IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Character critique: Norse ally spirit
vollmond
post Jan 1 2009, 07:54 PM
Post #1


Target
*

Group: Members
Posts: 89
Joined: 25-September 08
Member No.: 16,377



Just want to make sure I have a good hold on these rules, before I go sinking this much Karma in one place (IMG:style_emoticons/default/smile.gif)

[ Spoiler ]


Have I missed anything an ally really should have?
Go to the top of the page
 
+Quote Post
JoelHalpern
post Jan 1 2009, 09:03 PM
Post #2


Moving Target
**

Group: Members
Posts: 656
Joined: 18-January 06
From: Leesburg, Virginia, USA
Member No.: 8,177



I don't know that it falls into "really should have", or whether it is appropriate to a Norse tradition, but I am very partial to the movement and concealment powers.

Yours,
Joel
Go to the top of the page
 
+Quote Post
BookWyrm
post Jan 1 2009, 09:15 PM
Post #3


Running Target
***

Group: Members
Posts: 1,379
Joined: 16-April 02
From: the LI shadows
Member No.: 2,607



Interesting though.

[ Spoiler ]


Don't mind me, I'm nit-picking.
Go to the top of the page
 
+Quote Post
vollmond
post Jan 1 2009, 09:44 PM
Post #4


Target
*

Group: Members
Posts: 89
Joined: 25-September 08
Member No.: 16,377



QUOTE (BookWyrm @ Jan 1 2009, 03:15 PM) *
the Saint Bernard 'dragon' needs a bit more description


I should have been more descriptive. Specifically, I like the artwork on pg 103 of Street Magic, but bigger (say, the size of a Saint Bernard)

QUOTE (JoelHalpern)
I am very partial to the movement and concealment powers.


I was seriously considering Concealment. Torn on whether it's worth the 5 Karma to me, though..

EDIT: spelling
Go to the top of the page
 
+Quote Post
Ryu
post Jan 1 2009, 09:50 PM
Post #5


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



Magical Guard would be nice (Guardian). Make that 8 karma, or force 5.
Go to the top of the page
 
+Quote Post
vollmond
post Jan 1 2009, 10:03 PM
Post #6


Target
*

Group: Members
Posts: 89
Joined: 25-September 08
Member No.: 16,377



QUOTE (Ryu @ Jan 1 2009, 03:50 PM) *
Make that 8 karma, or force 5.


Good point.

QUOTE (Ryu @ Jan 1 2009, 03:50 PM) *
Magical Guard would be nice (Guardian).


She would still need the Counterspelling skill, though. 5 Karma on top of the power. I'm surprised it's that expensive when a bound spirit can already put that many dice into aiding my own Counterspelling. Guess the power would allow her to do it when away from me though. I'm being persuaded with that thinking now... my team's vampire is guardian of a young girl who tends to be a target when out getting ice cream. *sigh*
Go to the top of the page
 
+Quote Post
BookWyrm
post Jan 2 2009, 05:36 AM
Post #7


Running Target
***

Group: Members
Posts: 1,379
Joined: 16-April 02
From: the LI shadows
Member No.: 2,607



Vollmond, the image you mention is on p.104 (at least in my printing), but that's OK, I got the reference.

Hmmm, yes, I could see that. No forearms (like in the illustration) or with?
Go to the top of the page
 
+Quote Post
vollmond
post Jan 2 2009, 06:54 AM
Post #8


Target
*

Group: Members
Posts: 89
Joined: 25-September 08
Member No.: 16,377



QUOTE (BookWyrm @ Jan 1 2009, 11:36 PM) *
Vollmond, the image you mention is on p.104 (at least in my printing), but that's OK, I got the reference.


Oops, yes, pg 104

QUOTE (BookWyrm @ Jan 1 2009, 11:36 PM) *
Hmmm, yes, I could see that. No forearms (like in the illustration) or with?


Ugh I sat here and reread your note and looked at the picture in Street Magic for at least 10 minutes, wondering "why would a dragon have firearms???" and then my brain fixed itself and I actually read what you wrote (IMG:style_emoticons/default/biggrin.gif)

To be honest, I hadn't noticed the one in the picture lacked them, until you mentioned it. Thinking more now, I think I do like they way that one is portrayed, so I'll go with no forearms.

And flaming, of course (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
toturi
post Jan 2 2009, 07:19 AM
Post #9


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



What powers you want to give your Ally is actually dependent on your PC. If the PC already has a lot of Counterspelling dice, you might want to look at Guard(no glitch), Movement or Concealment(if you do not have a lot of Infiltration/Disguise dice).

Personally the top 3 powers I would assign an Ally Spirit are:

1) Guard, saves those Edge for the times you really need it and not just you, your buddies can benefit too.

2) Concealment, frankly stacking more dice into the Stealth skill group will get you diminishing returns, why not just remove dice from the other guy's dice pools?

3) Movement, this is for the times when you need the run part of Shadowrun. Run away fast!
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 8th May 2026 - 01:56 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.