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Additional Rules |
Duration : as Somatic Control
Range : as Somatic Control
Drain : as Somatic Control
This talent allows for a shapeshifter to channel attributes from their animal form to their metahuman form and vice-versa. Somatic Control must of course first be developed.
Duration : Sustained (see below)
Range : see below (Touch)
Drain : see below (Varies)
This metatalent has certainly seen the expansion and changes with the alterations to the magical laws that come with SR4. In order to have the material function correctly, the following material detailed below is considered a detailed clarification. Each detailing is considered a "sub-talent" and thus requires additional training and karma but does not require the development of a new metatalent "slot".
Augment Spell
Duration : Sustained (see below)
Range : LOS
Drain : (Hits Generated)/2 <Round Up>
This ability allows the initiate to augment the effective force of a spell without directly impacting the spellcasting magician (unless s/he is said magician). The user performs a Catalyst test (Metaforces + GoI) with the hits generated temporarily augmenting the force of the spell. This action can only be applied to sustained spellcraft, up to and including those spells sustained until permanent. It cannot be utilized upon spells with an instantaneous duration. Spells so augmented allow for the casting magician to perhaps gain an increased effect desired without directly raising the drain of the spell itself.
The number of hits so generated cannot exceed the GoI of the initiate. If the number of hits generated is equal to or less than the original force of the spell, then the drain is Stun. If the number of hits generated is greater than the original force of the spell, the the drain is Physical in nature. Please note, that in order for the influence to be maintained, the initiate is effectively "sustaining catalysis" and suffers a sustaining modifier to all his/her actions accordingly.
Augment Magic
Duration : Sustained
Range : Touch
Drain : Hits Generated
This ability allows for an initiate to temporarily elevate/augment the magic attribute of another individual that they come into contact with. This individual must merely have a Magic Attribute for this function to work correctly. This talent is exceptionally difficult to maintain and can have direct impact upon the initiate as well in many instances.
The number of hits indicates the elevation in Magic of the recipient, with adjustments to all appropriate tests made by that individual where appropriate to the attribute. The number of hits so generated cannot exceed the GoI of the initiate. Furthermore, the ability is a sustained one and the initiate suffers a "sustaining catalysis" modifier (spell sustaining rules). Additionally, should any magical action made by the influenced subject require that individual to perform a drain test, the initiate must also make the drain test using their own skills/attributes/talents.
If the number of hits generated is equal to or less than the original magic of the target, the drain is Stun. If the number of hits generated is greater than the original magic of the target, the drain is Physical in nature. It is possible for an initiate to perform this action upon him/herself, but the drain is significantly more difficult and should *always* be considered Physical in nature.
Augment Talent
Duration : Sustained
Range : Touch
Drain : Hit Generated
It is possible for an initiate to temporarily augment an effective level of a given/single Talent (Centering, Shielding, Flexible Signature, etc). All rules are as per the Augment Magic test indicated above. This can only be performed upon one initiates single talent at one time. So while it is possible for an initiate to augment the Centering talent of another initiate (or him/herself), that initiate can only have their Centering talent augmented and cannot for instance have their Centering, Shielding and Masking talents all augmented simultaneously.
Duration : Sustained
Range : Special
Drain : Hits
This talent requires the development of the Shapechanger talent (see below). It allows the shapeshifter to assume the forms of paranormal critters as well as normal critters. It works in all other ways similar to the Shaperchanger talent.
Duration : Sustained
Range : Special
Drain : Hits
This talent is considered by some to be a potential venue for the chimera myths of old and may lend credence to the greek mythological monster. In order to perform the action, two or more shapeshifters must possess this ability and they must be touching one another. At the moment of activation, the shapeshifters involved in the operation shapechange into an amalgam being, one being with many combined attributes and capabilities of all.
Physical attributes of the "chimera" are based upon the center individual decided upon at the activation of the power. For each individual involved into the power, the physical attributes are increased by one (+1) point.
