I confess, I’m not a fan of the Infected. I think the whole concept of “Infected Rights” is the stupidest thing I’ve ever heard of in the entire history of Shadowrun and as far as I’m concerned a cure for HMHVV was found long ago; it’s called fire – apply lots of it to the Infected patient until the infection disappears. This cure has a 100% success rate, and should be applied globally as soon as possible. Granting monsters that want to eat you civil rights? Why not just shoot yourself in the head? It’s quicker. Apparently it’s supposed to be a not-too-subtle allegory for [insert oppressed group X here], but it’s a terrible one, as I don’t know any members of [insert oppressed group X here] that actually
kill and eat people (something that would, in fact, fully justify discrimination against them).
That said, they do make good (and nasty) villains in the game, but, in their canon incarnations, I have some problems with them. To wit:
The Trouble with HMHVV (as I see it)Issue #1 is all of this ridiculous, touchy-feely, politically correct nonsense about making nice with the monsters that want to eat your face off, when the obvious solution is to just toss all the ones you can catch into a big bonfire and be rid of the threat. 5th Edition seems to be doing a better job about this than 4th Edition, however. Well, sort of, sometimes. They should be present in the campaign setting as
monsters, not as PCs, and not as this week’s hippie/liberal cause célèbre to champion the “rights” of these poor, oppressed creatures who just want to
kill and eat people.
Issue #2 is correct viral taxonomy. A few years ago on Dumpshock, it was brought to my attention that the canon viral taxonomy was rather incorrect at the time, and, from what research I’ve been able to do so far, I highly suspect that it still has not been correctly classified in the later SR4 and now SR5 books. So, I’ve taken a stab at trying to flesh this out; I even managed to find a physician to assist in my efforts.
Issue #3 is…sprawl, for lack of a better term. The list of Infected critters is a bit too large, IMHO. A look at reference sources give me this listing of HMHVV critters:
Bandersnatch*
Banshee
Chupacabra*
Drop Bear*
Dzoo-Noo-Qua*
Fomóraig*
Ghoul*
Gnawer
Goblin*
Grendel*
Harvester*
Jabberwock
Loup-Garou*
Mutaqua*
Nosferatu
Vampire
Wendigo
That’s quite a few (17, in fact), and – to me at least – it seems a bit too much for all of those creatures to have come from just
one virus. Another point here is that we don’t really need any more feral creatures in the campaign setting, which several of these critters are (those with an asterisk above are feral, or nearly so, or at least some noticeable number of them are). I mean, we already have street punks aplenty, so do we really need any more mindless monsters? I don’t think so. Monsters that can
think are better foes than just mindless thugs, so this should be stressed as a design goal of any revisions to HMHVV.
Issue #4 is that ghoul infection rates need to be dialed down –
way down. I’m scarcely the first person to comment that, as written, even George Romero must be impressed at the Ghoul Apocalypse that would already have happened long ago with creatures this incredibly infectious (though in SR5 it’s at least been dialed down from where it was in previous editions, where one little scratch and your becoming a ghoul was guaranteed).
Issue #5 is that some of the creatures that are canon HMHVV monsters are being wasted as such. The Wendigo in particular shouldn’t be consigned to being just another plague carrier or run-of-the-mill monster, but the terrifying creature of Native American legend that it ought to be. Really, go look up the legends of the Wendigo. It’s a fantastically terrifying creature and relegating it to the status of being just a furry, Infected ork is such a waste it’s practically a crime. It should be reintroduced as either a magical creature or a spirit, in all its horrifying glory, which is a much better use for it in the campaign world. The Banshee is another good example here – it should be a frightening spirit harbinger of impending death instead of just a hyped-up elf with fangs.
Streamlining the VirusesInstead of a single virus that’s responsible for the creation of 15 creatures (and carried by 2 more), we’re going to consolidate the Infected down to just vampires and ghouls (they’re the ones that get most of the press in-game anyway), with each monster being made by a distinct virus, as follows in the sections below.
HMHVVIsolated in 2034 by Dr. Emil Harz and Dr. Carla Greenbaum, the Human-Metahuman Vampiric Virus transforms victims into vampires.
Viral TaxonomyGroup:....Group VIII (Magically Active Viruses)
Order:.....none
Family:....Vryolakiviridae
Genus:....Strigoivirus
Species:..Human-Metahuman Vampiric Virus
Etymology NotesBased on their names, the researchers who isolated this virus aren’t themselves Greek or Eastern European, so I assume that they were just by people with a Classical education. At any rate, I tried to try to stay close to Greek terminology/folklore for this virus. The Greek vampire, the Vyrolakas, is the classic corporeal vampire of Greek and Eastern European folklore. The Strigoi is a Roman/Romanian vampire.
Viral Infection MechanicsVector: Special
Penetration: Special
Power: Special
Notes: If the vampire uses its Essence Drain power to drain a victim to 0 Essence, it might infect them with HMHVV. Make an Opposed Test, rolling the vampire’s Magic + Charisma versus the victim’s Body + Willpower. If the vampire wins, its victim becomes infected. If the victim wins, they die (a 0 Essence score = death). An infected victim enters into a near-death state for 24 hours, then awakens with 1 Essence and overwhelming hunger to drain Essence from the first (meta)human unlucky enough to encounter them.
