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> Free Spirite PC's
DocMorbius
post Apr 6 2009, 08:58 AM
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The Challenge: So my Cyber'd up elf got shot in the face with a rocket launcher, time for a new character... Now we have a good selection of players and characters in our group but only one mage so i thought I would make another to complement our overworked colleague. But I'm thinking of making it different, making it interesting, making it a free spirit (IMG:style_emoticons/default/smile.gif) (shaman)

The Problem: I have been looking at creating my free spirit (using rules in Runners Companion) but after the Whopping great 250 BP to become a free spirit it does not leave much to work with, I find that after putting a decent amount into Force and edge I have almost nothing left to get skills and bring other attributes above 2! And as a spirit cant use foci I need high attributes (luckily force = Magic so there is one saving made.)

The bonus: What I do have to work with however is an extra 58 Karma to sprinkle on top (a leftover of my poor exploded elf), now at the start this sounded like a lot but when buying skills it doesn't get much into the high places I need it.

The Plee: I need help, any you can give me would be great, from tips to vague ideas to outright character builds, anything is wanted and appreciated! thanks guys and galls, I really need a clue here (IMG:style_emoticons/default/smile.gif)
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Malicant
post Apr 6 2009, 10:10 AM
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Unfortunalty the Free Spirit rules are fucked up so much, that you can pretty much forget playing anything above Force 2, maybe 3. But on the upside, you don't get Karma! Isn't that great?

With this rules you play Free Spirits so weak, they should never have become free, so only chose this option, if you want to be a Free Spirit, that can accomplish nothing at all besides being a Free Spirit.

Unbalanced is prefereble to unplayable in SR, but that's just me.
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raggedhalo
post Apr 6 2009, 10:21 AM
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You can get Karma, just make sure you take the Friendship Pact ability. Problem solved.
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Malicant
post Apr 6 2009, 10:24 AM
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Yeah. Friendship pact. Ever read how that blasted thing works? It's a joke.
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raggedhalo
post Apr 6 2009, 11:03 AM
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Yes, several times, because there was a free spirit PC at my table. Crucially, it allows the spirit to earn Karma, which undermines one of your points.
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The Mack
post Apr 6 2009, 11:33 AM
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@ the OP

If you're looking to have fun, and RP a Free Spirit, then make a Free Spirit.

If you want to play a dedicated magician, play one of the standard metahuman races.
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darthmord
post Apr 6 2009, 11:36 AM
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Look up a recent thread on Free Spirits. I posted in it several times and we determined how we could make the SR version of Pun-Pun with a Free Spirit. You could potentially rake in several thousand Karma every year just by taking advantage of the Pacts.
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DireRadiant
post Apr 6 2009, 02:39 PM
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A Free Spirit is fun!

I'd suggest concentrating a bit more on the inherent abilities of a spirit. Materialization/Possession, the ability to teleport anywhere you've ever been before in a couple turns (anywhere on the planet!), and the built in Powers. Powers that you can use over and over and over and over again for years and years with no drain whatsoever.... Influence.. Psychokinesis etc for no drain, all the time, forever. Oh, and a Materialized spirit can fly! (Some debate here...) Get to at least Force 4, any skills are a bonus after getting your inherent Powers.

"Where've you been?"
"Oh I stopped over in Fiji to visit an old contact to order that software you wanted."
"Fiji! We've been stuck behind this door for 20 seconds!"
"Oh yeah, it's daytime there, nice and sunny. Let me go open it from the other side."
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Maelstrome
post Apr 6 2009, 04:07 PM
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you could always try karmagen. le gasp. (IMG:style_emoticons/default/rotfl.gif)

i could show you what i made with karmagen. i have a decent free spirit.
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CanRay
post Apr 6 2009, 04:30 PM
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First off, read my story "On The Hunt" for how you can get, and stop, a Free Spirit from doing anything he/she/it wants. (Link is in my Sig.).

As for why playing a Free Spirit? Well, why do Spirits do anything they do after they get free?

