Is anyone interested in creating a Magical group (for initiation) as part of the New York missions?
I play a combat shaman, mentor spirit Dark Goddess.
Casazil Starts looking into who told this DireRadiant guy about Fight Club ......Looks like some heads might need knockin.
Thanks for the replies. From the groups that you helpfully linked to, those appropriate for my character are Diversity Organization and possibly Oasis of Soul.
Regarding Arcana, I don't have that skill yet, but I'm certainly willing to learn it (i.e. spend the karma).
So how do I go about joining Diversity Organization?
Arcana is listed as 'Default: No'
I never knew Arcana was required to join a magical group. Thanks for the heads up, SaintHax!
[And thanks to the spurious 4:1 downtime dicepool rule you need a pool of 4 then its automatic.]
Ok then no one I can think of right now nor myself has ever joined a group due to the fact that others as well as myself find arcana a useless skill and would never take.
I agree, Arcana is a useless skill. Its only value is as a karma requirement to join a group.
The rules for joining a magic group are very simple and can be found on page 69 of Street Magic.
The vast majority of shadowrunning magicians are not interested in developing any of those techniques.
Ally spirits are potentially very useful, but require too much karma.
I always take Arcana.
But then I'm not the vast majority.
DireRadiant, what do your characters use the skill for?
Divination - Who needs mind probe!
Ally Spirit creation - Dikoted even!
Custom Spell formulae - Your Sammie will love that special Improved Invisibility version that works against MAD and cyberscanners.
Focus Design - More POWAH! and a greate side business, and excuses for runs into the Dreaming or Death Valley
Crafting the formula for a Free Spirit - Need to get past Buttercups army of administrative assistants and get an appointment? Here's a way to get Buttercup to listen.
Calling (Running Wild) - Nope...
Got to spend the karma you save on initiation on something
And getting a magical group is like getting a free Contact Group!
Divination - maybe but if it takes alot time that is a no as far as Missions go we're already on a 4 hour clock we don't need more things to eat time.
Ally Spirit creation - WAY to much karma that could be better spent in other areas.
Custom Spell formulae - As far as I know not allowed in Missions.
Focus Design - As far as I know not allowed in Missions.
Crafting the formula for a Free Spirit - As far as I know not allowed in Missions.
Calling (Running Wild) - No clue haven't read running.
Divination - I've had several characters with this meatmagic at tables that I've run. The Divination takes about as much time as calling a contact or doing a Data Search - it's one die roll, and some information based on how specific. If you are allowing legwork, I don't think that Divination would be precluded.
Ally Spirit creation - YMMV, so I can't refute your belief that it is too much karma.
Custom Spell formulae - This is a standard rule, and thus is allowed in Missions. Due to the time crafting takes, it will fall under the rules for activities between Missions. (SM, p. 158)
Focus Design - This is a standard rule, and thus is allowed in Missions. Due to the time crafting takes, it will fall under the rules for activities between Missions. (SR4A, p. 190)
Crafting the formula for a Free Spirit - This is a standard rule, and thus is allowed in Missions. The second option of a metaplanar quest is unavailable, but the first and third options are valid if your character meets a Free Spirit or finds its physical representation in game. Such should be noted on the debriefing log, and then crafting the formula will fall under the rules for activities between Missions. (SM, p. 107)
Calling (Running Wild) - This is a standard rule, and thus is allowed in Missions. Due to the time learing the Occult Knowledge and crafting the Paraphernalia take, they will fall under the rules for activities between Missions. The actual Offering and Bargaining are similar to summoning a spirit and negotiating with a contact, and do not take an over long time if the GM is familiar with the spirit being Called. (Running Wild, p. 174-175)
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