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> Piranha totem, bite bite chomp chomp
Churl Beck
post Jan 31 2006, 05:50 AM
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Long ago, a friend created a Piranha totem to use in a Shadowrun campaign. I never allowed it into the game, and we never reached a compromise on it. I post it here as an exercise to the reader.

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Piranha Totem

Characteristics: Piranha are highly sensitive, territorial and vicious. Thrown into murderous rampages at the drop of a hat, piranha's have a tendency to shun large groups as too avoid the social implications of some claustrophobic slaughter in a crowded mall. Always aware of infringements of their large personal space bubbles both on the physical as well as the astral planes, piranha's tend to kill whatever has invaded their space, whenever they feel crowded. Piranha also are very sensitive to wounded, and instinctively attack all that are sick or wounded in their presence. Piranha shamans only originate from a small group of tribes found along the Amazon river in the southern part of aztlan, therefore Aztechnology has a tendency to look for and abduct all the magically sensitive children from that region at very young ages.

Favored Environment: Near water, Wilderness and low populated areas.

Advantages: +4 dice for all spells when used as an attack, +2 dice for healing self spells. Piranha shaman have +4 dice to combat pool as a naturally occurring Combat Sense Spell.

Astral Awareness: Any time something enters the piranha shamans personal space bubble of 20 meters in astral space, the shaman is automatically pulled into astral perception, and may make a willpower (4) test to resist, if failed however, the piranha shaman is pulled all the way into astral projection, immediately attacking the intruder with his most damaging spell (usually to the surprise of the intruder).

Disadvantages: Piranha shaman cannot learn detection, illusion or spells to heal others. Piranha shamans must make a willpower test against the number of people and spirits that have invaded their 20 meter personal space bubble, or begin attacking the invaders with his most damaging spell until he can successfully make the test . If there is any wounded on the physical or astral plane that can be perceived by the piranha he must make a willpower(4) test ,or attack the wounded that he has perceived, with his most damaging spell. A wounded piranha will lash out at anything that moves unless he makes a willpower (6) test ( each time he is wounded) until nothing living around him is moving, or he's incapacitated.


Piranha Spirits:
B: F+4
Q: F*2
S: F+2
C: 1
I: F-2
W: F
E: F
R: F+4
Powers: Mana Bolt, Mana Missile, Mana Ball, Power Bolt, Power Missile, Power Ball, Bite(Strength (S))

Domain: Piranha spirits school anywhere there is a piranha shaman.

Special notes: Piranha spirits have the same characteristics as the shaman and must make willpower tests for claustrophobia, or wounded. Piranha spirits also travel in schools, when summoned 1D6 +3 spirits show up, they attack the same target , as a unit ( attacks are resolved individually per spirit.) . Once called, Piranha spirits will never wander farther then 1000 meters away from the shaman that called them, and new spirits will come each time the shaman calls for some *. Many stories have been told of piranha shamans being devoured by all the spirits that he had called on in his life time. To reflect this, each spirit requires it's own 20 meter space bubble, so once the shaman has called on more then 50 spirits, they all infringe on each other's as well as the shamans personal space and eventually large battles between spirits and shamans come to a head **. Piranha spirits ban together and attack anyone that tries to banish them, the shaman who called them can not banish them due to his positive feelings of being in a school...

* Sometimes the spirits of the past may wander through and attack wounded (this includes the shaman as well) the more spirits the shaman has called in the past, the higher the frequency of this occurring.

** If a piranha shaman is killed by his spirits then the school will continue to wander the astral plane untethered to any one area.


Optional rules:
1) for every piranha shaman that is not under the control of Aztechnology, there is one that is.
2) All piranha shamans that are not under the control of Aztechnology, are being hunted by the corporation and start with a hunted -3 flaw.
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SL James
post Jan 31 2006, 05:57 AM
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...
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Sharaloth
post Jan 31 2006, 06:19 AM
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that's, uh.... that's way too much. Even for MY campaign.
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Kagetenshi
post Jan 31 2006, 06:20 AM
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QUOTE (Churl Beck @ Jan 31 2006, 12:50 AM)
Advantages: +4 dice for all spells when used as an attack

Halve that and restrict it to Combat Spells.
QUOTE
+2 dice for healing self spells.

No.
QUOTE
Piranha shaman have +4 dice to combat pool as a naturally occurring Combat Sense Spell.

No.
QUOTE
Astral Awareness:  Any time something enters the piranha shamans personal space bubble .of 20 meters in astral space, the shaman is automatically pulled into astral perception, and may make a willpower (4) test to resist, if failed however, the piranha  shaman is pulled all the way into astral projection, immediately attacking the intruder with his most damaging spell (usually to the surprise of the intruder).

No.
QUOTE
Disadvantages:  Piranha shaman cannot learn detection, illusion or spells to heal others.

This is a totem, not a class. No.
QUOTE
Piranha shamans must make a willpower test against the number of  people and spirits that have invaded their 20 meter personal space bubble, or begin attacking the invaders with his most damaging spell until he can successfully make the test .

