1 CARACTERIZACIÓN DE LA ZONA RURAL
1.4 ASPECTOS AMBIENTALES
1.4.2 E STADO DE CONSERVACIÓN , NECESIDADES DE PROTECCIÓN Y EVENTUAL APTITUD COMO SOPORTE PARA ACTIVIDADES
1.4.2.2 Espacios naturales protegidos (incluida Red Natura)
The abominations known as War Wolves were Project Lycaon’s first successful project. Using genetic material from several captured werewolves as well as copious amounts of stolen DNA research, Pentex sci- entists managed to create perfect, custom-built killing machines, able to get close to their Garou targets and strike with the advantages of both surprise and over- whelming force. War Wolves have no higher intelligence, and certainly nothing resembling morals; they have no need for understanding, only an in-born hunger for the flesh of the Garou.
Attributes: Strength 4 (7), Dexterity 4 (3), Stamina 4 (5), Charisma 1, Manipulation 1, Appearance 1, Percep- tion 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 4, Brawl 2, Primal-Urge 3, Stealth 3, Survival 4
Rage: 8; Willpower: 6
Powers: Immunity to the Delirium; Regeneration, Shapeshifting*
* Shapeshifting: War Wolves are capable of only one transformation: from Lupus (their natural form) to Crinos, and back again. Shapeshifting is always automatically
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successful and immediate, and costs the War Wolf one point of Rage. The number in brackets for their Physical Attributes is for Crinos form.
Image: War Wolves appear to be emaciated, drool- ing wolves with ragged pelts. In Crinos form, they are rangy and savage. They smell rank and ill, and reek of the Wyrm to spiritual senses. Unfortunately, they also smell enough like wolves to be able to work their way close enough to wolf Kin that once their victims realize something is wrong, it’s much too late.
Background: War Wolves were Neuro-Dynamic’s first answer to the Garou: genetically altered dogs and wolves with immunity to the Delirium and the ability to fight on the same level as the Garou. These “artifi- cial werewolves” have a very selective diet, and remain constantly hungry until they encounter either Kinfolk or Garou. Other meat nourishes them, but does not satisfy. Pentex goes to great pains to steer War Wolves away from Black Spiral Dancer Kinfolk, but the Spirals are naturally secretive about the location and numbers of their kin. Accidents are inevitable.
The Wolves’ shapeshifting is semi-mystical in nature, but because they aren’t half-spirit like true Garou, they can’t manage any forms other than Lupus and Crinos. They can’t use Gifts, have no Gnosis, and the spirit word doesn’t consider them shapeshifters in any way by the spirit world, yet they share the Garou’s weakness to silver. They are also incapable of stepping sideways.
Storytelling Notes: War Wolves hunt in packs, and the rare nature of their preferred prey means that when encountered, they will almost invariably be starving. These mongrel horrors are perhaps Pentex’s greatest insult to the Garou to date, and can provide terrifying stories beginning with the characters finding gnawed bones and racing against the clock to find out what is hunting their Kin, and to avenge them against the creators of the War Wolves.
Anurana
It’s difficult to say quite what drove the creation of the Anurana. Officially, they were supposed to shore up a critical deficiency in Pentex maritime security, acting as a counterbalance to the Rokea; they might have also been deployed in the sewers to flush out Bone Gnawer packs, or to patrol heavily polluted rivers, lakes, and estuaries around Pentex factories. Privately, the Pentex Board of Directors suspects that personnel from the disastrous Freakfeet fomor project (see p. 132), reassigned from Project Iliad to Project Lycaon, simply wanted another shot at doing things right.
In the end, they screwed up again.
The Anurana are the result of a mixture of repurposed NDL technologies based on those that created the War
Wolves and improved techniques from the Freakfeet project. The aim was to create a breed of true shapeshift- ers under Pentex control, codenamed the Anurana (a portmanteau of order: Anura, genus: rana, presumably because “werefrog” didn’t sound sufficiently intimidat- ing). The project was a limited success, but the Anurana proved entirely uncontrollable. Hypnotic, mystical, and Bane-implant conditioning all failed utterly, and the first generation of test subjects, sent out on a scouting mis- sion to investigate Rokea activity off the coast of New England, never returned.
