (Bite DV 6P, AP -2), Enhanced Senses (Smell)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Caiman&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Monitor Lizard===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=4|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=2|Willpower=2&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/35&lt;br /&gt;
|Skills=Perception 3, Infiltration 2, Shadowing 3, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Natural Weapon (Bite DV 6P, AP -2), Enhanced Senses (Smell), Venom&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Boar===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=2|Willpower=2&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/40&lt;br /&gt;
|Skills=Perception 2, Running 1, Tracking 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite/Tusk DV 3P, AP 0), Enhanced Senses (Smell)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Feral Pig, Warthog&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cheetah===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=4&lt;br /&gt;
|Charisma=3|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=2|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/80&lt;br /&gt;
|Skills=Climbing 2, Infiltration 2, Perception 2, Running 4, Tracking 2, Unarmed Combat 3&lt;br /&gt;
|Powers=Natural Weapon (Bite/Claws DV 5P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Grizzly Bear===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=9&lt;br /&gt;
|Charisma=3|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/45&lt;br /&gt;
|Skills=Climbing 2, Intimidation 2, Perception 3, Running 2, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Natural Weapon (Bite/Claws DV 5P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Kodiak Bear&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Black Bear===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/45&lt;br /&gt;
|Skills=Climbing 2, Intimidation 2, Perception 3, Running 2, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Natural Weapon (Bite/Claws DV 5P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Asian Bear, Sun Bear&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Panda Bear===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/45&lt;br /&gt;
|Skills=Climbing 2, Intimidation 2, Perception 3, Running 2, Tracking 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Natural Weapon (Bite/Claws DV 5P, AP 0)&lt;br /&gt;
|Weaknesses=Dietary Requirement (Bamboo)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Canines==&lt;br /&gt;
===African Wild Dog===&lt;br /&gt;
===Medium and Small Domestic Dog===&lt;br /&gt;
==Large Herbivores==&lt;br /&gt;
===Antelope===&lt;br /&gt;
===Moose===&lt;br /&gt;
===Zebra===&lt;br /&gt;
==Large Vermin==&lt;br /&gt;
===Norwegian Rat===&lt;br /&gt;
===Hamster===&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Elephant===&lt;br /&gt;
===Giraffe===&lt;br /&gt;
===Hippopotamus===&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Large Domestics==&lt;br /&gt;
===Domestic Cow===&lt;br /&gt;
===Bison===&lt;br /&gt;
===Camel===&lt;br /&gt;
==Primates==&lt;br /&gt;
===Baboon===&lt;br /&gt;
===Green Monkey===&lt;br /&gt;
===Mouse Lemur===&lt;br /&gt;
==Small Herbivores==&lt;br /&gt;
===Aardvark===&lt;br /&gt;
===Beaver===&lt;br /&gt;
===Domestic Pig===&lt;br /&gt;
===Kangaroo===&lt;br /&gt;
===Ostrich===&lt;br /&gt;
===Sheep===&lt;br /&gt;
==Small Predators==&lt;br /&gt;
===Bobcat===&lt;br /&gt;
===Domestic Cat===&lt;br /&gt;
===Fox===&lt;br /&gt;
===Ferret===&lt;br /&gt;
===Raccoon===&lt;br /&gt;
===Wolverine===&lt;br /&gt;
==Small Vermin==&lt;br /&gt;
===Anole===&lt;br /&gt;
===Cockroach===&lt;br /&gt;
===Fire Ants===&lt;br /&gt;
===Spider===&lt;br /&gt;
==Snakes==&lt;br /&gt;
===Cobra===&lt;br /&gt;
===Python===&lt;br /&gt;
&lt;br /&gt;
=Aerial=&lt;br /&gt;
==Flying Vermin==&lt;br /&gt;
===Canary===&lt;br /&gt;
===Crow===&lt;br /&gt;
==Raptors==&lt;br /&gt;
===Albatross===&lt;br /&gt;
===Eagle===&lt;br /&gt;
===Eagle Owl===&lt;br /&gt;
==Fowl==&lt;br /&gt;
===Duck===&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3624</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3624"/>
		<updated>2020-03-11T00:23:33Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Terrestrial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
Sharks are a type of fish with a streamlined body and cartilage skeleton. They also have several sets of teeth and dermal denticles that cover their skin&lt;br /&gt;
&lt;br /&gt;
'''Denticles:''' Body structure similar to teeth found on the outside of the skin.&lt;br /&gt;
&lt;br /&gt;
===Great White===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=5|Reaction=5|Strength=10&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 7P, AP 1)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Hammerhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=5|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mako, Tiger Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Pike Shark===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=5|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Salmon Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mega Mouth Shark, Whale Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sturgeon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=6|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
This category includes many small bony fish that live in both freshwater and oceans&lt;br /&gt;
===Goldfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Any small pet store fish, Betas, Sardines&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Conger===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Freshwater Eel&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Salmon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Trout&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Apex Predators==&lt;br /&gt;
===Alligator===&lt;br /&gt;
===Boar===&lt;br /&gt;
===Cheetah===&lt;br /&gt;
===Grizzly Bear===&lt;br /&gt;
==Canines==&lt;br /&gt;
===African Wild Dog===&lt;br /&gt;
===Medium and Small Domestic Dog===&lt;br /&gt;
==Large Herbivores==&lt;br /&gt;
===Antelope===&lt;br /&gt;
===Moose===&lt;br /&gt;
===Zebra===&lt;br /&gt;
==Large Vermin==&lt;br /&gt;
===Norwegian Rat===&lt;br /&gt;
===Hamster===&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Elephant===&lt;br /&gt;
===Giraffe===&lt;br /&gt;
===Hippopotamus===&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Large Domestics==&lt;br /&gt;
===Domestic Cow===&lt;br /&gt;
===Bison===&lt;br /&gt;
===Camel===&lt;br /&gt;
==Primates==&lt;br /&gt;
===Baboon===&lt;br /&gt;
===Green Monkey===&lt;br /&gt;
===Mouse Lemur===&lt;br /&gt;
==Small Herbivores==&lt;br /&gt;
===Aardvark===&lt;br /&gt;
===Beaver===&lt;br /&gt;
===Domestic Pig===&lt;br /&gt;
===Kangaroo===&lt;br /&gt;
===Ostrich===&lt;br /&gt;
===Sheep===&lt;br /&gt;
==Small Predators==&lt;br /&gt;
===Bobcat===&lt;br /&gt;
===Domestic Cat===&lt;br /&gt;
===Fox===&lt;br /&gt;
===Ferret===&lt;br /&gt;
===Raccoon===&lt;br /&gt;
===Wolverine===&lt;br /&gt;
==Small Vermin==&lt;br /&gt;
===Anole===&lt;br /&gt;
===Cockroach===&lt;br /&gt;
===Fire Ants===&lt;br /&gt;
===Spider===&lt;br /&gt;
==Snakes==&lt;br /&gt;
===Cobra===&lt;br /&gt;
===Python===&lt;br /&gt;
&lt;br /&gt;
=Aerial=&lt;br /&gt;
==Flying Vermin==&lt;br /&gt;
===Canary===&lt;br /&gt;
===Crow===&lt;br /&gt;
==Raptors==&lt;br /&gt;
===Albatross===&lt;br /&gt;
===Eagle===&lt;br /&gt;
===Eagle Owl===&lt;br /&gt;
==Fowl==&lt;br /&gt;
===Duck===&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3623</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3623"/>
		<updated>2020-03-11T00:15:16Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Terrestrial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
Sharks are a type of fish with a streamlined body and cartilage skeleton. They also have several sets of teeth and dermal denticles that cover their skin&lt;br /&gt;
&lt;br /&gt;
'''Denticles:''' Body structure similar to teeth found on the outside of the skin.&lt;br /&gt;
&lt;br /&gt;
===Great White===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=5|Reaction=5|Strength=10&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 7P, AP 1)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Hammerhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=5|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mako, Tiger Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Pike Shark===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=5|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Salmon Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mega Mouth Shark, Whale Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sturgeon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=6|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
This category includes many small bony fish that live in both freshwater and oceans&lt;br /&gt;
===Goldfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Any small pet store fish, Betas, Sardines&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Conger===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Freshwater Eel&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Salmon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Trout&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Apex Predators==&lt;br /&gt;
===Alligator===&lt;br /&gt;
===Boar===&lt;br /&gt;
===Cheetah===&lt;br /&gt;
===Grizzly Bear===&lt;br /&gt;
==Canines==&lt;br /&gt;
===African Wild Dog===&lt;br /&gt;
===Medium and Small Domestic Dog===&lt;br /&gt;
==Large Herbivores==&lt;br /&gt;
===Antelope===&lt;br /&gt;
===Moose===&lt;br /&gt;
===Zebra===&lt;br /&gt;
==Large Vermin==&lt;br /&gt;
===Norwegian Rat===&lt;br /&gt;
===Hamster===&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Elephant===&lt;br /&gt;
===Giraffe===&lt;br /&gt;
===Hippopotamus===&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Large Domestics==&lt;br /&gt;
===Domestic Cow===&lt;br /&gt;
===Bison===&lt;br /&gt;
===Camel===&lt;br /&gt;
==Primates==&lt;br /&gt;
===Baboon===&lt;br /&gt;
===Green Monkey===&lt;br /&gt;
===Mouse Lemur===&lt;br /&gt;
==Small Herbivores==&lt;br /&gt;
===Aardvark===&lt;br /&gt;
===Beaver===&lt;br /&gt;
===Domestic Pig===&lt;br /&gt;
===Kangaroo===&lt;br /&gt;
===Ostrich===&lt;br /&gt;
===Sheep===&lt;br /&gt;
==Small Predators==&lt;br /&gt;
===Bobcat===&lt;br /&gt;
===Domestic Cat===&lt;br /&gt;
===Fox===&lt;br /&gt;
===Ferret===&lt;br /&gt;
===Raccoon===&lt;br /&gt;
===Wolverine===&lt;br /&gt;
==Small Vermin==&lt;br /&gt;
===Anole===&lt;br /&gt;
===Cockroach===&lt;br /&gt;
===Fire Ants===&lt;br /&gt;
===Spider===&lt;br /&gt;
==Snakes==&lt;br /&gt;
===Cobra===&lt;br /&gt;
===Python===&lt;br /&gt;
=Aerial=&lt;br /&gt;
==Flying Vermin==&lt;br /&gt;
===Canary===&lt;br /&gt;
===Crow===&lt;br /&gt;
==Raptors==&lt;br /&gt;
===Albatross===&lt;br /&gt;
===Eagle===&lt;br /&gt;
===Eagle Owl===&lt;br /&gt;
==Fowl==&lt;br /&gt;
===Duck===&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3622</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3622"/>
		<updated>2020-03-10T22:58:05Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Aquatic Vermin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
Sharks are a type of fish with a streamlined body and cartilage skeleton. They also have several sets of teeth and dermal denticles that cover their skin&lt;br /&gt;
&lt;br /&gt;
'''Denticles:''' Body structure similar to teeth found on the outside of the skin.&lt;br /&gt;
&lt;br /&gt;
===Great White===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=5|Reaction=5|Strength=10&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 7P, AP 1)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Hammerhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=5|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mako, Tiger Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Pike Shark===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=5|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Salmon Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mega Mouth Shark, Whale Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sturgeon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=6|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
This category includes many small bony fish that live in both freshwater and oceans&lt;br /&gt;
===Goldfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Any small pet store fish, Betas, Sardines&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Conger===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 1&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Freshwater Eel&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Salmon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=1|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=0|Logic=0|Willpower=0&lt;br /&gt;
|Edge=0|Essence=6|Initiative=1|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Swimming 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals:''' Trout&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3621</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3621"/>
		<updated>2020-03-10T22:53:17Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Sharks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
Sharks are a type of fish with a streamlined body and cartilage skeleton. They also have several sets of teeth and dermal denticles that cover their skin&lt;br /&gt;
&lt;br /&gt;
'''Denticles:''' Body structure similar to teeth found on the outside of the skin.&lt;br /&gt;
&lt;br /&gt;
===Great White===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=5|Reaction=5|Strength=10&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 7P, AP 1)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Hammerhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=5|Strength=7&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mako, Tiger Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Pike Shark===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=5|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=4|Logic=1|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/50 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite: 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Salmon Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=10|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Mega Mouth Shark, Whale Shark&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sturgeon===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=6|Agility=4|Reaction=4|Strength=5&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=2|Willpower=3&lt;br /&gt;
|Edge=2|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/20 (swimming)&lt;br /&gt;
|Skills=Infiltration 2, Perception 2, Swimming 2, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
===Goldfish===&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3620</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3620"/>
		<updated>2020-03-10T22:34:27Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Aquatic=&lt;br /&gt;
Two-thirds of the Earth's surface is covered in water. Water also sustains life in the form of rain falling from clouds into rivers and then flowing into the sea. From the Amazon and the Mississippi to the Great Barrier Reef, life abounds in the water.&lt;br /&gt;
==Cephalopods==&lt;br /&gt;
Cephalopods are mollusks with prominent heads and long arms. There are three subclasses of cephalopods: cuttlefish, octopus, and squid.&lt;br /&gt;
===Octopus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=3&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+2 Reach&lt;br /&gt;
|Description=Octopi are boneless, and they can squeeze into cracks and holes as small as their beak; the only hard thing in their body.&lt;br /&gt;
&lt;br /&gt;
'''Similar Animals''': Squid&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Giant Squid===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=3|Reaction=2|Strength=8&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+3 Reach&lt;br /&gt;
|Description=North Pacific Giant Octopus&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Cuttlefish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=3|Reaction=2|Strength=1&lt;br /&gt;
|Charisma=1|Intuition=3|Logic=4|Willpower=3&lt;br /&gt;
|Edge=0|Essence=6|Initiative=5|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=15/25 (swimming)&lt;br /&gt;
|Skills=Escape Artist 3, Perception 3, Swimming 3, Unarmed Combat 3&lt;br /&gt;
|Powers=Gills, Substance Extrusion (Ink)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=+1 Reach&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jellyfish==&lt;br /&gt;
Jellyfish is an all encompassing term for gelatinous zooplankton. Jellyfish usually have an umbrella-shaped, gelatinous body and trailing tentacles.&lt;br /&gt;
===Box Jellyfish===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=2|Reaction=1|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=2|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=1/1 (swimming)&lt;br /&gt;
|Skills=Unarmed Combat 1,&lt;br /&gt;
|Powers=Gills, Venom&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Portuguese Man O' War&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Marine Mammals==&lt;br /&gt;
Some land mammals have returned to the oceans. While they lost their legs in exchange for flippers and fins, they still have the same gymnastic grace.&lt;br /&gt;
===Bottlenose Dolphin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=5|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 2,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special='''Similar Animals''': Pilot Whale, Porpoise, River Dolphin&lt;br /&gt;
|Description=Strange things have been noted in the oceans in recent years. Drones and networked buoys have been mysteriously hacked. It is rumored that dolphins have learned or have been taught a new trick.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Orca===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=11|Reaction=5|Strength=8&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=4|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=9|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=20/80 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 4, Perception 3, Swimming 4, Unarmed Combat 3,&lt;br /&gt;
|Powers=Enhanced Senses (Sonar), Natural Weapon (Bite: DV 6P, AP 0), Unarmed Combat 3&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Blue Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=24|Agility=4|Reaction=4|Strength=25&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Bowhead===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=23&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Fin, Grey, Humpback&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Narwhal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=11|Agility=4|Reaction=4|Strength=12&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description='''Similar Animals''': Beaked Whale, Bottlenose Whale&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Elephant Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=9|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (1/2), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Right Whale===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=20|Agility=4|Reaction=4|Strength=20&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Walrus===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=8|Agility=4|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=2|Intuition=3|Logic=3|Willpower=5&lt;br /&gt;
|Edge=0|Essence=6|Initiative=7|InitiativePasses=1|&lt;br /&gt;
|Frequency=Rare&lt;br /&gt;
|Movement=20/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Armor (2/4), Enhanced Senses (Sonar), Natural Weapon (Tusk: DV 4P, AP 0)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Penguin===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=3|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=2|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3&lt;br /&gt;
|Powers=&lt;br /&gt;
|Weaknesses=Fragile 2&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Lion===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=7|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 4&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 4P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Seal===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=5|Agility=5|Reaction=4|Strength=6&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 2, Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Sea Otter===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=5|Reaction=4|Strength=2&lt;br /&gt;
|Charisma=3|Intuition=4|Logic=3|Willpower=4&lt;br /&gt;
|Edge=0|Essence=6|Initiative=8|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/30 (swimming)&lt;br /&gt;
|Skills=Diving 2, Gymnastics 3, Perception 2, Swimming 4, Unarmed Combat 1&lt;br /&gt;
|Powers=Natural Weapon (Bite: DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=Fragile 1&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Predatory Fish==&lt;br /&gt;
===Electric Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=1|Agility=2|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=0|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Infiltration 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock: DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=The electric eel's shock has a range of 3 meters, and is resisted by half impact armor&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint='''Electrolocation:''' The biological ability to perceive electrical impulses, including those from living creatures.&lt;br /&gt;
}}&lt;br /&gt;
===Piranha===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=0|Agility=4|Reaction=2|Strength=0&lt;br /&gt;
|Charisma=1|Intuition=1|Logic=0|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=3|InitiativePasses=1|&lt;br /&gt;
|Frequency=Uncommon&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite DV 2P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Barracuda===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=20/60 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 4, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
===Moray Eel===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=2|Agility=3|Reaction=2|Strength=2&lt;br /&gt;
|Charisma=1|Intuition=2|Logic=1|Willpower=1&lt;br /&gt;
|Edge=1|Essence=6|Initiative=4|InitiativePasses=1|&lt;br /&gt;
|Frequency=Common&lt;br /&gt;
|Movement=10/20 (swimming)&lt;br /&gt;
|Skills=Perception 2, Swimming 3, Unarmed Combat 2&lt;br /&gt;
|Powers=Enhanced Senses (Smell), Gills, Natural Weapon (Bite DV 3P, AP 0)&lt;br /&gt;
|Weaknesses=&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
==Sharks==&lt;br /&gt;
===Great White===&lt;br /&gt;
===Manta Ray===&lt;br /&gt;
==Aquatic Vermin==&lt;br /&gt;
===Goldfish===&lt;br /&gt;
=Terrestrial=&lt;br /&gt;
==Megafauna==&lt;br /&gt;
===Rhinoceros===&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3619</id>
		<title>Template:SR4:Critter Template</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3619"/>
		<updated>2020-03-10T21:59:33Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 1em auto 1em  auto;&amp;quot;&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP!!SOURCE&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
| {{{Body|-}}}&lt;br /&gt;
| {{{Agility|-}}}&lt;br /&gt;
| {{{Reaction|-}}}&lt;br /&gt;
| {{{Strength| }}}&lt;br /&gt;
| {{{Charisma|-}}}&lt;br /&gt;
| {{{Intuition|-}}}&lt;br /&gt;
| {{{Logic|-}}}&lt;br /&gt;
| {{{Willpower| }}}&lt;br /&gt;
| {{{Edge| }}}&lt;br /&gt;
| {{{Essence| }}}&lt;br /&gt;
| {{{Initiative| }}}&lt;br /&gt;
| {{{InitiativePasses| }}}&lt;br /&gt;
| {{{Source|SR4:RW}}}&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Frequency&lt;br /&gt;
|{{{Frequency| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Movement&lt;br /&gt;
|{{{Movement| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Skills&lt;br /&gt;
|{{{Skills| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Powers&lt;br /&gt;
|{{{Powers| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Weaknesses&lt;br /&gt;
|{{{Weaknesses| }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Jackpoint --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Jackpoint| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Special Notes --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Special| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Description | }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=|Agility=|Reaction=|Strength=&lt;br /&gt;
|Charisma=|Intuition=|Logic=|Willpower=&lt;br /&gt;
|Edge=|Essence=|Initiative=|IP=|&lt;br /&gt;
|Frequency=&lt;br /&gt;
|Movement=&lt;br /&gt;
|Skills=&lt;br /&gt;
|Powers=&lt;br /&gt;
|Source=&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3618</id>
		<title>Template:SR4:Critter Template</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3618"/>
		<updated>2020-03-10T21:34:57Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 1em auto 1em  auto;&amp;quot;&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP!!SOURCE&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
| {{{Body|-}}}&lt;br /&gt;
| {{{Agility|-}}}&lt;br /&gt;
| {{{Reaction|-}}}&lt;br /&gt;
| {{{Strength| }}}&lt;br /&gt;
| {{{Charisma|-}}}&lt;br /&gt;
| {{{Intuition|-}}}&lt;br /&gt;
| {{{Logic|-}}}&lt;br /&gt;
| {{{Willpower| }}}&lt;br /&gt;
| {{{Edge| }}}&lt;br /&gt;
| {{{Essence| }}}&lt;br /&gt;
| {{{Initiative| }}}&lt;br /&gt;
| {{{InitiativePasses| }}}&lt;br /&gt;
| {{{Source|SR4:RW}}}&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Frequency&lt;br /&gt;
|{{{Frequency| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Movement&lt;br /&gt;
|{{{Movement| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Skills&lt;br /&gt;
|{{{Skills| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Powers&lt;br /&gt;
|{{{Powers| }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Jackpoint --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Jackpoint| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Special Notes --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Special| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Description | }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=|Agility=|Reaction=|Strength=&lt;br /&gt;
|Charisma=|Intuition=|Logic=|Willpower=&lt;br /&gt;
|Edge=|Essence=|Initiative=|IP=|&lt;br /&gt;
|Frequency=&lt;br /&gt;
|Movement=&lt;br /&gt;
|Skills=&lt;br /&gt;
|Powers=&lt;br /&gt;
|Source=&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3617</id>
		<title>Template:SR4:Critter Template</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3617"/>
		<updated>2020-03-10T21:33:55Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 1em auto 1em  auto;&amp;quot;&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP!!SOURCE&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
| {{{Body|-}}}&lt;br /&gt;
| {{{Agility|-}}}&lt;br /&gt;
| {{{Reaction|-}}}&lt;br /&gt;
| {{{Strength| }}}&lt;br /&gt;
| {{{Charisma|-}}}&lt;br /&gt;
| {{{Intuition|-}}}&lt;br /&gt;
| {{{Logic|-}}}&lt;br /&gt;
| {{{Willpower| }}}&lt;br /&gt;
| {{{Edge| }}}&lt;br /&gt;
| {{{Essence| }}}&lt;br /&gt;
| {{{Initiative| }}}&lt;br /&gt;
| {{{InitiativePasses| }}}&lt;br /&gt;
| {{{Source|SR4:RW}}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Frequency&lt;br /&gt;
|{{{Frequency| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Movement&lt;br /&gt;
|{{{Movement| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Skills&lt;br /&gt;
|{{{Skills| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Powers&lt;br /&gt;
|{{{Powers| }}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Special Notes --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Special| }}}&lt;br /&gt;
&amp;lt;!-- Jackpoint --&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Jackpoint| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Description | }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=|Agility=|Reaction=|Strength=&lt;br /&gt;
|Charisma=|Intuition=|Logic=|Willpower=&lt;br /&gt;
|Edge=|Essence=|Initiative=|IP=|&lt;br /&gt;
|Frequency=&lt;br /&gt;
|Movement=&lt;br /&gt;
|Skills=&lt;br /&gt;
|Powers=&lt;br /&gt;
|Source=&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3616</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3616"/>
		<updated>2020-03-08T23:24:10Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Megafauna=&lt;br /&gt;
==Rhinoceros==&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3615</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3615"/>
		<updated>2020-03-08T23:21:52Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rhinoceros==&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3614</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3614"/>
		<updated>2020-03-08T23:21:42Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rhinoceros==&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP&lt;br /&gt;
|-&lt;br /&gt;
|12||3||4||16||2||2||2||2||2||6||6||1&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Frequency&lt;br /&gt;
|Extremely Rare&lt;br /&gt;
|-&lt;br /&gt;
!Movement&lt;br /&gt;
|15/50&lt;br /&gt;
|-&lt;br /&gt;
!Skills&lt;br /&gt;
|Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|-&lt;br /&gt;
!Powers&lt;br /&gt;
|Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|}&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=12|Agility=3|Reaction=4|Strength=16&lt;br /&gt;
|Charisma=2|Intuition=2|Logic=2|Willpower=2&lt;br /&gt;
|Edge=2|Essence=6|Initiative=6|InitiativePasses=1|&lt;br /&gt;
|Frequency=Extremely Rare&lt;br /&gt;
|Movement=15/50&lt;br /&gt;
|Skills=Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|Powers=Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|Source=SR4:RW&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3613</id>
		<title>Template:SR4:Critter Template</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Template&amp;diff=3613"/>
		<updated>2020-03-08T23:20:02Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;{| style=&amp;quot;margin: 1em auto 1em  auto;&amp;quot; &amp;lt;!-- Stats --&amp;gt; |colspan=&amp;quot;3&amp;quot;| &amp;lt;!-- Stats --&amp;gt; {|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |-style=&amp;quot;background:black;color:gold;&amp;quot; !B!!A!!R!!S!!...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 1em auto 1em  auto;&amp;quot;&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Stats --&amp;gt;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:black;color:gold;&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP!!SOURCE&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
| {{{Body|-}}}&lt;br /&gt;
| {{{Agility|-}}}&lt;br /&gt;
| {{{Reaction|-}}}&lt;br /&gt;
| {{{Strength| }}}&lt;br /&gt;
| {{{Charisma|-}}}&lt;br /&gt;
| {{{Intuition|-}}}&lt;br /&gt;
| {{{Logic|-}}}&lt;br /&gt;
| {{{Willpower| }}}&lt;br /&gt;
| {{{Edge| }}}&lt;br /&gt;
| {{{Essence| }}}&lt;br /&gt;
| {{{Initiative| }}}&lt;br /&gt;
| {{{InitiativePasses| }}}&lt;br /&gt;
| {{{Source|SR4:RW}}}&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Frequency&lt;br /&gt;
|{{{Frequency| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Movement&lt;br /&gt;
|{{{Movement| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Skills&lt;br /&gt;
|{{{Skills| }}}&lt;br /&gt;
|-style=&amp;quot;background:gray;color:white;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Powers&lt;br /&gt;
|{{{Powers| }}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Special Notes --&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Special| }}}&lt;br /&gt;
&amp;lt;!-- Jackpoint --&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Jackpoint| }}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Description --&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{{Description | }}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
{{SR4:Critter Template&lt;br /&gt;
|Body=|Agility=|Reaction=|Strength=&lt;br /&gt;
|Charisma=|Intuition=|Logic=|Willpower=&lt;br /&gt;
|Edge=|Essence=|Initiative=|IP=|&lt;br /&gt;
|Frequency=&lt;br /&gt;
|Movement=&lt;br /&gt;
|Skills=&lt;br /&gt;
|Powers=&lt;br /&gt;
|Source=&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3612</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3612"/>
		<updated>2020-03-08T22:50:26Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rhinoceros==&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!Init!!IP&lt;br /&gt;
|-&lt;br /&gt;
|12||3||4||16||2||2||2||2||2||6||6||1&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Frequency&lt;br /&gt;
|Extremely Rare&lt;br /&gt;
|-&lt;br /&gt;
!Movement&lt;br /&gt;
|15/50&lt;br /&gt;
|-&lt;br /&gt;
!Skills&lt;br /&gt;
|Perception 2, Running 2, Unarmed Combat 3,&lt;br /&gt;
|-&lt;br /&gt;
!Powers&lt;br /&gt;
|Armor (2/4), Natural Weapon (Horn: DV 10P, AP-2)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3611</id>
		<title>SR4:MundaneCritters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:MundaneCritters&amp;diff=3611"/>
		<updated>2020-03-08T22:36:13Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;==Rhinocerous==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rhinocerous==&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3610</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3610"/>
		<updated>2020-03-08T21:35:40Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Abrams Lobster|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Afanc|Region=Swamp|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Amphora mite|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barghest|Type=Paranormal|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Basilisk|Type=Paranormal|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Behemoth|Type=Paranormal|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Black Annis|Type=Paranormal|Region=Forest/Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blink Sloth|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blood Monkey|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Centaur|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus Hound|Region=Forest/Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra (Havana variant)|Region=Jungle|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra Mk.II|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockatrice|Region=Grasslands/Plains/Prairie}}&lt;br /&gt;
{{SR5:Critter Row|Name=Conway's Cheetah|Region=Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral Butterfly|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Demon Rat|Region=Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil Jack Diamond|Region=Freshwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Drop Bear|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Fenrir Wolf|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm Viper|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Mountains/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ghoul|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Glow Rat|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gomatia|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hell Hound|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hellcow|Region=Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned Bear|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Iridescent Owl|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert/Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Forest/Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokoro Cobra|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Magui|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Martichoras|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Meistersinger|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Merrow|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Naga|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Neogargoyle|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Night Manta|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ozian Baboon|Region=Grasslands/Plains/Prairie/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pandamonium|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pegasus|Region=Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician Birds|Region=Forest/Grasslands/Plains/Prairie/Jungle/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Piasma|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Radhound|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sasquatch|Region=Mountains}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Leech|Region=Saltwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shardik|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow Snake|Region=Forest/Tundra/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Souleater Leech|Region=Freshwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark Salmon|Region=Freshwater/Saltwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider Beast|Region=Forest/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spidermoose|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Thunderbird, Greater|Region=Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Troglodyte|Region=Underground|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Void wasp|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Volleying porcupines|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Wolverine, greater|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Alligator|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bear|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Boar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chimpanzee|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Eagle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Elephant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Giraffe|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snake|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barracuda|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Dolphin|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Lion|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Squid|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killer Whale|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Domestic Cat|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockroach|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Crow|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ferret|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Raccoon|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Rat|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Extraplanar==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Anarch|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Arboreal|Region=Forest/Jungle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blackjack|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Boggle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bugul|Region=Seelie Court  |Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chindi|Region=The Hunting Grounds|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Corpselight|Region=Forests/Swamps|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Croki|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Duende|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Elvar|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ejerian|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Erinyes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Green Man/Heart of the City|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Imp|Region=Reagents/Foci|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Jarl|Region=Unseelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kappa|Region=Asia|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokopelli|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Morbi|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nocnitsa|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phantom|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Preta|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Stabber|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Tungak|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ver|Region=Shadow Planes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Vucub Caquix|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chalcis - Great Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hound (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Woog|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3609</id>
		<title>SR5:Infected List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3609"/>
		<updated>2020-03-08T21:16:17Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Strain!!Variant!!Source&lt;br /&gt;
{{SR5:Infected Row|Name=Banshee|Strain=Strain 1|Variant=Elf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Dzoo-Noo-Qua|Strain=Strain 1|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Goblin|Strain=Strain 1|Variant=Dwarf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Vampire|Strain=Strain 1|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Wendigo|Strain=Strain 1|Variant=Ork|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Chiron|Strain=Strain 1|Variant=Centaur|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Chupacabra|Strain=Strain 1|Variant=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Jabberwock|Strain=Strain 1|Variant=Sasquatch|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Lamia|Strain=Strain 1|Variant=Naga|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Nibiinaabe|Strain=Strain 1|Variant=Merrow|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Mutaqua|Strain=Strain 1A|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Nosferatu|Strain=Strain 1A|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Bandersnatch|Strain=Strain 2|Variant=Sasquatch|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Fomoraig|Strain=Strain 2|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Gnawer|Strain=Strain 2|Variant=Dwarf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Grendel|Strain=Strain 2|Variant=Ork|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Harvester|Strain=Strain 2|Variant=Elf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Loup-Garou|Strain=Strain 2|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Ghoul|Strain=Strain 3|Variant=Any|Source=SR5:HS}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3608</id>
		<title>SR5:Infected List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3608"/>
		<updated>2020-03-08T21:01:25Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Strain!!Variant!!Source&lt;br /&gt;
{{SR5:Infected Row|Name=Banshee|Strain=Strain 1|Variant=Elf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Dzoo-Noo-Qua|Strain=Strain 1|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Goblin|Strain=Strain 1|Variant=Dwarf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Vampire|Strain=Strain 1|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Wendigo|Strain=Strain 1|Variant=Ork|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Mutaqua|Strain=Strain 1A|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Nosferatu|Strain=Strain 1A|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Bandersnatch|Strain=Strain 2|Variant=Sasquatch|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Fomoraig|Strain=Strain 2|Variant=Troll|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Gnawer|Strain=Strain 2|Variant=Dwarf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Grendel|Strain=Strain 2|Variant=Ork|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Harvester|Strain=Strain 2|Variant=Elf|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Infected Row|Name=Loup-Garou|Strain=Strain 2|Variant=Human|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Infected Row|Name=Ghoul|Strain=Strain 3|Variant=Any|Source=SR5:HS}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Infected_Row&amp;diff=3607</id>
		<title>Template:SR5:Infected Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Infected_Row&amp;diff=3607"/>
		<updated>2020-03-08T20:54:36Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;|- | ''' }}}''' | {{{Strain|-}}} | {{{Variant|-}}} | {{{Source|Core}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR5:Infected#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Strain|-}}}&lt;br /&gt;
| {{{Variant|-}}}&lt;br /&gt;
| {{{Source|Core}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3606</id>
		<title>SR5:Infected List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Infected_List&amp;diff=3606"/>
		<updated>2020-03-08T20:43:10Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;{{SR5:List Navigation}} {{SR5:Creatures Navigation}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Creatures_Navigation&amp;diff=3605</id>
		<title>Template:SR5:Creatures Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Creatures_Navigation&amp;diff=3605"/>
		<updated>2020-03-08T20:42:59Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[SR5:Critters List|Critters]]!![[SR5:Infected List|Infected List]]!![[SR5:Critter Powers List|Critter Powers]]!![[SR5:Critter Weaknesses List|Critter Weaknesses]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Critter_Row&amp;diff=3604</id>
		<title>Template:SR5:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Critter_Row&amp;diff=3604"/>
		<updated>2020-03-08T20:42:12Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR5:{{{Type|Mundane}}}_Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|Mundane}}}&lt;br /&gt;
| {{{Source|Core}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3603</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3603"/>
		<updated>2020-03-08T20:35:07Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Abrams Lobster|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Afanc|Region=Swamp|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Amphora mite|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barghest|Type=Paranormal|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Basilisk|Type=Paranormal|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Behemoth|Type=Paranormal|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Black Annis|Type=Paranormal|Region=Forest/Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blink Sloth|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blood Monkey|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Centaur|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus Hound|Region=Forest/Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra (Havana variant)|Region=Jungle|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra Mk.II|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockatrice|Region=Grasslands/Plains/Prairie}}&lt;br /&gt;
