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> Summoner: Too Powerful?, The INs and OUTs
Seven-7
post Jan 26 2006, 09:32 AM
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Ok, here's a sheet I made using Frank's idea on summoning. I've only playtested it a bit, so give your comments (Yes, I know, not much fluff but I'm working on that), this template assumes 2 things, A) Your GM will allow the Aztec Tradition (Hermetic works good too), and B) He'll allow the Aztec god of death as your Mentor Spirit (Dark King can replace this):

400BP
Name: Kortez
Race: Dwarf
Type: Mystic Adept (Aztec)

-Attributes
B:7
A:2
R:3
S:3
C:2
I:2
L:3
W:7

E:1
M:6

-Skills
(G)Sorcery 2
(G)Stealth 2
Summoning 7(Spirit Of Man)


-Qualities
Focused Concentration (1)
Mentor Spirit (Mictlantecuhtli/+2 Ritual Spellcasting/+2 Spirit of Man/-4 Spirit of Beast/May not wear armor)
Aptitude(Summoning)
Astral Beacon
SINner (Criminal)
Combat Paralysis

-Spell
Powerbolt
Heal
Inc Bod
Inc Will

-Foci
Summ 3
Power 2

--------------
Step One: Choose Spirit Type (Spirit Of Man)
Step Two: Choose Spirit Force (F12)
Step Three: Opposed Test Magic+Summoning+Misc vs Force (6(Ma)+7(Su)+2(PoFo)+2(MeSp)+2(Spec) vs 12(For))
Step Four: Calculate Net Hits (Average 4-8)
Step Five: Calculate Total Force Hits (Average 2-6)
Step Six: Note Services: Net Hits (Average 2-4 Services)
Step Seven: Calculate Drain: Spirit Hits*2, Min 2 (Average 4-12P)
Step Eight: Damage Resistance Test: Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-8)

I think I got all of it.


Edited: Found out Mystics gotta choose powers or slinging...Quite annoying, but its just -6 Damage Resistance Test dice. Damage doesn't matter here as your F12 Spirit of Man throws 24 dice for his F24 Heal spell. Wee.

This post has been edited by Seven-7: Jan 27 2006, 02:28 AM
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Ryu
post Jan 26 2006, 01:35 PM
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Yes, you got everything. Nice case study.

Yes, Force 12 is to powerful, as is reliably being able to summon such things.
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Seven-7
post Jan 26 2006, 01:55 PM
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Thanks!

I would like to add, now that I think about it, starting off...Thats a basic mage but -5BP because he's a Mystic instead of a Magician. Odd.
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ogbendog
post Jan 26 2006, 04:29 PM
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beware of summoning and binding big spirits. we had a mage die trying to bind a force 7. the dm rolled 9 successes on 14 dice. even with edge the mage died
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Brahm
post Jan 26 2006, 04:58 PM
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QUOTE (ogbendog @ Jan 26 2006, 11:29 AM)
beware of summoning and binding big spirits.  we had a mage die trying to bind a force 7.  the dm rolled 9 successes on 14 dice.  even with edge the mage died

Attempting to summon a Force 12 spirit is pure insanity. Even if you survive the drain it is like a dog chasing a car. The worst thing that can happen is that you manage to catch it. Something that much more intelligent than you is going to chafe in subservience and likely to subvert your instructions if they conflict with the spirits own interests.
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FrankTrollman
post Jan 26 2006, 04:59 PM
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QUOTE
Thats a basic mage but -5BP because he's a Mystic instead of a Magician. Odd.


Note that he can't astrally project or perceive, which is why he saves 5 BP over the full magician. Of course, he doesn't much care because he's all about summoning the huge spirits. Still, the fact that you can't personally support your spirit is something of a limitation. Not one you can't get around by calling up another spirit on remote service, but something.

It means that you can't use your own Assensing combined with your own Cybertechnology to determine what people have inside. But you don't have either skill, so that's not a huge problem.

QUOTE
beware of summoning and binding big spirits. we had a mage die trying to bind a force 7. the dm rolled 9 successes on 14 dice. even with edge the mage died


That doesn't really surprise me. Binding spirits is way too harsh. Any character capable of binding a spirit of Force X can summon an unbound spirit of Force 2X. So anyone capable of binding a spirit that matters much at all can by defintion summon up unbound spirits that are game breaking. I really wish that they'd made the difference between summoning and binding less stark.

