Need help figuring out the rules for a character, A demonic sword, armor and horse - how? |
Need help figuring out the rules for a character, A demonic sword, armor and horse - how? |
Nov 13 2006, 07:18 PM
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#26
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
That's why I chose Hardened armor in my evil idea rather than Immunity. Immunity gives you 2x Force worth of hardened armor that can be bypassed. Hardened can give you less than that in such a way that it can't be bypassed. Imps appeared in Threats 2; they have a power called Occupation, which allows them to merge with the astral form of a focus. Normal possession and inhabitation do not allow a spirit to do this, only occupation does. |
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Nov 13 2006, 08:16 PM
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#27
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
Are Imps evil? Hmmm... wrong question. :D Can they be conjured? If so, how and by who? Any special rules I should know of?
EDIT: I wanted to buy Threats 2 (in PDF) just for that, but I can't find it anywhere online. :-( The worst thing is that I'm pretty sure I have it back home, but I won't be back for another month. |
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Nov 13 2006, 09:38 PM
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#28
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
QUOTE (Triggerz @ Nov 13 2006, 03:16 PM) Are Imps evil? Hmmm... wrong question. (IMG:style_emoticons/default/biggrin.gif) Can they be conjured? If so, how and by who? Any special rules I should know of? They're extortionists and they can be mischievous. Threats 2 has this great piece of art that shows an Imp reaching out of a female adept's weapon focus and grabbing her gun as she is trying to shoot someone, yanking it off target and causing her to miss. Another piece of art shows the same adept in the process of being defenestrated from a high place. No one can conjure an Imp, they're a type of free spirit; and no one knows their home metaplane in 2063 so their True Names cannot be found by metaplaner quest. This may have changed by 2070. If you can find one's Spirit Formula then you can probably bind it. The Occupation power allows an Imp to activate or deactivate a focus at will, this can lead to the focus being deactivated in combat or being activated at a bad time. It also allows the Imp to decrease the force of the focus by his own force or increase the force of the focus by half of his force. An Imp will use these abilities to extort karma from the user of the focus, drastically reducing the force of the focus in a time of crises unless karma is paid to him and/or increasing the force of the focus for a fee. |
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Nov 13 2006, 09:53 PM
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#29
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
:eek: :rotfl: Ok. Maybe not exactly what I was looking for, but I'll make sure to use them if foci become a problem in my group at some point (or just for the sheer fun of it). Thanks a lot for the info! :-)
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Nov 13 2006, 10:30 PM
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#30
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Running Target Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
I say no, you should leave the vulnerabilities that you have from invulnerability to normal weapons. It's flavorful and balanced. If you shore up all your defenses then you simply have a cloak of "you can't touch me" which is no fun at all. SOMETHING has to be a threat to you, for the purpose of good story.
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Nov 13 2006, 10:36 PM
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#31
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
This guy's gonna have quite an arsenal out-of-the-box, curiously, what sort of "epic" things you got planned?
