Morpheus Unbound  |  House Rules

Paranatural (Meta)Humans
In Shadowrun 2d. ed.

By Patric Rogers of Morpheus Unbound

A recently discovered magical manifestation within humans appears to be the expression of paranatural abilities. Previously only thought to occur in non-(meta)humans, it has recently been conclusively proven that (meta)humans manifest these abilities. Believed to be a variant of the physical adept, the paranatural (meta)human (often erroneously referred to as a "paranatural adept") is rare in the extreme (less than one percent of all magically active (meta)humans will display paranatural potential, and most believe themselves to be physical adepts).

The paranatural (meta)human character "spends" her magic points just like a physical adept. In addition to the rules here, all rules for the physical adept apply to the paranatural (meta)human. The character can spend magic points on normal physical adept powers at normal costs (see SR2, pp. 125, 126, Grimoire, Second Edition, p. 34), and can also spend magic points on paranatural abilities (see SR2, pp. 214-219, and Paranormal Animals of Europe, pp. 124-139) with the magic point "costs" listed below.

If a power is not listed, then it is not applicable or is better represented by a current physical adept ability (e.g. Enhanced Senses/Increased Physical Senses). All powers conform to their paranormal animal equivalents.

A paranatural (meta)human is not restricted by domain. All references to "domain" should be considered as "line of sight". All references to "beings essence" should be applied as "characters magic attribute rating," (yes, it increases with initiation). The characters magic attribute increases normally as he initiates, and is decreased normally by essence losses.

SR2, pp. 214-219

Accident 5
Alienation 6
Animal Control 6 (Select type)
Binding 5
Compulsion 6
Concealment 5
Confusion 5
Electrical Projection 6
Engulf 5
Essence Drain (any) 6
Fear 5
Flame Aura 5
Flame Projection 6
Guard 4
Hardened Armor 2 (requires physad Mystic Armor power)
Immunity to Age 2
Immunity to Normal Weapons 6
Immunity to Pathogens 4
Immunity to Poisons 6
Infection 2 (requires Essence Drain)
Influence 5
Magical Guard 4
Mist Form 5
Movement 6
Noxious Breath 6
Paralyzing Touch (Howl) 6
Pestilence 6
Petrifying Gaze 6
Psychokinesis 6
Regeneration 6
Search 4
Venom 5

Paranormal Animals of Europe, pp. 124-139

Adaptive Coloration 6
Blindness 5
Cold Aura 6
Corrosive Saliva 6
Corrosive Secretions 6
Darkness 5
Desire Reflection 5
Dismissal 4
Empathy 5
Enhanced Movement 5
Enhanced Reactions 6
Fire Resistance 5
Hypnotic Song 6
Illusion 5
Immunity to Cold 4
Immunity to Fire 4
Magic Sense 3
Magical Resistance 6
Mimicry 4
Petrification 6
Silence 5
Silence Projection 6
Sonic Projection 5
Spraying 6
Weather Control 5

NEW:

Adept Status 3 (description)
Astral Projection 2 (requires Astral Perception, SR2, p. 125)
Does Not Breathe 2
Does Not Eat or Excrete 3
Does Not Sleep 3
Improved Mystic Armor 1 per point (provides 1 point of Ballistic and Impact armor)

Faerie Powers (Very optional)

Control Resistance 6
Fading 10
Glamour 10
Masking 6

Notes:

At the Game Master's option, all self-affecting powers can be extended to include the character's equipment. This allows characters to use their powers without having to get undressed (e.g. Adaptive coloration), or fear of becoming undressed (e.g. Cold Aura, Fire Resistance).

Enhanced Reactions does not have a use per day limit; the paranatural character can use as many bonus dice as he wants, up to his maximum of [Magic/2].