Duration : Hits in Turns
Range : Magic x 10 Meters
Drain : Hits Attained
This talent is one of the strongest shapeshifter abilities. It allows for the shapeshifter in question to literally 'manifest' as both their animal self and their metahuman self (primary metahuman form). This allows for the shifter to literally be in two places at one time. They cannot exceed the magic of the shapeshifter in 10's of meters. Metahuman weapons and gear are subject to the metahuman form. All shapeshifter powers are possessed by the animal form with the exception of enhanced senses. Both individuals are dual natured. Both individuals possess independent physical and mental condition monitors for the duration of the seperation. Both individuals are able to communicate telepathically at all times and possess Sense Link as well.
Duration : Special
Range : Special
Drain : Special
This ability allows for the character to create special enchantments and materials that are usable to their specific path. For shapeshifters, this ability allows for them to make shapeshifter items. For Infected characters, items such as the FauxBlud Potion and Blood Foci are made in this fashion. The ability works in all manners like the Enchantment Skill Group and in fact requires the skill(s) of such to perform the various tests.
Duration : Sustained
Range : Touch
Drain : Hits
This talent is considered to be one of the ultimate infiltration talents. In order to develop the talent, the shapeshifter must first develop Masking and Humanaform and many consider this power a synergistic approach to their applications.
To initiate the talent, the shapeshifter must touch the would-be target to be mimicked. The number of hits attained becomes the level of impersonation the shapeshifter attains. The aura of the shifter is temporarily adjusted so as to appear as that of the individual that has been touched. Additionally, the shifter gets the benefits of a Mind Probe with a number of hits equal to one-half (rounded down) attained during the test as if performed on the target. The shifter obtains the impersonated targets personal odor, their voice and many other traits for as long as the talent is sustained. At the end of the ability application the shapeshifter takes drain equal to the number of hits attained which cannot exceed the magic attribute of the Doppleganger shapeshifter.
Duration : Passive
Range : Self
Drain : NA
This talent is learned by many shapeshifters who are unable to fly otherwise. It allows for the shapeshifter to literally "walk on air" by imposing levitation like properties upon their dual natured being. It allows the shapeshifter to move at their normal movement rates (walking/running) including those abilities that augment their movement such as the Augmented Movement ability and the Movement power of Beast Spirits. This power is usable in any form, but cannot be used at the same time with the Companion metatalent (see above). The power is not true levitation however in that the character must still be able to move appropriately.
(edited 01/17/07)
Duration : By Application
Range : LOS
Drain : +<by application>DV
Although this is formally a metatalent, this metamagical talent is more like spellcraft than most comprehend. Originally know as "Druid Fire" or "Hellfire", the power issued by this metatalent works in one of three principle manners. As a single target effect, it works much like the Flamethrower spell of the same name. In this form it has a +3DV. As a Wall of Flame, it works much like a spell of the same name and type, with a +6DV. And in an Area effect, it works much like the Fireball spell with a +6DV as well. Successes are generated using Metamagic + GoI of the user. Metamagic Foci deemed appropriate by the GM also assist. There are a number of side effects however as well as sympathetic benefits.
Users who also possess Geomancy (see below) gain automatically a number of bonus dice towards both their success test as well as their drain resistance test equal to the highest rating region of naturally existing or appropriately aligned background count in their vicinity (GoI in 100's of meters).
Targets that are of an "impure/non-natural" type suffer additional damage. This damage manifests as additional dice in the success tests equal to the level of impurity they are suffering. For characters with essence loss due to implantation or genetic manipulation, the number of points of essence lost equals the number of dice added to the success test. For toxic beings or beings not native to the "earth planes" (Shedim, Insect Spirits, etc), an additional four (+4) dice are added to the success test of the earth fire user. Beings with unnatural essence attributes, such as Vampires suffer the same die modifier to the success hit.
The damage value of the Earth Fire is selected by the user at the time of the usage, and is used as the basis of the drain value. The user resists drain with Willpower + Charisma. Centering if possessed is applicable for this test. The drain is measured as fatigue if the rating is equal to or less than the GoI of the user. If greater than the GoI of the user, the drain is measured as wounds.
Duration : Passive
Range : Self
Drain : None
This talent allows for the shapeshifter to change from their metahuman form to their animal form, transmorphing their gear and equipment upon them. The gear is not accessible in the animal form, merely not "lost". It is known that bound foci are still functional in this form, and often manifest in strange ways upon the form of the shapeshifter's animal nature. The power will only change those items on the individual that are A- not encumbering (GM Rules) and B- the gear in question has an object resistance rating/threshold less than one-half (round up) the magic attribute of the shapeshifter.
