![]() |
![]() ![]() |
![]() |
![]() ![]()
Post
#1
|
|
Moving Target ![]() ![]() Group: Members Posts: 220 Joined: 15-March 09 Member No.: 16,972 ![]() |
I'm curious what spirits (if any) people are fond of summoning.
I more interested in the use of spirits in non-possession based traditions (as I'm aware of the use of Guardian and Task in that respect). Do you have any particular preferences? Why (mechanical benefits or flavor wise)? |
|
|
![]()
Post
#2
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
I enjoy Fire spirits, mainly for their Elemental Aura (Fire) and Elemental Attack (Fire). My current Black Magician Necromancer has an average-attribute troll zombie with a Force 6 Fire Spirit posessing it. Nothing as intimidating as a troll wreathed in flames. Good times.
I absolutely adore Electricity damage, but it's a shame that Elemental Aura (Electricity) converts all damage to Stun... Also, I really like Guidance Spirits (mainly for flavour reasons). Get an Inhabitation-based Force 6-8 Free Guidance Spirit to inhabit a skull and you've got yourself Bob from The Dresden Files. And lastly, my supremely favorite spirits to summon are Ally Spirits. For more, see the link in my signature. |
|
|
![]()
Post
#3
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 ![]() |
Mechanically-speaking, Fire Spirits are amazingly good because they have a high agility, can fly [them and Air are alone in flight], set off secondary explosions, and if you kung fu them you burn for it. Plant are also darned good... spirit-based Silence [that cant be counterspelled] combined with spirit's using Counterspelling that you can lend to teammates for remote services is pretty awesome.
My favorite however are watcher spirits. Whether using them to VERY loudly 'annoy' stealthing opponents or to set off verbal alarms, they are plentiful, cheap, and the most awesome target for a Detect <Individual> spell or target of the Imbuement power of an invoked Guardian spirit. Sure they may not hit but since an invoked spirit using Imbuement has it as an AOE imbuement a high CHA mage can imbue 8-12 ball lightning flinging watchers. (IMG:style_emoticons/default/wink.gif) |
|
|
![]()
Post
#4
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
all manifested spirits can fly. fire and air spirits simply have a skill which allows them to fly faster than their less fortunate counterparts (the flying skill is basically the equivalent of the running skill, except it's for flying instead of running, of course)
|
|
|
![]()
Post
#5
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
I prefer the elemental spirits, as a rule. Fluff reason only though. I've honestly never used anything but them or watchers on any character I've ever created.
|
|
|
![]()
Post
#6
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
Spirits of Man. So many good ways you can call them up! (IMG:style_emoticons/default/biggrin.gif)
|
|
|
![]()
Post
#7
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Spirit of Man, followed by Fire.
Guidance are also cool, but I never actually use them. |
|
|
![]()
Post
#8
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
I try to go for what is thematically appropriate to the situation.
Recently I made a tradition that sued guardian spirits, and I got to say those rocked. I kept losing assault rifles though as I would hand them to the spirit and run while the spirit held off the enemy. |
|
|
![]()
Post
#9
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
Guardian Spirits. Exotic Ranged Weapon as a generalised skill. They can fire an Ares MP Laser 3 with a DP of Fx2 + 2.
Where is your god now? |
|
|
![]()
Post
#10
|
|
Moving Target ![]() ![]() Group: Members Posts: 220 Joined: 15-March 09 Member No.: 16,972 ![]() |
Guardian Spirits. Exotic Ranged Weapon as a generalised skill. They can fire an Ares MP Laser 3 with a DP of Fx2 + 2. Where is your god now? That's a good point. You can also pick an elemental attack of choice as one of the optional powers, so you can tailor the element to the situation. |
|
|
![]()
Post
#11
|
|
Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 23-February 09 From: Tír na nÓg Member No.: 16,906 ![]() |
If I am the gm....Radiation Spirts (IMG:style_emoticons/default/devil.gif)
However if i am a player, then i would have to say Man followed by Air. Casting spells on my behalf and movement power respectively (IMG:style_emoticons/default/love.gif) |
|
|
![]()
Post
#12
|
|
Moving Target ![]() ![]() Group: Members Posts: 220 Joined: 15-March 09 Member No.: 16,972 ![]() |
If I am the gm....Radiation Spirts (IMG:style_emoticons/default/devil.gif) However if i am a player, then i would have to say Man followed by Air. Casting spells on my behalf and movement power respectively (IMG:style_emoticons/default/love.gif) Out of curiosity, is there any reason you prefer Air for movement? I only ask, as water, beast & guardian sprits have movement standard, and a few others have it as an optional power. |
|
|
![]()
Post
#13
|
|
Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 23-February 09 From: Tír na nÓg Member No.: 16,906 ![]() |
They can fly would be the main reason i think, although i've never really thought about it much. They just seem to be the ones most connected to the power in my mind (as long as they arent moving a boat)
|
|
|
![]()
Post
#14
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
guardian sprits have movement standard Forgot to add this. It's a spirit with an Ares MP Laser 3, and it's flying towards you at the speed of sound. This. It's nightmare fuel. CC, All spirits can fly, Air can use the Flight skill like Running to increase their speed. |
|
|
![]()
Post
#15
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