Cheers, ~GTT |
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Nov 14 2006, 12:10 AM
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#32
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Night: The Steel Horse
Free Spirit Force 4 Strength F+4 Body F+3 Agility F+1 Reaction F Logic F Intuition F+1 Charisma F+2 Willpower F+1 Edge 3 Passes 2 Powers Materialisation, Movement, Realistic Form, Shadow Cloak, Natural Weapon (Hooves, [STR/2]+2P), Banishing Resistance, Astral Gateway, Aura Masking, Sapience Weaknesses Allergy (Sunlight, mild) Skills Running, Unarmed Combat, Dodge, Infiltration, Negotiation, Assensing, Astral Combat. Night appears to be a mechanical horse made entirely of smooth and sleek black burnished steel. His eyes are tiny red dots with black pupils set in a hollow steel skull. Occasionally hot steam snorts from his large and prominent nostrils. His his upper lip is curled open to reveal a mouth full or gleaming needle-like teeth, but that are just for show. His head is a single unmoving piece, the jaw does not open. Night is bound by a debt of honor to serve any outlaw who calls on him, although he may charge karma for this service. He will only serve outlaws and has an uncanny ability to recognize someone's legal status at a glance. Those who are not wanted for some heinous crime quickly find themselves trampled to death unless they are able to bind him, and if they do then he will kill them as soon as he gets free. Night's Spirit Formula is the Bon Jovi song 'Wanted Dead or Alive.' It must be sung three times in full without interruption to call upon him. Its all the same, only the names will change Everyday it seems were wasting away Another place where the faces are so cold Id drive all night just to get back home I'm a cowboy, on a steel horse I ride I'm wanted dead or alive Wanted dead or alive Sometimes I sleep, sometimes its not for days And the people I meet always go their separate ways Sometimes you tell the day By the bottle that you drink And times when you're all alone all you do is think I'm a cowboy, on a steel horse I ride I'm wanted dead or alive Wanted dead or alive I walk these streets, a loaded six string on my back I play for keeps, cause I might not make it back I been everywhere, still I'm standing tall I've seen a million faces an I've rocked them all I'm a cowboy, on a steel horse I ride I'm wanted dead or alive I'm a cowboy, I got the night on my side I'm wanted dead or alive Wanted dead or alive Jon Bon Jovi often uses Night's assistance when he hunts vampires with his dikoted katana. |
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Nov 14 2006, 08:15 AM
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#33
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
:rotfl: :spin: :rotfl: Great stuff!!! |
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Nov 14 2006, 08:30 AM
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#34
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
Yeah, I agree. I just want to make sure that the character has decent chances to survive all the nasty stuff I'll throw at my group as a GM. Of course, the mage or one of his spirit can cast and sustain the needed protection spells to patch up the vulnerability - insert Windows joke here - whenever the problematic situation is encountered. That would still leave him vulnerable to some types of surprise magical attacks (as well as any kind of really heavy stuff, magical or not). At first, I thought you were talking about the sword, then I thought you were talking about the armor, but I guess your comment applies to both. These toys will cost an awful amount of karma to start with, I think, and that means lower attributes and skills, and fewer spells and such. No problem there, but I don't want an imp to make the character get rid of the sword entirely. At least, not right away. (As a GM, I want them to "choose a camp" morally as the campaign gets more epic, which might requires him to "purify" himself of some of his evil tools. We'll see...) |
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Nov 14 2006, 10:31 AM
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#35
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
I think I'll use your question to flesh out a few things in my own mind. It might - or might not - make for an interesting read, but I'll post a bit of background on my group's characters. Our group's characters pretty much all started years ago when we were playing SR2. As such, they've accumulated a bit of karma. The character with the three spirits under discussion is more recent. (The player's primary character was a human rigger/face, but he wanted to try something else.) I decided to give him an amount of starting karma roughly equal to what the other characters have so that he doesn't live in the shadow - sad, unintended pun - of the other characters. Sadly, it hasn't seen much action in SR2 and SR3 as the player created it around the time we stopped playing regularly. (Growing up, you know... Schedules get complicated. The GM is in Ottawa or Busan while the rest of the group is mostly in Quebec city.) Anyways, I want to shape the group into a sort of magical troubleshooting team / demon hunters. The other mage in the group is an elf who had some strange stuff happen to him as a kid. His mind was scarred and he doesn't remember much of what happened to him before he came to Seattle after running away from the Tir. He's started learning about his past, but it cost him quite a bit in the process. (He had to use that oh!so!nasty!yet!handy! Hand of God to save his ass once after he made the wrong decision.) The player left me plenty of room to decide what happened to him exactly as a kid, but growing up in a magic-aware family, his Talent was discovered early and he started using magic before he was wise enough to know what to do and not do with it. In secret, he made a pact with a free spirit who needed a body to influence the physical world. The spirit told the kid that he wanted to help humanity and correct as many social injustices as it could, but that it needed the kid's help to do all this. The kid, idealist and eager to change the world, even if it meant using a bit of force (and Force) here and there, agreed to be that spirit's link to the physical world. Of course, the spirit wasn't exactly as subtle as the big D in his push for change and the possessed kid soon had to be stopped because he was starting to raise hell among the Tir's less fortunate - and yes, I assume there are some relatively poor elves in the Tir too, or at least, elves