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Need help working on a new/adjusted race

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Jaffer

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« on: <08-04-11/0203:32> »
Hello Jackpoint,

My GM has given me permission to have a custom race character in their campaign as a test.
I have included a picture of the race so people can get an idea.

The GM has agreed to let me have it between 25 and 40 BP based on what he thinks is fair.
The baseline comparison we're using is the Centaur.
Everything is "Build what you think is fair, and I'll give you a yes or no."

Here are my ideas:

Story/History:
The Chakat came about much like the Centaur, only they appeared in Egypt.  Instead of using the horse as a template, Chakat's were made using the Sphinx as it's template, ending in a six limbed feline-taur.


Base stats:
Body:2/7(10)
Agility:1/5(8)
Reaction:1/5(8)
Strength:1/6(9)
Charisma:2/7(10)
Intuition:1/6(9)
Logic:1/6(9)
Willpower:1/6(9)
Edge:1/5(8)

This is based off the centaur's stats of 2 +1's and 2 -1's.


Abilities:
Enhanced Senses (Low-Light Vision)
Sapience

I'm not sure what else to put here.  This is a bit less then the centaur.


Weaknesses:
Uncouth (same as centaur)

I would like this to be it, but the centaur also has uneducated.  I was thinking maybe having distinctive style at the equivalent of 20bp (it would be a distinctive creature)

While the creatures are magical (And start with 1 magic point) My GM hase given me permission to buy the technomancer quality, but at double cost. (5bp to remove the magic and 5bp for technomancer)



I am looking for any input on how I can round the race out.  The character I'm planning on making is a technomancer (Dronomancer).

I'm only looking for advice on the race ATM, when the race gets the thumbs up, I'll post a completed character for people to nitpick.

Thankyou,
~Jaffer Roshak.


PS. Image belongs to Kacey Miyagami.
« Last Edit: <08-04-11/0205:17> by Jaffer »

Charybdis

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« Reply #1 on: <08-04-11/0224:39> »
Sounds a bit weird, but OK ;)

First off, I recommend ditching the Magic powers of the creature (ie Magic at 1).

You can be a paranormal critter without a magic rating, and I'd really recommend it in this case.
Technomancy and Magic really don't mix (in fact are expressly forbidden by normal rules).

I'm curious at the Edge limit of 5. Sphinxes are a symbol of good luck and protection, so is there any reason why they'd be less lucky than average? (and it's a third attribute at -1, which is worse than the centaur AFAIK)
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Jaffer

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« Reply #2 on: <08-04-11/0241:29> »
First off, I recommend ditching the Magic powers of the creature (ie Magic at 1).

You can be a paranormal critter without a magic rating, and I'd really recommend it in this case.
Technomancy and Magic really don't mix (in fact are expressly forbidden by normal rules).

The reason it includes the magic rating, is cause it's included as part of the Centaur.  I think it's cause they were created by magic (or something like that)
Removing it is easy, it's just an additional 5bp at character creation.


'm curious at the Edge limit of 5. Sphinxes are a symbol of good luck and protection, so is there any reason why they'd be less lucky than average? (and it's a third attribute at -1, which is worse than the centaur AFAIK)
Again, this is cause it's how it works with the centaur (all sapients except for the pixie have a max of 5).  I don't want to push the character past the centaur much cause I want the GM to give it the nod on the first pass.


The things that are important to me as a player, are the overall shape/size of the creature, and it getting technomancy.
My vision for the character is for it to be a dronomancer who carries drones and parts with them.


Other things I'm willing to give up are the speed (centaur: 20/100).  I think we could half that and still be reasonable (it'll still be twice as fast as a human.)

Thankyou for your ideas, and I'll consider the edge change as ell.

John Shull

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« Reply #3 on: <08-04-11/0556:46> »
Being a naturally enchanted race is fine by me.  Magic point of 1 sounds fine as long as the race cannot have TMs.  Its a tradeoff.  Having a natural Charisma of 2 starting out and then having Uncouth puzzles me.  Many people are Cat people or at least find them cute so I am good with Charisma 2 start and find another disad than Uncouth.  Just my opinion but run with the cat theme, Sheds could be a 5 pt disad making you always lick your coat and a 10 pt disad for Hairballs.  Most GMs will at least consider having that character in their game.  Other disads could be addicted to puzzles or Curiosity.  I agree about the Edge thing and you need to have that full range and move the Body starting at 2 to Agility.  Low light Vision is a keeper.  Instead of 6 limbs you might have to cut back to 4 again.  Your kinda a centaur/sphinx smooshed together look and you should keep inside your concept.  Bonus on Climb, Arcane Magic(going with its a natural mage theme), gymnatics, survival, and/or Spellcasting.  Wouldn't think combat is a main driver unless your making this kitty out of a jungle cat, as indicated by the Toney the tiger look on the sketch, rather than a more Lynx feel which is balanced.  So far it is kinda interesting.  Gonna check some Egyptian references and check back.
Opportunities multiply as they are seized.  --Sun Tzu

Jaffer

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« Reply #4 on: <08-04-11/0908:44> »
Being a naturally enchanted race is fine by me.  Magic point of 1 sounds fine as long as the race cannot have TMs.  Its a tradeoff.

