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PlatonicPimp
By popular request. Use this here thread to give your ideas for new (or converted) traditions a round in the spotlight.
Azralon
Yay, my requests are popular!

C'mere, Frank, we made a playground for ya.
Chandon
QUOTE (Azralon)
C'mere, Frank, we made a playground for ya.

Doesn't Frank already have exactly one thread for his converted traditions? Based on that, isn't this thread basically just clutter itself?
Azralon
What, the "Shadowrun 4: Magic" thread? Or the "Converting Old Traditions" thread?

I'm not trying to slam our ever-imaginative Frankie; there are other folks who are posting alternative traditions too. This'd just keep it all in one place for ease of reference.
PlatonicPimp
Plus all the "Review my new tradition" threads.
FrankTrollman
I'm perfectly fine to put "new" traditions here, and the "old" traditions in the "Converting Old Traditions" thread. That would be a good way to split it up.

So if someone cares, things that have previously had a write-up in SR like Tir Path Magic and Psionics can be written into the Converting thread and any genre of magic that people want ported into Shadowrun like Leyaks or Tantrics can be written up here.

That being said, if anyone wants a write-up of either type, I'll do requests in the appropriate thread.

-Frank
PlatonicPimp
Well, continuing what was going on in the magic forum: Wouldn't Jean grey, during the pheonix saga, actually find out she Isn't and Aspected mage and can summon fire spirits to possess her?

Next tradition: Jurai power from tenchi muyo.

Heck, why not just do regular shinto as well? (Pepoole might find that useful, instead of our sillyness.)
Veggiesama
Couldn't someone just, like, start a Wikipedia-esque site for traditions, house rules, etc. like that one NPC database? I always found forums to be great for their search functions, but organizing lists of "things" (like new guns, traditions, cyberware) doesn't work too well, as they're on a first-post, first-view organization.

edit: That's also the reason I don't bother with those 10-20 page long "general" threads. If you haven't been paying attention since the start, why bother?
PlatonicPimp
You get right on that then.
FrankTrollman
Juraian Power runs on attractiveness as much as anything, so Charisma as a drain resistance stat is a no-brainer. That's why Tenchi and Tsunami have the most Jurai Power and Yosho and Ayeka have relatively less Jurai Power they can channel.

Juraians cannot astrally project (except for Tsunami), and are in almost all cases Mystic Adepts. Spells are preferred to be Light or Plant based in their net effect, and combat spells other than Indirect Light Spells are not used.

Juraians summon spirits that materialize. Recognized Spirits are:

Warrior - Combat
Plant - Manipulation
Man - Illusion
Ancestor - Health
Water - Detection

Juraian Magic uses slightly psuedo-scientific trappings backed up by using lots and lots of wood in just about every way you can think of. A Juraian lodge looks like a computer lab or a bonsai garden or both.

Example: Washuu (a powerful Juraian Mystic Adept with the Crab Mentor Spirit) binds a powerful spirit of man, granting it additional powers of inate spell: Laser, and Psychokinesis. She puts this spirit on a longterm service of guarding an area. Later, Tenchi (a powerful Juraian Mystic Adept with the Great Tree mentor spirit) encounters this spirit while exploring a cave and combat ensues. Tenchi puts up a spirit barrier, and the spirit begins attacking the barrier. Tenchi then begins banishing the Spirit, succeeds, and then takes the opportunity to take control of the spirit before it departs. Now this spirit follows Tenchi around whether he likes it or not.

-Frank
Veggiesama
QUOTE (PlatonicPimp)
You get right on that then.

Constructive.
PlatonicPimp
Sorry, that's just kinda something that needs to be done by someone with computer sills, and just posting a general "Someone should do this" struck me as kinda like saying "y'know, we should really have flying cars by now. Why doesn't someone make those?" But I apologize for the patronizing tone.

And the example of the spirit of man for the Jurain tradition? rotfl.gif
Gothic Rose
QUOTE (PlatonicPimp)
"y'know, we should really have flying cars by now. Why doesn't someone make those?"

Why HASN'T anyone made them yet? I want my gorramn flying cars! Someone should make them.