thursting for something "better", whatever that means to them. Oh! Did I mention there was a professor the kid was in contact with regularly (to ask all those complicated questions on magical theory) that expertly manipulated the kid into signing the spirit pact (on his own) to further his own personal (and twisted) agenda? hehe Anyways, the kid was exorcised and his parents, who had some connections in Tir's high society, managed to pull the kid out of this whole mess with promises to keep him under heavy magical surveillance until the spirit had been destroyed and the nasty professor (and his possible allies) had been neutralized/destroyed. A Tir noble close to the family said he would take responsibility for whatever nasty things the kid would do in the future and would take all the necessary measures to make sure he wouldn't actually do anything. So the kid was basically "under house arrest" after that with a couple Ghosts watching him 24/7. (Yeah, his family wasn't exactly part of the bottom 20% of Tir society. They were loyal-enough servants of the noble to make him - or her? - sensitive to the family's series of "unfortunate events".) Anyways, the professor, who had vanished when the kid was exorcised, organized the kid's extraction as the spirit he was desperately trying to bring into the physical world was tied to that kid's body - for at least as long as the kid is alive anyways. The extraction worked and the kid's parents were killed in the process, but the kid somehow managed to escape his extractors and ran away in nature where he wandered for a while before showing up on the mean streets of Seattle (a couple of months later?). After begging and stealing his survival for some time, a kind old man (that the street kids nicknamed Merlin - from here, the story is my player's and/or stuff we've played) recognized his gift and took him under his wing - partly out of kindness, and partly out of curiosity: he wanted to know what the deal was with the kid's really strange aura. The kid grew up and eventually went his own way. Merlin died. The mage then met some of the other characters in the group and joined them as magical support in their shadowruns, mostly because they were his only real friends and he admired their strong personalities. (The mage is sort of clueless about life in general - his own, in particular - and doesn't really relate well to people who are not freaks themselves in some way. Some of the group's characters's traits seemed, to him, worth emulating.) In game, the professor and his allies showed up and offered the mage to more or less "reunite him with his lost inner greatness and truest self", an offer the mage took - again! -, not fully understanding what had happened to him as a kid. For one thing, he wanted to learn the truth, but they also made him feel "needed" by all the poor souls of the world. He wasn't sure he really believed any of that crap, but he just had to know, so he jumped head first. Some old elves (IE?) helped the rest of the group to exorcise him once more - mainly by piercing him with a great sword - and he went back to his old unknowing, indecisive self, slightly mad at the group for stopping him before he learnt the whole truth about his past. Oh! But he now has ritual tatoos covering roughly 95% of his body. :grinbig: (He uses a spell to hide them when going places though.) The spirit is now waiting in a metaplane that only the mage can access - because of his original pact with the spirit and the newly acquired tatoos (more or less the key to the prison the spirit was put in after the first exorcism - it took the professor some time to design the key's formula). The spirit is not evil per se. It just happens to believe that the end justifies the means, sort of like Ghostwalker, I guess. Eventually, the mage will have to deal with the spirit, if only to get rid of the tatoos' "astral glow". (They're strong enough that no ward will destroy them, I think. The only way to get rid of them would be to kill the spirit first.) However, the mage could also try to use the spirit's powers for his own ends - and he might be forced to at some point if he can't deal with the heavy magical crap on his own. I still haven't given the spirit any stats in SR4, but chanelling opens interesting options, I think, so I think I'll make the spirit significantly less powerful than the original SR2 version which was never intended to be used in that way. Anyways, in the long run, I'd like that character to get Cleansing (to get rid of the background count caused by the magical threats the group will face, after these threats are defeated). I'll post some info on the other characters in the group shortly to give you a better idea of where I'm heading with them. |
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Nov 14 2006, 02:50 PM
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#36
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
My own personal character is the son of a human Mafioso and his elven trophy wife (who also was his way into the Cosa Nostra). He's an elf, so he was closer to his mother as a kid, but his brother is a human who followed in their father's footsteps. The father is more of a foot soldier than someone with any influence in Seattle's mafia, but when the son's magical talent was discovered, he used some of his hard-earned money to hire a magical tutor. The kid was an adept and received decent training from the time he was 14 years old. An arrogant child, he often looked down on the rest of the world and congratulated himself a lot on being so goddamn superior to "the masses". With a strong discipline and work ethic, he soon mastered his left hand and could use it as well as his (primary) right hand. His ideal, as a teenager, was to live the challenging and wealthy life of a professional hitman. Growing up in a world of fake sins, firearms and easy money had convinced him that, as long as he was on the right end of the gun, it would be a rather enjoyable lifestyle. He didn't really have much sympathy for the targets: they just weren't strong and smart enough to survive, and they simply should have hired him first if they valued their life a bit. With a tutor helping him not just with his magic but with learning and growing up in general, he did extremely well in highschool and went to Seattle University to pursue more formal magical studies. In his mind, a decent understanding of the laws of the universe was an essential component of any life worth living and he wanted to be a truly superior human being, not just some thug who's good with guns.
