homo sapiens nobilis/Changelings/...
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- Mietmuskel
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homo sapiens nobilis/Changelings/...
Mir ist dank NSCRG http://matrix.dumpshock.com/mcmackie/ und dumpshock vor einiger Zeit eine Rasse oder Variante ins Auge gefallen, die von der Idee her sehr interessant klingt.
kurz:
Es geht um Elfen, welche äusserlich Menschen sind und laut dem Mythos den Menscheneltern ins "Nest gelegt" wurden. Außerdem verfügen sie über einige besondere Gimmicks.
Was haltet ihr davon?!
http://udel.edu/stu-org/galadrim/srii/m ... change.htm
Species: Homo sapiens nobilis
Attributes
(Racial Max)
Body
6
Strength
6
Quickness
7
Intelligence
6
Charisma
7
Willpower
6
Reaction
6
Identification: Outward identification of a Changeling is impossible. Although elven, they do not bear the pointed ears and other features of their cousins. Changelings are a variant on the elven metatype, but the magical energies that result in the typical elven features have been redirected. Changelings appear identical to norms. The one defining feature of a Changeling is the fact that they are born into human families. These families usually have one elven ancestor, but the lineage has been so diluted that the trait is not expressed.
Magical Capability: Parabiological
Habitat: The Changeling variant is most commonly found in elves of Britain, Tir na nOg and other Western European nations. Like all metahuman variants, Changelings can be found everywhere
Commentary: In ancient myth, a Changeling is a faerie child that replaces a human child stolen by faeries. This name is somehow appropriate seeing that Changelings are born into human families. They also exhibit some of the powers that parabiologists attribute to the Animus genus. Some parabiologists see this as the inevitable expression of so called 'parabiologic traits' in (meta)humanity while others see it as a subconscious magical tradition modeled after paranormals. The topic of how Changelings fit into the more 'established' views on magic is still very hotly debated.
Powers: Control Resistance, Glamour, Masking .
Rules for Changelings
Racial Modification: +1 to Quickness, +1 to Charisma, Low-Light Vision, Mild Allergy to Toxins.
The allocation of Power's to Changelings works on the same system as Physical Magicians. When a player decides to play a Changeling, they must assign Magic as Priority A or pay 20 Character Points. The character must then decide between being a full Changeling or a magically active Changeling (I know that by definition of their abilities, all Changelings must be magically active, but the terms will make things less complicated later on.
If the player decided to be a full Changeling, they put all of their Magic Attribute (the standard 6 points) into their Changeling abilities (The abilities are listed later). If the player decided to be a magically active Changeling, they must first decide what tradition to follow. Since Magic has no rules and follows no order in this area, a Changeling can follow any tradition, including Physical Adepts. Although, some traditions (hermetic mage, Druidic) would make more sense than others (Native American shaman, Voudoun). Once that decision has been made, the player must divide the Character's Magic Attribute between the two areas (There can be ONLY two, no PhysAd, mage, Changeling combos). The rest follows the standard rules for Physical Magicians listed in Awakenings.
NOTE: Changeling PC's may NOT take the Magical Resistance Edge listed in the Shadowrun Companion! Such a power would conflict with their very nature.
A Changeling has three special powers, Control Resistance, Glamour, and Masking. Here's how each works.
Control Resistance: A modifier equal to the Magic Attribute allocated to Changeling abilities is added to the Target Number for any spell cast on the Changeling; this includes beneficial spells. For instance, a full Changeling takes a +6 modifier to any spell cast on them by anyone for any purpose. A 50/50 mage Changeling (3 points to mage powers, 3 points to Changeling Abilities) takes a +3 modifier.
Glamour: Changelings can create small, logical illusions without taking any drain. Their target number is a Intelligence of the person they are trying to deceive. This illusion must be placed within LOS of the Changeling. Anyone who can see the site of the illusion perceives the illusion. The Changeling roles their Changeling Magic Attribute versus a target number of their victim's Intelligence. For large groups of NPC's, make one role using an average Intelligence. The victim(s) make a resistance test using their Intelligence versus the Changeling's Magic Attribute. The one with more successes wins. Magic Pool cannot be used to augment this test but any Karma Pools may. The Changeling's Target Number takes a +2 modifier for every extra sense the illusion effects beyond the first. The GM may also decide to add on extra modifiers if the illusion does not fit in with the general setting or is too complicated. A Changeling can cast a number of illusion equal to their Magic Attribute a day. Changelings also take a +2 modifier to all actions if they are sustaining an illusion. Two illusions cannot be cast or sustained at the same time.
Masking: A Changeling's parabiological nature is masked in the Astral. This ability does not extend to traditional magical abilities. The base Target Number to astrally identify a Changeling as such is 6 with the number of the Changeling's Magic Points added on. A full Changeling has a Target Number of 12, while the 50/50 mix has a target number of 9.
