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> Fun with Free/Ally Spirits!, Inhabitation Greatness and More!
Neraph
post Mar 13 2009, 04:12 PM
Post #1


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The following thread will be broken into multiple sections...

1) Inhabitation:

By conjuring a free spirit of any force (the lower the easier), or by taking the Ally Conjuration metamagic (and spending a whopping 8 karma and 500 (IMG:style_emoticons/default/nuyen.gif) ), you can create/conjure an inhabitation spirit (preferably with Elemental Aura) and put it in a weapon. That weapon now is treated as Dual Natured, being able to be used against spirits and projecting mages more effectively (good for the group's Street Sam).

Now, since the spirit itself isn't making the attack, the rules become a little interesting at this point. If the spirit made the attack, the weapon would gain a +4 DV and all damage would become elemental in nature. If the weapon is attacked, the attacker has to save vs. a DV equal to the spirit's force (elemental damage as well). By a strict reading of the rules, the weapon would in fact gain no damage bonus; it would simply allow mundanes to attack spirits/manifested/astral forms and ignore their ItNW.

(Disclaimer!: House Rule Ahead!) I believe that if the spirit so inhabiting had the Energy Aura power, a safe, non-game-breaking compromise would be to allow the spirit's force to be added onto the weapon damage (Elemental effects as normal). This, however, is not needed. (/House Rule)

Theorhetically, you could simulate a lightsaber (or like weapon) under similar conditions. Inhabitation spirit with Elemental Aura (Any, Light would be fitting) and Natural Weapon inhabiting a metallic cylinder/sword hilt. The spirit manifests (not like astral manifestation, more like Spirit Mask) its Natural Weapon as a beam of energy, and whammo!

This would also be able to simulate various intelligent weapons throughout myth. The spirit can only talk through the weapon (to whomever is wielding the blade), ect.

The same technique can be used to gain the use of certain powers under certain situations (and to simulate items of significant power as seen in lore and myth), simply by causing an inhabitation spirit with certain powers to inhabit various objects. To make the deal more palatable for some casters, you could promise the freedom of the spirit after a number of tasks have been completed (either the favors owed by the Binding test, or a new number after forcing the spirit to inhabit the object).

Example: Bob, the wise-cracking skull in the Dresden files can be best surmised as an Inhabitation Guidance spirit of force 8+ taking residence in a human skull.

The above concepts are best implemented by mystic adepts; summoning, binding, and "enchanting" their own weapons and equipment.

2) Free Spirits:

This section is mainly for a discussion of free spirit PCs. Through my reading of free spirit rules in Runner's Companion, it would appear the game designers have something against the use of free spirit PCs.

The average 400 BP free spirit PC would be able to replicate roughly a force 2.5 spirit (meaning he could have all the stats of a force 2 spirit, with slightly higher force and some additional skills/abilities), whereas Street Magic tells us that free spirits of such, /ahem, delicate nature are very rare (from a bound - to - free status: most bound spirits that become free are F6+).

Not only that, but the power selection seems more like punishment than an option list. A standard bound spirit going free retains all their powers, and gains more depending on their new Edge, as opposed to free spirit PCs gaining "Spirit Points" (similar to adept's power points) equal to their Edge, and the average power costs 1.6 (rounded up).

I guess the "power" available from playing a free spirit helps mitigate the hate directed towards them, but honestly, if you've only got ~11 boxes in either of your condition monitors, you've got to expect to get disrupted almost every 'run, unless you go for the Concealment power and hope you aren't even seen. On the bright side, you're almost impossible to permanently banish (excpt by vengeful GMs except by vengeful corp mages), so you'll most likely be back soon. But that doesn't amount to much if you're missing much of the campaign (and subsequently most of the karma).

Upon writing this, it occurs to me I wouldn't have such a problem with free spirit PCs if they had instead called them Wild Spirit PCs, since wild spirits follow so many fewer of the "known rules" of spirits.

