Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: RacoonSF on <06-21-15/1355:44>

Title: Shapeshifter
Post by: RacoonSF on <06-21-15/1355:44>
Hi!

I'm thinking about building a Shapeshifter (5th Ed.), because I like the concept from a roleplaying perspective.

The problem i got is: they seem to be quite useless in terms of numbers an playability.

As far as I can see, there are few pros and many cons.

Pro:
- some animals are unsuspicious (e.g.dog), so probablby good for infiltrators/stealth characters
- probably good exit strategy for mages (e.g. falconine)
- some increased stat limits

Con:
- high karma cost (dependant on type)
- necessary to raise attributes seperately
- no armor, except through adept powers/cyberware
- very limited ability to carry weapons in metahuman form and still make use of animal form
- contrary to 4th edition: no regeneration (at least as I understand it)
- only very limited use of special abilities in human form (e.g. no bite attack)

So essentially I can only think of a dog/falcon mage or stealth character.
As a mage buying the shapeshift spell for 5 Karma would be a lot better (more aminals to choose from, higher stats through net hits, lower Karma costs).

I can't think of a decent build for a combat character that would not be a lot cheaper karma-wise and stronger by simply picking an adept.
If I start comparing shapeshifter-fighters to a loup-garou or other Infected it's even worse.

Are there any experiences with or tips for shapeshift characters?

Thanks for your input!


Title: Re: Shapeshifter
Post by: ZeldaBravo on <06-21-15/1550:32>
To be honest, the only reason to be a shifter is if you really really want it (or if you want a prio C Troll...). There is not much more to say.
Title: Re: Shapeshifter
Post by: Senko on <06-21-15/1733:08>
Yeah I want to play a fox shifter but there's just too many penalties even for me to make it work, and I usually spend a skill point on swimming and computer use as a mage. Remember they also get the uneducated negative quality or whatever it's called automatically.
Title: Re: Shapeshifter
Post by: Hobbes on <06-22-15/2201:26>
Mechanically no reason to play a shifter.  You're giving up a moderate chunk of resources for less than moderate gains.  I suggest a physical adept character, they seem to pull it off the best.

Plenty of RP reasons to play a shifter. 

http://forums.shadowruntabletop.com/index.php?topic=20223.msg361986#msg361986

http://forums.shadowruntabletop.com/index.php?topic=20343.msg364883#msg364883

Or go straight melee build with one of the more combaty forms.  The Minotaur / Bovine shifter has some comedic value as well. 

Title: Re: Shapeshifter
Post by: gradivus on <06-23-15/0157:11>

 The Minotaur / Bovine shifter has some comedic value as well.

Well, let's see,

24 Attribute points
36/5 Skill Points
Bovine/Minotaur (4)
Adept 2
Piss Poor

25 karma to pay for the shifter/minotaur.

Normally you need to use slot B for a Minotaur (with no special points) or the very valuable A slot (if you want special points).

I can see how being able to exchange the B/C slots and gaining 4 special points for 25 Karma is a laughing matter.

Title: Re: Shapeshifter
Post by: I_AM_ZHOUL!!! on <06-23-15/0447:02>

 The Minotaur / Bovine shifter has some comedic value as well.

Well, let's see,

24 Attribute points
36/5 Skill Points
Bovine/Minotaur (4)
Adept 2
Piss Poor

25 karma to pay for the shifter/minotaur.

Normally you need to use slot B for a Minotaur (with no special points) or the very valuable A slot (if you want special points).

I can see how being able to exchange the B/C slots and gaining 4 special points for 25 Karma is a laughing matter.

Going to have to build one of these just to check it out now
Title: Re: Shapeshifter
Post by: Hobbes on <06-23-15/1758:16>


I can see how being able to exchange the B/C slots and gaining 4 special points for 25 Karma is a laughing matter.

The hilarious part is when you realize that outside of a really focused melee build Human is still a mechanically better option.
Title: Re: Shapeshifter
Post by: ZeldaBravo on <06-24-15/0512:18>


I can see how being able to exchange the B/C slots and gaining 4 special points for 25 Karma is a laughing matter.

