Who said running the shadows was easy? Dodging bullets, swords, spirits, and spells just to name a few. Elves, Dwarves, Trolls, even the occasional Dragon can make any Shadowrun go bad. |
| | A Time For Secrets OOC | |
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+4Darkon Kouryuu.LV Gala Kesslan 8 posters | |
Author | Message |
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Ghostmaker Corprate CEO
Number of posts : 3114 Age : 46 Location : Westchester New York Registration date : 2009-05-13
Character sheet Character Name: ix Sama Race: Elf Sex: Male
| Subject: Re: A Time For Secrets OOC Sat Jun 30, 2012 6:19 am | |
| My next post on this site will be LT's im sorry so long still trying to wrap my head around whats going on im driving now right last i checked i rolled initiative and was waiting to get in the truck... the Truck is a troll sized (paid for this) SUV So the two ladies can fit in the big old plushy seat on the passengers side or the back with the light machein gun ill be incontact soon later gotta go work i know i know even god rested on the seventh day apparantly i do not get the same consideration later | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Sat Jun 30, 2012 9:26 am | |
| Annnnnd this is why I so rarely use hand grenades. | |
| | | Starcraft Runner
Number of posts : 225 Age : 36 Registration date : 2011-08-21
Character sheet Character Name: Alexia Mooie Vos Race: Fox Shapeshifter Sex: Female
| Subject: Re: A Time For Secrets OOC Sun Jul 01, 2012 10:37 pm | |
| Letting yall know im still around. Just trying to figure out where's an appropriate time to pose in (along with fighting against RL time restraints) | |
| | | Ghostmaker Corprate CEO
Number of posts : 3114 Age : 46 Location : Westchester New York Registration date : 2009-05-13
Character sheet Character Name: ix Sama Race: Elf Sex: Male
| Subject: Re: A Time For Secrets OOC Mon Jul 02, 2012 3:36 am | |
| Sorry no computer access all weekend im so depressed about these events stopping me from posting its very sad BUT LT will be in action soon or at least ill post something cerebrel in nature gotta work now lata | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Mon Jul 02, 2012 2:28 pm | |
| @Seij/Jagger - You're up. Two Grenades have gone off in quick succession (quite obvious). You'll have to roll Perc. to see where Kesslan ended up - he's stopped running for now, but my guess is that you don't want to run in to him... - On that: I suggest rolling with the penalty at first; re-roll if your result is too low to be useful. Obviously post any/all rolls. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Tue Jul 03, 2012 12:08 pm | |
| Ahh, yes, I remember that... I was forgetting the trauma of your previous roll... It's natural to forget trauma, you know? | |
| | | Darkon Fixer
Number of posts : 1351 Age : 44 Location : Near Cologne Registration date : 2010-09-23
Character sheet Character Name: Race: Sex:
| Subject: Re: A Time For Secrets OOC Tue Jul 03, 2012 12:55 pm | |
| Trauma? Which Trauma? I better do my ini roll before holding everyone up. ... What was I saying? | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Wed Jul 04, 2012 5:55 pm | |
| It's hard figuring out how to properly justify that penalty in some cases game world wise but I think I managed to find a reasonable enough explanation. I hope. Need feedback on the perception tests though before I know what to do. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Thu Jul 05, 2012 5:20 am | |
| You are the one, huh? Well, with a result like that, I'll allow your description... One problem: In order to add Dodge to your test, you'd have to "take Full Defense as an interrupt action"; which would sacrifice your current action. It's a great roll - let me know what you're going to do with that. - "Dodge Rules, SR4A 160":
Full Dodge: Character on full defense may add their Dodge skill to their dice pool when defending against incoming attacks. So a character on full defense against a ranged attack rolls Dodge + Reaction, whereas a character on full defense against a melee attack could roll Dodge + Dodge + Reaction, or melee combat skill + Dodge + Reaction. Full dodge may be used against both ranged and melee attacks.
- "Full Defense as Interrupt, SR4A 160":
FULL DEFENSE AS AN INTERRUPT ACTION A character may invoke full defense against an attack at any point in a Combat Turn, so long as the character is not surprised (see p. 165). This means a character does not necessarily need to declare a full defense and take a Complex Action in advance—he can instead declare a full defense when attacked, even if it is not yet his Action Phase in the turn. Going on full defense as an interrupt, however, uses up the character’s next available action.