After his obtaining his Bachelor (and having learnt quite a few neat tricks since he started training at 14), he decided to officially start his hitman career. He was now 21. Obviously, he could have worked for the Cosa Nostra, but his ego was way too big for that. He didn't want to be anybody's son. He wanted to make a name for himself. So he asked a close (and trusted) friend of his - who had started working for the family as a forger - to provide him with new SINs that the family would not know about so that he could do his own things without being watched too closely. Starting as an independent, he was soon hired by a Yak to get rid of an internal enemy discretely. And then another... and another. All the while choosing his targets to make it look like the Yaks were being attacked by outside factions such as the Triads and the Cosa Nostra with whom the Yak was clashing regularly over business jurisdictions, or other internal enemies the adept's boss wanted to get rid of. Eventually, though, the employer did piss off the Cosa Nostra and was targeted by them. The adept heard of it, by pure chance, through his brother at a family dinner (with his actual family - brother, father and mother, who were not aware of his connection with the rising Yak). The Yak was too lucrative not to save, so when the mafia's hit team attacked, the adept wiped them out. The Yak had almost become oyabun of his little sandbox and he offered the elf to join him as his bodyguard. He had done a good job at dealing with the Italian troublemakers and the Yak trusted him. The adept accepted for two main reasons: 1-) since the Yak was now more firmly established, he would not need his services as frequently because he'd be able to count more on internal resources, and 2-) the adept was strangely bored with the "train, study, hit" lifestyle he had led in the year that had passed since his graduation. As a hitman, his fighting skills were under-used, and he considered it an insulting waste of his talents to not use them in actual fights on a more regular basis. Protecting the oyabun would mean staying alert all the time, with real consequences if he didn't, and that seemed to be the best training possible. The news quickly went around the underworld, though, as oyabun with non-Japanese, elven bodyguards are rather strange - although not unheard of, of course. (Prime Runner, anyone? :P ) People were quick to connect the dots and it was soon known that the oyabun was protected by the son and brother of Cosa Nostra soldiers. When it was understood that the adept was the one who wiped out the hit team and that he had learnt about the hit through his brother's big mouth, the adept's brother was executed by the family. His father, knowing too well that the family would not allow him to stay alive much longer anyways, chose to take care of the matter himself and commited suicide in an ironically quite Japanese turn of events. The adept, in his enthusiasm for his new and exciting job, had not foreseen these relatively predictable consequences or, rather, had lied to himself about the likelihood of such a turn of events and the impact it would have on him if things ever went that way. The adept was shaken. He tried to shrug it off and to rationalize it - they were just too dumb and got what they deserved -, but he understood way too well that they had died because he had chosen to protect his main source of income instead of respecting his brother's trust and keeping the family's secrets in the family. The adept's greed and self-serving attitude had cost him his family. Only his mom, who was visiting her brother in Italy at the time, was left alone due to her brother's influence and connections there. (She was never really involved in the family's affairs in Seattle anyways.) She's still living there now. Despite his grief, he stayed at the oyabun's service for roughly three years before the wind turned and the oyabun was killed in his sleep through ritual magic. Not much he could have done to prevent it, sadly. The oyabun's magical protections failed. The yak mage helped him to track down and kill the Triad caster responsible for the oyabun's death before committing ritual suicide. The new oyabun told the elf that his services were no longer required. The trust he enjoyed with the old oyabun had not carried over to the new regime and he did not feel "home" anymore now that his old boss was dead. He went back to his old line of work, but soon needed support for a complex hit, which is when he met some of the other characters in our group. Later, they needed his stealthy skills for a B/E job. He then started working with them on a more regular basis. Obviously, he mostly has enemies in the mafia, although he still has a few moderately trusted friends - well, contacts, anyways - and he has