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The Jopp
What to do with an Ally Spirit?

Most people thinks that your average Ally Spirit is a new cool magical pet, it’s not, nor is it a tool. It is more of a friend who will kick your ass if you push it too far.

Remember, if you abuse someone and they get away they will get even.

That said, let’s see how we can design our new ally.

Choose Force
A force 3 is average and would take care of most mundane problems and would probably not raise too many eyebrows.

Choose form
This is where the versatility of an Ally Spirit can actually shine with materialization power. Pick as many forms as you can because they have a number of tactical advantages.

1. Nude human male
2. Nude human female
3. Invisible humanoid
4. Alien drone (Gigers Alien)
5. Sasquatch
6. Housecat
7. Dog
8. Rotodrone
9. Household Electronics (Commlink, toaster etc)

Ok, now we have several forms, what can they do then? Well, the human forms can offer distractions, wear armor, carry weapons and with time learn to use them and almost become an extension and lifeguard of the mage. The alien? Well, how would YOU feel if an alien suddenly popped up beside you inside your car during a high speed chase? The sasquatch? As the alien but how would YOU feel if a sasquatch popped into your car during a high speed chase and KISSED you?

Remember, only your imagination is your limitation. Besides, an ally spirit with Fx2+an armor jacket aint bad, give them a gun as well and you have something with fast initiative and high armor.

Choose powers
This all depends on your goal but most of the available powers are useful, with an ally using several forms then Realistic form is very useful since they also start with it for free.

Choose Skills
Well, they start with Dodge and Unarmed so a ranged weapon skill is not something to sneer about.

Well, come on, what other useful things have you discovered with ally spirits?
gunsnammo
I can't even start thinking about it yet. I have to save up a bunch of karma first. A LOT of karma!

But... I was thinking about giving it the possession power and then having it possess my character. Just kidding, my gm would never allow it and it is just too game breaking for my taste but a fun idea for an npc bad guy! biggrin.gif

gunsnammo
knasser
QUOTE (gunsnammo)
I can't even start thinking about it yet. I have to save up a bunch of karma first. A LOT of karma!

But... I was thinking about giving it the possession power and then having it possess my character. Just kidding, my gm would never allow it and it is just too game breaking for my taste but a fun idea for an npc bad guy! biggrin.gif

gunsnammo


???

That's my intention with my character, if I ever get to play instead of GMing. I have a cool but painfully shy voodoo priestess who becomes... different... when the spirits are riding her.

The intention is that she should save up for an ally spirit that will regularly possess her. The spirits going to look like an idealised, more outgoing twin of herself. All great role-playing. smile.gif
FrankTrollman
So the goal is twinking out the Ally spirit? Sure.

OK, let's consider the powers that Ally Spirits have that are really unique:

First of all, you can mix/match powers any way you want. That means that you can get power combinations that aren't normally possible, but it also means that you can make selections from the optional powers lists over and over again. Never buy powers, because for just 3 more Karma you can get a Force Point. And a Force Point comes with a power anyway - it's a no-brainer.

So there you are with a Force 5 spirit, you can give it 5 powers. Let's give it the Skill power of a Task Spirit five times. Ta-daa! You now have a quite presentable Hacker who has the entire Cracking group and Computer and Data Search. Not bad for 40 Karma, eh? Pop that up to Force 6 for a total of 48 Karma and it not only Hacks at Skill 6, it also has Guard which means that it can Guard itself and it never glitches. Give it Inhabitation and slap it into some poor guy who already had a bunch of cyberware and you can really go all out with the Hacking. Expensive, but impressive.

Alternately, what if we wanted to make a combat monster? Well, first and most obviously we're going to want to make our spirit based on Inhabitation, because that's where the juice comes from. Some paltry fools will try to get you to abduct a Troll or something because they are weak of will and don't know power gaming when they see it. Fuck that, we're going to make a Fllesh Form Inhabitation for our spirit into a Vampire Magician. Boo-yeah!

That's right, we're sending out an ally that "has the vessel's skills" - where the Vessel was a damned Vampire Magician. Also it's still an Inhabited Spirit, so it gets to add its Force (6) to the Vampire's Reaction (somewhere between 5 and cool.gif, and then it can jack its Reaction up even higher by sacrificing Essence because it can also do that - so you're looking at an Ally that is rolling perhaps as many as 20 dice to Dodge bullets without even going on Full Defense. That's quality right there. And while you're at it, hand out some Guardian abilities - I'm fond of Guard, Magical Guard, and Exotic Melee Weapon - that's a character running around with 19+ dice with a Monowhip and she can't ever Glitch.

