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#1
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 ![]() |
Toxic Traditions
Everyone loves to hate Toxic Spirits. They make great villains, and their spirits are powerful in places that make great backdrops for fights (tell me it isn't awesome to have a final showdown in a nuclear reactor, or on a bridge over a sludge flow). Unfortunately, the rules presented in Street Magic are incomplete. And that's being generous. Fundamentally, there aren't enough listed spirits to actually fill up the roster of any Toxic magician, and with the Corruption metamagic in effect, a Toxic Mage could easily require a potential Toxic version of the complete set of ten. It is precisely for this reason that would have liked to have an extremely simple Toxic templating system – but that's not what Street Magic ultimately decided to go with. And the results are long on flavor, but completely lacking in playability. So here's how we're going to do it: we're going to compromise. We're going to run with the multiple Toxic traditions thing, and assign each of the traditions four favored powers. Then instead of making brand new spirits each time they corrupt something, we're just going to swap powers out of normal spirits to make the new Toxic Spirits. What we are not going to do is move spirit physical attributes around. Lars loves doing that, but the fact is that there are already too many numbers to remember in Shadowrun. Having to look up small stat adjustments on Spirits is unacceptable, especially when Corruption effects can happen in the middle of the action. Let's consider a couple of Toxic Traditions that together have one of each of the basic ten between them: Rabid Dog These magicians feast upon despair and are driven by their hatred of metahumanity. They may feel that they have been betrayed, or they may just be antisocial. Regardless of their original motivations, followers of Rabid Dog ruin lives and kill innocent people. Spirits summoned by Rabid Dog have a distinct feeling of anger, madness, and betrayal about them. Each is connected to humanity, but only in the way that a child is connected to an abusive parent. The materializations of these spirits are accompanied by the sounds of babies crying, the wet thump of defenseless animals being struck against a solid surface, and the smell of open wounds and feces. Rabid spirits emanate a palpable aura of neglect and despair – the uncontained rage they feel a magnified reflection of the past horrors visible through their eyes.
The Rabid Dog (Toxic Beast): (Health)
Astral Init/IP: F x 2, 3 Movement: 10/45 Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat. Powers: Astral Form, Enhanced Senses (Hearing, Low-light Vision, Smell), Fear, Materialization, Movement, Pestilence, Sapience Optional Powers: Concealment, Confusion, Guard, Natural Weapon (DV = F), Noxious Breath, Search, Venom. The Twisted Protector (Toxic Guardian): (Detection)
Astral Init/IP: F x 2, 3 Movement: 15/40 Skills: Assensing, Astral Combat, Blades, Clubs, Counterspelling, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Accident, Astral Form, Enhanced Senses (Hearing, Low-light Vision, Smell), Fear, Materialization, Sapience Optional Powers: Concealment, Corrosive Spit, Natural Weapon (DV = F), Pestilence, Psychokinesis, Skill (one combat sskill). The Cruel One (Toxic Man): (Combat)
Astral Init/IP: F x 2, 3 Movement: 10/25 Skills: Assensing, Astral Combat, Dodge, Perception, Spellcasting, Unarmed Combat. Powers: Accident, Astral Form, Enhanced Senses (Low-light Vision, Thermographic Vision), Fear, Influence, Materialization, Sapience, Search. Optional Powers: Innate Spell (any one known by the conjurer), Movement, Pestilence, Psychokinesis. The Refused (Toxic Task): (Illusion)
Astral Init/IP: F x 2, 3 Movement: 10/25 Skills: Artisan, Assensing, Astral Combat, Dodge, Perception, Unarmed Combat. Powers: Accident, Astral Form, Concealment, Fear, Materialization, Movement, Sapience. Optional Powers: Binding, Enhanced Senses (Hearing, Low-light Vision, Thermographic vision, or Smell), Influence, Pestilence, Psychokinesis, Skill (an additional Technical or Physical Skill). The Lost (Toxic Guidance): (Manipulation)
Astral Init/IP: F x 2, 3 Movement: 10/25 Skills: Arcana, Assensing, Astral Combat, Counterspelling, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Confusion, Corrosive Spit, Divining, Fear, Magical Guard, Materialization, Sapience, Search, Shadow Cloak Optional Powers: Engulf, Enhanced Senses (Hearing, Low-light Vision, Thermographic vision, or Smell), Influence, Pestilence. Radiation The follower of Radiation wants to permeate the world with the deadly rays that emanate from the atom. She might believe that she is cleansing the world of the "sickness" of life or she might just want to hasten the end of order. Whatever her motives, she draws strength from the poisonous yellow dust that drives away all others. Every spirit of the Radiation tradition walks with its feet bathed in the invisible fire. The black flames of radiation emanate from the spirit and everything it touches, leading them to appear as regions of rainbow static in electronic media such as cybereyes. The yellow dust weighs heavily and drops like a stone whenever the hot winds that whirl it up draw down. The spirits of Radiation lack the manic intensity of other Toxic spirits. Long lived even by the standards of immortals, the spirits of Radiation are a natural force that destroys life. As unfeeling as the black of the night, the children of the atom are relentless, destructive, and worst of all: they don't give a fuck about you.
