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Dread Polack
Okay- I was a big fan of the ghoul as a character choice in 3rd edition. Wanting to reporoduce him in 4th edition, I played around with it a little bit. Here's what I came up with.

1) To be a ghoul in 3rd edition, you paid 10 BP above your racial choice. Elves and Trolls both cost 10 BP in the old system, which would make the new ghoul between 30 and 40 points, based on the new racial BP costs. We'll assume 35 for now.

2) This is what you got for being a ghoul:
  • +2 Bonus to Body
  • +1 Bonus to Strength
  • Increased running speed
  • Enhanced smell and hearing
  • Need to eat metahuman flesh regularly
  • Dual-Natured (both an advantage and a disadvantage)
  • Allergy to Sunlight
  • Immunity to VITAS
  • Physical blindness
  • Sensitive system flaw


However, you also suffered a possible penalty of up to -3 to Intelligence and Charisma, and a -1 to essense and Magic. This is based on a Willpower test. Most likely, you would lose 2 points of Int and Cha.

3) In converting this to 4 edition, I estimated the BP worth of these features if bought individually.

The stat penalties are generally greater than the bonuses, netting a negative value. Particularly the hit to essence. I estimate -40 points total

The running speed increase is probably only worth about 5-10 points. It would, IMO change the default running multiplier of SR4 from 2.5 to 3.

The allergy to sunlight is worth -10 points.

Immunity to VITAS would be about 5 points.

Blindness isn't available in SR 4, but is probably worth at least -20 points normally. If you're dual-natured like a ghoul, it's probably only about -5, since it isn't so limiting.

The sensitive system flaw is worth about -15 points.

Finally, I totaled the cost of buying the stat bonuses, a couple extra running dice, enhanced perception, and astral perception as an adept. It would cost 45 points (including buying up your Magic and taking the adept quality). The hidden bonus of this, of course, is that if you were to make a ghoul adept, you could buy additional adept powers beyond these.

In the end, a ghoul seems to be more of a negative than a positive, or with the aforementioned hidden bonus, hovers around 0. In SR3, the PC version of Ghouls didn't even get a claw attack. Even during character creation, your ghoul could go insane and become an NPC!

So, with all of that, I propose a new Quality:

Ghoul
Cost:
10 BP
This character has been infected with the Krieger strain of the Human-Metahuman Vampiric Virus (HMHVV). See the Ghoul critter description p.292, SR4. You now have the following features:
  • +2 Body, +1 Strength, -2 Charisma, -1 Logic, -1 Intuition, -1 Essence
  • Increase your running speed to 3x your walking rate
  • Mild Allergy to Sunlight
  • +2 dice to Perception with hearing and smell
  • Physically blind (cannot perceive color or 2-dimensional imagery)
  • Sensitive system flaw
  • Dietary requirement (must eat necrotized flesh of metahumans)
  • Dual-Natured (see critter power)
  • Immunity to Vitas plague
  • Natural Weapon (Claws: DV (Str/2)P, AP 0)


How does this sound?

Dread Polack
FrankTrollman
In Shadowrun 4, attributes are a much bigger deal than the essentially skill-based setup of SR3. As such, layering virtually any attribute bonuses over metatype bonuses is asking for trouble. Lots of trouble. As such, it only makes sense in SR4 to price "Human Ghoul" separately from "Elf Ghoul". In fact, I would suggest simply insinuating that like Troll, Dwarf, Ork and Elf Vampires lack the "Sapience" power, that non-human ghouls simply aren't playable.

The Human Ghoul has the following attributes:

B: 5/10
A: 1/6
R: 3/8
S: 4/9
C: 1/4
I: 2/7
L: 1/5
W: 3/8
Edg: 1/6
Ess: 5
M: 1/5

They get the following bonuses:
Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1)

They get the following penalties:
Allergy (Sunlight, Mild), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

And they are dual natured, which is technically a power, but used to be a 5 point flaw that people mostly avoided.

So those bonuses to stats are quite impressive. Like an Ork, but moreso. Also with bonuses to Reaction, Intuition, and Willpower. That sounds like a killer mage, but the natural maximum of 5 in Magic makes that a lot less attractive. A point of Essence is worth about 4 other stats according to cyberware, so the attributes are only slightly positive when looked at in that fashion. The powers and disadvantages are a big net penalty. The Allergy is 10 points, the Blind is 10 points (because the character is magically active), the dietary requirement is worth another 10-15 points. The dual natured is a penalty as well. The bonus senses and claws are Adept Powers costing 1.25 Power Points - so altogether are worth about 20 BP.

Verdict? The drawbacks vs. being an Ork balance on paper with the bonuses, and so should be avaiable for the price of being an Ork. Of course, Orks are under priced, so the package should be balanced against a Troll or Elf, and therefore cost about 30-40 BP.

Ghoul-Orks and Ghoul-Trolls would have to cost way more than that, because the Strength and Body modifiers would start going to crazy town. But again, I see no reason in fluff why a Ghoul Troll would be a playable character. HMHVV really screws over the minds of Trolls.

-Frank
blakkie
QUOTE (FrankTrollman @ Nov 30 2005, 10:26 PM)
In fact, I would suggest simply insinuating that like Troll, Dwarf, Ork and Elf Vampires lack the "Sapience" power, that non-human ghouls simply aren't playable.

Given how Wendigo have been characterized in the past, and the rest of their abilities in the SR4 critter description (such as the Conjuring and Sorcery skill groups), the lack of "Sapience" in their powers list is very likely a typographical oversight.