The hilarious part is when you realize that outside of a really focused melee build Human is still a mechanically better option.

The hilarious part is that this one heavy melee build is the only build in the game where humans are not mechanically best, assuming priority generation.
Title: Re: Shapeshifter
Post by: RacoonSF on <06-24-15/0613:14>
Thanks a lot for the input. I'll see if I can create something that works.

There are some issues with the rules I'm mit sure about but that's for another topic.
Title: Re: Shapeshifter
Post by: gilga on <06-24-15/0719:28>
Adepts can turn into animals, as well as mages with the spell shape change you can become any animal you want for example.
So perhaps just play a mage that changes a lot.
Title: Re: Shapeshifter
Post by: RacoonSF on <06-24-15/1038:24>
Adepts can turn into animals, as well as mages with the spell shape change you can become any animal you want for example.
So perhaps just play a mage that changes a lot.

That's probably the most economic solution but the whole being-an-animal-in-human-disguise roleplay is gone.
Title: Re: Shapeshifter
Post by: Hobbes on <06-24-15/1048:58>
Thanks a lot for the input. I'll see if I can create something that works.

There are some issues with the rules I'm mit sure about but that's for another topic.

You can typically come out of chargen with a decent Adept, since you can't use Augments.  Bit 'o' Stealth and a melee weapon.  Certainly playable.  You just wind up even more focused.  It gets to be a struggle to add "depth" to a shifter character because so many skills are penalized.  The outdoor skills are good options for "what else do I do?"  and don't require double digit dice pools to be useful. 
Title: Re: Shapeshifter
Post by: RacoonSF on <06-25-15/0441:23>
So here's one try on a shapeshifter.

Priorities:

A: Attributes - 24 points
B: Adept - Magic 6, 1 rating 4 active skill
C: Metatype: shapeshifter (pantherine, human) - 0 special attribute points
D: Skills - 22 points
E. Resources: 6.000 NY



Attributes (animal form):

Body: 6
Agility: 7
Reaction: 5 (7)
Strength: 5
Willpower: 3
Logic: 2
Intuition: 7
Charisma: 4

Edge: 1
Magic: 6

Initiative: 9 (11) + 5d6

Attributes (metahuman form, human):

Body: 5
Agility: 6
Reaction: 4 (6)
Strength: 5
Willpower: 3
Logic: 2
Intuition: 5
Charisma: 2

Edge: 1
Magic: 6

Initiative: 9 (11) + 3d6

Qualities (positive, 20 points):
- Catlike: 7 points
- Mentor Spirit: Cat: 5 points
- Uneducated (bought off): 8 points

- Balance Receptor: free
- Broadened Auditory Spectrum (Ultrasonic): free
- Low-Light Vision: free

Qualities (negative, 24 points):
- Computer Illiterate: 7 points
- Did ou Just Call Me Dumb?: 3 points
- Flashbacks (every other shadowrun): animals/metahumans shown for entertainment: 7 points
- Poor Self-Control: Thrill-Seeker: 4 points
- Prejudice, Specific (Trolls, Biased): 4 points

Skills:
- Gymnastics: 3
- Perception: 1 (+2 Hearing, + 2 Visual)
- Pistols: 4 (+ 2 Semi-Automatics)
- Running: 1
- Sneaking: 6
- Survival: 1 (+ 2 Urban)
- Swimming: 1
- Unarmed Combat: 6 (+2 Wildcat) (Martial Art Style: Wildcat, Techniques: Finishing Move)

Magic:
- Mentor Spirit: Cat (+ 2 Stealth, Toy with your Prey)

- Light Body: 2 (free)
- Critical Strike (Unarmed Combat)
- Improved Reflexes: 2
- Mystic Armor: 6

Augments:
- none


Weapons:

- Browning Ultra Power with Personalized Grip + 100 Regular Ammo: 8P, AP - 1
- Unarmed Attack: 6 S
- Bite (animal form): 8 P, AP -3
- Claws (animal + metahuman form): 7 P

Armor:
- Armor Clothing: 6 Armor, 5 Thermal Dampening: 3.450 NY
- Armtack (Renraku Commlink): 1.200 NY
- Contact Lenses: 300 NY


I omitted Knowledge and Social for now.