3) Theorhetical Application of Above:

What exactly would happen if an initiated mage with the Ally Conjuration metamagic summoned an inhabitation spirit into himself? How exactly would the rules cover this? More specifically, if he were to arrange the inhabitation to cause a Hybrid Form inhabitation merge. Would the mage have just found a (quasi) cheaper version of playing a more powerful free spirit (and follow the free spirit rules in Street Magic)? The core rules seem to point towards the PC losing control of the character, yet there is some wording within the Inhabitation power that may allow lenient DMs to let the PC retain his character, with appropriate RP changes.

End

So have I missed some things, or are the above more or less true? Discuss.

EDIT: Edited for final thougts and finishing touches. Also revised finishing thoughts for the debate from later pages.


EDIT: Added by me (Neraph), on 11/28/09 from post on: Nov 22 2009, 11:55 PM

4) Additional Information

In Running Wild, page 174, they have added very interesting rules for calling free/wild spirits and gaining favors from them, similar to summoning and binding (in that you can cause a spirit to appear and gain a number of favors from said spirit), under the Calling and Offering section.

The following is a condensed section of pertinent rules:
[ Spoiler ]


5) Applicable Result/Guide

After completing an Occult Knowledge Test, you gain the information to Call a special type of spirit, with the powers listed above. You either craft yourself or have a contact craft for you the paraphernalia required to Call the spirit at Force 1 (two radical animal blood reagents, availability 8, 400 (IMG:style_emoticons/default/nuyen.gif) total) and preparing a chosen weapon as a Prepared Vessel (one radical animal blood reagent, availability 8, 200 (IMG:style_emoticons/default/nuyen.gif) ). After successfully Calling the spirit, you bargain with it for the express reason of Inhabiting the weapon, using its powers (or powers it will gain) to keep you alive, and you will feed it with the life energy of your enemies; ie: "I know that spirits such as yourself are obsessed with power. I have a great amount of martial prowess. In return for you using your abilities to keep me alive, I will guarantee that you will feast on the souls of my enemies, adding their power to your own."

With their 2 dicepool against your Charisma + Negotiation (+ all those extra bonuses we all know and love), you will win.

The spirit (an apparent variant of a blood spirit) at Force 1 cannot gain a True Form Inhabitation Merge, as he cannot exceed the Object Resistance of the weapon you have chosen. This will result in either a Hybrid Form Inhabitation Merge (which is most desirable), or likely a Flesh Form Inhabitation Merge, causing the weapon to become Dual-Natured (now dangerous against those pesky astral forms) and much harder (Immunity [Normal Weapons]), among other things. Please note that this must take place inside a magical lodge with a Force equal or higher than that of the spirit, in this case, 1. Also, the only forseeable problem is that of the spirit in question Critically glitching on the Inhabitation check; this can be fixed with the spirit initially having the Guard power active on itself.

I present to you: Bloodmourne.

Alternatively (and more expensively), you can follow this same preceedure to similarly "enchant" barbed arrows (or bolts). As the arrow is stuck in the enemy, the spirit within begins to deal additional "DoT" (Damamge over Time) damage to him, gaining 1 point of karma per point of physical damage dealt (as per Energy Drain [Karma]). If the enemy wants to stop this, he must remove the barbed arrow.

I present to you: the Blooddrinker Arrows (I brainstormed these with Ragewind, and he insists they should be named Souldrinker Arrows, but as I'm posting this (IMG:style_emoticons/default/rotate.gif) ).

A 1-Up for Blooddrinker Arrows would be using Injection Arrows as the base arrow, and remember to include a dose of Slab. As they lie there for at least an hour due to the Slab drug, your Bolt-Buddy finishes killing them to suck the karma out of their blood.

In all cases, the Bloodmourne™ system of Dual-Natured weapons manufacturing creates an extremely flexible system of creating a smart-weapon capable of aiding its wielder immensely (and possibly similarly to using mooks for hacking), and it only gets better over time.
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Modular Man
post Dec 5 2010, 04:27 PM
Post #2


Moving Target
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To that "Bloodmourne" arrow...
Great idea! I really didn't think of that!

Still, the idea of having a spirit suck the very life out of opponents always reminds me of having the same spirit transfer his "Energy Drain (Karma)" power via "Endowment" to the mage. Both ways seem to me to resemble a toxic mage's path... That's not quite impossible in the game, but beware of anyone finding out.

