Zen Shooter's Adept Mentor Spirits |
Zen Shooter's Adept Mentor Spirits |
Sep 8 2006, 02:00 PM
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#1
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Moving Target Group: Members Posts: 932 Joined: 26-February 02 From: Orlando, Florida Member No.: 1,042 |
Mentor spirits aren't much good to adepts. To rectify this I've created adept versions of the mentor spirits in SR4. When a magician or mystic adept chooses a mentor spirit, he uses the mentor spirits as printed in the basic book. When an adept chooses a mentor spirit, he uses the aspect of that spirit listed below.
Adept powers granted by mentor spirits do not count against the adept's power points, but do count against the Magic attribute cap. Thusly, a Cat adept with Magic 4 gains Improved Infiltration Ability 2 at no power point cost, but may only add a maximum of two more levels by spending power points before reaching his maximum of four levels. Note that the advantages and disadvantages of adept mentor spirits are identical to their counterparts in SR4, except as noted below. Bear Advantages: Berzerk. Cat Advantages: Improved Gymnastics Ability 2, Improved Infiltration Ability 2. Dark King Advantages: +2 dice Assensing, Enhanced Perception 2. Dog Advantages: Enhanced Perception 2, Improved Intimidation Ability 2. Dragonslayer Advantages: Improved Strength 1, Improved Ability 2 for tests with one social skill of choice. Eagle Advantages: Enhanced Perception 2, Piercing Senses 2. Firebringer Advantages: Improved Instruction Ability 2, Rapid Healing 2. Disadvantages: -2 dice to resist Illusion spells. Moon Maiden Advantages: Improved Negotiation Ability 2, Kinesics 1. Disadvantages: -1 Body. Mountain Advantages: Mystic Armor 2. Rat Same as for magicians. Raven Advantages: Improved Con Ability 2, Magic Sense. Sea Advantages: Improved Swimming Ability 2, Killing Hands, Water Elemental Strike. Seductress Advantages: Improved Con Ability 2, Kinesics 1. Shark Advantages: Berzerk, Improved Swimming Ability 2. Snake Advantages: Enhanced Perception 2, Improved Reaction 1. Disadvantages: -1 Body. Thunderbird Advantages: Killing Hands, Electrical Elemental Strike. Trickster Advantages: Improved Con Ability 2, Kinesics 1. Wise Warrior Advantages: Improved Ability 2 for combat skill of choice, Improved Intuition 1. Wolf Advantages: Improved Running Ability 2, Critical Strike 2. |
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Sep 8 2006, 02:18 PM
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#2
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Target Group: Members Posts: 12 Joined: 14-October 05 Member No.: 7,843 |
Neat ideas, though I'd be more inclined to give skill bonuses than Adept Powers.
Clay |
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Sep 8 2006, 02:26 PM
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#3
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
In my opinion way to powerful for 5BP. And most don't even have disadvantages.
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Sep 8 2006, 04:10 PM
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#4
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
i think the intention is that these are just replacing the advantages... the disadvantages remain the same. that being said, i am inclined to agree that some of these are a little much... |
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Sep 8 2006, 04:24 PM
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#5
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
I think they are too powerful, but then so too are some of the mage mentor spirits, which can provide half a dozen (or more with a straight skill boost to something like Counterspelling/Binding) skill specialization equivalents for 5 bp and a disadvantage. Admittedly most characters won't be using their bonus spell/spirit dice for Ritual Spellcasting or Banishing, but they're still inclusive boosts.
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Sep 8 2006, 04:45 PM
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#6
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
It was pointed out to me that pure adepts canīt buy the mentor spirit quality (see mentor-spirit quality).
Game-mechanics-wise Iīd prefer skill boni, but would balance the 5 build point + disadvantage against a full point of predefined powers if pressed. Imp. ability would only be usable by those who fulfill the requirements of course. |
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Sep 8 2006, 05:33 PM
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#7
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Moving Target Group: Members Posts: 932 Joined: 26-February 02 From: Orlando, Florida Member No.: 1,042 |
Keep in mind that Mentors also come with a roleplaying requirement, and if the player doesn't adhere to it, they lose the mentor's advantages and possibly even Magic. That's a disadvantage all Mentors have.
And yes, Jaid is right: use the SR4 mentor spirit stats, but where they are contradicted by these, use these. |
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Sep 8 2006, 05:38 PM
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#8
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Moving Target Group: Members Posts: 932 Joined: 26-February 02 From: Orlando, Florida Member No.: 1,042 |
Ryu:
The Quality itself mentions only Magicians and Mystic Adepts. But: "Members of any tradition may have mentor spirits, including adepts." Pg. 192, SR4. |
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Sep 8 2006, 05:50 PM
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#9
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
A reasonable check on this would be to compare the amount of BP you gain/lose per spirit as a mage against what you gain/lose as an adept.
I'll try to do so later on. |
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Sep 8 2006, 08:07 PM
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#10
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
Sorry, I misread that. I still think the boni are generally to high, when compared to mages mentor spirits. |
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Sep 8 2006, 08:47 PM
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#11
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Moving Target Group: Members Posts: 932 Joined: 26-February 02 From: Orlando, Florida Member No.: 1,042 |
Feel free to adjust them. But what's most sound is the idea of having a version of the mentor spirits suited to adepts.
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