Main problem with this character is armor & damage. I would choos Beat's way to get some more points to spend on adept powers (like elemental strike) but it's not possible with the "Catlike" quality as it would sum up to 27 points.

Any input?
Title: Re: Shapeshifter
Post by: Kalibos on <01-19-17/1820:54>
I have been wrestling with the same dilemma.  I made a nearly identical shapeshifter to yours, except I used elf for my metahuman.  I had toyed with the idea of using a sniper rifle so I could stay out of melee quite a bit when in metahuman form, but then began to think of using a compound bow.  Problem there is the character is more stealth than strength so not sure it is worth it.  My concept is more of a jungle warrior/eco terrorist type thing though.  Thoughts?
Title: Re: Shapeshifter
Post by: &#24525; on <01-20-17/0107:48>
Shifters have Regen (http://forums.shadowruntabletop.com/index.php?topic=24596.0)

Also you could wear critter armor from Howling Shadows.
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-20-17/1141:03>
Shifters have Regen (http://forums.shadowruntabletop.com/index.php?topic=24596.0)

Also you could wear critter armor from Howling Shadows.

Thank goodness. If you weren't going to say it, I was.

Regeneration is crazy overpowered in SR5. Unless you're inflicting damage that is magical or hitting that Silver vulnerability, it takes a lot of straight up overflow to put a shifter down for good.

And it's a good thing they have that available, because without Regen Shapeshifters are absolutely terrible mechanically.
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-20-17/1212:01>
Actually no. All it takes is a Called Shot Vitals to take them out:
p.400 core
"Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way"

p.195 core
"Vitals: Standard ranged attacks are assumed to be aiming center mass (human torso, car engine, etc.) to allow for maximum chance to hit while also focusing on vital areas for damage. Calling a shot to increase damage means the shooter is aiming for a particularly vital area of the body, such as the brain, heart, or major arteries."
Title: Re: Shapeshifter
Post by: Reaver on <01-20-17/1537:56>
True Jack.

But one has to be aware they are facing a Shifter first.... which isn't always the case. Shifter may have a 'tell' that alerts the observate that they are not human, but in the day and age of extreme body mods and implantations, those 'tells' can get lost.

Not to mention hard to see with clothing and armor on during a gunfight....


Course, they start shifting in combat, or get up after getting splattered by a half dozen rounds, people figure out you're 'different' right quick :D
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-20-17/1633:24>
Eh, my characters tend to shoot at vitals anyway - as the old saying goes: A stake to the heart works wonders against vampires... and everybody else too  8)
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-20-17/1757:43>
Actually no. All it takes is a Called Shot Vitals to take them out:
p.400 core
"Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way"

p.195 core
"Vitals: Standard ranged attacks are assumed to be aiming center mass (human torso, car engine, etc.) to allow for maximum chance to hit while also focusing on vital areas for damage. Calling a shot to increase damage means the shooter is aiming for a particularly vital area of the body, such as the brain, heart, or major arteries."

Oh well, never mind!
Regeneration is utterly useless then, given how everyone and their brother can get a Smartlink.
Title: Re: Shapeshifter
Post by: Xexanoth on <01-20-17/1835:43>
No, it just moves it from stupidly overpowered to kind of overpowered.
First you need to be able to hit him which can be hard on a combat adept, then you still have to inflict Physical Damage for it to count as Vital Damage,no matter how good you aim, as long as you can't get through the armor it doesn't matter(also damage from silver weapons can be regenerated as long as the silver weapon isn't stuck in him.)

Generally most normal enemies will be completely outdone by regeneration,as they simply don't have the dicepools to reliably deal lasting damage to a shifter. The Smartlink may help offset the penalty for called shots, but the dicepools aren't that great to beginn with, and if he wears armor, just forget it.