However i do agree that upping a Ghoul's natural limits on top of whatever metahuman natural limit could be problematic. Perhaps a better option is to keep the underlying metahuman's natural limits. Becoming infected would then give them a attribute bonus that is ultimately is capped by the augmented attribute cap?
Dread Polack
The attribute stacking you mentioned is not a problem I anticipated. However, I think instead of allowing ghoul characters to be human only, I think allowing a ghoul quality while simply advising GMs to keep a close eye on the character is reasonable. Maybe in some campaigns this is unplayable, but it doesn't have to be. Just like in SR3, it is an optional rule.

You've statted your ghoul based on the version printed in the SR4 as if they were a human with attributes of 3 across the board, which is not the way the ghoul was handled in SR3. Looks like a good way to handle it, but my goal is to create a ghoul "template" for any metatype, and so doesn't work for me.

Perhaps in your campaign, non-human ghouls are not sapient, but according to the actual rules, they are, no matter what metatype they are. It's not a bad house rule to disallow non-human ghouls, but I'm trying to be more general here. Any decision like that would be left to individual GMs.

Eyeballing it- I think that stat bonuses and powers are in line with that of an elf, but the penalties are greater than any of the other races, so I still feel it is a quality worth around 10-20 points at most.

Dread Polack
FrankTrollman
QUOTE (Dread Polack)
You've statted your ghoul based on the version printed in the SR4 as if they were a human with attributes of 3 across the board, which is not the way the ghoul was handled in SR3.


No it isn't. I make no secret of my dislike of the way Ghoulishness was handled in SR3. However, the stat modifiers are the SR4 Ghoul stats, and are referred to as such directly in the critter entry:

QUOTE (SR4)
Notes: Statistics given are for a standard human ghoul


Really, that's the stat line. I object seriously to the SR3 rules, because that was the stat line NPC ghouls got even in 3rd edition. Honestly, if a race or option is too good for player characters to have it, don't let players have it. Don't make watered down useless versions for PCs to try to play - that just frustrates everyone.

QUOTE (Dread Polack)
Perhaps in your campaign, non-human ghouls are not sapient, but according to the actual rules, they are, no matter what metatype they are.


Oh no you didn't...

First of all, there are no statted metahuman ghouls. To my memory there has never been an officially statted Metahuman Ghoul. In SR4, there is only statistics for a standard human ghoul. Metatype attributes are to be applied "as apprpriate". Now, would it be appropriate to rip the Sapience power off a Troll? Certainly they lose their Sapience if they get infected with any other strain of HMHVV, so I don't see why they wouldn't.

Now, you can go ahead and claim prior knowledge from 3rd edition, when Trolls could become Ghouls and then had a very small chance of keeping their Sapience. Of course, I can go back to 1st edition where becoming a Ghoul was a form of Goblinization, and therefore completely replaced your metatype.

So no. By the rules a Troll Ghoul isn't Sapient. There's nothing in 4th edition to say that Trolls who become Ghouls retain Sapience, so we go by fluff. And by fluff, Trolls retaining Sapience while becoming Troll Ghouls is very unlikely.

And yes, before anyone says that the rules only say to adjust attributes for Metahuman Ghouls, I just want to point out that people would be pretty offended if their Ghoul Troll didn't get Reach and a faster movement rate, and neither of those are Attributes. So an adjustment to the powers section, of which Sapience is a set member, is heavily implied in the creation of Troll Ghouls.

---

If you want to let people play Ghouls, let them play Ghouls. Actual ghouls. With all the powers and weaknesses of the Ghouls that grace your games as NPCs. If you can't handle those, don't let people play them.

I personally have no problem with players being Human Ghouls. Those are in line with the other Metahuman races, and can have comparable BP costs. I have a huge problem with Ork or Dwarf Ghouls, because those are crazy-go-nuts on the attribute maximums. Those would have to have a BP cost that is substantially outside the range of any currently available metatype, and couldn't be justified outside of a very high BP game.

I think it is extremely disengenuous to make a "Much Weaker Ghoul Template" so that you can allow people to layer it on top of an Ork metatype. That's not playing an Ork Ghoul, that's playing a watered down Ork Ghoul. And that's much worse than just telling people honestly that you think Ork Ghouls are potentially overpowered and you don't want them in your game.

-Frank
blakkie
QUOTE (FrankTrollman @ Dec 1 2005, 12:52 AM)
QUOTE (Dread Polack)
Perhaps in your campaign, non-human ghouls are not sapient, but according to the actual rules, they are, no matter what metatype they are.


Oh no you didn't...

First of all, there are no statted metahuman ghouls. To my memory there has never been an officially statted Metahuman Ghoul. In SR4, there is only statistics for a standard human ghoul. Metatype attributes are to be applied "as apprpriate". Now, would it be appropriate to rip the Sapience power off a Troll? Certainly they lose their Sapience if they get infected with any other strain of HMHVV, so I don't see why they wouldn't.

Now, you can go ahead and claim prior knowledge from 3rd edition, when Trolls could become Ghouls and then had a very small chance of keeping their Sapience. Of course, I can go back to 1st edition where becoming a Ghoul was a form of Goblinization, and therefore completely replaced your metatype.

So no. By the rules a Troll Ghoul isn't Sapient. There's nothing in 4th edition to say that Trolls who become Ghouls retain Sapience, so we go by fluff. And by fluff, Trolls retaining Sapience while becoming Troll Ghouls is very unlikely.

And yes, before anyone says that the rules only say to adjust attributes for Metahuman Ghouls, I just want to point out that people would be pretty offended if their Ghoul Troll didn't get Reach and a faster movement rate, and neither of those are Attributes. So an adjustment to the powers section, of which Sapience is a set member, is heavily implied in the creation of Troll Ghouls.

I see you are on a serious Thickie roll today. rotfl.gif

So what exactly convinces you of the suggestion that Ghoul Trolls should be stripped of sapience? Because you kinda need something to point that way to overcome the default of the SR4 rules saying they do have sapience.

