In 2011, the Awakening made many of the world’s legends of magical creatures and beings literal truth as dragons, spirits and unicorns made their presence known to the world. Every continent felt the effects, as the magic returned and long unexpressed genetic material blossomed.
One of these was Africa. “The Dark Continent” has long been a land of the mysterious and strange. In addition to African shamans reclaiming their people’s cultural heritage, a vast multitude of paranatural creatures similar to those in African myths have appeared across the continent. Paranaturalists have only begun to fully categorize these new species of creatures. In many ways Africa has again become the Dark Continent, filled with the unexplained and the mysterious. A land from which many an explorer never returns.
What follows is a brief and incomplete sample of African paranatural creatures which should give some small indication of the variety of awakened creatures which now inhabit the Sixth World. You can use them to liven up a Cyberpirates game in and around Africa, or “import” some of them into your own campaign.
The grandfather of all serpents, large enough to crush a crocodile in its coils. Apparently an awakened form of python, the badiqui averages 10 meters long. They live in trees near large bodies of water such as lakes and rivers.
Stats: Body 6, Quickness 4 (x3), Strength 10, Charisma 0, Intelligence 2/4, Willpower 3, Essence 6, Reaction 4 (+2d6), Attacks 6M (bite), 10M (crush)
A predator that has the head, torso and arms of a gorilla and the hindquarters of a hyena. It relishes brains and will tear open the prey’s skull to get them. Chemosit live alone or in mated pairs in jungle regions. Most authorities offer a bounty on the creatures. Parabiologists are still investigating the reasons behind the creature’s unusual feeding habits (at a distance, whenever possible)
Stats: Body 5, Quickness 4 (x4), Strength 7, Charisma 0, Intelligence 2/4, Willpower 3, Essence 5, Reaction 4 (+2d6), Attacks 7M. Powers: Enhanced Physical Attributes Strength, once per day, for (Essence)D6 turns), Enhanced Reaction
A cross between an elephant and a rhino, with a single horn. It lives in the swampy regions of the Katange district of Zaire. They are peaceful herbivores, but when panicked into a stampede, have been known to flatten small towns.
Stats: Body 10, Quickness 4 (x3), Strength 22, Charisma 0, Intelligence 1/2, Willpower 3, Essence 6, Reaction 2 (+1d6), Attacks 10S (gore)
A lion shape-shifter which can assume human form. They show common characteristics with other shape-shifters in the Americas and Asia, including allergy to silver. Chiwanda have manelike hair in human form and many are magically active in the shamanic tradition.
Stats: (in human form) as human, (in lion form) Body 7, Quickness 6 (x5), Strength 7, Charisma 5, Intelligence 3, Willpower 3, Essence 8, Attacks 7S, Powers: Enhanced Physical Attributes (in animal form, listed below), Regeneration. Weaknesses: Allergy (silver; severe), Vulnerability (silver).
A four meter long creature with a head like a lioness or otter, long sabre-like fangs, scales like an armadillo and a long, broad tail like a crocodile. It’s bulky body is covered with leopard-like spots and it’s feet have reptilian claws. The dingonek is a fearsome hunter, stalking the jungle in search of prey, which has been known to include (meta)humans.
Stats: Body 4, Quickness 5 (x4), Strength 5, Charisma 0, Intelligence 2/4, Willpower 3, Essence 6, Attacks 4S. Powers: Enhanced Reaction.
An awakened form of baboon that appears to be a degenerate cross between human and primate. They are savage and dangerous man-eaters. Ingogo roam in small tribal groups and have been known to attack isolated groups of people. Parabiologists are currently debating the possibility that the ingogo are sentient.
Stats: Body 5, Quickness 4 (x3), Strength 5, Charisma 0, Intelligence 2/4, Willpower 3, Essence 5, Reaction 5 (+1d6), Attacks 5M
A giant three to four meter catfish that lives in freshwater lakes and rivers. They are ravenously omnivorous and secrete a strong acid from their barbels that helps break down food (and anything else that gets too close).
Stats: Body 6/2, Quickness 4 (x4), Strength 5, Charisma 0, Intelligence 1/3, Willpower 2, Essence 5, Reaction 3 (+1d6), Attacks 4S. Powers: Corrosive Secretions.