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| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Thu Jul 05, 2012 10:18 am | |
| Oh yes, I'd forgotten about that. Might as well make use of it since I still don't have any targets as of yet. On that note I also used agility when I should have used reaction, thus shorting myself 1 die. Also I keep forgetting that one can use a gymnastics dodge instead which helps when on a budget for BP. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Thu Jul 05, 2012 12:40 pm | |
| Ok, in that case: you now have targets... In changing your focus from attacking to defense, you've manage to "catch hold of some details you may otherwise have missed - in the interest of self preservation". Or something like that.
- You've managed to get a location on the muzzle flashes. Alone, they are random details, and the targets/attackers/defenders (depending on perspective) clearly have training. - Your hearing, despite the ringing in your ears, gives you enough information, combined with what you're seeing to really put together a picture of the field.
There are 4 shooters. 2 using single-shot mode on Semi Automatics; and 2 using short-burst mode. They look like 8 shooters, because they're moving between their shots. It's very smart, difficult, and indicates highly trained opponents. Finally: they're using a crossing pattern, rather than "straight shooting", to maximize their suppression range - and they're syncronized, crossing to right angles with each other before reversing their pattern. Because you know this - you know when to duck. You are the one! | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Fri Jul 06, 2012 2:27 am | |
| @Jagger: You're up with Seij. Make sure to review my previous GM post; there's a lot of important stuff in there. Summary of required rolls: - Do you have sound suppression? If not, you'll need a Body+Willpower (2) test to not be additionally distracted by hearing damage... - If you stand up, you have to dodge (also remember: you dodge ranged attacks with reaction only unless you're full defense... then it's dodge+reaction). As before: I recommend using a perception roll with the penalty for being distracted first to find out from me what you can see/hear. | |
| | | Jagger Fixer
Number of posts : 1148 Age : 62 Registration date : 2008-12-22
| Subject: Re: A Time For Secrets OOC Sat Jul 07, 2012 9:01 am | |
| Ok, a 'shortie' after such a delay but some good rolls. And I didn't want to risk shooting back just yet as the muzzle flash, just as those firing from the treeline, would pinpoint Seij's position, and being out in the open he'd end up like swiss cheese PDQ. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Sun Jul 08, 2012 5:23 am | |
| @Ghostmaker: I need that dodge roll for the Truck. | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Tue Jul 10, 2012 2:36 pm | |
| Hey Gala, You don't need to spend an action to Go from "Full Defence' to not using Full Defence, or certainly I've never seen anything in the rules for it, nor do I now checking it. Full Defence is merely a Complex action that you use and can use as an interrupt. As I didn't use it as an interrupt and it used up my Complex action last pass I can simply not use Full Defence again. If I wanted to stay in Full Defence, I'd have to use the Complex action again.
As such I need to know what penalties I'd face trying to fire back as I assume the attackers are using partial cover. I also need to know the range as this action I'm not taking a simple to 'lock on' to a target. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Tue Jul 10, 2012 2:53 pm | |
| Yup, you're right. I just looked too.
As for targets: You actually have a target. Treat it as shooting at near full-cover (slightly less than blind fighting - since you know where to point). Alternatively, you could attempt to use Astral; keeping in mind that there's a penalty for physical actions while utilizing your Astral sight. To simply shoot at the muzzle-flash points: -3. To attempt to find them utilizing Astral: Perception - then if you find them: -2. Note: You may use Assensing instead of Perception if you wish - but Perception is sufficient. Also, you may take the simple action to Percieve in detail, or you may make the test with the "distracted" penalty first. | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Tue Jul 10, 2012 3:28 pm | |
| The Perceiving Astral penalty doesn't apply to Dual Natured creatures. Most likely because unlike everyone else Dual Natured being's cant stop being dual natured and thus suffer potentially deadly risks when up against astral barriers, FAB and other threats. That's why I'm wondering what the penalty is from cover specifically. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 4:00 am | |
| Yes it still applies. In my house-rule, the penalty is not removed provided that is the primary sense you are utilizing while performing that action. The thing that does not apply is the simple-action to switch between senses. Since I've ruled that shifters and other naturally dual-natured simply have Astral Perception always on, then you don't have to "switch" you merely have to choose to notice. That said: have you ever tried to follow a sound, even with your eyes open, but in deep concentration following that sound? You are most definitely subject to stumbling etc. while moving toward it. Or if you're trying to find the source of a scent in the kitchen, and bump your head on an open cupboard? Anyway, my point is merely that intentionally utilizing one specific sense as a primary sense for a time, other than vision, for us visual-based animals (metahumans, shifters) is difficult. And that's the basis for the negative.
So: to shoot someone by targeting their Astral Aura will cost a -2 penalty. And again: "switching" between Astral and physical worlds for you shifters is "at will" - not even a free action, it's simply as you choose. The only limitation is that you have to announce it, and make specific actions in one or the other.