Of course Reach is covered off by a combination of:

QUOTE
Notes: Statistics given are for a standard human ghoul; apply
metatype attribute modifi ers as appropriate.


....and then glancing in the Metatype Attribute Table.

Oh sure the lawyer weenie in you wants to scream out that it isn't modifying an attribute. But you wouldn't have anything better than that, would you? Outside of your personal dislike of the SR3 SComp ghoul rules (which allows any metahuman type as a ghoul PC, and gives a brief explaination of how to handle them).

P.S.
QUOTE (Franktrollalot)
I have a huge problem with Ork or Dwarf Ghouls, because those are crazy-go-nuts on the attribute maximums.


So you didn't notice my suggestion for dealing with that? Or you have a problem with that?
Squinky
I'm sure I'm not the only one that has noticed that Frank likes to make up rules based on his opinion, and then argue them by saying the book dosen't specifically address them.

Apathy
QUOTE (FrankTrollman @ Nov 30 2005, 11:26 PM)
The Human Ghoul has the following attributes:

B: 5/10
A: 1/6
R: 3/8
S: 4/9
C: 1/4
I: 2/7
L: 1/5
W: 3/8
Edg: 1/6
Ess: 5
M: 1/5


Why give ghouls a +1 to Intuition?

[Edit] Nevermind. I see that's how it's listed in the new BBB. My bad.
blakkie
QUOTE (Squinky @ Dec 1 2005, 02:09 PM)
I'm sure I'm not the only one that has noticed that Frank likes to make up rules based on his opinion, and then argue them by saying the book dosen't specifically address them.

Ya, but i like to toss up a signpost every so often for posters/readers new to the forum that haven't noticed yet.

It's like my good deed for the week to try balance out for things like swirving to run over the kid-next-door's cat. Or the kid-next-door if he doesn't see me me coming because his wheelchair is pointed the other way, although that's really tricky to do because his parents get all bent out of shape when you leave tire marks on the lawn. frown.gif
FrankTrollman
QUOTE (Squinky)
I'm sure I'm not the only one that has noticed that Frank likes to make up rules based on his opinion, and then argue them by saying the book dosen't specifically address them.

I've noticed that too. I also make sure to notify people when I'm doing so.

There are no rules for making Ghoul anything in SR4.
The difference in game mechanical effect between getting a metatype bonus and getting 2 metatype bonuses is very large.
.: Since paying the same to add Ghoul bonuses to an Ork and adding Ghoul bonuses to a Human would not be balanced, and there's nothing to say that it should work that way, it probably shouldn't work that way.

Now, if you want to make rules for playable Ork Ghouls, go ahead. The total Body modifier would be +7, which is very high. It's substantially higher than anything that characters can achieve by normal means, so it isn't easily balanceable against any previously established SR4 race.

I can derive the costs for an SR4 Human Ghoul as printed in the critters section - should cost about 30 BP. I can't derive the costs for an Ork Ghoul, but I suggest that 50 BP isn't even close. So you have two choices:

1> Figure out some (high) cost for Ork Ghoul and playtest that some.
or
2> Disallow Ork Ghouls as PCs and move on with your lives.

I know what I've done. You can, of course, do what you want. 30 BP for a human ghoul and disallowing non-human ghouls is fast, relatively balanced, and fits closer to the 2050s fluff that I literally grew up with. So it makes me happy. You may need Troll Ghoul PC rules for whatever reason, I don't. I won't stop you from making them, if that's what you're going to do, and I'll even give you some free advice to start down that road:

Adding metatype bonuses together is worth more than either of the bonuses by itself, and more even than the relative advantage of both of the bonuses together. Which is to say that having the Elf bonuses and the Dwarf bonuses is worth more than 55 points (just look at what it can do for a Shaman to have an enhanced Willpower and Charisma).

On the other hand, a 400 BP character can't afford to spend much more than 40 BP on its race and still have points left over to do things. A possible idea would be to have metahuman Ghouls pay something appropriately large like 80 BPs, but then have a cap on how many of your points can be spent on Race. The maximum allowed by the standard character creation rules is 10%, although I could see jacking that limit up to 15% or so.

---

Troll Ghouls is uncharted territory for SR4. That kind of strength (augmented maximum of 19) can literally destory tanks with its bare hands. That's a natural weapon damage of 11P, which is literally unheard of. You'd have to be very careful about costing and allowing that, and I personally feel that it is too much effort.

-Frank
Apathy
QUOTE (Apathy)
QUOTE (FrankTrollman @ Nov 30 2005, 11:26 PM)
The Human Ghoul has the following attributes:

B: 5/10
A: 1/6
R: 3/8
S: 4/9
C: 1/4
I: 2/7
L: 1/5
W: 3/8
Edg: 1/6
Ess: 5
M: 1/5


...for a total cost of 20 pts...

Just for argument's sake, let's see how that hypothetical Ghoul Troll would look:

B: 9/14
A: 1/5
R: 3/8
S: 8/13
C: 1/2
I: 1/6
L: 1/4
W: 3/8
Edg: 1/5
Ess: 5
M: 1/5

...and it would cost you 20+40 = 60 points.

I guess the big issue for me might be that the negatives to attributes don't hurt you nearly as much as the positives help you. Even though this guy above has -4 to charisma, he doesn't have to spend any more than the human to get his charisma up to 1. The human, on the other hand, would likely never get enough karma to raise his body as high as the Ghoul-Troll minimum. Exaggerating these pluses and minuses just accentuates this inequity.
Superbum
QUOTE (blakkie)
QUOTE (Franktrollalot)
I have a huge problem with Ork or Dwarf Ghouls, because those are crazy-go-nuts on the attribute maximums.