Fallout Spirit (Toxic Air): (Health)
Astral Init/IP: F x 2, 3 Movement: 15/75 (flight) Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Concealment, Energy Aura, Engulf, Fear, Materialization, Movement, Sapience Optional Powers: Elemental Attack, Accident, Noxious Breath, Psychokinesis, Search. Source Spirit (Toxic Earth): (Detection)
Astral Init/IP: F x 2, 3 Movement: 10/25 Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Divination, Energy Aura, Materialization, Movement, Sapience, Search. Optional Powers: Concealment, Confusion, Engulf, Elemental Attack, Fear. Radiation Spirit (Toxic Fire): (Manipulation)
Astral Init/IP: F x 2, 3 Movement: 15/40 (flight) Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience Optional Powers: Fear, Guard, Noxious Breath, Search
Astral Init/IP: F x 2, 3 Movement: 10/25 (30/75 swimming) Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Concealment, Confusion, Engulf, Guard, Materialization, Movement, Sapience. Optional Powers: Accident, Binding, Desire Reflection, Elemental Attack, Energy Aura, Innate Spell (one spell known by the Conjurer). Flowering Spirit (Toxic Plant): (Combat)
Astral Init/IP: F x 2, 3 Movement: 5/15 Skills: Assensing, Astral Combat, Counterspelling, Dodge, Perception, Unarmed Combat. Powers: Astral Form, Concealment, Engulf, Guard, Influence, Magical Guard, Materialization, Movement, Sapience, Silence. Optional Powers: Accident, Confusion, Energy Aura, Noxious Breath, Venom. --- Pollution Those who embrace pollution wish to poison and destroy life. Dioxins and black clouds fill her dreams and she relishes the destruction of life. Where the Radiation poisoner works for a natural force that simply happens to be inimical to life, the Pollution poisoner wishes to simply destroy life by whatever means are available. The orange vapors which rise from the bodies of her spirits sting the eyes and throat. The multicolored puddles left in their wake may feel hot or soapy to the touch, but are always dangerous.
Acid Spirit (Toxic Water) (Illusion)
Astral Init/IP: F x 2, 3 Movement: 10/25 (30/75 swimming) Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Concealment, Corrosive Spit, Energy Aura, Engulf, Materialization, Sapience, Search. Optional Powers: Accident, Binding, Confusion, Elemental Attack, Guard, Movement, Weather Control. Miasma Spirit (Toxic Air) (Manipulation)
Astral Init/IP: F x 2, 3 Movement: 15/75 (flight) Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Astral Form, Concealment, Corrosive Spit, Engulf, Materialization, Movement, Noxious Breath, Sapience. Optional Powers: Accident, Elemental Attack, Energy Aura, Psychokinesis, Weather Control. Blight Spirit (Toxic Plant): (Detection)
When the caustic rain falls, it is the leaves and roots which burn first. This effect marks them as heralds of destruction in the eyes of the poisoners. Astral Init/IP: F x 2, 3 Movement: 10/15 Skills: Assensing, Astral Combat, Counterspelling, Dodge, Perception, Unarmed Combat. Powers: Astral Form, Energy Aura, Engulf, Fear, Guard, Magical Guard, Materialization, Movement, Sapience, Silence. Optional Powers: Accident, Confusion, Movement, Noxious Breath, Search. Poisoned Spirit (Toxic Beast): (Health)
Astral Init/IP: F x 2, 3 Movement: 10/45 Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat. Powers: Animal Control, Astral Form, Enhanced Senses (Hearing, Low-light Vision, Smell), Fear, Materialization, Movement, Sapience Optional Powers: Concealment, Confusion, Energy Aura, Natural Weapon (DV = F), Noxious Breath, Search, Venom. Chemistry Spirit (Toxic Task): (Combat)
Astral Init/IP: F x 2, 3 Movement: 10/25 Skills: Artisan, Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Perception, Unarmed Combat. Powers: Accident, Astral Form, Binding, Corrosive Spit, Energy Aura, Materialization, Sapience. Optional Powers: Elemental Attack, Enhanced Senses (Hearing, Low-light Vision, Thermographic vision, or Smell), Noxious Breath, Psychokinesis, Skill (an additional Technical or Physical Skill). -Frank |
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#2
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
I'm very interested to read more!