You don't know what their cover is. | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 7:45 am | |
| Ok well this was be first time you made any mention of house ruling the astral penalty for shifters as it does not apply per book (the entry for dual natured creatures specifically states the penalty does not apply) and was never a factor before. So in other words regardless of what sense im using I'm at -2 to -4 for vision and another -2 due to sound? I also need to know what the range is to account for range penalties. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 8:25 am | |
| It's not a house rule that all characters have a penalty to physical actions while actively percieving in the Astral. There is no exception for Shifters either. The house rule of mine is the following: Shifters do not have to use a simple action to activate their astral sight. It is automatic/at will - and only needs to be announced (not even a free action). Furthermore, highly obvious things in the Astral would be "noticed" automatically (similar to an Elf's ability in DND to find hidden doors) without even having to ask for an Astral Perception test. The example I used when describing this is: A Shifter, having been always dual natured, has to be attuned to magic enough to be able to avoid astral barriers, or obviously powerful spirits. This is a house rule of mine, and has been in effect for as long as I've been GMing. It does not extend to physical actions while using Astral sight as a primary sense. So while using Astral Sight as a primary sight tool, shifters are not exempt from the -2 physical actions rule (as per the book). I've copied the applicable sections below, for reference. In neither SR4A nor Runners Companion is there any mention that Shifters are exempt from that rule; nor have I house-ruled it as such. I think this is the first time we've had this discussion, because this is the first time this has come up... So, with the sound-issue: You'll have a -2-2 if you're utilizing Astral, or a -2-3 if you're utilizing Physical (I stated in the previous post that you're not quite firing blind; so it's not the -4 in the book). - "Magic; Runner's Companion; P.87":
Magic Every shapeshifter begins the game with a Magic attribute of 1, which may be increased with BP or Karma as any other attribute to a maximum of 6 (+ initiate grade), as normal, and is used for any tests involving its innate powers. If a shapeshifter’s Magic attribute goes to 0, it reverts to its animal form and loses the use of all its powers except Sapience, Natural Weapons, and Enhanced Senses, if any. Shapeshifters are Awakened but they are not magicians. Shapeshifters are dual-natured beings in both forms, and, as such, they may learn Assensing and Astral Combat, but otherwise they cannot learn or use Magic Skills, astrally project, initiate, or bond foci unless they take an appropriate quality such as Adept, Astral Sight, Magician, or Mystic Adept. Most shapeshifters follow magical traditions similar to metahumans in their native area or according to their upbringing. It is very rare for shapeshi ers to possess a mentor spirit different than their animal type. Spirits of Man summoned by shapeshifters tend to resemble members of their own species. A shapeshifter’s aura always reveals its true form—that of an animal, not a metahuman. Shapeshifter magicians may use Masking to conceal their true auras. Adept powers function no matter what form the character is in.
- "Astral Perception; SR4A P.191":
ASTRAL PERCEPTION Many Awakened characters can perceive the astral plane from the physical world. This ability is called astral perception. It is the primary sense used in the astral plane; it shows auras, allowing magicians to examine living creatures in the physical world as well as creatures who live on the astral plane. Astral Perception is availableto characters who take the Magician quality during character generation (p.91), or to adepts and mystic adepts who buy the Astral Perception power (p.195). It takes a Simple Action to shift one’s perception from the astral to the physical, and another to shift it back again (it is not possible to see both at the same time, though almost everything in physical space is reflected on the astral, albeit without detail). A character using astral perception is considered dual-natured, active on both the physical and astral planes simultaneously. While astral perception allows an Awakened character to sense the astral plane, actually interpreting what is sensed takes practice. Interpreting auras to gain information about the person or thing to whom they belong is called Assensing. A magician who wishes to learn more about an aura must make an Assensing + Intuition test, with the number of hits determining how much the magician learns, as outlined on the Assensing Table (at right). Without attempting to read an aura, a magician can still get an impression of what type of aura it is (spell, spirit, living creature, etc.). Like physical perception, a character using astral perception should not need to make a test to see things that are immediately obvious (and since astral forms are bright and vibrant, this means that most astral forms are easily noticed). An actual test should only be called for when an astral being is speci cally trying to hide, or when a character is trying to astrally observe in detail; in both these situations, an Assensing Test is made. By assensing something’s aura, a magician can gain information. The auras of living beings show their general health, emotions, and magical nature (if any). Enchanted objects show their magical nature. Non-magical and non-living objects have only gray, lackluster shadows rather than auras, but pick up impressions from being in contact with living auras. Assensing can read any impressions left behind on an object. Spells cast upon an individual show up as a separate aura surrounding that person for the duration of the spell. Once a spell has been rendered permanent, the aura is no longer present. It is occasionally possible to see the traces that magic spells leave behind in a target’s aura; see Astral Signatures for more information. Whenever you have to perform a physical, non-magical task (shooting a gun, driving a car, and so forth) while astrally perceiving, you su er a –2 dice pool penalty. While astrally perceiving, a magician can cast mana spells at astral opponents. Other astral forms can engage an astrally perceiving magician in astral combat (p.193) or cast mana spells at him as well. Astral perception is a psychic sense that is not linked to the character’s physical sight. A blind magician can still magically perceive the astral plane and the creatures and auras within. Likewise, deaf magicians can “hear” in astral space.