When calculating range, because Player Characters do not have a Threat Rating, use the table below:

Short Medium Long Extreme
Target Number 4 5 7 9
Range Y x 2 Y x 5 Y x 20 Y x 50

Where "Y" represents [Magic] x ([Magic/3] rounded up). A paranatural (meta)human with a Magic Attribute of 6 would have range steps of 24, 60, 240, and 600. A character with Magic Attribute of 8 (at least a Grade 2 initiate) would have range steps of 48, 120, 480 and 1200.

Characters use their Magic Attribute rating as the skill rating when attacking with physical damage powers (e.g. Electrical Projection and Flame Projection). (Hey, it's an innate magical ability.)

Adept Status:

The paranatural ability of Adept Status grants the characters the abilities of one of the magical adepts (excluding the physical adept, since the character is already treated as a physad), but suffers a dramatic increase in initiation karma costs. Each Adept Status selected increases the cost of initiation by 50% cumulative

When this power is selected, the player must choose the tradition (hermetic or shamanic), and the sphere of aptitude (sorcerer, conjurer, enchanter, elemental or shamanic). The character may select this power more than once, and may combine traditions and spheres (e.g. shamanic-elemental, or hermetic conjurer-shamanic conjurer). Multiple totems are not permitted. All shamanic totem advantages apply. The character may use any foci which increases his or her abilities. In all other ways the character is treated as the conventional adept (resist drain, learn spells, etc). (If the character selects a spell casting tradition when first created, she may distribute Force points from her Tech priority normally).

With the GMs permission, it would also be possible to have a character who could summon elementals according to the Shamanic rules. This would allow the character to conjure up to one elemental of each type, at one time, and the elemental offers services until either sunrise or sunset.


Addendum

The Aura powers (Flame Aura, Cold Aura) should not affect the paranats equipment. It can be assumed that the characters clothing and equipment is "just inside" his aura and therefore his power considers it to be part of him, or that he has a sufficient degree of control to "project" his aura beyond his equipment.

The Corrosive Secretions power should cost one point less. While it can be potentially devastating both offensively and defensively, it will tend to destroy clothing, armor and weapons as the secretions come from the paranats skin.

The Hardened Armor power and Improved Mystic Armor powers need to have their descriptions changed. Hardened armor is no longer a modifier, but a power by itself. See the revised descriptions below.

Also be aware that there is a lot of overlap between Immunity to Normal Weapons, Hardened Armor and (Improved) Mystic Armor. The differences are subtle, but significant. Hardened Armor can prevent the paranat from taking any damage from an attack, while Immunity to Normal Weapons can "only" provide an extremely high Armor Rating. On the other hand, Immunity to Normal Weapons provides automatic successes against elemental-based attacks, while Hardened Armor would "only" provide a very high Armor Rating (and in some cases that Armor Rating would be high enough to prevent the paranat taking any damage).

Hardened Armor
Cost: 6

The paranatural (meta)human has a natural resistance to injury. This could be a thick hide, steel hard muscles or even an "auric force field," the results are the same. The paranat gains 1 point of vehicle-quality Ballistic and Impact armor for each point of Magic Attribute. See SR2, p. 108 for effects of vehicle-quality armor. This power cannot be combined with conventional armor (SR2, p. 242), and will normally be the highest rating available.

Example: A paranat with Body 4, Magic Attribute 6 and Hardened Armor power has a natural vehicle-quality Armor Rating of 6. This means that any character level attack of Power 6 or less will do no damage. Naked, this character would have to resist damage from a heavy pistol (Damage Code 9M) just like any other vehicle (meaning he's not likely to take any damage). If this character were wearing an Armor Jacket (5/3) he would still resist 2L damage from the heavy pistol. (But remember, in both cases the character gets to roll 7 dice (his Body of 4, plus 3 dice (Armor Rating/2)).

Improved Mystic Armor
Cost: 1 per point of Impact armor, 0.5 per point of Ballistic armor

The adept is able to magically toughen his own skin to resist the effects of damage. Note that mystic armor is cumulative with worn armor. A paranatural character may add points of the mystic armor power up to a maximum equal to her current magic rating.

