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help with new totem

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Tuoweit

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« Reply #15 on: <01-31-14/2120:34> »
because wolf is the hunter totem not dog according to the similar archetypes at the end of the discription

I think you are misunderstanding my suggestion.  "Wolf" and "Dog" are just names attached to the blocks of stats.  Since Dog already exists in the book (and thus one presumes it's considered at least reasonably balanced) and is more or less what the player wants, my suggestion is to take those stats (or just the Adept Powers portion) and call that "Wolf" for that character.  Magic is highly personal, especially when it comes to totems, and it's not a strict law of magical theory that everyone's Wolf Totem is identical.

Longshot23

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« Reply #16 on: <02-01-14/0311:35> »
Either way, there is this, from the SR4A book:

IMPROVED SENSE

Cost: .25 per improvement
You have a sensory improvement not normally possessed by your metatype. Improvements include low-light or thermographic vision,
high or low frequency hearing, and so on. Any sense provided by cyberware can also be provided by this power (see Street Gear, p.310, for
more information), unless an improvement involves radio or similar technological phenomena. Unlike cyberware, there are no package
deals on cost. Additional Improved Senses are described here:

. . .
Improved Scent: You can identify scents in the same way as a bloodhound. You can identify individuals by scent alone, and can tell
if someone whose scent you know has been in an area recently with a successful Perception Test.  The strong smells of most sprawls impose
modifiers on the use of this sense.

. . .

Now it hasn't carried into SR5 - yet. It's up to your particular game whether to allow it. Doesn't seem like a game-breaker to me.

k_night

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« Reply #17 on: <02-01-14/0650:16> »
@Tuoweit : i see but the the fluf and stats of dog suggest more tracker while wolf is more hunter.
in the end i would have to alter dog too, to hive him more "bite"  ;)

so if improved smell is an acceptable power, what would the second "putting down the prey" power be?
would you keep agility boost or are there better idea's?
i'm having a hard time finding a suitable power but i might be too picky :-[
since it's going to be house ruled anyway, its okay to make one up or steal one from previous edditions.

thanks for the help, and i appologize for my laziness and using you guys and girls  :P

Longshot23

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« Reply #18 on: <02-01-14/0933:36> »
Either Killing Hands or Critical Strike.

Putting down the prey is more akin to assassination, as opposed to combat. At least that's the way most predators seem to prefer it - wolves and dogs, being pack animals, work a bit differently.

Tuoweit

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« Reply #19 on: <02-01-14/1232:24> »
Either Killing Hands or Critical Strike.

Those would be over-budget since he already has Improved Sense (max 0.5 worth of powers total). 

There's not a huge selection at the 0.25 level, but a number of the ones that are there do fit the theme - I think Enhanced Accuracy would particularly fit the Hunter theme you're going for, assuming the character uses weapons.  Alternatives for a melee character could be Adrenaline Boost, Attribute Boost, or Light Body.

Moonshine Fox

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« Reply #20 on: <02-01-14/1609:39> »
While several good disadvantages have been suggested, here's one from the totem back when it was in 3rd edition. 

Fox shamans do not care for battle, preferring to outwit or trick their opponents. When forced into battle, they fight ruthlessly and take no prisoners, and must make a Charisma + Willpower (3) Test to spare a fallen enemy.

Also an idea for the adept power would be a free traceless walk, mimicking the stealth abilities of a feral fox.