Were-CreaturesA.R.Gay ([email protected])I had some players who wanted to take something a bit different from the norm. So after reading Striper: Assasin I came up with the following rules for playing and designing were creatures in a Shadowrun: 2nd ed game. Table 1: Character creationPriority Race Magic Attributes Skills Resorces (4)A Were Yes 30 pts 40 pts 1,000,000Y/50 (3)B Meta Adept 24 pts 30 pts 400,000Y/35 (2)C Meta None 20 pts 24 pts 90,000Y/25 (1)D Human None 17 pts 20 pts 5,000Y/15 (0)E Human None 15 pts 17 pts 500Y/5As you can see I use the more metas rule from the second edition as I and my players like to have a bigger choice in charachter creation. There are problems with this table, such as were's can not be full blown magic users, but then they are powerful enough as they are. I have included points cost, if you like to create characters useing 10 pts. instead of priorities. Weres only get attribute bonuses when in animal form. Summery of Were-creature powers
SO WHAT DO I GET?As a were creature you get the abilities listed in the book with a few changes. You must take the listed allergy to silver, but do not get the usual benifits associated with taking allergies. (Extra points, money etc.) All silver weapons do one extra levle of damage. However, the weapon must be pure silver, silver coating is not enough.RegenerationAll were creatures can regenerate, the round after taking damage they roll a body check againts the numbers given below, they then regain a number of boxes equal to the number of successes scored.Table 2:Regeneration TargetsWound Level Target Light 4 Moderate 6 Severe 8 Deadly 10Example: Tania is a werewolf and has been in a fight, she has taken 2 moderate wounds. Tania has a body of 5, rolling this she gets 1, 3, 4, 9, 17. Her target number is 8. therefore she regenerates 2 boxes of damage. Enhanced AttributesWere-creatures also get the enhanced attributes in animal form, these are worked out as in the SRII rule book. To change form a were-creature must make roll Body(5). The base time for the tramsformation is 1 turn, if two successes are rolled the charachter gets to perform one free action, if four are rolled you get a simple action, and if six are rolled you get a complex action, in the turn that you are shifting. If no successes are rolled you can only shift form in that turn. If the rule of one is invoked while changing shape, the creature has stressed itself, takes an imediate moderate wound and can not try to change shape for 12 hours - Body.Table 3: Animal form Physical attributesRoll Animal Body Quickness Strength 1 Rat 3 6x4 2 2 Fox 4 5x5 3 3 Wolf 7 6x5 6 4 Leopard 7 6x5 7 5 Tiger 10 7x5 10 6 Bear 11/1 5x4 11I normaly make my players roll D6 and consult the previous table to see which animal form they get, although you can do it any way you like, these are not the only shape shifters available, but just the ones that I think are most appropriate, feel free to introduce your own ones. This Datafax is brought to you courtosy of JackFrost. "Missing you already" |
Back
to the top |
All the articles in the Shadowrun Archive are copyright of the authors. Shadowrun is a Registered Trademark of FASA Corporation. Original Shadowrun material Copyright 1989-1998 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. The Shadowrun Archive is maintained by Paolo Marcucci and Adam Jury |