Of course other Runners and HTR/Elite Units are another matter. But then again, thats the case for every character.
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-20-17/1909:35>
With a Smartlnk, the DP penalty for a Called Shot is at absolute worst, -2; that's not a big change outside of the weakest regular encounters.
Of course, it's predicated on how big of an asshole your GM is willing to be to neuter your big advantage, and how much armor Mr/Ms Yiffers is packing.

(how many rent-a-cops aim for the heart or head?)
Title: Re: Shapeshifter
Post by: Reaver on <01-20-17/1948:53>
With a Smartlnk, the DP penalty for a Called Shot is at absolute worst, -2; that's not a big change outside of the weakest regular encounters.
Of course, it's predicated on how big of an asshole your GM is willing to be to neuter your big advantage, and how much armor Mr/Ms Yiffers is packing.

(how many rent-a-cops aim for the heart or head?)

Well... look at it this way the 'average' rent-a-cop is rolling 6 dice. (3 Agility, 3 Skill).
Smartlink gives a +2 for 8 dice...

So called shot puts him back 6 dice... which on average means 2 hits...

So again, the 'average' rent a cop, thug, jerk-with-a-gun is not much of a threat to any combat runner much less a shifter.


But you get flashy with your shifting or your regeneration, then expect people to head shot, use magic, grenades and other non-regenative options.

Title: Re: Shapeshifter
Post by: Kiirnodel on <01-20-17/2041:23>
Personally, I don't let the Called Shot: Vitals bypass Regeneration automatically. It specifically says in the called shot description that it is there for when you are targetting one of a number of vital areas for extra damage (brain, heart, or major arteries). Only one of those locations is enough to stop regeneration, so I've never felt like just making that default -4 called shot should be an automatic you got a head-shot situation.

When we've had conversations about it, my group has discussed things like, making it an additional penalty to specifically be calling for the head-shot to prevent Regeneration. Or potentially requiring a specific number of net hits to make it a good enough hit to do the same.
Title: Re: Shapeshifter
Post by: &#24525; on <01-20-17/2134:53>
With a Smartlnk, the DP penalty for a Called Shot is at absolute worst, -2; that's not a big change outside of the weakest regular encounters.
Of course, it's predicated on how big of an asshole your GM is willing to be to neuter your big advantage, and how much armor Mr/Ms Yiffers is packing.

(how many rent-a-cops aim for the heart or head?)

Well... look at it this way the 'average' rent-a-cop is rolling 6 dice. (3 Agility, 3 Skill).
Smartlink gives a +2 for 8 dice...

So called shot puts him back 6 dice... which on average means 2 hits...

So again, the 'average' rent a cop, thug, jerk-with-a-gun is not much of a threat to any combat runner much less a shifter.


But you get flashy with your shifting or your regeneration, then expect people to head shot, use magic, grenades and other non-regenative options.

Why would a rent-a-cop have an implanted weapon with smartlink?
Quote from: 433 Core
Wireless: A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence.
Title: Re: Shapeshifter
Post by: Novocrane on <01-20-17/2151:25>
I like the net hits idea. This is talking about shooting someone in the brain or spine - major events that the character isn't going to be walking away from, and probably should be burning edge to survive.
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-21-17/0833:48>
Personally, I don't let the Called Shot: Vitals bypass Regeneration automatically. It specifically says in the called shot description that it is there for when you are targetting one of a number of vital areas for extra damage (brain, heart, or major arteries). Only one of those locations is enough to stop regeneration, so I've never felt like just making that default -4 called shot should be an automatic you got a head-shot situation.

When we've had conversations about it, my group has discussed things like, making it an additional penalty to specifically be calling for the head-shot to prevent Regeneration. Or potentially requiring a specific number of net hits to make it a good enough hit to do the same.

