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> Philosophical question, Do spirits hold a grudge?
Shockwave_IIc
post Feb 22 2004, 10:44 PM
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Well im sure Buttercup has a SIN, fake one mind or Corp but she has one no doubt
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simonw2000
post Feb 22 2004, 10:49 PM
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Yeah. A Yamatetsu SIN. Even odds, she's a player. Blood In The Boardroom has all you need to know about her.
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Dax
post Feb 22 2004, 11:04 PM
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It may be a left over qurik from my D&D days. But the way I see it, all spirits and elementals are not only intelligent, but have distinct personalities as well. I pretty much treat them as just another kind of NPC. Let's me mess with players minds alot.
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Grimtooth
post Feb 23 2004, 03:53 PM
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Ok we played this weekend.

Didn't go back to the house to try and summon anything.

However, my watchers are getting weirder!
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Herald of Verjig...
post Feb 23 2004, 04:09 PM
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QUOTE (Grimtooth)
However, my watchers are getting weirder!

Oooh, interplanar gossip.

Intraplanar gossip is common, but to manipulate the source of watchers into sending the trouble ones takes more effort. If spirits of other types start to show similar abnormalities, your options are rather limited.

1) put up with it
2) attempt to make amends with the spirit.
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Grimtooth
post Feb 23 2004, 04:16 PM
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it actually adds some interest to the character.

Granted watchers are kind of dumb to begin with. The last one was a force 4 with a serious paranoid streak.

I tried to conjure up a city spirit to take care of some rival gangers, but i blew my roll to summon and blew my roll to resist drain due to wounds and low charisma

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Aesir
post Feb 23 2004, 09:20 PM
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I would interpret the spirits reaction as something like this: "Summoner asks me to carry some trinkets into my house, suddenly I explode, searing back to my native metaplane. Oh well!" In my opinion your average nature spirit has little understanding or interest in (meta)human affairs. So I think a sort of absent "dont-give-a-damn" attitude would be appropriate. Alternetively ignorant, unfocused curiosity. Spirits may be intelligent, but their minds and thoughts are completely alien. Free spirits are essentially "born" at the moment they gain freedom. In addition, only spirits that have had extensive contact with humans become free spirits. As I see it free spirits are the only spirits that have a shot at understanding the physical plane at all. They are, after all, the only spirits with the ability to learn (as in improving themselves).

What do you think about that?

(PS. As a gamemaster I would still have spirits dislike cruel summoners. They can tell stuff like that about a person even if they donīt understand the persons actions)
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Lycanthropic Dre...
post Feb 23 2004, 10:25 PM
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QUOTE (Aesir)
I would interpret the spirits reaction as something like this: "Summoner asks me to carry some trinkets into my house, suddenly I explode, searing back to my native metaplane. Oh well!" In my opinion your average nature spirit has little understanding or interest in (meta)human affairs.


Interesting. I'm generally in agreement, but I can see a way to have the spirit angry with you even though it's normally ambivalent about metahumanity.

If upon returning from the rest in its metaplane, our spirit sees its domain trashed, it might just be intelligent enough to associate the initial banishment via grenades with the now wrecked home. (Maybe an Intelligence test with a relatively high target number).
I can see a spirit being angered with its domain suffering damage.

Particularly violent death, with bodies left where they fell... well, there might be some background count there too, which might be even more irritating to the spirit.
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Fortune
post Feb 25 2004, 04:02 AM
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QUOTE (Grimtooth)
Granted watchers are kind of dumb to begin with. The last one was a force 4 with a serious paranoid streak.

Is your character's Magic Attribute 8 or over?
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Grimtooth
post Feb 25 2004, 07:48 PM
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Nope.

Why do you ask?
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BitBasher
post Feb 25 2004, 11:42 PM
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That's pretty impressive, ive never seen someone score 8 sucesses summoning a watcher to get a force 4, that's take like a summoning skill of around 9 or 10! :eek:
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Fortune
post Feb 26 2004, 01:05 AM
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QUOTE (Grimtooth)
Why do you ask?

I seem to recall something in canon about the maximum Force of any Watcher summoned is equal to one half of the conjuring character's Magic Attribute (round down).

BitBasher: What? IIRC, the number of successes in the conjuring test determines the length of time a Watcher is of service, not it's Force.
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rlemansky
post Feb 26 2004, 11:26 AM
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Tutor.

R
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Grimtooth
post Feb 26 2004, 04:40 PM
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Whoops!

/slaps forehead

Maybe GM and Grimmy need to reread the rules on Watchers!!!

I may have slipped one past my GM on this one.

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Grimtooth
post Feb 26 2004, 05:37 PM
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Boy were you guys right!

I went home and checked MitS for the rules on watchers.

I guess i just got so wrapped up in the story and the excitement of the situation that i for got to "Roll" play.

Next time i'll lawyer up roll play right! :S
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BitBasher
post Feb 26 2004, 06:46 PM
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QUOTE
BitBasher: What? IIRC, the number of successes in the conjuring test determines the length of time a Watcher is of service, not it's Force.
No, Im fairly positive that the TN to summon is the number of hours you need it for, and the resulting force is the number of suceses/2. I did it your way for a long time until one of my players showed me it was wrong.
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Grimtooth
post Feb 26 2004, 07:09 PM
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according to Mits

Conjuring test versus force

Each success = 1 hour of service

Drain = (Force + successes)L
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BitBasher
post Feb 26 2004, 07:25 PM
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Okay! Unless, of course I'm wrong! :grinbig:
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Fortune
post Feb 27 2004, 12:05 AM
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QUOTE (BitBasher @ Feb 27 2004, 06:25 AM)
Okay! Unless, of course I'm wrong!

It's cool. The only reason I knew was that I was forced to recently look it up for one of my characters. :)
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