![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 25 Joined: 20-December 02 Member No.: 3,759 ![]() |
How would you treat it if you had a player who wanted to become a shaman after character creation? Karma cost etc.?
|
|
|
![]()
Post
#2
|
|
Moving Target ![]() ![]() Group: Members Posts: 194 Joined: 24-January 04 Member No.: 6,013 ![]() |
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. |
|
|
![]()
Post
#3
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i'd carefully question the player. for instance, my first question would be "why you always gotta make me hit you?"
|
|
|
![]()
Post
#4
|
|
Target ![]() Group: Members Posts: 37 Joined: 8-March 04 Member No.: 6,134 ![]() |
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. |
|
|
![]()
Post
#5
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
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 |
|
|
![]()
Post
#6
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,616 Joined: 15-March 04 Member No.: 6,158 ![]() |
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.
|
|
|
![]()
Post
#7
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
just make the character take 30 pts' worth of flaws, to pay for it.
|
|
|
![]()
Post
#8
|
|
Moving Target ![]() ![]() Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 ![]() |
Yea, and make most of them magical flaws :)
Worst magician ever. |
|
|
![]()
Post
#9
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
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." |
|
|
![]()
Post
#10
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
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. |
|
|
![]()
Post
#11
|
|
Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 ![]() |
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. |
|
|
![]()
Post
#12
|
|||
Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 3-February 04 Member No.: 6,054 ![]() |
"A horror walks around the corner; roll nothing because you are dead." |
||
|
|||
![]()
Post
#13
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 ![]() |
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. |
|
|
![]()
Post
#14
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
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 |
|
|
![]()
Post
#15
|
|
Target ![]() Group: Members Posts: 72 Joined: 8-September 03 From: Tempe, AZ Member No.: 5,596 ![]() |
so what about a mage wanting to become a shaman?
|
|
|
![]()
Post
#16
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 ![]() |
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. |
|
|
![]()
Post
#17
|
|
Target ![]() Group: Members Posts: 72 Joined: 8-September 03 From: Tempe, AZ Member No.: 5,596 ![]() |
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?) |
|
|
![]()
Post
#18
|
|||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,616 Joined: 15-March 04 Member No.: 6,158 ![]() |
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." |
||
|
|||
![]()
Post
#19
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 ![]() |
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).
|
|
|
![]()
Post
#20
|
|||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 ![]() |
Sorry, but I'm talking about common traits among real-life shamanic belief systems rather than the lumped-together stuff in shadowrun. |
||
|
|||
![]()
Post
#21
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,616 Joined: 15-March 04 Member No.: 6,158 ![]() |
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.
|
|
|
![]()
Post
#22
|
|
Moving Target ![]() ![]() Group: Members Posts: 515 Joined: 19-January 04 Member No.: 5,992 ![]() |
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. |
|
|
![]()
Post
#23
|
|||
Moving Target ![]() ![]() Group: Members Posts: 413 Joined: 20-November 03 Member No.: 5,835 ![]() |
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... |
||
|
|||
![]()
Post
#24
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
...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... :) |
|
|
![]()
Post
#25
|
|
Target ![]() Group: Members Posts: 72 Joined: 8-September 03 From: Tempe, AZ Member No.: 5,596 ![]() |
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. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 6th September 2025 - 07:42 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.