Getting better, but I suspect whoever came up with this has no idea how far twenty meters is.
QUOTE
If there is any wounded on the physical or astral plane that can be perceived by the piranha he must make a willpower(4) test  ,or attack the wounded that he has perceived, with his most damaging spell.

Change that to "attack" and we're getting there.
QUOTE
Piranha Spirits:

No. Not unless you're making them a separate path of magic (like Vodoun or Wu Jen). Totems do not confer special spirits (save Insect totems, granted).

~J
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Critias
post Jan 31 2006, 06:21 AM
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I've got an idea. Just do a find/replace in the existing totem descriptions, and change "Shark" to "Piranha."

Ta-da! My idea wins, because it's not bug fucking insane.
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The Stainless St...
post Jan 31 2006, 06:22 AM
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Instead of making a new thread, you should have simply posted that obscenity here.
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Oracle
post Jan 31 2006, 07:22 AM
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*ROFL* That reads like it is written by a 12 year old wannabe-munchkin.
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Critias
post Jan 31 2006, 07:49 AM
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Well, in Churl Beck's defense, he did say "a long time ago" (IE, maybe when they were dumb kids), and "I never allowed it into my game."

So it could be worse.
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Oracle
post Jan 31 2006, 07:58 AM
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That's exactly why I didn't call him a 12 year old munchkin.^^
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brohopcp
post Jan 31 2006, 08:22 AM
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Wow, I like it.

Per say, I wouldn't ever allow it for a PC due to the impossibility of being a successful shadowrunner, but I like the character idea. Maybe a random event occurance to throw against the team (a strong team :)).

Most of the advantages both positive and negative were well explained, nicely done. I can see why aztechnology would try to grab these guys, very powerful but hard to control.

Why wouldn't this character work as a shadowrunner? No subtelty and 0% teamwork. Wherever this shaman goes, people die. Massive carnage, immense numbers of dead, and amazing amounts of forensic evidence. Maybe as a one shot expendable assassin...
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Critias
post Jan 31 2006, 08:30 AM
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I think several people have no real concept of how ridiculous a "personal bubble" of 20 meters is.

Whenever any living creature moves anywhere within 65 feet of this Shaman, he starts making Willpower tests, or goes bug-fucking-insane and starts flinging around his most potent spells.

That's beyond absurd.
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eidolon
post Jan 31 2006, 08:32 AM
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Agreed. Make it about 2 or 3 feet. And then only if they stay there. Maybe.
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Edward
post Jan 31 2006, 08:56 AM
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If I was going to create a piranha shaman it wouldn’t look close to that.

I see the defining aspect of piranhas as there weak pidlynes individually and the fact that they come in large schools that add up to dangerous.

Those piranha spirits are incredibly powerful as an individual and attack each other.

My proposal

Wise Piranha appreciates the strength of numbers and considers him self strong only as part of a group, and understand that as a group they can defeat opponents many times there individual strength, he will throw himself into the fray with reckless abandon knowing that his life is small and his fellows will succeed even if he dies. He is also more than happy to take advantage op an opponent’s weakness preferring to choose targets that have already been weakened buy another.

Advantages +1die to all spells when working with a group of at least 4(in addition to the Sharman, all must be with the shaman at the time)

Disadvantages, +1 to all target numbers if the shaman dose not have the assistance of at least 2 team mates (need not be with the shaman but the shaman must believe them to be working with him). When the shaman dose have 2 or more team mates /with/ him he can not back down from a fight without making a TN6 will check. (similar to combat monster, once the team mates have run the shaman will be able to run but will be taking +1 to all target numbers because nobody is helping him).

If you want special spirits this is what I would do.

Perana shamans summon spirits that are not quite the same as others, instead of summoning a single spirit they summon a swarm of smaller spirits, the number of spirits is equal to the force. They move and attack as a group taking only one set of actions and having stats as a normal spirit but must be killed individually. They benefit to immunity to normal weapons only as a 1st level spirit but use there full force to soak. Any attack that deals damage will kill one of the small spirits and reduce the force of the whole buy one. In all other respects perana spirits are the same as normal spirits of the land/nature.

Great form piranha spirits gain all the usual advantages except they can not be given extra armour, instead a number of additional spirits are summoned that must be killed before effective force can be affected.

Edward
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Churl Beck
post Jan 31 2006, 09:19 AM
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QUOTE (Critias)
Well, in Churl Beck's defense, he did say "a long time ago" (IE, maybe when they were dumb kids), and "I never allowed it into my game."

So it could be worse.

The arguments that raged over this proposed totem were long and protracted. He did eventually create a pared-down version, but in my opinion the changes were rather superficial (a few less bonus dice here and there) and far from satisfactory. We eventually agreed to settle the dispute by submitting it to TSS: if they agreed to publish it, I would let it in the game. Thus the piranha totem was stillborn.

I'm disappointed that no one has mentioned my favorite part:
QUOTE

Piranha spirits also travel in schools, when summoned 1D6 +3 spirits show up, they attack the same target , as a unit ( attacks are resolved individually per spirit.) . ....once the shaman has called on more then 50 spirits...