Critter TemplatePhysical Attributes: +2 to all Physical Attributes
Mental Attributes: +2 to all Mental Attributes
Powers: Compulsion, Dual Natured, Enhanced Senses (Hearing, Low-light Vision, Smell, Thermographic Vision), Essence Drain, Fear, Immunity (Age, Pathogens, Toxins), Infection, Influence, Magician, Mist Form, Natural Weapon (Bite: (STR+1)P, AP -1, -1 Reach), Regeneration, Sapience, Other (+1 initiative die, +1 to all movement rates)
Weaknesses: Allergy (Sunlight, Severe), Dietary Requirement (Metahuman Blood), Essence Loss (every month), Induced Dormancy (Lack of Air, (Essence) Minutes), Mind of a Monster, Vulnerability (Wood)
Notes: The victim’s skin becomes paler and their lateral incisors become more pronounced. If not Awakened as a Magician before their infection, they become one afterwards. Vampires are exclusively hemovores and can consume only blood. Any other food makes them sick and causes nausea (see p. 409, SR5 Core Rules) within an hour when they consume most other foods; this is especially true if they consume alcohol, in which case the nausea kicks in within 15 minutes. The maximum Essence that a vampire can drain is equal to three times its natural maximum Essence. Damage taken from sunlight is not healed by their Regeneration power, nor is damage from wooden weapons.
Critter Design NotesThis is a mix of SR4 and SR5 specs for both vampires and nosferatu. Also, having vampires being
allergic to wood was just really, really stupid. A vampire’s attacking you? No worries, just poke him with a stick and it’ll burn him like acid! Need refuge from the vampire chasing you? Just head into those dark, spooky woods – he won’t dare follow you into all those trees. That was changed to a Vulnerability instead (see pp. 401 – 402, SR5 Core Rules).
HMHGVIsolated in 2051 by Dr. Jeffrey Krieger, the Human-Metahuman Ghoul Virus transforms victims into ghouls.
Viral TaxonomyGroup:....Group VIII (Magically Active Viruses)
Order:.....none
Family:....Nachzehriviridae
Genus:....Draugarivirus
Species:..Human-Metahuman Ghoul Virus
Etymology NotesKrieger is clearly a German name, so I chose German terminology/folklore for this virus (assuming that this is what he would have chosen/suggested). The Nachzehrer is a German vampire / mostly ghoul which feasts upon the dead. The Draugr is a Nordic/German predatory revenant, which also served as the inspiration for Tolkien's Barrow Wights.
Viral Infection MechanicsVector: Injection
Speed: 12 hours
Penetration: -3
Power: 2
Critter TemplatePhysical Attributes: Body +4, Reaction +2, Strength +3
Mental Attributes: Charisma -2, Willpower +2
Powers: Armor +1 (cumulative with natural dermal armor), Dual Natured, Enhanced Senses (Hearing, Smell), Immunity (Pathogens, Toxins), Infection, Natural Weapon (Bite: DV (STR+1)P, AP -1, -1 Reach), Natural Weapon (Claws: DV (STR+1)P, AP -1), Sapience
Weaknesses: Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh), Mind of a Monster, Reduced Senses (Blind; -6 dice modifier to all tests involving purely physical sight).
Notes: The victim’s skin becomes rough and takes on a grayish tone, while all body and facial hair soon falls out. The fingers elongate, and the fingernails become claws. The teeth become sharper and more prominent. Their eyes film over with thick white cataracts as they lose their sight, but their senses of hearing and smell become hyperactive. Ghoul characters can overcome their Reduced Senses by taking cybereyes. Ghouls can only easily digest raw meat; cooked meat makes them sick and causes nausea (see p. 409, SR5 Core Rules) within an hour when they consume most other foods, especially cooked foods.
Critter Design NotesThis is a mix of SR4 and SR5 specs for ghouls. I’ve added immunity to disease and poisons as well; if they eat the dead and live in the sewers, these are a necessity or they’d all be dead already. Also, regardless of any canon descriptions to the contrary, all ghouls are to be considered
intelligent monsters, not just feral predators.
New Critter WeaknessThis is a new mechanic to reflect the “descent into monsterdom” for the Infected. It’s based on the trope for
Stages of Monster Grief.
Mind of a MonsterStage 1 – Denial: The victim pretends that they can go on with their old life.
Stage 2 – Defiance: The victim realizes that’s not going to work and becomes enraged, taking out their anger on whatever targets seem most appropriate (or just close at hand).
Stage 3 – Acceptance: The victim accepts that they’re now a blood-drinking / flesh-eating creature, and that this is their new normal.
Stage 4 – Betrayal: The victim abandons any pretense of trying to co-exist with the creatures that are its food source, and henceforth views (meta)humans as nothing more than prey or toys for their amusement.
A just-Infected vampire or ghoul starts off at Stage 1. Every month, they must make a Willpower roll (Threshold 3), to avoid slipping down to the next level. Eventually, the virus will win, and they’ll be monsters in both mind and body.
Optional CrittersIf this trims down the list too far for you, you can add your favorite canon HMHVV critters back in “À la carte” via separate viral strains. To add new vampire / blood-drinking creatures, list the original virus as HMHVV-1, then add HMHVV-2, HMHVV-3, etc. To add new ghoul / flesh-eating creatures, list the original virus as HMHGV-1, then add HMHGV-2, HMHGV-3, etc.
Other RulesAny PC infected and transformed by either virus immediately becomes an NPC under GM control; tell the player to roll up another character.
And this should clean things up considerably, from 17 creatures down to just 2, and relegating the Infected to strictly NPC status. They’re monsters,
not people – treat them as such.