They survived, though, and now thrive in the wild. The Anurana have a strange, lingering connection to Pentex, and stalk its facilities and personnel to this day, preferring to dwell and breed in the pollution-rich waters near the Wyrm-corporation’s factories. This does not make them allies of the Garou, however; the Anurana are terrible things, designed to thrive in the polluted waters of the Apocalyptic world, and fiercely attack any who attempt to cleanse the tainted places the Anurana call home. They have a kind of understanding with the Balefire Sharks who also patrol those horrific waters.
Traits: Anurana vary as much as any other “shape- shifter,” though they have a distinct tendency toward low Intelligence and Appearance ratings, and toward high Brawl, Primal-Urge, Athletics, and Willpower. Their particular features are as follows:
Breeds: Anurana have only two Breeds, homid and metis, as they are entirely incapable of reproduction with any kind of earthly amphibian. Homid Anurana begin with Rage 3, Gnosis 1, Willpower 5; the more powerful, monstrous Metis Anurana begin with Rage 5, Gnosis 2, Willpower 3.
Forms: Anurana have three forms: Homid, Anuran (roughly equivalent to Glabro), and Dagon (roughly equivalent to Crinos).
The trait modifiers for Anuran are Strength +1, Dexterity +1, Stamina +1, Appearance –2. The char- acter can swim at his full movement speed as though he were on land. The character can hold his breath for up to (Stamina) hours.
Dagon form modifiers are Strength +2, Dexterity +2, Stamina +2, Appearance 0. The character gains claw and bite attacks as a Garou, can swim at twice his normal movement speed, and triples his leaping distances. The character can operate underwater indefinitely. Witnessing a character in Dagon form induces the Delirium in humans.
Powers: Anurana can step sideways by submerg- ing themselves in polluted waters, or emerging from the same. They regenerate damage at the same rate as Garou, but do not suffer any vulnerability to silver or any other substance. They are immune to the Delirium.
The Anurana are not part of the Pact with the spirit world, and no spirits will consent to teach them Gifts. Even Banes look down on these pretend-shapeshifters. Instead, Anurana have a number of innate, fomor-like powers in Dagon form. These include: Eyes of the Wyrm, Frog Tongue, Maw of the Wyrm and Nimbleness.
Image: Anurana in Homid form seem distinctly off. They suffer from a number of subtle malformations. Wide-set eyes, broad thin-lipped mouths, tiny or huge ears, and elongated fingers are all common for them.
In Anuran form, a werefrog’s bodily and facial hair vanishes, and any hair on their head becomes slick and patchy. Their limbs elongate and bulge with rubbery muscle. Their fingers and toes develop webbing, and their skin takes on a grayish or greenish cast. Eyes bulge, lips vanish, and the skin develops a distinct sheen.
A werefrog in Dagon form is both absurd and ter- rifying — a great hulking hunch-backed frogman, with staring eyes, a huge mouth, and long gangling arms and legs. Something of the fish is present in this form as well, for some reason, the form’s limbs terminate in wicked, webbed talons, and its mouth is crowded with tiny needle teeth.
Background: The Anurana haven’t spread very far beyond the confines of the American East Coast, at least as far as Pentex is aware. The details of their reproduction help to slow their spread, while also precluding any sort of normal life away from their polluted nests. Anurana have no Kinfolk and are incapable of producing any; most pregnancies borne or caused by an Anurana end in a singularly hideous miscarriage, as the swirling stew of altered genes and polluted magic simply fail to come together to produce anything viable; the final product is a rush of briny water, malformed bones, and dead frogs. On the rare occasions when a werefrog’s spawn manages to survive to full term and birth, the result is always Anurana.
Anurana Metis are worse. They’re much less likely to fail in utero, but are born sterile, deformed, and mon- strous. Rather than an infant, an Anurana metis is born as something like a cat-sized tadpole with a human-ish face; they reach full maturity in only five years, and are able to abandon their immature form in favor of shape- shifting into Homid, Anuran, and Dagon forms after only three years. They have, as best Pentex can tell, a life expectancy of little over two decades.
Storytelling Notes: Given their penchant for abducting Pentex employees as breeding stock, Garou briefly may consider thinking of the Anurana as allies. Nothing could be further from the truth; the “werefrogs” are a slap in the face to Gaia’s design, a new almost- Changing Breed manufactured in a Pentex laboratory. The Anurana harass Pentex simply because they don’t like getting poked, prodded, or intruded upon.
