From: | Nexx <nexx@********.NET> |
---|---|
Subject: | Critter Powers (Really Long) |
Date: | Sun, 29 Mar 1998 23:09:20 -0600 |
not to be construed as a challenge to those trademarks. The applications to
which they are put, and the actual text of the piece, however, are owned by
Mark Hall, copyright 1998.
Limiting powers with geasa is one of the coolest ideas I've ever encountered.
I've played troll bearzarks, elven ninjas, and a very deranged dwarf named
"Cannonball" who was frequently thrown into combat by a friendly trog. For
most of them, limiting their powers to certain situations or actions would have
been perfectly within their rather deviant natures. But no one had Awakenings,
and we didn't think of it on our own.
When I finally got Awakenings, I went nuts customizing stuff (which I may post
if this is received well). Playing Mage had already gotten me thinking in
terms of subjective paradigms, so I played with some other ideas and
reorganized magic to my liking.
Like I said, I like geasa. If someone wants to take a geas, they get the
normal 25% reduction in cost. If they take 2 geasa, the power costs only 50%.
I keep a very careful eye on these, though, because some people will do
anything for points. I make people justify geasa in terms of their history and
personality, and use them ruthlessly. On the other hand, I'm willing to cut
costs even further for really cool limitations.
Now if I can only find a group.
The following powers have not been play-tested, only eyeballed. I'm currently
working on an addendum which will include the powers from Paranormal Animals of
North America, which will be posted if I get a good response from this. I'll
also post what I did with the Weaknesses Critters can take if I get a good
response. I'd appreciate comments, feedback, and flames that actually do more
than insult my parentage, intelligence, or lack of social life. If you must
call me an idiot, at least tell me why.
The powers below are set up like this.
Name of the Power (Cost)
Description, notes, some suggested geasa and any special mechanics. A couple
general notes are needed, however. And powers with implied ranges are assumed
to be equal to the adept's magic attribute in tens of meters, with ranges like
a heavy pistol (anything above 60m is extreme range). Any power that is not
constant (like Immunity to Age) or fairly instantaneous (like Flame Projection)
must be sustained, inflicting the normal target number penalty and giving the
adept an astral presence. Also note that most powers assume that where Essence
is mentioned in the basic power description, the adept uses his Magic attribute
instead, and I constantly refer to this as the standard substitution.
Accident (.5/die)
The adept makes an opposed test against his target's essence (with his target
rolling Willpower vs. the adept's Magic rating). If the adept succeeds, his
target's next important roll will suffer from the second part of the rule of
One, even if he succeeds at the task. For example, he succeeds in hot-wiring
the door, but he accidentally uses himself as a ground.
One deterrent to the use of this power is that when the adept rolls all ones
on his Accident test, he loses one die off this power until his next
initiation, when all lost dice are automatically restored.
-
Alienation…
… is for the rich, but I'm feeling poorer every day (sorry, TMBG joke).
Due to the vagueness and potential for extreme abuse this power represents,
I'm not going to work it into an adept ability.
-
Animal Control (5)
This power works just as stated in SR2. A general geas, such as only
predators or only scaled animals, reduced the cost to 3.75. A more specific
geas, such as only wolves or monitor lizards, reduces the cost to 2.5.
-
Binding (2)
This power functions only on a personal level for the adept (i.e. him or
someone he touches). Many adepts use it as a climbing ability, sticking
themselves to walls and ceilings. A common geas removes the ranged aspect,
making it impossible for the adept to stick anything but himself to surfaces.
-
Compulsion (8)
Aside from the standard Essence to Magic conversion, this power function
identically to the standard power. Common geasa restrict either the target or
the action.
-
Concealment (4)
This power functions exactly as mentioned in SR2, with the standard Essence ->
Magic conversion. Many adepts limit this only themselves, allowing themselves
to hide but screwing their friends over.
-
Confusion (6)
The adept rolls Willpower + Initiation grade vs. his opponent's Willpower,
while his opponent rolls Willpower vs. the adept's Magic attribute. If the
adept generates more successes, his opponent is affected just as in SR2. If
his target generates more successes, he will be unaware of the attack unless
astrally active.
-
Electrical Projection (4)
If directed at a target, use the adept's Quickness as his attack skill, using
standard firearms ranges. Damage is (Magic)M, with the target being
disoriented (+2 to target numbers) for the adept's Magic rating in rounds.
If the adept opts for an area affect (adepts must choose one or the other upon
purchasing the power, but may take it twice to gain both effects), all targets
within a number of meters equal to half his Magic are attacked whenever the
power is turned on.
-
Engulf (5)
The adept uses the standard, non-spirit, rules for this power, again with the
standard substitution. Common geasa include choosing a specific element or
limiting the range to touch.
-
Enhanced Physical Attributes and Enhanced Senses
Adepts already have versions of these powers, and as such are not covered
here.
-
Essence Drain
This is not available to adepts, save through infection with the HMHVV.
-
Fear (3)
This power functions as stated in SR2, with the standard substitution.
-
Flame Aura (3)
Again, save for the standard substitution, there is no change. This aura does
not have any effect on objects on the adept's person.
-
Flame Projection (3)
As with Electrical projection, use Quickness as the weapons skill, with
standard firearms target numbers. Otherwise, this is identical to the standard
power.
-
Guard (.25/die)
This power can be used in one of two ways, both of which must be sustained.
The first is to defend against the Accident power, with the warded being(s)
adding the adept's rating in Guard as extra dice to their success test.