If you're willing to capture the BBEG from one adventure and implant your Ally in her, you can go into crazy town and run for public office.

-Frank
Slithery D
QUOTE (FrankTrollman)
First of all, you can mix/match powers any way you want. That means that you can get power combinations that aren't normally possible, but it also means that you can make selections from the optional powers lists over and over again. Never buy powers, because for just 3 more Karma you can get a Force Point. And a Force Point comes with a power anyway - it's a no-brainer.

Except for ally improvement, of course, where it's 5 vs. 16. But since you've stated how much that aggravates you, I can imagine you may house rule it away. Still, by the rules if you've been playing with your Force 4 ally and suddenly realize it really needs Concealment, after all, buying the power alone may be best.
Slithery D
You designed the Voodoo tradition, didn't you? I get a pain in my heart every time I look at its spirit list.
FrankTrollman
QUOTE (Slithery D)
You designed the Voodoo tradition, didn't you? I get a pain in my heart every time I look at its spirit list.

Heh. No, that distinction goes to Stephen Kenson I think. The update to SR4 was done by Peter Taylor. I just happened to write a conversion that looked... really similar... in September of 2005:

QUOTE (Myself @ September 7th, 2005)
Converting Voodoo:
Previous editions of Shadowrun had no less than 10 types of spirits available to Houngans. In SR4, this is still true. However, many of these spirits use the same types (choose different optional powers to represent their different aspects). A Houngan uses Charisma to resist Drain. A Houngan has access to the following spirits:

Ancestor Spirits – Detection – Damballah, Ghede, Legba
Warrior Spirits – Combat – Ogoun, Shango
Worker Spirits – Health – Work Loa
Spirits of Man – Illusion – Erzulie, Azaca, Obatala
Spirits of Water – Manipulation - Agwe


Since then, the Ancestor Spirit has been renamed the "Guidance Spirit", the Warrior Spirit renamed the "Guardian Spirit", and the Worker Spirit renamed the "Task Spirit".

So when it got written up by Peter Taylor he chose different spell asignments than I did, and that was his section so that's what the final assignments were. There's substantial room for differences in setup, the only Loa in the original who taugh Manipulation spells did so as a secondary schtick. Legba, for example, was all upons about Detection spells and also did Manipulation. So to give each spirit type a 1:1 correspondance with a spell category by definition requires that you mix some stuff up - there's a big cluster fuck on Health and Detection spells in the classic Voodoo tradition written by Kenson.

That being said, I have no idea why Agwe gets Detection in Street Magic, it seems like there are plenty of Loa after that one (Damballah, Erzulie, Legba, and Loco), so handing out Detection to a Loa that actually didn't have it before is not something I understand - but then it's not my call.

That being said, what gives you a pain in the heart when you see the spirit list? It's pretty much what they got back in 1995 when the tradition was first penned in 2nd edition. Were you hoping for an Air Spirit in there?

-Frank
Slithery D
QUOTE (FrankTrollman @ Sep 15 2006, 04:25 PM)
That being said, what gives you a pain in the heart when you see the spirit list? It's pretty much what they got back in 1995 when the tradition was first penned in 2nd edition. Were you hoping for an Air Spirit in there?

It's just that in the brave new world of flexible spirit choices among ten options, Voodoo ended up with by far the most diverse assortment and access to the widest variety of spirit powers, which I think is especially important with Possession traditions. So I think they have the most powerful and versatile assortment.

The elemental spirits are pretty interchangeable, except for Fire being the best basic elemental spirit package for physical damage dealing before using up optional powers (and at higher Force being equal/superior to Beast even in one on one damage). So Voodoo keeps the one elemental spirit with a unique power (Weather Control), adds Guardian with its combat skills and access to Animal Control and Elemental Attack, Guidance with Divination and another (in some ways superior/unique) Engulf option, Task with Technical/Physical skills, and Man with Innate Spell (the biggie usually given up by new SM traditions to get a fun new spirit). Two of these, of course, have Magical Guard, and if you were dumb enough to prefer Shadow Cloak to Concealment you've got it. Let's see, you don't have access to...Venom, Silence, and Noxious Breath? I can live without those.

