Dec 8 2007, 05:00 AM
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Target ![]() Group: Members Posts: 37 Joined: 9-February 07 Member No.: 10,958 |
I'm playing in a large Shadowrun group. There's six PCs all told. We've basically got redundancy everywhere, and my covert ops specialist got gacked last game.
We've got a social adept without astral perception, and a mage who hasn't once used a summoning skill. That's it for awakened characters. I want to add some magical redundancy, and be the polar opposite of our existing mage. So I really want to play a summoning shaman. This is where it gets tricky. I've read the rules for spirits and for summoning them, but I fall apart when I try to understand the potential implications in using them outside of combat. From my understanding, here is what I know: 1) Drain from summoning spirits is incrediably variable compared to casting spells. 2) Spirits are incredibly versatile due to optional powers, and are most effective at Forces in multiples of three 3) Mages summon ranged spirits, while shaman summon melee spirits. Edit: For combat purposes, not as a whole 4) There are tons of things that spirits can do outside of combat, and those possibilities are extremely dependant upon tradition because spirits can only do things within their associated baliwick. So my question is, what should I consider if I want to build a primarily summoning magical character? What weird and wonderful things can my minions do for me? More specifically, should I take Magic 6 to be able to summon Force 6 spirits to get that second optional power without taking physical drain? Given the huge variability of summoning drain, summoning a Force 6 spirit could outright kill me if I take it as physical. I tend to ask open-ended questions and then soak up what everybody brings up; it's how I learn about such things. Thank you in advance to those who respond! |
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Ted Stewart Spirits and how to use them Dec 8 2007, 05:00 AM
Fortune QUOTE (Ted Stewart) Mages summon ranged spirits, w... Dec 8 2007, 05:05 AM
kzt I would advise you, in the strongest possible term... Dec 8 2007, 05:13 AM
Kyoto Kid QUOTE (kzt)The drawback of being a really effectiv... Dec 8 2007, 05:23 AM
kzt Well, in SR hard usually equals dangerous. Clever... Dec 8 2007, 05:30 AM
Karaden Ok, lets see what I can add to this.
First off, m... Dec 8 2007, 05:34 AM
Glyph QUOTE (kzt) I would advise you, in the strongest p... Dec 8 2007, 05:41 AM
Fortune QUOTE (Glyph) Their biggest advantage over power f... Dec 8 2007, 05:44 AM
Whipstitch Glyph and kzt are wise. The Aspected quality is ju... Dec 8 2007, 05:47 AM
Narse Yes, I agree with Whipstitch. I would recomend str... Dec 8 2007, 06:22 AM
Whipstitch QUOTE (Narse @ Dec 8 2007, 01:22 AM) (not sur... Dec 8 2007, 06:26 AM
Abbandon Well im just gonna cover some newbie stuff I have ... Dec 8 2007, 08:21 AM
DTFarstar I would just like to point out if you have a decen... Dec 8 2007, 09:17 AM
Ryu My personal advice is not going for force 6 spirit... Dec 8 2007, 12:21 PM
Aaron Save up for and bind a decent ally spirit. The mag... Dec 8 2007, 12:58 PM
DTFarstar Seriously, now that I'm no longer half asleep,... Dec 8 2007, 08:46 PM
wind_in_the_stones I haven't played a summoner yet, but here... Dec 9 2007, 04:42 AM
DTFarstar Storm is impressively destructive. Also, with Guar... Dec 9 2007, 11:47 AM
Ryu Echo DTF. Non-possession traditions can use guardi... Dec 9 2007, 12:35 PM
FrankTrollman I actually find that Logic traditions are better a... Dec 9 2007, 01:58 PM
Narse Suggestion: Read the power descriptions, all of th... Dec 10 2007, 05:00 AM
kzt Yeah, accident is really useful to avoid drawn out... Dec 10 2007, 05:10 AM
Narse See, I use movement in chase situations. Westwind ... Dec 10 2007, 05:51 AM
MaxMahem Recall that it is only a complex action to summon ... Dec 10 2007, 08:18 AM
JBlades QUOTE (MaxMahem) Also an unbound spirit lasts all ... Dec 10 2007, 08:53 AM
Eleazar To answer the original post, the best way to speci... Dec 10 2007, 01:41 PM
DTFarstar I'm a big fan of either elved or dwarves with ... Dec 10 2007, 05:52 PM
Ryu The mender symbiont would help with healing drain ... Dec 10 2007, 10:07 PM
Moon-Hawk Doesn't the Stalwart Symbiont give you +1 Will... Dec 10 2007, 10:12 PM
Ryu The true power lies in DTFarstars way. Logic is th... Dec 10 2007, 10:27 PM
Whipstitch Yep, since the ol' Stalwart also clocks in at ... Dec 10 2007, 10:30 PM
GryMor QUOTE (Ryu)The true power lies in DTFarstars way. ... Dec 11 2007, 12:20 AM
DTFarstar The only reliable way to sustain such high force s... Dec 11 2007, 01:04 AM
Jaid yeah, you're not gonna be using magic to cast ... Dec 11 2007, 01:31 AM
DTFarstar Why 6 and 5? I would assume if you are attempting ... Dec 11 2007, 01:53 AM
Jaid that's the *minimum* force of focus required. ... Dec 11 2007, 02:19 AM
GryMor Force 8 Increase Stat spells are trivial (2P drain... Dec 11 2007, 04:40 AM
Moon-Hawk QUOTE (GryMor) and as those are even, a little bit... Dec 11 2007, 04:46 PM
Ted Stewart Amazing responses. Thank you all!
We're ... Dec 12 2007, 09:52 PM
Ryu Yes, at least by core book rules. There are (few) ... Dec 12 2007, 10:31 PM
Fortune QUOTE (Ted Stewart) If a spirit isn't listed a... Dec 12 2007, 11:03 PM
fool I would highly recomend getting magic in the shad... Dec 12 2007, 11:12 PM
Whipstitch Actually, I'm of the opinion that the combinat... Dec 12 2007, 11:35 PM
Glyph Fire spirits are one of my favorites for combat. ... Dec 13 2007, 07:17 AM
Whipstitch The "standard powers" there is definitel... Dec 13 2007, 07:43 AM![]() ![]() |
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