Anyone besides me notice the name of the person that Blakkie quoted?
TheHappyAnarchist
Wow. That is sick.
Wouldn't be as bad if you had to have the attributes to cover the lost points.
That would be a lot of points you would have to spend just to get to 1.
Dread Polack
Thanks for the other replies, guys. I thought for a while it was only going to be me and Frank, and I was at a loss of what to say next smile.gif

I don't want Frank to get the impression that I think his arguments are completely invalid. I was just a little confused until I realized what he was up to. The point about stacking attribute bonuses is particularly valid.

If I had a player try to make a troll ghoul with maxed-out Body and Strength, I might have to put the smack down as well, but I think the solution is a warning, not a ban. I'm coming at it from a general rules point of view, leaving any sort of disallowances to the individual GMs.

Also, capping att bonuses at their base racial bonuses seems a reasonable solution. Here's another idea: Giving ghouls a "Toughness" of +2 instead of a straight Body bonus. This will make them more resistant to damage, but not necessarily more resistant to other effects based on Body. Does this sound reasonable?

Playing a ghoul was never meant to be as clean and simple as playing a base character race, but I think with the right group and right player, it is doable.

Dread Polack
Gothic Rose
Someone around here actually reverse engineered how the designers built the metatypes, and using his formula, I reverse engineered the Ghoul statistic block.

QUOTE ( Gothic Rose)
And I'm suddenly very sad. Ghouls, according to that system, would cost 160 Build Points - and that's assuming that you believe their other benefits (Dual Natured, Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: DV 4P, AP 0), natural magic rating 1[?]) and their drawbacks (Allergy (Sunlight, Mild), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind), natural essence: 5) equal out (I happen to think they do)

Ouch.


So yeah. Personally, I hope I'm wrong, but I ran the calculation again, and it came out the same.
blakkie
QUOTE (FrankTrollman @ Dec 1 2005, 02:28 PM)
QUOTE (Squinky @ Dec 1 2005, 03:09 PM)
I'm sure I'm not the only one that has noticed that Frank likes to make up rules based on his opinion, and then argue them by saying the book dosen't specifically address them.

I've noticed that too. I also make sure to notify people when I'm doing so.

I missed the part where you qualified Troll Ghouls not being sapient that with "I'm just pulling that out of my butt, flat out making it up, and sure it contradicts what is in the SR4 book. But hey, i'm just going to say it's unlikely because i'm goofy that way." rotfl.gif

QUOTE
There are no rules for making Ghoul anything in SR4.


However there are rules that give, as written, the various metahumans the Sapience power. There is also a way to addressing the problem with alteration of natural limits.
blakkie
QUOTE (Dread Polack)
I don't want Frank to get the impression that I think his arguments are completely invalid. I was just a little confused until I realized what he was up to. The point about stacking attribute bonuses is particularly valid.

Ya, Frank is funny that way. He has some interesting and occationally insightful things to say. Then he tops off the El Camino fuel tank with nitromethane and heads offroad leaving the Sanity Reservation far, far behind. cool.gif

Anyway, for ghoul PCs if you treat it as chronic condition with augmentation to the attributes instead changing the base it fixes up that issue. It becomes like an ongoing spell.
Eyeless Blond
QUOTE (blakkie)
Anyway, for ghoul PCs if you treat it as chronic condition with augmentation to the attributes instead changing the base it fixes up that issue. It becomes like an ongoing spell.

You spend so much time critisizing Frank for making up rules that have no canon basis, then you turn around and say something like this. Pot, meet kettle. sarcastic.gif
TheHappyAnarchist
As a note, he did not say that was canon. He said if you do this it works.

Frank tried to say, this is how it works, this is what it says. Whether he is right or not, I am not sure. I don't have the book.

However, it is more a thing of the wooden box calling the kettle black.
FrankTrollman
QUOTE (Gothic Rose)
Someone around here actually reverse engineered how the designers built the metatypes, and using his formula, I reverse engineered the Ghoul statistic block.

Noone reverse engineered the master code that makes the metahumans. There isn't a master code that makes the metahumans. There are 5 data points, and you can generate an infinite number of functions that generate the listed costs for each metahuman. Here's my favorite:

Take the percentage of players who played metahumans who played each metatype. Round up to the nearest 5%. Replace "%" with "BP".

And it works. It's even plausible, because the most popular (and presumably "best") races get charged more BPs and the less popular races get charged less. Do I think they actually did it that way? No.

But it is just as plausible as any other setup that I've seen put forward. So don't worry. There isn't a master metahuman generation system that is automatically going to screw Ghoul PCs. Ghoul PCs may end up screwed anyway, but there's no particular reason they have to be.

QUOTE (Dread Polack)

If I had a player try to make a troll ghoul with maxed-out Body and Strength, I might have to put the smack down as well, but I think the solution is a warning, not a ban.


Well look at it this way: Ghouls are banned as PCs by default. Any metatype of Ghoul you allow is work on your part. The Human Ghoul is very little work, because there's a template to work from in the basic book. Every other Ghoul metatype is more work. Especially because you have various choices to make about how a modified racial score layers on another modified racial score.

Consider the Ghoul Elf. What does its Charisma line look like? You could make an argument for any of the following:

1/4
3/4
1/6
3/6
1/8
3/8

It isn't just +2 -2 like 3rd edition. There's not even a modifier. Every metatype simply has a starting and maximum value. How do you "add" those? It sounds obvious, but it's not.

QUOTE (The Happy Anarchist)
Frank tried to say, this is how it works, this is what it says.


I did? When did I do that?

I presented a house ruled Human Ghoul derived from the Ghoul in the basic book. Then I said that there wasn't anything to base any other ghoul on and that I personally didn't think it was worth the effort. And then I pointed out that there was ample fluff to support non-human Ghouls being non-sapient, so simply not converting them as playable was entirely workable within canon fluff.