(edited 08/18/06)
Duration : See Below
Range : See Below
Drain : See Below
As mentioned in older materials (pre SR4), Geomancy is a collection of studies and talents each with very unique and often very powerful properties. For the purposes of understanding and utilizing this complicated set of talents, additional rules will be found under their own heading. What is covered here are the sub-talents of Aspecting, Generating, Linking and Suppressing.
Geomancy - Aspecting
Duration : Sustained (Ritual Metamagic Possible)
Range : Touch (see below)
Drain : Aspect Rating
This form of the talent allows for the initiate to temporarily adjust the aspected nature of their immediate etheric environment. The initiate makes an aspecting test against the etheric environment (Metamagic + GoI vs. Background Count x 2). Every net hit generated temporarily aspects the pre-existing background count in favor of the magician as well as a number of inidividuals not to exceed their Charisma + Willpower. Performing this action is draining upon the magician in question, with the drain being equal to the hits generated by the etheric environment during the test (Charisma + Willpower). The distance the aspect is so altered equals the GoI + Charisma as measured in meters radius around the initiate. This area is non-mobile, and will persist for a number of turns equal to the number of net hits generated during the original test.
If the Aspected environment has been made permanent through Geomantic Ritual, then the environment rolls it's Background Count + the GoI of the Geomantic Ritual's central initiate and the drain is equal to twice the number of hits generated by the environment. Under no circumstances can this form of the talent generate an etheric environment.
Geomancy - Generating
Duration : Sustained (Ritual Metamagic Possible)
Range : Touch (see below)
Drain : Aspect Rating
This form of the talent allows the initiate to generate a temporary region of aspected astral environment. The initiate makes a Metamagic + GoI vs. Twice Desired Aspect Rating, with the number of net hits determining the duration of the generated aspect as measured in turns. The number of hits so generated equal the drain value of the operation (Charisma + Willpower). The range of the influence is equal to the Charisma + GoI of the generating initiate as measured in meters radius. The radius may be extended by reducing the number of dice used in the aspecting operation at the rate of 1 meter per die with held by the initiate.
If an initiate is attempting to generate an aspected area of astral environment within an area of pre-existing aspected environment, they may attempt to do so with the following adjustments.
the pre-existing aspect is a threshold the initiate must exceed.
the pre-existing aspect adds its rating to that of the desired aspect rating for the purposes of determining the net hits generated in the test. This can thusly impact the effective drain value of the operation.
If the pre-existing aspect has been made permanent through Geomantic Ritual, then an additional number of dice to "resist" the generating action equal to the Charisma + GoI of the rituals' center initiate are placed into the test.
Geomancy - Linking
Duration : Sustained (Ritual Metamagic Possible)
Range : Touch (see below)
Drain : Aspect Rating
This talent is one of the strangest perhaps known to exist. It allows for an initiate (or group of initiates in a geomancy ritual) to link two or more regions of pre-existing aspected energy together directly so as to allow for each one to augment the other appropriately. The linking operation is itself time consuming however and requires special conditions.
the Linking initiate makes the test (Charisma + GoI vs. [(Link Rating x 2) + (Aspected Site Ratings)]).
the test is considered an Extended Test of sorts, in that the initiate must literally transport the "link" from one aspected region to another by normal means of movement (ie; walking only). The time to walk the distances becomes the time to perform the operation. Spatial Metamagic CAN be used to traverse this distance but it will last only for the duration of the magic in question.
the number of hits generated by the Linking operation becomes the drain value of the operation, with the drain always measured as Physical in nature (Charisma + Willpower).
the duration of the link is measured by the ability of the initiate to sustain the operation. Spell Sustaining foci do NOT work with this action though there are rumors of special foci that do function appropriately.
