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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 ![]() |
I was reading the rules on Ally spirits. It seems that when making the Ally spirit formula, the character chooses the Materialization or Inhabitation power for the spirit. But looking at Inhabitation for an Ally spirit, it seems like Inhabitation is a really bad choice in almost all ways (shorthanding now for Inhabitation and Materialization 'cuz I got tired of typing them (IMG:style_emoticons/default/smile.gif) )
1) When conjuring / binding the Ally spirit, In. needs to have a prepared vessel ready. Ma. doesn't need anything extra. 2) After conjuring / binding, the In. merge takes days. Ma. is ready to go from day one. 3) There are 3 forms available for In. spirits: flesh form, hybrid form, true form. These forms aren't choosable, but decided by some opposed rolls. flesh form: retains all of the host's skills (not likely to have any for an Ally spirit prepared vessel?), gets ItNW, Realistic Form, Aura Masking (slightly useful, I guess) 4) None of these forms above seem anywhere as useful as just Ma., since the In. Ally spirit is "stuck" in just one vessel. 5) So it seems that In. has lots of downsides, and almost NO upsides, aside from MAYBE a physical presence that has slightly higher physical stats than a materialized spirit would. Does this seem correct? *Edit* just read the errata, oops. Now the character can choose Inhabitation, Materialization, or Possession. Still seems like Inhabitation would only be taken for NPCs like bug spirits. |
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Lo-Fi Version | Time is now: 13th June 2025 - 06:29 PM |
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