And the weakness issue, well, said Spirit might have been the favourite Watcher Spirit of the group's old Mage, who didn't disapate when he died, and the group already knows "Bouncy". A few Karma later, and "Bouncy" becomes "Bouncer"!

Especially if the group is ever able to retire and open that Club like they want to.
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Malicant
post Apr 7 2009, 12:08 PM
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QUOTE (raggedhalo @ Apr 6 2009, 01:03 PM) *
Yes, several times, because there was a free spirit PC at my table. Crucially, it allows the spirit to earn Karma, which undermines one of your points.
Actually it allows you to lose Force points without being able to prevent it. Which makes it a joke.
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raggedhalo
post Apr 7 2009, 01:48 PM
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In the extremely unlikely situation that neither the dying PC's player nor the free spirit's player are willing to burn a point of Edge to keep the PC alive and thus maintain the free spirit's force.
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Malicant
post Apr 7 2009, 02:14 PM
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So, you have a large group and everyone is happy to go into a pact with you, that only benefits you, not them. Right. That makes perfect sense, doesn't it?
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CanRay
post Apr 7 2009, 02:50 PM
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QUOTE (Malicant @ Apr 7 2009, 09:14 AM) *
So, you have a large group and everyone is happy to go into a pact with you, that only benefits you, not them. Right. That makes perfect sense, doesn't it?

"Oh, come on, it'd be like having a high-powered pet! We'll make it do tricks, take it for walkies, have it possess that Ex you hate and make her do things that we can record and blackmail her with... It'll be great!"
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Neraph
post Apr 7 2009, 03:34 PM
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QUOTE (darthmord @ Apr 6 2009, 06:36 AM) *
Look up a recent thread on Free Spirits. I posted in it several times and we determined how we could make the SR version of Pun-Pun with a Free Spirit. You could potentially rake in several thousand Karma every year just by taking advantage of the Pacts.

http://forums.dumpshock.com/index.php?showtopic=25710

(IMG:style_emoticons/default/grinbig.gif)
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Namelessjoe
post Apr 7 2009, 03:34 PM
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i played a wheelman free sprit once it was fun i had a few spells and modest ill admet tho i was laking in the skill selection but it was fun... i would say if you want to play a free spirit then play one but you wont be an uber mage then agian i dont think thats what you wanted your supporting th party's mage right? as for stats just go for making your self unbalanced or way specialised like force 4(you start at 2 anyway and all your stats at that) then your drain and will power stats at 4 so thats only 60 bp for those 3 stats then sprinkle anouther 100 for your other 6 stats and youll be around human "typical" then on to skills (thats 410 so maybe alittle lower on phiscial stats 2s for str and bod is fine) take some big neg traits like alergy according to the tradition that created you (like holy water or wisconsin cheese) and ignorance for weapons like guns and or matrix use alittle cheesy but it gets you points then buy a few spells and buy skills with your karma
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Ryu
post Apr 7 2009, 03:47 PM
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If you are just looking into being a secondary spellcaster, I´m afraid you´ll want to play something different. Free spirits are a distinct option.

Follow up on Dire Radiants advice, and concentrate on what is special about a Free Spirit. You could play the free spirit sidekick to your groups magician:

"Mushu" (form: small eastern dragon)
250 Free Spirit
060 Edge 5 Force 5 (Concealment, Movement, Realistic Form, Fear)
024 Spellcasting 3(spec), Counterspelling 1 (combat spells +2), Assensing 1
015 5 Spells
050 Intuition 5, Willpower 4
----
399

You can dodge guards and bullets by leaving the material plane, attack targets of opportunity from behind, and are generally able to fly move in all directions. Immunity to normal weapons is high enough to protect you in combat. Your spellcasting abilities will grow fast, while your powers work from the beginning.
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raggedhalo
post Apr 7 2009, 04:11 PM
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QUOTE (Malicant @ Apr 7 2009, 10:14 AM) *
So, you have a large group and everyone is happy to go into a pact with you, that only benefits you, not them. Right. That makes perfect sense, doesn't it?


