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Shapechange Spell RAW Guidance on Augmentaions, Drugs, Adept Powers?

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Hobbes

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« on: <10-26-18/1907:30> »
I'm not aware of any RAW guidance on what all still "works" after a Shapechange spell.  Cyberware, Bioware, Geneware, Drugs, Physical Adept powers, Sustained Spells... ect ect. 

I mean, really, who doesn't want to play a chameleon skinned 'Gator hopped up on Kamikaze with a magic set of chompers.  And what does happen to the Troll Face's Pheromones, or the Samurai's Tetrochromatic eyeballs when you turn them into a Horse?

I can see RAI in game arguments for Adept Powers, Sustained spells, but drugs, nanotech, geneware... eh.. bioware and Cyberware okay, not so much.  But is there any RAW other than "...not transform clothing and equipment."  Is a Superthyroid gland Equipment?  Or Synaptic Acceleration?

Anyway... I get that Shapechange is a basically 101 GM calls as to what works and what doesn't.  Looking for something RAW for basic guidance, failing that, I'll take any random internet ramblings under consideration. 


SunRunner

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« Reply #1 on: <10-26-18/2016:05> »
Adept powers should work just fine while shaped changed. Drugs are ehh, GMs call I would go with they work for simplicity's sake and the absence of anything that says they don't. Cyber/Bio get strange, its pretty clear your gear dont change but for ware that you spent essense on its fairly clear that magic treats it as a part of you once you spend essense on it. I would tend to go with it does not function but its a very grey area as far as I know.

Jack_Spade

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« Reply #2 on: <10-27-18/0434:39> »
I'd say the rules of shift apply: Sub-deltaware implants are expelled, adept powers work as normal, drugs too, albeit with changed durations, depending on body and traits.
Geneware is ineffective since you don't keep your genes but get those of an animal.
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Reaver

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« Reply #3 on: <10-27-18/0619:57> »
In previous editions, shapechange, melded the 'ware bits into the new form and rendered them inert for the duration of the spell (it's voluntary remember)...

adept powers, it was less clear on. 
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Hobbes

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« Reply #4 on: <10-27-18/1941:12> »
Probably Adept powers, probably sustain spells, maybe drugs, probably not any Augmentation (Cyber, Bio, Gene), except maybe Deltaware.

 ;D

Thanks, about what I was figuring. 

Reaver

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« Reply #5 on: <10-27-18/2313:18> »
Well, when you think about it...

'Ware is a bigger question then the others... :D "What exactly happens to my metahuman size Titanium spine and ribcage when I change into a housecat?? Do they rip through the shrinking and changing skin and muscle, leaving me a pile a bloody juice on the floor??? Or do they morph with me??" - A valid question when the distaste between magic and tech is a well known thing....


But adept powers?? What really changes? Its not like an Adept "hulks out" when he used increase Attribute Strength and shrinks back to "Puny Banner" hwne he turns it off....

Sustained spells are a matter of willpower.... and that would depend on the caster....maybe the spell as well...

Drugs.... who the fuck knows how a non existent drug affects every animal differently??? Best to Wing it as the GM wishes.. And accept the bad karma now for the horrible experiments to live animals that you are suggesting :D

On a side note: Could I kill you by offering you a candy bar while you are changed into a canine (Considering chocolate is poison to canines)??

Food for thought.... and Murder..
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Hobbes

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« Reply #6 on: <10-28-18/0730:08> »
Well, when you think about it...

'Ware is a bigger question then the others... :D "What exactly happens to my metahuman size Titanium spine and ribcage when I change into a housecat?? Do they rip through the shrinking and changing skin and muscle, leaving me a pile a bloody juice on the floor??? Or do they morph with me??" - A valid question when the distaste between magic and tech is a well known thing....


The spell doesn't specify the 'ware is kicked out so I'd rule that 'ware is changed with the form and comes back.  That would be a fairly major bit to leave out if that was the intended function of the spell.

Best not to think about it real hard.  Bird, Cockroach, Squid brains are radically different from Human.  Yet the target of the spell keeps his mental stats.  Does that mean the Decker's Cerebral Booster is still working when you turn him into a Mouse?

RAW the chocolate thing for a dog is easy.  If the Critter stat block had Allergies, you'd get them if you Shapechanged into that Critter.  As a personal side note the whole dog / chocolate thing is a little over hyped.  I wouldn't feed one a whole bag of Halloween candy, but you don't need to rush Fido to the vet if the kids "Forget" and give him a piece.  Or, as will happen when you have young children and dogs, good ole wild floor candy.  Sometimes still in the wrapper. 

Sphinx

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« Reply #7 on: <10-29-18/1111:37> »
Shapechange (Street Grimoire, p.118) is a Physical, Sustained spell, which means the change is real, but temporary ... as soon as the magician stops sustaining the spell, the subject returns to normal. Relevant text: "This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech." Stands to reason that Adept powers and other magical abilities continue to work normally, since a shapechanged magician can still use magic. I would rule that augmentations are not damaged, but are inactive and unavailable while the spell is sustained; they would return fully functional when the spell ends and the subject resumes their original shape. Drugs and toxins are a tougher call ... I wouldn't allow Shapechange or Critter Form spells to replicate Detox, so I guess drugs should continue to work normally.

Xelian

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« Reply #8 on: <11-01-18/0633:10> »
Shapechange (Street Grimoire, p.118) is a Physical, Sustained spell, which means the change is real, but temporary ... as soon as the magician stops sustaining the spell, the subject returns to normal. Relevant text: "This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech." Stands to reason that Adept powers and other magical abilities continue to work normally, since a shapechanged magician can still use magic. I would rule that augmentations are not damaged, but are inactive and unavailable while the spell is sustained; they would return fully functional when the spell ends and the subject resumes their original shape. Drugs and toxins are a tougher call ... I wouldn't allow Shapechange or Critter Form spells to replicate Detox, so I guess drugs should continue to work normally.

Exactly my opinion as well. Ending effect of drugs with Shapechange means you get two spells at the price of one. Implants should be inactive but still on the body unlike other gear.

 

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