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> making crittersand dual naturedness, FrostyNSO please dont read heh
Aku
post Mar 30 2005, 07:43 PM
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so i'm digitally flipping through Critters, and it gives the essence cost for powers ( 1 point per power) but it doesnt say anything about the cost of being dual natured. I wouldnt imagine you can make anything dual natured for free, and i know any of the awakened critters can already astrally project, but i want him to be dual natured, so how can i make/modify something like this?

edit: i now see some of them as marked with a Z, meaning they are dual natured, are these the only ones that can be?
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DocMortand
post Mar 30 2005, 10:35 PM
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One way is to use the stats from Year of the Comet, with the Dual Nature flaw in SURGE.

Another way is to put the proto-critter on a slab, winch it up to the ceiling where you have it struck by lightning, then retrieve the smoking new critter with new Dual Natured Properties™ while screaming "IT'S ALIVE!!! IT'S ALIIIIIIIIIIIVE!!!"

You're the creator - ya don't need to excuse things. :)
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BitBasher
post Mar 30 2005, 11:12 PM
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A critter being dual natured is far more of a disadvantage than an advantage. Any projection capable caster can just "nuke him from orbit" floating in astral space above the meat bound creature where he can't do a thing about it. For a guard animal I want mine NOT dual natured as much as possible so they aren't killed at absolutely no risk.

But if that's what you want, SURGE it.
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Mortax
post Mar 30 2005, 11:20 PM
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Yes, and there is a section, I think it is in critters, that says:
One should never assume that the abilities of any paranormal animal, they can fluctuate.
Or something like that.
There is a provision that things players are able to summon should stay the same, just for simplicity.
Hell, I'd say make it duel natured, and don't nessisarily say it is a flaw or boon. It has the advantage of allowing you to attack an astral mage along with being able to see in the dark. But it has the disadvantages that BitBasher pointed out. I'd say it is close to balanced.
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Aku
post Mar 31 2005, 12:51 AM
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actually, my idea was a dual natured doggy whose cage is surrunded by a ward, he can get out, mage can't get in :D

there for during night time, it can look like he's "sleeping" when he's really projecting, and during the day, he can be walking around the facility, dual natured.

edit: which reminds me, does the destruction of a ward make any sort of "noise" on the astral plane, or is it something that can be done quietly?
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Chibu
post Mar 31 2005, 03:05 AM
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There isn't any 'noise' that i've read about, but, the casting mage(s) definately know when their ward has been destroyed.
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Mortax
post Mar 31 2005, 04:39 AM
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As far as I know, the only thing that happens is that the person who put it up will know. Other than that, you're golden.

Oh, but watch out for traps ect.
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Bastard
post Mar 31 2005, 08:38 AM
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what about me
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DocMortand
post Mar 31 2005, 08:31 AM
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QUOTE (Bastard)
what about me

Well, you're dead in as many ways as possible for your GM to cook up.

*cough* you were saying? :D
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Aku
post Mar 31 2005, 11:36 AM
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well, that would mean that the mage is golden, because i dont think theres anyways i can have the dual natured dogs make the wards, is there?
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RunnerPaul
post Mar 31 2005, 11:44 AM
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I'd have to check my copy of MitS again on the subject of "Alarm Wards" I think it's possible for the creator of an alarm ward to designate additional entities that would be made aware of the Alarm Ward going off.
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Kanada Ten
post Apr 1 2005, 01:24 AM
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QUOTE (BitBasher)
A critter being dual natured is far more of a disadvantage than an advantage. Any projection capable caster can just "nuke him from orbit" floating in astral space above the meat bound creature where he can't do a thing about it. For a guard animal I want mine NOT dual natured as much as possible so they aren't killed at absolutely no risk.

Pretty much true for mundane animals, but even if it dies the facility can be alerted to an astral intruder. Things like the Bogie usually have some defenses (Fear is a Mana power), and remember that SURGE can grant other powers as well (Magical Guard, Astral Armor being useful ones). I still get a kick out of the Armadillo with the Innate Spell (Shape Earth) power.
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BitBasher
post Apr 1 2005, 07:27 AM
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QUOTE (Kanada Ten)
QUOTE (BitBasher @ Mar 30 2005, 06:12 PM)
A critter being dual natured is far more of a disadvantage than an advantage. Any projection capable caster can just "nuke him from orbit" floating in astral space above the meat bound creature where he can't do a thing about it. For a guard animal I want mine NOT dual natured as much as possible so they aren't killed at absolutely no risk.

Pretty much true for mundane animals, but even if it dies the facility can be alerted to an astral intruder. Things like the Bogie usually have some defenses (Fear is a Mana power), and remember that SURGE can grant other powers as well (Magical Guard, Astral Armor being useful ones). I still get a kick out of the Armadillo with the Innate Spell (Shape Earth) power.

True, I was just referring to most by-the-book guard paranormals like the bharghest or hellhound which are really worse in a lot of ways to a non dual-natured guard animal.

Also as a note, dual natured creatures CANNOT project unless they have actual magical skills of some kind IIRC.
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hyzmarca
post Apr 1 2005, 08:08 AM
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The best duel natured critter for guard duty would be the stormcrow. They're not very powerful, but they congregate in flocks of 100+. Its like the 100 girl scouts who overwhealm the physad. Nuke them from orbit doesn't work because they can fly. Its slow painfull death to any physical or astral intruder.
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BitBasher
post Apr 1 2005, 11:14 AM
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QUOTE (hyzmarca)
The best duel natured critter for guard duty would be the stormcrow. They're not very powerful, but they congregate in flocks of 100+. Its like the 100 girl scouts who overwhealm the physad. Nuke them from orbit doesn't work because they can fly. Its slow painfull death to any physical or astral intruder.

It doesn't matter if they can fly, the astral form can move at thousands of km per hour, and there's no range penalties on the astral as long as the mage has LOS. The mage, unless a Short Bus Mage, cannot be harmed by them while nuking astrally from a distance.
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