Except that it does benefit them, too -- because there's a second layer of Edge waiting to save them if they die unexpectedly.
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Aaron
post Apr 7 2009, 04:37 PM
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QUOTE (raggedhalo @ Apr 7 2009, 10:11 AM) *
Except that it does benefit them, too -- because there's a second layer of Edge waiting to save them if they die unexpectedly.

Not to mention the free spirit with a vested interest in keeping them alive.
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suppenhuhn
post Apr 7 2009, 06:42 PM
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QUOTE (Ryu @ Apr 7 2009, 05:47 PM) *
If you are just looking into being a secondary spellcaster, I´m afraid you´ll want to play something different. Free spirits are a distinct option.

Follow up on Dire Radiants advice, and concentrate on what is special about a Free Spirit. You could play the free spirit sidekick to your groups magician:

"Mushu" (form: small eastern dragon)
250 Free Spirit
060 Edge 5 Force 5 (Concealment, Movement, Realistic Form, Fear)
024 Spellcasting 3(spec), Counterspelling 1 (combat spells +2), Assensing 1
015 5 Spells
050 Intuition 5, Willpower 4
----
399

You can dodge guards and bullets by leaving the material plane, attack targets of opportunity from behind, and are generally able to fly move in all directions. Immunity to normal weapons is high enough to protect you in combat. Your spellcasting abilities will grow fast, while your powers work from the beginning.


Erm, with force 5 your edge and int would be at maximum, so the cost would be 30 bp higher if i'm not mistaken.

Possession plant spirit (Hedge Witchcraft Tradition)

250 Spirit
55 Magic 6
30 Edge 5 (Aura Masking, Realistic Form, Noxious Breath)
60 Cha 4, Int 4, Log 3, Wil 3
30 Enchanting(Vessel Prep) 1+2, Influence 1, Automatics 1, Assensing 1, Astral Combat 1, Counterspelling 1, Spellcasting 1
04 One spell xD
-35 cheesy disadvantages

Not a great spellcaster but a really nice infiltrator.
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Ryu
post Apr 7 2009, 06:58 PM
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Thanks for catching that!

"Mushu" (form: small eastern dragon)
250 Free Spirit
050 Edge 4 Force 5 (Concealment, Movement, Realistic Form, Guard)
044 Spellcasting 3(spec), Counterspelling 5 (combat spells +2), Assensing 1
015 5 Spells
040 Intuition 4, Willpower 4
----
399


Your build is nice - I would suggest to forego Aura Masking and initiate for the masking metamagic ingame. Concealment would be a good replacement, as possession comes with a physical vessel.
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Malicant
post Apr 7 2009, 10:13 PM
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QUOTE (raggedhalo @ Apr 7 2009, 06:11 PM) *
Except that it does benefit them, too -- because there's a second layer of Edge waiting to save them if they die unexpectedly.
Awesome, a character that is only any good if you die.
It barely works in theory, in actual gameplay it's a sick joke. Free Spirit is only good for roleplaying, nothing else. They contribute nothing beyond flavor. They are stupid, ugly, dumb, weak klutzes with less utility then unbound spirits and DPs barely above Watchers. And don't even start with "unlimited potential". Most campaigns are over before they are even half decent.
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Maelstrome
post Apr 8 2009, 02:40 AM
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i made a free spirit character with karmagen and it isnt useless at all. if you want an effective free spirit use karmagen. or is it taboo to your group? if any of you want to see it PM me. but i would say its proof enough that free spirits can be useful.
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Tymeaus Jalynsfe...
post Apr 8 2009, 03:43 AM
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QUOTE (Maelstrome @ Apr 7 2009, 08:40 PM) *
i made a free spirit character with karmagen and it isnt useless at all. if you want an effective free spirit use karmagen. or is it taboo to your group? if any of you want to see it PM me. but i would say its proof enough that free spirits can be useful.


I Too think that this is the way to go if you are wanting to play a free spirit...
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Ryu
post Apr 8 2009, 09:13 AM
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Multipost.
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