Personally, I do, because it's RAW and makes sense in game and out of game: Mundanes have an enormous uphill battle against magic. There is no need to strengthen that side. Infected are enough of a hassle as they are. Regeneration on those vampires/wendigos/dzoo-noo-quas/banshees needs a counter balance beyond magic damage.

A stake to the heart and a shotgun blast to the head are staple solutions to the undead.

So, ceterum censeo: Fuck vampires.
Title: Re: Shapeshifter
Post by: Xexanoth on <01-21-17/0938:36>
With a Smartlnk, the DP penalty for a Called Shot is at absolute worst, -2; that's not a big change outside of the weakest regular encounters.
Of course, it's predicated on how big of an asshole your GM is willing to be to neuter your big advantage, and how much armor Mr/Ms Yiffers is packing.

(how many rent-a-cops aim for the heart or head?)

Well... look at it this way the 'average' rent-a-cop is rolling 6 dice. (3 Agility, 3 Skill).
Smartlink gives a +2 for 8 dice...

So called shot puts him back 6 dice... which on average means 2 hits...

So again, the 'average' rent a cop, thug, jerk-with-a-gun is not much of a threat to any combat runner much less a shifter.


But you get flashy with your shifting or your regeneration, then expect people to head shot, use magic, grenades and other non-regenative options.

Why would a rent-a-cop have an implanted weapon with smartlink?
Quote from: 433 Core
Wireless: A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence.

also called shot is -4 not minus 2 so he would be back 4 dice, not 6(unless i missed a rule somewhere)

and to go away from the rent-a-cop, even going with the Tier 4 enemy from the Core Book, he has 10 dice, now lets actually give him cybereyes, he would be at 12, -4 thats 8 dice, not a hard obstacle to overcome as a Combat Adept even if he shoots salvos.
and by fluff, those are the enemies a "normal" runner tends to encounter until an alarm goes of or he has a hard(and well paying) mission.

otherwise im with Jack_Spade, regeneration is more than strong enough, especially against weaker enemys, no need to make it even stronger. Anyone that can actually hurt you, won't have a problem ending you with overflow damage in a single combat round anyways.
It's pretty much much the same problem as with "Hardened armor/Spirits" where it's either completely OP or just a slight boon depending on the combatants.
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-21-17/1454:14>
also called shot is -4 not minus 2 so he would be back 4 dice, not 6(unless i missed a rule somewhere)

and to go away from the rent-a-cop, even going with the Tier 4 enemy from the Core Book, he has 10 dice, now lets actually give him cybereyes, he would be at 12, -4 thats 8 dice, not a hard obstacle to overcome as a Combat Adept even if he shoots salvos.

Which has the unfortunate side-effect of putting the Shapeshifter into the same narrow design box that Drakes are stuck in: Combat-Adept/Mage or Bust.
Granted, that was pretty much a given, seeing how:
A) Nearly all their relevant abilities tie into combat.
B) They're reliant on that MAG score. (and shifters who want augmentations are reliant on getting delta-grade; which is basically impossible outside of GM fiat or one article via the Restricted Gear quality)

Shapeshifters can make for a cool unorthodox RP character, but they're pretty terrible outside of dedicated infiltrator or combat builds.
(and I even have a Kitsune Decker in my game currently; using Trodes)
Title: Re: Shapeshifter
Post by: Reaver on <01-21-17/1513:51>
Well, they ARE a magical "mutation" of their original species, thus they have to follow the magical rules framework that has been established for 5 editions and almost 30 years.

And lets face it, the animal kingdom is not all sunshine, snowflakes, hugs and kisses. It is a brutal, kill or be killed, Predator and Prey world where you either kill to eat, or are killed to be eaten.... thus most animals (and their magical subspecies) fall into one of two categories:;

They have killing potential.
They have Fleeing potential.

