From: | "Leszek Karlik, aka Mike" <trrkt@*****.ONET.PL> |
---|---|
Subject: | Draft of the first part of the "Shapeshifters" article |
Date: | Sat, 20 Dec 1997 00:44:59 +0000 |
working on adjusting stats and various edges/flaws of specific
shapeshifter species, so the second part will come later...
Anyway, any comments (both IC and OOC) are welcome...
---
PATTERSON'S GUIDE TO SHAPESHIFTERS
(>) Note to all folks out there - I have taken most of this info from
some public board, where it was posted for all to download. This text,
however, corrects some errors Patterson made, especially in the
section about shapeshifters' vulnerabilities and regeneration power.
(>) Deep Blue
Creating a Shapeshifter
In general, though some shapeshifters mingle with metahuman society
and even work as shadowrunners, most shapeshifters prefer to live in
wilderness areas, apart from civilization.
The Shapeshifter Character Creation Table illustrates the priority
options available to shapeshifter characters. Note that all
shapeshifter characters must assign Priority A to Race. We recommend
this is used with the More Metahumans rule. Shapeshifter characters
purchase their base Attributes and skills per standard rules. Base
Attribute Ratings may not exceed 6. In point system, becoming a
Shapeshifter costs 20 (or more, depending on the GM) points.
Next, consult the Shapeshifter Attribute Modifiers Table and
calculate the character's final Attribute ratings. Apply the Human
Form modifiers to the base Attribute ratings to determine the
Attributes of the character in human form. Use the Animal Form
modifiers to calculate the Attributes of the character in animal
form. These final Attribute ratings are not subject to any racial
maximums or other limits.
Magically active Shapeshifters
Creating a magically active shapeshifter requires assigning Priority
B (for full magician) or C (for physical adept) to Magic, or in the
point system, respectively, 20 and 15 points.
Shapeshifter shamans are automatically shamans of their own totem,
that is Tiger shapeshifters are Tiger shamans, Wolf shapeshifters
are Wolf shamans and so on. Hermetic magicians are also possible.
(Note - I'm not sure about this one. I like the idea of all
shapeshifter magicians being shamans, but I don't want to
straightjacket them too much. What do ya think?)
All shapeshifter physical adepts are shamanic adepts of the
appriopriate totem, and have 6 points for starting Physical Adept
powers (in effect, they have to sacrifice two points for
Regeneration and Shapeshifting abilities).
Note: If you use "Physical adept revised" rules from the Graveyard
(<insert URL here>), a shapeshifter physad automatically follows the
Way of his own species. Also, shapeshifter physads may not follow
any of the Ways of the Man.
Shapeshifter Advantages
Shapeshifter characters enjoy three innate advantages over other
characters: the ability to shift between animal and human forms, a
dual nature and superior regenerative powers.
Animal/Human Form
The ability to shift between animal and human forms is the primary
advantage and distinguishing characteristic of shapeshifters. As
noted in the preceding section, shapeshifters receive various
Attribute bonuses in both animal and human forms.
To switch between forms, a shapeshifter must spend a Complex Action.
The transformation from human to animal does not include any of the
shapeshifter's equipment or clothing; clothing will be ripped and
equipment may be damaged during the transformation if the character
does not remove it first.
When in animal form, a shapeshifter resembles a mundane member of its
species; only its astral presence distinguishes it from a mundane
animal. A shapeshifter in animal form can communicate with other
members of its species, but cannot speak or use Social skills.
Shapeshifter magicians in animal form can cast spells, but cannot use
Centering skills or fulfill geasa that their beast-forms cannot
perform.
A shapeshifter in human form possesses all the traits and
characteristics of a normal human. Typically, a few of a
shapeshifter's features vaguely resemble the equivalent features of
its animal form (the shape of its eyes, the color of its hair and so
on), but the shapeshifter otherwise appears human.
Dual Nature
Shapeshifters are dual-natured creatures-they exist on the physical
and astral planes simultaneously. Consequently, they can use astral
perception at any time as a Simple Action, and they do not suffer a
+2 penalty when trying a purely physical activity while Astrally
Perceiving. They also suffer all the disadvantages of having a dual
nature: because they cannot shut off their astral presence,
shapeshifters are vulnerable to detection and attack on the astral;
magical barriers such as wards block the movement of shapeshifters'
astral forms (and thus of their physical forms); and the movement of
their astral form is limited by the movement of their physical
bodies.
