QUOTE (Stahlseele @ Apr 12 2014, 10:41 AM)
T'skrang is easy with the changeling stuff, isn't it?
You'd think it would be, yeah? Except that pretty much everything available gets you "close", rather than entirely accurate.
WARNING! VERY LONG POST! PROCEED WITH CAUTION AND PATIENCE! YOU MIGHT WANT A DRINK, OR A SANDWICH OR SOMETHING!-------
T'skrang are aquatic reptilians. Okay, seems easy enough. Then they need Gills, Tails, Snouts, and Scales at a minimum.
So gills are easy, right? Metagenetic Gills work just like the Gill bio-implant from Augmentation, so there ya go, now you can breathe water and air alike. Except that according to Earthdawn, although T'skrang do possess gills and can breathe both air and water, they can't stay underwater indefinitely - they're limited to ten minutes (like a certain Mighty Pirate, coincidentally) before needing to surface. Every option for Gills in SR is an all or nothing affair, meaning you have to compromise
somewhere.
If you take the full gills, you're inaccurate because you can breathe forever. If you don't take gills, you're inaccurate because you lack gills and you can't stay under for ten minutes.
If you try to substitute in the rules for the Extended Volume bioware, you can get
close to the proper functionality, but EV normally caps out at Rating 3, which gives "the average person" just over 3 minutes of air, which falls well short of the canonical 10 minutes. You could extrapolate out a Rating 11 or Rating 12 version, which would give you just about 10 minutes of air, but that's a big jump in Rating, and at that point the secondary effects of the EV (which you shouldn't even have in the first place) become completely absurd and make you essentially immune to Fatigue. Furthermore, any substitution or modulation of rules beyond their normal parameters isn't strictly "legal" and depends entirely on GM interpretation and allowance.
"Why not just take the gills and breathe forever?", some are likely wondering. Well, that's the best and easiest option - but it doesn't change the fact that it is an inaccurate approximation. Like I said, I can get
close to what I want, but never quite there.
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Okay, how about Tails? Should be simple, yeah? They've got four different tail options for Changelings, after all.
The Balance Tail gives you bonuses to balancing, the Paddle Tail gives you bonuses to swimming, the Prehensile Tail is an upgraded Balance Tail that also let's you use the tail as an arm of sorts, and the Thagomizer allows you to make attacks with the tail.
Problem. T'skrang tails are described as having
all of these benefits. They help them to balance, they help them to swim, they operate both reflexively
and are under conscious control to act like arms when wanted, and they are routinely used for attacking.
Subsequent problem. Changelings can't choose all of these options together.
Now, the Thagomizer is listed as being a Prehensile Tail but with the extra ability to attack, and the Prehensile Tail is listed as being a Balance Tail but with the ability to be used as an arm, so a large part of the problem is in fact mitigated because you can take a Thagomizer and get all the effects of the other two tail types in one package. (Although the price listing is
clearly wrong for the Thagomizer - it should logically be more expensive than the Prehensile Tail, since it gets all the benefits of one plus the ability to attack, meaning it should be 15 BP rather than 10.)
Unfortunately, the Paddle Tail is listed in a vacuum of sorts, with no rules on how or even if it can be combined with the other tail options. Its listing as an option under the larger Functional Tail positive quality implies mutual exclusivity of the various options - especially since instead of buying up your tail's attributes piecemeal by paying for the Balance bonus and then paying separately for the Prehensile bonus, you pay for them together in a single package and can't get the benefit of Prehensility alone without also getting the Balance benefit.
Now, a savvy GM might say "Okay, looking at the numbers, each different bonus costs 5 BP, so if you want all four benefits, just pay 20 BP." But now we've hit the problem of the solution being not strictly legal and hinging entirely upon GM interpretation and allowance.
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Now for the "snout". Logically, the closest equivalent would be a bird's beak - and wouldn't ya know it, Changelings can have beaks. Huzzah!
For a mere 5 BP, you get a 10% lifestyle reduction, and +1 die versus Ingested Toxins! Oh, and also you suffer
-3 to all Social Interaction not conducted over the Matrix for being a Freak. So.. uh... wait... why is is this a
Positive Quality, again? I guess you do technically get +2 to Intimidation tests, so that's... something?
Oh, and if you're feeling like throwing away even more BP while you're at it, you can get yourself a Raptor Beak, allowing you to use your hideous,
hideous beak like a pair of Hardliner Gloves on your face! Or you could just buy some Hardliner Gloves, but
why would anyone do that?