There is not yet any canon PC Ghoul generation system. There won't be until at least Running Wild. And I didn't say anything other than that.

Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion. If you don't like mine, have fun with that.

-Frank
Liper
Frank, you own. To be frank.
Azralon
I rather like Eyeless' technique in another thread to preface certain passages with tags like "Rules:" and "Supposition:". Kinda like...

RAW: "Elves get +2 to Charisma."

Guesswork: "Because elves are more socially appealing, they must naturally smell pretty. Maybe it's all of the dandelions they eat."

Suggestion: "Charisma should be used more as force of personality than comeliness. Darth Vader had a charismatic presence but he was freaky lookin', and some joytoys might be nothing but uninteresting lumps of high-maintenence flesh. Hey, maybe we can split Charisma into Psyche and Appeal."

So, my sympathies to Frank for offering guesswork and suggestions and having people view them as misreported RAW.
Eyeless Blond
Yeah, but I'm only doing that because some very vocal people seem to have a hard time differentiating between restating canon rules and making suggestions. I really don't think it should be necessary. Is it really that hard to tell the difference between providing canon references for a rule, suppositions about that rule, and suggestions for improvements beyond the scope of the rules? I don't generally consider myself to be particularly bright for being able to tell the difference, but maybe I'm smarter than I give myself credit for.
Squinky
I posted my tidbit mostly because of the statement made by Frank: "Oh no you didn't" Which to me meant: "How dare you question the mighty rules-lawyer Frank!"

I am not incapable of understanding when people turn to suggestion and houserule. Frank does this sometimes, but most of the time he bursts in with just over the top rules, telling you that you are in fact interpreting the rules incorrectly. I felt a need to comment on this.
Azralon
In (probably) everyone's defense, the holes in SR basically force us to make inductive and deductive interpretations. That is to say, there's a lot of necessary guesswork going on mixed in with canonical facts (which themselves can be contradictory). That's why I liked the idea of trying to label which was which when possible.

But yeah, my head shakes and eyes roll when someone defends (or attacks) guesswork and suggestions with religious fervor. No argument from me there.
TheHappyAnarchist
QUOTE (FrankTrollman)
QUOTE (The Happy Anarchist)
Frank tried to say, this is how it works, this is what it says.


I did? When did I do that?
*SNIP*
Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion. If you don't like mine, have fun with that.

-Frank

QUOTE (FrankTrollman)
So no. By the rules a Troll Ghoul isn't Sapient. There's nothing in 4th edition to say that Trolls who become Ghouls retain Sapience, so we go by fluff. And by fluff, Trolls retaining Sapience while becoming Troll Ghouls is very unlikely.


So, actually, yes, you did say that.
By the most recent rules given that would allow you to make a Troll Ghoul it is very likely that they cease to be sapient. Only a super genius troll can do it, and even then they will become much less intelligent and even uglier. It is still within the realms of possibility however. The bolded part is where you stepped over the line. The rest is true, but that one part in bold is where you say this is the rules and this is how it is.
Apathy
QUOTE (FrankTrollman)
Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion.

Love that quote. Mind if I use it in my sig?
blakkie
QUOTE (Eyeless Blond)
QUOTE (blakkie @ Dec 1 2005, 04:43 PM)
Anyway, for ghoul PCs if you treat it as chronic condition with augmentation to the attributes instead changing the base it fixes up that issue.  It becomes like an ongoing spell.

You spend so much time critisizing Frank for making up rules that have no canon basis, then you turn around and say something like this. Pot, meet kettle. sarcastic.gif

You need it to be pointed out that PC ghouls are not currently SR4 canon? wobble.gif

Or you mean to say that making something an augmentation modifiers to Attributes are not canon? rotfl.gif In SR3 ghouls some of the stat modifications altered the natural maximums, some did not (the random tranformation damage to Cha and Int, and augmentation to Will didn't; the +2 Body, +1 Str, -1 Cha, -1 Int did). So there is some precidence there.

But just augmenting Attributes in SR4 is canon. It is even used in persistant conditions, such as with Adept Powers.
blakkie
QUOTE (FrankTrollman @ Dec 1 2005, 09:16 PM)
Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion. If you don't like mine, have fun with that.

The problem comes when you drone on repeatedly with the batshit innane bullshit.

Now if perhaps you said something like:

If Troll Cha/Log is lowered by the transformation as much as it appears that Human Cha/Log was in the stats (assuming they based it off straight 3's), many Troll ghouls will have Cha(0) and Logic (0). By SRComp descriptions they would become "insane mindless beasts". In the closest SR4 rules they stand around confused. That doesn't jive with the Sapience power, and should effectively negate it.

Hey, no problem. That's fairly sound guesswork. However you then proceed to make the bizarre illogical leap, as per your modus operandi, that all Trolls Ghouls should be stripped of Sapience. Unfortunately that ignores page 285:

QUOTE
A gamemaster may choose to alter attributes up or down,
to refl ect individual critters that are stronger or weaker than
the norm for their species (for example, alpha males or runts).
Attributes may be adjusted up to three points in either direction.
No attribute may be reduced below zero.


It certainly ignores the nature of PC metahumans, who tend to be the exceptional (because that's what 'runners usually are, the job attracts the exceptional and culls the non-exceptional).

---

QUOTE (Franktroll)
Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion.


I'm not treating you as an authority. I'm treating you as someone that threatens to spread a mental plague of disinformation. Must....cleanse....plague. Fire....cleanses! nyahnyah.gif

QUOTE (Azralon)
But yeah, my head shakes and eyes roll when someone defends (or attacks) guesswork and suggestions with religious fervor.