Last edited by Gala on Wed Jul 11, 2012 2:11 pm; edited 1 time in total | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 9:30 am | |
| Shifters do have an exception. It's specifically stated under the entry for the dual natured power that all dual natured creatures do not suffer the -2 penalty. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 9:49 am | |
| Shifters are not actually dual natured; they are naturally awakened. The two are not the same thing. Again: relevant secions copied below. As a note: being awakened does not actually define you as being dual-natured. When you're awakened, you are only also dual-natured while utilizing your magic. - "Creating a Shape Shifter; Runner's Companion P.86":
CREATING A SHAPESHIFTER CHARACTER As a variety of sapient species capable of taking metahuman form, shapeshifters warrant a section of their own providing gamemasters and players the rules necessary to build and play such characters in their games. Take the time to read the rules carefully; shapeshifter characters may prove potentially disruptive and unbalancing in some games. Incorporating a shapeshifter into a campaign can be an excellent roleplaying challenge given their dualistic nature. Shapeshifters are built just like other characters, using the process detailed in SR4A. Instead of a metatype, however, shifters choose a shifter type from the options given below and consult the Shapehifter Type Attribute Table (below) for their racial attribute minimums and maximums. These attribute values apply for both the shapeshifter’s human and metahuman forms. In addition, shifter characters must abide by the special conditions outlined below.
So this means: use these rules, not any other rules; and that Shifter characters are subject to all other PC character rules. This would include the -2. - "Shifter Powers; Runner's Companion P.87":
Shifter Powers All shapeshifters start out with the Shift (Human), Regeneration, and Sapience powers, as well as the weaknesses Allergy (Silver, Severe) and Vulnerability (Silver). Their Natural Weapons (Claws/Bite: DV Str/2 + 2, AP 0) are usually only available in their critter form. Shapeshifter characters also have Enhanced Senses that they retain in both their animal and human forms, as noted in the Shapeshifter Attribute Table (p. 86).
Note: "Dual Natured" is not listed in the Shifter powers. However Sapience is listed. So you know this was not simply an omission. Also, unlike the other "Critters" which appear in Runner's Companion as possible PC races, Shapeshifters are not listed as a "Critter" in SR4A. The Magic section I copied in already. Again: being awakened does not actually mean that you're dual-natured. You are only dual-natured while you're utilizing your powers. And the Astral Perception section I also already copied. In it you will see the statement: "A character using Astral Perception is considered dual-natured, active on both the physical and astral planes simultaneously." Despite that statement, I've never had a player attempt to argue that since they are Dual-Natured, they are subject to the Dual-Natured power rules, and have no penalty for physical actions while percieving astrally. In summary: The rules do not support, in any way, the statement that Shifters are not subject to the -2 Penalty. My house-rule which exempts Shifters in my game from the Simple-Action required for Astral Perception may have led to that conclusion. If so, I appologize - but Shifters are certainly subject to it; by the rules, and not exempted by my house-rule. | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 10:27 am | |
| Shifters are Dual natured and have the Dual Natured trait. Any Dual Natured creature is automatically awakened. It's even specifically stated under Magic, Page 87 of Runner's Companion:
And I quote: Shapeshifters are Awakened but they are not Magicians. Shapeshifters are Dual-natured beings in both forms, and as such they may learn assensing and Astral Combat, but otherwise they cannot learn or use Magic Skills, Astrally Project, Initate or bond foci unless they take an appropriate quality such as Adept, Astral Sight, Magician or Mystic Adept.