Shorter heart twinge: having Guardian and Task without losing Man is a pretty big deal, I think.
knasser
I houseruled that possession traditions ally spirits have possession instead of manifestation, which redresses the odd balance of one tradition set having more options than others (because manifest tradition allies can't get possession but the reverse wasn't true). I figured that this was an oversight on the designers part.

Not that it's likely to come up any time soon.
FrankTrollman
QUOTE
Shorter heart twinge: having Guardian and Task without losing Man is a pretty big deal, I think.


Ah. That's pretty reasonable. I've heard the new stuff blasted for being overpowered and underpowered, so I wasn't sure which way you were going. But you're right that some spirits mesh with Possession better than others. Every spirit has a selling point, and the Air Spirit's "highest Agility & Reaction, therefore best combat dice pools" and the Earth Spirit's "highest Strength and therefore largest useful carrying capacity" don't even apply to a Possessin Tradition. So for a possession tradition to not get Air or Earth Spirits is not even really a sacrifice - despite the fact that those spirits are awesome for a Materializing tradition.

But it's not an accident that Voodoo ends up with a spirit set that works almost perfectly for a possession tradition. They are the Possession Tradition. Seriously, they've been doing their thing for over 11 years and three editions worth of possession rules have been written based entirely on their needs. Including this one. Voodoo is the standard by which everyone is set, and both the Guidance and the Guardian spirit are designed based on the needs of Voodoo. (Interesting note: the Task Spirit was originally called the "Worker Spirt" and has the classic power list of the Insect Worker. The Insect Worker is separate from the Task Spirit because the Threats author decided that Threats wouldn't be "cool enough" unless they were based on unique spirit templates.)

Any of the spirits other than Air or Earth work pretty well as Possession spirits. Plant Spirits, for example, make for a great Possession, especially once you have Invoking. A Great Form Plant Spirit can be implanted into hosts as a healing agent - grant some wounded fool Regeneration for a while and you've rendered doctoring moot (admittedly at the cost of drain sufficient to kill a great dragon). That's quality. And of course, even Earth Spirits get some interesting unique abilities once Invoking is thrown into the equation.

But the long story short is that Houngans have virtually the ideal spirits for their type of summoning because the spirits in question were written with the needs of their tradition in mind. And that is (partially) my fault.

-Frank
FrankTrollman
QUOTE
I figured that this was an oversight on the designers par


No... it's something far more sinister: Setting Consistency.

The Ally has been a unique spirit type since it was first written at the tail end of the 80s. And as a unique spirit type, it had its own power list, which naturally enough included materialization. Since at that time each spirit was given its own writeup, the fact that Voodoo Loa got their own possession power was written up in the loa themselves, and was therefore not something that could be inherited by other spirits called up by the magician (such as Allies).

So for the last 11 years, Houngans have been running around with Loa that were obligate possessors, and Allies that worked just like everyone else's - a choice between Materialization and Inhabitation. Was that an oversight? Possibly, I'm honestly not sure, I wasn't part of those discussions, because I was in High School.

But the point is that now Houngans have been running around with materializing allies for 11 years. There are characters who have had these spirits for longer than some Shadowrun players have been alive. To take that option away now would have been... cruel. Also weird, since at this point it's well established canon that Houngans can conjure allies that do that.

-Frank
Jaid
QUOTE (FrankTrollman)
Also weird, since at this point it's well established canon that Houngans can conjure allies that do that.

-Frank

that didn't exactly stop them from removing channelling. or from removing spell locks. (i'm not even 100% clear on what spell locks where, they seem a lot like sustaining foci, but i've seen people describe them as different.... )

point being, they seem to not mind just removing things if they want to badly enough. (mind you, those two decisions in particular were not actually under the current administration, so to speak =P )
Mal-2
QUOTE (Jaid)
that didn't exactly stop them from removing channelling. or from removing spell locks. (i'm not even 100% clear on what spell locks where, they seem a lot like sustaining foci, but i've seen people describe them as different.... )

As far as I can recall, Spell Locks were the same thing as a sustaining foci. I don't recall channeling. The rule change that broke consistency the most for me was the removal of grounding. Grounding was the ability of a mage on the Astral to cast area spells into a dual natured object or being, and have them carry though to the real world. As I recall, when grounding through a foci, the force of the spell was reduced by the force of the foci. I don't remember how it worked if you grounded through a dual natured creature.