Preferably with a built in delectable snack dispenser. Twinkies and flying cars yay!
PlatonicPimp
Anyway, I have 2 new traditions I've been thinking of. I don't have good names yet, but here they go:

Chaos Urbana Mage:

These magicians are branch of the hermetic tradition that beleive that, while the scientific approach to magic is a good thing, the traditional hermetic is hidebound by ancient texts and narrow minded views. They beleive that magic comes from the Zietgeist, the spirit of the times, and they seek to tap into that chaotic modern energy for their magic. Metahumanity in all it's raw, technological glory is the source of this spirit, not the flawed beleifs of ancient cultures nor the forces of the natural world.

They resist drain with Will + Logic

They are a manifesting tradition (See franktrollman's rules in converting old traditions)

Combat -- Warrior Spirits. These often appear as featureless soldiers or police, or as combat vehicles.
Detection -- Spirits of Man. Mankind is everywhere, at least, everywhere that matters, and those with a link to the spirit of man can know all that man knows. Spirits of man appear as the random people out of the crowd that make a city, like street vendors and homeless, but with a certian mysterious presence that makes their nature apparent.
Health -- Ancestor Spirits. No one is more concerned aout the health and well being of an individual than their ancestors.
Illusion -- Electricity spirits. These often manifest as complicated light shows or other flashy neon effects.
Manipulation -- Worker Spirits. These often manifest as featureless technicians or repairmen. If your Trid breaks down, summon up one of these.


Also: Elementalists:

Elementalists beleive that the forces, or elements, that make up the universe are the true source of power. All magic harnesses this energy in one way or another. By taking this energy into oneself and converting it through will, you cast spells. One does not channel "Mana", but "Fire" or "Stone". Should the mood strike you, you can even let the raw force of the elements take control, using your body as a vessel for their will.

Elementalists resist drain with willpower + intution. Their magic comes neither from study nor from communication or leadership. Their is only will and feeling when manipulation the raw forces.

Elementalists are a Possession Tradition. (See Franktrollmans's rules in converting old traditions. Really, they are awesome.) As a guideline they do not bind spirits, though if they did they would use the same rules as all other possession traditions.

Combat -- Fire spirits. The forces of fire are the rage of the universe manifest.
Detection -- Air spirits : There is nowhere life exists where Air is not. Air sees all.
Health -- Earth Spirits: Earth is the bounty that sustains us, the rock that supports us. Without it we cannot be.
Ilusion -- Spirits of Man. The power of life cannot be denied, but mankind is also the source of all lies. Most elementalists distain illusions and spirits of man.
Manipulation -- Water Spirits: Water is the ever-changing froce that shapes the universe.


By the way, electricity spirits are the same as fire spirits, only change the elemental effects of their powers to electricity effects.
Doc Byte
Uh, better put that in the other topic.
PlatonicPimp
Put What in the other topic? It's not a converted old tradition, it's a new tradition, so it obviously belongs here.

I use the rules Franktrollman presented because they are GOOD, and because without Some expansion to the current rules there is too little variation.
FrankTrollman
QUOTE (PlatonicPimp)
Put What in the other topic? It's not a converted old tradition, it's a new tradition, so it obviously belongs here.

I use the rules Franktrollman presented because they are GOOD, and because without Some expansion to the current rules there is too little variation.

Actually, he was talking about his own concept sketch for Norse Jotun magic, which he moved to the converting old traditions thread. I honestly think that it belongs here, because it didn' have a write-up in previous editions of Shadowrun.

-Frank
PlatonicPimp
Oh. My misunderstanding. then. Apologies
FrankTrollman
OK, so there was a request for Shinto:

Shinto is essentially Animism from Japan. Like any "religion" where you worship the spirits that happen to live in your house, there are a lot of discrepencies between how it is practiced in different places. Shinto calls spirits "Kami", and that is variously translated as both "Spirit" and "God". In Shadowrun terms, those are Spirits.