-Frank
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runefire32
post Jan 26 2006, 09:42 PM
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Just to note i think his math is a bit off.

19 dice averages 6.333 hits. We'll round to 6 and we'll give it two hits either way on average for a range of 4-8 hits.

A force 12 spirit on average is going to get 4 hits. Giving it leeway 2 either way in turn, on average it will get 2-6 hits.

So on average the summoner would only get 2 hits. with a range of -2 to 6 hits.

So drain wise we're looking at a range of 4P to 12P drain.

With 17 dice gives us 5.66 so we'll round up to 6. Again giving it a leeway of 2 either way we come out with 4-8. The summoner will take damage on a range from 0-8 Physical.

Or is my math flawed there...
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emo samurai
post Jan 26 2006, 09:49 PM
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The only way for him to really pull this off without his head exploding is to have a bound spirit aid with casting and to have a focus of about force 8.
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September
post Jan 26 2006, 11:47 PM
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This is why it's good to get free spirit's true names.
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Seven-7
post Jan 27 2006, 02:18 AM
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Couple of things:

I didn't do a average thing, its just what I experianced with my own rolling of the dice, so thanks for writing those up, when I get to a less crappy comp I'll edit the post and change them. Oh, and I forgot the +1 dice on the Drain from Focused Concentration.

Second, the rules dont talk about Spirits really carring who Summons them, or a lot more Mage ganger kids would be dying I suppose ;). If your Gm decides that then...well you probably either need to not play anything with Conjuring or get used to summoning F2-4's.


Thirdly, like Frank said, if you ever try and Bind the spirit you should be slapped. Hard. Otherwise its as simple as the steps I wrote. Whats the Physical box formula? I cant remember, but 7bod should get you a butt load of Boxes. On a side note, you dont really need bound spirits. This guy has 24 Reaction with the Dodge skill at 12, He's also got Confusion and the ability to cast all your spells (4x3:12) which includes the Inc. Stat. stuff. All without having to leave the comfort of your home.


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Angelstandings
post Feb 1 2006, 09:32 PM
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QUOTE (Seven-7 @ Jan 26 2006, 04:32 AM)
Step Eight: Damage Resistance Test: Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-8)


Are we sure that physical drain allows for a damage resistance test? Stun damage caused by drain surely doesn't... or am I missing something in the explanation... because that can't be the drain resistance rolls for the PC.
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mfb
post Feb 1 2006, 11:53 PM
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QUOTE (Brahm)
Something that much more intelligent than you is going to chafe in subservience and likely to subvert your instructions if they conflict with the spirits own interests.

that assumes that you're forcing the spirit to do your bidding against its will, though, which i don't think is always the case. a christian magician who calls upon god for aid and is sent an angel shouldn't see his instructions twisted against him simply because he got a really high-end angel.
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Brahm
post Feb 2 2006, 12:03 AM
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That is why i tacked the bit on at the end, and really only the GM knows and selects the spirits entire agenda. Having the same general goal doesn't assure compliance. Just like the Monty Python skit about the different branches of the same church.

Just ask any dead Insect Shaman.
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Seven-7
post Feb 2 2006, 12:09 AM
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QUOTE (Angelstandings)
QUOTE (Seven-7 @ Jan 26 2006, 04:32 AM)
Step Eight: Damage Resistance Test: Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-8)


Are we sure that physical drain allows for a damage resistance test? Stun damage caused by drain surely doesn't... or am I missing something in the explanation... because that can't be the drain resistance rolls for the PC.

Its called a Damage Resistance test on page 174B, however the reason for using Body (Which is what I assume your post is about) is because of the Tradition.
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FrankTrollman
post Feb 2 2006, 12:09 AM
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QUOTE (Angelstandings)
QUOTE (Seven-7 @ Jan 26 2006, 04:32 AM)
Step Eight: Damage Resistance Test: Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-8)


Are we sure that physical drain allows for a damage resistance test? Stun damage caused by drain surely doesn't... or am I missing something in the explanation... because that can't be the drain resistance rolls for the PC.

