making crittersand dual naturedness, FrostyNSO please dont read heh |
making crittersand dual naturedness, FrostyNSO please dont read heh |
Mar 30 2005, 07:43 PM
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#1
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
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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Mar 30 2005, 10:35 PM
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#2
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Running Target Group: Members Posts: 1,088 Joined: 8-October 04 From: Dallas, TX Member No.: 6,734 |
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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Mar 30 2005, 11:12 PM
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#3
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
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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Mar 30 2005, 11:20 PM
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#4
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Moving Target Group: Members Posts: 571 Joined: 9-January 05 From: In the 9th circle of hell Member No.: 6,950 |
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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Mar 31 2005, 12:51 AM
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#5
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
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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Mar 31 2005, 03:05 AM
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#6
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Moving Target Group: Members Posts: 494 Joined: 19-February 05 From: Amazonia Member No.: 7,102 |
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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Mar 31 2005, 04:39 AM
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#7
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Moving Target Group: Members Posts: 571 Joined: 9-January 05 From: In the 9th circle of hell Member No.: 6,950 |
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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Mar 31 2005, 08:38 AM
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#8
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Grand Nagus Group: Members Posts: 4,014 Joined: 27-July 04 From: Almost Heaven Member No.: 6,518 |
what about me
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Mar 31 2005, 08:31 AM
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#9
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Running Target Group: Members Posts: 1,088 Joined: 8-October 04 From: Dallas, TX Member No.: 6,734 |
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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Mar 31 2005, 11:36 AM
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#10
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
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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Mar 31 2005, 11:44 AM
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#11
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Neophyte Runner Group: Members Posts: 2,086 Joined: 26-February 02 Member No.: 364 |
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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Apr 1 2005, 01:24 AM
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#12
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
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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Apr 1 2005, 07:27 AM
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#13
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
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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Apr 1 2005, 08:08 AM
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#14
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
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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Apr 1 2005, 11:14 AM
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#15
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
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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