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> Possession Traditions, Are they entirely too powerful?
Teethree
post Jan 26 2010, 07:11 PM
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Hi guys. I'm a new Shadowrun player - and my group is incredibly small. As in, me and my GM small. We're both new to 4th edition and I wanted to make a character who could survive challenges that usually require a team - and so I was looking at a Qabbalistic mage (I figured Task spirits could supplement my skills where I didn't have them, and Possession would make me tough).

We used Karmagen, so I'm a troll and bought Initiation to grab Channeling and an Ally Spirit. The problem is that I'm afraid the character is a little -too- indestructible.

Let me see if my numbers are right...

A Troll with 9 Body, possessed by a F7 spirit now gets a +7 to all his physical attributes and Immunity to Normal Weapons (granting 14 points of armor). Wearing (for example) a Mortimer Greatcoat, Form-Fitting Body Armor, and various other accessories to bring armor up to 16/13, with Immunity he's gonna have 30/27 with 16 Body and roll 46 dice to soak up damage - my math says he can pretty reliably take an explosive rocket to the face and shrug it off - not to mention anything -short- of that. To make it worse, he could have a spirit possess his armor to bring it up to 37/34.

The character is a Fomor (so he's got Arcane Arrester) and a mage with Counterspelling and high Willpower. I'm worried that he's just going to be way too unkillable, but it looks like a completely legal starting character - am I missing something? What is the weakness to this sort of walking rock of a character? Am I missing some rule that's being broken?

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Starmage21
post Jan 26 2010, 07:21 PM
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QUOTE (Teethree @ Jan 26 2010, 03:11 PM) *
Hi guys. I'm a new Shadowrun player - and my group is incredibly small. As in, me and my GM small. We're both new to 4th edition and I wanted to make a character who could survive challenges that usually require a team - and so I was looking at a Qabbalistic mage (I figured Task spirits could supplement my skills where I didn't have them, and Possession would make me tough).

We used Karmagen, so I'm a troll and bought Initiation to grab Channeling and an Ally Spirit. The problem is that I'm afraid the character is a little -too- indestructible.

Let me see if my numbers are right...

A Troll with 9 Body, possessed by a F7 spirit now gets a +7 to all his physical attributes and Immunity to Normal Weapons (granting 14 points of armor). Wearing (for example) a Mortimer Greatcoat, Form-Fitting Body Armor, and various other accessories to bring armor up to 16/13, with Immunity he's gonna have 30/27 with 16 Body and roll 46 dice to soak up damage - my math says he can pretty reliably take an explosive rocket to the face and shrug it off - not to mention anything -short- of that. To make it worse, he could have a spirit possess his armor to bring it up to 37/34.

The character is a Fomor (so he's got Arcane Arrester) and a mage with Counterspelling and high Willpower. I'm worried that he's just going to be way too unkillable, but it looks like a completely legal starting character - am I missing something? What is the weakness to this sort of walking rock of a character? Am I missing some rule that's being broken?


When you can eat a full burst from an assault rifle or LMG and still not take a single point of damage, THEN youre overpowered. Until then, you shrug off small arms, meh.
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pbangarth
post Jan 26 2010, 07:30 PM
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QUOTE (Teethree @ Jan 26 2010, 12:11 PM) *
A Troll with 9 Body, possessed by a F7 spirit now gets a +7 to all his physical attributes and Immunity to Normal Weapons (granting 14 points of armor). Wearing (for example) a Mortimer Greatcoat, Form-Fitting Body Armor, and various other accessories to bring armor up to 16/13, with Immunity he's gonna have 30/27 with 16 Body and roll 46 dice to soak up damage - my math says he can pretty reliably take an explosive rocket to the face and shrug it off - not to mention anything -short- of that. To make it worse, he could have a spirit possess his armor to bring it up to 37/34.

The character is a Fomor (so he's got Arcane Arrester) and a mage with Counterspelling and high Willpower. I'm worried that he's just going to be way too unkillable, but it looks like a completely legal starting character - am I missing something? What is the weakness to this sort of walking rock of a character? Am I missing some rule that's being broken?
Yes, you can do all that, and be difficult to kill. Nothing is impossible to kill, and since you are the only player, the GM can safely tune the game to handle your PC without overpowering anyone else. There are many detractions to possession that the GM can and should use that go a long way towards balancing the great power that comes with it. I leave it to him to surprise you.
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Tanegar
post Jan 26 2010, 07:30 PM
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I think that's the point he was making with the "shrug off an explosive rocket to the face" comment.