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#3
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Mystery Archaeologist ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,906 Joined: 19-September 05 From: The apple tree Member No.: 7,760 ![]() |
Hell yeah! give me more Toxic Goodness!
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#4
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Moving Target ![]() ![]() Group: Members Posts: 337 Joined: 1-September 06 From: LI, New York Member No.: 9,286 ![]() |
Yes, please! Not that my GM would let any player play a toxic mage but its still fun to read.
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#5
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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 ![]() |
Personally, I'd agree that simple templates would have been better, especialy if those templates were based upon aspects and aspected domains, in order to provide some continuity between editions.
Well, I'd like to see your take on my newest corrupted magician, Angela. She's a Great Mother follower who gets pregnant as often as she can with as many children as possible but uses self-abortion and infanticide to power her magic rather than raising the whelps. |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 271 Joined: 18-April 06 Member No.: 8,481 ![]() |
One issue: Heavy Water spirit? Heavy water is essentially non-toxic. You have to drink liters of nothing but heavy water for several days before you have any toxic effects.
I guess your description does justice to that though, since it's sorta faux friendly... |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 337 Joined: 1-September 06 From: LI, New York Member No.: 9,286 ![]() |
Well, for the heavy water... It could be the really heavy water made with tritium and not deuterium. Tritium is radioactive which would fit the bill for a Radiation mage;.
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#8
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 ![]() |
Added Pollution Tradition. It's a mix of Rabid Dog and Radiaition. It's not grounded in suffering the way Rabid Dog is, but it also isn't devoid of caring the way Radiation is. Pollution really wants to kill life, and it is not afraid to use life to attain those ends.
How heavy is your Water?
1.11 g/mL = Expensive 1.22 g/mL = Poison ;)
Hmmm... sounds like someone saw Three Extremes. I approve. Keep the following in mind:
Anyway, that woman sounds like a Blood Mage rather than a Toxic mage. Getting Blood Invoking out of crazy town requires a complete rewrite, but it isn't difficult. Blood Invoking A character with the Blood Invoking metamagic may sacrifice a sapient being during the invoking of a spirit. If the Invoking succeeds (regardless of what other effects are generated), the spirit gains the power of Essence Drain (see SR4, p. 288) and the weakness of Essence Loss (see SR4, p. 291). A Blood Spirit is still whatever kind of spirit it was before, and if aplicable will gain unique powers from the invoking ritual according to its original type. For example, an Earth Spirit that is Blood Invoked becomes a Great Form Earth Spirit in addition to becoming a Blood Spirit. --- That right there gets passed all the "infinite power" BS of the basic rules, as well as getting around the fact that Evanescence does not affect materializing spirits at all! -Frank |
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#9
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 ![]() |
This is all looking very good. 1 question though: when making a toxic spirit, how many of the favored powers of the tradition does it get? It's obviously not all of them, but I couldn't see the pattern. How do we determine what powers are lost in exchange? As always, I prefer specific rules, but if it's not possible I understand.
I'd say that the summoner must swap one power of the spirit for one off of their list. For every 3 force of the spirit, they may swap another power out for one from their list. This is in addition to choosing an optional power. They may also choose their toxic powers as optional powers. Something like that. Now as a playable PC, it seems that this additional versatility in spirit selection would be more powerful than normal mages. Perhaps being a toxic mage could therefore be a 5 point quality, allowing you to choose a toxic tradition and benifit from it's awesomeness? |
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#10
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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 ![]() |
No, but I will now. I was thinking Blood, but there is nothing that says that one can't both be Toxic and know blood metamagics. The complete and total perversion of the Mentor, in this case by aspecting the Great Mother towards death and stillbirth, is sort of in line with the Rabid Dog. Besides, there is something deliciously evil about attacking enemies with an army of flying possessed mutant fetus corpses. Of course, this kind of brings us to a philosophical discourse about the nature of toxicity and exactly where the twisted paths end and toxic paths begin. Is Mrs. "Auschwitz has a really nice atmosphere" toxic because she is more comfortable in the most oppressive death and suffering aspected domains, feeding off of the murder and misery of those places or is she just twisted because she doesn't follow one of the aproved Toxic Mentors or have a toxic agenda? Is there a line that separates magician who are aspected towards the toxic and those that are Toxic? If so, where does this distinction lie? Is there any difference between a twisted Dog shaman who reveres dog's murderous, viscous, rabid aspect and a Rabid Dog shaman. Are these Mentors two different entities? Personally, I've always seen toxicity as more of a matter of aspecting than anything else. The toxic magician and the toxic spirit are simply aspected towards those things that are vile and destructive. They draw power from background counts that would sicken any "normal" magician. Heck, in previous editions it was this aspecting that made them so dangerous, more than anything else. Toxic spirits in toxic domains were far far more powerful than their base force while normal magicians and normal spirits were far weaker. Edit: Currently, he primary MO is to summon a possession spirit with the mutagen power, kill one of her fetuses by poking it with a sharp instrument through her abdomen, using ultrasound for targeting, and Blood Invoking the spirit, then having it possess the dead fetus and tear its way out of her the hard way, then reaching into the resulting abdominal wound, yanking out one of the still-living fetuses, and sacrificing it to power a heal spell that'll close the resulting wound. Inefficient, but visually impressive. And you've got flying possessed mutant fetus corpses with extraordinary strength. |