Unlike the Hermetic tradition which is based on rules and science, or the shamanic tradition which is based on bargaining and expression, Shinto magic is essentially a giant game of hide and seek. The kami are already all around you, and what you need to do is go out and find them. Shinto is based on Intuition.

Different branches of Shinto pay reverence to just about anything you can think of: cool looking trees, the Japanese head of state, huge model penises, pristine lakes, whatever. It's there. So limitting it down to just five spirit types is tough - for any spirit you exclude, you will be able to find a branch of Shinto that considers that type of spirit to be paramount. As such, the best you can do is write up a Shinto magic set, for it is literally impossible to write up the Shinto magic set.

Shinto is a Materialization Tradition, and supports Aspected and Full Magicians. Shinto adepts are also encouraged (especially by Renraku and the Imperial Army). Shinto practitioners resist drain with Willpower and Intuition. A common (but by no means universal) spirit assignment for Shinto is:

Combat Spells - Air Spirits
Detection Spells - Fire Spirits
Health Spells - Ancestor Spirits
Illusion Spells - Water Spirits
Manipulation Spells - Plant Spirits

Many other spirits and spell category assignments are used by various Shinto magicians, essentially creating new traditions altogether. These magicians are recognized as fellow Shinto magicians, and freely participate in rituals with other practitioners.

-Frank
JesterX
Can someone make a good Wicca tradition? I havn't seen one so far...

I guess that the drain will be resisted by Willpower+Intuition since Wiccan's usually make their rituals with associations and symbologies.

However, I have some trouble with the spirit types..

Beast, Man, Air, Fire and Earth perhaps?
FrankTrollman
Wicca, like Shinto, is actually a collection of viewpoints which are very different from each other. Wicca does not have a book, or a founding teacher, or any other thing that could be considered a final word on anything. Wiccan magic runs the line from scientifically rigorous herbalism to atavistically harnessing raw emotions to attempt to unbalance events.

Wicca can be divided into several competing threads, which consider different things important. Mechanistically, this breaks into three important game distinctions:

Intuition Casters: NightmareX has a good write-up of these guys here. This kind of magic is distinguished by an attention to the details of the natural world, coupled with an idea that magic happens when you allow yourself to "go with the flow".

Charisma Casters: This is where the Wiccans who make a big deal about the differences between White Magick and Black Magick are, regardless of which one it is that they do. This kind of magic centers on the emotions of the magician, and has a great deal of rotes that are designed to alter the emotional state of the user. You can also find a great plethorae of Dianists and Spiral Dancers in this camp.

Logic Casters: This is where the herbalists and other more "scientifically inclined" Wiccans fit in. There is a thread running through Wiccan thought that pretty much anything you do that has effects, has effects because of Magic. These magicians often have "spell books", where they keep notes on the performances of different rituals.

----

In terms of spirit associations, that is also open for a bit of question. The Wiccans from last edition specifically described the "Fern Witches" or "Fairy Wiccans", who use the spirits of Air, Earth, Water, Fire, and Wood. This is pretty much the same as Hermeticism, except that you replace Spirits of Man with Plant Spirits, and you use Intuition for Drain instead of Logic.

But there are lots of Wiccans, and lots of magical setups. Most of them are Materialization Traditions, and I don't know of any that use Man or Warrior Spirits. But there are examples that make use of Air, Ancestor, Beast, Earth, Fire, Plant, Water, and Worker Spirits. Just no individual Wiccan Mage is able to use all eight.

-Frank
PlatonicPimp
I'll give this a shot, since I was a member of my colleges wiccan/pagan alliance for several years.

Wiccanism, which is a subset of paganism, is a little more specific than Franktrollman alludes to. While his description is great, he is actually describing Modern Paganism, of which wiccanism is one of the versions.

Wiccanism holds to the four classical elements of fire, water earth and air. These are associated with the four directions, the four tarot suits, certain emotions, certain strengths and weaknesses, etc. (Though which element goes with can be a point of contention between some practicioners.) More than that, though, they hold to the goddess, in her three forms of the maiden, the mother and the crone. To a lesser extent they also worship the god, a male diety, but most often in his role as the goddesses husband in the form of the lord and lady. sometimes tehy work together, sometimes they don't. If you haven't caught on, the religion worships these two gods, but in many forms, sort of like the way all gods are one in Hindu. There is also a heavy focus on cycles, of the year, of death and rebirth, of generations.

