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> Mage vs. Shaman
If you had to pick between the two, which would you prefer to play?
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JoeJones
post Feb 7 2005, 01:26 PM
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I chose shaman, since I like having hooks to help flesh out my character, and I also like the ability to summon spirits anywhere and any time.

That being said, I've never actually played a spellslinger of any variety in SR, but I'm currently playing a Totem's Way adept who follows Bull.
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U_Fester
post Feb 7 2005, 02:41 PM
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QUOTE (CanvasBack)
Shaman. Sure, you have to drink the Kool-AidTM but if you have a character of modest means a shaman is both a cheap way to go and makes for interesting story.

My totem did not appreciate that quote and said that you must be punished with a fireball
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James McMurray
post Feb 7 2005, 04:22 PM
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I've played one spellcaster and he was a wolf shaman. I had a blast with him, but the next time I play a caster it will be a mage.
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Lindt
post Feb 7 2005, 04:29 PM
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From a purely roleplaying angle I like shamens better. So much more... flavor. More restrictive, a little less verstile (and Im ALL about versitility) but still fun. And as someone said, you can make boneheaded moves and put it on your totem (as long as its the truth).
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CanvasBack
post Feb 7 2005, 06:38 PM
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QUOTE (U_Fester @ Feb 7 2005, 09:41 AM)
QUOTE (CanvasBack @ Feb 6 2005, 11:29 PM)
Shaman.  Sure, you have to drink the Kool-AidTM but if you have a character of modest means a shaman is both a cheap way to go and makes for interesting story.

My totem did not appreciate that quote and said that you must be punished with a fireball

Does your totem burst through walls and pour himself into small glasses and cups to relieve the thirst of small children by any chance?


"Oh YEAH!!!"


I guess I'll have to keep away from brick walls and keep my spell defense up! :D
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U_Fester
post Feb 7 2005, 07:10 PM
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QUOTE (CanvasBack)
I guess I'll have to keep away from brick walls and keep my spell defense up! :D

Just remeber that no barrier is safe with him.
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Eyeless Blond
post Feb 8 2005, 01:02 AM
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I like the flavor of mages better, but when you get into the need for Sorcery, Conjuring *and* Enchanting libraries, it starts getting a little annoying. Personally I'd rather house-rule that conjuring libraries cost 1.5 times as much and forget the others. For conjuring I can see the balance reason, as elementals are just so much cooler than nature spirits (well, I guess Concealment and Storm are pretty cool, but Aid Study and spell sustaining are just that much cooler). Hermatic spellcasting or enchanting, though aren't any better than shamanistic, certainly not enough to necessitate the outrageously expensive library.
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hahnsoo
post Feb 8 2005, 01:06 AM
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That's only if you own your own library. A lot of hermetics in the 6th world are content to go to the local magic library, head to their initiate group, or borrow their talismonger's library for an occasional ritual. And of course, Hermetic libraries on disk can be copied and sold...
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tisoz
post Feb 8 2005, 01:56 AM
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What does it cost to 'rent' a hermetic library for a month, 1/100th its value?
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Crimson Jack
post Feb 8 2005, 04:12 AM
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I wouldn't imagine that the variety of library that one would actually want would be possible to rent, would it?
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kevyn668
post Feb 8 2005, 04:15 AM
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QUOTE (Crimson Jack)
I wouldn't imagine that the variety of library that one would actually want would be possible to rent, would it?

Huh?
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Sandoval Smith
post Feb 8 2005, 05:32 AM
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I think that MitS has rules for renting Hermetic library access from Universities, Libraries, and the like, although I suppose that also means you're mage needs to have a good, legit cover ID before they can get access to them.
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Dancer
post Feb 8 2005, 05:40 AM
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QUOTE (tisoz @ Feb 8 2005, 01:56 AM)
What does it cost to 'rent' a hermetic library for a month, 1/100th its value?

100 :nuyen: * rating per HOUR. A smallish (rating 5) library for an 8-hour work day costs 4000 :nuyen: .
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tisoz
post Feb 8 2005, 07:26 AM
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That is why mages rule. They can start with a rating 6 library for Sorcery, conjuring, and enchanting. Then they rent them out to SINless for :nuyen: 600 an hour each. Then a little after 8 hours they have :nuyen: 15,000 and trade it for 3 points of Karma. :)

Really, any character could buy the libraries. This seems like a nice little money maker for the day job flaw. Conan the librarian.
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Dancer
post Feb 8 2005, 01:41 PM
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To start with all three libraries at a decent level, a mage needs Priority B resources. To start with any usable library at all (and hence be able to use Conjuring) they need priority C. Unless a shaman wants to have lots of foci or contacts they don't need above D. Clear advantage to the Shaman there.
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akarenti
post Feb 8 2005, 02:11 PM
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I think the extra expense of a mage is worth it because (if for no other reason) elementals can be called in toxic domains, haunts, and the personal domains of free spirits. Those are pretty dangerous places (read: places Shadowrunners are likely to be sent to), and shamans get a bit less useful with no spirits.
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NightHaunter
post Feb 8 2005, 05:08 PM
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This is close about 55% mage.
And about 45% shaman if your math sucks.

:wobble:
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Birdy
post Feb 8 2005, 05:33 PM
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As the corporate hit team says:

A mage is resonably rational and can be controlled - brainwash!

A shaman is a delusional crazy and uncontrolable - shoot!


Simply hate shamans. They have a tendency for accidents when most of my chars are around. Good ridance.


Birdy

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Prospero
post Feb 8 2005, 06:03 PM
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I've tended to play mages in the past. I've only played shamans as NPCs while GMing. Dunno, mages just appeal to me more. Maybe I'll make a shaman soon, just cause I never have.
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Jrayjoker
post Feb 8 2005, 06:04 PM
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I prefer Shamanic PCs just because the adventure hooks are easier to come up with...
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mfb
post Feb 8 2005, 06:07 PM
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see, there's this perception with shamans that their totems are constantly leading them around by the nose, like they're some kind of cleric or something. that's not how it works, though. shamans are just mages who exemplify certain ideals.
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Jrayjoker
post Feb 8 2005, 06:32 PM
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You say that like it is a bad thing mfb.

I like to roleplay it a little bit of both.
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hahnsoo
post Feb 8 2005, 07:18 PM
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QUOTE (mfb)
see, there's this perception with shamans that their totems are constantly leading them around by the nose, like they're some kind of cleric or something. that's not how it works, though. shamans are just mages who exemplify certain ideals.

Depends on how far your GM is willing to use this as a plot point, I think. Sometimes the GMs "spiritually blackmail" shamans when they want the team to do something in particular ("Dog wants you to trust the Johnson"), and I think that this is fully justified under the shaman archetype. But that's dependent on individual games and groups.
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mfb
post Feb 8 2005, 07:21 PM
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eh. i just don't tend to see the totems as being all that hands-on. i've never liked the "your god says to do this" school of plot hooks, even in D&D. it's just lazy, to me; there are better, less heavy-handed ways of achieving the desired results.
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lorthazar
post Feb 8 2005, 07:30 PM
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Well, heavy handed does not need to come into the equation. Now any runner will put their neck on the line for family and friends, but 99% will cut and run if it becomes obvious they will most likely die. A Dog Shaman will fight on determined to save his loved ones. Snake shamans are driven by a curiousity that borders on the obsessive. Wolf Shamans make even the stoutest Samurai look like a Ronin. Rat Shamans are excellent survivors and more than willing to take his share and yours. Now I have played characters like this without the Totem, but somehow it is more fun when your GM "<insert totem> is proud." Worth every bit of trauma.
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