One of these days I may re-introduce grounding as a metamagic technique. I never did come up with a good in-game explanation for why mages in 2050 could do something that is now impossible, other than a vague handwave about the nature of the astral / physical barrier changing as mana levels rose.
FrankTrollman
QUOTE
(i'm not even 100% clear on what spell locks where, they seem a lot like sustaining foci, but i've seen people describe them as different.... )


A Spell Lock was like a Sustaining Focus except:
  • You could not turn it off without destroying it.
  • It stayed on the spell, not on the magician who activated it.
  • It was always Force 1.
  • It could sustain a spell of any Force.
  • It didn't count as one of your active Foci for limitations such as Focus Addiction or whatever.
  • It cost one Karma.

I think that covers it. It was really broken, and at the same time incredibly fragile. Essentially it would blow up, taking your Karma (and since those were the days of grounding - probably your life) if any astral dude looked at it funny, but for the duration of it being active it would make you the rockstar at as close to no cost as is possible without actually being free.

So it put the GM in a bad situation. If he let you run wild and free with them, you would turn into an Oranutan hiding behind an astral barrier with bonuses to all your stats and make everyone cry. But if the GM broke your toys then he was the asshole. It was hard all around. So they were replaced with sustaioning foci, which have costs and limits that everyone can feel good about and people can shut them down and you don't lose them forever and we can all get along and be happy.

-Frank
knasser
Deliberate or error, appropriate allies in my game are limited to possession. I personally recommend this to anyone starting a new game or converting an old game where it's never come up or can be overlooked. Statring from scratch, consistency between the elements of the game system is more important than consistency with previous systems.

My 0.02¥

-K.
Steak and Spirits
Am I late on the draw by noting that you can always twink out your ally spirit by making it an Ares Viper Sliver gun, and having sex with it?
Slithery D
QUOTE (knasser)
Deliberate or error, appropriate allies in my game are limited to possession.

No option for inhabitation, the permanent possession?

In any case, I like this rule for the same reason George Carlin likes people who fear their public water supply. Other people's GM paranoia gimping new player options (good luck finding enough karma to get an ally that can reliably possess anything but the summoner or a prepared vessel that is tactically useless on 90% of shadowruns) makes me happy.
Rotbart van Dainig
It's pretty simple:
QUOTE (StreetMagic @ p. 34, Possession-Based Traditions)
As such, all spirits conjured by magicians of a possession-based magical tradition replace the Materialization power in the spirits’ statistics with Possession. Otherwise, all normal rules for summoned or bound spirits remain in effect.

Thus, Ally Spirits conjured by possession-based traditions feature the Possession and Inhabitation Powers, instead of Matrialization and Inhabitation.
Slithery D
You have noticed that allies require a separate metamagic, haven't you? That metamagic can provide spirit abilities that basic spirits cannot? That allies are themselves not a basic spirit in the first place? And that the ally rules explicitly state that all allies can be given Materialization or Inhabitation? You can of course change this, but it would indeed require a certain simplicity to think there is a massive error in the ally description.
Jaid
QUOTE (Mal-2)
I don't recall channeling. The rule change that broke consistency the most for me was the removal of grounding.

yeah, sorry about that... that was the one i was thinking of lol... got the names mixed up nyahnyah.gif
Rotbart van Dainig
QUOTE (Slithery D)
You have noticed that allies require a separate metamagic, haven't you?

Sure. That doesn't even affect the rule.

QUOTE (Slithery D)
That metamagic can provide spirit abilities that basic spirits cannot?

Sure. And those additional abilities are not affected by that rule.

QUOTE (Slithery D)
That allies are themselves not a basic spirit in the first place?

Yet they are a spirit that is summoned, thus the rule affects them.

QUOTE (Slithery D)
And that the ally rules explicitly state that all allies can be given Materialization or Inhabitation?

Indeed, which is the only place where the replacement rule comes into play.

QUOTE (Slithery D)
You can of course change this, but it would indeed require a certain simplicity to think there is a massive error in the ally description.

There is no need for change, as the RAW already says 'if (Summoner.possession-based) then (s/Materialization/Possession)'.
Slithery D
Are you familiar with the adage that the specific overrules the general? It requires a very strange sort of mind to think that the Ally rules, covering a unique kind of spirit not subject to normal rules, are subject to the normal rules in a way explicitly laid out as operating differently in the Ally description.