Religious festivals fall on the equinoxes and solstices, as well as teh four midpoints in between. There is a strong focus on forming circles, in which members of the circle take on different roles, often teh aformentioned elements. These rituals are traditionally performed Skyclad, which is a reverent way of saying In the Buff. It is important ot note that, like shinto, Wiccanism is a Religion as well as a magical tradition. If you need any more than that go hit the books, i'm not really qualified to go into it. Though I might suggest Alan Moore's Promethia series for a decent example of wiccan-like beliefs in a shadowrunny setting.

Wiccanism, despite having a strong background in magical lore, is an Intuition tradition.

The elementals here have been assigned to the most appropriate spell catagory, but for a wiccan, it might be more appropriate to allow an elemental to provide bonuses to learn any spell which falls under their sphere of influence, instead of by spell catagory. For example, fire is associated with passion and strong emotion, positive or negative. Though it's spirits are linked to combat spells, they might also have domain over the Control emotions spell.

Combat Spells - Fire (Strong emotions, passion. Emotional + Visionary.)
Detection Spells - Air (the higher thoughts, the mind. Intellect + visionary)
Health Spells - Earth (Weath, health and stability. Intellect + Practical)
Illusion Spells - Water ( Deep emotions, intuition. Emotional+Practical)
Manipulation Spells - Plants (Most manipulation spells would be accomplished through herbalism, though I'm kinda reaching here because wiccans only hold to four elements.)
Doc Byte
QUOTE (FrankTrollman)
QUOTE (PlatonicPimp @ Oct 21 2005, 09:19 AM)
Put What in the other topic? It's not a converted old tradition, it's a new tradition, so it obviously belongs here. 

I use the rules Franktrollman presented because they are GOOD, and because without Some expansion to the current rules there is too little variation.

Actually, he was talking about his own concept sketch for Norse Jotun magic, which he moved to the converting old traditions thread. I honestly think that it belongs here, because it didn' have a write-up in previous editions of Shadowrun.

-Frank

Well, AFAIR Norse magic was in MitS. But if you say here's a better place for it, I'll put it here. I hope my English's not too bad as I lack some practice in writing. indifferent.gif


Norse / Germanic Magic

Concept: Norse / Germanic Shamans draw their power on ancient Norse / Germanic chants and runes.

Combat: Fire Giants ( Fire )
Detection: Storm Giants ( Air )
Health: Mountain Giants ( Earth )
Illusion: Water Giants ( Water )
Manipulation: Elves ( Man )

Drain: Willpower + Charisma

The Power of Norse / Germanic Shamans is based on two pillars. First their power’s based on the services of spirits, what’s considered the lesser powers. The higher powers, casting spells, is considered to be based on divine favor. Shamans of this tradition worship the Norse / Germanic gods / goddesses, who showed mankind the magic chants and runes. Some shamans worship all gods likewise, but must of them chose a single one and worship him / her as their personal idol.
Norse / Germanic idols appear as powerful yet distanced Mentor Spirits. In general personal contacts are limited to the metaplanes. More often the gods send out their messengers for revealing their wishes to the shamans in the physical world. Being shamans, the followers of Norse / Germanic magic are subject to the mask of the shaman, whose appearance depends on the specific god. Principally all Norse / Germanic gods may be chosen as an idol. E.g. Wotan / Odin, Donar / Thor, Saxnot / Tyr, Loki, Frigg or Freya.
The spirit world’s based on the traditional believes as well. The four elements are summoned as the original powers of the world: Fire Giants, Storm Giants, Water Giants and Mountain Giants. The shaman subdues the giants just like the gods did and takes advantage of their power.
On the other hand the sprits of man are more gentle, appearing as elves. Depending on the surrounding they may assume different appearances. Aboard a ship a spirit of man may appear as a mermaid, a residential house may be inhabited by a gnome and a the spirit of an industrial complex may appear as a dwarf. Normally the shamans requests the help of an elf.

