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Halinn
post Aug 11 2010, 08:43 PM
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If I were to shapechange into, say, a wolf or a great cat, would I now have two initiative passes, or is that not a physical attribute?

Thanks in advance,
Mads
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Neraph
post Aug 13 2010, 03:55 PM
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QUOTE (BobChuck @ Aug 13 2010, 09:51 AM) *
No, sorry, you are wrong.

I've got the 20th anniversary edition, which supersedes the errata, the FAQ, Street Magic, the base 4th edition book, and pretty much everything else that's been published. Regarding attributes, powers, passes, and the like, the shapechange spell say two things:

1) the caster does gain the physical attributes of the new form (+1 per success)
2) the caster does not gain the mental attributes of the new form (keeping his base stats)

The spell does not mention skills, powers, or other things (like the ability to breathe underwater, fly, or extra initiative passes). The book does not say that you don't get those things, it does not say that you do. It is undefined.

Furthermore, the FAQ is not the rules; in fact, it gets a fair number of things wrong, and is regarded as somewhat unreliable - better than nothing, yes, but not the final word by any stretch of the imagination.

Generally speaking, most people I've talked to assume, using basic logic, that turning into a bird gives you wings (meaning both the ability to move in the air and ranks in the Flying skill) and claws (meaning both the Natural Weapon power and ranks in the Unarmed skill). Likewise, turning into a shark gives you swimming (swim movement, swimming skill, and the untyped "thing" known as working gills). Otherwise, the spell is significantly weaker than it otherwise would be. Assuming that initiative passes also translate is a logical extension.

But you're right, the book does not specifically say that you do get an extra initiative pass if you turn into a wolf. It doesn't say that you grow fur or have your hands turn into wolf legs, either. it's implied.

... So you agree and disagree with me?

I never said anything about Shapechange giving skills. Ever. I did say that you get the Physical Attributes (not the Special Attributes, of which Initiative Passes are a part of) and that the FAQ states you get the Powers also. My assertion is that even if you get the Powers of the critter, you still don't get any IPs because IPs are a part of the Initiative attribute, and as such are also a Special Attribute.
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Lansdren
post Aug 13 2010, 04:00 PM
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Some implants and magic may give a character extra actions to
take in each Combat Turn. These are noted as extra Initiative Passes
on the character’s record sheet.


see the part of these are noted

Notes are not attributes

You may believe otherwise but that doesnt make you right. We may see things differently but I draw the line at attacks at my understanding of the rules. If you show me any quoted text from the current edition that states that a IP is one of the previously quoted thirteen attributes and not a notation I will withdraw my comment.
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Lansdren
post Aug 13 2010, 04:01 PM
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As for skills, no I do not belive you get skills for the abilities but common sense say some will cover unarmed should be fine for claws but flight no. The discussion I had with my gm about the flight aspect was I could learn the skill myself or default on it to start with just as you can default on running.
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Machiavelli
post Aug 13 2010, 04:05 PM
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You definitely don´t get the skills, but initiative passes at ordinary critters are natural abilities based on the body-structure (like faster neural connections with cats etc.) and if you change into a critter, you should also have these natural abilities.
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Neraph
post Aug 13 2010, 04:06 PM
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QUOTE (Lansdren @ Aug 13 2010, 10:00 AM) *
Some implants and magic may give a character extra actions to
take in each Combat Turn. These are noted as extra Initiative Passes
on the character’s record sheet.


see the part of these are noted

Notes are not attributes

You may believe otherwise but that doesnt make you right. We may see things differently but I draw the line at attacks at my understanding of the rules. If you show me any quoted text from the current edition that states that a IP is one of the previously quoted thirteen attributes and not a notation I will withdraw my comment.

Well, seeing as I do not have access to the "current edition," that may take time.

In the meantime, you should look for something in the rules that states when you cast Shapechange you do in fact gain the IPs of the animal. If you look hard enough you may actually find out that Initiative Passes are a part of the Initiative Special Attribute, making them a Special Attribute also.

EDIT: Actually, using your logic you'd need to actually have a note next to something that tells you when you get another Initiative Pass. So where in Shapechange does it tell you you get one?
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Neraph
post Aug 13 2010, 04:07 PM
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QUOTE (Machiavelli @ Aug 13 2010, 10:05 AM) *
You definitely don´t get the skills, but initiative passes at ordinary critters are natural abilities based on the body-structure (like faster neural connections with cats etc.) and if you change into a critter, you should also have these natural abilities.

All I saw was fluff.