The Anurana are outsiders in the war for Gaia, and routinely snubbed or even hunted during their forays into the spirit world, but they’re slowly learning about the vari- ous powers and factions of the supernatural world. They know enough to understand that the Garou will stop at nothing to destroy them, once the werewolves become aware enough of the Anurana to realize they’re something other than unusually resilient fomori. Some werefrogs are formulating plans to strike first, while the most cunning of their kind ponder what elements they may be missing that Gaia’s shapeshifters have. Perhaps breeding with normal humans has been a mistake; perhaps Garou Kinfolk already carrying changing blood is what they need.
Samsa
Project Metamorphosis aimed to produce the ultimate corporate espionage tool — a swarm-based shapeshifter that could infiltrate anywhere and immediately pass in- formation back through the link shared by every member of the swarm. NDL’s product marketing personnel sold the idea of an assassin concealed in a hundred different places in a room, waiting for a target to arrive before reforming into a single killing form.
Unfortunately, the NDL scientists could not meet these goals. They have created a human/insect hybrid, but it cannot separate into a swarm. Instead, the Samsa are mind-shattered eight-foot tall bipedal cockroaches that are terrified of the dark. Pentex closed Project Meta- morphosis as an abject failure, leaving NDL with several dozen prototype Samsa gibbering with fear in their cells.
Traits: Samsa are highly variable but tend toward high Stamina and low Appearance. Samsa also tend toward high Alertness, Streetwise and Survival. High Willpower is useful, but their mindset rarely supports such strength of character. All Samsa have the Paranoia Derangement (W20 p.486) and must choose a second Derangement.
Breeds: Samsa have two Breeds, homid and metis. Homid Samsa begin with Rage 2, Gnosis 4, Willpower 3, while metis Samsa begin with Rage 3, Gnosis 2, Willpower 4.
Forms: Samsa have only two forms: Homid and Ungeziefer. Homid Samsa invariably have a disheveled and confused appearance, and a feverish madness in their eyes. Ungeziefer are nightmarish eight-foot tall bipedal cockroaches with greenish-brown armored carapaces and clicking mandibles.
Ungeziefer trait modifiers are Strength +3, Dexterity +1, Stamina +3, Appearance 0. Their serrated exoskel- eton permits claw attacks (Str +2 L) but they cannot bite. Ungeziefer inflicts the Delirium on vulnerable witnesses. Each time a Samsa takes Ungeziefer she chooses two traits from the following list. The majority are fomori
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powers function as per W20 (pp. 430-439) except as noted; Antenna and Swarm are unique to the Samsa. They can manifest different traits with the first transformation each scene, but keep those traits until the scene ends. • Antenna: Add 3 dice to Perception rolls, and can
detect spirits only as Sense the Unnatural (W20, p. 436).
• Armored Carapace: Samsa armor cannot soak aggra- vated damage caused by insecticide.
• Claws
• Darksight: Even when Samsa can see in pitch black- ness, it doesn’t stop the voices.
• Extra Limbs: All Ungeziefer have an extra pair of limp, useless arms. With this the arms are as capable as their primary set.
• Wings: Samsa are clumsy fliers. They have Dex –2 while airborne.
• Swarm: Each turn, dozens of cockroaches fall from beneath the Samsa’s carapace. These cockroaches obey the Samsa’s spoken commands.
• Wall Walking
Powers: Samsa are incapable of stepping sideways but they hear nearby spirits whenever they enter deep shadow or darkness — feeding the Samsa’s paranoia and dread. Samsa are only immune to the Delirium in Ungeziefer form — in Homid they are as vulnerable as any human.
Samsa heal at the same rate as Garou. They are not vulnerable to silver but suffer aggravated damage from insecticides in Ungeziefer form. Samsa never suffer dam- age caused by radiation or toxic waste.
Samsa all have the fomori powers Animal Con- trol (for cockroaches only), and a unique version of Cause Insanity.
Samsa are as difficult to eradicate as natural cockroach- es. When a Samsa takes lethal or aggravated damage in her last health box she automatically spends one permanent Willpower dot and dissolves into a thousand cockroaches scrambling in all directions. All but one cockroach dies within the following hour. This final cockroach has only one health level and is ravenously hungry — each day it must consume twice its body weight, growing in size and regaining another health level. When the Samsa regains seven health levels the now giant cockroach spontaneously shapeshifts to Homid form. The Samsa has no memory of several hours before her near death, and can only recall snippets of her cockroach experience through terrifying nightmares. Each use of this power inflicts another per- manent Derangement on the Samsa.
