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> Earthdawn-based Metatypes
Stahlseele
post May 23 2010, 09:28 PM
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Now THAT is an interesting approach O.o
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HappyDaze
post May 23 2010, 09:41 PM
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Sometimes I have good ideas. Sometimes they even work...
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Stahlseele
post May 23 2010, 10:26 PM
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Yes you certainly do O.o
i don't have any good ideas . . i have awfull ideas and even more awfull ideas on how to make them work in a given set of rules . .
but most of the time, i just get inspired by something and think about how i can tinker with the rules to rebuild that inspiration ^^#
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HappyDaze
post May 25 2010, 06:12 PM
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Obsidimen = 60 BP
Body 3/8 (12)
Agility 1/5 (7)
Reaction 1/6 (9)
Strength 5/10 (15)
Charisma 1/5 (7)
Intuition 1/5 (7)
Logic 1/6 (9)
Willpower 1/6 (9)
Edge 1/5
Walking Rate/Running Rate 8/20
Dermal Alteration (Granite Shell)
High Pain Tolerance (Rating 3)
Sensitive System
Toughness
+1 Reach
Size Customization

This is the Obsidimen based upon the idea of a transformative Liferock Pact. The candidate gives up his previous metatype and gender to be reborn into the Obsidimen form after a period of bonding with the Liferock (during which time his body appears to merge with the Liferock). The bonding time can be several years (or even a few decades) in length. The Liferock will not offer a pact to anyone with less than the full 6 Essence at the time of the first merge, and many will require candidates to possess a Magic rating (adept, magician, or mystic adept are all allowable). Obsidimen in the Sixth World are very rare, and Liferocks are known to exist only in Central Africa, Amazonia, and the Australian Outback, but it is believed that others may still be bonding with their first brotherhoods and thus have yet to make their presence known.

Note that the Obsidimen Pact itself has no cost (or 0 BP cost) since it is both a blessing and a curse. I likewise did not apply a Distinctive Style quality as a core aspect of the Obsidimen since that is campaign- and location-based. I encourage GMs apply such as appropriate for the campaign and setting (granting the regular amount of BP for such quality).
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The Mighty Sherp...
post May 25 2010, 06:16 PM
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The costs of these races seem quite steep and almost unplayable. You have also failed to convert Humans properly as they received a significant ability in Earthdawn that does not exist in Shadowrun. Namely the Versatility power.
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HappyDaze
post May 25 2010, 06:23 PM
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QUOTE (The Mighty Sherpa @ May 25 2010, 01:16 PM) *
The costs of these races seem quite steep and almost unplayable. You have also failed to convert Humans properly as they received a significant ability in Earthdawn that does not exist in Shadowrun. Namely the Versatility power.

The costs are intended to be a bit higher. They are intended to work with my modified karma-gen system - and I charge (BP cost x 2) in karma for metatype - so it really doesn't matter to me if the BP seems off compared to the standard BP builds. Still, even with the standard BP system, you're talking about no more than 5 to 15 BP added to the metaype cost. That's not too bad, and certainly not unplayable.

Versatility is meaningless in SR. It only applies to Adepts in ED, and since Adepts in SR don't have Disciplines limiting what powers they can pick, this racial ability is useless and attempting to covert it would be the real failure. However, I did reflect a bit of a bonus to being human by dropping their calculated cost by 10 BP (to 0 BP).
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