{{SR5:Critter Row|Name=Conway's Cheetah|Region=Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral Butterfly|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Demon Rat|Region=Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil Jack Diamond|Region=Freshwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Drop Bear|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Fenrir Wolf|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm Viper|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Mountains/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ghoul|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Glow Rat|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gomatia|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hell Hound|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hellcow|Region=Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned Bear|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Iridescent Owl|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert/Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Forest/Grasslands/Plains/Prairie|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokoro Cobra|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Magui|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Martichoras|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Meistersinger|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Merrow|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Naga|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Neogargoyle|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Night Manta|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ozian Baboon|Region=Grasslands/Plains/Prairie/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pandamonium|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pegasus|Region=Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician Birds|Region=Forest/Grasslands/Plains/Prairie/Jungle/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Piasma|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Radhound|Region=Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Forest/Urban|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sasquatch|Region=Mountains}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Leech|Region=Saltwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shardik|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow Snake|Region=Forest/Tundra/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Souleater Leech|Region=Freshwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark Salmon|Region=Freshwater/Saltwater|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider Beast|Region=Forest/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spidermoose|Region=Forest|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Thunderbird, Greater|Region=Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Troglodyte|Region=Underground|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Void wasp|Region=Jungle|Type=Mutant|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Volleying porcupines|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Wolverine, greater|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Extraplanar==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Anarch|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Arboreal|Region=Forest/Jungle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blackjack|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Boggle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bugul|Region=Seelie Court  |Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chindi|Region=The Hunting Grounds|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Corpselight|Region=Forests/Swamps|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Croki|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Duende|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Elvar|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ejerian|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Erinyes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Green Man/Heart of the City|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Imp|Region=Reagents/Foci|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Jarl|Region=Unseelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kappa|Region=Asia|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokopelli|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Morbi|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nocnitsa|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phantom|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Preta|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Stabber|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Tungak|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ver|Region=Shadow Planes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Vucub Caquix|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chalcis - Great Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hound (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Woog|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3602</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3602"/>
		<updated>2020-03-08T20:14:09Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Abrams Lobster|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Afanc|Region=Swamp|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Amphora mite|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barghest|Type=Paranormal|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Basilisk|Type=Paranormal|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Behemoth|Type=Paranormal|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Black Annis|Type=Paranormal|Region=Forest/Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blink Sloth|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blood Monkey|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Centaur|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus hound|Region=Forest/Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra (Havana variant)|Region=Jungle|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra mk.II|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockatrice|Region=Grasslands/Plains/Prairie}}&lt;br /&gt;
{{SR5:Critter Row|Name=Conway's cheetah|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral Butterfly|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Demon Rat|Region=Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil Jack Diamond|Region=Freshwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Drop Bear|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Fenrir Wolf|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm Viper|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Mountains/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ghoul|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Glow Rat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gomatia|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hell Hound|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hellcow|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned Bear|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Iridescent Owl|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert/Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokoro cobra|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Magui|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Martichoras|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Meistersinger|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Merrow|Region=Saltwater|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Naga|Region=Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Neogargoyle|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Night Manta|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ozian Baboon|Region=Grasslands/Plains/Prairie/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pandamonium|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pegasus|Region=Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician Birds|Region=Forest/Grasslands/Plains/Prairie/Jungle/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Piasma|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Radhound|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sasquatch|Region=Mountains}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Leech|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Forest/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shardik|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow Snake|Region=Forest/Tundra/Urban|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Souleater Leech|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark Salmon|Region=Freshwater/Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider Beast|Region=Forest/Jungle|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spidermoose|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Thunderbird, Greater|Region=Mountains|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Troglodyte|Region=Underground|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Forest/Grasslands/Plains/Prairie|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Void wasp|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Volleying porcupines|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Wolverine, greater|Region=Forest|Type=Paranormal|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Extraplanar==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Anarch|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Arboreal|Region=Forest/Jungle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blackjack|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Boggle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bugul|Region=Seelie Court  |Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chindi|Region=The Hunting Grounds|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Corpselight|Region=Forests/Swamps|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Croki|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Duende|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Elvar|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ejerian|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Erinyes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Green Man/Heart of the City|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Imp|Region=Reagents/Foci|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Jarl|Region=Unseelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kappa|Region=Asia|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokopelli|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Morbi|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nocnitsa|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phantom|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Preta|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Stabber|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Tungak|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ver|Region=Shadow Planes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Vucub Caquix|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chalcis - Great Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hound (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Woog|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3601</id>
		<title>Template:SR4:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3601"/>
		<updated>2020-03-08T19:18:45Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR4:{{{Type|Mundane}}}Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|Mundane}}}&lt;br /&gt;
| {{{Source|SR4:HW}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3600</id>
		<title>Template:SR4:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3600"/>
		<updated>2020-03-08T19:13:16Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR4:{{{Type|Mundane}}}Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|-}}}&lt;br /&gt;
| {{{Source|SR4:HW}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3599</id>
		<title>Template:SR4:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3599"/>
		<updated>2020-03-08T19:12:08Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR4:{{{Type|}}}Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|-}}}&lt;br /&gt;
| {{{Source|SR4:HW}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3598</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3598"/>
		<updated>2020-03-08T19:08:56Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Abrams Lobster|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Afanc|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Amphora mite|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barghest|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Basilisk|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Behemoth|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Black annis|Region=Forest/Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blink sloth|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blood monkey|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Centaur|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus hound|Region=Forest/Mountains|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra (Havana variant)|Region=Jungle|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra mk.II|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockatrice|Region=Grasslands/Plains/Prairie}}&lt;br /&gt;
{{SR5:Critter Row|Name=Conway's cheetah|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral butterfly|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Demon rat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil jack diamond|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil rat|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Drop bear|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Fenrir wolf|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm viper|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Mountains/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ghoul|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Glow rat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gomatia|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hell hound|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hellcow|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned bear|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Iridescent owl|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert/Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokoro cobra|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Magui|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Martichoras|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Meistersinger|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Merrow|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Naga|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Neogargoyle|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Night Manta|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ozian baboon|Region=Grasslands/Plains/Prairie/Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pandamonium|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pegasus|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician birds|Region=Forest/Grasslands/Plains/Prairie/Jungle/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Piasma|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Radhound|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sasquatch|Region=Mountains}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Leech|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Forest/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shardik|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow snake|Region=Forest/Tundra/Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Souleater leech|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark salmon|Region=Freshwater/Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider beast|Region=Forest/Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spidermoose|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Thunderbird, greater|Region=Mountains|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Troglodyte|Region=Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Void wasp|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Volleying porcupines|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Wolverine, greater|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Extraplanar==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Anarch|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Arboreal|Region=Forest/Jungle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blackjack|Region=Zecorporatum|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Boggle|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bugul|Region=Seelie Court  |Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chindi|Region=The Hunting Grounds|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Corpselight|Region=Forests/Swamps|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Croki|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Duende|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Elvar|Region=Seelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ejerian|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Erinyes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Green Man/Heart of the City|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Imp|Region=Reagents/Foci|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Jarl|Region=Unseelie Court|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kappa|Region=Asia|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokopelli|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Morbi|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nocnitsa|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phantom|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Preta|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Stabber|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Tungak|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ver|Region=Shadow Planes|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Vucub Caquix|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chalcis - Great Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hunter (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hound (Wild Hunt)|Region=Wild Hunt|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Woog|Type=Extraplanar|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters&amp;diff=3594</id>
		<title>SR4:Critters</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters&amp;diff=3594"/>
		<updated>2020-03-02T00:11:45Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;==Hydra== {|  class=&amp;quot;wikitable&amp;quot; !B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!M!!Init!!IP |- |12||4||4||30||1||6||3||6||5||6||8||10||2 |} '''Movement:''' 10/30 (5/15 and 15/30 swimming f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hydra==&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!B!!A!!R!!S!!C!!I!!L!!W!!EDG!!ESS!!M!!Init!!IP&lt;br /&gt;
|-&lt;br /&gt;
|12||4||4||30||1||6||3||6||5||6||8||10||2&lt;br /&gt;
|}&lt;br /&gt;
'''Movement:''' 10/30 (5/15 and 15/30 swimming for hydra-wyrm)&lt;br /&gt;
&lt;br /&gt;
'''Skills:''' Assensing 6, Astral Combat 6, Perception 6, Swimming 6, Unarmed Combat 6,&lt;br /&gt;
&lt;br /&gt;
'''Powers:''' Dual Natured, Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Hardened Armor (6), Mystic Armor (6), Natural Weapon (Bite: 10P, AP -2)&lt;br /&gt;
&lt;br /&gt;
'''Optional Powers:''' Dragonspeech, Elemental Attack (Fire), Fear, Regeneration, Sapience, Venom (Added Effect: Disorientation, until damage healed)&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Hydras with the Sapience Power will also have the Adept, Magician, or Mystic Adept quality. Hydras have +4 Reach. With a single Complex Action, each of a hydra's heads can make a melee attack. The hydra's' dice pool is not split between each attack, and each attack is handled separately. No more than four heads can attack the same target. The hydra can benefit from the &amp;quot;Friends in Melee&amp;quot; modifier (Multiple Opponents and Friends in Melee) if two or more of its heads attack the same target, and a single melee attack can have multiple targets (Multiple Targets).&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters_List&amp;diff=3593</id>
		<title>SR4:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters_List&amp;diff=3593"/>
		<updated>2020-03-02T00:03:29Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is based on Shadowrun Howling Wilds for 4th Edition. Conversions to 5th Edition intended.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Aardvark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Aardwolf}}&lt;br /&gt;
{{SR4:Critter Row|Name=Afanc}}&lt;br /&gt;
{{SR4:Critter Row|Name=African Wild Dog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Agropelter}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ahi}}&lt;br /&gt;
{{SR4:Critter Row|Name=Albatross}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alligator}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alligator Turtle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alufye}}&lt;br /&gt;
{{SR4:Critter Row|Name=Anole}}&lt;br /&gt;
{{SR4:Critter Row|Name=Antelope}}&lt;br /&gt;
{{SR4:Critter Row|Name=Anwuma Bavole}}&lt;br /&gt;
{{SR4:Critter Row|Name=Apparitions}}&lt;br /&gt;
{{SR4:Critter Row|Name=Arboreals}}&lt;br /&gt;
{{SR4:Critter Row|Name=Armadillo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Armadillo, Greater}}&lt;br /&gt;
{{SR4:Critter Row|Name=Artnwerre}}&lt;br /&gt;
{{SR4:Critter Row|Name=Asian Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Asonwu}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Baboon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bald Eagle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bandersnatch}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bandit}}&lt;br /&gt;
{{SR4:Critter Row|Name=Banshee}}&lt;br /&gt;
{{SR4:Critter Row|Name=Barghest}}&lt;br /&gt;
{{SR4:Critter Row|Name=Barn Owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Barracuda}}&lt;br /&gt;
{{SR4:Critter Row|Name=Basilisk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bastet}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Beaked Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bean Shidhe}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bearded Dragon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Beaver}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bee}}&lt;br /&gt;
{{SR4:Critter Row|Name=Behemoth}}&lt;br /&gt;
{{SR4:Critter Row|Name=Beta}}&lt;br /&gt;
{{SR4:Critter Row|Name=Birdman}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bison}}&lt;br /&gt;
{{SR4:Critter Row|Name=Black Annis}}&lt;br /&gt;
{{SR4:Critter Row|Name=Black Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Black Wasp}}&lt;br /&gt;
{{SR4:Critter Row|Name=Black Widow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Blackberry Cat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Blob}}&lt;br /&gt;
{{SR4:Critter Row|Name=Blood Dog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Blue Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Boa Constrictor}}&lt;br /&gt;
{{SR4:Critter Row|Name=Boar Bobcat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bogie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bonzo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Boobrie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Borax Burro}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bottlenose Dolphin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bottlenose Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Bowhead Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Box Jellyfish}}&lt;br /&gt;
{{SR4:Critter Row|Name=Box Turtle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Brocken Bow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Burro}}&lt;br /&gt;
{{SR4:Critter Row|Name=Butterfly}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Caiman}}&lt;br /&gt;
{{SR4:Critter Row|Name=Camel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Canary}}&lt;br /&gt;
{{SR4:Critter Row|Name=Caracal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cat, Domestic}}&lt;br /&gt;
{{SR4:Critter Row|Name=Centaur}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cerberus Hound}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chalico}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chameleon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cheetah}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chicken}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chimera}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chimpanzee}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chinchilla}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chipmunk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Chupacabras}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cicak}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cobra}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cockatrice}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cockroach}}&lt;br /&gt;
{{SR4:Critter Row|Name=Colobus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Condor}}&lt;br /&gt;
{{SR4:Critter Row|Name=Conger}}&lt;br /&gt;
{{SR4:Critter Row|Name=Coral Snake}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cormorant}}&lt;br /&gt;
{{SR4:Critter Row|Name=Coyote}}&lt;br /&gt;
{{SR4:Critter Row|Name=Crested Barbarian}}&lt;br /&gt;
{{SR4:Critter Row|Name=Crocodile}}&lt;br /&gt;
{{SR4:Critter Row|Name=Crone}}&lt;br /&gt;
{{SR4:Critter Row|Name=Crow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cryppie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cuttlefish}}&lt;br /&gt;
{{SR4:Critter Row|Name=Cyberwerewolf}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Daemon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dakkaryne}}&lt;br /&gt;
{{SR4:Critter Row|Name=Deathrattle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Degas}}&lt;br /&gt;
{{SR4:Critter Row|Name=Demon Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Devil Jack Diamond}}&lt;br /&gt;
{{SR4:Critter Row|Name=Devil Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Devilfish}}&lt;br /&gt;
{{SR4:Critter Row|Name=Digit}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dog Asp}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dog, Medium/Small}}&lt;br /&gt;
{{SR4:Critter Row|Name=Domestic Cow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Domovoi}}&lt;br /&gt;
{{SR4:Critter Row|Name=Donkey}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dour}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dove}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dragonfly}}&lt;br /&gt;
{{SR4:Critter Row|Name=Drop Bears}}&lt;br /&gt;
{{SR4:Critter Row|Name=Duck}}&lt;br /&gt;
{{SR4:Critter Row|Name=Dzoo-noo-qua}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Each Uisge}}&lt;br /&gt;
{{SR4:Critter Row|Name=Eagle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Eagle Owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Eastern Dragons}}&lt;br /&gt;
{{SR4:Critter Row|Name=Echidna}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ekyelebenle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Eland}}&lt;br /&gt;
{{SR4:Critter Row|Name=Electric Eel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Elephant}}&lt;br /&gt;
{{SR4:Critter Row|Name=Elephant Seal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Embracer}}&lt;br /&gt;
{{SR4:Critter Row|Name=Emporer Eagle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Emu}}&lt;br /&gt;
{{SR4:Critter Row|Name=Eyekiller}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Falcon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Feathered Serpents}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fenrir Wolf}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ferret}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fideal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fin Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Finch}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fire Ant}}&lt;br /&gt;
{{SR4:Critter Row|Name=Firebird}}&lt;br /&gt;
{{SR4:Critter Row|Name=Firedrakon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Flesh Walker}}&lt;br /&gt;
{{SR4:Critter Row|Name=Flipper}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fly}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fomoraig}}&lt;br /&gt;
{{SR4:Critter Row|Name=Fox}}&lt;br /&gt;
{{SR4:Critter Row|Name=Freshwater Eel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Frigate Bird}}&lt;br /&gt;
{{SR4:Critter Row|Name=Frobnitz}}&lt;br /&gt;
{{SR4:Critter Row|Name=Frog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Frost}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Gabriel Hound}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gamma Spider}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gan}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gargoyle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gazelle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gecko}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gerbil}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ghede Fly}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ghoul}}&lt;br /&gt;
{{SR4:Critter Row|Name=Giant Pouch Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Giant Squid}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gibbon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gila Demon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gimp}}&lt;br /&gt;
{{SR4:Critter Row|Name=Giraffe}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gloaming owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gnawer}}&lt;br /&gt;
{{SR4:Critter Row|Name=Goat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Goblin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Golden Boar}}&lt;br /&gt;
{{SR4:Critter Row|Name=Goldfish}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gomatia}}&lt;br /&gt;
{{SR4:Critter Row|Name=Goose}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gorgon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Gorilla}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grandfather Elk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grass Snake}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grasshopper}}&lt;br /&gt;
{{SR4:Critter Row|Name=Great Cat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Great Dragons}}&lt;br /&gt;
{{SR4:Critter Row|Name=Great White Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Green Man}}&lt;br /&gt;
{{SR4:Critter Row|Name=Green Monkey}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grendel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grey Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Griffin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grim Reapers}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grizzly Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grouse}}&lt;br /&gt;
{{SR4:Critter Row|Name=Grue}}&lt;br /&gt;
{{SR4:Critter Row|Name=Guinea Pig}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Hammerhead Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hamster}}&lt;br /&gt;
{{SR4:Critter Row|Name=Harpy}}&lt;br /&gt;
{{SR4:Critter Row|Name=Harpy Eagle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Harvester}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hawk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Heap Frog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Heavyweight}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hedgehog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Heisenbug}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hell Hound}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hellbender}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hellcow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hippopotamus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hoop Snake}}&lt;br /&gt;
{{SR4:Critter Row|Name=Horned Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Horned Owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Horse}}&lt;br /&gt;
{{SR4:Critter Row|Name=House Cat Mk.II}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hummingbird}}&lt;br /&gt;
{{SR4:Critter Row|Name=Humpback Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Humped Horse}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hunter Seekers}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hydra}}&lt;br /&gt;
{{SR4:Critter Row|Name=Hyena}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Icedrakon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Iguana}}&lt;br /&gt;
{{SR4:Critter Row|Name=Imps}}&lt;br /&gt;
{{SR4:Critter Row|Name=Incubus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Insect Spirits}}&lt;br /&gt;
{{SR4:Critter Row|Name=Jackal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Jackdaw}}&lt;br /&gt;
{{SR4:Critter Row|Name=Jauchekafer}}&lt;br /&gt;
{{SR4:Critter Row|Name=Jay}}&lt;br /&gt;
{{SR4:Critter Row|Name=Juggernaut}}&lt;br /&gt;
{{SR4:Critter Row|Name=June bug}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Kamikaze}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kangaro}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kappa}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kestrel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kite}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kitteh}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kiwig}}&lt;br /&gt;
{{SR4:Critter Row|Name=Knocker}}&lt;br /&gt;
{{SR4:Critter Row|Name=Koala}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kodiak Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kokopelli}}&lt;br /&gt;
{{SR4:Critter Row|Name=Komodo Dragon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Kraken}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Lab Rats}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lambton Lizard}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lemur}}&lt;br /&gt;
{{SR4:Critter Row|Name=Leprachaun}}&lt;br /&gt;
{{SR4:Critter Row|Name=Leshy}}&lt;br /&gt;
{{SR4:Critter Row|Name=Leviathons}}&lt;br /&gt;
{{SR4:Critter Row|Name=Libertine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lindworm}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lindworm, Elder}}&lt;br /&gt;
{{SR4:Critter Row|Name=Llama}}&lt;br /&gt;
{{SR4:Critter Row|Name=Locust}}&lt;br /&gt;
{{SR4:Critter Row|Name=Loris}}&lt;br /&gt;
{{SR4:Critter Row|Name=Loup-garou}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lovebird}}&lt;br /&gt;
{{SR4:Critter Row|Name=Lynx}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Macaque}}&lt;br /&gt;
{{SR4:Critter Row|Name=Macaw}}&lt;br /&gt;
{{SR4:Critter Row|Name=Magpie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mako Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mallory}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mangabe}}&lt;br /&gt;
{{SR4:Critter Row|Name=Man-of-the-woods}}&lt;br /&gt;
{{SR4:Critter Row|Name=Manta Ray}}&lt;br /&gt;
{{SR4:Critter Row|Name=Marmoset}}&lt;br /&gt;
{{SR4:Critter Row|Name=Marmot}}&lt;br /&gt;
{{SR4:Critter Row|Name=Martichoras}}&lt;br /&gt;
{{SR4:Critter Row|Name=Meerkat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mega Mouth Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Megalodon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Meistersinger}}&lt;br /&gt;
{{SR4:Critter Row|Name=Merlin Hawk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mermaid}}&lt;br /&gt;
{{SR4:Critter Row|Name=Merrow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Metaroo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mimic Snake}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mist Lynx}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mole}}&lt;br /&gt;
{{SR4:Critter Row|Name=Money Trie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mongoose}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mongrel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Monitor Lizard}}&lt;br /&gt;
{{SR4:Critter Row|Name=Moose}}&lt;br /&gt;
{{SR4:Critter Row|Name=Moray Eel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mosquito}}&lt;br /&gt;
{{SR4:Critter Row|Name=Moth}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mouse}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mouse Lemur}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mule}}&lt;br /&gt;
{{SR4:Critter Row|Name=Munchkin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Musk Ox}}&lt;br /&gt;
{{SR4:Critter Row|Name=Muskrat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Mutaqua}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Naga}}&lt;br /&gt;
{{SR4:Critter Row|Name=Naked Mole Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Narwhal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Neogargoyle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Netmare}}&lt;br /&gt;
{{SR4:Critter Row|Name=New Leatherback}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nezumi}}&lt;br /&gt;
{{SR4:Critter Row|Name=Night Manta}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nimue's Salamander}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nomad}}&lt;br /&gt;
{{SR4:Critter Row|Name=North American Elk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Norwegian Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nosferatu}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nova Scorpion}}&lt;br /&gt;
{{SR4:Critter Row|Name=Novopossum}}&lt;br /&gt;
{{SR4:Critter Row|Name=Nutria}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Ocelot}}&lt;br /&gt;
{{SR4:Critter Row|Name=Octopus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Okapi}}&lt;br /&gt;
{{SR4:Critter Row|Name=Opossum}}&lt;br /&gt;
{{SR4:Critter Row|Name=Oracle Owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Orangutan}}&lt;br /&gt;
{{SR4:Critter Row|Name=Orb Weaver}}&lt;br /&gt;
{{SR4:Critter Row|Name=Orca}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ostrich}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Panda Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Parakeet}}&lt;br /&gt;
{{SR4:Critter Row|Name=Parashield Skyspy}}&lt;br /&gt;
{{SR4:Critter Row|Name=Parrot}}&lt;br /&gt;
{{SR4:Critter Row|Name=Patroller}}&lt;br /&gt;
{{SR4:Critter Row|Name=Peacock}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pegasus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pelican}}&lt;br /&gt;
{{SR4:Critter Row|Name=Penguin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Phantoms}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pheasant}}&lt;br /&gt;
{{SR4:Critter Row|Name=Phoenix}}&lt;br /&gt;
{{SR4:Critter Row|Name=Piasma}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pig, Domestic}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pig, Feral}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pig, Potbelly}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pigeon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pigmy Marmoset}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pike}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pilot Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=Piranha}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pixie}}&lt;br /&gt;
{{SR4:Critter Row|Name=Platypus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Polynesian Rat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Porcupine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Porpoise}}&lt;br /&gt;
{{SR4:Critter Row|Name=Port Authority}}&lt;br /&gt;
{{SR4:Critter Row|Name=Portuguese Man O'War}}&lt;br /&gt;
{{SR4:Critter Row|Name=Prairie Dog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Pricuricu}}&lt;br /&gt;
{{SR4:Critter Row|Name=Prowler}}&lt;br /&gt;
{{SR4:Critter Row|Name=Puff Adder}}&lt;br /&gt;
{{SR4:Critter Row|Name=Python}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Quicksilver Mongoose}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Rabbit}}&lt;br /&gt;
{{SR4:Critter Row|Name=Raccoon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rapscallion}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rat Eye}}&lt;br /&gt;
{{SR4:Critter Row|Name=Raven}}&lt;br /&gt;
{{SR4:Critter Row|Name=Razorhound}}&lt;br /&gt;
{{SR4:Critter Row|Name=Recluse}}&lt;br /&gt;
{{SR4:Critter Row|Name=ReCondor}}&lt;br /&gt;
{{SR4:Critter Row|Name=Red Panda}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rhinoceros}}&lt;br /&gt;
{{SR4:Critter Row|Name=Right Whale}}&lt;br /&gt;
{{SR4:Critter Row|Name=River Dolphin}}&lt;br /&gt;
{{SR4:Critter Row|Name=River Otter}}&lt;br /&gt;
{{SR4:Critter Row|Name=Road Racer}}&lt;br /&gt;
{{SR4:Critter Row|Name=Robin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Roc, Greater}}&lt;br /&gt;
{{SR4:Critter Row|Name=Roc, Lesser}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rockworm}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rogue}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rook}}&lt;br /&gt;
{{SR4:Critter Row|Name=Rouch Drone}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Saber-tooth Cat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Salmon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Salmon Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sand Chameleon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sardine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sasquatch}}&lt;br /&gt;
{{SR4:Critter Row|Name=Scarab Beetle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Scorpion}}&lt;br /&gt;
{{SR4:Critter Row|Name=Scorpyrine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sea Leech}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sea Lion}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sea Otter}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sea Serpent}}&lt;br /&gt;
{{SR4:Critter Row|Name=Seadrakon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Seagull}}&lt;br /&gt;
{{SR4:Critter Row|Name=Seal}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sensor Swarm}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shadow Crawler}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shadow Spirit}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shadowhound}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shambler}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shedim}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sheep}}&lt;br /&gt;
{{SR4:Critter Row|Name=Shiawase Cybertooth Tiger}}&lt;br /&gt;
{{SR4:Critter Row|Name=Silap Inua}}&lt;br /&gt;
{{SR4:Critter Row|Name=SINtax}}&lt;br /&gt;
{{SR4:Critter Row|Name=Siren}}&lt;br /&gt;
{{SR4:Critter Row|Name=Skink}}&lt;br /&gt;
{{SR4:Critter Row|Name=Skunk}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sloth}}&lt;br /&gt;
{{SR4:Critter Row|Name=Smart-Connect}}&lt;br /&gt;
{{SR4:Critter Row|Name=Snatcher}}&lt;br /&gt;
{{SR4:Critter Row|Name=Snow Owl}}&lt;br /&gt;
{{SR4:Critter Row|Name=Snow Snake}}&lt;br /&gt;
{{SR4:Critter Row|Name=Spectres}}&lt;br /&gt;
{{SR4:Critter Row|Name=Spider}}&lt;br /&gt;
{{SR4:Critter Row|Name=Spider Cat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Spider-Beast}}&lt;br /&gt;
{{SR4:Critter Row|Name=Spitting Pike}}&lt;br /&gt;
{{SR4:Critter Row|Name=Squid}}&lt;br /&gt;
{{SR4:Critter Row|Name=Squirrel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Squirrel Monkey}}&lt;br /&gt;
{{SR4:Critter Row|Name=Stalker}}&lt;br /&gt;
{{SR4:Critter Row|Name=Stonebinder}}&lt;br /&gt;
{{SR4:Critter Row|Name=Storm Dolphin}}&lt;br /&gt;
{{SR4:Critter Row|Name=Stormcrow}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sturgeon}}&lt;br /&gt;
{{SR4:Critter Row|Name=Stymphalian}}&lt;br /&gt;
{{SR4:Critter Row|Name=Sun Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Surili}}&lt;br /&gt;
{{SR4:Critter Row|Name=Swan}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Tanglewebs}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tarantella}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tarantula}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tarsier}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tasmanian Devil}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tasmanian Tiger}}&lt;br /&gt;
{{SR4:Critter Row|Name=Temu}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tentacle}}&lt;br /&gt;
{{SR4:Critter Row|Name=The Hive}}&lt;br /&gt;
{{SR4:Critter Row|Name=The Wild Hunt}}&lt;br /&gt;
{{SR4:Critter Row|Name=Thorny Devil}}&lt;br /&gt;
{{SR4:Critter Row|Name=Thunderbird}}&lt;br /&gt;
{{SR4:Critter Row|Name=Thunderbird, Greater}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tigershark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Troglodyte}}&lt;br /&gt;
{{SR4:Critter Row|Name=Trout}}&lt;br /&gt;
{{SR4:Critter Row|Name=Tungak}}&lt;br /&gt;
{{SR4:Critter Row|Name=Turkey}}&lt;br /&gt;
{{SR4:Critter Row|Name=Turkey Vulture}}&lt;br /&gt;
{{SR4:Critter Row|Name=Twisted Stymphalian}}&lt;br /&gt;
&lt;br /&gt;
{{SR4:Critter Row|Name=Unicorn}}&lt;br /&gt;
{{SR4:Critter Row|Name=Unicorn Fish}}&lt;br /&gt;
{{SR4:Critter Row|Name=Vampire}}&lt;br /&gt;
{{SR4:Critter Row|Name=Viper}}&lt;br /&gt;
{{SR4:Critter Row|Name=Volleying Porcupine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Vulture}}&lt;br /&gt;
{{SR4:Critter Row|Name=Walrus}}&lt;br /&gt;
{{SR4:Critter Row|Name=Warform Grizzly Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Warthog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wasp}}&lt;br /&gt;
{{SR4:Critter Row|Name=Water Buffalo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Waterbug}}&lt;br /&gt;
{{SR4:Critter Row|Name=Weasel}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wendigo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Western Dragons}}&lt;br /&gt;
{{SR4:Critter Row|Name=Whale Shark}}&lt;br /&gt;
{{SR4:Critter Row|Name=White Buffalo}}&lt;br /&gt;
{{SR4:Critter Row|Name=White-Taled Dear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wild Demon Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wild Minotaur}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wild Satyr}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wodewose}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wolf}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wolf hybrid}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wolverine}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wolverine, Greater}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wombat}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wombrick}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wooly Mammoth}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wyrd Mantis}}&lt;br /&gt;
{{SR4:Critter Row|Name=Wyvern}}&lt;br /&gt;
{{SR4:Critter Row|Name=Yak}}&lt;br /&gt;
{{SR4:Critter Row|Name=Yantra}}&lt;br /&gt;
{{SR4:Critter Row|Name=Zebra}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters_List&amp;diff=3592</id>
		<title>SR4:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR4:Critters_List&amp;diff=3592"/>
		<updated>2020-03-01T23:35:04Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;This page is based on Shadowrun Howling Wilds for 4th Edition. Conversions to 5th Edition intended.  &amp;lt;center&amp;gt; {| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; !Critter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is based on Shadowrun Howling Wilds for 4th Edition. Conversions to 5th Edition intended.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR4:Critter Row|Name=Aardvark}}&lt;br /&gt;
{{SR4:Critter Row|Name=Aardwolf}}&lt;br /&gt;
{{SR4:Critter Row|Name=Afanc}}&lt;br /&gt;
{{SR4:Critter Row|Name=African Wild Dog}}&lt;br /&gt;
{{SR4:Critter Row|Name=Agropelter}}&lt;br /&gt;
{{SR4:Critter Row|Name=Ahi}}&lt;br /&gt;
{{SR4:Critter Row|Name=Albatross}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alligator}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alligator Turtle}}&lt;br /&gt;
{{SR4:Critter Row|Name=Alufye}}&lt;br /&gt;
{{SR4:Critter Row|Name=Anole}}&lt;br /&gt;
{{SR4:Critter Row|Name=Antelope}}&lt;br /&gt;
{{SR4:Critter Row|Name=Anwuma Bavole}}&lt;br /&gt;
{{SR4:Critter Row|Name=Apparitions}}&lt;br /&gt;
{{SR4:Critter Row|Name=Arboreals}}&lt;br /&gt;
{{SR4:Critter Row|Name=Armadillo}}&lt;br /&gt;
{{SR4:Critter Row|Name=Armadillo, Greater}}&lt;br /&gt;
{{SR4:Critter Row|Name=Artnwerre}}&lt;br /&gt;
{{SR4:Critter Row|Name=Asian Bear}}&lt;br /&gt;
{{SR4:Critter Row|Name=Asonwu}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3591</id>
		<title>Template:SR4:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR4:Critter_Row&amp;diff=3591"/>
		<updated>2020-03-01T23:32:01Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;|- | ''' }}}''' | {{{Region|-}}} | {{{Type|-}}} | {{{Source|SR4:HW}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR4:Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|-}}}&lt;br /&gt;
| {{{Source|SR4:HW}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3590</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3590"/>
		<updated>2020-03-01T23:27:09Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Basilisk|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Black annis|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus hound|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral butterfly|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Drop bear|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Fenrir wolf|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm viper|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hell hound|Region=Forest}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned bear|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Iridescent owl|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Martichoras|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pandamonium|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Piasma|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shardik|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow snake|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spider beast|Region=Forest/Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spidermoose|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Volleying porcupines|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Wolverine, greater|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Devil jack diamond|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Souleater leech|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark salmon|Region=Freshwater|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Centaur|Region=Forest/Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Cockatrice|Region=Grasslands/Plains/Prairie}}&lt;br /&gt;