Cockroach spirits will teach the Samsa Gifts if the wretches listen long enough to learn. The Glass Walk- ers recently discovered this tutelage and are confused and saddened, exacerbated by the fact that their totem refuses to discuss it with the tribe.
Image: Samsa look entirely human in Homid form, with haunted expressions and a tendency to jump at sudden noises. Most Samsa have a mild sensitivity to bright light and a fear of darkness.
In Ungeziefer form the Samsa is an oversized cock- roach standing on human-like legs. His entire body is covered in a sickly green-brown exoskeleton and has four arms — the lower pair often hangs limp and useless. The arms end in three-fingered claws where one serves as an opposable ‘thumb’. The Ungeziefer’s mandibles make hissing, clicking sounds that can’t be understood by humans — Samsa can understand and speak these sounds in either form.
Background: Pentex has little use for the Samsa except for psychological warfare or as distractions for other, more important missions. Pentex teams drop Samsa into an area and wait for the inevitable chaos to erupt. Clean-up teams try to recapture Samsa after missions, but are just as happy to hose them down with industrial strength insecticide if they prove difficult.
A number of Samsa exploded into cockroaches when Pentex collection teams tried to recapture them, reveal- ing the Samsa’s last-ditch survival ability. Pentex doesn’t realize what happened, assuming that the thousands of
CAUSE INSANITY (SAMSA ONLY)
The Samsa inflicts her own fears and mental illness on her victim, gaining brief respite in return. The Samsa spends one Gnosis point and rolls Willpower (difficulty 7), adding 2 dice per Derangement she currently has.
Every success passes one of the Samsa’s Derangements to her victim for a scene. The Samsa chooses which Derangement is inflicted. With five or more successes the victim’s mind breaks with the sudden strain and he shuts down for the scene, refusing to act except to try and flee violence.
A Samsa loses access to this power when- ever she passes all her Derangements to others. She can use the power multiple times to inflict separate Derangements on different victims, but can’t invoke the power again on a victim already suffering one of her Derangements.
dead cockroaches were just another flaw in the Samsa design — unaware that the werecockroach had escaped the company’s clutches.
These free Samsa are even more insane, unable to cope with, or relate to, the world around them. Although these werecockroaches haven’t yet bred, their genes are true and any offspring will likely be new Samsa.
Storytelling Notes: Samsa will most likely be encountered as a Pentex distraction or as part of a psy- chological warfare operation. These Samsa are confused, vulnerable and volatile. Anyone attempting to help them will become a victim of their Cause Insanity power.
Cockroach may enlist Glass Walkers and other city-based shapeshifters to help the Samsa. His servants noticed the escape of the first Samsa and Cockroach instructed them to follow, watch and try to help. These spirits assist individual Samsa to find each other but the werecockroaches are very unwilling to trust whispering voices from the darkness.
Kerasi
Pentex is very interested in the African continent, with its multitude of nations, constant factional differ- ences, millions of people, and wilderness to destroy. Africa is also witness to the largest, bloodiest shapeshifter war since the Wars of Rage, and the Wyrm gleefully takes part.
The Kerasi are young even for a mockery breed; in- tended to be shock-troops in Africa where War Wolves would draw unwanted attention. NDL experimented on both white and black rhinoceroses, using techniques learned from other breeds to create the Kerasi.
Pentex considers the Kerasi to be a success second only to the Yeren. NDL is keen to improve upon the initial Kerasi by improving the mental capabilities of the breed and adding a workable Homid form. If they succeed, some factions in Pentex would to elevate the Kerasi above the Yeren, making them NDL’s main focus. This displeases the corporate-climbing wereapes, who will interfere with further development of the breed.
The Kerasi are mystically weak compared with other mockery breeds, but they can disguise their origins as Wyrm-creations better than most Pentex assets. They also breed true — both with other kerasi and with natural rhinoceroses. The Kerasi are fertile with both the white and black rhinoceroses, linking the two distinct species in a decidedly unnatural way. Further, Kerasi mating with rhinoceroses will result in pregnancy more often than natural rhino pairings, and the offspring are almost always Kerasi. The Kerasi compound misery in Africa by slaughter- ing human communities where they can, and creating discord for both sides of the Ahadi-Black Tooth war. Their herds travel at Pentex’s behest, and ravage at the company’s command. The Kerasi also breed and experi- ence an independence they never had in the laboratories, and start to wonder why they take orders from Pentex. Their thoughts turn slowly, but each new day may be the