There
is technically an alternative. For the character of Simon Andrews - a season 4 Missions NPC who is a T'skrang in all but name - they opted to model his Snout using the Deformity
negative quality instead (presumably at the 5 BP level, although it isn't stated). This saves you 10 BP, but unfortunately you suffer double Freak modifiers (
-6 Dice for social? How do you
FUNCTION? You have to pump Charisma and Influence substantially just to roll
a single die! And that's before situational modifiers!). Fortunately that also doubles your Intimidation bonus to +4 dice, so again that's at least something.
Oh, and also "Depending upon whether the deformation affects sensory or motor functions", you also suffer -2 dice to your perception (or -1 die to all Physical Active Tests if you opt for the 25 BP version). So for some strange reason this particular negative quality has
a secondary optional malus tied to it? Who determines if it applies? The player? The GM? Why isn't this a separate entry, with a separate cost?
In the end, I'm not sure the 10 BP you save via this route is worth all the extra penalties. And of course, you also lose out on the 10% Lifestyle discount and the +1 to Ingested Toxins.
Ultimately, I just kind of sigh, shrug my shoulders, chalk these annoyances up to the price of doing business as a T'skrang, and move on.
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Finally, we have scales. Okay, no, I get the pattern now - this sounds simple, but it's going to be complicated isn't i...
Huh? Scales is just a simple -5 BP negative quality with no strings attached?
Seriously? It even accommodates for the broad range of colors that T'skrang can come in? Well damn! I guess you gotta luck out eventually, neh?
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So that's the basics. Changeling III with 30 points of Positives: +5 BP for gills (if you insist on the 10 minutes limitation, impose it personally I guess), +20 BP for a full-package tail (not strictly legal), and +5 BP for a "Beak".
As for Negatives, we've got -5 BP for the scales, now we need another -10 BP worth, chosen however you want. Unfortunately, the choices available for Negative metagenetic qualities are pretty badly limited, and tend to have either cripplingly bad effects or to be horribly expensive, or both. And that's when they aren't outright Incompatible with other qualities.
I'd probably go with Unusual Hair (Scales alone doesn't mean you're completely hairless, after all - and it also doesn't model a T'skrang's head ridge) and Extravagent Eyes, personally. (Of course many GMs hate Extravagent eyes because legally it doesn't have any negative mechanic tied to it, so once again we're back to hinging upon GM interpretation and allowance.)
Speaking of eyes, since T'skrang are aquatic they really should have Underwater Vision for another +5 BP. Except now we're over the 30 BP Changeling III positive limit, and we can't really exchange anything out. The only option is to forgo the Beak in favor of the Deformity route, giving you 5 BP back for Underwater Vision and eatting up -5P of your unspent Negative points, taking up the slot of Extravagent Eyes.
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~ End Recipe ~Gills +5
Tail +20
Underwater Vision + 5
Deformity -5
Scales -5
Unusual Hair -5
Charisma + Influence of at least 7 to have even a single die on Social tests (although I suppose you could just rely on Matrix communications?). And at least you get +4 Intimidation?
This kind of encourages min/maxing, because at this point you might as well just pump your Charisma and Intimidation really high and grab a rank or two of your other actual Social skills for when you want to talk over the Matrix. It kind of means that every face-to-face human interaction you have you're going to be trying to terrify people into doing what you want, but at least you can
function that way.
Of course, this assumes GM cooperation on at least two major points. The first is the compound bonuses for the tail, the second is that the GM might try to saddle you with -2 to your Perception Tests because of the wording of Deformity (despite the fact that a T'skrang snout is not the same thing as a “Picasso” face
(that's the book's name for it, not mine!) and shouldn't realistically affect your sensory functions).
And I guess the swimming bonus of the Paddle Tail can be acquired via another route, by taking the non-metagenetic Water Sprite positive quality, but then you're switching out the secondary effects, exchanging the +50% swim speed bonus of the tail for +100% time before Fatigue onset while swimming and diving. It also precludes the combination of the two effects, which would be rather nice for a T'skrang both mechanically and lore-wise. So you can overcome the special Tail allowance problem, but at the cost of sacrificing other options, which sucks.
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So now all we need to do is
argue with people over how to interpret the rules for the usage of the Thagomizer function of the tail - particularly if splitting your dice pool to make multiple attacks with multiple limbs! (You now effectively have
3 limbs, and the rules don't handle odd numbers of limbs gracefully!)
~Umi