He's using a home-brewed blood tradition which uses Body as its Drain Resistance Attribute. Not strictly legal of course, but not beyond what you can do as a Dwarf or Ork from the Hermetic Tradition.

Such a tradition would never see general publication because it would be so potentially abusable in the hands of Trolls.

-Frank
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Angelstandings
post Feb 2 2006, 01:12 AM
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Thanks for clearing that up :D Another question regarding:

>> Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-


It looks like he's using foci for his version of the drain resistance test... Is this also something specific to that tradition? As far as I know, there's nothing (not even wound modifiers) than modify the dice pool for drain resistance.
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Seven-7
post Feb 2 2006, 02:13 AM
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QUOTE (Angelstandings)
Thanks for clearing that up :D Another question regarding:

>> Willpower+Body Hits-DV Boxes (7(Will)+7(Bod)+3(SumFo)+1(FocCon), average around 4-


It looks like he's using foci for his version of the drain resistance test... Is this also something specific to that tradition? As far as I know, there's nothing (not even wound modifiers) than modify the dice pool for drain resistance.

SR4, Pg141

"...or they may be withheld to help resist Drain..."
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Glyph
post Feb 2 2006, 05:22 AM
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The thing that I am wondering about is this: do spirit skills have the same maximum of 6 that metahumans get? That would cut down on the cheese, but high Force spirits would still remain powerful (since they would still have those buff linked Attributes).

The book doesn't say either way, though, and you could just as easily argue that a being of quicksilver and pure magic could do things like dodge, attack, and manipulate magical energy much more efficiently than a frail, meat-bodied metahuman could.
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FrankTrollman
post Feb 2 2006, 05:29 AM
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QUOTE
The thing that I am wondering about is this: do spirit skills have the same maximum of 6 that metahumans get?


Nope.

-Frank
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Seven-7
post Feb 2 2006, 05:31 AM
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Frank and Seven, breaking systems one archetype at a time...
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runefire32
post Feb 2 2006, 01:47 PM
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QUOTE (Seven-7)
Frank and Seven, breaking systems one archetype at a time...

Or you would be if your summoner here was effective -at all- which he isn't.

You did your best to build a powerhouse here and fell a bit short in my opinion. While a force 12 spirit is nasty...you can not reliably summon it. It takes a complex to summon, and then you have to wait for another pass that turn (if you spend edge) or you have to wait till the next combat turn to command it. Giving a opposing mage ample time to banish the spirit, or the other team to kill you.

And other than your ability to summon up spirits, the character has no other redeaming qualities...so i'd hardly call this 'breaking the system'.
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Angelstandings
post Feb 2 2006, 03:31 PM
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QUOTE (Seven-7)
SR4, Pg141

"...or they may be withheld to help resist Drain..."


191, and thanks. Don't see how I missed that, and I was looking too...
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mmu1
post Feb 2 2006, 03:46 PM
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QUOTE (runefire32)
QUOTE (Seven-7 @ Feb 2 2006, 12:31 AM)
Frank and Seven, breaking systems one archetype at a time...

Or you would be if your summoner here was effective -at all- which he isn't.

Someone always brings this up in these "damn, the system is broken" threads, and they always miss a key point: While the specific min-maxed character presented might suck in actual play, you can almost always easily make a character only slightly less broken that works reliably, and is sufficiently well-rounded as to be perfectly playable.
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Azralon
post Feb 2 2006, 04:16 PM
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QUOTE (mmu1)
Someone always brings this up in these "damn, the system is broken" threads, and they always miss a key point: While the specific min-maxed character presented might suck in actual play, you can almost always easily make a character only slightly less broken that works reliably, and is sufficiently well-rounded as to be perfectly playable.

Amen!
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hobgoblin
post Feb 2 2006, 04:37 PM
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QUOTE (mmu1)
Someone always brings this up in these "damn, the system is broken" threads, and they always miss a key point: While the specific min-maxed character presented might suck in actual play, you can almost always easily make a character only slightly less broken that works reliably, and is sufficiently well-rounded as to be perfectly playable.

feel free to do so, and present the char for review...
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