A shapeshifter's astral form always appears as an idealized image of
its animal form, regardless of the shapeshifter's current form. This
means that a shapeshifter in human form can be detected by astral
perception unless he is an initiate capable of Masking.
Shapeshifter magicians with the appropriate Magic Priority can also
use astral projection when in human form. Their astral statistics are
equal to their Attributes in Animal form - which makes them
dangerous opponents in astral combat.
(>) I had a misfortune of being on a receiving end of a projecting
Bear shapeshifter. I almost bought it there, but managed to get my
elemental to cover me long enough to break off... That was one nasty
fragger... Astral armor, natural reach and phenomenal strength to
boot...
(>) Wagemage
(>) You have desecrated my lodge, polluted my forest and hunted my
friends. You can run, but you can't hide.
(>) Pooh
Regeneration
The following rules apply to ALL regenerating characters. They are
intended to replace the rules standard Shadowrun regeneration power.
Note that shapeshifter player characters still retain their special
regenerative powers when in human form.
When a critter with a regeneration power takes Physical damage, he
tries to regenerate it at the end of the round. To do this, it must
roll his Essence rating against a wound-dependant Target Number.
"Quick-healing" Edge reduces the target number by 1.
Light: TN 2
Moderate: TN 4
Serious: TN 6
Deadly+: TN 8
Each success allows it to regenerate one box of damage, with the
exception of damage done by fire, or weapons they're vulnerable to.
This type of damage (I won't call it "aggravated_" ;>) heals at the
rate of one box per HOUR.
Yes, that's right, one hour, so healing from a Deadly to nothing
will take 10 hours.
If you're not happy with that, you may change it to one minute (as
per the original FASA rules), but I don't feel regenerating critters
should get off so easily from being near-burned to death (or shot
full of silver bullets, or wooden stakes, or whatever it takes to
kill 'em). Additionally, Vampires and other Essence-draining critters
can burn one Essence point to regenerate one box of damage (two to
regenerate fire/wood/whatever damage).
Despite these impressive regenerative powers, regenerating
characters are not indestructible. If a regenerating critter takes
damage equal to or greater than his or her Essence Rating + Body +
10, it dies, regardless of form.
A regenerating magician who survives Deadly damage must still check
for Magic loss per standard rules. Additionally, regenerating
magicians treat the Physical damage caused by spellcasting Drain in
the same way as the damage from fire or special weapons (silver for
shapeshifters, wood for vampires etc.), that is, they regenerate one
box per hour.
(>) Believe me, casting high-force spells hurts. I thought the "fire
in my veins" descriptions from cheap magethriller books were just
metaphores till I've found out the hard way. But regenerating
critters can heal themselves in a few minutes... In times like this,
I wish I were a vampire...
(>) Wizkid Bronco
(>) This "few minutes" is crap, kid. It takes longer than that, and
it's VERY painful. And be careful what you wish for, for it may come
true.
(>) Ann Shadow
(>) Who died and made you sysop? Why, you sniveling <0.16 Mp deleted
by sysop>
(>) Wizkid Bronco
(>) Don't mess with Ann, boy. I know her, and, in addition to being a
pretty competent (and just pretty, too) Panther shaman, she's a
'shifter herself. Scared the drek out of me when I first saw her do
the shifting trick, too... And one more note on regenerating - it may
all be fine and dandy, but a shapeshifter that regenerates his wounds
is later ravenously hungry. AND I MEAN IT. If you bring him home,
watch out for your fridge.
(>) Johnny One-Gun
(>) Hey, Johhny, I said I am sorry. I'll buy you a new fridge, OK?
(>) Ann Shadow
Shapeshifter Disadvantages
Shapeshifter player characters are hampered by four main
disadvantages: their bestial natures, silver allergies, phobia of fire
and the inability to receive cyberware implants. Please note that a
shapeshifter may NOT take a Flaw that duplicates his weakness (that
is, Sociopath, Allergy to Silver, Phobia of fire, Bio-rejection or
Sensitive system etc.).
Bestial Nature
Though shapeshifters can assume human form, they are animals at
heart. Consequently, powerful animal instincts and emotions drive all
shapeshifter characters. Even those who have learned to speak
metahuman languages and have assimilated into civilized culture
remain beasts at their core, and occasionally act in ways that may
horrify even the most hardened shadowrunner. They simply do not feel
any need to adhere to human morality.