{{SR5:Critter Row|Name=Conway's cheetah|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Hellcow|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Killdeer|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ozian baboon|Region=Grasslands/Plains/Prairie/Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician birds|Region=Forest/Grasslands/Plains/Prairie/Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Pegasus|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Peryton|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Unicorn|Region=Grasslands/Plains/Prairie|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Blink sloth|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Blood monkey|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra (Havana variant)|Region=Jungle|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Chupacabra mk.II|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gomatia|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Kokoro cobra|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Naga|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Void wasp|Region=Jungle|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Cerberus hound|Region=Mountains|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Mountains|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sasquatch|Region=Mountains}}&lt;br /&gt;
{{SR5:Critter Row|Name=Thunderbird, greater|Region=Mountains|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Abrams Lobster|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Magui|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Meistersinger|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Merrow|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Night Manta|Region=Saltwater|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Critter Row|Name=Sea Leech|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Spark Salmon|Region=Saltwater|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Afanc|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Behemoth|Region=Swamp|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Snow snake|Region=Tundra|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Black annis|Region=Underground|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Troglodyte|Region=Underground|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Amphora mite|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Barghest|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathspiral butterfly|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Demon rat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Devil rat|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Flatworm viper|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Gargoyle|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Ghoul|Region=Urban}}&lt;br /&gt;
{{SR5:Critter Row|Name=Glow rat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Harpy|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Horned bear|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Montauk|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Neogargoyle|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Phoenician birds|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Radhound|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Razorcat|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Shadowhound|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Snow snake|Region=Urban|Source=SR5:HS}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3589</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3589"/>
		<updated>2020-03-01T23:11:30Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3588</id>
		<title>SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critters_List&amp;diff=3588"/>
		<updated>2020-03-01T23:11:13Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Critter!!Habitat!!Type!!Source&lt;br /&gt;
{{SR5:Critter Row|Name=Roc, Lesser|Region=Coastal Regions|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Deathrattle|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Juggernaut|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Nova Scorpion|Region=Desert|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Agropelter|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Angel Squirrel|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
{{SR5:Critter Row|Name=Bandit|Region=Forest|Source=SR5:HS}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Critter_Row&amp;diff=3587</id>
		<title>Template:SR5:Critter Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Critter_Row&amp;diff=3587"/>
		<updated>2020-03-01T23:08:11Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Created page with &amp;quot;|- | ''' }}}''' | {{{Region|-}}} | {{{Type|-}}} | {{{Source|Core}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR5:Critters#{{{Name| }}}|{{{Name| }}}]]'''&lt;br /&gt;
| {{{Region|-}}}&lt;br /&gt;
| {{{Type|-}}}&lt;br /&gt;
| {{{Source|Core}}}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3581</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3581"/>
		<updated>2020-02-24T23:06:33Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: Protected &amp;quot;Main Page&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
;[https://www.shadowrun5.net//index-en.html# Shadowrun 5 Web-Based Character Sheet Tool]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Rules]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;br /&gt;
mar&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
&lt;br /&gt;
I originally created this when 5E came out while in college. I read the rule books and felt that they were all over the place and disorganized, knowing that it would be easier to get my friends into it if they had an easy way of navigating the contents of the books with a simple search engine. So in between classes I would sit down with my laptop and copy, paste and reformat the contents of the books. I great deal of effort in particular went into creating the Weapons Lists. I used to simply host this from a small computer behind my desk at home, but now I host using Google Cloud, and the demands of life mean I don't have as much time to keep this wiki up to date with the latest. Due to increase in usage I have also had to upgrade the server that was hosting, which means increased hosting expense. I'm happy to continue paying for this out of pocket, but if you make use of this site then I would be happy to receive any minor donations you are willing to part with to keep it going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;form action=&amp;quot;https://www.paypal.com/cgi-bin/webscr&amp;quot; method=&amp;quot;post&amp;quot; target=&amp;quot;_top&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;/form&amp;gt;&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3564</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3564"/>
		<updated>2019-12-01T23:25:19Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
;[https://www.shadowrun5.net//index-en.html# Shadowrun 5 Web-Based Character Sheet Tool]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Rules]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;br /&gt;
mar&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
&lt;br /&gt;
I originally created this when 5E came out while in college. I read the rule books and felt that they were all over the place and disorganized, knowing that it would be easier to get my friends into it if they had an easy way of navigating the contents of the books with a simple search engine. So in between classes I would sit down with my laptop and copy, paste and reformat the contents of the books. I great deal of effort in particular went into creating the Weapons Lists. I used to simply host this from a small computer behind my desk at home, but now I host using Google Cloud, and the demands of life mean I don't have as much time to keep this wiki up to date with the latest. Due to increase in usage I have also had to upgrade the server that was hosting, which means increased hosting expense. I'm happy to continue paying for this out of pocket, but if you make use of this site then I would be happy to receive any minor donations you are willing to part with to keep it going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;form action=&amp;quot;https://www.paypal.com/cgi-bin/webscr&amp;quot; method=&amp;quot;post&amp;quot; target=&amp;quot;_top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;input type=&amp;quot;hidden&amp;quot; name=&amp;quot;cmd&amp;quot; value=&amp;quot;_donations&amp;quot; /&amp;gt;&lt;br /&gt;
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		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3563</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=3563"/>
		<updated>2019-12-01T23:07:29Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
;[https://www.shadowrun5.net//index-en.html# Shadowrun 5 Web-Based Character Sheet Tool]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Rules]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;br /&gt;
mar&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
&lt;br /&gt;
I originally created this when 5E came out while in college. I read the rule books and felt that they were all over the place and disorganized, knowing that it would be easier to get my friends into it if they had an easy way of navigating the contents of the books with a simple search engine. So in between classes I would sit down with my laptop and copy, paste and reformat the contents of the books. I great deal of effort in particular went into creating the Weapons Lists. I used to simply host this from a small computer behind my desk at home, but now I host using Google Cloud, and the demands of life mean I don't have as much time to keep this wiki up to date with the latest. Due to increase in usage I have also had to upgrade the server that was hosting, which means increased hosting expense. I'm happy to continue paying for this out of pocket, but if you make use of this site then I would be happy to receive any minor donations to keep it going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;form action=&amp;quot;https://www.paypal.com/cgi-bin/webscr&amp;quot; method=&amp;quot;post&amp;quot; target=&amp;quot;_top&amp;quot;&amp;gt;&lt;br /&gt;
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		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2988</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2988"/>
		<updated>2018-05-12T15:44:19Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
;[https://www.shadowrun5.net//index-en.html# Shadowrun 5 Web-Based Character Sheet Tool]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Rules]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
&lt;br /&gt;
All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2987</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2987"/>
		<updated>2018-05-12T15:34:52Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Welcome to the Shadowrun world, chummer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
;[https://www.shadowrun5.net//index-en.html# Shadowrun 5 Web-Based Character Creation Tool]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Rules]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
&lt;br /&gt;
All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle:Groundcraft&amp;diff=2490</id>
		<title>SR5:Vehicle:Groundcraft</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Vehicle:Groundcraft&amp;diff=2490"/>
		<updated>2016-07-02T16:30:14Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Ford Americar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Craft!!Type!!Vehicle!!Handl!!Speed!!Accel!!Body!!Armor!!Pilot!!Sensor!!Seats!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Groundcraft Bikes --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Dodge Scoot&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=1|Body=4|Armor=4|Pilot=1|Sensor=1|Seats=1|Cost=3,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Harley-Davidson Scorpion&lt;br /&gt;
|Handling=4/3|Speed=4|Acceleration=2|Body=8|Armor=9|Pilot=1|Sensor=2|Seats=1|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Yamaha Growler&lt;br /&gt;
|Handling=4/5|Speed=3/4|Acceleration=1|Body=5|Armor=5|Pilot=1|Sensor=1|Seats=1|Cost=5,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Suzuki Mirage&lt;br /&gt;
|Handling=5/3|Speed=6|Acceleration=3|Body=5|Armor=6|Pilot=1|Sensor=2|Seats=1|Cost=8,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Cocotaxi HT|Handling=4/2|Speed=3|Acceleration=2|Body=5|Armor=4|Pilot=1|Sensor=1|Seats=3|Cost=4,000|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Cyclops|Handling=4/4|Speed=4|Acceleration=2|Body=4|Armor=4|Pilot=1|Sensor=1|Seats=1|Cost=6,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Falcon-EX|Handling=3/5|Speed=2/3|Acceleration=1/2|Body=7|Armor=9|Pilot=1|Sensor=1|Seats=2|Cost=10,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Horseman|Handling=3/1|Speed=3|Acceleration=2|Body=4|Armor=3|Pilot=2|Sensor=2|Seats=1|Cost=12,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Kaburaya|Handling=5/3|Speed=6|Acceleration=3|Body=5|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=17,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Mustang|Handling=4/4|Speed=3|Acceleration=2|Body=8|Armor=6|Pilot=1|Sensor=1|Seats=2|Avail=3|Cost=11,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Nightmare|Handling=4/3|Speed=5|Acceleration=2|Body=8|Armor=8|Pilot=2|Sensor=3|Seats=2|Cost=22,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Nodachi|Handling=4/3|Speed=5|Acceleration=2|Body=8|Armor=9|Pilot=2|Sensor=2|Seats=2|Avail=12R|Cost=28,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Revolution|Handling=5/3|Speed=4|Acceleration=3|Body=6|Armor=9|Pilot=2|Sensor=2|Seats=1|Avail=4|Cost=8,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Spartan|Handling=3/4|Speed=4|Acceleration=2|Body=7|Armor=6|Pilot=2|Sensor=2|Seats=1|Cost=11,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Terrier|Handling=5/2|Speed=2|Acceleration=1|Body=2|Armor=2|Pilot=2|Sensor=2|Seats=1|Cost=4,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bike|Vehicle=Zip|Handling=3/2|Speed=3|Acceleration=1|Body=6|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=3,500|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Limos --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Limo|Vehicle=Mitsubishi Nightsky|Handling=4/3|Speed=4|Acceleration=2|Body=15|Armor=15|Pilot=3|Sensor=5|Seats=8|Availability=16|Cost=320,000}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Limo|Vehicle=Phaeton|Handling=5/3|Speed=5/3|Acceleration=2|Body=16|Armor=12|Pilot=3|Sensor=4|Seats=2/8|Avail=18|Cost=350,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Cars --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Chrysler-Nissan Jackrabbit&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=2|Body=8|Armor=4|Pilot=1|Sensor=2|Seats=2|Cost=10,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Honda Spirit&lt;br /&gt;
|Handling=3/2|Speed=4|Acceleration=2|Body=8|Armor=6|Pilot=1|Sensor=2|Seats=2|Cost=12,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Hyundai Shin-Hyung&lt;br /&gt;
|Handling=5/4|Speed=6|Acceleration=3|Body=10|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=28,500&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Eurocar Westwind 3000&lt;br /&gt;
|Handling=6/4|Speed=7|Acceleration=3|Body=10|Armor=8|Pilot=3|Sensor=5|Seats=2|Availability=13|Cost=110,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Ford Americar&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=2|Body=11|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=16,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Saeder-Krupp-Bentley Concordat&lt;br /&gt;
|Handling=5/4|Speed=5|Acceleration=2|Body=12|Armor=12|Pilot=2|Sensor=4|Seats=4|Availability=10|Cost=65,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Comet|Handling=4/4|Speed=3|Acceleration=2|Body=11|Armor=6|Pilot=2|Sensor=2|Seats=4|Cost=20,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Artemis|Handling=4/2|Speed=3|Acceleration=3|Body=9|Armor=6|Pilot=1|Sensor=1|Seats=4|Cost=17,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Chameleon|Handling=4/2|Speed=4|Acceleration=1|Body=10|Armor=4|Pilot=1|Sensor=1|Seats=4|Cost=14,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Dynamit|Handling=5/1|Speed=9|Acceleration=3|Body=10|Armor=3|Pilot=2|Sensor=3|Seats=2|Avail=8|Cost=98,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Equus|Handling=3/3|Speed=4/3|Acceleration=2|Body=12|Armor=10|Pilot=2|Sensor=3|Seats=4|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=FunOne|Handling=3/1|Speed=3|Acceleration=1|Body=6|Armor=4|Pilot=2|Sensor=1|Seats=2/1|Cost=8,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Gladius|Handling=7/3|Speed=9|Acceleration=4|Body=10|Armor=5|Pilot=3|Sensor=5|Seats=2|Avail=14|Cost=154,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Journey|Handling=4/3|Speed=3|Acceleration=3|Body=9|Armor=5|Pilot=1|Sensor=1|Seats=4|Cost=17,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Longboard|Handling=4/3|Speed=3|Acceleration=2|Body=12|Armor=6|Pilot=1|Sensor=2|Seats=6|Cost=31,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=MetaWay|Handling=4/2|Speed=4|Acceleration=1|Body=10|Armor=4|Pilot=1|Sensor=2|Seats=1|Cost=24,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Phoenix|Handling=4/2|Speed=6|Acceleration=3|Body=10|Armor=6|Pilot=2|Sensor=3|Seats=4|Cost=32,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Car|Vehicle=Xenon|Handling=3/2|Speed=4/3|Acceleration=2|Body=8|Armor=6|Pilot=2|Sensor=2|Seats=4|Cost=18,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Trucks --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Toyota Gopher&lt;br /&gt;
|Handling=5/5|Speed=4|Acceleration=2|Body=14|Armor=10|Pilot=1|Sensor=2|Seats=3|Cost=25,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Armadillo|Handling=3/4|Speed=4|Acceleration=2|Body=13|Armor=10|Pilot=1|Sensor=2|Seats=2/4|Cost=22,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Escalade|Handling=3/3|Speed=4|Acceleration=2|Body=16|Armor=10|Pilot=3|Sensor=4|Seats=6|Avail=10|Cost=125,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Hauler|Handling=3/3|Speed=4/3|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=2|Seats=4/4|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Hotspur|Handling=4/5|Speed=6|Acceleration=3|Body=16|Armor=12|Pilot=2|Sensor=2|Seats=2|Avail=8|Cost=60,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Minotaur|Handling=4/5|Speed=5|Acceleration=2|Body=14|Armor=8|Pilot=4|Sensor=4|Seats=4|Cost=45,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Morgan|Handling=3/5|Speed=4|Acceleration=3|Body=14|Armor=6|Seats=2|Avail=8|Cost=7,500|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Northstar|Handling=5/3|Speed=6|Acceleration=2|Body=12|Armor=8|Pilot=3|Sensor=5|Seats=4|Avail=12|Cost=115,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Percheron|Handling=3/3|Speed=3|Acceleration=2|Body=15|Armor=6|Pilot=4|Sensor=3|Seats=6|Cost=39,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Sidewinder|Handling=4/3|Speed=3|Acceleration=2|Body=10|Armor=6|Pilot=2|Sensor=2|Seats=6|Cost=33,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Talon|Handling=4/3|Speed=4|Acceleration=2|Body=12|Armor=6|Pilot=2|Sensor=2|Seats=5|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Trailblazer|Handling=3/4|Speed=3|Acceleration=2|Body=12|Armor=6|Pilot=1|Sensor=2|Seats=4|Cost=32,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Truck|Vehicle=Watcher|Handling=3/3|Speed=3|Acceleration=3|Body=9|Armor=8|Pilot=1|Sensor=3|Seats=5|Avail=4|Cost=40,00|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Groundcraft Vans --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=GMC Bulldog&lt;br /&gt;
|Handling=3/3|Speed=3|Acceleration=1|Body=16|Armor=12|Pilot=1|Sensor=2|Seats=6|Cost=35,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Rover Model 2072&lt;br /&gt;
|Handling=5/5|Speed=4|Acceleration=2|Body=15|Armor=12|Pilot=2|Sensor=4|Seats=6|Availability=10|Cost=68,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Ares Roadmaster&lt;br /&gt;
|Handling=3/3|Speed=3|Acceleration=1|Body=18|Armor=18|Pilot=3|Sensor=3|Seats=8|Availability=8|Cost=52,000&lt;br /&gt;
|Source=Core}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Caravaner|Handling=3/2|Speed=4|Acceleration=1|Body=12|Armor=8|Pilot=2|Sensor=2|Seats=7|Cost=28,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Chuck Wagon|Handling=2/2|Speed=3|Acceleration=1|Body=16|Armor=5|Pilot=2|Sensor=2|Seats=2|Cost=40,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Econovan|Handling=3/2|Speed=4|Acceleration=1|Body=14|Armor=8|Pilot=2|Sensor=2|Seats=10|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Endurance|Handling=3/3|Speed=4|Acceleration=3|Body=14|Armor=6|Pilot=1|Sensor=2|Seats=8|Cost=35,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=S-K LT-21|Handling=2/1|Speed=2|Acceleration=1|Body=15|Armor=7|Pilot=2|Sensor=2|Seats=2|Cost=31,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Van|Vehicle=Universe|Handling=3/3|Speed=4/3|Acceleration=1|Body=14|Armor=8|Pilot=3|Sensor=2|Seats=2/14|Cost=30,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- RVs --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Chinook|Handling=3/2|Speed=4/3|Acceleration=1|Body=14|Armor=12|Pilot=2|Sensor=2|Seats=10|Cost=145,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Outback|Handling=3/4|Speed=3/4|Acceleration=1|Body=14|Armor=12|Pilot=2|Sensor=4|Seats=8|Cost=158,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=RV|Vehicle=Preserve|Handling=3/3|Speed=4/4|Acceleration=1|Body=16|Armor=12|Pilot=2|Sensor=3|Seats=10|Cost=134,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Tractors/Trailers --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Conestoga Trailblazer|Handling=2/1|Speed=2|Acceleration=1|Body=14|Armor=6|Pilot=2|Sensor=1|Seats=2|Avail=4|Cost=75,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Hellhound|Handling=3/24/|Speed=3|Acceleration=1|Body=20|Armor=15|Pilot=3|Sensor=3|Seats=2|Avail=16R|Cost=150,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Tractor/Trailer|Vehicle=Trailer (Trailblazer)|Handling=1/1|Speed=1|Acceleration=1|Body=20|Armor=6|Pilot=2|Sensor=1|Cost=20,000|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Busses --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bus|Vehicle=Camellos HT|Handling=3/2|Speed=3|Acceleration=1|Body=16|Armor=5|Pilot=1|Sensor=2|Seats=200|Cost=150,000|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Bus|Vehicle=Omnibus|Handling=2/2|Speed=3|Acceleration=1|Body=18|Armor=10|Pilot=2|Sensor=2|Seats=53|Avail=12|Cost=296,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commercial Vehicles --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial D-Compact|Handling=2/2|Speed=3|Acceleration=1|Body=12|Armor=8|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=196,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial D-series|Handling=2/2|Speed=3|Acceleration=1|Body=16|Armor=10|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=248,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Commercial DD|Handling=2/2|Speed=3|Acceleration=1|Body=20|Armor=12|Pilot=2|Sensor=2|Seats=2|Avail=12|Cost=312,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicleseries|Handling=2/2|Speed=3|Acceleration=1|Body=18|Armor=12|Pilot=2|Sensor=3|Seats=2|Avail=14|Cost=287,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Konstructors|Handling=2/2|Speed=3|Acceleration=1|Body=24|Armor=18|Pilot=4|Sensor=3|Seats=2|Avail=16|Cost=365,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Ram Industrail Narrow|Handling=3/1|Speed=1|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=4|Seats=2|Avail=4|Cost=49,000|Source=SR5:SS}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Commercial|Vehicle=Ram Industrial Large|Handling=2/1|Speed=1|Acceleration=1|Body=16|Armor=8|Pilot=2|Sensor=4|Seats=2|Avail=4|Cost=51,000|Source=SR5:SS}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Security/Police/Military --&amp;gt;&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Blitzkrieg|Handling=4/3|Speed=4|Acceleration=2|Body=10|Armor=8|Pilot=3|Sensor=4|Seats=2|Avail=14R|Cost=46,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Charger|Handling=4/3|Speed=5|Acceleration=2|Body=12|Armor=12|Pilot=4|Sensor=4|Seats=5|Avail=16R|Cost=65,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Command (General)|Handling=3/3|Speed=4|Acceleration=1|Body=20|Armor=16|Pilot=5|Sensor=7|Seats=10|Avail=18R|Cost=344,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Goliath|Handling=3/2|Speed=4|Acceleration=2|Body=16|Armor=16|Pilot=3|Sensor=3|Seats=8|Avail=20R|Cost=120,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=i8 Interceptor|Handling=5/3|Speed=8|Acceleration=4|Body=12|Armor=8|Pilot=4|Sensor=4|Seats=3|Avail=16R|Cost=114,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Luxus|Handling=5/5|Speed=5|Acceleration=3|Body=18|Armor=16|Pilot=5|Sensor=6|Seats=8|Avail=14R|Cost=398,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Rhino|Handling=4/4|Speed=4|Acceleration=2|Body=17|Armor=18|Pilot=4|Sensor=4|Seats=9|Avail=18R|Cost=225,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Stallion|Handling=3/4|Speed=5|Acceleration=3|Body=16|Armor=12|Pilot=3|Sensor=3|Seats=4|Avail=16R|Cost=78,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Stürmwagon|Handling=5/4|Speed=4|Acceleration=2|Body=17|Armor=18|Pilot=4|Sensor=5|Seats=10|Avail=20R|Cost=145,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Teufelkatze|Handling=5/4|Speed=5|Acceleration=3|Body=16|Armor=16|Pilot=3|Sensor=3|Seats=7|Avail=16F|Cost=76,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Trailer (General)|Handling=3/3|Speed=3|Acceleration=1|Body=20|Armor=16|Pilot=3|Sensor=7|Seats=1|Avail=18R|Cost=54,000|Source=SR5:R5.0}}&lt;br /&gt;
{{SR5:Vehicle Row|Craft=Groundcraft|Type=Security|Vehicle=Wolf II|Handling=3/3|Speed=3|Acceleration=2|Body=24|Armor=12|Pilot=2|Sensor=2|Seats=6|Avail=20F|Cost=330,000|Source=SR5:R5.0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Bike=&lt;br /&gt;
Bikes are operated with the Pilot Ground Craft skill. Most come available with either electric or hybrid biofuel engines.&lt;br /&gt;
==Dodge Scoot==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=1|Speed=3/2|Acceleration=2|Body=4|Armor=4|Pilot=1|Sensor=1|Seats=8&lt;br /&gt;
|Cost=3,000&lt;br /&gt;
|Description=This is an electric-powered scooter with a top speed of don’t make me laugh. It’s compact, fuel-efficient, and super-affordable, but no self-respecting shadowrunners would be caught dead on one.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Harley-Davidson Scorpion==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=3|Speed=4|Acceleration=4|Body=8|Armor=9|Pilot=1|Sensor=2|Seats=5&lt;br /&gt;
|Cost=12,000&lt;br /&gt;
|Description=This bike is a classic, heavy-bodied, heavily chromed road hog, armored and styled for intimidation. Very popular with a certain type of go-ganger, and with big, tough orks and trolls who don’t worry about little things like “embodying a cliche.” This bike is even tough enough to be used in the combat biking circuit.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Yamaha Growler==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4/3|Speed=2|Acceleration=4/3|Body=5|Armor=5|Pilot=1|Sensor=2|Seats=3&lt;br /&gt;
|Cost=5,000&lt;br /&gt;
|Description=This is a durable off-road bike used in motocross and other extreme sports events, usually seen in photos and footage with both the bike and its rider covered in dust. It’s popular with thrill seekers, wilderness buffs, and light-freight drug smugglers.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Suzuki Mirage==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Image=SR5 Vehicle Suzuki Mirage.png&lt;br /&gt;
|Handling=2|Speed=3|Acceleration=2|Body=5|Armor=6|Pilot=1|Sensor=4|Seats=3&lt;br /&gt;
|Cost=8,500&lt;br /&gt;
|Description=This Japanese racing bike is a fast, sleek speed machine, popular with the other type of go-ganger—it’s worth mentioning that both the Scorpion and the Mirage are popular with the Cutters, but the Ancients show a notable preference for the Mirage and its cousins and competitors. Like the Scorpion, the Mirage also sees some use in the combat bike circuit.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Limo=&lt;br /&gt;
==Mitsubishi Nightsky==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=6|Speed=3|Acceleration=4|Body=15|Armor=15|Pilot=2|Sensor=2|Seats=4&lt;br /&gt;
|Availability=16|Cost=320,000&lt;br /&gt;
|Description=Decadent, secure, and hightech, this armored limousine isn’t for you. It’s for corp executives, media stars, and Mr. Johnson; only in their company will you enjoy its spacious interior and luxurious amenities.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Car=&lt;br /&gt;
Cars are operated with the Pilot Ground Craft skill. Most come available with either electric or hybrid biofuel engines.&lt;br /&gt;
==Chrysler Nissan Jackrabbit==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4|Speed=6|Acceleration=4|Body=8|Armor=4|Pilot=2|Sensor=2|Seats=2&lt;br /&gt;
|Cost=10,000&lt;br /&gt;
|Description=This cheap, ubiquitous electric subcompact was made in North America for decades. Even after North American production ceased, dozens of generic rip-offs were contract produced throughout the third world. The sheer amount of Chrysler-Nissan’ Jackrabbits on the road means the older model must continue to be supported.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Honda Spirit==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4/3|Speed=5/4|Acceleration=5/5|Body=8|Armor=6|Pilot=1|Sensor=1|Seats=1&lt;br /&gt;
|Cost=12,000&lt;br /&gt;
|Description=This sleek three-wheeled two-seater features an electric engine and is popular with commuting sprawl dwellers. The spirit has a bubble hood for bad weather, with a chemical coating “guaranteed to neutralize 89 percent of acid rain.”&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hyundai Shin-Hyung==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4/5|Speed=3|Acceleration=1|Body=10|Armor=6|Pilot=1|Sensor=2|Seats=6&lt;br /&gt;
|Cost=28,500&lt;br /&gt;
|Description=This cheap four-door sports sedan is a fast, powerful car for corp youth to show off their moxie to their friends in a socially acceptable and constructive way. Available for low prices out of the box, the Shin-Hyung is often heavily customized by tuners and street racing enthusiasts to the point of being far more functional and barely recognizable.The Shin-Hyung can be bought cheap, goes fast, and handles well. What else could you want? These facts have made it popular with Triad and Yakuza elements as well as more affluent street gangs and slumming rich-kids.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Eurocar Westwind 3000==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=3/4|Speed=7|Acceleration=3|Body=10|Armor=8|Pilot=1|Sensor=5|Seats=2&lt;br /&gt;
|Availability=13|Cost=110,000&lt;br /&gt;
|Description=This sleek, classic, low-slung speed machine mixes business and pleasure into perfection. Situated perfectly at the intersection of luxury and performance, this is a turbo-charged sportscar that is only a pipe dream for most slags working their way up through the shadows. Its sexy lines and powerful engine make it consistently powerful among muscle car enthusiasts.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ford Americar==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4/3|Speed=3|Acceleration=2|Body=11|Armor=6|Pilot=1|Sensor=2|Seats=4&lt;br /&gt;
|Cost=16,000&lt;br /&gt;
|Description=This four-door sedan has an affordable price point, capacious luggage storage, and safety features that, combined, made it the bestselling family car in North America for decades before losing out to the Mercury Comet. The Americar is reliable and economical, but not fast or sexy. If you need to ferry four metahumans from point A to point B, a Ford Americar is probably the most straightforward and anonymous way to do so. It’s not flashy, and it’s not stylish, but sometimes flashy gets you killed.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SK-Bentley Concordat==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=3|Speed=4/3|Acceleration=2|Body=12|Armor=12|Pilot=1|Sensor=1|Seats=6&lt;br /&gt;
|Availability=10|Cost=65,000&lt;br /&gt;
|Description=This luxury sedan is stylish, stately, and impressive. It is fast and powerful, comfortable and safe, opulently appointed, and most importantly, a status symbol. The SK-Bentley Concordat is the kind of car that simstars and orxploitation rappers drive; a runner behind the wheel of one has made the big time indeed. Either that, or they stole it.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Truck=&lt;br /&gt;
Trucks are operated with the Pilot Ground Craft skill. Most come available with either electric or hybrid biofuel engines.&lt;br /&gt;
==Toyota Gopher==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=5/3|Speed=2|Acceleration=5/5|Body=14|Armor=10|Pilot=1|Sensor=4|Seats=2&lt;br /&gt;
|Cost=25,000&lt;br /&gt;
|Description=This is a classic pickup with great off-road suspension, superior handling, and a loyal customer base. This low-maintenance design is a bit dated but sees widespread use in third world nations and rural areas, especially the NAN. It’s not the most wiz thing you could drive, although its powerful engine and storage space could certainly come in handy if you have some heavy duty hauling to do.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Van=&lt;br /&gt;
Vans are operated with the Pilot Ground Craft skill. Most come available with either electric or hybrid biofuel engines.&lt;br /&gt;
==GMC Bulldog==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=2|Speed=2|Acceleration=1|Body=16|Armor=12|Pilot=2|Sensor=4|Seats=8&lt;br /&gt;
|Cost=35,000&lt;br /&gt;
|Description=This long-running top seller from GM is a capacious (and armored!) delivery van favored by everybody from legitimate shipping and logistics companies to security agencies to heavy mob crews to shadowrunners. It has lots of room for people, gear, or whatever you need to move, plus an engine and chassis that can take a ton of punishment and keep on running.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rover Model 2072==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Image=SR5 Vehicle Rover Model 2072.png&lt;br /&gt;
|Handling=3|Speed=5|Acceleration=3|Body=15|Armor=12|Pilot=2|Sensor=4|Seats=3&lt;br /&gt;
|Availability=10|Cost=68,000&lt;br /&gt;
|Description=Bigger and more powerful than it needs to be, this luxury van is the top-of-the-line in its class, and just as much of a status symbol as the Bentley. On top of that, it packs intimidating size and all the accessories for cruising through the wilderness. Or, more commonly, through elite urban neighborhoods. This expensive vehicle is gaining more and more popularity with discreet security details for its combination of status and security.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Roadmaster==&lt;br /&gt;
{{SR5:Vehicle Template&lt;br /&gt;
|Handling=4/3|Speed=5/4|Acceleration=3/3|Body=18|Armor=18|Pilot=1|Sensor=2|Seats=3&lt;br /&gt;
|Availability=8|Cost=52,000&lt;br /&gt;
|Description=This is a fragging armored car, chummer, and you should be grateful you can buy it legally. Legitimately used to move goods over land that need secure transportation, the Roadmaster may have the speed and handling of the tank that it is, and it may be anything but subtle, but it can reliably shrug off small arms fire and even grenades. For many teams, that’s a worthwhile tradeoff.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=RV=&lt;br /&gt;
&lt;br /&gt;
=Tractor/Trailer=&lt;br /&gt;
&lt;br /&gt;
=Bus=&lt;br /&gt;
&lt;br /&gt;
=Commercial=&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2337</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2337"/>
		<updated>2016-05-14T21:38:36Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Shape Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. In addition, the caster may adjust this size as he would adjust any area effect radius (see p. 282, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Drain equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). Every point of Force of this spell above 3 adds one to a hacker’s Overwatch Score each minute.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5). &lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2336</id>
		<title>SR5:Magic Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2336"/>
		<updated>2016-05-14T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Other Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==MAGIC ACTIONS==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|SIMPLE ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Activate Focus&lt;br /&gt;
|-&lt;br /&gt;
|Call Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|Command Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Dismiss Spirit&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|COMPLEX ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Astral Projection&lt;br /&gt;
|-&lt;br /&gt;
|Banish Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Cast Spell&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Tables==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:#444444;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|OBJECT RESISTANCE TABLE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Material&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Natural Objects||3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured Low-Tech Objects and Materials||6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Brick, leather, simple plastics&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured High-Tech Objects and Materials||9&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Advanced plastics, alloys, electronic equipment, sensors&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Highly Processed Objects||15+&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Computers, complex toxic wastes, drones, vehicles&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2335</id>
		<title>SR5:Magic Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2335"/>
		<updated>2016-05-14T21:02:59Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Other Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==MAGIC ACTIONS==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|SIMPLE ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Activate Focus&lt;br /&gt;
|-&lt;br /&gt;
|Call Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|Command Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Dismiss Spirit&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|COMPLEX ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Astral Projection&lt;br /&gt;
|-&lt;br /&gt;
|Banish Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Cast Spell&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Tables==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:#444444;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|OBJECT RESISTANCE TABLE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|TYPE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|DICE POOL&lt;br /&gt;
|-&lt;br /&gt;
|Natural Objects||3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured Low-Tech Objects and Materials||6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Brick, leather, simple plastics&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured High-Tech Objects and Materials||9&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Advanced plastics, alloys, electronic equipment, sensors&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Highly Processed Objects||15+&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|Computers, complex toxic wastes, drones, vehicles&lt;br /&gt;
|style=&amp;quot;background:gray;&amp;quot;|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2334</id>
		<title>SR5:Magic Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2334"/>
		<updated>2016-05-14T21:00:22Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Other Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==MAGIC ACTIONS==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|SIMPLE ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Activate Focus&lt;br /&gt;
|-&lt;br /&gt;
|Call Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|Command Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Dismiss Spirit&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|COMPLEX ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Astral Projection&lt;br /&gt;
|-&lt;br /&gt;
|Banish Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Cast Spell&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Tables==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|OBJECT RESISTANCE TABLE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|TYPE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|DICE POOL&lt;br /&gt;
|-&lt;br /&gt;
|Natural Objects||3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured Low-Tech Objects and Materials||6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Brick, leather, simple plastics&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured High-Tech Objects and Materials||9&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Advanced plastics, alloys, electronic equipment, sensors&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Highly Processed Objects||15+&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Computers, complex toxic wastes, drones, vehicles&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2333</id>
		<title>SR5:Magic Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2333"/>
		<updated>2016-05-14T20:59:40Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Other Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==MAGIC ACTIONS==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|SIMPLE ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Activate Focus&lt;br /&gt;
|-&lt;br /&gt;
|Call Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|Command Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Dismiss Spirit&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|COMPLEX ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Astral Projection&lt;br /&gt;
|-&lt;br /&gt;
|Banish Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Cast Spell&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Tables==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|OBJECT RESISTANCE TABLE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|TYPE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|DICE POOL&lt;br /&gt;
|-&lt;br /&gt;
|Natural Objects||3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)&lt;br /&gt;
|-&lt;br /&gt;
!Manufactured Low-Tech Objects and Materials||6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Brick, leather, simple plastics&lt;br /&gt;
|-&lt;br /&gt;
!Manufactured High-Tech Objects and Materials||9&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Advanced plastics, alloys, electronic equipment, sensors&lt;br /&gt;
|-&lt;br /&gt;
!Highly Processed Objects||15+&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:silver;&amp;quot;|Computers, complex toxic wastes, drones, vehicles&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2332</id>
		<title>SR5:Magic Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic_Rules&amp;diff=2332"/>
		<updated>2016-05-14T20:51:59Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==MAGIC ACTIONS==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|SIMPLE ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Activate Focus&lt;br /&gt;
|-&lt;br /&gt;
|Call Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|Command Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Dismiss Spirit&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|COMPLEX ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
|Astral Projection&lt;br /&gt;
|-&lt;br /&gt;
|Banish Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Cast Spell&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Tables==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;background:gray;color:white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;color:black;&amp;quot;|OBJECT RESISTANCE TABLE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|TYPE&lt;br /&gt;
!style=&amp;quot;background:black;color:gold;&amp;quot;|DICE POOL&lt;br /&gt;
|-&lt;br /&gt;
|Natural Objects||3&lt;br /&gt;
|-&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand)&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured Low-Tech Objects and Materials||6&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, simple plastics&lt;br /&gt;
|-&lt;br /&gt;
|Manufactured High-Tech Objects and Materials||9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, electronic equipment, sensors&lt;br /&gt;
|-&lt;br /&gt;
|Highly Processed Objects||15+&lt;br /&gt;
|-&lt;br /&gt;
|Computers, complex toxic wastes, drones, vehicles&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Negative_Qualities&amp;diff=2331</id>
		<title>SR5:Negative Qualities</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Negative_Qualities&amp;diff=2331"/>
		<updated>2016-05-14T18:22:03Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Code Of Honor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Addiction==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=4 TO 25&lt;br /&gt;
|Description=A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo); technological or magical devices, such as better-than-life (BTL) chips or foci; or potentially addictive activities such as gambling or sex. Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the runner, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specific rules on Addiction Tests, Withdrawal Tests, and staying clean, see p. 414. The bonus Karma value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings. &lt;br /&gt;
&lt;br /&gt;
At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.&lt;br /&gt;
&lt;br /&gt;
;Mild (4 Karma)&lt;br /&gt;
:1 dose or 1 hour of habit-related activity&lt;br /&gt;
:Mild cravings occur once a month for the character. If a character fails his Withdrawal Test, he suffers symptoms of withdrawal and must actively seek out and use the substance or engage in the activity to find relief. On a run, this could mean delaying plans that the runner team may have meticulously put together for a job, especially if the character is busy gambling with a bookie or slotting a BTL instead of being available for the run. While the character is suffering withdrawal symptoms, apply a –2 dice pool modifier to all of the character’s Mental-attribute-based tests (if psychological dependency) or to all the character’s Physical-attribute-based tests (if physiological dependency). If the character succeeds on his Withdrawal Test, the character does not suffer withdrawal symptoms and does not need the substance or participate in that habit until the character makes their next Withdrawal Test (in one month). He is able to stay clean for that month. &lt;br /&gt;
&lt;br /&gt;
;Moderate (9 Karma)&lt;br /&gt;
:1 dose or 1 hour of habit-related activity&lt;br /&gt;
:A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied. &lt;br /&gt;
&lt;br /&gt;
;Severe (20 Karma)&lt;br /&gt;
:2 doses or 2 hours of habit-related activity&lt;br /&gt;
:The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails a Withdrawal Test, he suffers a –4 dice pool modifier to either their Mental- or Physical-based tests (as appropriate for their dependency) while in withdrawal. In addition, he suffers a –2 dice pool modifier to all Social Tests, whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer. &lt;br /&gt;
&lt;br /&gt;
;Burnout (25 Karma)&lt;br /&gt;
:3 doses/3 hours (minimum) of habit-related activity&lt;br /&gt;
:Burnout is the final progression of the Addiction quality. The addict exper iences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suf fers a –6 penalty to either his Mental- or Physical-based tests (whichever one is appropr iate for their dependency) while in withdrawal. &lt;br /&gt;
&lt;br /&gt;
Because his Addiction is now obvious to even the most casual observer, the character suffers a –3 dice pool modifier for all Social Tests, whether he is in withdrawal or not.&lt;br /&gt;
&lt;br /&gt;
The gamemaster has discretion as to whether or not she should call for Withdrawal Tests during an Addicted character’s downtime, depending on to what degree the gamemaster wants the addiction to impact gameplay for the character.&lt;br /&gt;
|Special=;Withdrawal Test:'''Psychological''':Logic + Willpower&lt;br /&gt;
:'''Physiological''':Body + Willpower&lt;br /&gt;
}}&lt;br /&gt;
===COMMON ADDICTIONS===&lt;br /&gt;
*Better-than-life chips (p. 460)&lt;br /&gt;
*Alchemical preparations (p. 316)&lt;br /&gt;
*Alcohol&lt;br /&gt;
*Street drugs&lt;br /&gt;
*Foci (see p. 318)&lt;br /&gt;
*Augmentations&lt;br /&gt;
&lt;br /&gt;
==Allergy==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+ALLERGY TABLE&lt;br /&gt;
!CONDITION!!VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon||2&lt;br /&gt;
|-&lt;br /&gt;
|Common||7&lt;br /&gt;
|-&lt;br /&gt;
|Mild||3&lt;br /&gt;
|-&lt;br /&gt;
|Moderate||8&lt;br /&gt;
|-&lt;br /&gt;
|Severe||13&lt;br /&gt;
|-&lt;br /&gt;
|Extreme||18&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5 TO 25&lt;br /&gt;
