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limejello10512
okay I have a problem with some shape shifter stats now I've converted them completely from sr 3 to sr4 save one detail: in animal form they (well most of them) get +1d6 what does that mean in sr4 is that like...1 extra IP or +1 init or what???

otherwise here are the stats

Race cost: 100
Max resources: 5000 nuyen
1 set of physical attributes per form- assign points separately

Int + Log x 2 knowledge skills free
Link skills/powers to human attributes
Native language is animal form

Essence is 8
Magic is 6 if magical qualities selected.

Advance physical attributes separately per form.
Use separate form limits

Attribute affecting powers apply only to human attributes

B A R S C I L W
H 2/7(10) 1/6(9) 1/6(9) 2/7(10) 2/7(10) 1/6(9) 1/6(9) 1/6(9) 35 running
Wolf 3/8(12) 2/7(10) 2/7(10) 2/7(10) 40 running +1p unarmed damage

B A R S C I L W
H 1/6(9) 1/6(9) 1/6(9) 1/6(9) 3/8(12) 2/6(10) 2/7(10) 2/7(10) 35 running
Fox 1/6(9) 2/7(10) 2/6(9) 1/6(9) 40 running p unarmed damage

Dual natured: Can interact with the astral plane like someone using astral perception

Animal form: may switch forms as a complex action. Adept powers are usable only in human form and magic in animal form is restricted to magic that said form can use (nothing spoken etc).

Regeneration: make a magic + body test each hit regenerates one point of damage. brain/spinal, magical damage may not be regenerated. Damage is not healed in the presence of an allergen. Does not die until the healing roll is made.

Severe Silver allergy: 1p damage for every minute of contact,-4 all skill rolls in the presence of silver, +4 damage from silver weapons, if reduced to 0 wounds by silver the character must roll 3+ or die immediately. (foxes have severe gold allergy instead)

Cyber ware rejection: any cybernetic implants are immediately expelled from the shifters body.
FrankTrollman
Much of the rules in the 3rd edition companion aren't good and dragging them into 4th edition would be equally bad.

---

Wherever possible, use actual 4th edition mechanics and not the bastard unique mechanics that the player character shapeshifters of third edition were forced to use.

So for example:
    In 4th edition they don't have "a magic of 6" when they awaken. they are dual natured, they have a Magic of 1 or more all the time. Their natural maximum is 8, which is pretty awesome, but it's still 1/8 and not 3/8.

    In 3rd edition, animals had totally stupid absurd stats, meaning that shapeshifter animal forms were supposed to have over-the-top crazy stats. In 4th edition, animals have reasonable attributes, so you don't have or want to make stupid huge animal stats for the animal forms.

    The thing where you purchased attributes separately for your human and animal forms was retarded, don't do it.
-Frank
limejello10512
well it's supposed to be a limiting device. And these are the actual shadowrun rules translated I just need to know weather 1d6 init is equivilent to another init pass or just an init bonus.
Prime Mover
Have to agree with Frank, Critters do no convert from 3rd well. The ton of critters were still waiting on stats for I'm assuming will get a serious overhaul including the much anticipated shape shifters. Too bad there a ways away yet on schedule.
hyzmarca
+1IP, going by other initiative enhancers.

Remember, stats are 90% more expensive in SR4 than they were in SR3 under the BP system.

Adding 4 more stats makes it 187.5% more expensive.

As a limiting device, it sucks horribly. It costs 240 BP to have 3s across the board. Add to that the 100 BP initial cost and you have spent 340BP on a pitifully average character with the Regeneration Power, the equivalent of a [Critter] Form knack, and no skills. If you choose to be a Full Magician, this leave you with 45 BPs to spend on both the Magic Stat and skills. So you get Magic 3 and Spellcasting 3, being a pitifully average spellcaster with no counterspelling and you must take a negative quality if you want to buy any spells.

Also, SR4 regeneration is hugely nerfed. In SR3, regeneration was absurdly powerful, allowing one to reliably tank all day long. It was like that Wolverine comic where all of his skin and internal organs were vaporized and he regenerated from just his brain in a matter of seconds.
Compared to that, SR4 regen just sucks. With all of its limitations, it can't be used to tank. It is, really, just supplemental healing. The same thing can be accomplished by spending an action to perform first aid or quaff a healing potion.
limejello10512
alright thanks hyz

however this is not a critter it's a runner race selected from the runner companion book 3rd ed.

(and it coverted very nicely except for the init part)

however it's not my limiting device it's Fasa's and when everyone else is bitching about shifters being too powerful I'd have to say it works well. The simple solution to that is don't have 3 across the board...what kind of runner has 3 across the board anyway?

I have a player that's been playing a werewolf 4th ed by these rules and we've been having a blast. His regen ability makes him lots of fun to shoot. Bare in mind that you get an extra 5 free magic. Having two sets of stats, refusing cyberware and being hurt by silver is a fair trade for being virtually invincible and getting free magic.

also on a lesser note there is the shapeshifting (ability which as an adept he raerly uses) vs the limited knowledge points.
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