This is even sillier than the people who think you can give Quake or Storm powers to Allies. I'll admit that a literal reading of the rules would allow the addition of Possession as an optional/bonus power in addition to the Materialization/Inhabitation choice (although obviously not of much use in the latter instance), but anything else is at best willful blindness.

Every time I see one of these bizarre rule interpretations I expect to see them followed by a link to an explanation of how the Bush administration really blew up the Twin Towers. Of course, the nice thing about Shadowrun is that you can change reality to conform to your beliefs about how the universe should operate. Not recognizing that's what you're doing, however, is a bad prescription for life in general.

I must say my kindhearted and charitable concern for the wellbeing of others does get exhausting at times.
knasser
Hmmm. Hadn't spottted that. I think Rotbart wins on a technicality. And as it's a technicality that fits the fluff, I'm keeping it.

Good catch though, SlitheryD. I had forgotten to include Inhabitation in there. However, as this is a subtitution for Materialisation, I would guess it should also be a substitution for Possession. So if you're a Possession based tradition, I suppose your ally can have Inhabitation OR Possession.

After all, you couldn't have a Qabbalist initiate without a golem, eh? wink.gif

EDIT: Just seen SD's reply. Not convinced. The rules on possession is clearly meant to apply across the board saying:
QUOTE (SM @ pg.34)

As such, all spirits conjured by magicians of a possession-based
magical tradition replace the Materialization power in the spir-
its’  statistics  with  Possession.  Otherwise,  all  normal  rules  for
summoned or bound spirits remain in effect. For more details
on Possession, see p. 101.


There is no additional backing up of this under the headings of Guardian, Plant or other types of spirits. Why should there be under Ally?
Rotbart van Dainig
QUOTE (Slithery D)
Are you familiar with the adage that the specific overrules the general?

No. Rules overrule rules only if this is explicitly stated.

QUOTE (Slithery D)
It requires a very strange sort of mind to think that the Ally rules, covering a unique kind of spirit not subject to normal rules, are subject to the normal rules in a way explicitly laid out as operating differently in the Ally description.

Not really.
You claim that Allies are not affected - prove it.

QUOTE (Slithery D)
This is even sillier than the people who think you can give Quake or Storm powers to Allies.

AFAIS, there is no rule preventing the use of Invoking towards an ally, nor the use of Sacrifice.

QUOTE (Slithery D)
I'll admit that a literal reading of the rules would allow the addition of Possession as an optional/bonus power in addition to the Materialization/Inhabitation choice

No. Posession replaces Materialization.

QUOTE (Slithery D)
but anything else is at best willful blindness.

Oh, my.

QUOTE (Slithery D)
Every time I see one of these bizarre rule interpretations I expect to see them followed by a link to an explanation of how the Bush administration really blew up the Twin Towers.

If those involuntary associations trouble you, you should get help - they sure are treatable.

QUOTE (Slithery D)
Of course, the nice thing about Shadowrun is that you can change reality to conform to your beliefs about how the universe should operate.

Of course, so you are perfectly allowed to implement materializing Allies for Possession Traditions as a houserule.

QUOTE (Slithery D)
Not recognizing that's what you're doing, however, is a bad prescription for life in general.

Errr, yes.

QUOTE (knasser)
So if you're a Possession based tradition, I suppose your ally can have Inhabitation OR Possession.

Of course, as the rules for possession-based traditions don't affect the choice of Inhabitation at all.
Cold-Dragon
QUOTE (knasser @ Sep 17 2006, 12:47 PM)
Hmmm. Hadn't spottted that. I think Rotbart wins on a technicality. And as it's a technicality that fits the fluff, I'm keeping it.

Good catch though, SlitheryD. I had forgotten to include Inhabitation in there. However, as this is a subtitution for Materialisation, I would guess it should also be a substitution for Possession. So if you're a Possession based tradition, I suppose your ally can have Inhabitation OR Possession.

After all, you couldn't have a Qabbalist initiate without a golem, eh?  wink.gif

EDIT: Just seen SD's reply. Not convinced. The rules on possession is clearly meant to apply across the board saying:
QUOTE (SM @  pg.34)

As such, all spirits conjured by magicians of a possession-based
magical tradition replace the Materialization power in the spir-
its’  statistics  with  Possession.  Otherwise,  all  normal  rules  for
summoned or bound spirits remain in effect. For more details
on Possession, see p. 101.