(Fight or Flight)

Which in SR translates into combat or infiltrator... and when we look at the list of known Shifters. only 2 of the 10 are not outright predators (Equine and Bovine), But even those 2 have been known for aggressive temperments among some breeds. (and to be honest, I can't think of the last time someone wanted an equine or Bovine shifter.... )


In short, you want to play a magical race, your bound by the rules of magic. Magic and tech don't mix.
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-21-17/1641:06>
I know the meta-lore stuff Reaver...it doesn't mean I like the ideological meta-box they're stuck in though.
It's my issue more than the games in that case, and I freely admit that.
Title: Re: Shapeshifter
Post by: ZeldaBravo on <01-23-17/0657:24>

(and to be honest, I can't think of the last time someone wanted an equine or Bovine shifter.... )


There is at least one reason to play Bovine shifter - you get to be a Troll with a Meta C priority (unless that was errata'd or something).
Title: Re: Shapeshifter
Post by: Kiirnodel on <01-25-17/1633:46>
Personally, I don't let the Called Shot: Vitals bypass Regeneration automatically. It specifically says in the called shot description that it is there for when you are targetting one of a number of vital areas for extra damage (brain, heart, or major arteries). Only one of those locations is enough to stop regeneration, so I've never felt like just making that default -4 called shot should be an automatic you got a head-shot situation.

When we've had conversations about it, my group has discussed things like, making it an additional penalty to specifically be calling for the head-shot to prevent Regeneration. Or potentially requiring a specific number of net hits to make it a good enough hit to do the same.

Personally, I do, because it's RAW and makes sense in game and out of game: Mundanes have an enormous uphill battle against magic. There is no need to strengthen that side. Infected are enough of a hassle as they are. Regeneration on those vampires/wendigos/dzoo-noo-quas/banshees needs a counter balance beyond magic damage.

A stake to the heart and a shotgun blast to the head are staple solutions to the undead.

So, ceterum censeo: Fuck vampires.

I don't remember seeing anything RAW that says that Called Shot: Vitals bypasses Regeneration.

The list of vital locations that are suggested in the Called Shot is much longer than the list of locations that prevents Regeneration. The Called Shot doesn't say "pick one of these locations" and attacks are abstracted on hit locations to the point that targetting a specific body part is a separate called shot (with higher penalties).

The Neck, for example, is where one of those major arteries mentioned in Called Shot: Vitals is, but the Neck location is a -8 called shot.

Here is a quick idea I came up with, using the same format as the Location Called Shots...

Target Location: Head/Brain; Attack Modifier: -8; Max DV: None; Potential Effects: Critical Wound, Brain Damage
Critical Wound: For the cost of one net hit, increase the final DV by 2, this effect can be selected multiple times (up to half the skill Rating of the attacker), Brain Damage: The attack causes traumatic brain damage. This not only causes the Regeneration critter power not to function, but also potential side-effects if the target survives. This effect costs 2 net hits to select.
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-25-17/1653:35>
p.400 core
"Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way"

p.195 core
"Vitals: Standard ranged attacks are assumed to be aiming center mass (human torso, car engine, etc.) to allow for maximum chance to hit while also focusing on vital areas for damage. Calling a shot to increase damage means the shooter is aiming for a particularly vital area of the body, such as the brain, heart, or major arteries."

Brain may be the only thing called out in both quotes explicitly, but the spinal cord certainly is a vital area too (and a rather large one at that). Therefore, I don't see a reason to increase the penalty when vitals shot is already clearly defined as shooting at a more vulnerable area of the body like the head. If you can hit the brain with a -4, the spinal cord shouldn't be that much harder.

There is no need to gimp mundanes even more when every magic user gets to stop regeneration without any effort at all.
Title: Re: Shapeshifter
Post by: Kiirnodel on <01-25-17/1709:57>
Brain may be the only thing called out in both quotes explicitly, but the spinal cord certainly is a vital area too (and a rather large one at that). Therefore, I don't see a reason to increase the penalty when vitals shot is already clearly defined as shooting at a more vulnerable area of the body like the head. If you can hit the brain with a -4, the spinal cord shouldn't be that much harder.

There is no need to gimp mundanes even more when every magic user gets to stop regeneration without any effort at all.