His "guesswork" and interesting takes on extentions i pretty much leave alone (or occasionally agree with and/or endorse). However i do not leave alone the El Camino, with fire spitting from the exhaust pipes, roaring through a children's playground, grimy faux foxtail fluttering from a broken rear view mirror, and empty Pabst:Blue Label cans being periodically chucked out over the back. nyahnyah.gif
Azralon
QUOTE (blakkie)
However i do not leave alone the El Camino, with fire spitting from the exhaust pipes, roaring through a children's playground, grimy faux foxtail fluttering from a broken rear view mirror, and empty Pabst:Blue Label cans being periodically chucked out over the back. nyahnyah.gif

...
FrankTrollman
QUOTE (Apathy)
QUOTE (FrankTrollman @ Dec 1 2005, 10:16 PM)
Stop treating me as if I was some sort of authority on things, I'm not. I'm just an asshole with an opinion.

Love that quote. Mind if I use it in my sig?

Go for it.

QUOTE (THA)
So, actually, yes, you did say that.


You're right. Someone told me that by the rules, my suggestion was "incorrect". And then I pointed out that the rules didn't address my suggestion at all, which is why I made it in the first place.

Holy shit, I am such a domineering asshole, I don't know how you guys put up with it.

:rolleyes:

-Frank
blakkie
QUOTE (FrankTrollman @ Dec 2 2005, 01:10 PM)
Holy shit, I am such a domineering asshole, I don't know how you guys put up with it.

Domineering? No, just is you fix into your mind a patently illogical statement.....and then repeatedly spew it across the board in multiple threads as indisputable fact.

If you just made a mistake, hey, no biggie. Welcome to the club! It's your steadfast Thickie Schtick of clinging to the mistakes that is the issue.....which lookie, lookie we have another case of...

QUOTE
And then I pointed out that the rules didn't address my suggestion at all, which is why I made it in the first place.


How do we put up with it? Me, i don't.
FrankTrollman
OK... since apparently people are going to continue to be mad at me unless and until I write up some playable metahuman ghoul conversions, I guess I'll do just that. While the human ghoul conversion is pretty spot-on, the Metahuman ghoul conversion involves a lot of guesswork.

Human Ghoul (30 BP):

B: 5/10
A: 1/6
R: 3/8
S: 4/9
C: 1/4
I: 2/7
L: 1/5
W: 3/8
Edg: 1/6
Ess: 5
M: 1/5
Movement: 10/25

Powers:
Resistance (Disease), Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1)

Ghouls get the following Negative Qualities and gain no BPs for them:
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

Dwarf Ghoul (75 BP):

B: 6/11
A: 1/6
R: 2/7
S: 6/11
C: 1/4
I: 2/7
L: 1/5
W: 4/9
Edg: 1/5
Ess: 5
M: 1/5
Movement: 8/20

Powers:
Resistance (Disease +3 Dice, Poisons +2 Dice), Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1)

Ghouls get the following Negative Qualities and gain no BPs for them:
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

Elf Ghoul (70 BP):

B: 5/10
A: 2/7
R: 3/8
S: 4/9
C: 1/6
I: 2/7
L: 1/5
W: 3/8
Edg: 1/5
Ess: 5
M: 1/5
Movement: 10/25

Powers:
Resistance (Disease), Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1)

Ghouls get the following Negative Qualities and gain no BPs for them:
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

Ork Ghoul (70 BP):

B: 8/11
A: 1/6
R: 2/7
S: 6/11
C: 1/3
I: 2/7
L: 1/4
W: 3/8
Edg: 1/5
Ess: 5
M: 1/5
Movement: 10/25

Powers:
Resistance (Disease +3 Dice, Poisons +2 Dice), Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1)

Ghouls get the following Negative Qualities and gain no BPs for them:
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).


Troll Ghoul (90 BP):

B: 9/14
A: 1/5
R: 2/7
S: 8/13
C: 1/2
I: 1/6
L: 1/4
W: 3/8
Edg: 1/5
Ess: 5
M: 1/5
Movement: 15/35

Powers:
Resistance (Disease +3 Dice, Poisons +2 Dice), Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1), +1 Reach, 1/1 Armor, 1 Mystic Armor

Ghouls get the following Negative Qualities and gain no BPs for them:
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

---

Additional Suggested Rule: Characters should not be allowed to spend more than 15% of their BPs on Race. This means that while Ork Ghouls and Dwarf Ghouls are not particularly appropriate for 400 BP "street level" games, for a higher powered 500 BP game they can fit right in. Troll Ghouls even more so, and are not suggested for games with less than 600 starting BPs.

---

Suppositions: This conversion assumes that attribute modifiers add up like they did in SR3 (even though we know they don't) and then applies the modifiers like normal SR4 modifiers to the stats. That's a huge leap of faith, honestly. Further, since Human Ghouls don't have the human's Edge modifier, and Metahumans already don't have an Edge bonus, I am converting that as Metahuman Ghouls having an Edge penalty. Of course, it would be just as valid a hypothesis from that fact to wipe out all Metahuman racial modifiers before applying the Ghoul modifiers like in SR1, but this is more in line with what people wanted.

The rubric I am using is horribly simple: Elf Ghouls have a bonus to every physical characteristic, so I am arbitrarily charging them an extra 10 points for synergy with their metatype and Ghoulishness. Dwarfs, Orks, and Trolls all have Strength and Body bonuses that combine to form Voltron, so I am charging them 20 extra points for synergy between their metatype and Ghoulishness. Scientific? Heck no, but it seems to get numbers that work out OK.

Metahumans all have special vision. Ghouls have no vision. I am assuming for the time being that Blind trumps the ability to see Thermographic. Second generation ghouls can see, but this is a conversion of a first generation ghoul.

-Frank
TheHappyAnarchist
Nifty. I like that.
Squinky
Why does the ghoul Troll have mystic armor?
FrankTrollman
QUOTE (Squinky)
Why does the ghoul Troll have mystic armor?