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#11
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
sez j00! Seriously, though, that's some really good stuff. But I still can't hide the fact that the Carnage spirit is my third-favorite all-time spirit in SR after Mantids (soldiers, specifically, in SR4) and wraiths. However, this reminds me that for as much as I've been thinking about how to make equivalents of Sacrifice and Cannibalism for less combat/physically-oriented adepts, it's time I got off my ass and actually did it. |
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#12
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Moving Target ![]() ![]() Group: Members Posts: 340 Joined: 18-September 06 From: Chicago (CZ) Member No.: 9,422 ![]() |
What about TOXIC BUG SHAWMANS? Can we get some ideas about that tradition? Two very twisted paths cross how would it change a bug and its Shawman.. and even sicker how does it change the queen?
Yeah I know its not playable but I wanted to give you a challenge Frank :D |
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#13
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Frank's response concerning Toxic Bugs from another thread...
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#14
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Moving Target ![]() ![]() Group: Members Posts: 340 Joined: 18-September 06 From: Chicago (CZ) Member No.: 9,422 ![]() |
LOL I caught that
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#15
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 ![]() |
Dude, what's Ikthitkik? I know you used it as a random, meaningless example of their alien mindset as a whole, but what would their mentality be like, in prose English?
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#16
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,086 Joined: 26-February 02 Member No.: 364 ![]() |
If it could be translated into English, then it wouldn't be very alien, would it? And insect spirits are about as alien as it gets when it comes to spirits.
(Note, this isn't the "humans with funny latex shapes on their foreheads" alien of episodic sci-fi television, this is the "utterly incomprehensible because on a fundamental level, your brain just isn't wired to think that way" meaning of the word alien.) |
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#17
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 ![]() |
Speaking of which, have you decided on house rules for insect spirits? Treat them like a special kind of toxic mage? I could see doing that, giving it the optional powers just like you described for toxics.
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#18
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 ![]() |
Sorry late comer to the thread, I notice in the original post "corruption metamagic" is mentioned. Can't find any such metamagic in 4th edition material, am I missing somthing or is just a reference to toxic summoning?
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#19
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 ![]() |
look for it in the threats chapter of street magic, under toxic magic.
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#20
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Street Magic - page 143. :)
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#21
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,755 Joined: 5-September 06 From: UCAS Member No.: 9,313 ![]() |
Thanks again Fortune, dont know how many times looked right over it, no listing in index for it either.
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#22
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,379 Joined: 16-April 02 From: the LI shadows Member No.: 2,607 ![]() |
I'm thinking of copy & pasting this to a word-doc & adding it to my files. Interesting reading.
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#23
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Moving Target ![]() ![]() Group: Members Posts: 256 Joined: 30-August 08 From: san luis obispo, CA Member No.: 16,295 ![]() |
Well, I'd like to see your take on my newest corrupted magician, Angela. She's a Great Mother follower who gets pregnant as often as she can with as many children as possible but uses self-abortion and infanticide to power her magic rather than raising the whelps. i thought of 4chan as soon as i saw this post. |
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#24
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
I had a player with a crazy idea: a good(ish) Toxic Shaman. He and I collaborated for a bit, and this was born:
The Alchemical Mage (I jokingly call him the alchemage). Combat: Acid (Toxic Water) Detection: Alchemist (Toxic Guidance) Health: Salve (Toxic Earth) Illusion: Steam (Toxic Fire) Manipulation: Chimera (Toxic Beast) Drain: Willpower + Logic. Note: This is a materialization tradition. Change is good. Too little change leads to stagnation, and too much to cancer. There is a war going on between toxic forces and nature forces. As a scientist, this mage has determined a compromise must be reached. Controlled change. He bends toxic spirits to his will, trapping them in the tropes of the laboratory in which he is most comfortable. Through his calculations, change can happen through means that will not adversely affect the environment. |
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#25
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
while we are more or less at it again:
does feral cities make toxic insect shamans canon? |
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