---

I have to admit that some terms are problematic: Elves, Dwarfs and Gnomes for example. These terms were used in my book from the end of the 19th century, some decades before Tolkien. wink.gif
I know, not very topically literature, but still considered as standard: Wolfgang Golther: Handbuch der Germanischen Mythologie ( Handbook of Germanic Mythology )


QUOTE (FrankTrollman @ Oct 21 2005, 02:48 AM)

 
Personally, if I was going to make a Norse Magic tradition which summoned giants and fey rather than invoking animal spirits to possess themselves, I'd set it up like this: 
 
Combat - Valkyr ( Warrior ) 
Detection - Muspel Giants ( Fire ) 
Health - Niefel Giants ( Water ) 
Illusion - Van ( Man ) 
Manipulation - Svartalf ( Earth ) 
 
And then use Charisma and Willpower to resist Drain. Of course, that's just me.
JesterX
QUOTE (PlatonicPimp @ Oct 21 2005, 05:29 PM)
I'll give this a shot, since I was a member of my colleges wiccan/pagan alliance for several years.

Wiccanism, which is a subset of paganism, is a little more specific than Franktrollman alludes to. While his description is great, he is actually describing Modern Paganism, of which wiccanism is one of the versions.

Wiccanism holds to the four classical elements of fire, water earth and air. These are associated with the four directions, the four tarot suits, certain emotions, certain strengths and weaknesses, etc. (Though which element goes with can be a point of contention between some practicioners.) More than that, though, they hold to the goddess, in her three forms of the maiden, the mother and the crone. To a lesser extent they also worship the god, a male diety, but most often in his role as the goddesses husband in the form of the lord and lady. sometimes tehy work together, sometimes they don't. If you haven't caught on, the religion worships these two gods, but in many forms, sort of like the way all gods are one in Hindu. There is also a heavy focus on cycles, of the year, of death and rebirth, of generations.

Religious festivals fall on the equinoxes and solstices, as well as teh four midpoints in between. There is a strong focus on forming circles, in which members of the circle take on different roles, often teh aformentioned elements. These rituals are traditionally performed Skyclad, which is a reverent way of saying In the Buff. It is important ot note that, like shinto, Wiccanism is a Religion as well as a magical tradition. If you need any more than that go hit the books, i'm not really qualified to go into it. Though I might suggest Alan Moore's Promethia series for a decent example of wiccan-like beliefs in a shadowrunny setting.

Wiccanism, despite having a strong background in magical lore, is an Intuition tradition.

The elementals here have been assigned to the most appropriate spell catagory, but for a wiccan, it might be more appropriate to allow an elemental to provide bonuses to learn any spell which falls under their sphere of influence, instead of by spell catagory. For example, fire is associated with passion and strong emotion, positive or negative. Though it's spirits are linked to combat spells, they might also have domain over the Control emotions spell.

Combat Spells - Fire (Strong emotions, passion. Emotional + Visionary.)
Detection Spells - Air (the higher thoughts, the mind. Intellect + visionary)
Health Spells -  Earth  (Weath, health and stability. Intellect + Practical)
Illusion Spells - Water ( Deep emotions, intuition. Emotional+Practical)
Manipulation Spells - Plants (Most manipulation spells would be accomplished through herbalism, though I'm kinda reaching here because wiccans only hold to four elements.)

Very nice writeup!!! I like it a *LOT*

However, I'll name here the other important sabbats of the neo-paganists and perhaps the most celebrated wiccan/neo-pagan festivals:

On the north emisphere:

Samhain which is coming very very soon... October 31 (Halloween!)
Beltane, May 1st

http://en.wikipedia.org/wiki/Samhain

http://en.wikipedia.org/wiki/Sabbat_%28neopaganism%29

Thank you for the tradition. I will use it for my next game... ^_^
NightmareX
Ninja magic tradition
The Jopp
Shamanic Physical Adepts

Mystic adepts following a shamanic tradition with a Mentor Spirit who's putting their entire focus on their physical shells gains slightly different bonus from their mentor spirits. They must exchange their totem bonuses for one of the following physical skills.