Once the sites are linked, each one augments the tests of the other by the others rating. So if an Aspected Site (Level 2) were connected with an Aspected Site (Level 5), then both sites would roll 7 dice for all related tests they were to make. Additionally, an initiate with Grounding can perform spellcraft (as well as ritual spellcasting and metamancy) across the distances from one linked aspect site to another as if they were in immediate touch range. The limit to the force of such actions however is limited to the rating of the targeted aspect site (linked site ratings do qualify). So if an initiate were at the Site (Level 5) and needed to cast a heal spell upon a subject at Site (Level 2), the force of the Heal would be limited to Force 7.
Geomancy - Suppressing
Duration : Sustained (Ritual Metamagic Possible)
Range : Touch (see below)
Drain : Aspect Rating
This sub-talent allows for the initiate to attempt to suppress, that is temporarily "switch off" a region of aspected astral environment. In order to do this, the initiate makes a Suppressing test (Charisma + GoI vs Aspect Rating x 2). Furthermore, the initiate can only suppress an aspected site if their Charisma + GoI as measured in meters radius is equal to or greater than the area of the aspected site. The drain value of the operation is equal to twice the hits generated by the aspected site during the Suppressing test as measured in Physical damage. Attempting to Suppress a region of permanent aspecting doubles the number of dice the aspected site rolls against the initiate. The number of net hits equals the duration of the suppression as measured in turns *after* the initiate stops actively "sustaining" the suppression action.
Duration : GoI + 1D6 Turns
Range : Self
Drain : Hits/2 (round up)
This talent allows a shapeshifter to draw in what is often referred to as "the primal anima" and channel it directly into themselves. Many who witness the use of the power often see attributed size and mass changes as well as more apparent 'animal traits' such as sharper animalistic lines. The number of hits generated determine the intensity and changes to the individual.
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Great Form Table Hits Result 0–1 No noticeable changes or improvements. 2 The shapeshifter grows visibly bigger and more powerful bestowing +1 Reach). The shapeshifter also gains a stronger sense of self, getting +1 dice pool modifier to resist Mental Manipulations and related powers (Fear) for every hit generated on the test (GoI as limit to bonus) 3 The shapeshifter spirit gains access to an additional power as if were a Beast Spirit (SR 4th Ed; pg 295). The shapeshifter may choose from any Beast Spirit ability except for Astral Form or Materialization. 4 Any of the shapeshifter’s powers with a range of LOS may be used with a range of LOS (A). In addition, unlike normal area effects, the shapeshifter may voluntarily choose not to affect any number of targets within the target area. 5 The shapeshifter gains the great form power appropriate to Beast Spirits (Paralyzing Howl). 6+ Each net hit over 5 adds 1 point to each of the shapeshifter's Physical attributes not to exceed their augmented maximum.
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Duration : Sustained
Range : Self
Drain : NA
The talent allows the individual to adjust their physical form and appearance to a variety of changes (color, height, weight, apparent age, etc). The ability does not adjust the attributes of the individual in any way, positively or negatively. The ability does not allow for extreme variation (no neon colors, no giantism) in the metahuman form as such. It does *NOT* allow for the ability of the shapeshifter to change across metahuman traits (a human can't appear as a dwarf or an elf or a troll for instance).
If the Shift (New Metahuman Form) ability is developed however then the Humanaform can perform variations in that form as appropriate.
Edited 08/12/06
Duration : Rating in Days or Permament
Range : Touch
Drain : (Rating)S
This metatalent allows for a magician to establish a special link upon an individual. To place the Mark upon the target, an opposed Forces + GoI vs. Charisma + Willpower (+ Counterspelling) test is made. Every Hit generated by the Marking magician indicates the rating of the Mark. The Mark itself generates a number of additional benefits. Willing recipients of a Mark offer no such resistance. Innanimate/Non-living Objects do not resist, but their appropriate OR rating is a threshold. The maximum rating of a Mark cannot exceed the Forces skill of the marking initiate.
Assensing Pool - When the marking magician makes any astral perception tests concerning the marked individual/object, the mark rating is an additional number of dice bestowed to the test.
Spellcasting Pool - the rating of the Mark is an additional number of dice added to all Spellcasting tests made by the Marking magician against the target so Marked. Same holds true for Ritual Spellcasting tests as well.