a few enemies in the Triads too. Overall, though, he had a much lower profile after the death of the oyabun. A few years have passed and the adept has slowly but surely moved away from wetwork. Half ashamed of him past, he nevertheless assumes it entirely and understands it as an essential part of his spiritual growth. Trying to rise above his past and lowly greed, he now tries to earn a living doing (mostly) things that he believes in. In the last few years, he has changed his focus from firearms to melee weapons and martial arts as the latter are more useful when it comes to fighting the magical abominations he has vowed to destroy and/or keep at bay. His change of heart is in large part due to his growing realization that the world as he knows it might not be there for long if insect spirits, toxics, shedims and other such things are given an easy ride. Also, he realized that destroying the world is easier than fixing it, so there's definitely an ego factor involved as well. He wants to be the one who succeeds where Buddha, Jesus, Gandhi and Chuck Norris have all failed. He went back to Seattle U (with yet another fake SIN) to get his Master's degree in magical theory, and he will probably go back for his Ph.D. for research on Infusion and/or Channeling later on. (Yes, he is that vain and he needs that social recognition of his abilities, even though he's ok with using a fake SIN for that.) He'll most probably have his degree by 2070, but I'm thinking of moving to that timeline slowly. Also, I've always had in mind that he might express Mystic Adept abilities later on, so I might decide to make him that way when I convert him to SR4, but I'm still not entirely sure. I need to work on the two mages first and see that my character's abilities don't overlap too much with theirs, but spells are sweet and I was really thinking about using something similar to channeling for my adept way before the rules came out for it in Street Magic, so I'm keeping that door open for now. Anyways, I'd like him to eventually open a "dojo" where he can teach kids not just about kicking ass but also about morality and karma. The dojo would not be a serious source of income - in fact, it might well be the exact opposite -, so he would work as a "ghostbuster" or occult specialist to pay his bills. I'd like to use this to drag the whole group into more and more serious magical stuff as they get better at dealing with magical threats. The group has dealt with vampires, insect spirits , blood spirits, zombies and a bunch of paranormal critters before, but I'd like to push things up a notch and involve them more seriously in some of the magical power struggles going on in the SR world. One of our coolest adventures was set in Australia, in a web of underground caves, where the group had to go to find a 4th-world (magical) painting. The painting in question held a spirit which claimed to be the "one and only original Lucifer", which, of course, he wasn't, as Lucifer in my world is a Totem, so to speak - i.e. a Mentor Spirit -, rather than an actual spirit. He was merely the (now free, although trapped in the painting) ally of a long-dead 4th world magician. The 7-level underground hell was full of giant worms with nasty teeth trying to eat the PCs. It was a really fun game, but it was more or less a one-shot thing. I'd like to get the group into this kind of action-packed mess somewhat regularly, but also give them a sense of where they are in the Big Picture and how their actions shape the world (or fail to). I want to make them scratch their heads as they try to figure out the connections between the various nasty things that they encounter. Is Ghostwalker evil? Should we oppose his agenda or help him? What the hell is the Atlantean Foundation up to? What happened to the Big D? Who killed him and why? What are the other big worms up to? But first and foremost: How will the characters choose to live their lives in this world of shifting alliances and shades of gray? Even hooders like my adept is now have to face tough questions all the time, and they'll quite often end up on the wrong side of the moral fence. And good stats will not help them there... Next, I'll write about the troll sammy, Chrono, who also has nasty magical stuff in his background that is finally coming around to bite him in the ass. |
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Nov 14 2006, 02:54 PM
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#37
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
By the way, feel free to comment and critic the backgrounds I post here. I'm open to suggestions and a lot of it hasn't been exploited much in game, so I can change some stuff without my players going "WWWWWWHHHHHHHHAAAAAAA?!?!?!?!?!"...
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