QUOTE (Neraph @ Aug 13 2010, 04:27 PM)
There is no grey area. It explicitly only grants you the critter's Physical Attributes and Powers. Initiative Passes are Special Attributes, not Physical Attributes or Powers. You are working outside of the rules and now you are refusing to actually understand basic mechanics of the game.
Page 60 and 61 of SR4 cover Physical Attributes, where Strength, Body, Agility, and Reaction are listed. Page 61 and 62 of SR4 cover Special Attributes, where Resonance, Magic, Edge, Essence, Inititiative, and Initiative Passes are listed. Page 286 SR4 covers Powers. Powers are like Armor, Natural Weapon, and Enhanced Senses. Physical Attributes are Strength, Body, Reaction, and Agility. Initiative and Initiative Passes are explicitly Special Attributes and as such are not conferred by the casting of Shapechange/(Critter Form).
Right as you seem to feel the need for this to be personal lets lay this down
Att ributes
There are thirteen attributes in Shadowrun, though each character has
just eleven or sometimes twelve. There are four Physical attributes, four
Mental attributes, and five Special attributes. Out of the five Special attributes,
most characters will have three while some (magicians, adepts,
mystic adepts, and technomancers) will have four, but none can have
all five.
Attributes are typically used to complement skills when making
tests, though some tests are made with only an attribute or pair of attributes
(see Using Attributes, p. 138).
A character’s attributes—Agility, Body, Reaction, Strength,
Charisma, Intuition, Logic, and Willpower—represent the raw material
that makes up every person: her body and mind, what the character
has done with both, and what’s inside the person that makes her
unique. Because attributes can be improved during the course of a character’s
life, they represent something more than genetics.
The thirteen listed in order in SR4A page 67 are
1) Agility
2) Body
3) Reaction
4) Strength
5) Charisma
6) Intuition
7) Logic
Willpower
9) Edge
10)Essance
11) Initiative
12) Magic
13) Resonance
Initiative passes is not listed as any form of attribute.
Now before you go off on one the part of the Initiative listing says this
A derived attribute, Initiative is the sum of Reaction and Intuition,
plus any additional dice from implanted or magical reflex enhancers.
As it sounds, Initiative is used to make Initiative Tests (p. 144), which
determine the character’s Initiative Score for a Combat Turn. Any enhancements
to Reaction and Intuition also affect Initiative.
Some implants and magic may give a character extra actions to
take in each Combat Turn. These are noted as extra Initiative Passes
on the character’s record sheet. The maximum number of Initiative
Passes a character can have is 5, but most character types can only ever
achieve 4.
But as I said this does not list it as a attribute if it was the list would be 14 not 13.
This is why I have stated it is a grey area as it is not attribute in the RAW rules nor is it a power.
I look forward to you retracting your statement of IP's being attributes and your personal attack on my level of understanding.