Changelings and cyberware/bioware: If a Changeling has any essence-reducing cyber or bioware installed, he loses the Magic Points allocated to their Changeling abilities first. This is due to the fact that the delicate balance between their natural magical abilities is far more tenuous than that of learned magical abilities.
kurz:
Es geht um Elfen, welche äusserlich Menschen sind und laut dem Mythos den Menscheneltern ins "Nest gelegt" wurden. Außerdem verfügen sie über einige besondere Gimmicks.
Was haltet ihr davon?!
http://udel.edu/stu-org/galadrim/srii/m ... change.htm
Species: Homo sapiens nobilis
Attributes
(Racial Max)
Body
6
Strength
6
Quickness
7
Intelligence
6
Charisma
7
Willpower
6
Reaction
6
Identification: Outward identification of a Changeling is impossible. Although elven, they do not bear the pointed ears and other features of their cousins. Changelings are a variant on the elven metatype, but the magical energies that result in the typical elven features have been redirected. Changelings appear identical to norms. The one defining feature of a Changeling is the fact that they are born into human families. These families usually have one elven ancestor, but the lineage has been so diluted that the trait is not expressed.
Magical Capability: Parabiological
Habitat: The Changeling variant is most commonly found in elves of Britain, Tir na nOg and other Western European nations. Like all metahuman variants, Changelings can be found everywhere
Commentary: In ancient myth, a Changeling is a faerie child that replaces a human child stolen by faeries. This name is somehow appropriate seeing that Changelings are born into human families. They also exhibit some of the powers that parabiologists attribute to the Animus genus. Some parabiologists see this as the inevitable expression of so called 'parabiologic traits' in (meta)humanity while others see it as a subconscious magical tradition modeled after paranormals. The topic of how Changelings fit into the more 'established' views on magic is still very hotly debated.
Powers: Control Resistance, Glamour, Masking .
Rules for Changelings
Racial Modification: +1 to Quickness, +1 to Charisma, Low-Light Vision, Mild Allergy to Toxins.
The allocation of Power's to Changelings works on the same system as Physical Magicians. When a player decides to play a Changeling, they must assign Magic as Priority A or pay 20 Character Points. The character must then decide between being a full Changeling or a magically active Changeling (I know that by definition of their abilities, all Changelings must be magically active, but the terms will make things less complicated later on.
If the player decided to be a full Changeling, they put all of their Magic Attribute (the standard 6 points) into their Changeling abilities (The abilities are listed later). If the player decided to be a magically active Changeling, they must first decide what tradition to follow. Since Magic has no rules and follows no order in this area, a Changeling can follow any tradition, including Physical Adepts. Although, some traditions (hermetic mage, Druidic) would make more sense than others (Native American shaman, Voudoun). Once that decision has been made, the player must divide the Character's Magic Attribute between the two areas (There can be ONLY two, no PhysAd, mage, Changeling combos). The rest follows the standard rules for Physical Magicians listed in Awakenings.
NOTE: Changeling PC's may NOT take the Magical Resistance Edge listed in the Shadowrun Companion! Such a power would conflict with their very nature.
A Changeling has three special powers, Control Resistance, Glamour, and Masking. Here's how each works.
Control Resistance: A modifier equal to the Magic Attribute allocated to Changeling abilities is added to the Target Number for any spell cast on the Changeling; this includes beneficial spells. For instance, a full Changeling takes a +6 modifier to any spell cast on them by anyone for any purpose. A 50/50 mage Changeling (3 points to mage powers, 3 points to Changeling Abilities) takes a +3 modifier.
Glamour: Changelings can create small, logical illusions without taking any drain. Their target number is a Intelligence of the person they are trying to deceive. This illusion must be placed within LOS of the Changeling. Anyone who can see the site of the illusion perceives the illusion. The Changeling roles their Changeling Magic Attribute versus a target number of their victim's Intelligence. For large groups of NPC's, make one role using an average Intelligence. The victim(s) make a resistance test using their Intelligence versus the Changeling's Magic Attribute. The one with more successes wins. Magic Pool cannot be used to augment this test but any Karma Pools may. The Changeling's Target Number takes a +2 modifier for every extra sense the illusion effects beyond the first. The GM may also decide to add on extra modifiers if the illusion does not fit in with the general setting or is too complicated. A Changeling can cast a number of illusion equal to their Magic Attribute a day. Changelings also take a +2 modifier to all actions if they are sustaining an illusion. Two illusions cannot be cast or sustained at the same time.
Masking: A Changeling's parabiological nature is masked in the Astral. This ability does not extend to traditional magical abilities. The base Target Number to astrally identify a Changeling as such is 6 with the number of the Changeling's Magic Points added on. A full Changeling has a Target Number of 12, while the 50/50 mix has a target number of 9.
Changelings and cyberware/bioware: If a Changeling has any essence-reducing cyber or bioware installed, he loses the Magic Points allocated to their Changeling abilities first. This is due to the fact that the delicate balance between their natural magical abilities is far more tenuous than that of learned magical abilities.
live long and prosper
der bub
der bub
- DER Zauberbubi
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Meine Gedanken .. ne, ich selbst sah es ähnlich. Die Idee gefiel mir einfach ziemlich gut. Was mir allerdings noch ein wenig fehlt ist eine sinnvolle Eingliederung in das SR-Cyberpunk-Konzept.