A character can only gain ONE bonus for a given skill. A Wolf Shamanic Physical Adept cannot gain a bonus from BOTH Beast Spirits and Combat Spells for Unarmed skill at +4D6 – he/she must choose two different skills.

The Character must also choose the corresponding negative trait. A -2 to Health Spells for example is a -2 to ALL Skills under that cathegory.

Combat Spells / Beasts / Fire / Guardian
Combat Active skill
Astral Combat Skill

Health Spells / Earth / Plant
Healing Tests
First Aid
Medicine
One skill from the Athletics Skill Group
One Physical skill not linked to a Skill Group
One skill from the Outdoors Skill Group

Illusion / Water / Air
A skill from the Influence Skill Group
A Stealth Skill (Not Perception)

Manipulation / Spirits of Man / Task
A Technical Active Skill (Not Matrix Skills or any skill from "Health Spells")

Detection / Air / Guidance
Assensing or Perception
A vehicle active skill



PlatonicPimp
Interesting.

As a guideline for converting existing mentors, I favor it. But as the acrual rule (I.E., allowing the player to choose which skill they want), I say no go. Each mentor should have specific skills noted.

I'm not sure it's totally required. Enough mentors have bonus dice to skill use anyway, and more than a few people take mentors for adepts on that alone.
The Jopp
QUOTE (PlatonicPimp)
Interesting.

As a guideline for converting existing mentors, I favor it. But as the acrual rule (I.E., allowing the player to choose which skill they want), I say no go. Each mentor should have specific skills noted.

I'm not sure it's totally required. Enough mentors have bonus dice to skill use anyway, and more than a few people take mentors for adepts on that alone.

Well, I was thinking of one solution and that would be that the negative trait of the Mentor would be ALL skills under that cathegory. So anyone having -1 to Combat spells would have a -1 to ALL combat skills.

Combat skills could be limited to Unarmed as it fits the more primitive Totems or depending on tradition a non-technological combat skill (Archery, Throwing, Melee, Unarmed).

On the other hand an adept following Artificier might have a bonus to Hardware or Industrial Mechanics as it fits the totem.

Arz
I thought I'd post this tradition as an example of how flexible I've found traditions to be. There were a variety of things I left out because they did not fit the standard layout of information. Any advice would be appreciated.

The Force Tradition

Concept: The force is an energy field generated by all living things. Practitioners learn to attune themselves to it through the guidance of a master and self-reflection. Ultimately one strives to become one with the wishes of the force.
Combat: Beast
Detection: Guidance
Health: Plant
Illusion: Man
Manipulation: Task
Drain: Willpower + Intuition
Two sects of adherents follow the force tradition. They believe the force to be a natural universal energy that certain people are more sensitive towards. These sensitives are marked by higher than average medichloreans that allow them to manipulate the force around themselves and others. Peace, serenity, and knowledge form the light side in which the Jedi believe themselves to be the purified form. The Sith oppositely represent the truest of the dark side that consists of aggression, anger, and fear. The universe is a place of balance and so both sides are part of the natural order.
Although there are many sensitives only certain are chosen by force masters to learn its refined techniques. These techniques are passed on until one has internalized them sufficiently to undertake personal exploration. Practitioners learn to focus upon their side of the force to manipulate the force around them. Certain beings, objects, and places are pools for the force that allow greater manipulations. Force users strive to move beyond focusing techniques to natural willpower. Sorcerous techniques start with enhancements of physical ability to pure external application. Conjuring is rare as these beings are seen as representatives of the force often manifested as past masters that have become one with the force.
The tradition of the force originated with a series of pre-crash movies that garnered a sustained cult of fans. Although scoffed at by older traditions force users believe other paradigms are valid if somewhat less pure in their technique. Force users can often be found searching for lost source material from a galaxy far away and long ago, including the mythical digital movies and prequel trilogy. The tradition has spread throughout the world via the matrix. Although there are many temples and academies few hold practitioners with real talent. The most recognized of these are Master Morpheus and Darth Agent who hide in the shadows of the galactic corporations.