Because it's dual natured. In previous editions, natural armor counted on both the physical and astral plane for dual-natured critters. In SR4 it doesn't seem to, dual natured critters simply have Armor (which is physical) and Mystic Armor (which is Astral). Troll Ghouls used to get both by default, so I'm giving them the SR4 nomenclature that means the ability they used to have.

As I said, the farther you get away from Human Ghouls, the more guess-work is involved.

-Frank
blakkie
QUOTE (FrankTrollman)
QUOTE (Squinky @ Dec 2 2005, 07:19 PM)
Why does the ghoul Troll have mystic armor?

Because it's dual natured. In previous editions, natural armor counted on both the physical and astral plane for dual-natured critters. In SR4 it doesn't seem to, dual natured critters simply have Armor (which is physical) and Mystic Armor (which is Astral). Troll Ghouls used to get both by default, so I'm giving them the SR4 nomenclature that means the ability they used to have.

...but only as the property of Trolls themselves, not as a special quality of Troll Ghouls? The rules apparently changed, or perhaps it was an oversight. What's the reference for that rule in SR3?
blakkie
QUOTE (FrankTrollman @ Dec 2 2005, 03:32 PM)
Suppositions: This conversion assumes that attribute modifiers add up like they did in SR3 (even though we know they don't) and then applies the modifiers like normal SR4 modifiers to the stats. That's a huge leap of faith, honestly.

That's why i'd be much more inclined to view the critter listing as more an NPC threat version, with the Darwinian culling of the weak already applied (although it's even more likely that it was just the product of a copy/paste from the SR3 BBB).

For a similar reason i'd likely ignore the Edge variaton from Human, and i'm not sure WTF "Magic 1" is even suppose to mean. Other critters have powers that use Magic, Ghouls do not.....unless they are made into Adept/Magicians, but i'm not sure of the point of a Magic 1 mage/adept?

So doing the conversion for a PC Ghoul, if you have the goal of it being playable (kinda the whole point i'd think), should probably track closer to SRComp. It would also be great to not have a large list of differing BPs and differenting stats, and not have to worry about finding a 600BP game to run in. That's where a well designed tranformation mechanic can help a lot, with the added bonus of handling accidental infection during the course of normal game play.
TheHappyAnarchist
At this point I will have to disagree with Blakkie and go with Frank.

There needs to be different costs between the different metatypes becoming Ghouls. It helps some more than it helps others and it hurts some less than it hurts others.

This means there should be different costs associated.
blakkie
QUOTE (TheHappyAnarchist @ Dec 5 2005, 05:02 PM)
At this point I will have to disagree with Blakkie and go with Frank.

There needs to be different costs between the different metatypes becoming Ghouls.  It helps some more than it helps others and it hurts some less than it hurts others.

This means there should be different costs associated.

If you build then like Frank did sure the differences are a bit much. But do you actually charge different amounts for Magicians between metahuman types? Sure some character combinations mesh better, but if you keep the synergies at a minimun it works out. Here, i'll post an alternative (not sure about the BP cost yet, but i'll put a best guess in).
blakkie
Cost:
Ummmm, not sure because I haven't tried it out with some characters yet. Likely about 30BP, maybe only 25BP. What do you think?

Natural Attribute Modifiers
+1 Body
-1 Charisma

Attribute Augmentation Modifiers:
The melding of the physical with at astral has brought into being permanent ongoing magical effects, similar to the Adept Improved Physical Attribute power, upon the ghoul's body. However, unlike [the bizzaro RAW of] Improved Physical Attribute, this augmentation does NOT affect the purchase price of new points in the Attributes

+1 Body
+1 Strength
+1 Reaction
+1 Willpower
+1 Intuition
-1 Logic
-1 Charisma
-1 Essense (this in turn applies a -1 penalty to Magic or Resonance)

Qualities:
- Dual Natured (Constant, allows Assensing)
- Enhanced Senses (Hearing, Smell)
- Natural Weapon (Claws: DV ((Str/2)+1)P, AP 0)

- Allergy (Sunlight, Mild)
- Dietary Requirement (Metahuman Flesh)
- Reduced Senses (Blind)
- Sensitive System

The transformation causes the DNI to fail on any cyberware already installed, although the failure can be corrected with cybersurgery. This cybersurgery is a retuning of the DNI, and costs no extra Essense beyond the normal double Essense cost that was already imposed during the transformation by gaining the Sensitive System Quality. Bioware implanted prior to "ghoulification" is transformed and/or absorbed into the body becoming either non-functional or returning to the 'normal' functioning of the organ it repalced. Though there are rumours of experimental Krieger strain infected, vat grown Bioware, these are largely viewed as fanciful urban myths.

NOTE: I'm not entirely happy with how this handles bioware, given the difference between SR3 rules and SR4 rules regarding bioware. But this is a rough first pass. I also left out details about what happens if Cha or Log hit 0 in the transformation. In SRComp there was the option to either have the character lose it's mind (no longer playable) or subtract 2 points from another attribute for each point needed to avoid hittting 0. But i'm not entirely sold on leaving in the latter. I also left out the innane random "stage 3" crap. wobble.gif Random Character Generation is so bell-bottoms and ruffle shirt.
TheHappyAnarchist
I would probably up to 35 or 40, just because it does increase a bit, and while the flaws are severe, they are less severe to shadowrunners. Well, unless you are supposed to be the face of the group.

As a note, there is a synergy here. With SR4 going in to increase the capability of nonaugmented characters, the -1 Essence and sensitive system would help towards focusing ghouls on that route.