This character is actually going to be a Technomancer.
The GM allows Enchanted races take the Technomancer quality at double cost, as there are always those individuals of a race that are different.  I was going to run a TM Naga, but the GM let me design this race.


Having a natural Charisma of 2 starting out and then having Uncouth puzzles me.  Many people are Cat people or at least find them cute so I am good with Charisma 2 start and find another disad than Uncouth.
That is a good point.  I assumed Uncouth would be cause the race didn't interact with society as much and lacked knowledge of customs.
I like the shedding idea, and I think I could include that as a weakness.

I appreciate all the input you guys have.  Thankyou for helping so much.

Tsuzua

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« Reply #5 on: <08-04-11/1046:01> »
I would give them some sort of useful magic power and/or natural weapon to go with the magic 1.  I may also pump strength up to 3.  With +1 Body, -1 Agility, -1 Reaction, +2 Strength, +1 Charisma, Magic 1, Uneducated, and Natural Weapon Claws (STR/2+2), I would put them at 30 points, maybe 35-40 since SR likes "I'm special" taxes.

As for Uncouth, it's suppose to represent the very different social customs Centaur have compared to metahumanity (such as eye contact being bad).  That's why they have it but nagas and the like don't.  You could likely drop that too. 

JimJungle

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« Reply #6 on: <08-07-11/0232:52> »
another disad could be Nocturnal. a positve could be Camo Fur, Retractable Claws, Cat Eyes. Also you should play up the Cat-Like personality.  Curiosity is a good one.  For fun he could have a certain itchy spot, that if someone starts scratching, he forgets what hes doing and purs like a kitty. P.S. that picture was adorable!

JoeNapalm

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« Reply #7 on: <08-07-11/0924:27> »
Using Runner's Companion Metavariants as my guideline, I would say that you have the Distinctive Style Negative Quality automatically - however, you don't get the BP adjustment for it.

If you read the description of Distinctive Style ( RC 103 )  it states that all Metavariants suffer the effects of it - and it is not reflected in their costs.

Personally, I think it is a flaw in the way the rules are written - you shouldn't have "hidden" mechanics, it should just be listed as a Negative Quality, even if you don't give any BP for it (which is also sort of of inconsistent, really). But it is RAW.


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« Last Edit: <08-07-11/0930:22> by JoeNapalm »

Jaffer

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« Reply #8 on: <08-15-11/0330:39> »
After doing a lot of calculations and adding up the pros and cons of the Centaur race, I have a design for the Chakats.

On paper it equals 0, the same way it did for the Centaur on paper.

Race: Chakat:
+1 Body (They are larger)
-1 Reaction and Agility (They are larger  :P)
+1 Edge (Sphinx have always been symbols of luck)

Qualities: (Positive)
Lucky (Sphinx have always been symbols of luck)
Enhanced Sences (low light vision) (Just like a cat)

Qualities: (Negative)
Uncouth (Cause all Sapients have it, cause they live apart from meta-human society)
Oblivious (Ohhh, Shiny.  Just like a cat)
Compulsive: riddles (Can't ignore them, loves to play.  riddles have always been a part of Sphinx myths)
Weak Immune System (They live isolated and don't have much interaction with the rest of the world)
Sensitive System (They don't react well to implants)

Natural weapon (Claws (1/2 Str +2 P))

Movement:
Walking: 10 (Double human)
Running: 50 (Double human)


Critique most welcome as I would like this to be good before I propose this to my GM.

Charybdis

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« Reply #9 on: <08-15-11/0525:04> »
After doing a lot of calculations and adding up the pros and cons of the Centaur race, I have a design for the Chakats.

On paper it equals 0, the same way it did for the Centaur on paper.

Race: Chakat:
+1 Body (They are larger)
-1 Reaction and Agility (They are larger  :P)
+1 Edge (Sphinx have always been symbols of luck)

Qualities: (Positive)
Lucky (Sphinx have always been symbols of luck)
Enhanced Sences (low light vision) (Just like a cat)

Qualities: (Negative)
Uncouth (Cause all Sapients have it, cause they live apart from meta-human society)
Oblivious (Ohhh, Shiny.  Just like a cat)
Compulsive: riddles (Can't ignore them, loves to play.  riddles have always been a part of Sphinx myths)
Weak Immune System (They live isolated and don't have much interaction with the rest of the world)
Sensitive System (They don't react well to implants)

Natural weapon (Claws (1/2 Str +2 P))

Movement:
Walking: 10 (Double human)
Running: 50 (Double human)

Critique most welcome as I would like this to be good before I propose this to my GM.
What rating are the Oblivious, Compusive and Sensitive System flaws?