|Description=A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (2 Karma) or Common (7 Karma). Next, determine the severity of the symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).&lt;br /&gt;
&lt;br /&gt;
;Uncommon:The substance or condition is rare for the local environment&lt;br /&gt;
:;Examples&lt;br /&gt;
::silver, gold, antibiotics, grass.&lt;br /&gt;
;Common:The substance or condition is prevalent in the local environment.&lt;br /&gt;
:;Examples&lt;br /&gt;
::sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.&lt;br /&gt;
;Mild:Symptoms are discomfiting and distracting. &lt;br /&gt;
:Apply a –2 dice pool modifier to the character’s Physical Tests while under the effects of the Allergy.&lt;br /&gt;
;Moderate:Contact with the allergen produces intense pain. &lt;br /&gt;
:Apply a –4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.&lt;br /&gt;
;Severe:Contact with the allergen results in extreme pain and actual physical damage. &lt;br /&gt;
:Apply a –4 dice pool modifier to all tests made while a character experiences symptoms. &lt;br /&gt;
:The character also suffers 1 box of Physical Damage (unresisted) for every 1 minute they are exposed to the allergen.&lt;br /&gt;
;Extreme:A character at this level, when exposed to the allergen, goes into full anaphylactic shock. &lt;br /&gt;
:The character receives a –6 dice pool modifier for anything they do. The character is considered to be in excruciating agony. &lt;br /&gt;
:The character suffers 1 box of Physical Damage (unresisted) for every 30 seconds they are exposed to the allergen. First Aid, Medicine, or magical means can stop the damage taken from the anaphylactic shock.&lt;br /&gt;
|Special=;Resistance Test:-1 DP Modifier per Severity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Astral Beacon==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10 &lt;br /&gt;
|Description=The astral signature of a character with the Astral Beacon quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a –1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Magic rating may take this quality.&lt;br /&gt;
|Special=;Assensing Test:-1 Threshold for opponents&lt;br /&gt;
:Signatures last twice as long&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bad Luck==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=This character is cursed—his own luck often turns against him. When the character uses Edge, roll 1D6. On a result of 1, the point of Edge is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice he loses that many dice from his dice pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch. The character suffers Bad Luck on only one Edge roll per game session. After the character has suffered his Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Edge for the duration of that game session.&lt;br /&gt;
|Special=;Spending Edge:Can Glitch to opposite effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bad Rep==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former Knight Errant cop known to have been particularly brutal in dealing with shadowrunners. Or word on the street might be that she once killed a member of her own runner team. If she’s Awakened and comes from a polluted region, it may be generally accepted that she’s a toxic shaman. Whether she is actually guilty of any wrongdoing is not relevant. What people believe she has done has permanently tainted the way they see her and how they deal with her. Whatever the reason, the character starts play with 3 points of Notoriety (p. 372) that can only be removed or decreased by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma. &lt;br /&gt;
|Special=;Notoriety:+3 Points &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Code Of Honor==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=15&lt;br /&gt;
|Special=;Violence against Protected Group&lt;br /&gt;
:GMs roll 1D6. On 1 there is a complication.&lt;br /&gt;
:GMs Perception(4) for character to notice.&lt;br /&gt;
;Attempt to Kill Protected Group&lt;br /&gt;
:Charisma + Willpower (4)&lt;br /&gt;
;Protected Group Killed&lt;br /&gt;
:Lose 1 Karma per Kill&lt;br /&gt;
|Description=The character has a binding Code of Honor when it comes to killing members of a specific group; it’s a matter of unwavering principle. The character with the Code of Honor quality chooses a specific group that they will not kill or allow others to kill. Examples of this group could include women, children, innocent bystanders, or a specific metatype. A character can choose to protect specific paracritters, but only if the specified paracritter possesses the Sapience power.The gamemaster must approve the group that the character designates as being “off limits.” If the group (such as children) is not regularly encountered in campaigns, the gamemaster can reject the choice. If the player feels strongly about his choice, the gamemaster may allow the player to take two groups they will not harm, (i.e., women and children), one of which must be likely to be encountered in the campaign. A magician can legitimately choose to not destroy any type of spirit from which their Mentor Spirit bestows a bonus for summoning. This Code of Honor respects their Mentor Spirit and is worthy of the Karma. Characters can’t pick an obscure or non-existent group to acquire this quality—you can’t acquire Karma by vowing to never kill sapient hamsters, for example.&lt;br /&gt;
&lt;br /&gt;
Any time anyone attempts to kill a member of the character ’s protected list, the character must make a Charisma + Willpower (4) Test. A failed roll means the character must immediately put a stop the violence against the member of their protected group. If the situation forces the character to take action against any of his protected group, he will always choose non-lethal methods. Killing a member of the group he has sworn to protect is a line he will not cross for any reason. &lt;br /&gt;
&lt;br /&gt;
There are drawbacks to having a Code of Honor. For example, it can leave witnesses behind. For each person in the protected group the character leaves alive and who is in a position to remember them, increase the character’s Public Awareness by 1. The character’s job options are also limited—he will not take a job if the objective is the death of a member of his protected group and will have reservations about taking part in a mission with a high probability of causing collateral harm to members of his protected group.&lt;br /&gt;
&lt;br /&gt;
There is always a chance things will go wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction to a usually harmless knockout drug, or a heart condition that makes a taser shock deadly. For this reason, each time the character takes a violent action or allows others to take violent action against a member of his chosen group, the gamemaster makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication from the use of non-lethal force. With a metahuman it could be a life-threatening medical condition; with a spirit, an attempt to banish rather than destroy may in fact set the spirit free. When a complication arises, the gamemaster makes a secret Perception (4) Test for the character to notice if anything has gone wrong.&lt;br /&gt;
&lt;br /&gt;
If a person in the character’s chosen group is killed, whether intentionally or inadvertently, the character loses a point of Karma for that adventure for each person in their “protected group” that is killed.&lt;br /&gt;
&lt;br /&gt;
The Code of Honor can take other forms as well. For example:&lt;br /&gt;
&lt;br /&gt;
;Assassin’s Creed:A character never kills anyone that they are not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who believe in the Assassin’s Creed. Characters who take this version of Code of Honor lose 1 point of Karma for every unintentional and/or unpaid murder they commit, and their Public Awareness goes up by 1 for each such death.&lt;br /&gt;
;Warrior’s Code:The character who follows a Warrior’s Code maintains a strict sense of personal honor. In 2075, this likely means a character will not kill an unarmed person, take lethal action against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesn’t know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e., from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 Karma per unarmed or defenseless person that they kill or allow to be killed through their actions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Codeblock==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a –2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not require a test (p. 237). Characters cannot apply Codeblock toward hacking actions they are never likely to take. &lt;br /&gt;
|Special=;Predetermined Matrix Action:-2 DP Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat Paralyisis==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=A character with Combat Paralysis freezes in combat. On the character’s first Initiative Test, the character divides their Initiative Score for that round in half (rounded up). In subsequent Combat Turns, the character may roll their normal Initiative. Combat Paralysis also gives the character a –3 dice pool modifier on Surprise Tests. If the character must make a Composure Test while under fire or in a similar combat situation, the gamemaster applies a +1 threshold modifier.&lt;br /&gt;
|Special=;First Round Initiative Test:Half Initiative (round up)&lt;br /&gt;
;Surprise Tests:-3 DP Modifier&lt;br /&gt;
;Composure Tests:+1 Threshold Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dependents==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=3, 6, OR 9&lt;br /&gt;
|Description=A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See the Character Advancement section on p. 103 for more information on how long it takes to improve skills. Also increase the base time for any long-term projects by fifty percent. A dependent could also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s work, borrowing the car, calling at the most inopportune moments, etc. &lt;br /&gt;
&lt;br /&gt;
For 3 Karma, the dependent is an occasional nuisance: dropping in unexpectedly (such as when the character must go to a meet), needing emotional support, favors, or other confirmations of friendship/commitment, and occasionally money. Examples of dependents at this level include: slacker sibling, long-term boyfriend/girlfriend, or a child not living with the character but for whom the character pays child support and visits regularly. Raise the character’s lifestyle cost by 10 percent each month.&lt;br /&gt;
&lt;br /&gt;
For 6 Karma, the dependent is a regular inconvenience: needing attention and commitment on a regular basis, getting involved in the character’s affairs, sharing living space. Examples of dependents at this level include: a live-in lover/wife/husband or family member, a child for whom the character shares custody and routinely has in his home (every other weekend, etc.), or a young child or close sibling for whom the character is responsible. Increase the character’s lifestyle cost by 20 percent each month.&lt;br /&gt;
&lt;br /&gt;
At the 9 Karma level, the dependent is close family or a life partner and lives with the character. The dependent is a strain on the character’s time and resources, and/or requires special care and attention that limits the character’s availability for missions or specific actions. Examples of these dependents include large family sharing the living space, parents or grandparents with medical or physical needs, and full custody of any children. Increase the lifestyle cost for the character by 30 percent each month.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Distinctive Style==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s distinctive in one culture or location may not be in another.&lt;br /&gt;
&lt;br /&gt;
Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test (p. 152) to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness. &lt;br /&gt;
|Special=;Perception Tests:+2 DP Modifier to identify individual with quality&lt;br /&gt;
;Memory Tests:-1 Threshold Modifier to remember individual with quality&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Elf Poser==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=6&lt;br /&gt;
|Description=The Elf Poser is a human character who wants to be an elf. She associates with elves as much as possible, talks like elves, and alters her appearance to resemble an elf. Characters with this quality may undergo cosmetic surgery to get elf ears and elf eyes, and they may successfully pass as elves and avoid any negative Social modifiers associated with being a non-elf. &lt;br /&gt;
&lt;br /&gt;
Real elves consider Elf Posers an embarrassment, many humans think of them as sellouts, and other metatypes generally consider posers to be pathetic. If an elf discovers the character’s secret, the elf is likely to treat her with contempt and hostility (see Social Modifiers Table, p. 140). An outed elf poser may also face stigma from prejudiced humans as a “race traitor.”&lt;br /&gt;
&lt;br /&gt;
Only human characters may take the Elf Poser quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gremlins==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=4&lt;br /&gt;
|BonusNote=PER RATING&lt;br /&gt;
|Rating=(MAX 4)&lt;br /&gt;
|Description=Characters with the Gremlins quality don’t get along with technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference whenever he’s involved. &lt;br /&gt;
&lt;br /&gt;
For each Rating (maximum of 4), reduce the number of rolled 1s necessary to get a glitch (p. 45) by 1 whenever the character is attempting to use a moderately sophisticated device. For example, a character with a dice pool of 8 and Gremlins level 2 (8 Karma) would trigger a glitch if two or more 1s result from the test (instead of the normal 4). The gamemaster may also require the character to make a test for operation that would otherwise succeed automatically to see whether or not a glitch occurs. &lt;br /&gt;
&lt;br /&gt;
When describing the effects of a Gremlin-induced glitch, gamemasters should play up the notion of a particularly weird mechanical or electronics malfunction. Some examples of Gremlin-induced glitches include: the magazine falling out of a pistol when attempting a critical shot, a keypad inexplicably burning out while entering a code to disarm an alarm system, or the commlink interface converting to Sperethiel mid-sentence when attempting to access a restricted node.&lt;br /&gt;
&lt;br /&gt;
Note that Gremlins is a Negative quality—its effects hinder the character (and probably entertain others). The character cannot use his Gremlins quality to damage an opponent’s high-tech equipment merely by touching it. Anything the character attempts to sabotage using only Gremlins will function flawlessly. (Obviously, he can try any ordinary means of sabotage, but Gremlins will haunt his efforts.) &lt;br /&gt;
&lt;br /&gt;
The effect only applies to external equipment and does not affect cyberware, bioware, or other implants. &lt;br /&gt;
|Special=;Glitch on Technical Device:-1 rolled 1s required Per Rating&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Incompetent==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=An Incompetent character possesses a total lack of knowledge or ability with a certain Active skill group—or, perhaps worse, they have some vague knowledge or the skills contained in the group, but they have neither the coordination nor the comprehension to come anywhere close to carrying it off properly. No matter how much effort they put into this area, they simply cannot grasp it—it would take a miracle for them to somehow, someday advance to the level of “poor” in those skills.&lt;br /&gt;
&lt;br /&gt;
Incompetent may not be applied to Language or Knowledge skills. The Incompetent character is treated as having skill level of “unaware” for all skills in the skill group (see the Skill Rating Table, p. 131). &lt;br /&gt;
&lt;br /&gt;
In some cases, a Success Test may be required for tasks most people take for granted. Characters may not possess that skill group for which they have the Incompetent quality. If gear grants a bonus or requires the use of a specific skill in which the character is Incompetent, the character gains no benefits from the gear.&lt;br /&gt;
&lt;br /&gt;
Gamemasters are free to reject any choices that would prove irrelevant or exploitative in actual play, such as Incompetent: Outdoors in a campaign based entirely inside an arcology. (This should go without saying, but just in case: Characters may never choose Incompetent for any skill group that they are physically incapable of using. A non-magician cannot take Incompetent in Sorcery, Conjuring, or Enchanting; a non-technomancer cannot be Incompetent in a skill that requires Resonance; and so on.)&lt;br /&gt;
&lt;br /&gt;
Incompetent may be purchased only once. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Insomnia==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10 OR 15&lt;br /&gt;
|Description=A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia can lengthen the amount of time it takes for a character to recover Stun damage. &lt;br /&gt;
&lt;br /&gt;
At the 10 Karma level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an Intuition + Willpower (4) Test. If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains 1 point of Edge after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Edge refreshed and may not have it refreshed for up to another 24 hours.&lt;br /&gt;
&lt;br /&gt;
At the 15 Karma level, a failed Willpower + Intuition (4) Test means that all efforts to regain Stun damage through rest are negated during that time period, and the character must try again later. No Stun damage is regained from the attempt due to the insomnia the character experiences, and the character must wait for 24 hours before their Edge refreshes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Loss Of Confidence==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=The Loss of Confidence quality means something has caused the character to lose confidence in himself and one of his abilities. Though a skilled decker, he failed to hack into a Stuffer Shack host, or despite high Agility, he glitched an easy Climbing Test and fell into a dumpster—whatever the reason, he now doubts himself and his abilities. In tests involving the affected skill, the character suffers a –2 dice pool modifier. If the character has a specialization with the skill, the character cannot use that specialization while suffering a loss of confidence. The skill chosen for the character to have a Loss of Confidence must be one that the character prides himself in and has invested in building. Only skills with a rating 4 or higher may suffer the Loss of Confidence quality. Edge may not be used for tests involving this skill when the character is suffering Loss of Confidence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low Pain Tolerance==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=9&lt;br /&gt;
|Description=Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a –1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes. This affects both Physical and Stun damage tracks. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ork Poser==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=6&lt;br /&gt;
|Description=Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters her appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow him to successfully pass as an ork. Ork posers are an embarrassment to many orks, but some tolerate, if not appreciate, the compliment behind the effort. This means an ork who discovers the character’s secret may either become very hostile toward him or be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness.” An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks. &lt;br /&gt;
&lt;br /&gt;
Only humans and elves may take the Ork Poser quality. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Prejudiced==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+PREJUDICED TABLES&lt;br /&gt;
!PREVALENCE OF TARGET GROUP!!KARMA VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Common target group (e.g, humans, metahumans)||5 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Specific target group (e.g., the Awakened, technomancers, shapeshifters, aspected magicians)||3 Karma&lt;br /&gt;
|-&lt;br /&gt;
!DEGREE!!KARMA VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Biased (e.g., closet meta-hater)||0 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Outspoken (e.g., typical member of Humanis)||2 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Radical (e.g., racial supremacist)||5 Karma&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=3 TO 10&lt;br /&gt;
|Description=With this quality the character is Prejudiced against members of a specific group of people: metahumans, Awakened, non-metahuman sapient critters, or some other group. The character is not merely intolerant—he is outspoken about his beliefs and may actively work against the target of his prejudice. Depending upon the degree of prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.&lt;br /&gt;
&lt;br /&gt;
The Karma bonus granted by this quality varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Karma value of the quality based on the prevalence of the hated group and the degree of prejudice.&lt;br /&gt;
&lt;br /&gt;
When dealing with the target of their prejudice, a character receives a –2 dice pool modifier per level of severity of the Prejudiced quality for all Social Tests. If negotiations are a part of the encounter, the target receives a +2 modifier per level of the Prejudiced quality. So if a character who is radical in their prejudiced views against the Awakened tries to negotiate with the target of their prejudice, they receive a –6 to their Negotiation Test while the target receives a +6 dice pool modifier. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Scorched ==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A Scorched character is coping with neurological problems brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL. The problem can manifest as short- or long-term memory loss, unexpected blackouts, frequent migraines, diminished senses (sight, touch, smell, etc.), and mood disorders such as paranoia and anxiety. The player chooses one specific effect of Scorched, and its effect should be pronounced enough to hinder the character and present potential plot hooks for the gamemaster. Whenever he enters VR or slots a BTL chip, the character must make a Body + Willpower (4) Test. On a failed roll, he experiences the specified physical effects for six hours. A glitch or critical glitch on this test results in suffering the effects for 24 hours. The only way to eliminate the Scorched quality is to get the medical treatment necessary to repair the damage, then spend the Karma to buy off the Negative quality. Once Scorched, though, the character remains susceptible to the condition. Another bad encounter with Black or Psychotropic IC or a BTL will bring this quality back. In addition to the physical side effects the character may experience from being Scorched, the character is vulnerable to damage inflicted by either Black or Psychotropic IC or BTLs. When faced with this IC, the character must make a Willpower (3) Test to be able to confront it without panicking. If he is able to confront the IC that caused their Scorched condition, the character suffers a –2 to Damage Resistance Tests when these programs are inflicting damage. &lt;br /&gt;
&lt;br /&gt;
To take the Scorched quality for BTLs, the character must have at least a Mild Addiction to BTLs and possess the gear necessary to use BTLs. &lt;br /&gt;
&lt;br /&gt;
To take the Scorched quality for Black and/or Psychotropic IC, the character must be either a decker or a technomancer.&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SCORCHED PHYSICAL &lt;br /&gt;
|+SIDE EFFECTS TABLE&lt;br /&gt;
!GAME RULES&lt;br /&gt;
!EFFECT&lt;br /&gt;
|-&lt;br /&gt;
|Memory Loss &lt;br /&gt;
(short term)&lt;br /&gt;
|The character does not remember slotting a BTL chip. The character makes another Withdrawal Test immediately. A failed test means the craving comes back immediately, as do the symptoms of withdrawal. Character must slot another chip. For encountering IC, a character must make a Memory Test with a threshold increased by +1. A failed Memory Test results in gaps in memory and possible disorientation while in host.&lt;br /&gt;
|-&lt;br /&gt;
|Memory Loss &lt;br /&gt;
(long term)&lt;br /&gt;
|The same effects of Memory Loss (short term) apply. In addition, for the duration of the effect, the character loses access to one active skill. He simply does not remember how to use it (for example, the Pistols skill). Treat as unaware in that skill until symptoms abate.&lt;br /&gt;
|-&lt;br /&gt;
|Blackout&lt;br /&gt;
|For the duration of the effect, the character retains no memories of events during that time frame. Memory cannot be restored by technological or magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Migraines&lt;br /&gt;
|The character receives –2 to all Physical and Mental tests, sensitivity to light, and nausea (p. 409).&lt;br /&gt;
|-&lt;br /&gt;
|Paranoia/Anxiety&lt;br /&gt;
|Character must make Social Tests for even basic interactions. These are Success Tests with a threshold of 5. If no apparent skill applies, the character must default to Charisma –1. Failure means the character reacts with paranoia or anxiety in that situation for the duration of the effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sensitive System==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=A character with the Sensitive System quality has immuno-suppressive problems with cybernetic implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they are grown or designed, are rejected by the character’s body. This quality works differently for characters who are technomancers or Awakened and therefore never plan to take implants. Awakened individuals or technomancers remain fully capable of channeling mana or using Resonance, but they are potentially more susceptible to Drain or Fading. A magic user or technomancer with a Sensitive System must make a Willpower (2) Test before any Drain or Fading Tests. Failure on this test results in Drain or Fading Values being increased by +2 for that particular Drain or Fading Test, as the energy traveling through their body does more damage to their Sensitive System. &lt;br /&gt;
|Special=;Drain/Fading Tests:Willpower (2) before each Drain/Fading Tests&lt;br /&gt;
:+2 Drain/Fade on failure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Simsense Vertigo==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, or simsense (including smartlinks, simrigs, and image links). Such characters receive a –2 dice pool modifier to all tests when interacting with AR, VR, or simsense. &lt;br /&gt;
|Special=;AR/VR/Simsense Use:-2 DP Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sinner (layered) ==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5 TO 25&lt;br /&gt;
|Description=There are four types of SINs that fall under the SINner (Layered) quality: National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs (p. 367) just so they can participate in society.&lt;br /&gt;
====NATIONAL SIN====&lt;br /&gt;
At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).&lt;br /&gt;
&lt;br /&gt;
====CRIMINAL SIN====&lt;br /&gt;
At the 10 Karma level, the character has a Criminal SIN (either Corporate or National); his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all times; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SINless character before they’d have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have difficulty finding legal employment. He can expect to be brought in and held up to 48 hours for questioning anytime a crime is committed in his area. The judicial system in 2075 is more an assembly line than institution of justice. Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to do with the judge’s mood than the crime. In this environment it’s likely the cops will be more interested in closing the case than solving any crime; they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Some degree of “adjusting” facts and “interpreting” witness accounts to support allegations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from the judicial system than mundane criminals. If the character is a magic user with a Criminal SIN, he is registered with local law enforcement. He can expect regular—but usually not scheduled—checks to confirm he lives and to ensure he is not using forbidden spell formula, foci, or other magical gear. The nation or corporation that issued the Criminal SIN will keep close tabs on the character, if he fails to update residential information or appears in any way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen percent tax on his gross income to the entity that issued his Criminal SIN. &lt;br /&gt;
&lt;br /&gt;
====CORPORATE LIMITED SIN====&lt;br /&gt;
At the 15 Karma level the character has the Corporate Limited SIN; he has somehow gained a position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attribute. Under most circumstances the Corporate Limited SIN replaces any National SIN. His Corporate Limited SIN becomes part of the Global SIN Registry, to which law enforcement agencies and security corporations alike have access. Many of these Corporate Limited SINs record whether or not the character is Awakened. The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any National SIN that the character may have had previously. With the Corporate SIN, the character can be gainfully employed by the issuing megacorporation as a wageslave, a low-ranking member of the corporation’s security services, or an enlisted member of the corporation’s military. Though he could have a secret-level security clearance to perform his duties, he cannot rise to a leadership position, become an officer, or be part of the megacorporation’s Special Forces (such as the Red Samurai). As a group, characters that possess Corporate Limited SINs are believed to either know something valuable about the inner workings of the megacorporation or have a skill set rival megacorps would want; as such they are considered valid targets for extraction, even if they are no longer active with the corporation. Characters with the Corporate Limited SIN experience prejudice and hostility from those in the shadows who are SINless. The SINless believe the corporations deliberately keep them poor and powerless so they can be exploited. The character with the Corporate Limited SIN may find himself being personally blamed for his corporation’s actions—protesting he has no real authority and no connection with the actions in question usually does little good. To the SINless and neo-anarchists the character with the Corporate Limited SIN has sold out and chosen a corrupt and oppressive system over his own people. The character pays twenty percent of his gross income in taxes to his megacorporation.&lt;br /&gt;
&lt;br /&gt;
====CORPORATE SIN====&lt;br /&gt;
At the 25 Karma level is the Corporate Born SIN. The character with this ID was probably born into a mega corporation, or belonged to one when it achieved extraterritoriality. At least one of his parents probably had the Corporate Born SIN as well. He grew up in the corporation, his social involvement, education, and almost every aspect of his life was managed by the corporation. His skills and aptitudes were evaluated constantly, and he was groomed for the career path to which he was best suited; his whole world was the corporation. Characters with the Corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. He could have been a department administrator, a finance strategist, an agent of corporate intelligence, an officer in a megacorp’s military, or even a member of Corporate Special Forces (Renraku’s Red Samurai or Ares’ Firewatch). With a Corporate Born SIN, he could have enjoyed top-secret clearance within the corporation and access to nearly unlimited resources. Then something happened. An unforgivably costly mistake, the machinations of a rival, a supervisor in need of a scapegoat—something pushed the character out of the corporation and into the cold and unforgiving shadows. In the shadows a SIN that had been the key to opportunity is now a deadly liability. Most in the shadows see the Corporate Born as the privileged few, the aristocrats in the armored limousines who look down on them, oppress them, exploit them and deny them their basic rights. If the SINless discover the character’s Corporate Born SIN, reactions will range from deep suspicion to violent hostility; serious injury and death are real possibilities. The character’s loyalty to his corporation is never questioned, which can be an insurmountable liability in a culture that works against the megacorps. Would-be runners have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Global SIN Registry can confirm she has a valid SIN, but do not contain any additional information. Those with Corporate Born SINs pay a tax of ten percent of their gross income to their corporation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Social Stress==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=8&lt;br /&gt;
|Description=Whether as a result of loss or trauma or due to innate psychological makeup, the Social Stress quality burdens the character with emotions that interfere with his ability to interact with others. A specific cause and trigger for the Social Stress must be established. For example, if his Social Stress is caused by survivor’s guilt after the loss of a close friend, unexpectedly encountering someone who looks similar to the lost friend will heighten stress. When a character is using Leadership or Etiquette skills, reduce the number of 1s required to glitch the test by 1. Gamemasters should call for more Social Tests for characters with Social Stress to determine how a character reacts to others, particularly if a situation related to the cause of their stress arises.&lt;br /&gt;
|Special;Social Tests Glitch: 1 less 1s required to glitch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Bane==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with a Spirit Bane really torques off a certain type of spirit (p. 303). Whether the character has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or per form favors for the character or her friends. If spirits of this type are ordered to attack a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers a –2 dice pool modifier for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal spirits.&lt;br /&gt;
&lt;br /&gt;
This quality may only be taken by magic users. Magic users may possess this quality for a type of spirit that is not a part of their magical tradition. &lt;br /&gt;
|Special=;Summon/Bind Spirit:-2 DP Modifier Predetermined Type&lt;br /&gt;
;Banish Spirit:+2 DP modifier for Predetermined Type to resist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uncouth==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=14&lt;br /&gt;
|Description=The character with the Uncouth quality has difficulty interacting with others. He acts impulsively, overreacts to any perceived provocation, and tends to do whatever pops into his head without considering the consequences (i.e., flipping off Mr. Johnson, calling a drunk troll a “Trog,” or responding to casual trash talk from a rival runner by punching her in the face). All Social Tests made by the character to resist acting improperly or impulsively receive a –2 dice pool modifier. Additionally, the cost for learning or improving Social Skills is double for Uncouth characters (including at character creation), and they may never learn any Social skill groups. Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 129). The gamemaster may require the character to make Success Tests for social situations that pose no difficulty for normal characters.&lt;br /&gt;
|Special=;Social Tests:-2 DP Modifier to resist improper or impulsive actions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uneducated==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=8&lt;br /&gt;
|Description=An Uneducated character is not mentally impaired—she just never had the opportunity to learn. Whether because she and her family were isolated squatters, or were SINless, or otherwise underprivileged, she was denied access to the education system. She has only a rudimentary knowledge of reading, writing, and arithmetic. Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings, p. 129), and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawl-dweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice the normal rating (including at character creation), and it’s possible the character will never learn some skill groups belonging to these categories. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unsteady Hands==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with Unsteady Hands has mild shakes that affect the dexterity and finesse in his hands. The character suffers a –2 dice pool modifier for all Agility-based tests when symptoms manifest themselves. The condition could be physiological (an untreated genetic disorder or damaged nerves, for example), caused by psychological trauma, or even be symptomatic of age. Certain augmentations or medications can mask these symptoms under normal circumstances. Under more stressful situations in the course of the run, there is a chance the Unsteady Hands condition can reappear. The character makes an Agility + Body (4) Test following a stressful encounter (combat, for example). A successful test means the character does not experience the symptoms of this condition (this time). A failed test causes the difficulties associated with unsteady hands to re-emerge, and they remain with the character for the remainder of the run. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weak Immune System==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A character with a Weak Immune System has reduced resistance to infections and disease. Increase the Power of any disease by +2 for every Resistance Test. A character with Weak Immune System cannot take the Natural Immunity or Resistance to Pathogens/Toxins qualities. A Weak Immune System often results from immune-suppression treatments used in cybersurgery and bio-genetic procedures, so it is reasonable to believe that characters that have undergone extensive body modifications are more likely to acquire this quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Pariah==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Spirit Pariah&lt;br /&gt;
|Prerequisite=Able to Summon&lt;br /&gt;
|Bonus=14&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Something you did slotted of the spirit world something fierce, so spirits really don’t like you. In order to even get their attention, you must make additional offerings to get spirits to show up. A character with this quality must expend (Force x 5) drams of reagents in order to make a Summoning Test; reagents spent to increase the test’s limit do not count toward this amount. If the character cannot expend enough reagents, the test automatically fails. Also, Binding Tests require (Force x 30) drams of reagents, and the summoner receives a –1 dice pool modifier.&lt;br /&gt;
&lt;br /&gt;
==Combat Junkie==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Combat Junkie&lt;br /&gt;
|Bonus=7&lt;br /&gt;
|Description=The character just can’t keep from starting fights. His first solution is always fight, and so is his second, third, and fourth. If someone suggests more options than that to the character, they’ve probably been punched already. The point is, no matter what the actual plan is, this character will always look for a chance to get a little combat on.&lt;br /&gt;
&lt;br /&gt;
This quality manifests in two different ways. If the character is in a stressful situation, they must make a Composure (4) Test in order to restrain themselves from just punching their way out of the situation. If they are following a plan and an unexpected event occurs, their first reaction will be to opt for violence unless they succeed in an Intuition + Logic (4) Test and remember to stop and think about whether there might be a better option. The character is always free to not make a test and just give into their violent instincts—and deal with whatever consequences follow.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blighted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blighted&lt;br /&gt;
|Bonus=5-15&lt;br /&gt;
|Special=;6 Months = 5 Karma:Characters face a –1 penalty on all Physical actions.&lt;br /&gt;
;12 Months = 10 Karma:Characters face a –1 penalty on all Actions.&lt;br /&gt;
;24 Months = 15 Karma:Characters face a –2 penalty on all Physical actions and a –1 penalty on all other actions.&lt;br /&gt;
|Description=This quality has multiple levels to represent the different long-term effects of radiation and pollution damage to the character’s system and how drastically it affects everyday life for the runner. The quality can be taken at character generation to represent a life growing up in really bad parts of the sprawl, or it can be gained by dossing down in those spots for an extended period.&lt;br /&gt;
&lt;br /&gt;
The exact effects are not specified, only the effects it will have on rolls for the character. The penalties can be caused by organ shutdown, muscle spasms, cancerous growths, etc. This quality cannot be taken in campaigns that do not face the  nvironments it is designed for without gamemaster approval.&lt;br /&gt;
&lt;br /&gt;
Make an Edge (3) Test at the beginning of each game session. Success means no complications for that game session. Failure means they feel the pain of their rough upbringing in a harsh environment full of excess chemical or radioactivity exposure. (To be clear, you cannot spend Edge on an Edge roll.)&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Earther==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Earther&lt;br /&gt;
|Bonus=3&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Some people are just not meant to explore the stars. Space flight training usually weeds these people out, but most runners never go through an official space flight program. Characters who take this quality are especially inept in alternate gravities. They suffer a –2 dice pool penalty on all Physical actions taken in a gravity other than Earth norm. This quality cannot be taken in campaigns that do not face the environments it is designed for without gamemaster approval.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Albinism==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Albinism&lt;br /&gt;
|Bonus=4 OR 8|Source=SR5:RF}}&lt;br /&gt;
While the little white bunnies are cute, a character with this quality will likely get a moniker like Powder, Whitey, or Snowflake. Albinism is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white colorations, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism; in fact, all species can manifest albinism, including sapient paracritters.&lt;br /&gt;
&lt;br /&gt;
Characters with this quality face a Weak Glare penalty to all actions when working in regular indoor lighting as well as during a bright but overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are also increased by one level versus albino characters. Normal compensation methods work to mitigate the modifiers.&lt;br /&gt;
&lt;br /&gt;
Due to the lack of protective pigmentation in their skin, characters with this quality suffer sunburn more quickly. Halve the duration between resistance tests when exposed to the sun for extended periods (p. 148, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
Characters who gain cybereyes at any point in the character creation process only gain 4 Karma at character creation. If an albino character gains cybereyes during game play, they must buy down this quality to the 4 Karma level as soon as they have the Karma, and cannot spend Karma on anything else until the quality is bought down.&lt;br /&gt;
&lt;br /&gt;
==Amnesia==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Amnesia&lt;br /&gt;
|Bonus=4 OR 8|Source=SR5:RF}}&lt;br /&gt;
More than just one night of drunken partying or even a few days’ blackout from a healthy dose of laés, this level of memory loss is far deeper and more profound. The loss can be from injury, magic, drugs, or something unknown and sinister (cough … CFD … cough), and it can be either a simple surface memory loss or a complete neural deletion. The two levels of loss offer differing Karma values and differing levels of difficulty for the mind-wiped shadowrunner.&lt;br /&gt;
;Surface Loss (4 Karma):This character suffers from the classic movie amnesia where they don’t remember who they are or their life before a certain moment, but they retain knowledge of their skills and general abilities. They aren’t quite sure how they learned them, or where, but they at least have those abilities at their disposal. What they lack are knowledge skills. The gamemaster determines a back-story based on the character the player creates and notes their knowledge skills. As a skill becomes relevant to the game, the gamemaster can make a secret roll for the character and provide the information in a flash of realization.&lt;br /&gt;
:But these skills don’t just appear out of thin air for nothing. In order to access a Knowledge skill, a character needs to decide to buy it. If the skill is already on their list, 2 Karma buys an additional rank of the skill and that small bit of their history can be revealed. If the skill is not on their list they pay for it normally. A player could choose to never buy back their skills and always be at the mercy of the gamemaster, or simply build up their new identity with what they learn on the streets.&lt;br /&gt;
;Neural Deletion (8 Karma):This is something that should be discussed and worked out with the gamemaster before choosing it, or can be part of a gamemaster’s plan for starting a new campaign with willing (note that word!) players. The player(s) start with a very limited level of knowledge as to what their character(s) can do. A nice gamemaster may allow for a list of skills they seem to know something about, or they can choose to reveal nothing but the basics, such as Physical Attributes and gear. Mental Attributes, skills, qualities, and even Edge should start as a mystery, and players learn about their character as they go.&lt;br /&gt;
:One of the most important things to remember about choosing this is that your history is out of your hands and, at times, so is your character creation. If you want this level of Amnesia, talk to your gamemaster and then wait for your character sheet and hold on for dear life because you’re in for a bumpy and wildly fun ride.&lt;br /&gt;
The player can only fully regain control of their character by spending the Karma to buy off this quality and completing whatever in-game goals the gamemaster designs.&lt;br /&gt;
&lt;br /&gt;
==Asthma==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+ASTHMA EFFECTS TABLE&lt;br /&gt;
|+ALL EFFECTS ARE CUMULATIVE&lt;br /&gt;
|-&lt;br /&gt;
|'''1 box of damage:''' Wheezing; –1 dice pool modifier to all Physical Actions; Social Limit decreased by 1&lt;br /&gt;
|-&lt;br /&gt;
|'''2 boxes:''' Shortness of breath; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point&lt;br /&gt;
|-&lt;br /&gt;
|'''4 boxes:''' Chest tightness; further Fatigue damage resisted with only Willpower&lt;br /&gt;
|-&lt;br /&gt;
|'''8 boxes:''' Wracking cough; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Asthma&lt;br /&gt;
|Bonus=8|Source=SR5:RF}}&lt;br /&gt;
When they gave you the street name Wheezy, you thought how awesome it was to get a classic but rare sitcom reference. Then you realized it was because of your asthma, and it wasn’t so cool. Whether it was in your genetic code, or forced on you by a virus or pollution, you’ve got the wheezes, more professionally known as chronic asthma. When it kicks in you endure wheezing, shortness of breath, chest tightness, and coughing. In other words, some serious distractions from hacking, shooting, fighting, casting, summoning, and just about anything else that requires even a modicum of concentration.&lt;br /&gt;
&lt;br /&gt;
Characters with asthma suffer additional, and more rapid, effects from all forms of Fatigue. Whenever considering a Fatigue damage effect, the character faces the damage twice as often and suffers additional effects as soon as they start taking damage based on the Asthma Effects table.&lt;br /&gt;
&lt;br /&gt;
==Bi-polar==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Bi-polar&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