Guardian Spirits. Exotic Ranged Weapon as a generalised skill. They can fire an Ares MP Laser 3 with a DP of Fx2 + 2. Where is your god now? You know that Exotic Ranged Weapon was intended for Elemental Attack? And you need to take Exotic Ranged Weapon multiple times for multiple Exotic Weapons? If your GM allowed you to do that he was not upholding the spirit (no pun intended) of the rules (although RAW it's possibly legal). |
|
|
![]()
Post
#16
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
You know that Exotic Ranged Weapon was intended for Elemental Attack? And you need to take Exotic Ranged Weapon multiple times for multiple Exotic Weapons? If your GM allowed you to do that he was not upholding the spirit (no pun intended) of the rules (although RAW it's possibly legal). You've got a point, but I can bypass your objection. You spend one of your optional powers on Exotic Weapon (Lasers), and use your second optional power (you summoned at F6, right?) for Concealment. It's a stealthy laser-armed spirit flying at Mach 1. Your god has nothing on this! |
|
|
![]()
Post
#17
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
And you need to take Exotic Ranged Weapon multiple times for multiple Exotic Weapons? That's what I implied. On a different note, I highly doubt a force 6 spirit can fly at 340.29 meters/second (at sea level), which is the speed of sound. That's roughly 980 meters per Combat Turn. Unless you're talking about on the Astral, in which case he can't hold a laser gun. |
|
|
![]()
Post
#18
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
Neraph,
Hyperbole on the Mach 1 bit. I use it regularly, perhaps too much so, in my everyday speech. I intended the repeated references to memes and trope names to indicate that I wasn't being entirely serious. |
|
|
![]()
Post
#19
|
|
Moving Target ![]() ![]() Group: Members Posts: 220 Joined: 15-March 09 Member No.: 16,972 ![]() |
You know that Exotic Ranged Weapon was intended for Elemental Attack? And you need to take Exotic Ranged Weapon multiple times for multiple Exotic Weapons? If your GM allowed you to do that he was not upholding the spirit (no pun intended) of the rules (although RAW it's possibly legal). You make a good point. Although a GM allowing it might not be breaking the spirit of the rules that much, as Guardian's don't actually have Elemental Attack standard - whereas they always have Exotic Ranged. There's also a precedent for choosing what skills you want them to have when you choose a Combat Skill in place of an optional power. Then again, I'm not sure if the original intent was for summoned spirits to be firing a laser, but when you choose a Combat Skill as an optional power, there is no restriction against laser weapons. Personally, if I want them to shoot lasers (since they are resisted by half impact armor), I'd just choose Elemental Attack: Light (Street Magic, pg. 164 sidebar). It costs you nothing (unlike the price of laser weapons), requires no power supply/ammo, can never be lost if you need to sacrifice the Spirit (or use it to get away) and lastly the Guardian can go astral, come back and still be equipped with a laser. The only real loss is that the DV is restricted to the Spirit's force, but I couldn't see myself ponying up 30,000 nuyen to equip a spirit with an Ares Heavy MP Laser anyway. |
|
|
![]()
Post
#20
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
|
|
|
![]()
Post
#21
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 ![]() |
all manifested spirits can fly. fire and air spirits simply have a skill which allows them to fly faster than their less fortunate counterparts (the flying skill is basically the equivalent of the running skill, except it's for flying instead of running, of course) The movement rate of Fire and air spirits has (flight) beside the flight speed so I think perhaps you're thinking of past editions. (IMG:style_emoticons/default/smile.gif) |
|
|
![]()
Post
#22
|
|
Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,577 Joined: 26-February 02 From: Gwynedd Valley PA Member No.: 1,221 ![]() |
when spirits of man were still divided up, prior to metahumanities better understanding of them, Hearth spirits, for game flavor they could tell you necessarily what happened in a house when they were not manifest but could give you a feel for the building better than nature spirits or field spirits seems to, after all they were closely tied to the activity of the hearth, even in a warehouse, so had a closer tie to humanity (at leats that was how we played them.)
|
|
|
![]()
Post
#23
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
The movement rate of Fire and air spirits has (flight) beside the flight speed so I think perhaps you're thinking of past editions. (IMG:style_emoticons/default/smile.gif) QUOTE (SR4A pg 186 @ "Spirit Forms") Materialized physical forms are not subject to gravity, though most spirits (except air spirits) stay earthbound or close to it (perhaps floating or hovering). perhaps you are thinking of a future edition (IMG:style_emoticons/default/wink.gif) |
|
|
![]()
Post
#24
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
That's not flight that is walking on air
|
|
|
![]()
Post
#25
|
|
Moving Target ![]() ![]() Group: Members Posts: 386 Joined: 28-November 08 From: Germany Member No.: 16,638 ![]() |
Technically, yes, as the only difference is speed, anyway.
All the spirits without a specifically given flyspeed and the fly skill simply aren't any faster in the air than on the ground. They can still "fly", though. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 16th May 2025 - 10:40 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.