(>) Much like me. <DISPLAY_GRIN>
(>) Dr Hannibal Lecter
Understandably, most governments-including the UCAS, CAS and
California administrations-do not grant shapeshifters metahuman
status. These governments consider shapeshifters no more than wild
animals. The NAN government accords more rights to shapeshifters, but
does not recognize them as full citizens because of their inability
to adhere to metahuman rules and social mores. In nearly all cases,
government authorities do not hesitate to destroy criminal
shapeshifters as they would a rabid dog.
Because of their bestial nature, shapeshifter player characters do
not receive the standard free contacts during character creation.
Instead, they must purchase any starting contacts with their
allocated Resource Points. However, few metahumans entirely trust a
shapeshifter.
Silver Allergy/Vulnerability
Every shapeshifter has both a Severe Allergy and Vulnerability to
silver. The mere touch of the metal causes a shapeshifter pain and
burn-like welts. To withstand the urge to retreat from contact with
silver, a shapeshifter must make a successful Willpower (6) Test.
Weapons made from silver or coated with it receive a +2 Power bonus
and a +1 Wound Level bonus against shapeshifters. For example, a 4L
knife made of silver would do 6M damage to a shapeshifter.
Additionally, shapeshifters recover damage caused by silver weapons
at a rate of 1 Damage box per hour. Damage from silver weapons
accumulates and kills a shapeshifter per standard rules.
Fear of fire
Since shapeshifters are essentially wild animals, even though they
are capable of assuming human form, they fear fire. In human form
this fear can be suppressed, so small sources of fire cause only a
mild discomfort, and when in proximity of large sources of fire
(larger than a bonfire) they feel a strong discomfort, giving them
+1 to all Target Numbers to approach the source of fire. But in their
animal forms, the instinct takes over. Even small sources of fire
increase the TN for all actions to approach them by 1, and when
confronted with a large fire, they must make a successful Willpower
(6) Test, or flee. Even after succeeding in the test, if they chose
to stay in the proximity of fire (or if they can not flee), they
receive a penalty of +2 to all Target Numbers.
(>) If you want to hunt a 'shifter, bring your friendly Ares
Pyromaniac_ with you... I sure will.
(>) Napalm
(>) On the other hand, do not make a mistake of thinking you're safe
only because you have a torch in your hands. Or a flamethrower, for
that matter. I am afraid our friend here, Napalm, bought it
yesterday. Fear of fire does not prevent shapeshifters from using
sniper rifles with incendiary ammo. Can you say "Ouch"?
(>) Ann Shadow
Cyberware Rejection
Shapeshifters cannot willingly accept the implanting of any type of
cyberware. Their regenerative powers cause shapeshifters' them to
regenerate under the surgeon's knife, much as vampires do. In short,
it is simply not possible to implant a piece of cyber into a
shapeshifter.
(>) I have thought a bit about this, and I think it would be possible
to implant a simple piece of cyberware in a regenerating critter, by
using silver or silver-coated surgeon's instruments.
(>) KAM
(>) What does she mean by "simple"?
(>) Curious
(>) Well, any cyberware that requires neural interaction (or, to be
precise, Direct Neural Interface) is right out. The nanobio used to
lay down the gold for nerve-cyber connections will not survive long
enough in shapeshifter's body, and the gold will be expelled.
(>) Smiling Bandit <I happen to like Time/Date stamps>
(>) Drek. How did he do this?
(>) Assistant sysop
(>) A note on cyberware: even if somebody does manage to implant a
piece of cyber in a 'shifter, it will be forcibly ejected the first
time the critter shifts form. This is EXTREMELY painful, and can
damage the shapeshifter's body.
(>) Xperimental
Particularly sadistic rumor-mongers occasionally suggest that
un-named governments have found a way to restrict criminal
shapeshifters to their human forms by implanting cyberware into their
human bodies in especially damaging ways.
(>) Rumors, my ass. I'm sure of one such case in Tir-Na-Nog, and two
in Atzlan. Though Atzlaners do have a tendency for simply killing
the offenders, the two cases were, as I've heard, somewhat special.
(>) Ann Shadow
Leszek Karlik, aka Mike - trrkt@*****.onet.pl; http://www.wlkp.top.pl/~bear/mike;
Star Wars fan and Amber junkie; FIAWOL; WTF TKD TOO;
FL/GN Leszek/Raptor II/ISD Vanguard, (SS) (PC) (ISM) {IWATS-IIC} JH(Sith)/House Scholae
Palatinae
I REALLY HATE IT WHEN PEOPLE TYPE IN ALL CAPITAL LETTERS