Das mit dem "in die Wiege legen" riecht auch ohne besondere Werte leicht nach "ganz besonderer Charakter". Hat jemand eine Idee, ohne dass man die halbe Lebensgeschichte vorwegnehmen müsste?
Das mit dem "in die Wiege legen" riecht auch ohne besondere Werte leicht nach "ganz besonderer Charakter". Hat jemand eine Idee, ohne dass man die halbe Lebensgeschichte vorwegnehmen müsste?
live long and prosper
der bub
der bub
Naja Elfen sind auch erwacht bzw. wurden anfangs von Menschen geboren. Mal angenommen Die Mutter hat während der Schwangerschaft derbe geraucht. Die Eltern lebten generell in Toxischer Umgebung wie zB Tenochtitlan. Dann können äußere Einflüße ganz einfach das "erwachen" versaut oder abgeschwächt haben. (Änlich wie bei Robben) Und "Plop" Haben wie einen Changeling oder auch Halbelf.
Thompson
Nur wer gegen den Strom schwimmt,
kommt zur Quelle.
Nur wer gegen den Strom schwimmt,
kommt zur Quelle.
- DER Zauberbubi
- Mietmuskel
- Beiträge: 179
- Registriert: 26 Sep 2003, 15:43
der Witz des Jahres!
Masking? Das soll doch wohl nicht etwa Maskierung sein??
"Mild Allergy to Toxins" - wer hat die nicht?
Diese Rasse findet keine Beispiele. Wieso soll die Rasse die einzige sein, die natüliche Zaubersprüche hat und eine "Control Resistance" und (hoffentlich nicht!) Maskierung?
Ausserdem hat er gratis die Gabe "Menschliches Aussehen"
Also wirklich... das ist noch überdrehter als alle selber ausgedachten Adepten-Kräfte, die ich gesehen haben.
Irgendwelche Kräfte, welche kein anderer Metamensch aufweist, keine Rassenvorurteile...
Ist da noch was? Ich hab nicht alles gelesen...
Masking? Das soll doch wohl nicht etwa Maskierung sein??
"Mild Allergy to Toxins" - wer hat die nicht?
Diese Rasse findet keine Beispiele. Wieso soll die Rasse die einzige sein, die natüliche Zaubersprüche hat und eine "Control Resistance" und (hoffentlich nicht!) Maskierung?
Ausserdem hat er gratis die Gabe "Menschliches Aussehen"
Also wirklich... das ist noch überdrehter als alle selber ausgedachten Adepten-Kräfte, die ich gesehen haben.
Irgendwelche Kräfte, welche kein anderer Metamensch aufweist, keine Rassenvorurteile...
Ist da noch was? Ich hab nicht alles gelesen...
"Der einzige Christ starb am Kreuz!"
- Friedrich Nietzsche 1844-1900
"Ich wünsche dem Führer nichts sehnlicher als einen Sieg."
- Papst Pius XII.
"Wer sich über das Christentum nicht empört, kennt es nicht."
- Joachim Kahl
"Fanatismus besteht im Verdoppeln der Anstrengung, wenn das Ziel vergessen ist."
- George Santayana, spanisch-amerikanischer Philosoph und Schriftsteller, eigentlich Jorge Ruiz de Santayana y Borrás, 1863-1952
- Friedrich Nietzsche 1844-1900
"Ich wünsche dem Führer nichts sehnlicher als einen Sieg."
- Papst Pius XII.
"Wer sich über das Christentum nicht empört, kennt es nicht."
- Joachim Kahl
"Fanatismus besteht im Verdoppeln der Anstrengung, wenn das Ziel vergessen ist."
- George Santayana, spanisch-amerikanischer Philosoph und Schriftsteller, eigentlich Jorge Ruiz de Santayana y Borrás, 1863-1952
- DER Zauberbubi
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- Registriert: 26 Sep 2003, 15:43
Nun ja, was die Werte und Kräfte angeht reiht sich dieser Vorschlag leider in die "ÜbersupermetamenschenSC" - Ideen des WWW ein.
Keine Beispiele? Hier irgendwo habe ich noch Regeln für Über oder Super Menschen und ähnliches... immer wieder einen Lacher wert. Oder ausführungen der allseits beliebten Gunslingers... Die Krönung stellt in meinen Augen diese Predator-Geschichte oder so ähnlich dar. Cyberzombies von Start an und schlimmeres.. nun ja, hauptsache sie hatten ihren Spass
Keine Beispiele? Hier irgendwo habe ich noch Regeln für Über oder Super Menschen und ähnliches... immer wieder einen Lacher wert. Oder ausführungen der allseits beliebten Gunslingers... Die Krönung stellt in meinen Augen diese Predator-Geschichte oder so ähnlich dar. Cyberzombies von Start an und schlimmeres.. nun ja, hauptsache sie hatten ihren Spass
live long and prosper
der bub
der bub