[edit] Damnit, pbangarth!
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Teethree
post Jan 26 2010, 07:40 PM
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Yeah, that was indeed what I'm saying. Say that a Street Sam gets 5-8 net hits on a long burst and tosses a DV of 20P at me, I'm pretty sure I can still shrug it off with a 'meh' - even if I take 1-2 points, I can toss off a Heal spell and still split pool toss a Stunball/Stunbolt/Knockout. But I'm pretty sure only really aberrant rolls will make for taking even 1-2 points of damage, and that's at extreme levels of challenge.

So basically, what people are saying is that Possession really -is- that unbalanced? What are the downsides...not having the spirit manifest physically? Having it possess an enemy seems pretty superior to regular manifestation, and they can use their powers by possessing an inanimate object (or me!). Their physical stats are actually a lot higher than regular in a lot of cases through possession (a F6 Earth spirit possessing a cybered-out troll would totally wipe the floor with a F10 Earth spirit straight manifesting) and it seems like there's a lot more utility to possession than to regularly manifesting spirits, too (have them possess the guy you're escorting and he's nigh-invulnerable, have them possess your car and you've got a psychic link to your new driver - plus your car is now indestructible and an utter beast at, say, ramming other cars). Hell, have a spirit possess -any- random car on the road and turn it into a missile.
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Iduno
post Jan 26 2010, 07:40 PM
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You can't pass through wards (without alerting the mage who made the ward) while the spirit is inhabiting you. You're also (I think) leaving a trail on the astral plane for hours.

I'm not sure if Arcane Arrester affects you and your spirit or not.
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Teethree
post Jan 26 2010, 07:45 PM
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I'm pretty sure that Arcane Arrester would have to - it's a part of the body, as much as its Body or Strength rating is. Part of being a Fomor.

But I don't think that Possession is much different from anything else that renders you dual natured - like Astral Perception. Having an active spirit possessing you isn't much more inconvenient than a sustained spell, and with an Ally Spirit with Possession it's not like you're giving up a ton of services by telling it to leave you and repossess you.

Hell, with Channeling you're not even giving up your spellcasting.
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Garou
post Jan 26 2010, 08:50 PM
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Words for You: Poison Granades. If someone throws a Chem granade at you, you will be properly put into the dreamlands. (IMG:style_emoticons/default/smile.gif) Even with body 16. Some of them are colorless, odorless AND cause 10 stun damage per turn. (IMG:style_emoticons/default/smile.gif) If i was a Spider at a security building, i would have a CANISTER of that stuff to floor corridors. (IMG:style_emoticons/default/smile.gif)
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Adarael
post Jan 26 2010, 09:06 PM
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Also, here's a relatively easy one: stunbolt. Or mana bolt. Or banishing. Or engaging the spirit in astral combat. Or mind control. Or a physad with killing hands. Or mana static.

If we want to go a nonmagical route, as was said, poison. Or aimed, called shot rifle fire with APDS. Or a fully automatic weapon with APDS for that matter. Flamethrowers. Acid.

Sure, a tank troll posessed by a force 7 spirit is scary. But so is a tank troll with a manifested force 7 spirit. In the first case, it's one nigh-unkillable machine. In the second, it's two mostly unkillable machines with twice as many actions. You pick your poison, you know? I've never found posession to be particularly overpowered.
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DireRadiant
post Jan 26 2010, 09:17 PM
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Possession mages are still glass cannons. Bigger cannons, but still glass.
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Space Ghost
post Jan 26 2010, 11:33 PM
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As for common mundane threats, Stick 'n shock rounds are your worst nightmare.

1. Half impact armor means half immunity to normal weapons. This takes a serious chunk out of your defensive capabilities. Same is true for other (less common) elemental-type attacks. Flamethrowers, lasers etc.

2. They can be loaded into small guns. SnS rounds in a hold-out pistol is just as powerful as in a sniper rifle (6S, always), but is way more concealable. My current PC has had bad luck fighting against spirits. Now he carries what he calls "spirit repellent": SnS-loaded machine pistol. Called shot+narrow burst= dead spirits.

3. Dirt cheap, not too hard to get ahold of, and common among many opponents. Some Corps use less-lethal in their defense system as a matter of course, and not necessarily out of the kindness of their hearts. Having a prisoner to interrogate is sometimes better than having a dead body. Also, it means you can fire indiscriminately amongst your own workers, which is especially helpful when there is risk of employee extraction/escape.

4. The secondary effects of electrical damage can ruin a PCs day. Being unconscious for 1 or 2 rounds is very similar to dying "fair and square". Granted, a possessed troll mage isn't likely to fail this check, but less durable summoners should take note.
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Mordinvan
post Jan 26 2010, 11:43 PM
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QUOTE (Starmage21 @ Jan 26 2010, 12:21 PM) *
When you can eat a full burst from an assault rifle or LMG and still not take a single point of damage, THEN youre overpowered. Until then, you shrug off small arms, meh.