So a single conjuring test can summon from 4 to 9 spirits (each with the ability to cast mana bolt, mana ball, power bolt, etc.--individually about as powerful as an Ally). And not much has changed. When I asked my friend for permission to post his totem here, he said yes and added "I still think the spirits weren't all that overpowering." The negative reviews brought the old arguments back to the fore, and he still insists that the various bonuses are necessary to capture the essence of piranha.
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Critias
post Jan 31 2006, 09:21 AM
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I'll stick by my "if someone really wants to call themselves a Piranha shaman, fine -- use Shark stats, and change the name" idea.
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Churl Beck
post Jan 31 2006, 09:26 AM
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QUOTE (Critias)
I'll stick by my "if someone really wants to call themselves a Piranha shaman, fine -- use Shark stats, and change the name" idea.

Don't think I didn't try that. I also tried Edward's idea with the spirits (or at least one similar to it), but he didn't like that either.
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nick012000
post Jan 31 2006, 10:10 AM
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Heh. I'd allow it.

I'd then hold the meet at a cafe alongside a busy street, and watch as he fails that TN 100 test to avoid going beserk.

Oh, look, a Lonestar blimp drone just caught you killing people on camera! Don't worry, a Lonestar FRT is on the way to rescue all of those innocent victims, assumingthe other runners don't attack the apeshit mage first. ;)

Moral of the story: Don't peeve off the DM with munchkin antics.
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Herald of Verjig...
post Jan 31 2006, 10:28 AM
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I'll just comment on the spirits. Those stats are horribly wrong. The only penalty being mental stats, which are set to Force for all non-ally spirits is completely absurd.

A proper pirahna spirit is numerically just a materializing watcher doing Force L physical damage. The fishies are dangerous because they have numbers, not because they have innate spells of everything in the combat section and massive attack power that puts swordsminotaurs to shame.
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Fix-it
post Jan 31 2006, 02:47 PM
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.. Don't Piranhas swim in schools anyway???

According to this article they do

so piranhas would from more of a gang mentality, at least until they get older.
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Churl Beck
post Jan 31 2006, 11:56 PM
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QUOTE (Fix-it)
.. Don't Piranhas swim in schools anyway???

I suppose it depends on the genus. The link says that the species in the genus Pygocentrus are social, but that most species of the genus Serrasalmus are solitary (with the proviso that their behavior in the wild is largely unknown). The piranha totem tries to have it both ways. My friend would emphasize the intra-group aggression that occurs even in the social varieties, but IMO that is best explained as social behavior--establishing dominance hierarchies and so on.

At any rate, it seems beside the point. A totem is supposed to be an archetype, and so the common-sense, almost-mythological narrative of an animal generally presides over any zoological trivia that one can drum up. My friend tried to account for every major characteristic of piranhas: their strength (+4 combat), their regenerative powers (+2 heal self), their paranoia (+4 combat sense), their shoals (1D6+3 spirits), etc. I joked that if he ever made a Chicken totem that it would specify that the player could walk around for a month with his head cut off.
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FrankTrollman
post Feb 1 2006, 12:39 AM
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If you were going to make a Piranha Mentor for SR4, it would look something like this:

Piranha
Small and individually unimpressive, the piranha is nonetheless amongst the most of all animals. While alone a piranha is a weak and timid individual, travelling in schools she is able to skeletonize her enemies in seconds. Piranha recognizes the strength of the group, and will do anything for her friends. Those outside the group are merely food.

Advantages: +2 Dice to Ritual Spellcasting, +2 Dice for Combat Spells
Disadvantages: Piranha are uncomfortable outside of a group setting, and are at -1 dice to all social tests while alone. A follower of Piranha must succeed at a Willpower + Charisma (3) test to intiate combat against an opponent that outnumbers her.

-Frank
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Foreigner
post Feb 1 2006, 12:53 AM
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Don't forget, folks:

In addition to being bloodthirsty under certain circumstances, piranha are CANNIBALS.

I'm not sure I'd want to be (a) a Shaman following the Piranha totem if the spirits decide to turn on him/her; or

(b) someone in the vicinity of a Shaman following that totem should he/she fail a Willpower check and end up under the control of the totem.

(If that's possible. My (admittedly) limited expertise is in the area of Adepts, not Shamans or Mages.)

--Foreigner
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FlakJacket
post Feb 1 2006, 03:58 AM
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Cannnibals? Not really. Most of the time they seem to be fairly tame rather than the film version of natures shredding machines. Couple minutes searching turned up pages saying how a lot of locals in South America swim in waters with Piranhas without getting a scartch and that some types also eat vegetable matter.
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Kagetenshi
post Feb 1 2006, 04:04 AM
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Piranha are a little bit of both. As pets, nearly all kinds are recommended to be kept solitary, as otherwise you will eventually end up with one piranha (or at least one healthy and one rather injured piranha).

~J
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hyzmarca
post Feb 1 2006, 04:31 AM
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Someone should make a candiru totem.
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