The second is to defend, in part, against the rule of One. If a guarded
being's dice all come up as ones, it may re-roll a number of dice equal to the
number of dice allocated in its defense. If they turn up as all ones, a
catastrophic failure still happens. If even one turns up as anything else, the
character only fails.
To ward multiple people, the adept must split his dice amongst them, rather
than lending his full score to each of them. Some adepts specialize in
defending against either natural accidents or magically induced ones
(constituting a geas), but many feel this a waste of talent.
-
Hardened Armor (1 per point of adept impact armor)
This transforms an adepts magical impact armor (gained through the Mystic
Armor power in the Grimoire) into hardened armor. Troll physical adepts may
purchase this for their natural dermal armor, but at three times the normal
cost.
Unlike most adept powers, this does have a visible, physical change associated
with it, leaving the adept with a scaled or chitinous appearance. In the
aftermath of Chicago, this has led to many lynchings of innocent (well, at
least of the crimes they're accused of) and heroic physical adepts. Also note
that this armor remains solely impact armor (save in the case of trolls).
-
Immunity to Age (1)
There are no modifications to this power. Once it is gained, the adept ceases
to age.
-
Immunity to Normal Weapons
Any GM allowing a character to take this power should be sterilized to prevent
his manifest stupidity from polluting the gene pool. Unless its and NPC <g>.
-
Immunity to Pathogens \ Immunity to Poisons
Versions of these powers are already available to adepts (or, in the case of
pathogens, easily adaptable), so I'm not going to create them. See the
Grimoire for Body Control.
-
Infection
Again, this is only available only to those exposed to the HMHVV. Ask Bull
about rules for these characters.
-
Influence (6)
This power works as stated in SR2, with the standard substitution. Common
geasa include restricting the target or the influence exerted. And yes,
sickos, this means you can have a power that influences lust in women, but I
don't want your bad karma.
-
Magical Guard
See Awakenings for a similar power, Magic Resistance.
-
Manifestation
If you live in the physical world, how are you going to manifest from the
astral plane?
-
Mist Form (10)
No changes need be made on this power, save to note that no adept powers
function while it is in use, save those that require no physical component
(GM's call, but don't be nice). Geasa are required with this one, more than
one for anyone but a shape shifter (or an obsessive, high-grade initiate).
-
Movement (1 per multiple)
Rather than the standard power, an adept can opt to permanently increase his
running multiple, at a cost of 1 per +1 to the running multiple.
-
Noxious Breath (4)
This is as the Critter power with only two modifications. First, the range of
this power is limited to the adepts own height in front of him. Secondly, one
must make the standard modification to the damage code.
-
Paralyzing Touch or Howl (see notes)
This is very similar to the adept power of Nerve Strike, as new rules are not
needed. The aural version, Paralyzing Howl, works just as described, but costs
4 points to acquire.
-
Pestilence (4)
While this power works normally, it is worthy to note that the Big D (or his
foundation, if he's dead) offers a reward of $1,250,000 (UCAS) plus anti-viral
treatments for the live capture of possessors of this power.
-
Petrifying Gaze (8)
Again, this is identical to the critter power, save for the standard
modification. Also note that this power can normally be turned off at will, so
the adept doesn't stone everyone they meet.
-
Psychokinesis (4)
Treat as a Magic Fingers spell with a strength and Quickness equal to the
adepts Magic attribute.
-
Regeneration (5, 7 or 9)
This power functions exactly as detailed in the official material. The first
level is the lesser version described for Shapeshifters in their human form in
the Shadowrun Companion. The second level is that described for shapeshifters
in their animal form in the Shadowrun Companion (shapeshifters can update their
human form'' healing capability to this level for a cost of 1.5). The third
level is the version found in SR2. Shapeshifters may update their healing
abilities for two points, which moves the healing powers of both shapes up one
level (the human form healing at the animal rate, the animal form healing at
the SR2 rate).. Common geasa include certain types of damage that can't be
regenerated (fire or silver being common), or particularly vulnerable places
the don't heal well (such as the Achilles tendon or the neck).
Note that with the first version of this power + immunity to age, you have
effectively created an Immortal, ala Highlander. If you use a katana and call
yourself McCleod, I hereby grant permission for your gaming group to beat you
severely about the head and face.
-
Search (.5/die)
This ability can be used two ways. One is to augment the searching abilities
of the adept, adding its rating to any dice rolled for perception tests. It
can also be used independently to find things beyond the range of the adept's
sense. The Difficulty for such tests is 10-Target's essence, or the material
resistance for inanimate objects. A target that does not wish to be found can
resist (or its owner can resist for it), rolling an opposed Willpower test
against the rating of Search.
-
Venom (2.25)
Identical to the Critter power (save for the standard substitution). Many
adepts limit this to a certain attack, such as clawing strikes or bites
(getting bitten by a poisonous troll can't be fun).
********
Whew! What did you think? Let me know, and I'll actually take your comments
under advisement and maybe come out with a second (or third, or fourth) version
if I get good input.
***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
ICQ 8108186 , AIM handle Nexx3
************
A beautiful woman is the hell of the soul, the purgatory of the purse, and the
paradise of the eye.........
***********
Only after the last tree has been cut down, Only after the last river has been
poisoned, Only after the last fish has been caught, Only then will you find
that money cannot be eaten.
- Cree Indian Prophecy
***********
Am Moireach Mor!