Improved Pain Resistance
Cost: 0.75 per point

Similar to conventional Pain Resistance in all other respects, Improved Pain Resistance is subtracted from the points of damage the character has to determine the "effective damage level". Initiative and Target Number penalties are based on this "effective damage level". (Example: "Comfortably Numb" has 4 points of Improved Pain Resistance, which cost him 3.0 magic. If he is Moderately wounded (3, 4 or 5) damage points, he will suffer no penalties (3 or 4 damage) or the penalties for a Light wound (5 damage).

Improved Pain Resistance may be combined with conventional Pain Resistance. The effects of Improved Pain Resistance are calculated before conventional Pain Resistance is calculated. (Example: "Comfortably Numb" also has 2 points of convenetional Pain Resistance, at a cost of 1.0 magic points (4.0 total spent to resist pain). If he is suffering from 6 or less boxes of damage, he suffers no penalties. More than 6 boxes of damage, and his Pain Resistance (but not Improved Pain Resistance) becomes over-loaded.)

Toughness
Cost: 0.5 per +1 Body to resist damage, maximum of Willpower in levels

Just like cyberware Dermal Armor, only it isn't necessarily obvious in any way.

Shapeshift (Animal)
Cost: 6

This power allows the character to mimic any normal (not magical) mammal, bird, or fish. The character can also change height and weight to do so. The character can increse her apparent Body (size) by Magic Rating/2 (Round up). The character gains any natural weapons the animal may have, although their Damage Level will be the same, the Power Level will be based on the characters actual strength. (Which will typically be less than a normal large, predatory animal). The characters Body attribute does not actually change.

Shapeshift (Humanoid)
Cost: 6

This strange power allows the character to change his or her physical appearance at will. It takes one complex action to change, even a complete make-over takes only one complex action. The character with the Shapeshift (Humanoid) power can assume any humanoid form (that means bilaterly symetrical, two arms, two legs, etc.), including any of the meta-human species. The character can shapeshift to change height and weight also. The character can add or subtract Magic Rating/3 (round up) from her apparent Body attribute (thus a character with Body 3, Magic Rating 6 could appear to be Body 1, 2, 3, 4 or 5 (human child to small ork)). The Body attribute does not actually change. Additional appendages, like a tail or wings cannot be added, although small extrusions like spikes, horns or mandibles can. The character gains the ability to do (Strength)Light physical damage when using such natural weapons. This is not the same as the Physical Adept power of Killing Hands, however, but is more like the Hand Razors cybernetic implant. Even large natural weapons will not do more than (Strength)Light damage.

Stun Resistance
Cost: 0.5 per +1 die to resist Mental Damage, maximum of Willpower in levels.

Allows the physical adept or paranatural character to resist Mental (Stun) damage more effectively. Adds directly to either Body or Willpower. Can be used to resist Drain.


Xavier Enterprises "Dream Team"

Salinger, Grade 2 paranatural elf; powers (adept status (dog shamanic conjuring adept), increased senses (thermographic vision, high frequency hearing, flare compensation), pain resistance +6, increased ability (stealth +3), body control +1)

Tevix-Bahn, Grade 3 paranatural human; powers (enhanced reactions, killing hands (M), increased senses (thermographic vision, flare compensation), increased ability (athletics +2, unarmed +2))

Exavator, Grade 2 paranatural human; powers (electrical projection, increased senses (low-light vision, select sound filter hearing, olfactory booster +2), increased reflexes +1)

Xendrix, Grade 3 paranatural human; powers (cold aura, increased abilities (athletics +6), increased reflexes +1, body control +1)

Each member has the following attribute and skill minimums: Quickness 4, Intelligence 4, Willpower 4, Athletics 3, Electronics 2, Firearms 3, Military Theory/Tactics/ 1/3, Stealth 3, Unarmed 3


Copyright © 1997-1999 Morpheus Unbound.  All rights reserved.
last updated 19 January 1999 by Patric L. Rogers.
send comments and suggestions to morpheus_unbound@patric.net.