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Message no. 1
From: "A.R.Gay" <cs6004@***.AC.UK>
Subject: Were-Creatures for SRII.
Date: Thu, 8 Sep 1994 14:19:03 +0100
WERE-CREATURES FOR SRII
~~~~~~~~~~~~~~~~~~~~~~~
I had some players who wanted to take something a bit different
from the norm. So after reading Striper: Assasin I came up with
the following rules for playing and designing were creatures in
a Shadowrun: 2nd ed game.

Table 1: Charachter creation.
Priority Race Magic Attributes Skills Resorces

(4)A Were Yes 30 pts 40 pts 1,000,000Y/50
(3)B Meta Adept 24 pts 30 pts 400,000Y/35
(2)C Meta None 20 pts 24 pts 90,000Y/25
(1)D Human None 17 pts 20 pts 5,000Y/15
(0)E Human None 15 pts 17 pts 500Y/5

As you can see I use the more metas rule from the second edition
as I and my players like to have a bigger choice in charachter
creation. There are problems with this table, such as were's can
not be full blown magic users, but then they are powerful enough
as they are. I have included points cost, if you like to create
characters useing 10 pts. instead of priorities.
Weres only get attribute bonuses when in animal form.

Summery of Were-creature powers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Weaknesses:
Allergy (Silver, Severe), Vulnerability (Silver).
Powers:
Enhanced physical attributes when in animal form. (see Table 3)
Regeneration (See Regeneration.)

SO WHAT DO I GET?
~~~~~~~~~~~~~~~~~
As a were creature you get the abilities listed in the book with
a few changes. You must take the listed allergy to silver, but
do not get the usual benifits associated with taking allergies.
(Extra points, money etc.) All silver weapons do one extra levle of
damage. However, the weapon must be pure silver, silver coating is
not enough.

Regeneration.
~~~~~~~~~~~~~
All were creatures can regenerate, the round after taking damage
they roll a body check againts the numbers given below, they then
regain a number of boxes equal to the number of successes scored.

Table 2:Regeneration Targets.
/---------------|----------\
| Wound Level | Target |
|---------------|----------|
| Light | 4 |
| Moderate | 6 |
| Severe | 8 |
| Deadly | 10 |
\---------------|----------/

Example: Tania is a werewolf and has been in a fight, she has
taken 2 moderate wounds. Tania has a body of 5, rolling this she
gets 1, 3, 4, 9, 17. Her target number is 8. therefore she
regenerates 2 boxes of damage.

Enhanced Attributes.
~~~~~~~~~~~~~~~~~~~~
Were-creatures also get the enhanced attributes in animal form,
these are worked out as in the SRII rule book. To change form a
were-creature must make roll Body(5). The base time for the
tramsformation is 1 turn, if two successes are rolled the
charachter gets to perform one free action, if four are rolled
you get a simple action, and if six are rolled you get a complex
action, in the turn that you are shifting. If no successes are
rolled you can only shift form in that turn. If the rule of one
is invoked while changing shape, the creature has stressed itself,
takes an imediate moderate wound and can not try to change shape
for 12 hours - Body.

Table 3: Animal form Physical attributes.
Roll Animal Body Quickness Strength

1 Rat 3 6x4 2
2 Fox 4 5x5 3
3 Wolf 7 6x5 6
4 Leopard 7 6x5 7
5 Tiger 10 7x5 10
6 Bear 11/1 5x4 11

I normaly make my players roll D6 and consult the previous table
to see which animal form they get, although you can do it any way
you like, these are not the only shape shifters available, but
just the ones that I think are most appropriate, feel free to
introduce your own ones.

--------------------------Cut-Here-------------------------------
--
This Datafax is brought to you courtosy of JackFrost.

"Missing you already"
"Not at this range" *BLAM*BLAM* "Thankyou for bleeding, have a
nice death"
Message no. 2
From: Joanna Goodhartz <JGOODHAR@****.STEVENS-TECH.EDU>
Subject: Re: Were-Creatures for SRII.
Date: Thu, 8 Sep 1994 20:28:58 -0400
Hmmm, we've got a werewolf in our game. I believe he's designed around a
physical adept, with a "package" of skills. Basically these are things
like regen and such, which act as equivialent bioware. Deal is, the
esssence or body cost costs magic points instead. Whatever is left over
after the package, the player's welcome to spend on regular phys ad stuff.
In addition, he has shape shifting as a skill. But, the role is to see
how long it takes (rule of 1 applys, of course). I know, when he changes,
any non-natural stuff beyond 1 kg falls to the ground. He can "absorb"
the 1 kilo (his watch, the buttons and zippers on his clothing, etc).

Also, he's got my vampire set up the same way:
she comes with: enchanced healing, hearing, physical attributes by Essence/3,
and smell; essence drain; immunity (age, disease - but she doesn't know
it yet <g>); and the equiv. of platelet factory, thermo eyes, and trauma
damper. The enhanced stuff, essence drain, and immunity, is sorta natural
(ie I don't know how much it cost), but the others cost from my magic rating.
On my own, I have astral preception, increased reflexes, and masking. That's
what I could get afterwards - the leftovers from 7 magic points (grade 1
initiate). As for disadvantages: sunlight, deadly (I assume he has a silver,
but he ain't telling, and vulnerability - wood. Anyway, this character's
slightly disgusting since she's left over from an older campaign. But, the
"package" deal is a way to keep your odd characters from getting to
powerful, and having your other players resent them - a real problem that I
had with Nightwing before she was redone with the package. She used to be
nastier in some ways. <eg>

Joanna Goodhartz
(it's coming - really :)

Further Reading

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