I'm saying that Called Shot: Vitals doesn't guarantee head-shot. Combat is abstracted such that hit locations are not specified. The Vitals could just as easily be a better shot at the heart in the middle of combat.

The problem is there is no "called shot to the head" like regeneration mentions.
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-25-17/1728:08>
That's only a problem if you are actively trying to disallow triggering the weakness of regeneration and you are arguing that the head or the spine is not a vital area.

Because I can assure you: If you are aiming at the brain you are not suddenly equally likely to hit the heart or an artery - at least not more likely than if you are just shooting center mass (Actually you have a good chance to hit the heart by shooting center mass as the heart is a lot more to the middle than most people think).

Title: Re: Shapeshifter
Post by: FancyDerek on <01-25-17/2044:49>
How about Run & Gun...

There actually is a shot to the head and it's more than a -4 DP, which is why saying the core called shot automatically bypasses regeneration shouldn't happen, IMHO. On the other hand it should have a chance to do so... I'd go with a 50/50, but that's just me.
Title: Re: Shapeshifter
Post by: Glyph on <01-25-17/2250:45>

(and to be honest, I can't think of the last time someone wanted an equine or Bovine shifter.... )


There is at least one reason to play Bovine shifter - you get to be a Troll with a Meta C priority (unless that was errata'd or something).

Even better, you get to be a troll (or minotaur) with 4 special Attribute points with a Meta C priority, meaning you can either start with an Edge of 5, or pick D for adept and still have a Magic of 6.  Sure, it costs 25 of your starting Karma, but it's more than worth it.
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-26-17/0113:02>
How about Run & Gun...

There actually is a shot to the head and it's more than a -4 DP, which is why saying the core called shot automatically bypasses regeneration shouldn't happen, IMHO. On the other hand it should have a chance to do so... I'd go with a 50/50, but that's just me.
You are mistaken. R&G has a long list of mostly useless locations to shoot, but none of them is head or brain or spine or heart. Also, they seem so hart to hit because they purposefully limit the amount of damage you do. Either that or the list is just expression of terrible game design. 

Ankle
Ear
Eye
Foot
Forearm
Genitals
Gut
Hand
Hip
Jaw
Knee
Neck
Shin
Shoulder/Upper Arm
Sternum
Thigh
Title: Re: Shapeshifter
Post by: Xexanoth on <01-26-17/1351:55>
You are mistaken. R&G has a long list of mostly useless locations to shoot, but none of them is head or brain or spine or heart. Also, they seem so hart to hit because they purposefully limit the amount of damage you do. Either that or the list is just expression of terrible game design. 
To be fair, the point of the Run and Gun Called shots are the Secondary Effects, and for you StreetSam/GunBunny to show of.
They are situtional and more for roleplaying than efficency, but are pretty awesome when you can use them.
... also, hitting people in the genitals will never stop being funny.

The limited damage can also be used when trying not to kill an unarmored target or not to knock out someone you really need to interrogate right now.
Title: Re: Shapeshifter
Post by: Achsin on <01-26-17/1428:28>
(also damage from silver weapons can be regenerated as long as the silver weapon isn't stuck in him.)

A bit late to the party, but this part isn't true, or rather it would be if they didn't also have Vulnerability (Silver). Vulnerability increases the DV from attacks made with the substance by 3DV and prevents that damage from being healed with regeneration. Depending on interpretation, the allergy bit just means that you might also not be able to regenerate anything while exposed to allergens (and Ghost help you if you're also even mildly allergic to pollutants or sunlight in that case).

Called Shot (Vitals) is pretty nasty if it bypasses regeneration with the added benefit of +2DV, but not really more deadly than against someone without regeneration aside from characters who rely more on their ability to quickly recover damage than on armor. The -4 penalty is pretty useful for helping to dodge shots from all but the more skilled opponents (or snipers, curse them). If you feel that's too strong vs regeneration, removing the +2DV might help offset it. I'd been thinking of proposing either that or a new Called Shot (Brain) for -6 that just prevents the attack from being regenerated if it does Physical damage.