A character with this quality fluctuates between periods of depression, stability, and mania. During manic periods, the character gains a +1 dice pool modifier to any tests involving Agility or Reaction. At the same time, the inability to focus for extended periods of time results in a –2 dice pool modifier for tests involving Logic or Intuition. During depressive periods, the character is lethargic, unmotivated, and unable to focus. Apply a –2 dice pool modifier to any tests involving Agility, Reaction, Logic, and Intuition. During stable times, the character feels balanced and suffers no difficulties except for those they impose on themselves.&lt;br /&gt;
&lt;br /&gt;
The gamemaster rolls a die to determine the character’s current mental state. This roll should occur at the beginning of the game session, whenever the character gets a shift in activity (sleep, after a run, during a long stakeout, etc.), or whenever the gamemaster feels like it, but at least once per day. On a result of 1 or 2, the character is in a depressed state, on a 3 or 4 the character is in a manic state, and on a 5 or 6 the character is stable.&lt;br /&gt;
&lt;br /&gt;
Medication to stabilize Bi-polar characters is available at a cost of 500 nuyen a month, but requires a prescription and a SIN (a fake SIN is, of course, a viable option). Failing to take meds for more than twelve hours results in a die roll by the gamemaster. On the street, the meds go for 100 nuyen a dose.&lt;br /&gt;
&lt;br /&gt;
==Big Regret==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Big Regret&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
Mistakes happen. Sometime in the character’s past they did something serious that they regret; maybe they spent time as a bunraku puppet, maybe they were part of a major political affair, or they were involved in the wrong corporate project, but it has to be something truly unpleasant (gamemaster’s discretion). The character decreases their Social Limit by 3 against anyone who knows about their past. This could result in a case of blackmail if the wrong person knows the truth. The character cannot buy off this quality unless it becomes public, at which point she gains 1 point of Notoriety and must buy off the quality as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Blind==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blind&lt;br /&gt;
|Bonus=5 OR 15|Source=SR5:RF}}&lt;br /&gt;
'''(5 FOR CHARACTERS WITH ACCESS TO ASTRAL SIGHT)'''&lt;br /&gt;
&lt;br /&gt;
Characters with this quality are completely blind and can perceive nothing visually. This means they automatically fail all vision-based Perception Tests. They also face a –4 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, Blind Fire when in Ranged Combat, Total Darkness in Melee Combat, and any other relevant modifiers at the gamemaster’s discretion. The character cannot use cybereyes, as the blindness is a nerve issue, leaving them incapable of processing any visual stimuli, regardless of the source.&lt;br /&gt;
&lt;br /&gt;
Since astral sight is not a truly visual sense, Awakened characters who are blind can still use astral perception all the time and at least have some sense of objects in the world, but gamemasters should apply the customary –2 dice pool modifier to all actions performed on the physical plane while perceiving the astral, including indirect combat spells, and keep in mind the differences between the astral and physical worlds.&lt;br /&gt;
&lt;br /&gt;
==Borrowed Time==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Borrowed Time&lt;br /&gt;
|Bonus=20|Source=SR5:RF}}&lt;br /&gt;
Runners face death on a regular basis, but usually they learn the best ways to avoid it. This quality makes avoiding it impossible; the inevitable is at your door, you’re just waiting for it to knock. It may be a fatal disease, a slow-acting poison, a precarious blockage, or a ticking cortex bomb, but no matter the source, death could arrive at any moment. There is no set time limit on the character’s expiration, only a deadly combination of three dice. At the beginning of each game session the gamemaster rolls three dice in secret; three of a kind means times up. At some point during that game session, at the perfect dramatic moment, the character dies.&lt;br /&gt;
&lt;br /&gt;
This quality cannot be bought off. If the player changes their mind and wants their character to survive, the gamemaster can allow the character to survive, at a cost. When their number’s up (and not before), the character must burn all their current Edge to stay alive. The quality then goes away.&lt;br /&gt;
&lt;br /&gt;
==Computer Illiterate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Computer Illiterate&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
There are characters who aren’t tech-savvy and characters who just don’t understand technology, and then there are characters with this quality. These characters have no experience at working with AR, computers, commlinks, and other electronic devices. They have difficulty performing even simple tasks such as making commcalls, sending e-mails, instant messaging, programming a trideo recorder, using a commlink, or doing a Matrix search. This quality provides a –4 dice pool modifier to all tests that involve a computer, electronic device, or Matrix-connected system of any kind. During stressful or tense situations, the gamemaster may require a Success Test, with the modifier, to complete tasks others would take for granted.&lt;br /&gt;
&lt;br /&gt;
==Creature Of Comfort==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Creature Of Comfort&lt;br /&gt;
|Bonus=10, 17, OR 25|Source=SR5:RF}}&lt;br /&gt;
For the character with this quality, the rewards of a job well done are the finer things in life. Unfortunately, one can quickly get attached to the comforts one has acquired, making the fall seem ever so higher. At the 10 Karma level, the character is used to a Middle Lifestyle, at the 17 level a High, and 25, it’s Luxury all the way, baby.&lt;br /&gt;
&lt;br /&gt;
For every day that the character must spend “slumming” it in a lower Lifestyle category, the irritable character suffers a –1 penalty to all Social and Healing tests per Lifestyle category below his chosen level. For example, if the character takes this Quality at the High Lifestyle level and is forced to stay in a Squatter Lifestyle, he will suffer –3 to all Social and Healing tests. Life just isn’t worth living without Cognac.&lt;br /&gt;
&lt;br /&gt;
==Day Job==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+DAY JOB TABLE&lt;br /&gt;
!KARMA VALUES!!SALARY/MONTH!!HOURS/WEEK&lt;br /&gt;
|-&lt;br /&gt;
|5||1,000¥||10&lt;br /&gt;
|-&lt;br /&gt;
|10||2,500¥||20&lt;br /&gt;
|-&lt;br /&gt;
|15||5,000¥||40&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Day Job&lt;br /&gt;
|Bonus=5 TO 15|Source=SR5:RF}}&lt;br /&gt;
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.&lt;br /&gt;
&lt;br /&gt;
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.&lt;br /&gt;
&lt;br /&gt;
The Day Job table provides the Karma, income, and hours breakdown for the quality.&lt;br /&gt;
&lt;br /&gt;
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfill their day job responsibilities. If they can’t, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can’t even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.&lt;br /&gt;
&lt;br /&gt;
==Deaf==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Deaf&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality are completely deaf and can perceive no sound at all. This means they automatically fail all audio-based Perception Tests. They also face a –2 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, and any other modifiers at the gamemaster’s discretion.&lt;br /&gt;
&lt;br /&gt;
==Did You Just Call Me Dumb?==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Did You Just Call Me Dumb?&lt;br /&gt;
|Bonus=3|Source=SR5:RF}}&lt;br /&gt;
The character can’t resist camouflaging insults into well-spoken words. The character gets the satisfaction of feeling superior to everyone. Unfortunately, once in a while people will notice and get pretty upset. Any Glitch rolled by this character on any Social test always counts as a Critical Glitch.&lt;br /&gt;
&lt;br /&gt;
==Dimmer Bulb==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dimmer Bulb&lt;br /&gt;
|Bonus=5|BonusNote=PER LEVEL|Rating=(MAX 3 LEVELS)|Source=SR5:RF}}&lt;br /&gt;
&lt;br /&gt;
Maybe it was one too many hits to the head, maybe the character’s mother dropped her as a baby, or maybe she never got into that whole “thinking” thing, but whatever the cause, the character does not tend to shine in the mental arena. For every level of this quality, the character faces a –1 dice pool modifier on all tests involving Logic or Intuition.&lt;br /&gt;
&lt;br /&gt;
==Driven==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Driven&lt;br /&gt;
|Bonus=2|Source=SR5:RF}}&lt;br /&gt;
The character has an obsession, something that drives them forward. Everything they do is designed to bring them one step closer to solving the enigma in their life. This can be finding a disappeared loved one, discovering a hidden truth about themselves, or even getting revenge on an old enemy. Whatever the cause, when faced with a clue or opportunity to advance their quest, the character must make a Willpower + Logic (4) Test to not immediately drop everything and pursue this new information. Unless the character succeeds, they will sacrifice anything and anyone to get closer to the truth. On the other hand, such single-minded obsession makes the character a tough nut to crack. As long as the character is actively working a lead, he gains +1 to his Willpower.&lt;br /&gt;
&lt;br /&gt;
==Emotional Attachment==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Emotional Attachment&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
The character has an irrational emotional attachment to a piece of gear. The character will always use this item, even if presented with a “better” option. Furthermore, if lost in some manner, the character will do everything in his power, up to and including risking his life and that of his teammates, to retrieve his item. If the piece of gear is irretrievably lost or damaged, the player must either immediately spend Karma to buy off the quality or suffer a –1 penalty on all tests that would have used that piece of gear for a six-month period. After that time, they learn to love a replacement piece of gear, and the quality transfers to that item.&lt;br /&gt;
&lt;br /&gt;
==Ex-con==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Ex-con&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Runners often brag that they’d go down in a blaze of glory before they let the pawns bring them down. The prison system is full of them. A character with this quality is fresh out of the joint and still on the legal leash, so they have several drawbacks.&lt;br /&gt;
&lt;br /&gt;
First, the local police corporation has a full file and rundown on the character, including augmentations, magical training, known associates, biometric data, a material link, etc. This file is duplicated by the local prison corporation if they are different than the police force and is connected to their nice new Criminal SIN (sorry, no extra points there). Plus, the character cannot have any Restricted or Forbidden augmentations, as the prison system removes them to protect the other inmates and staff (and sell them to the black market).&lt;br /&gt;
&lt;br /&gt;
Second, the character is on parole and has to check in with their parole officer (PO) twice a week via the Matrix and once a week in person. Plus, the PO can choose to make a house call any time they want. Whether the gamemaster wants the character to have a sleazy or a squeaky clean PO is up to them, but each creates their own bundle of problems.&lt;br /&gt;
&lt;br /&gt;
Third, the character is known to be an ex-con and is limited in their choice of contacts. Street-level folks will still freely associate with the runner—hell, they might even commiserate while waiting in their mutual PO’s waiting room. Corp contacts will only associate with the character if they have a Loyalty Rating of 4 or higher, and law enforcement contacts only stick by the runner if they have a Loyalty Rating of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
If the character ever gets past their parole or creates a new life for him- or herself, this quality must be bought off or replaced with other negative qualities of equal or greater value.&lt;br /&gt;
&lt;br /&gt;
==Flashbacks==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Flashbacks&lt;br /&gt;
|Bonus=7 OR 15|Source=SR5:RF}}&lt;br /&gt;
Whether due to PTSD, mental torture, psychotropic IC, or just a scarring experience, the character suffers vivid memory-based sensory hallucinations. The flashbacks are triggered by a specific stimulus. Whenever the character encounters their trigger stimulus, they must make a Composure (5) Test or become incapacitated for (5 – hits) Combat Turns. During the flashback, the character is unable to perform any useful action and may instead perform physical actions reflecting their mental misperceptions.&lt;br /&gt;
&lt;br /&gt;
During character creation, work with the gamemaster to determine the stimulus and Karma value based on how common that stimulus will be in the campaign. The stimulus can be any sensory input, including something on the astral plane or in the Matrix. A 7 Karma stimulus should come up about once every other shadowrun, while the 15 Karma stimulus should pop up at least once in every game session.&lt;br /&gt;
&lt;br /&gt;
==Hobo With A Shotgun==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Hobo With A Shotgun&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
The character has survived on the streets for so long that anything else makes them distrustful and suspicious. The character will not choose to stay in accommodations above Squatter. If, for example, the team elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character will walk out and find a comfortable alley to sleep in rather than bear this “luxury.” If forced to stay somewhere above Squatter, the character will be at –2 to all his Mental attributes as he becomes confused, erratic, and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.&lt;br /&gt;
&lt;br /&gt;
==Hung Out To Dry==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Hung Out To Dry&lt;br /&gt;
|Bonus=8|Source=SR5:RF}}&lt;br /&gt;
Welcome to the world of social shunning. For some reason, unknown to the character, her contacts have suddenly clammed up and stopped answering her calls, and new connections she makes suddenly dry up when they get wind of her social pariah status. The gamemaster knows the reason no one will talk to her, and it’s up to the character to try to figure it out and maybe clear her name. These events could be the focus of an entire campaign or just a few side-jobs here and there that the character might need to convince her running mates to help her out on.&lt;br /&gt;
&lt;br /&gt;
If other members of the team start to ask around as to why the character is on the outs, their contacts may get a little tight-lipped and may even clam up until the situation is resolved. Once the situation is resolved, the character will need to either buy off this quality or replace it with another of equal value as a result of the events.&lt;br /&gt;
&lt;br /&gt;
==Illiterate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Illiterate&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
Though literacy is not really necessary thanks to the advances of the Sixth World, most folks can at least sound out “See Spot run.” Whether because she grew up in the wild (urban, rural, or otherwise), or just never had the opportunity, the character cannot read a lick. She can ask others, use an agent program, or get software on her commlink to scan and read things aloud, but anyone aware of this intellectual deficit will look negatively on the character, reducing her Social Limit by 1. The illiterate character also suffers a –2 dice pool modifier when working with computer/commlink systems and electronics other than her own due to her unfamiliarity with their iconography. Also, during character creation the character cannot choose any Knowledge skill that may have required even the most minimal of reading, and during game play all Knowledge skills that require reading cost double the Karma for the character until she learns to read and buys off this quality.&lt;br /&gt;
&lt;br /&gt;
==In Debt==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=In Debt&lt;br /&gt;
|Bonus=1 TO 15|Source=SR5:RF}}&lt;br /&gt;
Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every point of(up to 15) spent to be In Debt, the character gets 5,000 nuyen to spend during character creation. These points are spent in place of the normal Karma for extra cash and extend the possible additional funds to 75,000¥.&lt;br /&gt;
&lt;br /&gt;
Now it’s time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it’s paid off. If the character misses a monthly payment, which has to be at least the interest for the month, they take 1 box of Physical damage for every 20,000 nuyen they owe. This can’t be resisted and can’t be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head.&lt;br /&gt;
&lt;br /&gt;
The quality can be bought off if the character has both enough Karma and cash to pay the debt. If they only have the cash but not the Karma, they can trade for another negative quality of equal Karma. If they don’t want to do that, then the lenders suddenly become scarce, and the character is unable to make the payment until interest compounds again, leaving them deeper in debt.&lt;br /&gt;
&lt;br /&gt;
==Incomplete Deprogramming==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Incomplete Deprogramming&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
Sometimes you feel like a nut, sometimes you don’t. A character with this quality was once mentally programmed to be a deep-cover agent for an agency. When they left, their deprogramming wasn’t completed properly for some reason. Since then the character has had occasional, often unexpected, shifts back to their cover identity.&lt;br /&gt;
&lt;br /&gt;
Whenever this character faces a stressful situation such as an interrogation, combat, or even just an injury, they must make a Composure (4) Test. Failure means the cover identity comes out and takes control for either 1D6 minutes or whatever length of time the gamemaster desires. The altered psychological state is not stable, though, and another stressful situation can call for another Composure (4) Test and another personality shift. This can occur over and over during the same firefight.&lt;br /&gt;
&lt;br /&gt;
During these states the character forgets their badass runner identity and the skills that go with it, and they turn back into mild-mannered everyday Joe. This includes loss of skills while the cover identity is in charge. The gamemaster can create a secondary character for the player to use during these times, ask them to step out while they run the NPC, or make them sit and watch in humiliation as their character screams like a child and runs for cover or simply wanders up to the guard booth, seemingly lost in the middle of the secure facility.&lt;br /&gt;
&lt;br /&gt;
As if all of this wasn’t bad enough, behaviors like this look an awful lot like CFD, and people are going to start wondering if you’re a head case.&lt;br /&gt;
&lt;br /&gt;
==Infirm==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Infirm&lt;br /&gt;
|Bonus=5 TO 25|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality often think, “I should hit the gym” but rarely get past buying the membership, or they’re on the downward slope of life and just too old for this drek. The quality represents some kind of diminished physical fitness aptitude. For every 5 Karma, the character drops all of their Physical Attribute maximums by one. The quality can be taken up to five times, but no Attribute maximum can be dropped below 1. Along with this natural cap, the character can never have a Physical Attribute modified beyond this maximum by any source—magic, machine or otherwise—as their body is too frail to handle the stress.&lt;br /&gt;
&lt;br /&gt;
The effects of this quality stack with those of the Aged quality from Bullets &amp;amp; Bandages (p. 12), so characters need to be careful of not dropping any Attribute maximum lower than one.&lt;br /&gt;
&lt;br /&gt;
==Liar==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Liar&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
You’d never make it as Pinocchio. Everyone around knows the character to be a compulsive liar, and even when she manages to utter the truth, she just sounds false and insincere. Let’s look at how this plays out. First, the character receives a –1 dice pool modifier to all Social skill tests. Also, whenever the character addresses someone, the gamemaster rolls 1D6. On a result of 1, the target of the conversation calls bullshit and assumes the character is lying, no matter what they are saying. Trust is lost, conversation is over. This occurs with every conversation the character takes part in. Any NPC who lost trust in the character this way continues to maintain a certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of 1 or 2. If it happens a third time, the character gains a point of Notoriety, and reduces the Loyalty value of the contact by 1 (if it was a contact). If that means they hit Loyalty 0, then say sayonara to that contact.&lt;br /&gt;
&lt;br /&gt;
==Night Blindness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Night Blindness&lt;br /&gt;
|Bonus=6|Source=SR5:RF}}&lt;br /&gt;
No one understands how dark the shadows are like you. The character’s natural vision does not adjust well to poor lighting conditions. All Light/Glare Environmental modifiers are one category worse for the character, with the exception of Full Light/No Glare, which still has no modifier.&lt;br /&gt;
&lt;br /&gt;
This quality is incompatible with any other quality that affects the eyes of the character and must be immediately bought off if the character corrects the issue with cyber- or bioware. If the character does not have enough Karma to buy off the quality, they cannot get the corrective gear.&lt;br /&gt;
&lt;br /&gt;
==Oblivious==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Oblivious&lt;br /&gt;
|Bonus=6 OR 10|Source=SR5:RF}}&lt;br /&gt;
The character with this quality fails to notice the troll in the corner with the Panther cannon … even after they’ve fired it! A 6 Karma level of Oblivious means a –2 dice pool modifier to all Perception Tests, including standard, Astral, and Matrix. On top of that, at the 10 Karma level, all Perception Test thresholds are increased by 1.&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Pacifist&lt;br /&gt;
|Bonus=10 OR 15|Source=SR5:RF}}&lt;br /&gt;
To hurt another is to mar the soul. This quality represents two levels of moral inflexibility that prevent the character from delivering, or allowing others to deliver, harm to another being. At the 10 Karma level, the character avoids violence not performed in self-defense. The character will not participate in runs involving wetwork and may try to dissuade other team members from doing so. Non-lethal attacks (gel rounds, tasers, flash-bangs, stun spells, etc.) are still considered “violent,” and may only be used in self-defense—after an opponent has clearly attacked the character, other team members, or innocent bystanders.&lt;br /&gt;
&lt;br /&gt;
At the 15 Karma level, the character will not commit any violence regardless of provocation or threat to themselves or others. If the character commits any act of violence they are stricken with a powerful sense of guilt and suffer a –1 dice pool modifier to all tests involving Mental attributes until the character succeeds at a Charisma + Willpower (20, 1 day) Extended Test. If the character does not succeed at the test within seven days, they lose 1 point of Willpower or Charisma, whichever is higher. The loss is permanent, but the –1 dice pool modifier to tests involving Mental attributes goes away. If the character actually kills someone (or even thinks they did), the dice pool modifier becomes –2, the Extended Test interval changes to 1 week, and the character’s Mental Limit is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
==Paranoia==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Paranoia&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
It’s only paranoia if they aren’t out to get you. In the shadows, being cautious is often mistaken for being paranoid, but there’s a dramatic difference between the two. A character with this quality truly thinks everyone is out to get her. Whether this is really the case, or simply a matter of an overactive imagination, the character faces a –2 dice pool modifier on all Social Tests involving contacts with a Loyalty less than 4 or any generally unfamiliar person. The character also refuses to ever give out her address or any information on where she lives and must change living spaces every few months to ease their fear of being found.&lt;br /&gt;
&lt;br /&gt;
==Paraplegic==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Paraplegic&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality are paralyzed from the waist down. They can perform any physical tasks that do not require the use of their legs, and locomotion usually occurs via wheelchair or wheelchair drone. The character is fast, with a walking speed of Agility x 3 and running speed of Agility x 4, regardless of metatype (shadowrunners get the fast and agile wheelchairs of marathoners and murderball athletes, not slow and cumbersome chairs). They have trouble, though, with stairs and curbs, which can prevent them from getting where they need to go.&lt;br /&gt;
&lt;br /&gt;
The paralysis can be permanent or a temporary condition while the character builds up funds to get surgery to fix the cause. Once the repair is done, the quality has to be bought off. The character has a lot of additional expenses to make the world more manageable. To reflect this, their Lifestyle cost is increased by 10 percent (cumulative with racial modifiers) and vehicles need to be modified, increasing their price by 5 percent, or have a Rigger Interface (p. 461, SR5) for DNI&lt;br /&gt;
control.&lt;br /&gt;
&lt;br /&gt;
The quality does not affect the character’s abilities in astral space or the Matrix.&lt;br /&gt;
&lt;br /&gt;
==Phobia==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%;&amp;quot;&lt;br /&gt;
|+PHOBIA TABLE&lt;br /&gt;
!CONDITION!!KARMA!!DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon||2||The triggering condition is relatively rare, such as the smell of roses or specific insects.&lt;br /&gt;
|-&lt;br /&gt;
|Common||5||The triggering condition is commonly encountered, such as sunlight, trolls, insects in general, magic, the outdoors, or crowds.&lt;br /&gt;
|-&lt;br /&gt;
!SEVERITY!!KARMA!!EFFECTS&lt;br /&gt;
|-&lt;br /&gt;
|Mild||3||–1 dice pool modifier to all actions&lt;br /&gt;
|-&lt;br /&gt;
|Moderate||5||–3 dice pool modifier to all actions; Composure (2) Test or must get away from the source&lt;br /&gt;
|-&lt;br /&gt;
|Severe||10||–6 dice pool modifier; Composure (5) Test or must flee from the source for (5 – hits) Combat Turns&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Phobia&lt;br /&gt;
|Bonus=5 TO 15|Source=SR5:RF}}&lt;br /&gt;
Fear is the mind-killer. It can also cause reactions from distraction to utter panic. A character with this quality has a visceral fear of some kind that shakes them whenever they are exposed. The severity of the fear determines their reaction to it and any modifiers they may face in its presence. That, combined with how frequently they may be exposed to their object of apprehension, determines the Karma value of the quality based on the Phobia table.&lt;br /&gt;
&lt;br /&gt;
Mild phobias cause a –1 dice pool modifier to all actions while in the presence of their source. Moderate phobias cause a –3 dice pool modifier to all actions while in the presence of their source, and the character must succeed on a Composure (2) Test or feel a strong need to get away from the source of their fear. A Severe phobia causes the character to face a -6 dice pool modifier, requires a Composure (5) Test to stay in its presence, and if the Composure Test is failed the character must move away for at least (5 – hits) Combat Turns.&lt;br /&gt;
&lt;br /&gt;
==Pie Iesu Domine. Dona Eis Requiem.==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Pie Iesu Domine. Dona Eis Requiem.&lt;br /&gt;
|Bonus=2|Source=SR5:RF}}&lt;br /&gt;
The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the character gains High Pain Tolerance 1 but always starts the day with 1 box of Physical damage. This box can be healed, but the character will seek to cause himself another box of damage as soon as possible. Note that the character’s wounds may cause questions in certain social settings, should anyone notice.&lt;br /&gt;
&lt;br /&gt;
==Poor Self Control==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Poor Self Control&lt;br /&gt;
|Bonus=4 TO 12|Source=SR5:RF/SR5:CF}}&lt;br /&gt;
Whether they’re a boaster, an adrenaline junkie, or just can’t stand disorder, characters with this quality span a variety of mental ticks that all boil down to the inability to control one’s actions. The Karma costs vary based on the threshold of the Composure test involved in restraining the character’s actions. The quality can be taken multiple times, but only once for each form of control issue.&lt;br /&gt;
;Braggart (5 Karma):No one has ever done it bigger or better than her. The character will always try to top anyone else’s claims of success, even to the point of lying about it. This may result in them being ignored, considered infantile, or challenged to prove their superiority, but without a Composure (3) Test they won’t back down from the brag.&lt;br /&gt;
;Thrill-Seeker (4 Karma):It’s all about the rush. The character will always take the most dangerous and risky option in any situation if they don’t succeed at a Composure (2) Test. There is a slight payoff, as the adrenaline rush provides a +1 to their Initiative Score for 5 Combat Turns (meaning that is how long the bonus lasts, not that the character gets an additional bonus each turn).&lt;br /&gt;
;Compulsive (4 To 12 Karma):There is an order to all things that must be maintained, and the character feels the need to exert their sense of order on everything. The value of this mental malady comes from how severe the compulsion is and how much of a negative impact it can have on the character. Maybe she likes a tidy house, maybe she sees a necessary order to the items on the tables out in the world, or maybe she feels the need to practice her skills (be they hacking, casting, shooting, talking, stealing, sneaking, etc.) every chance she gets. The character must make a Composure (2) test to resist the compulsion. The base Karma value is (2 x threshold needed for Composure Test; must be from 1 to 4); then add 2 for things in the character’s personal environment (e.g., placement of furniture and minor appliances), 3 for a single aspect of the public environment (e.g., correcting bad apostrophes on signs, counting every Ford Americar they see), or 4 for a broad aspect of the public environment (e.g., touching every light post they walk by, hacking into every camera they see).&lt;br /&gt;
;Vindictive (5 Karma):Though best served cold, the thought of vengeance sure makes your blood boil. No matter how small the slight, it cannot go unreturned, and the escalation factor must always be considered. An insult may be returned with a calm threat, a threat might get the same or may require a payment in pain, and any injurious assault must be brought back upon your enemies two-fold (or more). To resist the urge for instant payback, the character must make a successful Composure (2) Test, and even when resisted, the character must add the offender’s name to their hit list for the future.&lt;br /&gt;
;Combat Monster (10 Karma):The red rage blinds to all but victory. A character with this quality loses much of her self-control once a fight has begun. She’ll fight until all her opponents are disabled, even if outnumbered and losing, unless she can make a Composure (3) Test to clear her head enough to break off the fight.&lt;br /&gt;
====SR5:CF====&lt;br /&gt;
;Attention-Seeking (5 Karma):The spotlight is the character’s natural habitat, like a fish in water—and she suffers just as much when she’s not in it. The character goes out of her way to be vivacious and gain approval from others. Unless&lt;br /&gt;
she succeeds at a Composure (3) Test, the character seeks to be the center of attention whenever possible (this may or may not include combat situations, at the gamemaster’s discretion).&lt;br /&gt;
;Sadistic (8 Karma):As a child, the character bullied others and tortured small animals. As an adult, she’s moved on to inflicting pain and suffering on those around her, physical and mental, whenever she has the chance. A Composure (3) Test is required to stop from inflicting some form of pain whenever the character has the reasonable chance to do so without incurring danger, even when it might interfere with her own safety, like when the team’s face is trying to talk their way out of a firefight.&lt;br /&gt;
&lt;br /&gt;
==Records On File==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Records On File&lt;br /&gt;
|Bonus=1|BonusNote=PER RATING |Source=SR5:RF}}&lt;br /&gt;
'''(MAX RATING 10)'''&lt;br /&gt;
For every point of Karma spent on this quality, one of the Big 10 megacorps possesses a relatively up-todate record of the character’s SIN, biometrics, person al, and medical data. The gamemaster and player can work together to figure out why they have this data or the player can leave that mystery up to the gamemaster. The data provides the megacorp’s agents a +2 dice pool modifier for any tests made to identify the character through their records. Due to the proliferation and saturation of facial recognition and identification systems used by the megacorporations to track consumer habits, representatives of the selected megacorps also have a +2 dice pool modifier on tests to track down or locate the character whenever they are in an area with a C or better security rating. No character can have Records on File and Erased at the same time.&lt;br /&gt;
&lt;br /&gt;
==Reduced (sense)==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Reduced (sense)&lt;br /&gt;
|Bonus=2 TO 29|Source=SR5:RF}}&lt;br /&gt;
One of the character’s five (or six for certain Awakened folks) senses is about as sharp as a butter knife. Any Test involving the chosen sense faces a –2 dice pool modifier. This quality can be taken multiple times, reducing a different sense each time, and its effects are cumulative for tests involving more than one sense, such as general Perception Tests. A character with a reduced sense of smell or taste gains 2 Karma, while a reduced sense of hearing, sight, or astral sight is worth 5 Karma, and a reduced sense of touch is worth 10 Karma because it affects most Physical skill rolls due to lack of tactile sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the sense is ever repaired or corrected permanently, the quality must be bought off. If the character does not have enough Karma to buy off the quality, the intended repair cannot be made. No character can have Reduced (sight) and Blind at the same time, or Reduced (hearing) and Deaf at the same time.&lt;br /&gt;
==Sensory Overload Syndrome==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Sensory Overload Syndrome&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Sensory Overload Syndrome (SOS) is a growing epidemic in the world of ever-present AROs and excessive wireless sensory input. The condition is an offshoot of AIPS, and victims suffer similar epileptic episodes. Whenever a character with SOS enters an area of high ARO saturation (gamemaster discretion) or attempts to make use of sensory enhancement systems, they must make a Willpower + Edge (4) Test or enter into an epileptic seizure for (5 – hits) minutes.&lt;br /&gt;
&lt;br /&gt;
The condition can possibly be prevented by deactivating enhancement systems, the character’s commlink, or running the commlink in hidden mode, but these last two options create issues in areas where identification is required or suspicious when not broadcast.&lt;br /&gt;
&lt;br /&gt;
==Signature==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Signature&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
The origami swan can mean only one thing. For some reason, a character with this quality feels it is necessary to leave their calling card to announce their involvement in a job. The signature is usually some specific item, symbol, or technique the character uses that identifies their participation. For those who know the character and their signature, the signature is easily identified. Anyone performing a test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred and Public Awareness combined.&lt;br /&gt;
&lt;br /&gt;
==Vendetta==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Vendetta&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
This is some Hatfield and McCoy-level drek. The character is entangled in a blood feud with an individual or group, and no matter the initial cause, the vendetta is now as much an issue of honor and reputation as revenge. The quality means the character has extreme difficulty resisting a confrontation with her foe.&lt;br /&gt;
&lt;br /&gt;
Whenever the character encounters the target of her ire, she must make a Composure (3) Test or else have no choice but to incite a violent confrontation. If the character should ever neutralize their nemesis, they have two options. They can buy off the quality, or someone new will pick up the vendetta, giving the character gets a new nemesis.&lt;br /&gt;
&lt;br /&gt;
==Wanted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Wanted&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
It feels so good to be wanted, or maybe not. Though most runners are probably wanted for questioning in a few cases, this is something different. When the character takes this quality, they work out why they have a bounty or contract on their head. The bounty should be worth at least 25,000 nuyen, enough to tempt even one’s own “friends.” The character should have to frequently deal with someone coming for them or finding out about the bounty and using it against them.&lt;br /&gt;
&lt;br /&gt;
If for some reason the bounty ever goes away, like the character is turned in or they clear their name, the quality must be bought off with Karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code Of Honor: Like A Boss==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Code Of Honor: Like A Boss&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3 Or Technomancer&lt;br /&gt;
|Bonus=15|Source=SR5:DT}}&lt;br /&gt;
Bricking someone’s gear, that’s easy. There’s no finesse to it. Anyone can throw junk code around. A true hacker though—a true master of the skill, a true devotee of the lifestyle—will show perfection in his actions. A character with this quality will not use any action that would cause Matrix Damage, such as Spike or Brute Force (the character is allowed, however, to set Data Bomb traps). Instead, the character must find other means of defeating his enemy, such as using Hack on the Fly to gain marks to Edit or Reformat Matrix items, or perhaps just Jamming Signals. The character will lose 1 point of Karma per target that he willingly causes direct Matrix Damage to (aside from Data Bombs).&lt;br /&gt;
&lt;br /&gt;
==Curiosity Killed The Cat==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Curiosity Killed The Cat&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3&lt;br /&gt;
|Bonus=7|Source=SR5:DT}}&lt;br /&gt;
Oooh, an encrypted file … you just know the data in it must be juicy! Let’s just take a quick peek, okay? The character has an unrelenting compulsion to grab protected data, crack it, and see what’s in it. Whenever the character encounters protected files (see the Edit File action, p. 239, SR5), he must succeed in a Composure (3) Test or attempt to Crack the File. The character is allowed to attempt to check if the file has a Data Bomb on it, and if so, to disarm it. However, the character cannot move on with his life until the file has been cracked and downloaded (he can read it later). Even if the character is in the middle of a host with IC trying to kill him and enemy hackers slinging at him, he will stop what he is doing and attempt to get that file.&lt;br /&gt;
&lt;br /&gt;
But wait, it’s not all bad! You get +2 dice to all Crack File tests.&lt;br /&gt;
&lt;br /&gt;
==Data Liberator==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Data Liberator&lt;br /&gt;
|Bonus=12|Source=SR5:DT}}&lt;br /&gt;
Some would say you’re fighting the good fight. Others would sneer that you won’t last long in this business. And yet many more would kill you on sight for what you’ve done.&lt;br /&gt;
&lt;br /&gt;
The character is compelled to give away for free any gained paydata, intelligence, or secret from any mission they perform. The character simply disseminates the data to news outlets, screamsheets, shadowrunner data boards, etc. To anyone who will listen, really.&lt;br /&gt;
&lt;br /&gt;
If the character was specifically hired to collect data, they may still chose to deliver the data to the buyer as normal, accepting or refusing the fee (player’s discretion). However, they will then immediately disseminate the data widely.&lt;br /&gt;
&lt;br /&gt;
The character is likely to make friends as well as enemies fairly quickly doing this. Consider it playing a character on the “difficult” setting.&lt;br /&gt;
&lt;br /&gt;
==Decaying Dissonance==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Decaying Dissonance&lt;br /&gt;
|Requirement=Technomancers Only&lt;br /&gt;
|Bonus=25|Source=SR5:DT}}&lt;br /&gt;
It’s hard to tell when it started. Yesterday? A month ago? Or was it always inside you, and you just never noticed? But recently, it has grown. Sometimes, it’s the dissociative thoughts. Mr. Johnson is talking about robbing a data bank, and all you can think about is a longshoreman in an orange jacket. Focusing is hard. Sometimes it’s your makeup. Lipstick on the eyelids, eyeliner around the lips. But mostly, mostly, it’s the Matrix. Everything about it is starting to feel wrong. What others call data, you call broken thoughts masquerading as information. It’s put together wrong. It feels so, so much better when you put it the way it ought to be …&lt;br /&gt;
&lt;br /&gt;
A character with the Decaying Dissonance quality has been infected with Dissonance. This is not a well-understood thing. It’s not exactly a mental illness. It’s not a virus. It’s a state of being, something that changes in one’s core. The character is starting to think that what others call clean and orderly feels wrong, very wrong. They want to see things put together all differently. They want to deconstruct everything, mix the pieces, and put it back in a way that makes sense only to them, and maybe others like them.&lt;br /&gt;
&lt;br /&gt;
This quality manifests in several ways. Whenever the character is in a stressful situation (such as combat), the character’s communications become nonsensical. To restore order to his thoughts, the character must take a Simple Action and succeed in a Composure (2) Test. Success means the character can communicate normally for the rest of the combat. Failure means any attempts to communicate result in gibberish, though the character can understand what others say.&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the character can easily get distracted. This is off-putting to people speaking to him, resulting in a –1 die penalty to all Social Tests. It also affects his ability to remember things. Any glitch on a Memory Test counts as a critical glitch.&lt;br /&gt;
&lt;br /&gt;
Lastly, and perhaps most importantly of all, the technomancer has problems with the way the Matrix is around him, particularly while in hosts. When in a host, the character must pass a Composure (3) Test or start randomly using Edit File on data around him. Data affected in this way becomes gibberish, unreadable to anyone.&lt;br /&gt;
&lt;br /&gt;
This quality can be bought off, but only as part of a Submersion. Eliminating this quality replaces the normally chosen echo. Note that the quality must be paid off with the regular Karma cost, on top of any Karma expenditure associated to the Submersion.&lt;br /&gt;
&lt;br /&gt;
==Electronic Witness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Electronic Witness&lt;br /&gt;
|Bonus=5|Source=SR5:DT}}&lt;br /&gt;
The character is part of a movement of people who constantly record everything around them. Always. All the time. The idea is that something interesting may eventually happen. Maybe it’s not something you’d immediately notice as interesting, but if you archive it, maybe you’ll spot something useful later. And you believe that, if everyone did the same as you, the world would be a much better place. And hey, you can sell your recordings too, so that’s always good.&lt;br /&gt;
&lt;br /&gt;
With this quality, the character must acquire gear to record video and sound and wear it at all time (cybereyes and cyberears would be perfect, but sensors can otherwise be mounted in gear). This gear must always be on. The character will never turn off wireless functionality on their gear. If the character takes the Day Job quality, then they meet the conditions of the job simply by being, as they then sell the recordings to specialized data brokers and make their money this way. If they opt not to take Day Job, then the character can do what they wish with the recordings.&lt;br /&gt;
&lt;br /&gt;
In any situation where the character cannot record or turns off wifi on his gear, then they feel especially agitated, suffering a –1 dice pool penalty to all actions.&lt;br /&gt;
&lt;br /&gt;
==Faraday Himself==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Faraday Himself&lt;br /&gt;
|Bonus=7|Source=SR5:DT}}&lt;br /&gt;
Maybe it’s your diet. Too much iron in it? Maybe it’s your cyberware, causing interference. Whatever it is, you are a bit of a problem. Whenever you are near, the static on the line goes up. Anyone within ten meters of you (including yourself) suffers +2 Noise. This noise can be reduced in the normal way and is cumulative with whatever noise penalties would normally apply. It is worth noting that anyone outside of the ten meters who is attempting to connect to you (including attempts to hack you) do not suffer this extra noise penalty.&lt;br /&gt;
&lt;br /&gt;
==Latest And Greatest==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Latest And Greatest&lt;br /&gt;
|Bonus=5|Source=SR5:DT}}&lt;br /&gt;
The character just loves her tech. Really, really loves it. That is, until something better comes along. After all, the problem with getting things is that you get something you used to want, right? The character has an unstoppable desire to upgrade her gear. Every month, she must upgrade or buy a more expensive version of one of her most commonly used pieces of gear. For example, a hacker would seek to upgrade her deck or commlink. A street samurai would get a better, more expensive assault rifle, or, of course, cyber upgrades—such as the next highest rating of cybereyes with more accessories in it. Magic-users would want higher-rating focus or lodge. If all else fails, moving up to the next Lifestyle bracket is always an option.&lt;br /&gt;
&lt;br /&gt;
The character must spend at least sixty percent of her earnings on these upgrades. It is possible to earmark earnings for a specific purchase down the road if she’s saving up for a particularly shiny new toy, but this money is unavailable to the character until then.&lt;br /&gt;
&lt;br /&gt;
==Leeeeeeeroy Jenkins==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Leeeeeeeroy Jenkins&lt;br /&gt;
|Bonus=20|Source=SR5:DT}}&lt;br /&gt;
Planning is not your strong suit. Following other people’s plans is not your strong suit. Rushing in swinging with both fists is the only plan you ever need.&lt;br /&gt;
&lt;br /&gt;
The character must succeed in a Composure (3) Test to resist attacking any identified threat immediately. This attack can be conducted using any Combat skills, any Direct or Indirect Damage spell, drones that can be directed to attack the target, or assaults against the target’s persona or gear using any Matrix or Resonance action that causes Matrix, Stun, or Physical damage.&lt;br /&gt;
&lt;br /&gt;
The character doesn’t care if the odds are against him, the attack is downright suicidal or just plain stupid: they will attack. Crucially, they will also not bother sharing their attack plan (such as it is) with their teammates.&lt;br /&gt;
&lt;br /&gt;
The character can, however, recognize they are in a losing situation and back out of the fight, but only after a minimum of 2 Combat Turns have passed.&lt;br /&gt;
