Wednesday, December 8, 2010

Alternate Races

Midget (-5) (Costs 5 less build points instead of 5 more!)
Little People suffer a great deal in the dystopian shadowrun world. They are much like humans (though technically a human variant), except about half as tall. As such, they get -1 to strength and body (including racial maximums), -1 to running multipliers, and they may be subject to racial stigma. Like other metahumans, they only gain karma pool every 20 points instead of every 10.

Their short stature does provide them with +1 die of stealth rolls involving hiding or sneaking. Being smaller, they may get situational penalties to disguise or certain tests that is problematic due to their height, but may get situational modifers to other circumstances where being small is a benefit (like being able to find better cover).


Albino (-5)
Humans with pale skin and red tints to their eyes. They're still technically human, but a slightly goblinized version of them. They have decreased karma pool (1 every 20 pts instead of 10), the stigma flaw, the distinctive features flaw, and a mild allergy to sunlight. They also have reduced visual acuity, giving them a +1 TN penalty with visual senses, basically the poor sense: visual flaw. They also suffer -1 to charisma.

Ginger (-5) Subtype
This is a subtype of any race, it's characterized by pale skin, freckles, and bright red or orange hair. Gingers suffer -1 charisma, mild allergy to sunlight (or increase the severity by 1 step if the race already has an allergy to sunlight), distinctive features, and a mild stigma. Unlike albinos, they suffer no visual acuity problems. Gingers suffer no difference to karma.

Unlike other racial modifiers, the penalty to charisma for gingers does not affect their maximums, meaning that this penalty can be offset by puchasing the charisma back. There are very few gingers (usually women) who manage to be attractive despite this genetic flaw. This is very rare.

Note: Some races have a negative build point cost, meaning they grant you more build points. Looking at the cost, these increased build points may be less than the sum of their flaws. Because it's a racial adjustment, this goes beyond any maximum refund due to flaws.

Animal Hybrid (+10) (subtype)
Not quite a shapeshifter, an animal hybrid is a shapeshifter who cannot change into human shape, or fully into animal shape, but is stuck in a form somewhere in between. Depending on the form, this may mean any number of abilities, but there are some in common to all. Such a hybrid is a subtype of a base metahuman race (such as a human or a troll)

All Animal Hybrids:
Racism- animal hybrids are considered critters, and may be treated as similar to shapeshifters for legal purposes.
Distinctive Appearance- A walking wolf stands out on city streets. They take a penalty to disguise rolls and are easier to find using gather information or tracing.
Empathy- A hybrid has +1 die to tests dealing with handling animals it is a hybrid of (such as turtles) and other hybrids of the same type.

Sample Hybrids:

Cat: A cat hybrid will have a tail (which cannot be used to attack or manipulate things). They may look like a bipedal cat, or have more humanoid features (a girl with a tail and wiskers who purrs). +1 quickness, high frequency hearing, +1 to balance checks, -1 to strength.

Turtle: A turtle hybrid will have a shell and look like a ninja turtle. Shell provides 3 impact, 2 ballistic armor. -1 to running modifiers. Gains water sprite edge twice for free. Sensitive system (harder to implant cyberware, especially bodyware due to shell). +3 body. -1 quickness.

Lobster: A lobster hybrid will look like Dr. Zoidberg. Hard skin provides 1 impact and 1 ballistic armor. Claw-hands make fine motor manipulation difficult if not impossible, but can attack as an edged weapon as if he had the killing hands adept power at rank 1 (though this is considered a normal weapon). If an adept, he gains killing hands rank 1 for free. (This does not decrease the cost of higher ranks). +1 body.

Dog/Wolf: A wolf looks like a werewolf and may be treated as such. Has high and low frequency hearing and enhanced smell. Has a claw attack (as though killing hands rank 1, still a normal weapon). +1 strength.

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