Also, having +1 Edge AND Lucky is a very powerful combination should you decide to max out Edge. As a GM, I'd be very wary of this....
'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law

Jaffer

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« Reply #10 on: <08-15-11/0612:18> »
What rating are the Oblivious, Compulsive and Sensitive System flaws?

Oblivious (5BP)
-1 or -2 on all perception (I forget)

Compulsive (10BP)
The character can strain relations with clients, and piss off people with short tempers, but it usually won't be life threatening.

Sensitive System (15BP)
Double all essence loss from cyberware.  This is to sit alongside weak immune system, to show that the race has lived away from meta-humanity and all the trappings it has.


Also, having +1 Edge AND Lucky is a very powerful combination should you decide to max out Edge. As a GM, I'd be very wary of this....

I thought long and hard about this one.  While the pair takes the equivalent of 30BP, Sphinx have always been associated with good fortune.  and you would get the base starting edge of a human and need to spend 65BP to max it to 8.

I agree that this is a point of concern, I think if the player doesn't powergame the race, it won't become a major issue.

Cass100199

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« Reply #11 on: <08-17-11/2241:54> »
Quote
I agree that this is a point of concern, I think if the player doesn't powergame the race, it won't become a major issue.

Where there are gamers, there is powergaming. Just check out the other character creation threads.
You can't tell me what toys I can play with.

Kylen

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« Reply #12 on: <08-20-11/0501:19> »
Being a naturally enchanted race is fine by me.  Magic point of 1 sounds fine as long as the race cannot have TMs.  Its a tradeoff.

This character is actually going to be a Technomancer.
The GM allows Enchanted races take the Technomancer quality at double cost, as there are always those individuals of a race that are different.  I was going to run a TM Naga, but the GM let me design this race.



This character is actually going to be a Technomancer.
The GM allows Enchanted races take the Technomancer quality at double cost, as there are always those individuals of a race that are different.  I was going to run a TM Naga, but the GM let me design this race.


I'm sorry. As a loyal, loving fan of this system, I HIGHLY, MASSIVELY disagree because of HOW F-KING BROKEN THIS CAN BE. It's LITERALLY written, in MULTIPLE BOOKS, that Magic and Reasonance cannot, and will not, ever, work together in the same body. Otherwise we'd have technomancer mystic adepts EVERYWHERE. (Yes that's my worst dream.) If you want your technomancer, play a race that doesn't get an automatic magic point, yeah? *deep breath* Rant over.

On the subject of your Cat-taur (because, face it, no matter what you call it, that's what it is.), I'll be honest, keep most of the Centaur traits, maybe pump up your Agility or Reaction, drop your Body or Strength, and then fluff to you desire. You don't need all this extra stuff. Hell, I'd personally make you just do something similar to a SURGED Centaur (if it could happen. *shrugs) or just exactly what I said.


EDIT: Yeah, I changed some wording. I will no longer hate on such GMs Publicly. It was a bit harsh. Another thought though: Couldn't you just go Elf/Human/Whatever and SURGE the extra body part for 'taur and then have SURGE again to be a cat? It'd probably be a hell of a lot easier and cheaper points wise.
« Last Edit: <08-20-11/1537:13> by Kylen »
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Jaffer

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« Reply #13 on: <08-21-11/1822:51> »
I'm sorry. As a loyal, loving fan of this system, I HIGHLY, MASSIVELY disagree because of HOW F-KING BROKEN THIS CAN BE. It's LITERALLY written, in MULTIPLE BOOKS, that Magic and Reasonance cannot, and will not, ever, work together in the same body. Otherwise we'd have technomancer mystic adepts EVERYWHERE.

I understand where you're coming from there.  I may not have explained what happens well enough.

If the player takes double technomancy skill the race in question loses all magical traits.
Imagine a Naga who was born with no magic at all.  they are unable to take any magical skills or classes.

You can't have an adept/technomancer in this game, you can just remove all magic at a cost of 5bp.

I hope that makes more sense...

John Shull

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« Reply #14 on: <08-22-11/1659:40> »
I'm sorry. As a loyal, loving fan of this system, I HIGHLY, MASSIVELY disagree because of HOW F-KING BROKEN THIS CAN BE. It's LITERALLY written, in MULTIPLE BOOKS, that Magic and Reasonance cannot, and will not, ever, work together in the same body. Otherwise we'd have technomancer mystic adepts EVERYWHERE.

I understand where you're coming from there.  I may not have explained what happens well enough.

If the player takes double technomancy skill the race in question loses all magical traits.
Imagine a Naga who was born with no magic at all.  they are unable to take any magical skills or classes.

You can't have an adept/technomancer in this game, you can just remove all magic at a cost of 5bp.

I hope that makes more sense...

To be clear.  You are creating a naturally magically active species and have your character lose those inherit abilities to be a Technomancer.  Do I have that right?  It seems that a race that was naturally techie or even neutral would be a better choice on building the race.
Opportunities multiply as they are seized.  --Sun Tzu