Empathic Link - the recipient of the mark and the initiate who performed the Mark test have a low-level empathic link between one another. This link means the initiate may make a perception test (Intuition + Mark Rating) to discern the emotional and biological condition of the recipient. The range by which this link may be used thusly is planetwide.
To make a Mark Permanent in duration, the marking magician must have the Quickening metatalent and perform such upon the Mark they have made. A number of Karma must be spent equal to the rating. All other rules for Quickening apply accordingly.
This metatalent is required in order for the magician to utilize advanced formula applications. Tests with this metatalent involve an Metamancy + GoI test. Additional dice from Centering, Foci and additional situational and/or environmental modifiers are applied appropriately.
Developing metamantic formulations (mechanics) can be found elsewhere on this site.
Learning a metamantic formula involves an Arcana + GOI (30, 1 Day) test.
Astral Signatures and Metamancy - Signatures from metamantic applications have a duration as measured in days as compared to hours. Flexible Signature mechanics are halved in regards to GoI to Application Force. Only an initiate with Metamancy or Cleansing may remove the signature of a metamantic application.
This metatalent allows a magician with the appropriate skills to create (Enchanting Skill Group) enchantments that will work with Psions. Normal rules and dice pool adjustments apply.
This ability allows for a magician to perform an Assensing Test (Assening + Intuition) without actually switching to Astral Perception. This ability does not allow a magician to interact with the Astral Plane or those objects within the Astral Medium such as engagements in Astral Combat or target for Grounding actions. When using this form of Astral Perception, any modifiers to the Astral Perception test such as those from Background Count or Astral Barriers are increased by four (+4). So where a Background Count of 3 would remove three (-3) dice from the percieving magicians astral perception test, if the magician were to use this metatalent, their test would be reduced by seven (-7) dice.
This metatalent allows a Psion or a Magician with the Scanning Metatalent (see below) to perform a Scanning Test passively. When doing so, the Scanning Signal rating is based upon the action or force(s) in the area. For additional rules, please refer to Scanning in the SR4.3H rules.
Duration : Sustained (Adept) or 1 Hour/GoI (Infected)
Range : Touch
Drain : Number of Points Bled (S)
Cost : 1 Blood Point per Ability Bled
This ability was introduced in the "Running Wild" sourcebook, but lacked mechanics to explain it. As such, this entry is to clarify the metatalent for the usage within the HHH Gameverse.
In order to use the power, the Adept must have touch contact with the individual (ignoring the considerations of Ritual Metamagic at this time) and makes a Metamagic + GoI vs Charisma + Willpower of the intended individual. For every hit the Adept has over the target, they "bleed" one point of power(s) from the victim. If the bleeding adept is aware of the ability they are wanting to "bleed" from the person, they may choose such but otherwise the GM is free to select such as they will.
In the consideration of a Physical Adept's usage of this ability, they may not bleed more ability points than they have Magic. In the consideration of a Path of the Infected, they must spend one Blood Point per ability they select and cannot absorb more points of abilities than they have Magic.
For the duration the power is bled, the person whom had the ability is unable to use the ability at all for the duration of the power's usage.
It is possible for powers to be "recovered" and the GM is encouraged to use this as a game element.
This metatalent allows an Magical Adept or a Psion the ability to Astrally Project as if they were a full magician.
This metatalent allows a magician to perform Scanning operations just as if they were a Psion. When performing in this way, their Scanning Signal rating is equal to one-half (round down) their GoI. A magician may not using Scanning to perform a Contact Test or a Grounding action. For additional information regarding Scanning, please refer to that section of the SR4.3H rules.
Duration : Sustained
Range : Self
Drain : Hits
This talent directly imitates the spell Shapechange (SR4 pg 204) in all ways. The ability can be triggered from either the metahuman or animal form of the shapeshifter. The success (Hits) generated are determined by using the Magic attribute of the Shapeshifter.
