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> Becoming a shaman, NOW! My totem picks me!
Yasha
post Mar 17 2004, 10:05 PM
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How would you treat it if you had a player who wanted to become a shaman after character creation? Karma cost etc.?
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Dax
post Mar 17 2004, 10:10 PM
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Depends on wether or not they had any magic capablility in the first place. A Street Sam with 0 Magica can not become a shaman, not matter how much the player may want it. The potential to use magic was just never there.

However, if we're talking a Adept going to a Shaman or a Hermetic going to a Shaman. Then yes, its' possible. In the case of the adedpt I'd have him pay for the skills/spells with Karma over time. The Hermetic would just require some minor alterations.

That;s the way I'd do it at least.
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mfb
post Mar 17 2004, 10:10 PM
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i'd carefully question the player. for instance, my first question would be "why you always gotta make me hit you?"
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fctarbox3
post Mar 17 2004, 10:17 PM
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Assuming that I were comfortable with a player gaining magic powers after character creation, I'd look at the difference in Attribute points for assigning A priority to Attributes and for assigning E priority in attributes. Then I'd take this difference and divide it by 6. Then I'd calculate how much Karma it'd cost to raise an attribute by this value, then multiply that by 6. That would be the minimum amount of Karma I'd charge for acquiring Magic after character creation.

And then I'd start planning how the player could roleplay the experience of becoming a Shaman. If they don't do it well, I'd start adding Karma surcharges.
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Kagetenshi
post Mar 17 2004, 10:30 PM
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This gets asked every few months, it seems. Options:

1) (preferred) Slap them with large fish.

2) Assign a really high karma cost to it (something like 10 karma/build point, for a total cost of 300 karma for a full Shaman)

3) #2, but with cost broken up into increments (so you can become a Magic 1 Shaman for only 50 karma, and then buy from there)

~J
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A Clockwork Lime
post Mar 17 2004, 10:30 PM
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It's a lot easier to just treat the Magic priority as an edge-on-crack. You can buy off Flaws for 10 Karma per point, I believe, so reversing that it should cost about (250-30 Spell Points) 220 Karma to become aspected or an adept and (300-25 Spell Points) 275 to become a full magician. I don't know too many players willing to save up that kind of Karma for what would, by that time, be a minor boost in power, though. Which is probably why it's not a standard option to begin with.
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mfb
post Mar 17 2004, 11:41 PM
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just make the character take 30 pts' worth of flaws, to pay for it.
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Rev
post Mar 17 2004, 11:49 PM
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Yea, and make most of them magical flaws :)

Worst magician ever.
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Herald of Verjig...
post Mar 18 2004, 12:29 AM
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6 severe common phobias should work.

"A human walks around the corner, roll willpower to avoid running."
"An orc walks around the corner, roll willpower to avoid running."
"A dwarf walks around the corner, roll willpower to avoid running."
"A troll walks around the corner, roll willpower to avoid running."
"An elf walks around the corner, roll willpower to avoid running."
"You see yourself in the mirror, roll willpower to avoid running."
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Crimson Jack
post Mar 18 2004, 12:45 AM
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I had a player in one of my games that wanted to play a shaman, but he didn't necessarily want to pick the totem. We devised a way through roleplaying where his totem visited him. This was done after three solo runs where we decided that the way he deals with people would ultimately decide which totem came to him. In the end, it was up to me... and he was happy with it all.

However, he set aside the points ahead of time and built his character as if he were a shaman from the get-go. The whole thing went down as a pre-story, with the character eventually running with the rest of the party about 4 years after the pre-story.

Aside from someone basically creating a magical character from the get-go, I don't think I would allow someone to spontaneously start casting.
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Dashifen
post Mar 18 2004, 03:38 AM
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I kinda go along with Crimson Jack on this one:

1. Pay for your aspected/full magician status at character gen. otherwise it just doesn't happen.

2. Allow player to begin the game as a "mundane" with a latent magical power.

3. During the game, have the Totem visit the character. I would think the player could pick the Totem or your could go with Crimson Jack's concept of the GM decides.
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broho_pcp
post Mar 18 2004, 05:19 AM
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QUOTE (Herald of Verjigorm)
6 severe common phobias sholud work.