Given he has 14 points hardened armor... I'm pretty sure he CAN in fact shrug that off.
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The Jake
post Jan 26 2010, 11:46 PM
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QUOTE (Teethree @ Jan 26 2010, 08:11 PM) *
Hi guys. I'm a new Shadowrun player - and my group is incredibly small. As in, me and my GM small. We're both new to 4th edition and I wanted to make a character who could survive challenges that usually require a team - and so I was looking at a Qabbalistic mage (I figured Task spirits could supplement my skills where I didn't have them, and Possession would make me tough).

We used Karmagen, so I'm a troll and bought Initiation to grab Channeling and an Ally Spirit. The problem is that I'm afraid the character is a little -too- indestructible.

Let me see if my numbers are right...

A Troll with 9 Body, possessed by a F7 spirit now gets a +7 to all his physical attributes and Immunity to Normal Weapons (granting 14 points of armor). Wearing (for example) a Mortimer Greatcoat, Form-Fitting Body Armor, and various other accessories to bring armor up to 16/13, with Immunity he's gonna have 30/27 with 16 Body and roll 46 dice to soak up damage - my math says he can pretty reliably take an explosive rocket to the face and shrug it off - not to mention anything -short- of that. To make it worse, he could have a spirit possess his armor to bring it up to 37/34.

The character is a Fomor (so he's got Arcane Arrester) and a mage with Counterspelling and high Willpower. I'm worried that he's just going to be way too unkillable, but it looks like a completely legal starting character - am I missing something? What is the weakness to this sort of walking rock of a character? Am I missing some rule that's being broken?


Said troll's armour doesn't stack with Immunity IIRC.

- J.
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Mordinvan
post Jan 26 2010, 11:53 PM
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QUOTE (Adarael @ Jan 26 2010, 02:06 PM) *
Also, here's a relatively easy one: stunbolt. Or mana bolt. Or banishing. Or engaging the spirit in astral combat. Or mind control. Or a physad with killing hands. Or mana static.

Except arcane arrester means because the spirit is now a part of the mage because of possession, that said stun bolt will attack at 1/2 force, and face counter spelling as well, so depending on how the whole net hit limited by force of spell thing works out, you might just sneezing at such a spell.

QUOTE
If we want to go a nonmagical route, as was said, poison. Or aimed, called shot rifle fire with APDS. Or a fully automatic weapon with APDS for that matter.

Given the availability of APDS, they should be exceedingly rare, and if the GM starts tossing them at you like candy, there's a problem. Also even with the APDS the guy still has 10 points of hardened armor, and can have spirits possess his armor and use their powers to help keep him safe. I don't really see this working out well either.

QUOTE
Flamethrowers. Acid.

Much better chance of actually working, but depending on the protections he has in his armor, he could still fight off much if not most of this. Without specialized protections in his armor however, he's pretty much boned. The only question is who are you running against that uses flame throwers and acid filled super soakers as standard weapons?
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Mordinvan
post Jan 26 2010, 11:54 PM
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QUOTE (The Jake @ Jan 26 2010, 04:46 PM) *
Said troll's armour doesn't stack with Immunity IIRC.

- J.


For resistance dice, it does, for dice to ignore the attack all together, no they don't.
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The Jake
post Jan 27 2010, 12:04 AM
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QUOTE (Mordinvan @ Jan 26 2010, 11:54 PM) *
For resistance dice, it does, for dice to ignore the attack all together, no they don't.



Umm.... how does that work?

- J.
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Adarael
post Jan 27 2010, 12:37 AM
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QUOTE (Mordinvan @ Jan 26 2010, 03:53 PM) *
Except arcane arrester means because the spirit is now a part of the mage because of possession, that said stun bolt will attack at 1/2 force, and face counter spelling as well, so depending on how the whole net hit limited by force of spell thing works out, you might just sneezing at such a spell.


I believe a posessing spirit can still be astrally attacked independently of the troll. The stunbolt may be at half force, but frankly, so what? If we're stacking out the Troll so much, I'll build me a mage that can throw Force 16 stunbolts and burn through some edge to survive. The troll's willpower won't be enough, and the troll doesn't get to counterspell unless he's also got Channeling. If he has Channeling, then I have Filtering and drop a mana static first, watch the spirit's force plummet, and then I unload on him.


QUOTE
Given the availability of APDS, they should be exceedingly rare, and if the GM starts tossing them at you like candy, there's a problem. Also even with the APDS the guy still has 10 points of hardened armor, and can have spirits possess his armor and use their powers to help keep him safe. I don't really see this working out well either.