&lt;br /&gt;
If the character roars his or her name as a Free Action right before the first blow is struck, they gain +1 die to their first attack. Good luck.&lt;br /&gt;
&lt;br /&gt;
==Nerdrage==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Nerdrage&lt;br /&gt;
|Bonus=8|Source=SR5:DT}}&lt;br /&gt;
This character is a little more comfortable with machines than other individuals. Whenever the character fails a Social Test—whether he initiated it, or was the target of one—the character takes it extremely personally and feels deeply humiliated about the encounter. They subsequently build bitter feelings against the individual (if it was a group of people, the bitterness targets the formal or nominal leader of the group). Distracted by their shame and rage, the character starts suffering a –2 dice penalty to all Social Tests. However, the character can remove this penalty by getting back at the target character by gaining 1 mark on their commlink and performing an Edit File action on it to deface it. The character does not need to perform this themselves—anyone doing this on their behalf is a-okay with them.&lt;br /&gt;
&lt;br /&gt;
The character must “get back” at all characters that humiliated them before losing the dice penalty. If the character is able to confirm the target is now dead (such as by putting a bullet in their head themselves), then that works too.&lt;br /&gt;
&lt;br /&gt;
This quality can be bought off following the normal rules at any time, the character having learned to let it go a little better.&lt;br /&gt;
&lt;br /&gt;
==Prank Warrior==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Prank Warrior&lt;br /&gt;
|Bonus=15|Source=SR5:DT}}&lt;br /&gt;
The character has an ongoing prank war with another hacker, but the proportions are a little bit out of hand. What started out as a joke is now as funny as a serial killer with clown makeup. The other hacker will randomly track you down and mess with you and your team, even (especially) in dangerous situations. The hacker will never quite go all the way—just enough to make you sweat rather profusely. For example, the hacker may randomly fire off a few Data Spikes at your gear, enough to half-brick it, or contact security of the facility you are invading and tip them off that someone is infiltrating, but without actually giving them your exact position or identity. They may hack your cybereyes to make you see things that aren’t there, and so on. Don’t think turning off your wifi is going to help—that will just make the hacker escalate his offensive, while crippling yourself.&lt;br /&gt;
&lt;br /&gt;
This quality should come into play at least once per play session.&lt;br /&gt;
&lt;br /&gt;
==Wanted By God==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Wanted By God&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3. Cannot Be Technomancer&lt;br /&gt;
|Bonus=12|Source=SR5:DT}}&lt;br /&gt;
Chummer, I don’t know what you’ve done, but you attracted the wrong kind of attention. You have somehow made it on GOD’s Most Wanted list. In case you’re wondering, that’s not good.&lt;br /&gt;
&lt;br /&gt;
You will suffer convergence when your Overwatch Score hits 30, instead of the normal 40. On top of that, seeing as you are a High Value Target, a High Treat Response squad from the authorities of whatever grid you just got kicked out of will always come bearing down on you. They may or may not be out to take you alive guess you’ll find that out when they come for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accident Prone==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Accident Prone&lt;br /&gt;
|Bonus=4|Source=SR5:R5.0}}&lt;br /&gt;
This driving thing—it may not be for you. You have a talent for steering any vehicle you control into whatever wall, tree, or other vehicle may be nearby. You receive a –2 dice pool penalty on any tests involved in directing a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Motion Sickness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Motion Sickness&lt;br /&gt;
|Bonus=4|Source=SR5:R5.0}}&lt;br /&gt;
Yes, there is a strong benefit from being able to move from place to place, but if your traveling comes with too much, well, motion, your stomach starts doing flipflops. Any time you are in a vehicle that is effectively accelerating at a rate of 3 or higher (that is, moving across three or more range categories) or moving at a Speed of 4 or higher, you experience Nausea (p. 409, SR5) until the vehicle’s Speed or Acceleration drops. Once the vehicle movement drops, the Nausea disappears in (12 – Body) minutes.&lt;br /&gt;
&lt;br /&gt;
==Too Much Data==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Too Much Data&lt;br /&gt;
|Bonus=3|Source=SR5:R5.0}}&lt;br /&gt;
With a few vehicles under your control, everything is fine. Once you get too many vehicles moving at the same time, sending you information on what they are doing, where they are going, and who is shooting at them, you start to feel overwhelmed and flustered, and your effectiveness drops. Anytime you are directing four or more vehicles and/or drones that are in motion, you receive a –2 dice pool penalty on any Pilot tests related to the movement of those vehicles. This applies even if some of the vehicles and/or drones are on autopilot—the data streaming in from them is distracting.&lt;br /&gt;
&lt;br /&gt;
==Antipathy==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Antipathy&lt;br /&gt;
|Bonus=8|Source=SR5:CF}}&lt;br /&gt;
Your parents always told you to think about how others feel, but whether you want to or not, you don’t know how. You suffer a –2 penalty to all opposed Social Tests.&lt;br /&gt;
&lt;br /&gt;
==Aips==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Aips&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
Diagnosed with artificially induced psychotropic schizophrenia syndrome after the Second Crash, an AIPS sufferer who physically enters a spam zone receives a –1 dice pool penalty to Perception Tests per level of the spam zone’s Noise Rating, to a maximum of –6. Additionally, in non-stressful situations, the gamemaster may require the character to make a Composure Test (p. 152, SR5) at a threshold equal to the Noise Rating of the spam zone.&lt;br /&gt;
&lt;br /&gt;
==Blank Slate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blank Slate&lt;br /&gt;
|Bonus=15|Source=SR5:CF}}&lt;br /&gt;
The character in question has abused personasofts to the degree they no longer have an original personality. They enter a near-fugue state, having nearly no willpower of their own. They are easily led unless they have a personasoft running to give them a personality. This can come with or without Amnesia (p. 152, Run Faster) of varying degrees. For all intents and purposes, the original person has “died” and only the virtual personalities remain. Buying off this quality can mean either that the original personality, buried under the shock of the persona fixes for a long time, finally emerges, or that a persona installed through a personafix becomes the new permanent personality.&lt;br /&gt;
&lt;br /&gt;
==Cyberpsychosis==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Cyberpsychosis&lt;br /&gt;
|Bonus=10|Requirement=Antipathy Negative Quality, minimum 5|Source=SR5:CF}}&lt;br /&gt;
Essence points lost from augmentations It’s said that as more of the body is replaced with chrome, heavily augmented individuals lose part of what makes them metahuman. Whether that’s true or not, having more augmentations does make it more difficult to relate to others. During any Social Test, if the character glitches, they act in an inappropriate manner or violently overreact to their situation. If the character suffers a critical glitch, they suffer a psychotic break, essentially becoming an NPC until such time that the gamemaster decides they’ve recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Characters augmented heavily enough to risk cyberpsychosis may suffer negative social modifiers due to excessive augmentation. Any character with cyberpsychosis must also have the Antipathy Negative Quality to reflect the loss of empathy due to the disorder.&lt;br /&gt;
&lt;br /&gt;
==Cyber-Snob==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Cyber-Snob&lt;br /&gt;
|Bonus=12|Source=SR5:CF}}&lt;br /&gt;
There are augmentations, and then there are augmentations, chummer. If you’re gonna stick a chunk of metal or hunk of flesh inside your body, it’s going to be nothing but the best! A character with Cyber-Snob will not accept any augmentations of a grade lower than betaware. A character must have at least 1 point worth of Essence of betaware-grade cyberware or bioware to be able to take this quality.&lt;br /&gt;
&lt;br /&gt;
==Dead Emotion==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dead Emotion&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
The character has abused BTL-level moodsofts and can no longer feel one specific emotion (e.g., happiness, anger, fear) under any circumstances. The player and the gamemaster are highly advised to work together to select the emotion, figure out how this will affect the character, and plan how it should be played out. &lt;br /&gt;
&lt;br /&gt;
==Dry Addict==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dry Addict&lt;br /&gt;
|Bonus=2 TO 13|Source=SR5:CF}}&lt;br /&gt;
Can be taken at character creation or substituted for the Addiction Quality (p. 77, SR5) after the user has met the requirements for buying off an Addiction (see Withdrawal and Staying Clean, p. 415, SR5). The addiction still exists, but the character no longer suffers the penalties from being without the particular substance. Any situations that make the fix available require a Composure Test with a threshold based on the stress the character is currently under, starting at 1 for passive situations (offer of a social drink) to 5 for highstress situations (before, during, or right after a major life-threatening situation.) Based on the level of the quality (see below), players receive a 1, 2, 3, or 4 dice pool penalty on any Addiction Tests following the use of the substance they used to abuse to see if they relapse into full addiction again. If they do, this quality disappears and is replaced by the Addiction quality, but the player does not receive any Karma bonus for the change.&lt;br /&gt;
&lt;br /&gt;
The Dry Addict quality includes the following levels, just like addiction: Mild, Moderate, Severe, and Burnout level. The Karma bonus is equal to half that of their respective Addiction levels, rounded up, meaning 2 for Mild, 5 for Moderate, 10 for Severe, and 13 for Burnout. Players must select the level for this quality that is the same as their former Addiction quality.&lt;br /&gt;
&lt;br /&gt;
==Family Curse==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Family Curse&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
Your parent(s) liked their drugs. A lot. So did theirs, and their parents before them. To say that addiction runs in the family is like saying Lone Star officers enjoy clubbing punks. When making Addiction Tests, the character receives a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Implant-Induced Immune Deficiency==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Implant-Induced Immune Deficiency&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
Cyberware and bioware users sometimes suffer from a number of health problems as the natural balance of their metabolisms is thrown off by modified organs and systems. The demands of their augmented biologies and the body’s continuous attempts to adjust to the implants can lead to decreased immunity to pathogens, poisons, and other compounds. Characters with this quality suffer a dice pool modifier of –2 on all Body Tests to resist the effects of diseases, drugs, toxins, and other compounds (including Physical Addiction Tests and Disease Resistance Tests). This quality is only available to characters with bioware or cyberware implants and an Essence of 5 or less.&lt;br /&gt;
&lt;br /&gt;
==Lack Of Focus==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Lack Of Focus&lt;br /&gt;
|Bonus=6|Source=SR5:CF}}&lt;br /&gt;
Characters suffering from attention deficit hyperactivity disorder have difficulty focusing on a single subject for long. When making any Extended Test with an interval greater than five minutes and shorter than one day, or if repeated simple tests are made within a period of time (such as Perception Tests during surveillance), the character must make a Composure (3) Test each interval after the first. The character’s Composure dice pool is cumulatively reduced by 1 for each of these tests, like any other Extended Test.&lt;br /&gt;
&lt;br /&gt;
Failing the Composure Test indicates the character can no longer focus and must take a break for a minimum of 1 interval, plus any other consequences that result. After the break, the character’s Composure dice pool is refreshed, and the process starts over again.&lt;br /&gt;
&lt;br /&gt;
==Lightweight==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Lightweight&lt;br /&gt;
|Bonus=6|Source=SR5:CF}}&lt;br /&gt;
On the bright side, this quality means it’s easy, and cheap, to get drunk. On the downside, it takes far less to get a person addicted to the various types of chemical drugs on the market. The Addiction Rating of any substance on the Addiction Table (p. 414, SR5) or any other related tables is 2 levels higher for the character.&lt;br /&gt;
&lt;br /&gt;
==One Of Them==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=One Of Them&lt;br /&gt;
|Bonus=7|Source=SR5:CF}}&lt;br /&gt;
Unless you’ve been living in the middle of the SOX Irradiated Zone for the last few years, you know that cognitive fragmentation disorder is a pretty serious problem. Mysterious and misunderstood, CFD can spread easily and essentially steals someone’s soul. It can strike anyone, anywhere, regardless of wealth or social class, and there are no cures, nor means of prevention. Plus, affected individuals can masquerade as healthy people for a significant period of time before being detected. Is it any wonder the world is feeling a little paranoid these days?&lt;br /&gt;
&lt;br /&gt;
Unfortunately for you, word on the street is that you are a head case, as CFD-inflicted individuals are colloquially known. No amount of reasoning has thus far convinced your friends and acquaintances that these are baseless rumors—everyone is convinced you’re crawling with CFD. Bummer.&lt;br /&gt;
&lt;br /&gt;
While this quality can be bought off with Karma as per normal rules, until this happens, all of your Contacts believe you’re afflicted with CFD. None will agree to meet you in the flesh for fear of being infected. If you drop in on them in person unexpectedly, they will either fight you or flee from your presence. Some may still agree to deal with you virtually, though ironically, their Loyalty works against you now. In order to do business with the character, the Contact must fail a Loyalty Test.&lt;br /&gt;
&lt;br /&gt;
==Quasimodo==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Quasimodo&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
The Sixth World is full of things that endanger normal genome expression, including Awakened dangers, environmental pollution, unpredictable mutagenics, and secret experimentation. People with this quality are the extreme result of such genetic tampering, whether hereditary or accidental. Characters with this quality suffer an unexpected genetic disorder that manifests as ugly and visceral physical deformities. The character suffers a –3 dice pool modifier on all Social Skill Tests not done via the Matrix and a +2 dice pool modifier for all Intimidation Tests. The character and gamemaster should negotiate to decide on an effect that is suitably negative. Quasimodo characters might also have developed personality quirks or aggressive behavior from years of social rejection.&lt;br /&gt;
&lt;br /&gt;
==So Jacked Up==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=So Jacked Up&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
The character is deep down the road of artificial mood enhancers, whether those are BTLs or chemicals. The character has basically lost the ability to regulate her own moods and must alternate between mind-benders to get cranked up or bring herself down.&lt;br /&gt;
&lt;br /&gt;
While the character is encouraged to use drugs such as cram, deepweed, and so on (using the description to determine if it’s an upper/stimulant or a downer), this is not strictly necessary, as the character can be assumed to be on generic upper/downer pharmaceuticals. Generic downers cause –1 Reaction and +1 Logic, while uppers cause +1 Reaction and –1 Logic.&lt;br /&gt;
&lt;br /&gt;
In any case, the effect of this quality is that the character must decide whether she is “up” or “down” ahead of time. It takes thirty minutes to switch between conditions. Having the wrong mood at the wrong time can cause embarrassing social issues (for example, being on an up mood while at an oyabun’s beloved son’s funeral, or being down in basically any combat situation).&lt;br /&gt;
&lt;br /&gt;
If the character has the wrong mood at the wrong time, they incur a –2 penalty to all Social Tests. What constitutes the wrong mood at the wrong time is largely up to the gamemaster, though characters can expect this to be “most of the time.”&lt;br /&gt;
&lt;br /&gt;
==Superhuman Psychosis==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Superhuman Psychosis&lt;br /&gt;
|Bonus=2|Source=SR5:CF}}&lt;br /&gt;
When you can run faster than a car, punch through concrete, throw fireballs with your mind, and shrug off assault cannon rounds, you might start feeling that you’re more human than human. And if you’re more human than human, what are they? Does a person that steps on ants feel bad? If not, then why should you feel anything toward these lesser beings of the old human race? So slow, so weak, so dim.&lt;br /&gt;
&lt;br /&gt;
Characters with superhuman strengths, such as those granted by augmentations, or Awakened powers, can start to feel detached from the human race. They start seeing everyone else kind of like cattle. Like playing a game on the easy mode, the challenges of life seem dim and uninteresting. Characters suffering from Superhuman Psychosis seek out others like them, to belong but also to test themselves, to see how far they can go, how far they can push themselves.&lt;br /&gt;
&lt;br /&gt;
Superhuman Psychosis causes a few effects. The character has absolutely no moral qualms about killing people, seeing it as his right. They won’t go out of their way to kill people, but also won’t hesitate to kill anyone, even going up to mass murder—they just don’t value the lives of lesser beings.&lt;br /&gt;
&lt;br /&gt;
In addition, the character’s general lack of concern for others (and their bullets) makes them pretty formidable in combat. This quality grants an automatic +1 die bonus in melee combat. The character is also less perturbed about puny mortals flinging lead at him, and so suffers only half the penalty from incoming Suppressive Fire.&lt;br /&gt;
&lt;br /&gt;
This is balanced by the fact that they have difficulty disguising their contempt for others, leading to a –2 penalty on all Etiquette and Leadership tests.&lt;br /&gt;
&lt;br /&gt;
When facing opponents equivalent to Professional Rating 5 or above, however, the character gets interested. This is a true test of their skills, and they won’t want to back down. The character must make a Composure (3) Test to withdraw from a fight with such opponents, regardless of the situation. If they fail the test, they must continue the combat.&lt;br /&gt;
&lt;br /&gt;
Characters with Superhuman Psychosis cannot take any Code of Honor quality, as there is nobody they won’t kill.&lt;br /&gt;
&lt;br /&gt;
==TLE-X==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=TLE-X&lt;br /&gt;
|Bonus=15|Source=SR5:CF}}&lt;br /&gt;
A neurological disorder from the Sixth World, temporal lobe epilepsy with complications results from the metabolic and neurological stress of excessive cyberware implantation, especially move-by-wire implants (note, though, that move-by-wire implants are not required for TLE-x to occur, nor do they cause it automatically). In appropriately stressful situations, the character must make a Body + Willpower (4) Test or fall into epileptic seizures for (5 – hits) minutes.&lt;br /&gt;
&lt;br /&gt;
The biomedical AEXD (p. 179) grants a +3 bonus to dice pools to resist the onset of TLE-x, but the disease may only be cured fully with corrective gene therapy (p. 156) or brain surgery. Even if one of the latter two options is taken, TLE-x may recur if the cyberware that caused the initial onset is not removed. Removing the quality still requires a Karma expenditure, along with the procedure.&lt;br /&gt;
&lt;br /&gt;
==Tough And Targeted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Tough And Targeted&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
The character is well-known as one of the biggest badasses on the streets. However, one way to make a name for yourself on the streets is to be known as the guy who killed the top dog. At least once a month or so, the character is randomly attacked by an up-andcoming rival looking to make a name for himself.&lt;br /&gt;
&lt;br /&gt;
The Professional Rating of the guy who comes looking for him is equal to the character’s Street Cred. Should the character with this quality be defeated by his rival, assuming he lives (the rival will be satisfied so long at the character goes into overflow damage; death is not necessary), then this quality is removed without Karma expenditure, but the character’s Street Cred resets to 0 and he gains 1 point of Notoriety. Nobody likes a loser, chummer.&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Negative_Qualities&amp;diff=2330</id>
		<title>SR5:Negative Qualities</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Negative_Qualities&amp;diff=2330"/>
		<updated>2016-05-14T18:21:40Z</updated>

		<summary type="html">&lt;p&gt;Adragon202: /* Code Of Honor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Qualities Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Addiction==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=4 TO 25&lt;br /&gt;
|Description=A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo); technological or magical devices, such as better-than-life (BTL) chips or foci; or potentially addictive activities such as gambling or sex. Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the runner, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specific rules on Addiction Tests, Withdrawal Tests, and staying clean, see p. 414. The bonus Karma value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings. &lt;br /&gt;
&lt;br /&gt;
At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.&lt;br /&gt;
&lt;br /&gt;
;Mild (4 Karma)&lt;br /&gt;
:1 dose or 1 hour of habit-related activity&lt;br /&gt;
:Mild cravings occur once a month for the character. If a character fails his Withdrawal Test, he suffers symptoms of withdrawal and must actively seek out and use the substance or engage in the activity to find relief. On a run, this could mean delaying plans that the runner team may have meticulously put together for a job, especially if the character is busy gambling with a bookie or slotting a BTL instead of being available for the run. While the character is suffering withdrawal symptoms, apply a –2 dice pool modifier to all of the character’s Mental-attribute-based tests (if psychological dependency) or to all the character’s Physical-attribute-based tests (if physiological dependency). If the character succeeds on his Withdrawal Test, the character does not suffer withdrawal symptoms and does not need the substance or participate in that habit until the character makes their next Withdrawal Test (in one month). He is able to stay clean for that month. &lt;br /&gt;
&lt;br /&gt;
;Moderate (9 Karma)&lt;br /&gt;
:1 dose or 1 hour of habit-related activity&lt;br /&gt;
:A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied. &lt;br /&gt;
&lt;br /&gt;
;Severe (20 Karma)&lt;br /&gt;
:2 doses or 2 hours of habit-related activity&lt;br /&gt;
:The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails a Withdrawal Test, he suffers a –4 dice pool modifier to either their Mental- or Physical-based tests (as appropriate for their dependency) while in withdrawal. In addition, he suffers a –2 dice pool modifier to all Social Tests, whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer. &lt;br /&gt;
&lt;br /&gt;
;Burnout (25 Karma)&lt;br /&gt;
:3 doses/3 hours (minimum) of habit-related activity&lt;br /&gt;
:Burnout is the final progression of the Addiction quality. The addict exper iences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suf fers a –6 penalty to either his Mental- or Physical-based tests (whichever one is appropr iate for their dependency) while in withdrawal. &lt;br /&gt;
&lt;br /&gt;
Because his Addiction is now obvious to even the most casual observer, the character suffers a –3 dice pool modifier for all Social Tests, whether he is in withdrawal or not.&lt;br /&gt;
&lt;br /&gt;
The gamemaster has discretion as to whether or not she should call for Withdrawal Tests during an Addicted character’s downtime, depending on to what degree the gamemaster wants the addiction to impact gameplay for the character.&lt;br /&gt;
|Special=;Withdrawal Test:'''Psychological''':Logic + Willpower&lt;br /&gt;
:'''Physiological''':Body + Willpower&lt;br /&gt;
}}&lt;br /&gt;
===COMMON ADDICTIONS===&lt;br /&gt;
*Better-than-life chips (p. 460)&lt;br /&gt;
*Alchemical preparations (p. 316)&lt;br /&gt;
*Alcohol&lt;br /&gt;
*Street drugs&lt;br /&gt;
*Foci (see p. 318)&lt;br /&gt;
*Augmentations&lt;br /&gt;
&lt;br /&gt;
==Allergy==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+ALLERGY TABLE&lt;br /&gt;
!CONDITION!!VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon||2&lt;br /&gt;
|-&lt;br /&gt;
|Common||7&lt;br /&gt;
|-&lt;br /&gt;
|Mild||3&lt;br /&gt;
|-&lt;br /&gt;
|Moderate||8&lt;br /&gt;
|-&lt;br /&gt;
|Severe||13&lt;br /&gt;
|-&lt;br /&gt;
|Extreme||18&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5 TO 25&lt;br /&gt;
|Description=A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (2 Karma) or Common (7 Karma). Next, determine the severity of the symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).&lt;br /&gt;
&lt;br /&gt;
;Uncommon:The substance or condition is rare for the local environment&lt;br /&gt;
:;Examples&lt;br /&gt;
::silver, gold, antibiotics, grass.&lt;br /&gt;
;Common:The substance or condition is prevalent in the local environment.&lt;br /&gt;
:;Examples&lt;br /&gt;
::sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.&lt;br /&gt;
;Mild:Symptoms are discomfiting and distracting. &lt;br /&gt;
:Apply a –2 dice pool modifier to the character’s Physical Tests while under the effects of the Allergy.&lt;br /&gt;
;Moderate:Contact with the allergen produces intense pain. &lt;br /&gt;
:Apply a –4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.&lt;br /&gt;
;Severe:Contact with the allergen results in extreme pain and actual physical damage. &lt;br /&gt;
:Apply a –4 dice pool modifier to all tests made while a character experiences symptoms. &lt;br /&gt;
:The character also suffers 1 box of Physical Damage (unresisted) for every 1 minute they are exposed to the allergen.&lt;br /&gt;
;Extreme:A character at this level, when exposed to the allergen, goes into full anaphylactic shock. &lt;br /&gt;
:The character receives a –6 dice pool modifier for anything they do. The character is considered to be in excruciating agony. &lt;br /&gt;
:The character suffers 1 box of Physical Damage (unresisted) for every 30 seconds they are exposed to the allergen. First Aid, Medicine, or magical means can stop the damage taken from the anaphylactic shock.&lt;br /&gt;
|Special=;Resistance Test:-1 DP Modifier per Severity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Astral Beacon==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10 &lt;br /&gt;
|Description=The astral signature of a character with the Astral Beacon quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a –1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Magic rating may take this quality.&lt;br /&gt;
|Special=;Assensing Test:-1 Threshold for opponents&lt;br /&gt;
:Signatures last twice as long&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bad Luck==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=This character is cursed—his own luck often turns against him. When the character uses Edge, roll 1D6. On a result of 1, the point of Edge is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice he loses that many dice from his dice pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch. The character suffers Bad Luck on only one Edge roll per game session. After the character has suffered his Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Edge for the duration of that game session.&lt;br /&gt;
|Special=;Spending Edge:Can Glitch to opposite effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bad Rep==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former Knight Errant cop known to have been particularly brutal in dealing with shadowrunners. Or word on the street might be that she once killed a member of her own runner team. If she’s Awakened and comes from a polluted region, it may be generally accepted that she’s a toxic shaman. Whether she is actually guilty of any wrongdoing is not relevant. What people believe she has done has permanently tainted the way they see her and how they deal with her. Whatever the reason, the character starts play with 3 points of Notoriety (p. 372) that can only be removed or decreased by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma. &lt;br /&gt;
|Special=;Notoriety:+3 Points &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Code Of Honor==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=15&lt;br /&gt;
|Special=;Violence against Protected Group&lt;br /&gt;
:GMs roll 1D6. On 1 there is a complication.&lt;br /&gt;
;GMs Perception(4) for character to notice.&lt;br /&gt;
;Attempt to Kill Protected Group&lt;br /&gt;
:Charisma + Willpower (4)&lt;br /&gt;
;Protected Group Killed&lt;br /&gt;
:Lose 1 Karma per Kill&lt;br /&gt;
|Description=The character has a binding Code of Honor when it comes to killing members of a specific group; it’s a matter of unwavering principle. The character with the Code of Honor quality chooses a specific group that they will not kill or allow others to kill. Examples of this group could include women, children, innocent bystanders, or a specific metatype. A character can choose to protect specific paracritters, but only if the specified paracritter possesses the Sapience power.The gamemaster must approve the group that the character designates as being “off limits.” If the group (such as children) is not regularly encountered in campaigns, the gamemaster can reject the choice. If the player feels strongly about his choice, the gamemaster may allow the player to take two groups they will not harm, (i.e., women and children), one of which must be likely to be encountered in the campaign. A magician can legitimately choose to not destroy any type of spirit from which their Mentor Spirit bestows a bonus for summoning. This Code of Honor respects their Mentor Spirit and is worthy of the Karma. Characters can’t pick an obscure or non-existent group to acquire this quality—you can’t acquire Karma by vowing to never kill sapient hamsters, for example.&lt;br /&gt;
&lt;br /&gt;
Any time anyone attempts to kill a member of the character ’s protected list, the character must make a Charisma + Willpower (4) Test. A failed roll means the character must immediately put a stop the violence against the member of their protected group. If the situation forces the character to take action against any of his protected group, he will always choose non-lethal methods. Killing a member of the group he has sworn to protect is a line he will not cross for any reason. &lt;br /&gt;
&lt;br /&gt;
There are drawbacks to having a Code of Honor. For example, it can leave witnesses behind. For each person in the protected group the character leaves alive and who is in a position to remember them, increase the character’s Public Awareness by 1. The character’s job options are also limited—he will not take a job if the objective is the death of a member of his protected group and will have reservations about taking part in a mission with a high probability of causing collateral harm to members of his protected group.&lt;br /&gt;
&lt;br /&gt;
There is always a chance things will go wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction to a usually harmless knockout drug, or a heart condition that makes a taser shock deadly. For this reason, each time the character takes a violent action or allows others to take violent action against a member of his chosen group, the gamemaster makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication from the use of non-lethal force. With a metahuman it could be a life-threatening medical condition; with a spirit, an attempt to banish rather than destroy may in fact set the spirit free. When a complication arises, the gamemaster makes a secret Perception (4) Test for the character to notice if anything has gone wrong.&lt;br /&gt;
&lt;br /&gt;
If a person in the character’s chosen group is killed, whether intentionally or inadvertently, the character loses a point of Karma for that adventure for each person in their “protected group” that is killed.&lt;br /&gt;
&lt;br /&gt;
The Code of Honor can take other forms as well. For example:&lt;br /&gt;
&lt;br /&gt;
;Assassin’s Creed:A character never kills anyone that they are not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who believe in the Assassin’s Creed. Characters who take this version of Code of Honor lose 1 point of Karma for every unintentional and/or unpaid murder they commit, and their Public Awareness goes up by 1 for each such death.&lt;br /&gt;
;Warrior’s Code:The character who follows a Warrior’s Code maintains a strict sense of personal honor. In 2075, this likely means a character will not kill an unarmed person, take lethal action against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesn’t know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e., from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 Karma per unarmed or defenseless person that they kill or allow to be killed through their actions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Codeblock==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a –2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not require a test (p. 237). Characters cannot apply Codeblock toward hacking actions they are never likely to take. &lt;br /&gt;
|Special=;Predetermined Matrix Action:-2 DP Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat Paralyisis==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=A character with Combat Paralysis freezes in combat. On the character’s first Initiative Test, the character divides their Initiative Score for that round in half (rounded up). In subsequent Combat Turns, the character may roll their normal Initiative. Combat Paralysis also gives the character a –3 dice pool modifier on Surprise Tests. If the character must make a Composure Test while under fire or in a similar combat situation, the gamemaster applies a +1 threshold modifier.&lt;br /&gt;
|Special=;First Round Initiative Test:Half Initiative (round up)&lt;br /&gt;
;Surprise Tests:-3 DP Modifier&lt;br /&gt;
;Composure Tests:+1 Threshold Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dependents==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=3, 6, OR 9&lt;br /&gt;
|Description=A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See the Character Advancement section on p. 103 for more information on how long it takes to improve skills. Also increase the base time for any long-term projects by fifty percent. A dependent could also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s work, borrowing the car, calling at the most inopportune moments, etc. &lt;br /&gt;
&lt;br /&gt;
For 3 Karma, the dependent is an occasional nuisance: dropping in unexpectedly (such as when the character must go to a meet), needing emotional support, favors, or other confirmations of friendship/commitment, and occasionally money. Examples of dependents at this level include: slacker sibling, long-term boyfriend/girlfriend, or a child not living with the character but for whom the character pays child support and visits regularly. Raise the character’s lifestyle cost by 10 percent each month.&lt;br /&gt;
&lt;br /&gt;
For 6 Karma, the dependent is a regular inconvenience: needing attention and commitment on a regular basis, getting involved in the character’s affairs, sharing living space. Examples of dependents at this level include: a live-in lover/wife/husband or family member, a child for whom the character shares custody and routinely has in his home (every other weekend, etc.), or a young child or close sibling for whom the character is responsible. Increase the character’s lifestyle cost by 20 percent each month.&lt;br /&gt;
&lt;br /&gt;
At the 9 Karma level, the dependent is close family or a life partner and lives with the character. The dependent is a strain on the character’s time and resources, and/or requires special care and attention that limits the character’s availability for missions or specific actions. Examples of these dependents include large family sharing the living space, parents or grandparents with medical or physical needs, and full custody of any children. Increase the lifestyle cost for the character by 30 percent each month.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Distinctive Style==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s distinctive in one culture or location may not be in another.&lt;br /&gt;
&lt;br /&gt;
Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test (p. 152) to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness. &lt;br /&gt;
|Special=;Perception Tests:+2 DP Modifier to identify individual with quality&lt;br /&gt;
;Memory Tests:-1 Threshold Modifier to remember individual with quality&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Elf Poser==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=6&lt;br /&gt;
|Description=The Elf Poser is a human character who wants to be an elf. She associates with elves as much as possible, talks like elves, and alters her appearance to resemble an elf. Characters with this quality may undergo cosmetic surgery to get elf ears and elf eyes, and they may successfully pass as elves and avoid any negative Social modifiers associated with being a non-elf. &lt;br /&gt;
&lt;br /&gt;
Real elves consider Elf Posers an embarrassment, many humans think of them as sellouts, and other metatypes generally consider posers to be pathetic. If an elf discovers the character’s secret, the elf is likely to treat her with contempt and hostility (see Social Modifiers Table, p. 140). An outed elf poser may also face stigma from prejudiced humans as a “race traitor.”&lt;br /&gt;
&lt;br /&gt;
Only human characters may take the Elf Poser quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gremlins==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=4&lt;br /&gt;
|BonusNote=PER RATING&lt;br /&gt;
|Rating=(MAX 4)&lt;br /&gt;
|Description=Characters with the Gremlins quality don’t get along with technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference whenever he’s involved. &lt;br /&gt;
&lt;br /&gt;
For each Rating (maximum of 4), reduce the number of rolled 1s necessary to get a glitch (p. 45) by 1 whenever the character is attempting to use a moderately sophisticated device. For example, a character with a dice pool of 8 and Gremlins level 2 (8 Karma) would trigger a glitch if two or more 1s result from the test (instead of the normal 4). The gamemaster may also require the character to make a test for operation that would otherwise succeed automatically to see whether or not a glitch occurs. &lt;br /&gt;
&lt;br /&gt;
When describing the effects of a Gremlin-induced glitch, gamemasters should play up the notion of a particularly weird mechanical or electronics malfunction. Some examples of Gremlin-induced glitches include: the magazine falling out of a pistol when attempting a critical shot, a keypad inexplicably burning out while entering a code to disarm an alarm system, or the commlink interface converting to Sperethiel mid-sentence when attempting to access a restricted node.&lt;br /&gt;
&lt;br /&gt;
Note that Gremlins is a Negative quality—its effects hinder the character (and probably entertain others). The character cannot use his Gremlins quality to damage an opponent’s high-tech equipment merely by touching it. Anything the character attempts to sabotage using only Gremlins will function flawlessly. (Obviously, he can try any ordinary means of sabotage, but Gremlins will haunt his efforts.) &lt;br /&gt;
&lt;br /&gt;
The effect only applies to external equipment and does not affect cyberware, bioware, or other implants. &lt;br /&gt;
|Special=;Glitch on Technical Device:-1 rolled 1s required Per Rating&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Incompetent==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=An Incompetent character possesses a total lack of knowledge or ability with a certain Active skill group—or, perhaps worse, they have some vague knowledge or the skills contained in the group, but they have neither the coordination nor the comprehension to come anywhere close to carrying it off properly. No matter how much effort they put into this area, they simply cannot grasp it—it would take a miracle for them to somehow, someday advance to the level of “poor” in those skills.&lt;br /&gt;
&lt;br /&gt;
Incompetent may not be applied to Language or Knowledge skills. The Incompetent character is treated as having skill level of “unaware” for all skills in the skill group (see the Skill Rating Table, p. 131). &lt;br /&gt;
&lt;br /&gt;
In some cases, a Success Test may be required for tasks most people take for granted. Characters may not possess that skill group for which they have the Incompetent quality. If gear grants a bonus or requires the use of a specific skill in which the character is Incompetent, the character gains no benefits from the gear.&lt;br /&gt;
&lt;br /&gt;
Gamemasters are free to reject any choices that would prove irrelevant or exploitative in actual play, such as Incompetent: Outdoors in a campaign based entirely inside an arcology. (This should go without saying, but just in case: Characters may never choose Incompetent for any skill group that they are physically incapable of using. A non-magician cannot take Incompetent in Sorcery, Conjuring, or Enchanting; a non-technomancer cannot be Incompetent in a skill that requires Resonance; and so on.)&lt;br /&gt;
&lt;br /&gt;
Incompetent may be purchased only once. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Insomnia==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10 OR 15&lt;br /&gt;
|Description=A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia can lengthen the amount of time it takes for a character to recover Stun damage. &lt;br /&gt;
&lt;br /&gt;
At the 10 Karma level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an Intuition + Willpower (4) Test. If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains 1 point of Edge after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Edge refreshed and may not have it refreshed for up to another 24 hours.&lt;br /&gt;
&lt;br /&gt;
At the 15 Karma level, a failed Willpower + Intuition (4) Test means that all efforts to regain Stun damage through rest are negated during that time period, and the character must try again later. No Stun damage is regained from the attempt due to the insomnia the character experiences, and the character must wait for 24 hours before their Edge refreshes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Loss Of Confidence==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=The Loss of Confidence quality means something has caused the character to lose confidence in himself and one of his abilities. Though a skilled decker, he failed to hack into a Stuffer Shack host, or despite high Agility, he glitched an easy Climbing Test and fell into a dumpster—whatever the reason, he now doubts himself and his abilities. In tests involving the affected skill, the character suffers a –2 dice pool modifier. If the character has a specialization with the skill, the character cannot use that specialization while suffering a loss of confidence. The skill chosen for the character to have a Loss of Confidence must be one that the character prides himself in and has invested in building. Only skills with a rating 4 or higher may suffer the Loss of Confidence quality. Edge may not be used for tests involving this skill when the character is suffering Loss of Confidence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Low Pain Tolerance==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=9&lt;br /&gt;
|Description=Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a –1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes. This affects both Physical and Stun damage tracks. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ork Poser==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=6&lt;br /&gt;
|Description=Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters her appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow him to successfully pass as an ork. Ork posers are an embarrassment to many orks, but some tolerate, if not appreciate, the compliment behind the effort. This means an ork who discovers the character’s secret may either become very hostile toward him or be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness.” An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks. &lt;br /&gt;
&lt;br /&gt;
Only humans and elves may take the Ork Poser quality. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Prejudiced==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+PREJUDICED TABLES&lt;br /&gt;
!PREVALENCE OF TARGET GROUP!!KARMA VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Common target group (e.g, humans, metahumans)||5 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Specific target group (e.g., the Awakened, technomancers, shapeshifters, aspected magicians)||3 Karma&lt;br /&gt;
|-&lt;br /&gt;
!DEGREE!!KARMA VALUE&lt;br /&gt;
|-&lt;br /&gt;
|Biased (e.g., closet meta-hater)||0 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Outspoken (e.g., typical member of Humanis)||2 Karma&lt;br /&gt;
|-&lt;br /&gt;
|Radical (e.g., racial supremacist)||5 Karma&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=3 TO 10&lt;br /&gt;
|Description=With this quality the character is Prejudiced against members of a specific group of people: metahumans, Awakened, non-metahuman sapient critters, or some other group. The character is not merely intolerant—he is outspoken about his beliefs and may actively work against the target of his prejudice. Depending upon the degree of prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.&lt;br /&gt;
&lt;br /&gt;
The Karma bonus granted by this quality varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Karma value of the quality based on the prevalence of the hated group and the degree of prejudice.&lt;br /&gt;
&lt;br /&gt;
When dealing with the target of their prejudice, a character receives a –2 dice pool modifier per level of severity of the Prejudiced quality for all Social Tests. If negotiations are a part of the encounter, the target receives a +2 modifier per level of the Prejudiced quality. So if a character who is radical in their prejudiced views against the Awakened tries to negotiate with the target of their prejudice, they receive a –6 to their Negotiation Test while the target receives a +6 dice pool modifier. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Scorched ==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A Scorched character is coping with neurological problems brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL. The problem can manifest as short- or long-term memory loss, unexpected blackouts, frequent migraines, diminished senses (sight, touch, smell, etc.), and mood disorders such as paranoia and anxiety. The player chooses one specific effect of Scorched, and its effect should be pronounced enough to hinder the character and present potential plot hooks for the gamemaster. Whenever he enters VR or slots a BTL chip, the character must make a Body + Willpower (4) Test. On a failed roll, he experiences the specified physical effects for six hours. A glitch or critical glitch on this test results in suffering the effects for 24 hours. The only way to eliminate the Scorched quality is to get the medical treatment necessary to repair the damage, then spend the Karma to buy off the Negative quality. Once Scorched, though, the character remains susceptible to the condition. Another bad encounter with Black or Psychotropic IC or a BTL will bring this quality back. In addition to the physical side effects the character may experience from being Scorched, the character is vulnerable to damage inflicted by either Black or Psychotropic IC or BTLs. When faced with this IC, the character must make a Willpower (3) Test to be able to confront it without panicking. If he is able to confront the IC that caused their Scorched condition, the character suffers a –2 to Damage Resistance Tests when these programs are inflicting damage. &lt;br /&gt;
