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Runner's Companion.pdf - Free

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Simon Wentworth (order #1132857) 9optional rule:alternate shapeshiftersNot every shapeshifter in the Sixth World is identical.Every family of critters offers variation, different specieswhich are intimately related to each other, but each withtheir own unique traits. Shapeshifters, like the mundanecritters from which they expressed, are no different. Someof these differences are superficial as far as statistics andattributes go; a derivation of their mundane origins—a bearshapeshifter that expressed from a polar bear and one thatexpressed from a grizzly bear are functionally identical,aside from coloration and the developmental impact ofgrowing up in different climates and cultures.Other shapeshifters show variation in their paranormalabilities, which can be reflected in their weaknesses andpowers. These differences often have correspondenceswith local traditions and legends, though rarely do themyths and legends reflect the whole of the story. Naturally,these local variations typically only express in nativespecies—whether the belief shaped the paracritter or pre-Awakening encounters with members of the paraspeciesprovided the inspiration for the local stories is a matter ofheated academic debate. Shapeshifters are naturally moremobile than normal members of their critter species, ofcourse, and metahuman transport of foreign species acrossthe globe ensures that these alternate shapeshifters couldpotentially occur almost anywhere—though they are muchmore common in their natural habitats.These options must be selected at character creation,and cannot be changed or bought off later on.Untouched By SilverShapeshifters are not the were-creatures of legend,though they resemble them to a degree. While manyEuropean myths hold to silver as anathema to werewolvesand the like, other regions and cultures with their ownshapeshifter tales account for different weaknesses. Thewarek (leopard) shapeshifters of Africa’s Gold and IvoryCoast, for example, are known to be vulnerable and allergicto gold, while some wolf shapeshifters in Europe are vulnerableand allergic to toxic aconite.Players may, with the gamemaster’s permission, exchangetheir shapeshifter’s Vulnerability and Allergy foranother natural, uncommon substance appropriate to theparacritter’s local environment.Not Always Quite HumanShapeshifters look mostly human—normally. Throughsome quirk of magic or paragenetics, some shapeshifterscan transform into a form that more closely resembles anothermetatype, or even metavariants. This is representedby changing their Shift (Human) power to another, asappropriate—Shift (Elf), Shift(Oni), etc.—and spending anadditional number of BP equal to the typical cost for thatrace –10 BP. A shapeshifter with a different metatype gainstheir standard metatype abilities (see Metatype AttributeTable, p. 72, SR4) when in that form.alternative character concepts . . . . . . . . . . .difficulty adapting to life in cities and metroplexes. They are alsomuch more prone to violence than typical metahumans, especiallyif scared or provoked.Shifter PowersAll shapeshifters start out with the Shift (Human),Regeneration, and Sapience powers, as well as the weaknessesAllergy (Silver, Severe) and Vulnerability (Silver). Their NaturalWeapons (Claws/Bite: DV Str/2 + 2, AP 0) are usually onlyavailable in their critter form. Shapeshifter characters also haveEnhanced Senses that they retain in both their animal and humanforms, as noted in the Shapeshifter Attribute Table (p. 86).MagicEvery shapeshifter begins the game with a Magic attribute of 1,which may be increased with BP or Karma as any other attribute to amaximum of 6 (+ initiate grade), as normal, and is used for any testsinvolving its innate powers. If a shapeshifter’s Magic attribute goesto 0, it reverts to its animal form and loses the use of all its powersexcept 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 theycannot learn or use Magic Skills, astrally project, initiate, or bondfoci unless they take an appropriate quality such as Adept, AstralSight, Magician, or Mystic Adept.Runner’s <strong>Companion</strong>Most shapeshifters follow magical traditions similar to metahumansin their native area or according to their upbringing. It isvery rare for shapeshifters to possess a mentor spirit different thantheir animal type. Spirits of Man summoned by shapeshifters tendto resemble members of their own species.A shapeshifter’s aura always reveals its true form—that ofan animal, not a metahuman. Shapeshifter magicians may useMasking to conceal their true auras. Adept powers function nomatter what form the character is in.AugmentationsMost enhancement technologies available to metahumansare also available to animals at similar Essence and nuyen costs.Shapeshifter characters, however, face several disadvantageswhen considering augmentation: their Regeneration powerheals incisions rapidly, Shift rejects any foreign matter, and anyloss of Essence will cause them to lose Magic—which couldpotentially cause them to be stuck in critter form permanently.Modern science can circumvent certain of these restrictionsusing specially-formulated materials and surgical techniques—for a price.In practice, this means that shapeshifters can only acceptdeltaware implants, and only in their natural animal forms. Theseimplants do not carry over to their human form, but they don’tdisappear either—they’re simply not available while the characteris in human form.87

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