Shape Shifters are also listed with the Dual Natured trait in every entry in the books that gives stats for a shape shifter. This is in turn further supported by every single CG program I've come across for SR4 | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 11:20 am | |
| I understand that. However, since their "Powers" section does not include the "Dual Natured" power, while Naga and Sasquatch, earlier in the book, does specifically include the Dual Natured power, it is written as intended. Shapeshifters, while magical, do not have the benefits of the "Dual Natured" power. Again, this is not a house rule of mine - this is how the book writes it. See Naga and Sasquatch below: - "Naga; Runner's Companion P.84":
Naga These critters possess no hands, which makes wielding and manipulating most gear di cult—most naga magicians learn the Magic Fingers spell to compensate. Naga who interact with metahuman society develop su cient skill with computers to electronically open automated doors and devices using their commlinks. Nagas may be “milked” for one dose of their venom (see Naga Venom, p. 84, Arsenal) every hour. Powers: Armor (2/3), Dual Natured, Guard, Natural Weapon (Bite: DV (Str/2)P, AP 0), Sapience, Venom Weaknesses: Uneducated
- "Sasquatch; Runner's Companion P.84":
Sasquatch Linguasofts are very valuable for sasquatches, as sign-to-speech, sign-to-text, text-to-sign, and speech-to-sign patches can be easily downloaded for free from the Matrix. This means a sasquatch can use AR gloves with an appropriate linguasoft to translate their sign language into relevant text or computer-generated speech for the language on the linguasoft. If the sasquatch has an image link and the appropriate linguasoft, any text they see or speech they hear in the language can be translated into animated sign language in their image link. This enables erudite, tech-savvy sasquatches to “speak” to other metahumans without much trouble. Powers: Dual Natured, Mimicry, Sapience Weaknesses: Uneducated
- "Sapient Critter Magic; Runner's Companion P.85":
Magic Every sapient critter begins the game with a Magic attribute of 1, which may be increased with BP or Karma as any other attribute to a maximum of 6 (+ initiate grade), as normal, and is used for any tests involving its innate powers. If a sapient critter’s Magic attribute goes to 0, it loses the use of all its powers except Sapience, Natural Weapons, and Armor, if any. Sapient critters are Awakened, but they are not magicians. Those sapient critters with the Dual Natured or Enhanced Senses (Astral Perception) powers may learn Assensing and Astral Combat, but otherwise they cannot learn or use Magic Skills, astrally perceive or project, initiate, or bond foci unless they take an appropriate quality such as Adept, Astral Sight, Magician, or Mystic Adept. Most sapient critters follow magical traditions similar to metahumans in their native area or according to their upbringing. Some especially well-developed cultures, like the Naga Kingdom or the Korrigan, might follow their own unique traditions. Spirits of Man summoned by sapient critters tend to resemble members of their own species.
Now take a look at the differences. The "benefits" that you're ascribing to simply being dual natured are actually only available to the "Power" of "Dual Natured" described in SR4A (which is capitalized, and not hyphenated). Re-reading the Shifter Magic section, you will see that it is not capitalized. Checking again the Shifter Powers section, you will note that it is distinctly lacking in the "Dual Natured" power. By comparison, the Sapient Critters section, which happens earlier in the book and is referenced above, has that Power specifically mentioned for the applicable Critters, and where reference in the Magic section, it is capitalized indicating they are referring to the Power, not merely describing. So, not only was the Shifter section re-written, the writer specifically chose not to capitalize the Dual Natured description. There is no indication that this description, which should be ascribed to their magical nature, is a power, and not merely a description (and in addition it is lower cased, and hyphenated). Further, I actually quoted from the 3rd printing of the Street Magic (I downloaded it just weeks ago) SR4A supplement. For reference, I have re-checked the first printing, which I still have, and it is as I have stated there too. You can be quite certain that if this were a mistake, it would have been corrected. As I've reiterated: My house rule was made with a careful consideration of the powers, abilities, and descriptions of the SR4 Shifter. Not in spite of them. Shifters are most definitely not subject to the benefits of the "Dual Natured" power. And their entry, especially considering the other entries for Sapient Critters, makes that quite clear. I am sorry that all of the CG are wrong - you're welcome to write them all a letter... | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: A Time For Secrets OOC Wed Jul 11, 2012 11:33 am | |
| Gala. The entry for Shape Shifters, under magic very specifically states Shape Shifters are Dual Natured beings. Read it again. Shape shifters have ALWAYS been dual natured beings, ever since they were introduced as far as I know and most certainly under 3E and this has continued under 4E. You ruling to the contrary makes it a house rule. Feel free to even check with the SR4 dumpshock forums etc. Edit: Hell here's even a link discussing Shapeshifters dual natured ability. If I recall correctly Ancient is actually one of the writers. (Though not specifically of the books in question) http://forums.dumpshock.com/lofiversion/index.php/t29195.htmlEdit 2: Further more the entry about Shape Shifters being dual natured beings was NOT CHANGED (though quite a few other things were in general) in the recent update of the Runner's Companion to bring it in line with SR4A | |
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