On the other hand, the stats from the book do imply a -1 Edge modifier, which I think is perfectly reasonable.
blakkie
QUOTE (TheHappyAnarchist @ Dec 5 2005, 06:15 PM)
As a note, there is a synergy here.  With SR4 going in to increase the capability of nonaugmented characters, the -1 Essence and sensitive system would help towards focusing ghouls on that route.

Nonaugmented/nonawakened characters still get their hoops kicked in the end, so that "synergy" at best could just break you even. Plus IMO any synergy to that route gets wacked by the loss of the chance to take Sensitive System, one of the few big BP negative Qualities that you can still easily plan around.

EDIT:
QUOTE
On the other hand, the stats from the book do imply a -1 Edge modifier, which I think is perfectly reasonable.


But it is just as "reasonable" to think that it's just lower because whoever made out the block forgot about the +1 Edge for humans, or just cuz. In SR3 speak Edge stuff was roughly related to Karma Pool, and Ghouls didn't have that messed with at all. If you try to follow the "3" rule to hard you end up with things like -1 Magic (on top of the -1 Essense) and so on.
FrankTrollman
QUOTE
...but only as the property of Trolls themselves, not as a special quality of Troll Ghouls? The rules apparently changed, or perhaps it was an oversight. What's the reference for that rule in SR3?


In SR3 and earlier editions, a dual creature used its normal armor except when it astrally projected, in which case it got to use only its Astral Armor. In SR4, a dual creature uses the Armor power against physical attacks and the Mystic Armor power against astral attacks.

The Troll's "natural armor" is not the "Armor" critter power, and keeps the old natural armor wording even though that power no longer exists. Similarly, the Adept Power "Mystic Armor" actually counts as both Armor and Mystic Armor.

So it seems like a Troll is left with wording on its special ability that would translate to being a point of Armor and a point of Mystic Armor if it was written as a dual natured critter instead.

-Frank
blakkie
QUOTE (FrankTrollman @ Dec 6 2005, 12:54 AM)
QUOTE
...but only as the property of Trolls themselves, not as a special quality of Troll Ghouls? The rules apparently changed, or perhaps it was an oversight. What's the reference for that rule in SR3?


In SR3 and earlier editions, a dual creature used its normal armor except when it astrally projected, in which case it got to use only its Astral Armor. In SR4, a dual creature uses the Armor power against physical attacks and the Mystic Armor power against astral attacks.

The Troll's "natural armor" is not the "Armor" critter power, and keeps the old natural armor wording even though that power no longer exists. Similarly, the Adept Power "Mystic Armor" actually counts as both Armor and Mystic Armor.

So it seems like a Troll is left with wording on its special ability that would translate to being a point of Armor and a point of Mystic Armor if it was written as a dual natured critter instead.

- The Ghoul Trolls wouldn't have needed that in their entry (if they had ever been written up), if that was the SR3 rule (still could use a reference for that ruling, i don't recall where it was), so the assumption is still being made contingent on Trolls skin giving protection astrally when dual natured.

- Naga, the only SR4 critter so far that has Dual Natured and Armor (they had natural armor in SR3) does NOT get Mystic Armor. So the assumption that the powers Mystic Armor and Armor are linked in SR4 critters like you are using them seems incorrect.

- Mystic Armor would give the Troll Ghoul something that they didn't have in SR3, extra protection while Projecting.

P.S. SR4 Mystic Armor is SR3 Astral Armor, with the line about needing to be Projecting for it to work removed....to, i guess, adjust for the rules change regarding dual natured?
phasmaphobic
Time for some Thread Necromancy!

I've been toying with the option of inserting a character into a new game: a Rastafarian Ghoul Bat Shaman who hunts down and feeds on rich, ahem, "Babylonians" in Seattle.

I've got the Bat totem easily converted.

Has anyone tooled out an effective conversion for using Ghouls as Player Characters? As in, BP costs and stat adjustments?
Aaron
It's probably been done, but for the hell of it, I'll take a stab. I'm basing this stuff on the Ghoul entry on page 292 of the BBB, and reverse-engineering the Metatype Attribute Table on page 73.

BP: 115 (!)
Metatype: Ghoul
BOD: 5/10(15)
AGI: 1/6(9)
REA: 3/8(12)
STR: 4/9(13)
CHA: 1/4(6)
INT: 2/7(10)
LOG: 1/5(7)
WIL: 3/8(12)
INI: 5/15(23)
Abilities: Dual Natured, Magic Rating 1 (no implicit Magician, Adept, or Mystic Adept), Improved Hearing, Olifactory Boost, Claws (DV: STR/2+1, AP: 0), Allergy (Sunlight, Mild), Dietary Requirement (Metahuman Flesh), Blind
Grinder
I would lower WIL by one and raise INT by one. And no longer Infection Ability (or however it was called)? How will new Ghouls be created then?
NightHaunter
Incidentally.
I've statted: Metavarients, Ghouls, and Shapeshifters.
If someone wants to Host them Just Mail me or PM me and I'll send you the word file.
FrankTrollman
QUOTE
It's probably been done, but for the hell of it, I'll take a stab. I'm basing this stuff on the Ghoul entry on page 292 of the BBB, and reverse-engineering the Metatype Attribute Table on page 73.

BP: 115 (!)


What? Ability modifiers and special critter powers don't have BP values. You can't reverse engineer the metatypes table because it doesn't follow a formula. It's just a list of arbitrary "that looks good" numbers. There's no system, and even if there was the Ghoul has access to a lot powers and drawbacks that have no equivalences in any other race.

So just announcing some BP total is a complete waste of our time. You can't do that, it's literally a completely nonsensical piece of crazy-talk to even try. Earlier in this thread I gave an argument for making a Human Ghoul cost 30 BP. It's completely open to interpretation, and it could go a lot higher or lower than that with ease. But I at least gave some justification.

Simply announcing some other number with no supporting documentation - that's just pointless posturing.

-Frank
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