From: | Nexx <nexx@********.NET> |
---|---|
Subject: | Critter Powers: Second Shot |
Date: | Sat, 11 Apr 1998 13:19:32 -0500 |
>> the flaws in it... now if someone would only do that for my second
Critter
>> powers post...
>>
> I might have, but for some reason I couldn't open the file when I got
it. It
> kept giving me a "busy hourglass", that never stopped.
In the words of Homer J. Simpson, "D'oh!" I'll give it another shot,
and
let me know if it doesn't work again.
===============
Please refer to my previous document on converting Critter Powers to
Physical
adept abilities for my general form and philosophy on Physical Adepts. If
you
don't have it, I'll be happy to send it to you. I would like any comments
I
could get, so long as they tell me how I can improve this work.
Please note that the mechanics and powers listed in this work are the
copyrighted property of FASA Corporation, and this work is not meant as a
challenge to those copyrights. However, the actual words of the piece, as
well
as the applications to which the ideas are put, are the property of Mark
Hall.
Paranormal Animals of North America addendum to Physical Adepts.
Adaptive Coloration (2)
This power functions just as described in PAoNA. Common geasa include
Domain
and Talisman. Multiple purchases allow the adept to hide from multiple
search
methods (sonar, anti-personnel radar, or even hearing).
-
Blindness (6)
Treat this power as the spell, Blindness, in Awakenings, with a force
equal to
the Adept's Magic rating.
-
Cold Aura (2)
This power functions as the Flame Aura power described in the previous
document, save that the damage inflicted by the Aura is Stun. Again, no
damage
is suffered by the adept's possessions.
-
Darkness (.5)
This power functions precisely as detailed in PAoNA.
-
Desire Reflection (4)
With this power, the adept can change into one specific, non-paranormal
critter (chosen at the time the power is taken) for as long as he wishes.
While in Critter form, the adept uses the critter's physical attributes
(plus
his magical enhancements), and adds the difference of the creature's
sensory
intelligence (the second number) minus its cognitive intelligence (the
first
number) to his Intelligence for the purposes of determining the animal
form's
Reaction and his Intelligence for perception tests. (I personally use
identical rules for shapeshifter PC's, so they don't need to take this
power to
gain its advantages).
-
Empathy (3.5)
This ability combines the adept ability of Empathic Sense from Awakenings
with
a Control Emotions spell with a force equal to the adept's magic rating.
Note
that the adept can only project emotions that are similar to his own,
except
for communication purposes (in other words, he can project the feeling of
peace, and others will sense it, but no one else will become peaceful
unless he
actually is).
-
Enhanced Movement and Enhanced Reaction
Adepts already have similar powers in Increased Reactions (from SR2),
Attribute Boost (from the Grimoire... the quickness version will
indirectly
increase reaction) and Movement (from the earlier post), so I won't detail
them
here.
-
Fire Resistance (6)
This power grants the adept twice his Magic rating as additional
resistance
dice against magical fire, and takes no damage from normal fire. It is
half as
effective against lasers as magical fire.
-
Hypnotic Song (.5/die)
This power is essentially a mana-based stun attack, with a damage code of
(Magic)M. Cyberears with dampening can reduce this damage to (Magic)L,
and
earplugs can modify the damage code at the GM's discretion. The adept's
rating
is used as his attack skill, with a base TN of his opponent's Willpower,
and is
limited to his rating (including magical enhancements) in his vocal skill
(be
it Sing or Chant).
-
Illusion (3)
This power functions as an Entertainment spell with a force equal to the
adept's Magic rating. It does not require a voluntary subject. Possibly
because of late twentieth century mythology, the Gnome metavariant seems
to be
particularly drawn to this power.
-
Immunity to Age (1 per doubling of lifespan)
For each point spent, the adepts current maximum lifespan is doubled, and
his
aging is halted until that period is over. Once the adept's lifespan
exceeds
5000 years, he will live forever, even during low-magic cycles, barring
misadventure (you can kill him, but not out-live him). Geasa can be used,
and
for the duration it is broken the adept ages normally. Condition, Domain,
Sacrifice and Talisman have all been used to prolong adept's lives. While
the
power is functioning, the adept suffers no ill effect of age.