We also ruled that Regeneration doesn't work against damage caused by toxins, though maybe changing it so you get to add Magic to the toxin resistance test but still not regenerate the damage might be a better middle-ground.
Title: Re: Shapeshifter
Post by: Hobbes on <01-26-17/1450:40>
Regeneration in 5th edition isn't that great.  The handful of combats I've had either as a Player or GM it didn't matter at all.  All the regenerators are down at the end of a turn and someone simply stands over the pile of goo and keeps shooting or stabbing until the pile of goo stops healing.  So unless there is some outside time or tactical factor where spending 6 seconds standing in place isn't feasible the critter dies anyway. 

I guess if you didn't know Werewolves and Vampires regenerate it may be a surprise, but c'mon....

(Back in first or second edition we found out the hard way Megaladons regenerate, that was extremely unpleasant.  We really needed a bigger boat.) 
Title: Re: Shapeshifter
Post by: Dwagonzhan on <01-26-17/1558:23>
REGENERATION

This power allows rapid healing of any damage a critter has taken.
At the end of each Combat Turn, if the critter has any damage on either of its Condition Monitors, it makes a Magic + Body Test, adds its Body to the number of hits scored, and heals that many boxes of damage, first from Physical overflow, then from the Physical damage monitor, and finally from the Stun damage monitor.

If the critter has exceeded its Physical overflow damage, it’s not dead yet. It still gets a Regeneration Test. If, after this test, its Physical overflow still exceeds its Body, then it’s really dead


Having read the minutia for Regeneration in SR5...it is quite bad with damage being as high as it is. In lethal scenarios, Regen might as well not exist UNLESS the Regenerating target also has gobs of tankiness already.
For subduing scenarios however...being able to refill stun boxes that quickly makes specialized precautions necessary (don't just bring the usual handcuffs and duct tape, is what I'm saying).
Title: Re: Shapeshifter
Post by: Jack_Spade on <01-26-17/1711:24>
@Hobbes
That works if you are facing only one regenerator. But if you have disturbed a nest of vampires you really need every need a way to stop them from getting back up again with one or two shots. (Sadly/Luckily, werewolves no longer have regeneration, turning them rather into a joke against anyone with decent ini and a FA capable weapon

@Dwagonzhan
As you say, regeneration becomes more powerful the higher the body value is. A scrawny BOD 3 guy is easy to take down, but a Wendigo with BOD 8 or god forbid a Dzoo-noo-qua with 10 usually is up and running at the beginning of the next turn. If you add armor to the mix that turns regular attacks to stun you are pretty much hosed.
Annoyingly, a large cross section of Strain I infected turn out to be mages or adepts, able to boost their BOD attribute. That's usually when the TPK starts...
Title: Re: Shapeshifter
Post by: Kiirnodel on <01-27-17/0159:19>
As others have mentioned, the Called Shot: Vitals already gives bonus damage, it simply seems odd to me that it could be used to bypass an otherwise (supposedly) powerful ability. I'm not saying that there shouldn't be a way to bypass or stop regeneration, the power specifically says that there is a weakness. The only thing I'm saying is that exploiting that weakness shouldn't be folded into the vitals called shot for free.

The closest I found when I looked over the location called shots in Run & Gun to something that was meant to be a kill-shot was the Neck location. This (presumably) represents basically slitting someone's throat. The damage limit was high (DV 10), and it causes the target to bleed out. Similarly, the Gut shot is also fairly high (DV 8), although it causes a "slow death" which tells me that it is meant to have the target suffer slowly...

The "Head Shot" that I made up a couple posts back uses a similar set up to those, but I removed the DV limit, and the extra effects are specifically designed to increase damage. The concept being that it is used in place of Called Shot: Vitals. Rather than increasing the DV up-front, it uses the net hits to scale up the damage faster, and the idea was that it costs a couple of net hits to "lock in" the damage and prevent regeneration. I chose a penalty of -8 rather than -6, because the head seems like a harder target than a person's gut.