"A human walks around the corner, roll willpower to avoid running."
"An orc walks around the corner, roll willpower to avoid running."
"A dwarf walks around the corner, roll willpower to avoid running."
"A troll walks around the corner, roll willpower to avoid running."
"An elf walks around the corner, roll willpower to avoid running."
"You see yourself in the mirror, roll willpower to avoid running."

"A horror walks around the corner; roll nothing because you are dead."
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Large Mike
post Mar 18 2004, 06:27 AM
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I figure let him, if he's a good enough roleplayer. Just make sure that everyone else thinks that he had to pay with sexual favors against his orientation.

And if I second person asks, reply with 'Come here so I can hit you without expending energy.'

As an aside: Player buys Cannon Companion, player discovers the gun I had scribbled out of existance, player argues that flachette should do through armor, since it's more areodynamic. I need a new stick. And a new player, incidentally.
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Kagetenshi
post Mar 18 2004, 08:52 AM
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You should've told him yes and then changed the damage code to 15L with eight successes needed to stage up and burst fire not staging.

~J
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boodah
post Mar 18 2004, 01:40 PM
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so what about a mage wanting to become a shaman?
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Lilt
post Mar 18 2004, 02:15 PM
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Well: Shamanism isn't something a character can choose, it's fairly strictly defined that you are chosen by a powerful spirit that gives you your power. IE: If the *character* just wanted to become a shaman: he probably won't be. If the player wants his character to become a shaman I'd look at the character and see what totem he fits best and consider having the totem hive him powers.

That's about the time I'd inform him that to attain even an aspected level of ability he'd need to spend at-least 250 karma.

If he's still cool with it, I'd let him pay his first installment of 60 karma to get magic 1 and astral perception (as per the SURGE effect).

If a character really wants to become a mage during gameplay, I'd make it slightly easier to become a mage as hermetic practices do not require the totem to choose you.
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boodah
post Mar 18 2004, 02:27 PM
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thanks for the info. the deal is my character in game has been devoting his life to magic and information... and even created a company called Enki-Werkz.

I was figuring that as a surprise, he may be given the choice of becoming a shaman following Enki. (pending gm approval, of course...So what say you, Reav?)
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A Clockwork Lime
post Mar 18 2004, 03:30 PM
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QUOTE
Well: Shamanism isn't something a character can choose, it's fairly strictly defined that you are chosen by a powerful spirit that gives you your power.

Oh, that so made me wince. :D

That's patently untrue. That's just what a handful of shamans like to say. A closer truth, found in all things magic, is that one's magic is influenced by their core beliefs for how and why their magic works. It's that simple.

That said, changing one's tradition is going to be next to impossible. Once it's set, it's set. It would be on par with changing your metatype so that you were a natural-born elf instead of a goblinized ork. I would allow a magician to undergo two or three initiations simultaneously (each one requiring a thesis and/or astral quest, then the first one changing their astral signature and the next one "learning" a "metamagic technique" to actually change their tradition), but that's just me. It would be time-consuming, eat up a bunch of Karma, and otherwise not really give you anything in return other than a change in flavor, and I'd only allow it if there was a really good reason in-game for the change as opposed to a player saying "I feel like being a shaman today."
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Lilt
post Mar 18 2004, 03:33 PM
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I'd suggest you went for a hermetic path. Shamans don't just choose to be shamans, but your approach sounds sufficiently hermetic enough that you might one day after researching sufficiently figure-out a complex technique that allows you to open the doors in your mind that you always knew were there (or something).
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Lilt
post Mar 18 2004, 03:36 PM
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QUOTE (A Clockwork Lime)
Oh, that so made me wince. :D

That's patently untrue. That's just what a handful of shamans like to say. A closer truth, found in all things magic, is that one's magic is influenced by their core beliefs for how and why their magic works. It's that simple.