Anyway, awesome idea!
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Posts in this topic
- Neraph   Fun with Free/Ally Spirits!   Mar 13 2009, 04:12 PM
- - darthmord   The part about Inhabitation... The spirit may run...   Mar 13 2009, 05:29 PM
- - DoomFrog   I think you underestimate the power of a free spir...   Mar 13 2009, 05:33 PM
|- - Starmage21   QUOTE (DoomFrog @ Mar 13 2009, 12:33 PM) ...   Mar 13 2009, 11:55 PM
||- - Neraph   QUOTE (Starmage21 @ Mar 13 2009, 05:55 PM...   Mar 14 2009, 04:12 AM
||- - Starmage21   QUOTE (Neraph @ Mar 13 2009, 11:12 PM) Th...   Mar 14 2009, 10:48 PM
|- - AllTheNothing   QUOTE (DoomFrog @ Mar 13 2009, 06:33 PM) ...   Mar 23 2009, 04:00 PM
|- - Neraph   QUOTE (AllTheNothing @ Mar 23 2009, 10:00...   Mar 23 2009, 04:58 PM
|- - darthmord   QUOTE (Neraph @ Mar 23 2009, 12:58 PM) Fr...   Mar 23 2009, 06:10 PM
|- - Neraph   QUOTE (darthmord @ Mar 23 2009, 12:10 PM)...   Mar 23 2009, 06:54 PM
|- - Draco18s   QUOTE (darthmord @ Mar 23 2009, 02:10 PM)...   Mar 23 2009, 08:00 PM
|- - Neraph   QUOTE (Draco18s @ Mar 23 2009, 03:00 PM) ...   Mar 23 2009, 08:07 PM
- - Neraph   How would the bound foci work into this? Core, the...   Mar 13 2009, 06:08 PM
|- - DoomFrog   QUOTE (Neraph @ Mar 13 2009, 11:08 AM) Ho...   Mar 13 2009, 11:17 PM
|- - Neraph   QUOTE (DoomFrog @ Mar 13 2009, 05:17 PM) ...   Mar 14 2009, 04:08 AM
- - darthmord   Well, given the nature of the change... I would s...   Mar 13 2009, 06:34 PM
- - Neraph   No, I was talking about using the karmagen rules t...   Mar 15 2009, 05:19 AM
|- - DamienKnight   QUOTE (Neraph @ Mar 15 2009, 12:19 AM) No...   Jul 31 2009, 03:15 PM
|- - Neraph   QUOTE (DamienKnight @ Jul 31 2009, 10:15 ...   Jul 31 2009, 04:58 PM
|- - darthmord   QUOTE (DamienKnight @ Jul 31 2009, 10:15 ...   Aug 3 2009, 02:53 PM
|- - Neraph   QUOTE (darthmord @ Aug 3 2009, 08:53 AM) ...   Aug 3 2009, 03:26 PM
- - merashin   hey, i was making a free spirit as a character for...   Mar 23 2009, 12:29 AM
- - Draco18s   Simple answer: The universe implodes. (Because th...   Mar 23 2009, 02:14 AM
- - Neraph   I would say the homunculus changes form. EDIT: Ho...   Mar 23 2009, 03:32 PM
- - InfinityzeN   In a year that would be the scariest spirit anyone...   Mar 23 2009, 07:41 PM
|- - darthmord   QUOTE (InfinityzeN @ Mar 23 2009, 02:41 P...   Mar 23 2009, 08:27 PM
- - Neraph   Using the methods described above, we can also gai...   Mar 23 2009, 07:52 PM
- - AllTheNothing   Don't forget that Friendship pact caps the spi...   Mar 23 2009, 10:22 PM
|- - Neraph   QUOTE (AllTheNothing @ Mar 23 2009, 04:22...   Mar 24 2009, 12:29 AM
- - Stormdrake   So have a player who has made a Free Spirit charac...   Mar 24 2009, 02:50 PM
|- - Neraph   QUOTE (Stormdrake @ Mar 24 2009, 08:50 AM...   Mar 24 2009, 05:21 PM
- - DamienKnight   Inhabitation cannot be channeled, so the mage woul...   Jul 31 2009, 05:15 PM
|- - Neraph   QUOTE (DamienKnight @ Jul 31 2009, 11:15 ...   Jul 31 2009, 05:19 PM
