From: | "J. Keith Henry" <Ereskanti@***.COM> |
---|---|
Subject: | [SR3] Regeneration -AND- Optional Metatypes, part 4: Vamp 2.0 |
Date: | Sun, 3 Aug 1997 12:11:50 -0400 |
writes:
My posting below is two part, please have patience.
> Wrongo,
Careful Canthros, people get upset when they see words like this too often.
;)
> Wolfy-boy:) Shapers can't get _cyber_ because it will be regen'd
> out next time they shift into animal form. According to the most recent
> info on shapers (SR Companion), they don't regen in human form (well, PC
> shapers don't. I don't like the idea of giving the NPCs that big an
> advantage over a PC if the only difference is the fact that the NPC is an
> NPC and the PC isn't, so no shaper in my game regens in human form, but I
> also don't bother with the Regen rules as written, though I do use some
> parts of them. While I'm rambling on the subject: anyone else notice that
> the regen rules for Shapeshifters contained in the Companion suggests
> that their Essence rating might actually change depending on which form
> they're in?). In any case, the restriction only applies to cyberware, and
> they don't regen in human form. Bioware isn't noted and could probably be
> implanted while the character was in human form, but it would probably
> need to be cultured, and it might not work while the character was in
> animal form.
Okay, this opens up two things for me. First of all, is the Shaper's "animal
form" different completely than the human form. What I am trying to say is
there a "form switching" or is a "metastizing" from human to animal to
human?
If it's a metastizing, then the physical material of the one is part of the
make up of another. If it's a body switching, then the two become unrelating
in anything but spirit.
As the rules say something about healing the wounds from human form while in
animal form (SR Companion here), then I would tend to think it's a
Metastizing. However, Projecting Magicians gain their wounds from their
Astral Encounters upon their bodies, so perhaps it can still be a "Body
Switch", with the Psychic/Spiritual Aura carrying things over (oops, another
example of Aura being almost "tangible").
The second topic is the region of Regeneration itself. I know that the SR
Companion came up with some new rules for PC Shapers and their regen, but it
is still to much for me. I initially had a group which was Shaper/Vamp heavy
(all it took was one of the latter). I got really ill of the Regen,
regardless of how cool it was for the players and game atmosphere. After
much deliberation, a Massive Series of house rules arose. They are as
follows:
-=-=-=-=-
Regeneration Target Number equals twice the number of boxes on a given wound
monitor (allow for Physically Oriented Stun (like a club or fist) to be
recovered in these cases). The number of successes became the number of
boxes that were recovered in that Action (please note, NOT turn for this).
Going on the idea of "Reverse Engineering" an Author's Descriptions and
General Myth here.
Target Numbers for healing special things.
Combat Magic (Physical) : +1
Combat Magic (Mana) +2
Physical Damage from Drain : +2
Elemental Effect : +4
Weapon Foci : + Foci Rating
Character at Complete Rest : -1 Per Full Minute In Resting State
Wound is Self Inflicted (Purposeful Impalement and the like) : +2
Wound is Poison Based : + Half Power of Poison
Limb Loss (Minor) (Hand, Foot, Fingers, etc) : +2 (Moderate Wound btw)
Limb Loss (Major) (Whole Leg, Whole Arm) : +4 (Serious Wound btw)
Shaper in Animal Form : -2 (the regen is kept in "Human" form, it's just not
as good)
Shaper in a "allied background count zone" : - Background Count (I would say
Cairn, but...)
So if a character were to suffer a Moderate Wound, s/he would role his her
Essence Attribute against a target number of 6. Optionally, if a given
character has a better body than they have essence (okay, so there are not
many "elephant shapers", but...) they may use their Body in place of their
Essence. Also remember that this is the -Animals- attribute, NOT the "human"
one (Sorry, no Troll Shaper Squirrels allowed)
If a Mana Bolt had done the damage, then the target is an 8.
If a Power Bolt had, T# = 7
I a Fireball (combat) had, T# = 11.
If a Weapon Foci (R6) had, T# = 12.
Shaper/Vampire Magicians that Initiate (including PhysAds), gain dice equal
to their Grade of Initiation.
If a PhysAd or PhysMage has the "Enhanced Recovery", then those dice are
included as well in the test.
Those with the Edge of "Quick Healing" gains that bonus as well.
People with ability to Center on Physical Activities -might- be able to apply
Centering Benefits as well.
The above mentioning of "-1 per Full Minute" becomes possible because the
wounds may not heal in a combat situation at all.
All of this also takes into effect that larger damaging wounds incur a much
harder ability to heal. The modifying of the regen times from Turn to Action
indicates a potentially faster recovery rate, but for the larger or more
complicated wounds, I reall do -know- that this is not the case at all.
Remarkably, the "Munchkin" players were weeded out really quickly, as
suddenly they didn't want to play a shaper/vamp any longer. The better, read
as -REAL- players IMHO, kept right on going and actually liked what was
happening. The "realism" had been reaquired.
> --
> -Canthros (Powergamer? Moi?)
I would have to say "Most Definitely."
-Keith