SL James
Where do Dark Jedi fall in this?
Arz
QUOTE (SL James)
Where do Dark Jedi fall in this?

I'm not sure I understand totally. I made the tradition general enough that both Sith and Jedi could use it. I'd imagine a Sith would be more concentrated on combat and illusion while the jedi like their detection and manipulation. I don't view them as seperate enough to give a different tradition.
SL James
Well, I get it that Jedi can be seen as the "normal" Tradition and the Sith are the "twisted" (namely, Faustians). Dark Jedi, however, aren't quite Sith, and aren't quite Jedi anymore.
Arz
QUOTE (SL James)
Well, I get it that Jedi can be seen as the "normal" Tradition and the Sith are the "twisted" (namely, Faustians). Dark Jedi, however, aren't quite Sith, and aren't quite Jedi anymore.

I'd have to say that all three fall under the same tradition. At the core they all believe the same things. Namely the force comes from life, there is a dark/light side, and what differentiates the two. They all use the same techniques to focus and share many of the same abilities.

Philosophy is where they all start to gain there own uniqueness. However, these differences are so small that they don't justify a new tradition. Also there is a good reason to keep them all together. GMs. These pesky guys have also seen these cult movies and understand that on top of having players get cheated by there johnson, force users must be tempted.

Crow and bear shamans aren't separated unless they have a different cultural base. Sith/Jedi/Dark all share the same culture in relation to SR = Star Wars. Its a culture of geeks but still fandom can be a culture.

Your meterage may vary. Thank for the linkage. Any specific critique on the writing?
lorechaser
So does your magic attribute get replaced with "Midiclorian count"?
Fortune
I want to see you write up the three main Mentor Spirits for this Tradition. biggrin.gif
WhiskeyMac
Bleh, you had to add the medichloreans didn't you. Force users are more diseased than average and therefore have powers? Medichloreans don't exist in SR lore so you can't really mention them. Maybe as a psychosomatic restriction to Force followers but not as an actual way of proving "Force", i.e. magical, power.

I would say the 3 main Mentors would have to be Darth Vader/Emperor, Obi-Wan Kenobi/Luke Skywalker and Jabba the Hutt biggrin.gif j/k Probably Yoda/Mace Windu for the third.
Big D
Yoda

Advantages: +2 to manipulation spells
Disadvantages: Speak always backwards you must. -2 to all Social rolls you take.
FrankTrollman
Hell, Midichlorians don't exist in the original trilogy. Yoda is really fucking clear how it works in Empire:
QUOTE
Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you; here, between you, me, the tree, the rock, everywhere, yes. Even between the land and the ship.


So life creates it, and the rocks are alive. That's weird... but it actually jives pretty well with Shadowrun magic where living things and the Earth glow on the astral plane.

Force Users therefore wouldn't even be treated as strange by other spellcasters. When Yoda says:

QUOTE
Judge me by my size, do you? Hmm? Hmm. And well you should not.


Other magicians would say "Right, a person's Essence, the source of their Magic, is independent of their size. That's pretty obvious.

QUOTE
For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow.


Right. You get power from the astral Plane.

QUOTE
Its energy surrounds us and binds us. Luminous beings are we, not this crude matter.


You think auras are more important than physical forms then? That's pretty reasonable for a mage.

QUOTE
You must feel the Force around you; here, between you, me, the tree, the rock, everywhere, yes. Even between the land and the ship.


By tapping into mana flows you can influence objects you say? Well duh!

---

And so on. Really, the Toda explanation dovetails into Shadowrun magic flawlessly, while the Midichloreans claptrap is demonstrably false (you don't have any magical parasites that give you powers). So Force users of the 6th world are obviously going to hold tot he Yodaist explanation. And it would be a pretty mainstream tradition, because none of their claims are particularly outside the standard predictions of the hermetic paradigm.