&lt;br /&gt;
To take the Scorched quality for BTLs, the character must have at least a Mild Addiction to BTLs and possess the gear necessary to use BTLs. &lt;br /&gt;
&lt;br /&gt;
To take the Scorched quality for Black and/or Psychotropic IC, the character must be either a decker or a technomancer.&lt;br /&gt;
}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SCORCHED PHYSICAL &lt;br /&gt;
|+SIDE EFFECTS TABLE&lt;br /&gt;
!GAME RULES&lt;br /&gt;
!EFFECT&lt;br /&gt;
|-&lt;br /&gt;
|Memory Loss &lt;br /&gt;
(short term)&lt;br /&gt;
|The character does not remember slotting a BTL chip. The character makes another Withdrawal Test immediately. A failed test means the craving comes back immediately, as do the symptoms of withdrawal. Character must slot another chip. For encountering IC, a character must make a Memory Test with a threshold increased by +1. A failed Memory Test results in gaps in memory and possible disorientation while in host.&lt;br /&gt;
|-&lt;br /&gt;
|Memory Loss &lt;br /&gt;
(long term)&lt;br /&gt;
|The same effects of Memory Loss (short term) apply. In addition, for the duration of the effect, the character loses access to one active skill. He simply does not remember how to use it (for example, the Pistols skill). Treat as unaware in that skill until symptoms abate.&lt;br /&gt;
|-&lt;br /&gt;
|Blackout&lt;br /&gt;
|For the duration of the effect, the character retains no memories of events during that time frame. Memory cannot be restored by technological or magical means.&lt;br /&gt;
|-&lt;br /&gt;
|Migraines&lt;br /&gt;
|The character receives –2 to all Physical and Mental tests, sensitivity to light, and nausea (p. 409).&lt;br /&gt;
|-&lt;br /&gt;
|Paranoia/Anxiety&lt;br /&gt;
|Character must make Social Tests for even basic interactions. These are Success Tests with a threshold of 5. If no apparent skill applies, the character must default to Charisma –1. Failure means the character reacts with paranoia or anxiety in that situation for the duration of the effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sensitive System==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=12&lt;br /&gt;
|Description=A character with the Sensitive System quality has immuno-suppressive problems with cybernetic implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they are grown or designed, are rejected by the character’s body. This quality works differently for characters who are technomancers or Awakened and therefore never plan to take implants. Awakened individuals or technomancers remain fully capable of channeling mana or using Resonance, but they are potentially more susceptible to Drain or Fading. A magic user or technomancer with a Sensitive System must make a Willpower (2) Test before any Drain or Fading Tests. Failure on this test results in Drain or Fading Values being increased by +2 for that particular Drain or Fading Test, as the energy traveling through their body does more damage to their Sensitive System. &lt;br /&gt;
|Special=;Drain/Fading Tests:Willpower (2) before each Drain/Fading Tests&lt;br /&gt;
:+2 Drain/Fade on failure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Simsense Vertigo==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5&lt;br /&gt;
|Description=Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, or simsense (including smartlinks, simrigs, and image links). Such characters receive a –2 dice pool modifier to all tests when interacting with AR, VR, or simsense. &lt;br /&gt;
|Special=;AR/VR/Simsense Use:-2 DP Modifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sinner (layered) ==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=5 TO 25&lt;br /&gt;
|Description=There are four types of SINs that fall under the SINner (Layered) quality: National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs (p. 367) just so they can participate in society.&lt;br /&gt;
====NATIONAL SIN====&lt;br /&gt;
At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).&lt;br /&gt;
&lt;br /&gt;
====CRIMINAL SIN====&lt;br /&gt;
At the 10 Karma level, the character has a Criminal SIN (either Corporate or National); his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all times; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SINless character before they’d have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have difficulty finding legal employment. He can expect to be brought in and held up to 48 hours for questioning anytime a crime is committed in his area. The judicial system in 2075 is more an assembly line than institution of justice. Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to do with the judge’s mood than the crime. In this environment it’s likely the cops will be more interested in closing the case than solving any crime; they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Some degree of “adjusting” facts and “interpreting” witness accounts to support allegations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from the judicial system than mundane criminals. If the character is a magic user with a Criminal SIN, he is registered with local law enforcement. He can expect regular—but usually not scheduled—checks to confirm he lives and to ensure he is not using forbidden spell formula, foci, or other magical gear. The nation or corporation that issued the Criminal SIN will keep close tabs on the character, if he fails to update residential information or appears in any way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen percent tax on his gross income to the entity that issued his Criminal SIN. &lt;br /&gt;
&lt;br /&gt;
====CORPORATE LIMITED SIN====&lt;br /&gt;
At the 15 Karma level the character has the Corporate Limited SIN; he has somehow gained a position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attribute. Under most circumstances the Corporate Limited SIN replaces any National SIN. His Corporate Limited SIN becomes part of the Global SIN Registry, to which law enforcement agencies and security corporations alike have access. Many of these Corporate Limited SINs record whether or not the character is Awakened. The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any National SIN that the character may have had previously. With the Corporate SIN, the character can be gainfully employed by the issuing megacorporation as a wageslave, a low-ranking member of the corporation’s security services, or an enlisted member of the corporation’s military. Though he could have a secret-level security clearance to perform his duties, he cannot rise to a leadership position, become an officer, or be part of the megacorporation’s Special Forces (such as the Red Samurai). As a group, characters that possess Corporate Limited SINs are believed to either know something valuable about the inner workings of the megacorporation or have a skill set rival megacorps would want; as such they are considered valid targets for extraction, even if they are no longer active with the corporation. Characters with the Corporate Limited SIN experience prejudice and hostility from those in the shadows who are SINless. The SINless believe the corporations deliberately keep them poor and powerless so they can be exploited. The character with the Corporate Limited SIN may find himself being personally blamed for his corporation’s actions—protesting he has no real authority and no connection with the actions in question usually does little good. To the SINless and neo-anarchists the character with the Corporate Limited SIN has sold out and chosen a corrupt and oppressive system over his own people. The character pays twenty percent of his gross income in taxes to his megacorporation.&lt;br /&gt;
&lt;br /&gt;
====CORPORATE SIN====&lt;br /&gt;
At the 25 Karma level is the Corporate Born SIN. The character with this ID was probably born into a mega corporation, or belonged to one when it achieved extraterritoriality. At least one of his parents probably had the Corporate Born SIN as well. He grew up in the corporation, his social involvement, education, and almost every aspect of his life was managed by the corporation. His skills and aptitudes were evaluated constantly, and he was groomed for the career path to which he was best suited; his whole world was the corporation. Characters with the Corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. He could have been a department administrator, a finance strategist, an agent of corporate intelligence, an officer in a megacorp’s military, or even a member of Corporate Special Forces (Renraku’s Red Samurai or Ares’ Firewatch). With a Corporate Born SIN, he could have enjoyed top-secret clearance within the corporation and access to nearly unlimited resources. Then something happened. An unforgivably costly mistake, the machinations of a rival, a supervisor in need of a scapegoat—something pushed the character out of the corporation and into the cold and unforgiving shadows. In the shadows a SIN that had been the key to opportunity is now a deadly liability. Most in the shadows see the Corporate Born as the privileged few, the aristocrats in the armored limousines who look down on them, oppress them, exploit them and deny them their basic rights. If the SINless discover the character’s Corporate Born SIN, reactions will range from deep suspicion to violent hostility; serious injury and death are real possibilities. The character’s loyalty to his corporation is never questioned, which can be an insurmountable liability in a culture that works against the megacorps. Would-be runners have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Global SIN Registry can confirm she has a valid SIN, but do not contain any additional information. Those with Corporate Born SINs pay a tax of ten percent of their gross income to their corporation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Social Stress==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=8&lt;br /&gt;
|Description=Whether as a result of loss or trauma or due to innate psychological makeup, the Social Stress quality burdens the character with emotions that interfere with his ability to interact with others. A specific cause and trigger for the Social Stress must be established. For example, if his Social Stress is caused by survivor’s guilt after the loss of a close friend, unexpectedly encountering someone who looks similar to the lost friend will heighten stress. When a character is using Leadership or Etiquette skills, reduce the number of 1s required to glitch the test by 1. Gamemasters should call for more Social Tests for characters with Social Stress to determine how a character reacts to others, particularly if a situation related to the cause of their stress arises.&lt;br /&gt;
|Special;Social Tests Glitch: 1 less 1s required to glitch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Bane==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with a Spirit Bane really torques off a certain type of spirit (p. 303). Whether the character has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or per form favors for the character or her friends. If spirits of this type are ordered to attack a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers a –2 dice pool modifier for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal spirits.&lt;br /&gt;
&lt;br /&gt;
This quality may only be taken by magic users. Magic users may possess this quality for a type of spirit that is not a part of their magical tradition. &lt;br /&gt;
|Special=;Summon/Bind Spirit:-2 DP Modifier Predetermined Type&lt;br /&gt;
;Banish Spirit:+2 DP modifier for Predetermined Type to resist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uncouth==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=14&lt;br /&gt;
|Description=The character with the Uncouth quality has difficulty interacting with others. He acts impulsively, overreacts to any perceived provocation, and tends to do whatever pops into his head without considering the consequences (i.e., flipping off Mr. Johnson, calling a drunk troll a “Trog,” or responding to casual trash talk from a rival runner by punching her in the face). All Social Tests made by the character to resist acting improperly or impulsively receive a –2 dice pool modifier. Additionally, the cost for learning or improving Social Skills is double for Uncouth characters (including at character creation), and they may never learn any Social skill groups. Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 129). The gamemaster may require the character to make Success Tests for social situations that pose no difficulty for normal characters.&lt;br /&gt;
|Special=;Social Tests:-2 DP Modifier to resist improper or impulsive actions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uneducated==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=8&lt;br /&gt;
|Description=An Uneducated character is not mentally impaired—she just never had the opportunity to learn. Whether because she and her family were isolated squatters, or were SINless, or otherwise underprivileged, she was denied access to the education system. She has only a rudimentary knowledge of reading, writing, and arithmetic. Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings, p. 129), and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawl-dweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice the normal rating (including at character creation), and it’s possible the character will never learn some skill groups belonging to these categories. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unsteady Hands==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=7&lt;br /&gt;
|Description=A character with Unsteady Hands has mild shakes that affect the dexterity and finesse in his hands. The character suffers a –2 dice pool modifier for all Agility-based tests when symptoms manifest themselves. The condition could be physiological (an untreated genetic disorder or damaged nerves, for example), caused by psychological trauma, or even be symptomatic of age. Certain augmentations or medications can mask these symptoms under normal circumstances. Under more stressful situations in the course of the run, there is a chance the Unsteady Hands condition can reappear. The character makes an Agility + Body (4) Test following a stressful encounter (combat, for example). A successful test means the character does not experience the symptoms of this condition (this time). A failed test causes the difficulties associated with unsteady hands to re-emerge, and they remain with the character for the remainder of the run. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weak Immune System==&lt;br /&gt;
{{SR5:Negative Quality Template|Bonus=10&lt;br /&gt;
|Description=A character with a Weak Immune System has reduced resistance to infections and disease. Increase the Power of any disease by +2 for every Resistance Test. A character with Weak Immune System cannot take the Natural Immunity or Resistance to Pathogens/Toxins qualities. A Weak Immune System often results from immune-suppression treatments used in cybersurgery and bio-genetic procedures, so it is reasonable to believe that characters that have undergone extensive body modifications are more likely to acquire this quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Pariah==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Spirit Pariah&lt;br /&gt;
|Prerequisite=Able to Summon&lt;br /&gt;
|Bonus=14&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Something you did slotted of the spirit world something fierce, so spirits really don’t like you. In order to even get their attention, you must make additional offerings to get spirits to show up. A character with this quality must expend (Force x 5) drams of reagents in order to make a Summoning Test; reagents spent to increase the test’s limit do not count toward this amount. If the character cannot expend enough reagents, the test automatically fails. Also, Binding Tests require (Force x 30) drams of reagents, and the summoner receives a –1 dice pool modifier.&lt;br /&gt;
&lt;br /&gt;
==Combat Junkie==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Combat Junkie&lt;br /&gt;
|Bonus=7&lt;br /&gt;
|Description=The character just can’t keep from starting fights. His first solution is always fight, and so is his second, third, and fourth. If someone suggests more options than that to the character, they’ve probably been punched already. The point is, no matter what the actual plan is, this character will always look for a chance to get a little combat on.&lt;br /&gt;
&lt;br /&gt;
This quality manifests in two different ways. If the character is in a stressful situation, they must make a Composure (4) Test in order to restrain themselves from just punching their way out of the situation. If they are following a plan and an unexpected event occurs, their first reaction will be to opt for violence unless they succeed in an Intuition + Logic (4) Test and remember to stop and think about whether there might be a better option. The character is always free to not make a test and just give into their violent instincts—and deal with whatever consequences follow.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blighted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blighted&lt;br /&gt;
|Bonus=5-15&lt;br /&gt;
|Special=;6 Months = 5 Karma:Characters face a –1 penalty on all Physical actions.&lt;br /&gt;
;12 Months = 10 Karma:Characters face a –1 penalty on all Actions.&lt;br /&gt;
;24 Months = 15 Karma:Characters face a –2 penalty on all Physical actions and a –1 penalty on all other actions.&lt;br /&gt;
|Description=This quality has multiple levels to represent the different long-term effects of radiation and pollution damage to the character’s system and how drastically it affects everyday life for the runner. The quality can be taken at character generation to represent a life growing up in really bad parts of the sprawl, or it can be gained by dossing down in those spots for an extended period.&lt;br /&gt;
&lt;br /&gt;
The exact effects are not specified, only the effects it will have on rolls for the character. The penalties can be caused by organ shutdown, muscle spasms, cancerous growths, etc. This quality cannot be taken in campaigns that do not face the  nvironments it is designed for without gamemaster approval.&lt;br /&gt;
&lt;br /&gt;
Make an Edge (3) Test at the beginning of each game session. Success means no complications for that game session. Failure means they feel the pain of their rough upbringing in a harsh environment full of excess chemical or radioactivity exposure. (To be clear, you cannot spend Edge on an Edge roll.)&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Earther==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Earther&lt;br /&gt;
|Bonus=3&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Some people are just not meant to explore the stars. Space flight training usually weeds these people out, but most runners never go through an official space flight program. Characters who take this quality are especially inept in alternate gravities. They suffer a –2 dice pool penalty on all Physical actions taken in a gravity other than Earth norm. This quality cannot be taken in campaigns that do not face the environments it is designed for without gamemaster approval.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Albinism==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Albinism&lt;br /&gt;
|Bonus=4 OR 8|Source=SR5:RF}}&lt;br /&gt;
While the little white bunnies are cute, a character with this quality will likely get a moniker like Powder, Whitey, or Snowflake. Albinism is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white colorations, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism; in fact, all species can manifest albinism, including sapient paracritters.&lt;br /&gt;
&lt;br /&gt;
Characters with this quality face a Weak Glare penalty to all actions when working in regular indoor lighting as well as during a bright but overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are also increased by one level versus albino characters. Normal compensation methods work to mitigate the modifiers.&lt;br /&gt;
&lt;br /&gt;
Due to the lack of protective pigmentation in their skin, characters with this quality suffer sunburn more quickly. Halve the duration between resistance tests when exposed to the sun for extended periods (p. 148, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
Characters who gain cybereyes at any point in the character creation process only gain 4 Karma at character creation. If an albino character gains cybereyes during game play, they must buy down this quality to the 4 Karma level as soon as they have the Karma, and cannot spend Karma on anything else until the quality is bought down.&lt;br /&gt;
&lt;br /&gt;
==Amnesia==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Amnesia&lt;br /&gt;
|Bonus=4 OR 8|Source=SR5:RF}}&lt;br /&gt;
More than just one night of drunken partying or even a few days’ blackout from a healthy dose of laés, this level of memory loss is far deeper and more profound. The loss can be from injury, magic, drugs, or something unknown and sinister (cough … CFD … cough), and it can be either a simple surface memory loss or a complete neural deletion. The two levels of loss offer differing Karma values and differing levels of difficulty for the mind-wiped shadowrunner.&lt;br /&gt;
;Surface Loss (4 Karma):This character suffers from the classic movie amnesia where they don’t remember who they are or their life before a certain moment, but they retain knowledge of their skills and general abilities. They aren’t quite sure how they learned them, or where, but they at least have those abilities at their disposal. What they lack are knowledge skills. The gamemaster determines a back-story based on the character the player creates and notes their knowledge skills. As a skill becomes relevant to the game, the gamemaster can make a secret roll for the character and provide the information in a flash of realization.&lt;br /&gt;
:But these skills don’t just appear out of thin air for nothing. In order to access a Knowledge skill, a character needs to decide to buy it. If the skill is already on their list, 2 Karma buys an additional rank of the skill and that small bit of their history can be revealed. If the skill is not on their list they pay for it normally. A player could choose to never buy back their skills and always be at the mercy of the gamemaster, or simply build up their new identity with what they learn on the streets.&lt;br /&gt;
;Neural Deletion (8 Karma):This is something that should be discussed and worked out with the gamemaster before choosing it, or can be part of a gamemaster’s plan for starting a new campaign with willing (note that word!) players. The player(s) start with a very limited level of knowledge as to what their character(s) can do. A nice gamemaster may allow for a list of skills they seem to know something about, or they can choose to reveal nothing but the basics, such as Physical Attributes and gear. Mental Attributes, skills, qualities, and even Edge should start as a mystery, and players learn about their character as they go.&lt;br /&gt;
:One of the most important things to remember about choosing this is that your history is out of your hands and, at times, so is your character creation. If you want this level of Amnesia, talk to your gamemaster and then wait for your character sheet and hold on for dear life because you’re in for a bumpy and wildly fun ride.&lt;br /&gt;
The player can only fully regain control of their character by spending the Karma to buy off this quality and completing whatever in-game goals the gamemaster designs.&lt;br /&gt;
&lt;br /&gt;
==Asthma==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+ASTHMA EFFECTS TABLE&lt;br /&gt;
|+ALL EFFECTS ARE CUMULATIVE&lt;br /&gt;
|-&lt;br /&gt;
|'''1 box of damage:''' Wheezing; –1 dice pool modifier to all Physical Actions; Social Limit decreased by 1&lt;br /&gt;
|-&lt;br /&gt;
|'''2 boxes:''' Shortness of breath; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point&lt;br /&gt;
|-&lt;br /&gt;
|'''4 boxes:''' Chest tightness; further Fatigue damage resisted with only Willpower&lt;br /&gt;
|-&lt;br /&gt;
|'''8 boxes:''' Wracking cough; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Asthma&lt;br /&gt;
|Bonus=8|Source=SR5:RF}}&lt;br /&gt;
When they gave you the street name Wheezy, you thought how awesome it was to get a classic but rare sitcom reference. Then you realized it was because of your asthma, and it wasn’t so cool. Whether it was in your genetic code, or forced on you by a virus or pollution, you’ve got the wheezes, more professionally known as chronic asthma. When it kicks in you endure wheezing, shortness of breath, chest tightness, and coughing. In other words, some serious distractions from hacking, shooting, fighting, casting, summoning, and just about anything else that requires even a modicum of concentration.&lt;br /&gt;
&lt;br /&gt;
Characters with asthma suffer additional, and more rapid, effects from all forms of Fatigue. Whenever considering a Fatigue damage effect, the character faces the damage twice as often and suffers additional effects as soon as they start taking damage based on the Asthma Effects table.&lt;br /&gt;
&lt;br /&gt;
==Bi-polar==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Bi-polar&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
A character with this quality fluctuates between periods of depression, stability, and mania. During manic periods, the character gains a +1 dice pool modifier to any tests involving Agility or Reaction. At the same time, the inability to focus for extended periods of time results in a –2 dice pool modifier for tests involving Logic or Intuition. During depressive periods, the character is lethargic, unmotivated, and unable to focus. Apply a –2 dice pool modifier to any tests involving Agility, Reaction, Logic, and Intuition. During stable times, the character feels balanced and suffers no difficulties except for those they impose on themselves.&lt;br /&gt;
&lt;br /&gt;
The gamemaster rolls a die to determine the character’s current mental state. This roll should occur at the beginning of the game session, whenever the character gets a shift in activity (sleep, after a run, during a long stakeout, etc.), or whenever the gamemaster feels like it, but at least once per day. On a result of 1 or 2, the character is in a depressed state, on a 3 or 4 the character is in a manic state, and on a 5 or 6 the character is stable.&lt;br /&gt;
&lt;br /&gt;
Medication to stabilize Bi-polar characters is available at a cost of 500 nuyen a month, but requires a prescription and a SIN (a fake SIN is, of course, a viable option). Failing to take meds for more than twelve hours results in a die roll by the gamemaster. On the street, the meds go for 100 nuyen a dose.&lt;br /&gt;
&lt;br /&gt;
==Big Regret==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Big Regret&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
Mistakes happen. Sometime in the character’s past they did something serious that they regret; maybe they spent time as a bunraku puppet, maybe they were part of a major political affair, or they were involved in the wrong corporate project, but it has to be something truly unpleasant (gamemaster’s discretion). The character decreases their Social Limit by 3 against anyone who knows about their past. This could result in a case of blackmail if the wrong person knows the truth. The character cannot buy off this quality unless it becomes public, at which point she gains 1 point of Notoriety and must buy off the quality as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Blind==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blind&lt;br /&gt;
|Bonus=5 OR 15|Source=SR5:RF}}&lt;br /&gt;
'''(5 FOR CHARACTERS WITH ACCESS TO ASTRAL SIGHT)'''&lt;br /&gt;
&lt;br /&gt;
Characters with this quality are completely blind and can perceive nothing visually. This means they automatically fail all vision-based Perception Tests. They also face a –4 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, Blind Fire when in Ranged Combat, Total Darkness in Melee Combat, and any other relevant modifiers at the gamemaster’s discretion. The character cannot use cybereyes, as the blindness is a nerve issue, leaving them incapable of processing any visual stimuli, regardless of the source.&lt;br /&gt;
&lt;br /&gt;
Since astral sight is not a truly visual sense, Awakened characters who are blind can still use astral perception all the time and at least have some sense of objects in the world, but gamemasters should apply the customary –2 dice pool modifier to all actions performed on the physical plane while perceiving the astral, including indirect combat spells, and keep in mind the differences between the astral and physical worlds.&lt;br /&gt;
&lt;br /&gt;
==Borrowed Time==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Borrowed Time&lt;br /&gt;
|Bonus=20|Source=SR5:RF}}&lt;br /&gt;
Runners face death on a regular basis, but usually they learn the best ways to avoid it. This quality makes avoiding it impossible; the inevitable is at your door, you’re just waiting for it to knock. It may be a fatal disease, a slow-acting poison, a precarious blockage, or a ticking cortex bomb, but no matter the source, death could arrive at any moment. There is no set time limit on the character’s expiration, only a deadly combination of three dice. At the beginning of each game session the gamemaster rolls three dice in secret; three of a kind means times up. At some point during that game session, at the perfect dramatic moment, the character dies.&lt;br /&gt;
&lt;br /&gt;
This quality cannot be bought off. If the player changes their mind and wants their character to survive, the gamemaster can allow the character to survive, at a cost. When their number’s up (and not before), the character must burn all their current Edge to stay alive. The quality then goes away.&lt;br /&gt;
&lt;br /&gt;
==Computer Illiterate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Computer Illiterate&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
There are characters who aren’t tech-savvy and characters who just don’t understand technology, and then there are characters with this quality. These characters have no experience at working with AR, computers, commlinks, and other electronic devices. They have difficulty performing even simple tasks such as making commcalls, sending e-mails, instant messaging, programming a trideo recorder, using a commlink, or doing a Matrix search. This quality provides a –4 dice pool modifier to all tests that involve a computer, electronic device, or Matrix-connected system of any kind. During stressful or tense situations, the gamemaster may require a Success Test, with the modifier, to complete tasks others would take for granted.&lt;br /&gt;
&lt;br /&gt;
==Creature Of Comfort==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Creature Of Comfort&lt;br /&gt;
|Bonus=10, 17, OR 25|Source=SR5:RF}}&lt;br /&gt;
For the character with this quality, the rewards of a job well done are the finer things in life. Unfortunately, one can quickly get attached to the comforts one has acquired, making the fall seem ever so higher. At the 10 Karma level, the character is used to a Middle Lifestyle, at the 17 level a High, and 25, it’s Luxury all the way, baby.&lt;br /&gt;
&lt;br /&gt;
For every day that the character must spend “slumming” it in a lower Lifestyle category, the irritable character suffers a –1 penalty to all Social and Healing tests per Lifestyle category below his chosen level. For example, if the character takes this Quality at the High Lifestyle level and is forced to stay in a Squatter Lifestyle, he will suffer –3 to all Social and Healing tests. Life just isn’t worth living without Cognac.&lt;br /&gt;
&lt;br /&gt;
==Day Job==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+DAY JOB TABLE&lt;br /&gt;
!KARMA VALUES!!SALARY/MONTH!!HOURS/WEEK&lt;br /&gt;
|-&lt;br /&gt;
|5||1,000¥||10&lt;br /&gt;
|-&lt;br /&gt;
|10||2,500¥||20&lt;br /&gt;
|-&lt;br /&gt;
|15||5,000¥||40&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Day Job&lt;br /&gt;
|Bonus=5 TO 15|Source=SR5:RF}}&lt;br /&gt;
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.&lt;br /&gt;
&lt;br /&gt;
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.&lt;br /&gt;
&lt;br /&gt;
The Day Job table provides the Karma, income, and hours breakdown for the quality.&lt;br /&gt;
&lt;br /&gt;
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfill their day job responsibilities. If they can’t, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can’t even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.&lt;br /&gt;
&lt;br /&gt;
==Deaf==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Deaf&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality are completely deaf and can perceive no sound at all. This means they automatically fail all audio-based Perception Tests. They also face a –2 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, and any other modifiers at the gamemaster’s discretion.&lt;br /&gt;
&lt;br /&gt;
==Did You Just Call Me Dumb?==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Did You Just Call Me Dumb?&lt;br /&gt;
|Bonus=3|Source=SR5:RF}}&lt;br /&gt;
The character can’t resist camouflaging insults into well-spoken words. The character gets the satisfaction of feeling superior to everyone. Unfortunately, once in a while people will notice and get pretty upset. Any Glitch rolled by this character on any Social test always counts as a Critical Glitch.&lt;br /&gt;
&lt;br /&gt;
==Dimmer Bulb==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dimmer Bulb&lt;br /&gt;
|Bonus=5|BonusNote=PER LEVEL|Rating=(MAX 3 LEVELS)|Source=SR5:RF}}&lt;br /&gt;
&lt;br /&gt;
Maybe it was one too many hits to the head, maybe the character’s mother dropped her as a baby, or maybe she never got into that whole “thinking” thing, but whatever the cause, the character does not tend to shine in the mental arena. For every level of this quality, the character faces a –1 dice pool modifier on all tests involving Logic or Intuition.&lt;br /&gt;
&lt;br /&gt;
==Driven==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Driven&lt;br /&gt;
|Bonus=2|Source=SR5:RF}}&lt;br /&gt;
The character has an obsession, something that drives them forward. Everything they do is designed to bring them one step closer to solving the enigma in their life. This can be finding a disappeared loved one, discovering a hidden truth about themselves, or even getting revenge on an old enemy. Whatever the cause, when faced with a clue or opportunity to advance their quest, the character must make a Willpower + Logic (4) Test to not immediately drop everything and pursue this new information. Unless the character succeeds, they will sacrifice anything and anyone to get closer to the truth. On the other hand, such single-minded obsession makes the character a tough nut to crack. As long as the character is actively working a lead, he gains +1 to his Willpower.&lt;br /&gt;
&lt;br /&gt;
==Emotional Attachment==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Emotional Attachment&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
The character has an irrational emotional attachment to a piece of gear. The character will always use this item, even if presented with a “better” option. Furthermore, if lost in some manner, the character will do everything in his power, up to and including risking his life and that of his teammates, to retrieve his item. If the piece of gear is irretrievably lost or damaged, the player must either immediately spend Karma to buy off the quality or suffer a –1 penalty on all tests that would have used that piece of gear for a six-month period. After that time, they learn to love a replacement piece of gear, and the quality transfers to that item.&lt;br /&gt;
&lt;br /&gt;
==Ex-con==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Ex-con&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Runners often brag that they’d go down in a blaze of glory before they let the pawns bring them down. The prison system is full of them. A character with this quality is fresh out of the joint and still on the legal leash, so they have several drawbacks.&lt;br /&gt;
&lt;br /&gt;
First, the local police corporation has a full file and rundown on the character, including augmentations, magical training, known associates, biometric data, a material link, etc. This file is duplicated by the local prison corporation if they are different than the police force and is connected to their nice new Criminal SIN (sorry, no extra points there). Plus, the character cannot have any Restricted or Forbidden augmentations, as the prison system removes them to protect the other inmates and staff (and sell them to the black market).&lt;br /&gt;
&lt;br /&gt;
Second, the character is on parole and has to check in with their parole officer (PO) twice a week via the Matrix and once a week in person. Plus, the PO can choose to make a house call any time they want. Whether the gamemaster wants the character to have a sleazy or a squeaky clean PO is up to them, but each creates their own bundle of problems.&lt;br /&gt;
&lt;br /&gt;
Third, the character is known to be an ex-con and is limited in their choice of contacts. Street-level folks will still freely associate with the runner—hell, they might even commiserate while waiting in their mutual PO’s waiting room. Corp contacts will only associate with the character if they have a Loyalty Rating of 4 or higher, and law enforcement contacts only stick by the runner if they have a Loyalty Rating of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
If the character ever gets past their parole or creates a new life for him- or herself, this quality must be bought off or replaced with other negative qualities of equal or greater value.&lt;br /&gt;
&lt;br /&gt;
==Flashbacks==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Flashbacks&lt;br /&gt;
|Bonus=7 OR 15|Source=SR5:RF}}&lt;br /&gt;
Whether due to PTSD, mental torture, psychotropic IC, or just a scarring experience, the character suffers vivid memory-based sensory hallucinations. The flashbacks are triggered by a specific stimulus. Whenever the character encounters their trigger stimulus, they must make a Composure (5) Test or become incapacitated for (5 – hits) Combat Turns. During the flashback, the character is unable to perform any useful action and may instead perform physical actions reflecting their mental misperceptions.&lt;br /&gt;
&lt;br /&gt;
During character creation, work with the gamemaster to determine the stimulus and Karma value based on how common that stimulus will be in the campaign. The stimulus can be any sensory input, including something on the astral plane or in the Matrix. A 7 Karma stimulus should come up about once every other shadowrun, while the 15 Karma stimulus should pop up at least once in every game session.&lt;br /&gt;
&lt;br /&gt;
==Hobo With A Shotgun==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Hobo With A Shotgun&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
The character has survived on the streets for so long that anything else makes them distrustful and suspicious. The character will not choose to stay in accommodations above Squatter. If, for example, the team elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character will walk out and find a comfortable alley to sleep in rather than bear this “luxury.” If forced to stay somewhere above Squatter, the character will be at –2 to all his Mental attributes as he becomes confused, erratic, and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.&lt;br /&gt;
&lt;br /&gt;
==Hung Out To Dry==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Hung Out To Dry&lt;br /&gt;
|Bonus=8|Source=SR5:RF}}&lt;br /&gt;
Welcome to the world of social shunning. For some reason, unknown to the character, her contacts have suddenly clammed up and stopped answering her calls, and new connections she makes suddenly dry up when they get wind of her social pariah status. The gamemaster knows the reason no one will talk to her, and it’s up to the character to try to figure it out and maybe clear her name. These events could be the focus of an entire campaign or just a few side-jobs here and there that the character might need to convince her running mates to help her out on.&lt;br /&gt;
&lt;br /&gt;
If other members of the team start to ask around as to why the character is on the outs, their contacts may get a little tight-lipped and may even clam up until the situation is resolved. Once the situation is resolved, the character will need to either buy off this quality or replace it with another of equal value as a result of the events.&lt;br /&gt;
&lt;br /&gt;
==Illiterate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Illiterate&lt;br /&gt;
|Bonus=5|Source=SR5:RF}}&lt;br /&gt;
Though literacy is not really necessary thanks to the advances of the Sixth World, most folks can at least sound out “See Spot run.” Whether because she grew up in the wild (urban, rural, or otherwise), or just never had the opportunity, the character cannot read a lick. She can ask others, use an agent program, or get software on her commlink to scan and read things aloud, but anyone aware of this intellectual deficit will look negatively on the character, reducing her Social Limit by 1. The illiterate character also suffers a –2 dice pool modifier when working with computer/commlink systems and electronics other than her own due to her unfamiliarity with their iconography. Also, during character creation the character cannot choose any Knowledge skill that may have required even the most minimal of reading, and during game play all Knowledge skills that require reading cost double the Karma for the character until she learns to read and buys off this quality.&lt;br /&gt;
&lt;br /&gt;
==In Debt==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=In Debt&lt;br /&gt;
|Bonus=1 TO 15|Source=SR5:RF}}&lt;br /&gt;
Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every point of(up to 15) spent to be In Debt, the character gets 5,000 nuyen to spend during character creation. These points are spent in place of the normal Karma for extra cash and extend the possible additional funds to 75,000¥.&lt;br /&gt;
&lt;br /&gt;
Now it’s time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it’s paid off. If the character misses a monthly payment, which has to be at least the interest for the month, they take 1 box of Physical damage for every 20,000 nuyen they owe. This can’t be resisted and can’t be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head.&lt;br /&gt;
&lt;br /&gt;
The quality can be bought off if the character has both enough Karma and cash to pay the debt. If they only have the cash but not the Karma, they can trade for another negative quality of equal Karma. If they don’t want to do that, then the lenders suddenly become scarce, and the character is unable to make the payment until interest compounds again, leaving them deeper in debt.&lt;br /&gt;
&lt;br /&gt;
==Incomplete Deprogramming==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Incomplete Deprogramming&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
Sometimes you feel like a nut, sometimes you don’t. A character with this quality was once mentally programmed to be a deep-cover agent for an agency. When they left, their deprogramming wasn’t completed properly for some reason. Since then the character has had occasional, often unexpected, shifts back to their cover identity.&lt;br /&gt;
&lt;br /&gt;
Whenever this character faces a stressful situation such as an interrogation, combat, or even just an injury, they must make a Composure (4) Test. Failure means the cover identity comes out and takes control for either 1D6 minutes or whatever length of time the gamemaster desires. The altered psychological state is not stable, though, and another stressful situation can call for another Composure (4) Test and another personality shift. This can occur over and over during the same firefight.&lt;br /&gt;
&lt;br /&gt;
During these states the character forgets their badass runner identity and the skills that go with it, and they turn back into mild-mannered everyday Joe. This includes loss of skills while the cover identity is in charge. The gamemaster can create a secondary character for the player to use during these times, ask them to step out while they run the NPC, or make them sit and watch in humiliation as their character screams like a child and runs for cover or simply wanders up to the guard booth, seemingly lost in the middle of the secure facility.&lt;br /&gt;
&lt;br /&gt;
As if all of this wasn’t bad enough, behaviors like this look an awful lot like CFD, and people are going to start wondering if you’re a head case.&lt;br /&gt;
&lt;br /&gt;
==Infirm==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Infirm&lt;br /&gt;
|Bonus=5 TO 25|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality often think, “I should hit the gym” but rarely get past buying the membership, or they’re on the downward slope of life and just too old for this drek. The quality represents some kind of diminished physical fitness aptitude. For every 5 Karma, the character drops all of their Physical Attribute maximums by one. The quality can be taken up to five times, but no Attribute maximum can be dropped below 1. Along with this natural cap, the character can never have a Physical Attribute modified beyond this maximum by any source—magic, machine or otherwise—as their body is too frail to handle the stress.&lt;br /&gt;
&lt;br /&gt;
The effects of this quality stack with those of the Aged quality from Bullets &amp;amp; Bandages (p. 12), so characters need to be careful of not dropping any Attribute maximum lower than one.&lt;br /&gt;
&lt;br /&gt;
==Liar==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Liar&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
You’d never make it as Pinocchio. Everyone around knows the character to be a compulsive liar, and even when she manages to utter the truth, she just sounds false and insincere. Let’s look at how this plays out. First, the character receives a –1 dice pool modifier to all Social skill tests. Also, whenever the character addresses someone, the gamemaster rolls 1D6. On a result of 1, the target of the conversation calls bullshit and assumes the character is lying, no matter what they are saying. Trust is lost, conversation is over. This occurs with every conversation the character takes part in. Any NPC who lost trust in the character this way continues to maintain a certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of 1 or 2. If it happens a third time, the character gains a point of Notoriety, and reduces the Loyalty value of the contact by 1 (if it was a contact). If that means they hit Loyalty 0, then say sayonara to that contact.&lt;br /&gt;
&lt;br /&gt;
==Night Blindness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Night Blindness&lt;br /&gt;
|Bonus=6|Source=SR5:RF}}&lt;br /&gt;
No one understands how dark the shadows are like you. The character’s natural vision does not adjust well to poor lighting conditions. All Light/Glare Environmental modifiers are one category worse for the character, with the exception of Full Light/No Glare, which still has no modifier.&lt;br /&gt;
&lt;br /&gt;
This quality is incompatible with any other quality that affects the eyes of the character and must be immediately bought off if the character corrects the issue with cyber- or bioware. If the character does not have enough Karma to buy off the quality, they cannot get the corrective gear.&lt;br /&gt;
&lt;br /&gt;
==Oblivious==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Oblivious&lt;br /&gt;
|Bonus=6 OR 10|Source=SR5:RF}}&lt;br /&gt;
The character with this quality fails to notice the troll in the corner with the Panther cannon … even after they’ve fired it! A 6 Karma level of Oblivious means a –2 dice pool modifier to all Perception Tests, including standard, Astral, and Matrix. On top of that, at the 10 Karma level, all Perception Test thresholds are increased by 1.&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Pacifist&lt;br /&gt;