Rarer than this troll?! No way. APDS is hard to get. It's not "I want a railgun" hard to get. I *regularly* have players who can get ahold of APDS. Like I said above, if the Troll gets to roll around min-maxed for death, the opposition will as well. We're also assuming the troll is a PC, no? Corpsec can run around with APDS if they want, and anything Trollmental attacks will probably be high value.


QUOTE
Much better chance of actually working, but depending on the protections he has in his armor, he could still fight off much if not most of this. Without specialized protections in his armor however, he's pretty much boned. The only question is who are you running against that uses flame throwers and acid filled super soakers as standard weapons?


Anyone with a mage capable of casting elemental attack spells, or anyone with an Ares Squirt or capsule rounds who wants to take him alive. Or acid spray him. Who are you running against that uses a min-maxed troll geared for posession and channeling? It's a theoretical situation. If you have a PC make a min-maxed troll like this, and make all the opposition rolling 10 dice and armed with pistols, of COURSE they're gonna get rolled. Hell, any optimized PC will roll them.


Trust me, I had an ork posession shaman in my last game, and they're not all that they seem to be, even when minmaxed. They're hard as hell to hurt with bullets and whatnot, but they sure ain't invulnerable.
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BishopMcQ
post Jan 27 2010, 01:17 AM
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There are a few issues that are being overlooked, or at least I haven't seen them mentioned...

With Possession, unless the Spirit has the Realistic Form power, and is actively using it, anything above a Force 4 is likely to be spotted by most people. Force 6+ will definitely be spotted. (Spotting Spirits, Street Magic, p. 95) That means that everyone who sees the troll is going to automatically know that he is being ridden by a very powerful spirit, and will generally trigger an immediate call for security, Knight Errant, etc.

Magically, the best way to defeat one is to use banishing if the spirit is unbound. Banishing isn't helped by the Arcane Arrestor, counter-spelling, etc.

Physically, Called Shot to bypass armor (ignoring the physical stuff) and then shoot them with Stick n Shock or chemicals.

Also, the Arcane Arrester quality cannot be taken by anyone with a Magic attribute. This would mean that any metavariant that has it automatically, either cannot be a mage or loses the Arcane Arrester quality.
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Acidsaliva
post Jan 27 2010, 03:16 AM
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Poisons and drugs may slow you down. It could also become a war of attrition if the GM sends his possessed troll to engage you in combat. Or perhaps he attacks you with his team of a combat mage, possessed troll and killing hands adept. If the GM wants to threaten your character and make you fear for your character's life, trust me, he will be able to.
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pbangarth
post Jan 27 2010, 03:59 AM
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QUOTE (BishopMcQ @ Jan 26 2010, 06:17 PM) *
There are a few issues that are being overlooked, or at least I haven't seen them mentioned...
I was leaving the surprises for the GM to spring on him.

QUOTE
Also, the Arcane Arrester quality cannot be taken by anyone with a Magic attribute. This would mean that any metavariant that has it automatically, either cannot be a mage or loses the Arcane Arrester quality.
But....

QUOTE (Runners Companion page 111)
This quality can be taken by characters with a Magic attribute.
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sn0mm1s
post Jan 27 2010, 04:00 AM
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Just have an adept use Commanding Voice and tell you to "Release your spirit." Problem solved.

This post has been edited by sn0mm1s: Jan 27 2010, 04:01 AM
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pbangarth
post Jan 27 2010, 04:01 AM
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QUOTE (sn0mm1s @ Jan 26 2010, 09:00 PM) *
Just have an adept use Commanding Voice and tell you to "Release your spirit." Problem solved.
Ooooh! Cool!
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Jaid
post Jan 27 2010, 05:07 AM
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other spirit powers (such as a spirit of man's influence power) would be good options for challenging this character.
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Rystefn
post Jan 27 2010, 05:38 AM
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QUOTE (sn0mm1s @ Jan 27 2010, 05:00 AM) *
Just have an adept use Commanding Voice and tell you to "Release your spirit." Problem solved.


...and that's why I'm not allowed to make characters with the Commanding Voice power anymore. Derail one plotline by making the NPC drop the MacGuffin, and suddenly "the power's broken."
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Axl
post Jan 27 2010, 11:44 AM
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"Possession Traditions, Are they entirely too powerful?" - Teethree

Yes. Our group has banned them. Several people have commented above on ways to take down your possessed troll. However these require high level opposition and/or enemies who are expecting a possessed troll.

Average enemies (such as the sample NPCs in the rulebook) have no chance against your troll. If the GM actively creates an enemy who can take out your troll, that enemy would be seriously overpowered against the rest of the PCs. Such conflicts can easily result in a TPK.
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