-Frank
SL James
QUOTE (Arz @ Nov 24 2006, 01:14 PM)
QUOTE (SL James @ Nov 20 2006, 06:16 PM)
Well, I get it that Jedi can be seen as the "normal" Tradition and the Sith are the "twisted" (namely, Faustians). Dark Jedi, however, aren't quite Sith, and aren't quite Jedi anymore.

I'd have to say that all three fall under the same tradition.

I wasn't arguing that point. I do, too. But there is something utterly unremarkable, expected even, to the idea that the Sith should be Twisted versions of Jedi. Dark Jedi, IMO, would simply be Jedi who are getting pretty close to Twisted, but are unable or unwilling to make the final leap (and get, for example, the Sacrificing metamagic for their benefit).

And the Wookiepedia is good shit. The Star Wars Extended Universe has some really cool ideas, like the Inquisitorius—who would be in SR terms a bunch of social adepts with astral perception and high assensing skills (they are actually called Dark Side Adepts, in part because this was when the Sith followed the Rule of Two and/or because they weren't force-sensitive enough to ever become Sith lords anyway).

QUOTE
When usual methods of interrogation such as torture and Bavo Six injections failed to break a subject, Imperial Intelligence would call upon an Inquisitor, who would use powerful Force skills in conjunction with traditional but effective methods of manipulation to obtain success.

Ironically, years before I ever heard of them I created a social adept whose purpose was originally intended to be almost identical to this, and in fact is very much like the character Drayneen.

I also learned about the various styles of lightsaber fighting, which isn't particularly useful, but is pretty damn cool.
WhiskeyMac
Since the Yodaist philosophy is basically just George Lucas combining Buddism, Shintoism, Taoism and a lot of other isms to create that philosophy. So, yeah, it fits great into Shadowrun magic. Force virus doesn't.
lorechaser
QUOTE (WhiskeyMac)
Bleh, you had to add the medichloreans didn't you. Force users are more diseased than average and therefore have powers? Medichloreans don't exist in SR lore so you can't really mention them. Maybe as a psychosomatic restriction to Force followers but not as an actual way of proving "Force", i.e. magical, power.

I really did have to. I'm a SW fanboy, so I have to inflict my pain on all the rest of you too. wink.gif

I'm choosing to believe that Windu and the rest knew that there were spies among the Jedi, so made up something completely bogus (midichlorians) to throw them off the true nature of the Force.
Jaid
QUOTE (lorechaser)
QUOTE (WhiskeyMac @ Nov 24 2006, 05:57 PM)
Bleh, you had to add the medichloreans didn't you. Force users are more diseased than average and therefore have powers? Medichloreans don't exist in SR lore so you can't really mention them. Maybe as a psychosomatic restriction to Force followers but not as an actual way of proving "Force", i.e. magical, power.

I really did have to. I'm a SW fanboy, so I have to inflict my pain on all the rest of you too. wink.gif

I'm choosing to believe that Windu and the rest knew that there were spies among the Jedi, so made up something completely bogus (midichlorians) to throw them off the true nature of the Force.

which is why it's so important that anakin has a ton of them, and can therefore be known to be strong with the force? ohplease.gif
PlatonicPimp
QUOTE
My ally is the force [12 spirit], and a powerful ally it is


rotfl.gif
Arz
QUOTE (Fortune)
I want to see you write up the three main Mentor Spirits for this Tradition. biggrin.gif

Not going to happen. Mentor spirits would be incredibly rare amongst force users. Their belief in the controling/predestined aspect of the force is very unfocused. Mentors are a lens of belief that force users scoff at much like hermetics.

Anyone have any idea about the tools and trappings outside of the lightsaber? I found some references to crystals/alchemy but nothing specific enough to categorize.
SL James
Hey, I'm just impressed that according to the Wookiepedia, the Jedis have figured out how to bend light.
Zaranthan
Wwwwwow, sorry. I need to stop browsing in ten tabs.
Seerow
Holy shit this is an epic necro.
CanRay
QUOTE (SL James @ Nov 29 2006, 04:00 PM) *
Hey, I'm just impressed that according to the Wookiepedia, the Jedis have figured out how to bend light.
Why not? Some bored Canadian Scientists made it obey the speed limit. nyahnyah.gif
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