|Bonus=10 OR 15|Source=SR5:RF}}&lt;br /&gt;
To hurt another is to mar the soul. This quality represents two levels of moral inflexibility that prevent the character from delivering, or allowing others to deliver, harm to another being. At the 10 Karma level, the character avoids violence not performed in self-defense. The character will not participate in runs involving wetwork and may try to dissuade other team members from doing so. Non-lethal attacks (gel rounds, tasers, flash-bangs, stun spells, etc.) are still considered “violent,” and may only be used in self-defense—after an opponent has clearly attacked the character, other team members, or innocent bystanders.&lt;br /&gt;
&lt;br /&gt;
At the 15 Karma level, the character will not commit any violence regardless of provocation or threat to themselves or others. If the character commits any act of violence they are stricken with a powerful sense of guilt and suffer a –1 dice pool modifier to all tests involving Mental attributes until the character succeeds at a Charisma + Willpower (20, 1 day) Extended Test. If the character does not succeed at the test within seven days, they lose 1 point of Willpower or Charisma, whichever is higher. The loss is permanent, but the –1 dice pool modifier to tests involving Mental attributes goes away. If the character actually kills someone (or even thinks they did), the dice pool modifier becomes –2, the Extended Test interval changes to 1 week, and the character’s Mental Limit is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
==Paranoia==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Paranoia&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
It’s only paranoia if they aren’t out to get you. In the shadows, being cautious is often mistaken for being paranoid, but there’s a dramatic difference between the two. A character with this quality truly thinks everyone is out to get her. Whether this is really the case, or simply a matter of an overactive imagination, the character faces a –2 dice pool modifier on all Social Tests involving contacts with a Loyalty less than 4 or any generally unfamiliar person. The character also refuses to ever give out her address or any information on where she lives and must change living spaces every few months to ease their fear of being found.&lt;br /&gt;
&lt;br /&gt;
==Paraplegic==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Paraplegic&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
Characters with this quality are paralyzed from the waist down. They can perform any physical tasks that do not require the use of their legs, and locomotion usually occurs via wheelchair or wheelchair drone. The character is fast, with a walking speed of Agility x 3 and running speed of Agility x 4, regardless of metatype (shadowrunners get the fast and agile wheelchairs of marathoners and murderball athletes, not slow and cumbersome chairs). They have trouble, though, with stairs and curbs, which can prevent them from getting where they need to go.&lt;br /&gt;
&lt;br /&gt;
The paralysis can be permanent or a temporary condition while the character builds up funds to get surgery to fix the cause. Once the repair is done, the quality has to be bought off. The character has a lot of additional expenses to make the world more manageable. To reflect this, their Lifestyle cost is increased by 10 percent (cumulative with racial modifiers) and vehicles need to be modified, increasing their price by 5 percent, or have a Rigger Interface (p. 461, SR5) for DNI&lt;br /&gt;
control.&lt;br /&gt;
&lt;br /&gt;
The quality does not affect the character’s abilities in astral space or the Matrix.&lt;br /&gt;
&lt;br /&gt;
==Phobia==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%;&amp;quot;&lt;br /&gt;
|+PHOBIA TABLE&lt;br /&gt;
!CONDITION!!KARMA!!DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon||2||The triggering condition is relatively rare, such as the smell of roses or specific insects.&lt;br /&gt;
|-&lt;br /&gt;
|Common||5||The triggering condition is commonly encountered, such as sunlight, trolls, insects in general, magic, the outdoors, or crowds.&lt;br /&gt;
|-&lt;br /&gt;
!SEVERITY!!KARMA!!EFFECTS&lt;br /&gt;
|-&lt;br /&gt;
|Mild||3||–1 dice pool modifier to all actions&lt;br /&gt;
|-&lt;br /&gt;
|Moderate||5||–3 dice pool modifier to all actions; Composure (2) Test or must get away from the source&lt;br /&gt;
|-&lt;br /&gt;
|Severe||10||–6 dice pool modifier; Composure (5) Test or must flee from the source for (5 – hits) Combat Turns&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Phobia&lt;br /&gt;
|Bonus=5 TO 15|Source=SR5:RF}}&lt;br /&gt;
Fear is the mind-killer. It can also cause reactions from distraction to utter panic. A character with this quality has a visceral fear of some kind that shakes them whenever they are exposed. The severity of the fear determines their reaction to it and any modifiers they may face in its presence. That, combined with how frequently they may be exposed to their object of apprehension, determines the Karma value of the quality based on the Phobia table.&lt;br /&gt;
&lt;br /&gt;
Mild phobias cause a –1 dice pool modifier to all actions while in the presence of their source. Moderate phobias cause a –3 dice pool modifier to all actions while in the presence of their source, and the character must succeed on a Composure (2) Test or feel a strong need to get away from the source of their fear. A Severe phobia causes the character to face a -6 dice pool modifier, requires a Composure (5) Test to stay in its presence, and if the Composure Test is failed the character must move away for at least (5 – hits) Combat Turns.&lt;br /&gt;
&lt;br /&gt;
==Pie Iesu Domine. Dona Eis Requiem.==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Pie Iesu Domine. Dona Eis Requiem.&lt;br /&gt;
|Bonus=2|Source=SR5:RF}}&lt;br /&gt;
The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the character gains High Pain Tolerance 1 but always starts the day with 1 box of Physical damage. This box can be healed, but the character will seek to cause himself another box of damage as soon as possible. Note that the character’s wounds may cause questions in certain social settings, should anyone notice.&lt;br /&gt;
&lt;br /&gt;
==Poor Self Control==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Poor Self Control&lt;br /&gt;
|Bonus=4 TO 12|Source=SR5:RF/SR5:CF}}&lt;br /&gt;
Whether they’re a boaster, an adrenaline junkie, or just can’t stand disorder, characters with this quality span a variety of mental ticks that all boil down to the inability to control one’s actions. The Karma costs vary based on the threshold of the Composure test involved in restraining the character’s actions. The quality can be taken multiple times, but only once for each form of control issue.&lt;br /&gt;
;Braggart (5 Karma):No one has ever done it bigger or better than her. The character will always try to top anyone else’s claims of success, even to the point of lying about it. This may result in them being ignored, considered infantile, or challenged to prove their superiority, but without a Composure (3) Test they won’t back down from the brag.&lt;br /&gt;
;Thrill-Seeker (4 Karma):It’s all about the rush. The character will always take the most dangerous and risky option in any situation if they don’t succeed at a Composure (2) Test. There is a slight payoff, as the adrenaline rush provides a +1 to their Initiative Score for 5 Combat Turns (meaning that is how long the bonus lasts, not that the character gets an additional bonus each turn).&lt;br /&gt;
;Compulsive (4 To 12 Karma):There is an order to all things that must be maintained, and the character feels the need to exert their sense of order on everything. The value of this mental malady comes from how severe the compulsion is and how much of a negative impact it can have on the character. Maybe she likes a tidy house, maybe she sees a necessary order to the items on the tables out in the world, or maybe she feels the need to practice her skills (be they hacking, casting, shooting, talking, stealing, sneaking, etc.) every chance she gets. The character must make a Composure (2) test to resist the compulsion. The base Karma value is (2 x threshold needed for Composure Test; must be from 1 to 4); then add 2 for things in the character’s personal environment (e.g., placement of furniture and minor appliances), 3 for a single aspect of the public environment (e.g., correcting bad apostrophes on signs, counting every Ford Americar they see), or 4 for a broad aspect of the public environment (e.g., touching every light post they walk by, hacking into every camera they see).&lt;br /&gt;
;Vindictive (5 Karma):Though best served cold, the thought of vengeance sure makes your blood boil. No matter how small the slight, it cannot go unreturned, and the escalation factor must always be considered. An insult may be returned with a calm threat, a threat might get the same or may require a payment in pain, and any injurious assault must be brought back upon your enemies two-fold (or more). To resist the urge for instant payback, the character must make a successful Composure (2) Test, and even when resisted, the character must add the offender’s name to their hit list for the future.&lt;br /&gt;
;Combat Monster (10 Karma):The red rage blinds to all but victory. A character with this quality loses much of her self-control once a fight has begun. She’ll fight until all her opponents are disabled, even if outnumbered and losing, unless she can make a Composure (3) Test to clear her head enough to break off the fight.&lt;br /&gt;
====SR5:CF====&lt;br /&gt;
;Attention-Seeking (5 Karma):The spotlight is the character’s natural habitat, like a fish in water—and she suffers just as much when she’s not in it. The character goes out of her way to be vivacious and gain approval from others. Unless&lt;br /&gt;
she succeeds at a Composure (3) Test, the character seeks to be the center of attention whenever possible (this may or may not include combat situations, at the gamemaster’s discretion).&lt;br /&gt;
;Sadistic (8 Karma):As a child, the character bullied others and tortured small animals. As an adult, she’s moved on to inflicting pain and suffering on those around her, physical and mental, whenever she has the chance. A Composure (3) Test is required to stop from inflicting some form of pain whenever the character has the reasonable chance to do so without incurring danger, even when it might interfere with her own safety, like when the team’s face is trying to talk their way out of a firefight.&lt;br /&gt;
&lt;br /&gt;
==Records On File==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Records On File&lt;br /&gt;
|Bonus=1|BonusNote=PER RATING |Source=SR5:RF}}&lt;br /&gt;
'''(MAX RATING 10)'''&lt;br /&gt;
For every point of Karma spent on this quality, one of the Big 10 megacorps possesses a relatively up-todate record of the character’s SIN, biometrics, person al, and medical data. The gamemaster and player can work together to figure out why they have this data or the player can leave that mystery up to the gamemaster. The data provides the megacorp’s agents a +2 dice pool modifier for any tests made to identify the character through their records. Due to the proliferation and saturation of facial recognition and identification systems used by the megacorporations to track consumer habits, representatives of the selected megacorps also have a +2 dice pool modifier on tests to track down or locate the character whenever they are in an area with a C or better security rating. No character can have Records on File and Erased at the same time.&lt;br /&gt;
&lt;br /&gt;
==Reduced (sense)==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Reduced (sense)&lt;br /&gt;
|Bonus=2 TO 29|Source=SR5:RF}}&lt;br /&gt;
One of the character’s five (or six for certain Awakened folks) senses is about as sharp as a butter knife. Any Test involving the chosen sense faces a –2 dice pool modifier. This quality can be taken multiple times, reducing a different sense each time, and its effects are cumulative for tests involving more than one sense, such as general Perception Tests. A character with a reduced sense of smell or taste gains 2 Karma, while a reduced sense of hearing, sight, or astral sight is worth 5 Karma, and a reduced sense of touch is worth 10 Karma because it affects most Physical skill rolls due to lack of tactile sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the sense is ever repaired or corrected permanently, the quality must be bought off. If the character does not have enough Karma to buy off the quality, the intended repair cannot be made. No character can have Reduced (sight) and Blind at the same time, or Reduced (hearing) and Deaf at the same time.&lt;br /&gt;
==Sensory Overload Syndrome==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Sensory Overload Syndrome&lt;br /&gt;
|Bonus=15|Source=SR5:RF}}&lt;br /&gt;
Sensory Overload Syndrome (SOS) is a growing epidemic in the world of ever-present AROs and excessive wireless sensory input. The condition is an offshoot of AIPS, and victims suffer similar epileptic episodes. Whenever a character with SOS enters an area of high ARO saturation (gamemaster discretion) or attempts to make use of sensory enhancement systems, they must make a Willpower + Edge (4) Test or enter into an epileptic seizure for (5 – hits) minutes.&lt;br /&gt;
&lt;br /&gt;
The condition can possibly be prevented by deactivating enhancement systems, the character’s commlink, or running the commlink in hidden mode, but these last two options create issues in areas where identification is required or suspicious when not broadcast.&lt;br /&gt;
&lt;br /&gt;
==Signature==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Signature&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
The origami swan can mean only one thing. For some reason, a character with this quality feels it is necessary to leave their calling card to announce their involvement in a job. The signature is usually some specific item, symbol, or technique the character uses that identifies their participation. For those who know the character and their signature, the signature is easily identified. Anyone performing a test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred and Public Awareness combined.&lt;br /&gt;
&lt;br /&gt;
==Vendetta==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Vendetta&lt;br /&gt;
|Bonus=7|Source=SR5:RF}}&lt;br /&gt;
This is some Hatfield and McCoy-level drek. The character is entangled in a blood feud with an individual or group, and no matter the initial cause, the vendetta is now as much an issue of honor and reputation as revenge. The quality means the character has extreme difficulty resisting a confrontation with her foe.&lt;br /&gt;
&lt;br /&gt;
Whenever the character encounters the target of her ire, she must make a Composure (3) Test or else have no choice but to incite a violent confrontation. If the character should ever neutralize their nemesis, they have two options. They can buy off the quality, or someone new will pick up the vendetta, giving the character gets a new nemesis.&lt;br /&gt;
&lt;br /&gt;
==Wanted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Wanted&lt;br /&gt;
|Bonus=10|Source=SR5:RF}}&lt;br /&gt;
It feels so good to be wanted, or maybe not. Though most runners are probably wanted for questioning in a few cases, this is something different. When the character takes this quality, they work out why they have a bounty or contract on their head. The bounty should be worth at least 25,000 nuyen, enough to tempt even one’s own “friends.” The character should have to frequently deal with someone coming for them or finding out about the bounty and using it against them.&lt;br /&gt;
&lt;br /&gt;
If for some reason the bounty ever goes away, like the character is turned in or they clear their name, the quality must be bought off with Karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code Of Honor: Like A Boss==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Code Of Honor: Like A Boss&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3 Or Technomancer&lt;br /&gt;
|Bonus=15|Source=SR5:DT}}&lt;br /&gt;
Bricking someone’s gear, that’s easy. There’s no finesse to it. Anyone can throw junk code around. A true hacker though—a true master of the skill, a true devotee of the lifestyle—will show perfection in his actions. A character with this quality will not use any action that would cause Matrix Damage, such as Spike or Brute Force (the character is allowed, however, to set Data Bomb traps). Instead, the character must find other means of defeating his enemy, such as using Hack on the Fly to gain marks to Edit or Reformat Matrix items, or perhaps just Jamming Signals. The character will lose 1 point of Karma per target that he willingly causes direct Matrix Damage to (aside from Data Bombs).&lt;br /&gt;
&lt;br /&gt;
==Curiosity Killed The Cat==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Curiosity Killed The Cat&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3&lt;br /&gt;
|Bonus=7|Source=SR5:DT}}&lt;br /&gt;
Oooh, an encrypted file … you just know the data in it must be juicy! Let’s just take a quick peek, okay? The character has an unrelenting compulsion to grab protected data, crack it, and see what’s in it. Whenever the character encounters protected files (see the Edit File action, p. 239, SR5), he must succeed in a Composure (3) Test or attempt to Crack the File. The character is allowed to attempt to check if the file has a Data Bomb on it, and if so, to disarm it. However, the character cannot move on with his life until the file has been cracked and downloaded (he can read it later). Even if the character is in the middle of a host with IC trying to kill him and enemy hackers slinging at him, he will stop what he is doing and attempt to get that file.&lt;br /&gt;
&lt;br /&gt;
But wait, it’s not all bad! You get +2 dice to all Crack File tests.&lt;br /&gt;
&lt;br /&gt;
==Data Liberator==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Data Liberator&lt;br /&gt;
|Bonus=12|Source=SR5:DT}}&lt;br /&gt;
Some would say you’re fighting the good fight. Others would sneer that you won’t last long in this business. And yet many more would kill you on sight for what you’ve done.&lt;br /&gt;
&lt;br /&gt;
The character is compelled to give away for free any gained paydata, intelligence, or secret from any mission they perform. The character simply disseminates the data to news outlets, screamsheets, shadowrunner data boards, etc. To anyone who will listen, really.&lt;br /&gt;
&lt;br /&gt;
If the character was specifically hired to collect data, they may still chose to deliver the data to the buyer as normal, accepting or refusing the fee (player’s discretion). However, they will then immediately disseminate the data widely.&lt;br /&gt;
&lt;br /&gt;
The character is likely to make friends as well as enemies fairly quickly doing this. Consider it playing a character on the “difficult” setting.&lt;br /&gt;
&lt;br /&gt;
==Decaying Dissonance==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Decaying Dissonance&lt;br /&gt;
|Requirement=Technomancers Only&lt;br /&gt;
|Bonus=25|Source=SR5:DT}}&lt;br /&gt;
It’s hard to tell when it started. Yesterday? A month ago? Or was it always inside you, and you just never noticed? But recently, it has grown. Sometimes, it’s the dissociative thoughts. Mr. Johnson is talking about robbing a data bank, and all you can think about is a longshoreman in an orange jacket. Focusing is hard. Sometimes it’s your makeup. Lipstick on the eyelids, eyeliner around the lips. But mostly, mostly, it’s the Matrix. Everything about it is starting to feel wrong. What others call data, you call broken thoughts masquerading as information. It’s put together wrong. It feels so, so much better when you put it the way it ought to be …&lt;br /&gt;
&lt;br /&gt;
A character with the Decaying Dissonance quality has been infected with Dissonance. This is not a well-understood thing. It’s not exactly a mental illness. It’s not a virus. It’s a state of being, something that changes in one’s core. The character is starting to think that what others call clean and orderly feels wrong, very wrong. They want to see things put together all differently. They want to deconstruct everything, mix the pieces, and put it back in a way that makes sense only to them, and maybe others like them.&lt;br /&gt;
&lt;br /&gt;
This quality manifests in several ways. Whenever the character is in a stressful situation (such as combat), the character’s communications become nonsensical. To restore order to his thoughts, the character must take a Simple Action and succeed in a Composure (2) Test. Success means the character can communicate normally for the rest of the combat. Failure means any attempts to communicate result in gibberish, though the character can understand what others say.&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the character can easily get distracted. This is off-putting to people speaking to him, resulting in a –1 die penalty to all Social Tests. It also affects his ability to remember things. Any glitch on a Memory Test counts as a critical glitch.&lt;br /&gt;
&lt;br /&gt;
Lastly, and perhaps most importantly of all, the technomancer has problems with the way the Matrix is around him, particularly while in hosts. When in a host, the character must pass a Composure (3) Test or start randomly using Edit File on data around him. Data affected in this way becomes gibberish, unreadable to anyone.&lt;br /&gt;
&lt;br /&gt;
This quality can be bought off, but only as part of a Submersion. Eliminating this quality replaces the normally chosen echo. Note that the quality must be paid off with the regular Karma cost, on top of any Karma expenditure associated to the Submersion.&lt;br /&gt;
&lt;br /&gt;
==Electronic Witness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Electronic Witness&lt;br /&gt;
|Bonus=5|Source=SR5:DT}}&lt;br /&gt;
The character is part of a movement of people who constantly record everything around them. Always. All the time. The idea is that something interesting may eventually happen. Maybe it’s not something you’d immediately notice as interesting, but if you archive it, maybe you’ll spot something useful later. And you believe that, if everyone did the same as you, the world would be a much better place. And hey, you can sell your recordings too, so that’s always good.&lt;br /&gt;
&lt;br /&gt;
With this quality, the character must acquire gear to record video and sound and wear it at all time (cybereyes and cyberears would be perfect, but sensors can otherwise be mounted in gear). This gear must always be on. The character will never turn off wireless functionality on their gear. If the character takes the Day Job quality, then they meet the conditions of the job simply by being, as they then sell the recordings to specialized data brokers and make their money this way. If they opt not to take Day Job, then the character can do what they wish with the recordings.&lt;br /&gt;
&lt;br /&gt;
In any situation where the character cannot record or turns off wifi on his gear, then they feel especially agitated, suffering a –1 dice pool penalty to all actions.&lt;br /&gt;
&lt;br /&gt;
==Faraday Himself==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Faraday Himself&lt;br /&gt;
|Bonus=7|Source=SR5:DT}}&lt;br /&gt;
Maybe it’s your diet. Too much iron in it? Maybe it’s your cyberware, causing interference. Whatever it is, you are a bit of a problem. Whenever you are near, the static on the line goes up. Anyone within ten meters of you (including yourself) suffers +2 Noise. This noise can be reduced in the normal way and is cumulative with whatever noise penalties would normally apply. It is worth noting that anyone outside of the ten meters who is attempting to connect to you (including attempts to hack you) do not suffer this extra noise penalty.&lt;br /&gt;
&lt;br /&gt;
==Latest And Greatest==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Latest And Greatest&lt;br /&gt;
|Bonus=5|Source=SR5:DT}}&lt;br /&gt;
The character just loves her tech. Really, really loves it. That is, until something better comes along. After all, the problem with getting things is that you get something you used to want, right? The character has an unstoppable desire to upgrade her gear. Every month, she must upgrade or buy a more expensive version of one of her most commonly used pieces of gear. For example, a hacker would seek to upgrade her deck or commlink. A street samurai would get a better, more expensive assault rifle, or, of course, cyber upgrades—such as the next highest rating of cybereyes with more accessories in it. Magic-users would want higher-rating focus or lodge. If all else fails, moving up to the next Lifestyle bracket is always an option.&lt;br /&gt;
&lt;br /&gt;
The character must spend at least sixty percent of her earnings on these upgrades. It is possible to earmark earnings for a specific purchase down the road if she’s saving up for a particularly shiny new toy, but this money is unavailable to the character until then.&lt;br /&gt;
&lt;br /&gt;
==Leeeeeeeroy Jenkins==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Leeeeeeeroy Jenkins&lt;br /&gt;
|Bonus=20|Source=SR5:DT}}&lt;br /&gt;
Planning is not your strong suit. Following other people’s plans is not your strong suit. Rushing in swinging with both fists is the only plan you ever need.&lt;br /&gt;
&lt;br /&gt;
The character must succeed in a Composure (3) Test to resist attacking any identified threat immediately. This attack can be conducted using any Combat skills, any Direct or Indirect Damage spell, drones that can be directed to attack the target, or assaults against the target’s persona or gear using any Matrix or Resonance action that causes Matrix, Stun, or Physical damage.&lt;br /&gt;
&lt;br /&gt;
The character doesn’t care if the odds are against him, the attack is downright suicidal or just plain stupid: they will attack. Crucially, they will also not bother sharing their attack plan (such as it is) with their teammates.&lt;br /&gt;
&lt;br /&gt;
The character can, however, recognize they are in a losing situation and back out of the fight, but only after a minimum of 2 Combat Turns have passed.&lt;br /&gt;
&lt;br /&gt;
If the character roars his or her name as a Free Action right before the first blow is struck, they gain +1 die to their first attack. Good luck.&lt;br /&gt;
&lt;br /&gt;
==Nerdrage==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Nerdrage&lt;br /&gt;
|Bonus=8|Source=SR5:DT}}&lt;br /&gt;
This character is a little more comfortable with machines than other individuals. Whenever the character fails a Social Test—whether he initiated it, or was the target of one—the character takes it extremely personally and feels deeply humiliated about the encounter. They subsequently build bitter feelings against the individual (if it was a group of people, the bitterness targets the formal or nominal leader of the group). Distracted by their shame and rage, the character starts suffering a –2 dice penalty to all Social Tests. However, the character can remove this penalty by getting back at the target character by gaining 1 mark on their commlink and performing an Edit File action on it to deface it. The character does not need to perform this themselves—anyone doing this on their behalf is a-okay with them.&lt;br /&gt;
&lt;br /&gt;
The character must “get back” at all characters that humiliated them before losing the dice penalty. If the character is able to confirm the target is now dead (such as by putting a bullet in their head themselves), then that works too.&lt;br /&gt;
&lt;br /&gt;
This quality can be bought off following the normal rules at any time, the character having learned to let it go a little better.&lt;br /&gt;
&lt;br /&gt;
==Prank Warrior==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Prank Warrior&lt;br /&gt;
|Bonus=15|Source=SR5:DT}}&lt;br /&gt;
The character has an ongoing prank war with another hacker, but the proportions are a little bit out of hand. What started out as a joke is now as funny as a serial killer with clown makeup. The other hacker will randomly track you down and mess with you and your team, even (especially) in dangerous situations. The hacker will never quite go all the way—just enough to make you sweat rather profusely. For example, the hacker may randomly fire off a few Data Spikes at your gear, enough to half-brick it, or contact security of the facility you are invading and tip them off that someone is infiltrating, but without actually giving them your exact position or identity. They may hack your cybereyes to make you see things that aren’t there, and so on. Don’t think turning off your wifi is going to help—that will just make the hacker escalate his offensive, while crippling yourself.&lt;br /&gt;
&lt;br /&gt;
This quality should come into play at least once per play session.&lt;br /&gt;
&lt;br /&gt;
==Wanted By God==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Wanted By God&lt;br /&gt;
|Requirement=Minimum Hacking Skill Of 3. Cannot Be Technomancer&lt;br /&gt;
|Bonus=12|Source=SR5:DT}}&lt;br /&gt;
Chummer, I don’t know what you’ve done, but you attracted the wrong kind of attention. You have somehow made it on GOD’s Most Wanted list. In case you’re wondering, that’s not good.&lt;br /&gt;
&lt;br /&gt;
You will suffer convergence when your Overwatch Score hits 30, instead of the normal 40. On top of that, seeing as you are a High Value Target, a High Treat Response squad from the authorities of whatever grid you just got kicked out of will always come bearing down on you. They may or may not be out to take you alive guess you’ll find that out when they come for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accident Prone==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Accident Prone&lt;br /&gt;
|Bonus=4|Source=SR5:R5.0}}&lt;br /&gt;
This driving thing—it may not be for you. You have a talent for steering any vehicle you control into whatever wall, tree, or other vehicle may be nearby. You receive a –2 dice pool penalty on any tests involved in directing a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Motion Sickness==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Motion Sickness&lt;br /&gt;
|Bonus=4|Source=SR5:R5.0}}&lt;br /&gt;
Yes, there is a strong benefit from being able to move from place to place, but if your traveling comes with too much, well, motion, your stomach starts doing flipflops. Any time you are in a vehicle that is effectively accelerating at a rate of 3 or higher (that is, moving across three or more range categories) or moving at a Speed of 4 or higher, you experience Nausea (p. 409, SR5) until the vehicle’s Speed or Acceleration drops. Once the vehicle movement drops, the Nausea disappears in (12 – Body) minutes.&lt;br /&gt;
&lt;br /&gt;
==Too Much Data==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Too Much Data&lt;br /&gt;
|Bonus=3|Source=SR5:R5.0}}&lt;br /&gt;
With a few vehicles under your control, everything is fine. Once you get too many vehicles moving at the same time, sending you information on what they are doing, where they are going, and who is shooting at them, you start to feel overwhelmed and flustered, and your effectiveness drops. Anytime you are directing four or more vehicles and/or drones that are in motion, you receive a –2 dice pool penalty on any Pilot tests related to the movement of those vehicles. This applies even if some of the vehicles and/or drones are on autopilot—the data streaming in from them is distracting.&lt;br /&gt;
&lt;br /&gt;
==Antipathy==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Antipathy&lt;br /&gt;
|Bonus=8|Source=SR5:CF}}&lt;br /&gt;
Your parents always told you to think about how others feel, but whether you want to or not, you don’t know how. You suffer a –2 penalty to all opposed Social Tests.&lt;br /&gt;
&lt;br /&gt;
==Aips==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Aips&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
Diagnosed with artificially induced psychotropic schizophrenia syndrome after the Second Crash, an AIPS sufferer who physically enters a spam zone receives a –1 dice pool penalty to Perception Tests per level of the spam zone’s Noise Rating, to a maximum of –6. Additionally, in non-stressful situations, the gamemaster may require the character to make a Composure Test (p. 152, SR5) at a threshold equal to the Noise Rating of the spam zone.&lt;br /&gt;
&lt;br /&gt;
==Blank Slate==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Blank Slate&lt;br /&gt;
|Bonus=15|Source=SR5:CF}}&lt;br /&gt;
The character in question has abused personasofts to the degree they no longer have an original personality. They enter a near-fugue state, having nearly no willpower of their own. They are easily led unless they have a personasoft running to give them a personality. This can come with or without Amnesia (p. 152, Run Faster) of varying degrees. For all intents and purposes, the original person has “died” and only the virtual personalities remain. Buying off this quality can mean either that the original personality, buried under the shock of the persona fixes for a long time, finally emerges, or that a persona installed through a personafix becomes the new permanent personality.&lt;br /&gt;
&lt;br /&gt;
==Cyberpsychosis==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Cyberpsychosis&lt;br /&gt;
|Bonus=10|Requirement=Antipathy Negative Quality, minimum 5|Source=SR5:CF}}&lt;br /&gt;
Essence points lost from augmentations It’s said that as more of the body is replaced with chrome, heavily augmented individuals lose part of what makes them metahuman. Whether that’s true or not, having more augmentations does make it more difficult to relate to others. During any Social Test, if the character glitches, they act in an inappropriate manner or violently overreact to their situation. If the character suffers a critical glitch, they suffer a psychotic break, essentially becoming an NPC until such time that the gamemaster decides they’ve recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Characters augmented heavily enough to risk cyberpsychosis may suffer negative social modifiers due to excessive augmentation. Any character with cyberpsychosis must also have the Antipathy Negative Quality to reflect the loss of empathy due to the disorder.&lt;br /&gt;
&lt;br /&gt;
==Cyber-Snob==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Cyber-Snob&lt;br /&gt;
|Bonus=12|Source=SR5:CF}}&lt;br /&gt;
There are augmentations, and then there are augmentations, chummer. If you’re gonna stick a chunk of metal or hunk of flesh inside your body, it’s going to be nothing but the best! A character with Cyber-Snob will not accept any augmentations of a grade lower than betaware. A character must have at least 1 point worth of Essence of betaware-grade cyberware or bioware to be able to take this quality.&lt;br /&gt;
&lt;br /&gt;
==Dead Emotion==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dead Emotion&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
The character has abused BTL-level moodsofts and can no longer feel one specific emotion (e.g., happiness, anger, fear) under any circumstances. The player and the gamemaster are highly advised to work together to select the emotion, figure out how this will affect the character, and plan how it should be played out. &lt;br /&gt;
&lt;br /&gt;
==Dry Addict==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Dry Addict&lt;br /&gt;
|Bonus=2 TO 13|Source=SR5:CF}}&lt;br /&gt;
Can be taken at character creation or substituted for the Addiction Quality (p. 77, SR5) after the user has met the requirements for buying off an Addiction (see Withdrawal and Staying Clean, p. 415, SR5). The addiction still exists, but the character no longer suffers the penalties from being without the particular substance. Any situations that make the fix available require a Composure Test with a threshold based on the stress the character is currently under, starting at 1 for passive situations (offer of a social drink) to 5 for highstress situations (before, during, or right after a major life-threatening situation.) Based on the level of the quality (see below), players receive a 1, 2, 3, or 4 dice pool penalty on any Addiction Tests following the use of the substance they used to abuse to see if they relapse into full addiction again. If they do, this quality disappears and is replaced by the Addiction quality, but the player does not receive any Karma bonus for the change.&lt;br /&gt;
&lt;br /&gt;
The Dry Addict quality includes the following levels, just like addiction: Mild, Moderate, Severe, and Burnout level. The Karma bonus is equal to half that of their respective Addiction levels, rounded up, meaning 2 for Mild, 5 for Moderate, 10 for Severe, and 13 for Burnout. Players must select the level for this quality that is the same as their former Addiction quality.&lt;br /&gt;
&lt;br /&gt;
==Family Curse==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Family Curse&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
Your parent(s) liked their drugs. A lot. So did theirs, and their parents before them. To say that addiction runs in the family is like saying Lone Star officers enjoy clubbing punks. When making Addiction Tests, the character receives a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Implant-Induced Immune Deficiency==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Implant-Induced Immune Deficiency&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
Cyberware and bioware users sometimes suffer from a number of health problems as the natural balance of their metabolisms is thrown off by modified organs and systems. The demands of their augmented biologies and the body’s continuous attempts to adjust to the implants can lead to decreased immunity to pathogens, poisons, and other compounds. Characters with this quality suffer a dice pool modifier of –2 on all Body Tests to resist the effects of diseases, drugs, toxins, and other compounds (including Physical Addiction Tests and Disease Resistance Tests). This quality is only available to characters with bioware or cyberware implants and an Essence of 5 or less.&lt;br /&gt;
&lt;br /&gt;
==Lack Of Focus==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Lack Of Focus&lt;br /&gt;
|Bonus=6|Source=SR5:CF}}&lt;br /&gt;
Characters suffering from attention deficit hyperactivity disorder have difficulty focusing on a single subject for long. When making any Extended Test with an interval greater than five minutes and shorter than one day, or if repeated simple tests are made within a period of time (such as Perception Tests during surveillance), the character must make a Composure (3) Test each interval after the first. The character’s Composure dice pool is cumulatively reduced by 1 for each of these tests, like any other Extended Test.&lt;br /&gt;
&lt;br /&gt;
Failing the Composure Test indicates the character can no longer focus and must take a break for a minimum of 1 interval, plus any other consequences that result. After the break, the character’s Composure dice pool is refreshed, and the process starts over again.&lt;br /&gt;
&lt;br /&gt;
==Lightweight==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Lightweight&lt;br /&gt;
|Bonus=6|Source=SR5:CF}}&lt;br /&gt;
On the bright side, this quality means it’s easy, and cheap, to get drunk. On the downside, it takes far less to get a person addicted to the various types of chemical drugs on the market. The Addiction Rating of any substance on the Addiction Table (p. 414, SR5) or any other related tables is 2 levels higher for the character.&lt;br /&gt;
&lt;br /&gt;
==One Of Them==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=One Of Them&lt;br /&gt;
|Bonus=7|Source=SR5:CF}}&lt;br /&gt;
Unless you’ve been living in the middle of the SOX Irradiated Zone for the last few years, you know that cognitive fragmentation disorder is a pretty serious problem. Mysterious and misunderstood, CFD can spread easily and essentially steals someone’s soul. It can strike anyone, anywhere, regardless of wealth or social class, and there are no cures, nor means of prevention. Plus, affected individuals can masquerade as healthy people for a significant period of time before being detected. Is it any wonder the world is feeling a little paranoid these days?&lt;br /&gt;
&lt;br /&gt;
Unfortunately for you, word on the street is that you are a head case, as CFD-inflicted individuals are colloquially known. No amount of reasoning has thus far convinced your friends and acquaintances that these are baseless rumors—everyone is convinced you’re crawling with CFD. Bummer.&lt;br /&gt;
&lt;br /&gt;
While this quality can be bought off with Karma as per normal rules, until this happens, all of your Contacts believe you’re afflicted with CFD. None will agree to meet you in the flesh for fear of being infected. If you drop in on them in person unexpectedly, they will either fight you or flee from your presence. Some may still agree to deal with you virtually, though ironically, their Loyalty works against you now. In order to do business with the character, the Contact must fail a Loyalty Test.&lt;br /&gt;
&lt;br /&gt;
==Quasimodo==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Quasimodo&lt;br /&gt;
|Bonus=5|Source=SR5:CF}}&lt;br /&gt;
The Sixth World is full of things that endanger normal genome expression, including Awakened dangers, environmental pollution, unpredictable mutagenics, and secret experimentation. People with this quality are the extreme result of such genetic tampering, whether hereditary or accidental. Characters with this quality suffer an unexpected genetic disorder that manifests as ugly and visceral physical deformities. The character suffers a –3 dice pool modifier on all Social Skill Tests not done via the Matrix and a +2 dice pool modifier for all Intimidation Tests. The character and gamemaster should negotiate to decide on an effect that is suitably negative. Quasimodo characters might also have developed personality quirks or aggressive behavior from years of social rejection.&lt;br /&gt;
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==So Jacked Up==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=So Jacked Up&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
The character is deep down the road of artificial mood enhancers, whether those are BTLs or chemicals. The character has basically lost the ability to regulate her own moods and must alternate between mind-benders to get cranked up or bring herself down.&lt;br /&gt;
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While the character is encouraged to use drugs such as cram, deepweed, and so on (using the description to determine if it’s an upper/stimulant or a downer), this is not strictly necessary, as the character can be assumed to be on generic upper/downer pharmaceuticals. Generic downers cause –1 Reaction and +1 Logic, while uppers cause +1 Reaction and –1 Logic.&lt;br /&gt;
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In any case, the effect of this quality is that the character must decide whether she is “up” or “down” ahead of time. It takes thirty minutes to switch between conditions. Having the wrong mood at the wrong time can cause embarrassing social issues (for example, being on an up mood while at an oyabun’s beloved son’s funeral, or being down in basically any combat situation).&lt;br /&gt;
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If the character has the wrong mood at the wrong time, they incur a –2 penalty to all Social Tests. What constitutes the wrong mood at the wrong time is largely up to the gamemaster, though characters can expect this to be “most of the time.”&lt;br /&gt;
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==Superhuman Psychosis==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Superhuman Psychosis&lt;br /&gt;
|Bonus=2|Source=SR5:CF}}&lt;br /&gt;
When you can run faster than a car, punch through concrete, throw fireballs with your mind, and shrug off assault cannon rounds, you might start feeling that you’re more human than human. And if you’re more human than human, what are they? Does a person that steps on ants feel bad? If not, then why should you feel anything toward these lesser beings of the old human race? So slow, so weak, so dim.&lt;br /&gt;
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Characters with superhuman strengths, such as those granted by augmentations, or Awakened powers, can start to feel detached from the human race. They start seeing everyone else kind of like cattle. Like playing a game on the easy mode, the challenges of life seem dim and uninteresting. Characters suffering from Superhuman Psychosis seek out others like them, to belong but also to test themselves, to see how far they can go, how far they can push themselves.&lt;br /&gt;
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Superhuman Psychosis causes a few effects. The character has absolutely no moral qualms about killing people, seeing it as his right. They won’t go out of their way to kill people, but also won’t hesitate to kill anyone, even going up to mass murder—they just don’t value the lives of lesser beings.&lt;br /&gt;
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In addition, the character’s general lack of concern for others (and their bullets) makes them pretty formidable in combat. This quality grants an automatic +1 die bonus in melee combat. The character is also less perturbed about puny mortals flinging lead at him, and so suffers only half the penalty from incoming Suppressive Fire.&lt;br /&gt;
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This is balanced by the fact that they have difficulty disguising their contempt for others, leading to a –2 penalty on all Etiquette and Leadership tests.&lt;br /&gt;
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When facing opponents equivalent to Professional Rating 5 or above, however, the character gets interested. This is a true test of their skills, and they won’t want to back down. The character must make a Composure (3) Test to withdraw from a fight with such opponents, regardless of the situation. If they fail the test, they must continue the combat.&lt;br /&gt;
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Characters with Superhuman Psychosis cannot take any Code of Honor quality, as there is nobody they won’t kill.&lt;br /&gt;
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==TLE-X==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=TLE-X&lt;br /&gt;
|Bonus=15|Source=SR5:CF}}&lt;br /&gt;
A neurological disorder from the Sixth World, temporal lobe epilepsy with complications results from the metabolic and neurological stress of excessive cyberware implantation, especially move-by-wire implants (note, though, that move-by-wire implants are not required for TLE-x to occur, nor do they cause it automatically). In appropriately stressful situations, the character must make a Body + Willpower (4) Test or fall into epileptic seizures for (5 – hits) minutes.&lt;br /&gt;
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The biomedical AEXD (p. 179) grants a +3 bonus to dice pools to resist the onset of TLE-x, but the disease may only be cured fully with corrective gene therapy (p. 156) or brain surgery. Even if one of the latter two options is taken, TLE-x may recur if the cyberware that caused the initial onset is not removed. Removing the quality still requires a Karma expenditure, along with the procedure.&lt;br /&gt;
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==Tough And Targeted==&lt;br /&gt;
{{SR5:Negative Quality Template|Name=Tough And Targeted&lt;br /&gt;
|Bonus=10|Source=SR5:CF}}&lt;br /&gt;
The character is well-known as one of the biggest badasses on the streets. However, one way to make a name for yourself on the streets is to be known as the guy who killed the top dog. At least once a month or so, the character is randomly attacked by an up-andcoming rival looking to make a name for himself.&lt;br /&gt;
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The Professional Rating of the guy who comes looking for him is equal to the character’s Street Cred. Should the character with this quality be defeated by his rival, assuming he lives (the rival will be satisfied so long at the character goes into overflow damage; death is not necessary), then this quality is removed without Karma expenditure, but the character’s Street Cred resets to 0 and he gains 1 point of Notoriety. Nobody likes a loser, chummer.&lt;/div&gt;</summary>
		<author><name>Adragon202</name></author>
		
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