This talent allows for the initiate to better prepare a magical construct in order to make it more durable/resistant to counterspelling or attacking actions made against the construct. Constructs that can be protected by Threading are Enchantments, Spellcraftings, Quickenings and Anchorings. A Threading Action involves a Metamagic + GOI (Construct Force, 1 Hour) for Enchantments, Quickenings and Anchorings. The Threading Action when applied to spellcraftings is Metamagic + GOI (Spell Force, 1 Turn). All Threading actions are made at the completion of the time normally involved in the activity they are associated with. For Enchantments and Anchorings an additional amount of karma is required equal to the Threading value resulting from the action. The number of successful hits generated cannot exceed the rating of the construct being threaded or the GOI of the initiate, whichever is lower.
Threading's Drain Value is equal to the threading rating generated on the test resisted with GOI + Willpower.
Duration : Instantaneous
Range : Personal
Drain : See Below
This talent allows for an adept to attack multiple target simultaneously. When performing the action, the adept rolls a Forces + GoI test with a threshold equal to the number of targets which cannot exceed his/her GoI. All the targets must be within the adepts Agility attribute as measured in meters distance from where they begin their action. Hits generated beyond the threshold become additional dice in the actual melee engagement dice roll/test.
To determine the success level, the adept performs their melee action test with the appropriate skill they are utilizing. Foci add their ratings to this test as normal. Damage from the test is determined as normal, with a single opposed test generated using the highest opposing combat dice pool + a number of additional dice equal to the number of targets being engaged in this manner.
| Tempest engages multiple targets around him using his Whirlwind
talent. There are over 20 people around him, but only 11 of
which are within his Agility (7) meters distance at the time of
action so regardless he is limited to those 11 targets. He
performs a Whirlwind (Forces + GoI) test and after using Edge/Karma,
he obtains 14 Hits. This means when he makes his actual melee
test, he gets 3 additional dice towards the pool. He is
resisting a fatigue test with a drain value of 11 as that was the
number of targets he was engaging. The number of targets roll a single opposing melee test using the greatest combatant's dice pool (which is 12 dice) and one (+1) per person for a total of 23 dice. Let's hope Tempest has the upper action choice here. |
Usage of this power generates a fatigue test equal to the number of targets so engaged resisted with Willpower. Centering may be used in conjunction with this power appropriately. Drain from this test is always tracked on the stun condition monitor first.
(edited 01/17/07)
Windscapes is without question the most elusive, abstract and difficult to manage of all the metatalents developed by the HHH gaming group. This talent allows the initiate to directly perceive, sense and even manipulate the karmic forces at work in the universe. One specific note of importance. If the initiate currently does not possess any Edge themselves, they are unable to perform any actions using this metatalent.
Perception
The Windscapes talent development literally alters the initiates perception of the universe as well as those things around him/her. When the initiate performs an astral perception test, they are able to determine (a) if the subject has an Edge attribute (3 or more hits), if that attribute is higher/similar/lower to their own (4 hits), and finally what the Edge potential for the individual is (5 hits). This potential means what is the individuals personal Edge maximum as well as the maximum potential Edge they may develop. This potential can be used as a training and development tool in that a person with Windscapes can help a person develop the Quality "Exceptional Edge".
This expanded perception also means the initiate can recover Edge at a faster rate. For those games using a recovery mechanic, the initiate adds their GoI to the rate of recovery tests.
Sense
An initiate with the Windscapes metatalent can detect the use of Edge within an immediate vicinity to themselves (GoI in meters radius). This sense allows the initiate to better defend against manipulation of their own Edge potential (attribute) as well as those they choose to do so. For those initiates with Shielding metatalent, the initiate may use their Shielding Defense Dice (and only those dice) to protect others from the Twist Fate of some critters (such as Greater Dracoforms) as well as any other Windscapes-related manipulation of Edge. The same defense dice can be used against those beings that are karmic/edge thieves such as Wraiths (Shadow Spirits). If a question as to the perceptual capacity of the initiate is brought forward, the GM may elect to require an initiate to be astrally perceiving or present in some capacity for the sensory awareness to be of benefit. Regardless of this however, the initiate should be permitted to utilize their own defense dice for their personal protection at all times.
Manipulate
Amongst the many possibilities, the ability to manipulate the karmic forces at work in the universe is without a doubt the most impactive to be encountered. An initiate may manipulate karma in a number of ways, a few of which are outlined as follows; at the GM's discretion, each of these "subtalents" may require additional karma to develop (5 points per is a suggestion of this author).