Sorry, but I'm talking about common traits among real-life shamanic belief systems rather than the lumped-together stuff in shadowrun.
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A Clockwork Lime
post Mar 18 2004, 03:42 PM
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Which is exactly my point. That's all they are -- beliefs. Some shamans like to say that they were "chosen" by their totem, but that doesn't mean that they were and that that's the only way to become a shaman. It's just what they happen to believe about themselves.
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Dissonance
post Mar 18 2004, 04:09 PM
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There's an easy way to let mundane characters become magical, using the priority system.

1) Magic A or B.
2) Do not spend any points on magical skills.
3) Game on, and hope they don't screw their magic too badly through ware and other things.
4) OMG TEH AWAKEN LATERZORS.

And then allow them to buy spells and skills as per normal. Give them like, five spell points, or one power point, depending on which they are so they can have one or two powers, and a spell they can spontaneously pop off during their awakening.

Then again, I'm mean.
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gknoy
post Mar 19 2004, 01:29 AM
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QUOTE (Dissonance)
Then again, I'm mean.

Considering that that would pretty much screw any character's ability to be anywhere CLOSE "on par" with any other characters that are not trying this gimmick, I'd have to agree.

If your goal is to completely discourage someone from doing this, then way to go. Otherwise, who in their right mind would even consider doing that?

If they awakened and had full powers, or their powers showed up gradually (but without having to pay extra for it -- so that after a while they have the same powers as a normally-built shaman), that would seem more fair to the character and player.

I thought I read a good suggestion a while back. Either (1) make them pay right out the karma cost froim BeCKS' mage/shaman, or (2) make them pay part of it, and then raise their magic attribute (not via initiation, technically) by paying attribute-raising costs to balance it out (making sure that it does balance) if they want magic-on-layaway.

If they did the partial thing, they would only be able to allocate a smaller number (say, 1/6?) of a normal mage's starting power points towards spells, and then as they increase their magic towards six, give them an additional allowance of points to allocate. Note that they would not REALLY be gaining magic, they would have already had it (for game purposes like handling essence loss), this would reflect the unlocking of their magic potential.

In my opinion (well, as is all of this post ;)), any player that wants to do this is obviously in for a lot of Role-playing. They will need to play out their gaining of magic, perhaps the interaction with their totem (or the classes/challenges at MIT&T). This seems like the sort of things that most of us would want to see rewarded, not beaten down at the first sign.

If the player seems like they are a good roleplayer, I'd say let 'em at it, and don't totally punish their character. If they had cyberware, then they will obviously be unable to get 6 magic -- though they should still get the normal allotment of power points, and be encouraged to spend them on spells that would cause physical drain via too-high-power. ;) They can always choose to initiate their way out of this hole once they're considered a full shaman or mage. Whee, more things for them to burn karma on. *laughs*

Considering I've never had a character live that long, karmatically speaking, I don't really have a concept of how it could be abused. I mean, seriously, that's a lot of karma that'd be not spent on skills or attributes or whatnot. Sorry for the length of this, hehe...


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Crimson Jack
post Mar 19 2004, 01:58 AM
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...or just have them make a shaman from scratch and play one as thus. If the company that you've been working to create is of major importance, then you might want to get together with your GM and see if you could work out something in the campaign that you're in, where your new shaman becomes a business partner with your current character.

Current character goes on the shelf (or into your GM's notebook), and you start playing Runs With Scissors.

Does that work? Don't have to get raped on all of those high karma costs... :)
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boodah
post Mar 19 2004, 02:50 PM
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hmmm...i really like my current character as hes VERY unique, and fun to play.
Id rather not create a new character, if i could possibly afford it.

Perhaps do an over the years kind of change...? After all, he is an elf.
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