- - Ravor   No, I wouldn't allow it because no matter how ...   Jul 31 2009, 06:03 PM
|- - Neraph   QUOTE (Ravor @ Jul 31 2009, 12:03 PM) No,...   Aug 1 2009, 04:56 PM
|- - Zormal   QUOTE (Neraph @ Aug 1 2009, 07:56 PM) Ok,...   Aug 1 2009, 05:25 PM
|- - Neraph   QUOTE (Zormal @ Aug 1 2009, 12:25 PM) It ...   Aug 2 2009, 04:36 PM
|- - Zormal   QUOTE (Neraph @ Aug 2 2009, 07:36 PM) Thi...   Aug 2 2009, 05:50 PM
|- - Neraph   QUOTE (Zormal @ Aug 2 2009, 11:50 AM) Yes...   Aug 3 2009, 02:27 PM
|- - Zormal   QUOTE (Neraph @ Aug 3 2009, 05:27 PM) Act...   Aug 3 2009, 04:29 PM
|- - Neraph   QUOTE (Zormal @ Aug 3 2009, 10:29 AM) In ...   Aug 3 2009, 04:39 PM
- - Ravor   So tell me, would you allow someone to play an arm...   Aug 3 2009, 12:52 AM
|- - Neraph   QUOTE (Ravor @ Aug 2 2009, 06:52 PM) So t...   Aug 3 2009, 02:30 PM
- - Zormal   The GM can, as always, change any rule as they wis...   Aug 3 2009, 04:56 PM
- - Ravor   Neraph so tell me, why have you choosen to disallo...   Aug 3 2009, 05:08 PM
|- - Neraph   QUOTE (Ravor @ Aug 3 2009, 11:08 AM) Nera...   Aug 3 2009, 06:31 PM
- - Ravor   QUOTE (Neraph)One at a time, and as long as they h...   Aug 3 2009, 09:53 PM
|- - Neraph   QUOTE (Ravor @ Aug 3 2009, 03:53 PM) So t...   Aug 4 2009, 04:02 PM
- - Ravor   No, in one post you said that you'd allow them...   Aug 4 2009, 05:52 PM
|- - Neraph   QUOTE (Ravor @ Aug 4 2009, 12:52 PM) No, ...   Aug 4 2009, 06:19 PM
- - McAllister   Neraph, I think Ravor is actually trying to guide ...   Aug 4 2009, 05:54 PM
- - Ravor   Actually I think you summed it up better than I co...   Aug 4 2009, 06:00 PM
- - Ravor   A couple of problems, first drones are designed to...   Aug 4 2009, 06:27 PM
|- - Neraph   QUOTE (Ravor @ Aug 4 2009, 01:27 PM) A co...   Aug 4 2009, 06:35 PM
- - McAllister   Ravor: what the hell, why not? Maybe I'll go ...   Aug 4 2009, 06:32 PM
- - Ravor   Neraph then I suggest you reread the section about...   Aug 4 2009, 06:43 PM
|- - Neraph   QUOTE (Ravor @ Aug 4 2009, 12:43 PM) Nera...   Aug 4 2009, 06:59 PM
|- - darthmord   QUOTE (Ravor @ Aug 4 2009, 02:43 PM) Nera...   Aug 4 2009, 09:11 PM
- - Zormal   I think people would give your idea more credit if...   Aug 4 2009, 07:24 PM
- - Ravor   Neraph except I disagree that you are telling a go...   Aug 5 2009, 12:54 AM
|- - darthmord   QUOTE (Ravor @ Aug 4 2009, 07:54 PM) dart...   Aug 5 2009, 02:44 PM
- - Zormal   This might very well tell a good story. Please pos...   Aug 5 2009, 03:37 PM
|- - Neraph   QUOTE (Zormal @ Aug 5 2009, 10:37 AM) Thi...   Aug 5 2009, 05:41 PM
- - Ravor   darthmord well firstly in an universe where a pers...   Aug 7 2009, 12:34 AM
|- - Draco18s   QUOTE (Ravor @ Aug 6 2009, 08:34 PM) dart...   Aug 7 2009, 02:54 PM
- - Neraph   EDIT: Post edited for me being tired and forgettin...   Aug 7 2009, 04:02 AM
- - Ravor   Neraph, BEFORE you accuse me of lying perhaps you ...   Aug 7 2009, 04:06 AM