-
Immunity to Cold (4)
Against cold attacks, the adept gains twice his Magic rating as
additional
resistance dice. He also invariably makes his mother cold to look at him,
living comfortably in the coldest environments.
-
Immunity to Fire (4)
Against fire based attacks, the adept gets twice his Magic rating as
additional resistance dice. Against lasers, he gains only his Magic
rating as
additional resistance dice.
-
Magical Resistance and Mana Detection
Awakenings introduces similar powers, so to re-hash them would be
pointless.
-
Mimicry (.25/die)
This power creates a Special Skill for the adept, that of Mimicry. The
character rolls Mimicry against a base target number of 4. The base TN to
identify the sound as false is the adept's Magic attribute plus one per
every
two success the adept received. Mimicking a person's voice (for the
purposes
of conversation, not just a quick shout) adds +2 to the target number.
While this power cannot reproduce magical sounds (such as Hypnotic Song),
it
may be improved non-magically up to the rating he bought with magic (the
skill
starts at rating 1, regardless of the rating the adept bought with magic).
When the adept combines the two, the base target number is raised to 6,
representing the difficulty of coordinating the magical and physical
actions.
-
Silence (2)
Save for the standard substitution of Magic for essence, this power
functions
exactly as stated in PAoNA.
-
Sonic Projection (1)
This power functions exactly as stated in PAoNA. Note that the adept is
immune to the effects of his own scream.
-
Weather Control (4)
More properly "Weather Summoning", this functions precisely as noted in
PAoNA.
This power is very common amongst the Storm Witches, many of whom are
physical
magicians.
=
Magical Weaknesses
What's a hero (or an anarchistic anti-hero) without flaws? Almost every
hero
worth reading about has flaws or weaknesses, be it kryptonite or a
complete and
total unwillingness to leave his Hobbit-hole. Some adepts subconsciously
build
weaknesses into themselves, based on their fears or the mythology that
they
absorbed as children. Some adepts choose to be weakened to further
themselves
in their Way. While the most common of these are geasa, others do exist,
most
resembling the weaknesses of paranormal critters. Instead of reducing the
costs, however, these buy additional "force points" without actually
increasing
the adept's magic score.
Allergies (varies)
Like the congenital version common to metahumans, these allergies grant
varying bonuses based on the commonality of the allergen and the severity
of
the reaction. Note that congenital allergies, such as a shapeshifters
reaction
to silver or the allergies of a metahuman, do not add Magic points.
Nuisance Mild Severe Extreme
Common .5 1 1.5 2
Uncommon .25 .5 1 1.5
-
Reduced Senses (varies)
Metahumans rely on certain sense to different extents. For example,
being
blind is going to affect the average person much more than not being able
to
smell. Also, there are different levels of reduced senses. One can be
completely blind, or merely suffer from the accursed half-blindness I do.
Senses that are reduced, but not eliminated, have TN's increased by 3 for
all
tests that involve that sense. Also, since these are magical
prohibitions,
they can't be overcome with cyberware.
Partial Loss Complete Loss
Sight 1 1.5
Hearing .75 1
Touch .5 .75
Taste and Smell .25 .5
Note that non-metahumans (shapeshifters, Sasquatch, and dragons) are
likely to
have different priorities. For example, a wolf shapeshifter will likely
have
smell and taste (those two are linked together) as his primary, hearing
second,
sight third, and touch fourth, simply because he places different value on
different senses.
-
Vulnerabilities (varies)
Vulnerabilities amongst adepts are not uncommon, many finding weapons of
silver extremely destructive. In fact, theoretically because of the myths
surrounding the sidhe, a good portion of the Order of Cu Chulainn is
vulnerable
to weapons of iron... but not so many to make iron weapons anything more
than
an inconvenience.
A vulnerability to an uncommon substance will grant the adept an
additional
point, while a common material will give him two.
A shapeshifter's vulnerability to silver does not add to their Magic
points.
==========
Whew... that was a long bloody post. Like I said, I'd like any comments
I can
get so I can keep improving on my work.
***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
************
Yet, I'm also a man who's constantly strivin' for a perfection I'll never
achieve... and probably wouldn't even recognize it if I did.
-Logan, in issue 124 of "Wolverine"
***********
Am Moireach Mor!