The Rules say that you gain Physical Attributes of the animal. Initiative Passes are listed in the Special Attributes section. You do not get them.
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Lansdren
post Aug 13 2010, 04:18 PM
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Would you kindly explain where the additional IPs come from in a mundane animal? They can't be from ware or from magic so they must be natural

As to your assurances that a notation is a attribute that is your opinion not a raw ruling and to say otherwise grants you power above your station. There are thirteen attributes not as you put it thirteen but one counts as two
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Neraph
post Aug 13 2010, 04:23 PM
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QUOTE (Lansdren @ Aug 13 2010, 10:18 AM) *
Would you kindly explain where the additional IPs come from in a mundane animal? They can't be from ware or from magic so they must be natural

As to your assurances that a notation is a attribute that is your opinion not a raw ruling and to say otherwise grants you power above your station. There are thirteen attributes not as you put it thirteen but one counts as two

Animals obviously get the extra Initiative Pass because it is noted in their description, in accordance to the rules that you yourself quoted.

If Initative Passes are not a Special Attribute why are Initative Passes listed under Initiative, which is a Special Attribute? What I'm saying is that they are a Special Attribute by extention, being a part of the Initiative Attribute itself.

Even so, you quantified the argument yourself: you only gain extra Initiative Passes when it is noted that you do. Can you show me the note in Shapechange where it tells you to gain an additional Initiative Pass?
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Machiavelli
post Aug 13 2010, 04:44 PM
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We all know that there is a difference about the RAW and the INTENTION of the rule itself. I think the Devs. hoped that, if you are transformed into a quick animal, there shouldn´t be the question if its quickness also comes along if all the other stats are changed as well. The spell transforms you in another lifeform, you also get the same abilities, so why should there be an exception if it is not clearly excepted? Or to turn it another way: where in the rule stands, that the IP´s DON´T come along? There is only one exception to the base animal, and this is a benefit, not an disadvantage. If they wanted the IP´s not to be duplicated, they would have told us in the description.
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Neraph
post Aug 13 2010, 04:53 PM
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QUOTE (Machiavelli @ Aug 13 2010, 10:44 AM) *
We all know that there is a difference about the RAW and the INTENTION of the rule itself. I think the Devs. hoped that, if you are transformed into a quick animal, there shouldn´t be the question if its quickness also comes along if all the other stats are changed as well. The spell transforms you in another lifeform, you also get the same abilities, so why should there be an exception if it is not clearly excepted? Or to turn it another way: where in the rule stands, that the IP´s DON´T come along? There is only one exception to the base animal, and this is a benefit, not an disadvantage. If they wanted the IP´s not to be duplicated, they would have told us in the description.

It's actually very easy: You do not get extra Initiative Passes unless the game tells you you get them. The spell description of Shapechange does not tell you you get extra actions, so you do not get the extra Initiative Passes either.

I also still believe that Initiative Passes are a Special Attribute, as that is the first place they are listed. The spell specifically grants Physical Attributes, the FAQ gives you Powers, but both of them still fail to give you Special Attributes or tell you you gain extra Initiative Passes. This means you don't get them.
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Machiavelli
post Aug 13 2010, 04:58 PM
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If i remember correctly, your side of view also was the prevailing opinion the last few editions regarding enhanced senses, poison bite of snakes and other abilitiesof critters...until the detailed it in the latest FAQ...isn´t it?^^ The question with the IP´s simply haven´t been asked enough to get the dev´s attention.
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Lansdren
post Aug 13 2010, 05:00 PM
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QUOTE (Neraph @ Aug 13 2010, 05:23 PM) *
Animals obviously get the extra Initiative Pass because it is noted in their description, in accordance to the rules that you yourself quoted.

If Initative Passes are not a Special Attribute why are Initative Passes listed under Initiative, which is a Special Attribute? What I'm saying is that they are a Special Attribute by extention, being a part of the Initiative Attribute itself.

Even so, you quantified the argument yourself: you only gain extra Initiative Passes when it is noted that you do. Can you show me the note in Shapechange where it tells you to gain an additional Initiative Pass?



I think your confusing who your arguring with. I have never said you get the IP's by RAW. I have stated a number of times that I see it as a grey area as the IP's are not directly mentioned in the spell nor any official discussion since.

The number of IP's a item (Covering Metahuman, animal, spirit and drone) gets is not a derived stat like initiative it is a basic notation based on class. Metahuman get 1 Animals fall into 1 or 2, spirit and drone to 3. This seems to me to be a class distinction more then anything. Rather then a attributes issue.

If I have this wrong and it is a derived stat can you please give me the formula so I can update my notes?
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Neraph
post Aug 13 2010, 05:03 PM
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I've never said it is a derived stat, just that it seems to be grouped with Initiative since that's where it is listed and Initiative is a Special Attribute.

I also note that the game states you don't gain extra IPs unless the game tells you to gain them, and Shapechange does not tell you to get new IPs.
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Machiavelli
post Aug 13 2010, 05:08 PM
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Let´s rule the Devs......DEVS, could you please handwave a cool ruling so that we don´t kill each other? (IMG:style_emoticons/default/wink.gif)
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jimbo
post Aug 15 2010, 11:41 PM
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Anyone ever play a shapechanging magician and the character paid karma/BP for Flight skill?
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Mordinvan
post Aug 16 2010, 02:32 AM
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Could I just point out the text of the spell?