A hyena shape-shifter that can assume human form. They are cruel and cunning by nature. Numerous makishi appear in developed areas, adapting very well to scavenging the urban environment. Some rare individuals have demonstrated active magical ability in the shamanic tradition.
Stats: (in human form) as human, (in hyena form) Body 5, Quickness 5 (x5), Strength 5, Charisma 5, Intelligence 3, Willpower 3, Reaction 5 (+2d6), Attacks 5M. Powers: Enhanced Physical Attributes (in animal form, listed below), Regeneration. Weaknesses: Allergy (silver; severe), Vulnerability (silver)
A three to four meter long panther-like animal adapted to an aquatic environment. It has a smooth, otter-like coat, either stripped or solid brown in color, and broad, webbed paws tipped with sharp claws. Morou-ngou live in numerous freshwater lakes and feed mostly on fish and other water animals. They also capture land animals and pull them underwater to drown them.
Stats: Body 5, Quickness 5 (x4), Strength 5, Charisma 0, Intelligence 2/4, Willpower 4, Essence 6, Reaction 5 (+2d6), Attacks 5S. Land movement multiplier is x2.
A person who turns into a beast which lives on blood, a sort of vampire/were-creature. Parabiologists suspect that the creature, which mercifully appears quite rare, is the result of some kind of mutation of the Human/Metahuman Vampiric Virus in humans (strain-type unidentified at present). Mwanga have only appeared on the African continent thus far. Mwanga appear as normal humans, but can assume the form of a humanoid, furred beast with claws and a long, tooth-filled muzzle. They attack victims in order to drink their blood.
Stats: As a normal human in human form. In beast form Mwanga gain +1 Quickness and add their current Essence to Strength. Their claws and bite do (Str+2)L and (Str+2)M damage.Powers: Enhanced Physical Attributes, Enhanced Senses (hearing, smell, thermographic vision), Essence Drain, Immunity (age, pathogens, toxins), Infection, Regeneration. Weakness:Allergy (sunlight; severe), Essence Loss, Vulnerability (wood)
Similar to the Komodo lizard, but up to four meters long. It lives and hunts much like a crocodile and has razor-sharp claws. Nsanga are found in most of the freshwater lakes and rivers in Africa. They have been known to overturn boats and attack swimmers.
Stats: Body 5/1, Quickness 3 (x2), Strength 5, Charisma 0, Intelligence 1/3, Willpower 4, Essence 6, Reaction 2 (+2d6), Attacks 5M, -1 Reach
“Water elephant.” Hippo-like body, long neck with a small head and downward pointing tusks. A large bushy tail. Nzefu-loi live in large freshwater lakes, where they wade to support their great bulk. They are peaceful herbivores.
Stats: Body 12/2, Quickness 3 (x3), Strength 25, Charisma 0, Intelligence 1/2, Willpower 2, Essence 6, Attacks 8D (trample)
A water creature that has baffled parabiologists. They are scaled humanoids with large eyes and gills that live in a number of deep lakes on the continent. Parabiologists are puzzled by the origin of this creature, as none have yet been captured for study. Metahuman rights activists believe that the creatures are intelligent and that some kind of peaceful contact should be attempted with them.
Stats: Body 5, Quickness 5 (x3), Strength 7, Charisma 3, Intelligence 3, Willpower 3, Essence 6, Reaction 5, Attacks: 7M
In African legend, the tuyewera was the reanimated corpse of a person slain by black magic. After the Awakening, some African shamans proved that there was some truth to the legend. A Tuyewera is created by a carefully guarded ritual. A fresh human corpse is acquired by the shaman. It’s legs are severed at the knees and its tongue torn out. It is animated by a spirit conjured by the shaman. At night, tuyewera are invisible. They kill by draining the life from their sleeping victims. It is believed that the only way to stop a tuyewera is to invoke an incantation that banishes the spirit animating the corpse.
Stats: Body (F+2), Quickness (F), Strength (F+3), Charisma (F), Intelligence (F), Willpower (F), Reaction (F), Attacks: Humanoid. Powers: Enhanced Senses (thermographic vision), Essence Drain, Immunity (age, normal weapon, pathogens, poisons), Invisibility (only at night). Weakness: A magician can use Conjuring to banish the spirit animating the tuyewera. Use the standard banishing rules. Another magician cannot take control of the creature, only banish it.