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Leviathan
Ok, I was toying with the idea of making a mage, probably a Voodoo shamen, who is specialised in summoning spirits and either channeling their power of having them possess him to be able to deal with whatever threat is nearby.

However, I have *no* idea how to go about making this idea plausable, or effective (Other than initiating and taking Invoking & Channeling).

Anyone have any ideas?
Ancient History
Plausible is easy: have the magician astrally perceive and order the spirit to possess him.

Effective is more difficult, since your PC essentially becomes an NPC unless he's channelling. If I were the GM, I'd suggest your character makes deals with various powerful free spirits, allowing your magician to call on their power in exchange for some service.
Leviathan
QUOTE (Ancient History)
Plausible is easy: have the magician astrally perceive and order the spirit to possess him.

Effective is more difficult, since your PC essentially becomes an NPC unless he's channelling. If I were the GM, I'd suggest your character makes deals with various powerful free spirits, allowing your magician to call on their power in exchange for some service.

Yeah, there might have to be some DM chatting about the NPC part.

Hmm.. would it be possible to say, be possessed by one spirit (say a Great-form Loa spirit), and Channel another?
Ancient History
No.
[/edit]
Barring an unique enchantment or something to that effect.
Sean Bad
I actually had an SR3 character very similar to this. Here's how it all started...

It was a campaign set to buck tradition from the start, as we were all 100pt characters (recommended starting value is 125pts). I decided it would be fun to play something that, by the rules, has almost no value: an aspected conjurer! I'd give up the ability to cast spells and gain +2 spell pool dice (useless without sorcery). A grand start!

I had wanted to play a pirate for a while as well, so I figured this was the time. The Caribbean League has tons of pirates, so, sure, I spent lots of time there. Voudoun is big in the ol' CL as well, and, as it happens, the most interesting part of voudoun is the loa spirits! Hurray!

Thus was born Johnny Bones, the sea-farinest, privateerinest, scallywagginest elf what ever buckled a swash.

Good ol' Johnny was a really fun character. I had to rely on skills more than anything, and my use of magic was limited to services from my patron loa's spirits and the occasional possession if the drek really hit the doughnut. Suffice to say, I got a lot of mileage from Athletics and my social skills.
eralston
If houngan spirits still buff physical attributes, being the SR4 analog to Adept of the magicna's path would still be brrroken. Zombies as meat shields play poorly in shadowrun, but can be useful. Loaspirits are very good (again, at least in SR3: the fact that they offer the same utility as nature spirits, but more mobility [plus you get 2] means that you should have them as back-up at all times) and certainly shaman bonus kick the shiznit.

I always went with Legba myself. One spirit of Legba and one of erzulie at all times and some heavy hitting. Zombies did little more than tear through parking lots as distractions. In SR3 greater loa had immunity to normal weapons to invoking was way up there.

Overall, they're not that different from regular shamans except arguably cooler
fistandantilus4.0
My wife (of all people) has a voodoun, follow Ghede primarily. Her characters name is Bourbon (but drinks rum). Lots of attitude, wakling fine lines and all that. HEll of a fun character and scares the hell out of everyone else when she channels hee Loa when things get really hairy. It was even funner before she acutally learned channeling, and was simply taken over by the Loa. The rest of the team never really knew what she was going to do. And since she was always really good at killing things while she was 'mounted'.... good times, good times
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