SR4A
QUOTE
Shapechange transforms a voluntary subject into a normal (non-paranormal)
critter

Doesn't say it gives you the SHAPE of the animal, it says you BECOME the animal. It then goes on to list how your magical shape is different from the natural animal. IP's are not mentioned, and thus are NOT different from the natural animal.

My 2 cents.
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Lansdren
post Aug 16 2010, 07:14 AM
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QUOTE (jimbo @ Aug 16 2010, 12:41 AM) *
Anyone ever play a shapechanging magician and the character paid karma/BP for Flight skill?



I have discussed it and agreed that I could on my mage buy up flight after I have been using the spell to take a bird form a couple of times, but as you can default flying like it was running its not come up yet and I can use the K for more fun stuff
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Lansdren
post Aug 16 2010, 07:16 AM
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QUOTE (Mordinvan @ Aug 16 2010, 03:32 AM) *
Could I just point out the text of the spell?

SR4A
Doesn't say it gives you the SHAPE of the animal, it says you BECOME the animal. It then goes on to list how your magical shape is different from the natural animal. IP's are not mentioned, and thus are NOT different from the natural animal.

My 2 cents.


My whole point in this has been you become the animal with some extra ommf coming from how much magic you pump into it. I'm still going to say that until the IP's are commented on by the Devs it will remain a grey area open to both sides much as the powers were pre FAQ. I personaly fall on the side of the argument in favour for the IP's being used as it make sense.
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Neraph
post Aug 16 2010, 05:01 PM
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I don't see how this is a grey area at all.

In this game you only gain Initiative Passes when it tells you explicitly to get them. Shapechange does not in any way tell you specifically to get extra Initiative Passes. You do not gain extra Initiative Passes.

Cut, plain, dry.
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Mordinvan
post Aug 16 2010, 05:21 PM
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QUOTE (Neraph @ Aug 16 2010, 10:01 AM) *
I don't see how this is a grey area at all.

In this game you only gain Initiative Passes when it tells you explicitly to get them. Shapechange does not in any way tell you specifically to get extra Initiative Passes. You do not gain extra Initiative Passes.

Cut, plain, dry.

If you wish to ignore the part of the spell which explicit says it transforms you into the animal, then you might otherwise be correct. However being transformed into said animal would grant you the same attributes of the animal unless otherwise stated. The spell then goes on to say how your stats differ from those of the animal, but IP's is not listed as being changed from that of the parent animal.
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Neraph
post Aug 16 2010, 05:25 PM
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QUOTE (Mordinvan @ Aug 16 2010, 12:21 PM) *
If you wish to ignore the part of the spell which explicit says it transforms you into the animal, then you might otherwise be correct. However being transformed into said animal would grant you the same attributes of the animal unless otherwise stated. The spell then goes on to say how your stats differ from those of the animal, but IP's is not listed as being changed from that of the parent animal.

False. The spell then goes on to say exactly what was gained in turning into the animal - extra Initiative Passes were not mentioned.

EDIT: There's a difference between the fluff and the crunch. You should practice finding it.
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Mordinvan
post Aug 16 2010, 05:41 PM
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QUOTE (Neraph @ Aug 16 2010, 11:25 AM) *
False. The spell then goes on to say exactly what was gained in turning into the animal - extra Initiative Passes were not mentioned.

EDIT: There's a difference between the fluff and the crunch. You should practice finding it.

False on your part actually. The spell says you are transformed into an animal, and then lists how your new form and the base animal are different.
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Neraph
post Aug 16 2010, 05:46 PM
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QUOTE (Mordinvan @ Aug 16 2010, 12:41 PM) *
False on your part actually. The spell says you are transformed into an animal, and then lists how your new form and the base animal are different.

No sir. The spell says you take a form. The spell then goes on to say exactly what that form does. All it does is mentions Physical attributes, and the FAQ mentions Powers. There's nothing about Initiative Passes or Special Attributes.

EDIT: This is also something important. The sentence you are referencing is the Topic Sentence. That's a brief overview of what the whole paragraph will be describing.
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yesferatu
post Aug 16 2010, 05:53 PM
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I don't think it's gray at all either.

You change into the animal and then add net hits to your physical stats.
If the animal has extra IP, you get em.

A grizzly bear gets 1 IP, but 9/4/4/9 physical + net hits.
A cheetah gets 2 IP, but 5/5/4/4 physical + net hits.







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Neraph
post Aug 16 2010, 05:55 PM
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QUOTE (yesferatu @ Aug 16 2010, 12:53 PM) *
If the animal has extra IP, you get em.

Can you show me where in the rules it allows you to do this? Everywhere else in the entire game that you get extra Initiative Passes it explicitly tells you you get them. Where in Shapechange does it tell you you get extra Initiative Passes?
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