- - Ravor   Hmm, vamps are an interesting point, although the ...   Aug 7 2009, 04:05 PM
- - Triggerz   I don't think I'll add a whole lot to the ...   Sep 21 2009, 12:39 PM
- - Ravor   Sure, I'm not saying that it doesn't make ...   Sep 21 2009, 10:57 PM
|- - Neraph   QUOTE (Ravor @ Sep 21 2009, 04:57 PM) Sur...   Sep 21 2009, 11:26 PM
- - Ravor   As an NPC sure.   Sep 21 2009, 11:29 PM
- - Triggerz   I don't quite get the opposition to the idea. ...   Sep 23 2009, 11:14 PM
- - Neraph   The main reason I understand Ravor doesn't lik...   Sep 24 2009, 04:09 AM
- - Ravor   Nice try, Neraph, now kindly back up your outragou...   Sep 24 2009, 04:11 PM
- - Neraph   Additional Information In Running Wild, page 174,...   Nov 23 2009, 05:55 AM
- - darthmord   Neraph, just wait until said spirit decides that *...   Nov 23 2009, 01:46 PM
|- - Neraph   QUOTE (darthmord @ Nov 23 2009, 07:46 AM)...   Nov 23 2009, 06:14 PM
- - darthmord   Not aiming to undermine you. It's a great idea...   Nov 23 2009, 07:02 PM
- - Traul   A Force 1 spirit is disrupted as soon as it enters...   Nov 23 2009, 10:33 PM
|- - Neraph   QUOTE (Traul @ Nov 23 2009, 04:33 PM) A F...   Nov 23 2009, 11:47 PM
- - darthmord   If' it's 1 Karma / point of damage, tie th...   Nov 24 2009, 01:37 PM
- - Dr. Funkenstein   How exactly are you going to be offering up the Ka...   Nov 24 2009, 02:26 PM
|- - Neraph   QUOTE (Dr. Funkenstein @ Nov 24 2009, 08...   Nov 24 2009, 08:57 PM
|- - Mordinvan   QUOTE (Dr. Funkenstein @ Nov 24 2009, 07...   Mar 6 2010, 09:50 AM
- - Dr. Funkenstein   So you need to play a serial killer to do it. Les...   Nov 24 2009, 09:33 PM
|- - Neraph   QUOTE (Dr. Funkenstein @ Nov 24 2009, 03...   Nov 24 2009, 09:41 PM
|- - darthmord   QUOTE (Dr. Funkenstein @ Nov 24 2009, 04...   Nov 25 2009, 05:42 PM
- - Neraph   NOTE: The blade can also betray it's master. T...   Nov 25 2009, 06:16 PM
- - Whipstitch   I think I'd go with an ice pick. Nicely anachr...   Nov 25 2009, 07:15 PM
- - Neraph   I've been starting to favor the idea of a Cybe...   Nov 26 2009, 06:28 AM
- - Da9iel   Non sequitur much Mordivan? Since when does a game...   Mar 6 2010, 11:01 PM
|- - Mordinvan   QUOTE (Da9iel @ Mar 6 2010, 04:01 PM) Non...   Mar 7 2010, 12:30 AM
- - Brol_The_Mighty   From a game standpoint, I'd have to agree with...   Mar 7 2010, 01:07 AM
- - Neraph   And, if using the above methods, even if you get c...   Mar 8 2010, 05:56 AM
- - pbangarth   So... I have a Free Spirit PC in play in my home g...   Dec 3 2010, 08:05 PM
- - Neraph   Either which way the wind blows with Friendship Pa...   Dec 4 2010, 05:32 AM
|- - Neraph   QUOTE (Neraph @ Dec 3 2010, 11:32 PM) Eit...   Dec 5 2010, 05:25 AM
- - pbangarth   Heh, well, I'm looking at things she can do wi...   Dec 4 2010, 12:41 PM
- - Modular Man   To that "Bloodmourne" arrow... Great ide...   Dec 5 2010, 04:27 PM
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