There is no additional backing up of this under the headings of Guardian, Plant or other types of spirits. Why should there be under Ally?

If you read your own bit about the possesion quality, you notice that it goes "Otherwise, all normal rules for summoned or bound spirits remain in effect."

That refers to regular spirit summoning and binding, which an ally spirit is not (true, you summon it, but it's not your typical sort of summon).

I always took inhabitation as the 'greater' form of possession, something only more powerful spirits would do (like an ally spirit) because they needed a more solid link to the world to perform as they must. Materialization is simply the spirit providing its own body, which is nice, but doesn't have some of the perks a genuine physical body can supply. Also, isn't it true an inhabiting spirit can't leave it's vessel? You can't possess if you can't leave the flesh behind, and I recall that benefit only being a free spirit thing...

Admittedly, I liked the idea of possession being an available power to an ally spirit. They go astral, and take someone over or whatever. ^-^; But that would only work on a Materializing spirit at that point, if at all.

Just 1.5 bits. I think I lost the other chunk, which would explain some of my nuttiness.
Rotbart van Dainig
QUOTE (Cold-Dragon @ Sep 17 2006, 09:38 PM)
If you read your own bit about the possesion quality, you notice that it goes "Otherwise,  all  normal  rules  for summoned or bound spirits remain in effect."

That refers to regular spirit summoning and binding, which an ally spirit is not (true, you summon it, but it's not your typical sort of summon).

Uhm... why should a rule stating that the rest of rules for summoning and binding stay the same implicate in reverse, that the rule beforhand does not apply to allies? indifferent.gif

PS: Allies even follow the normal rules for summoning and binding.
knasser
That's a fair point and you could read it that way. The Ally conjuration process does say follow the normal summoning and binding rules though. I guess you could go round in circles for as long as you like. But for me, either the rules say that possession traditions summon possessing allies, or else I houserule it that possession traditions summon possessing allies. As the designers reasonsing was simply that a voodoo magician from a previous edition might have a materialised ally spirit hanging around and they didn't want to break consistency, I don't much care.

Given the karma sink that Ally Spirits are I don't think it will be too game breaking. Though it may be the best use of the possession power, yet.
Rotbart van Dainig
QUOTE (knasser)
Given the karma sink that Ally Spirits are I don't think it will be too game breaking. Though it may be the best use of the possession power, yet.

Combined with Realistic Form, indeed... don't forget to add Con to your Ally - instant impersonator. wink.gif
Cold-Dragon
QUOTE (Rotbart van Dainig)
QUOTE (Cold-Dragon @ Sep 17 2006, 09:38 PM)
If you read your own bit about the possesion quality, you notice that it goes "Otherwise,  all  normal  rules  for summoned or bound spirits remain in effect."

That refers to regular spirit summoning and binding, which an ally spirit is not (true, you summon it, but it's not your typical sort of summon).

Uhm... why should a rule stating that the rest of rules for summoning and binding stay the same implicate in reverse, that the rule beforhand does not apply to allies? indifferent.gif

PS: Allies even follow the normal rules for summoning and binding.

I meant that for all an ally spirit is summoned, it isn't a 24 hour spirit one one bound by a certain number of services. It is with almost 100% guarantee a permanent entity now (short of spirit death and whatnot).

Nevermind me then. It's just crazy book stuff now. This always happens at some point.
Big D
Any reason--beyond the sheer burden of running without improving your char while you bank a hundred karma--not to stock up on healing/drain resources and overcast for a high-force ally?

After all, as with any spirit, an ally has basically Fx2 dice at any skill that you give it, casts spells at F force with Fx2 dice as well, has F powers, and unlike spell/skill costs, initial F cost is half what later level-up costs are.

So, with the aforementioned hundred karma (if you can pull that off), you could get what, a F-12 Ally? No need for skills or spells yet, sink all the karma into F. Then, go to town with your new superhero, and sink the resulting karma into a few useful skills and spells (skipping ones for now whose effects can already more or lessbe accomplished by powers).

Heck, sink a few karma into driving, piloting, negotiation, and automatics, and see what you can do with 24 dice. Then, there's the little 24 hardened armor vs. natural. If that's not enough, another 24-32 karma up front (and greater drain risks) will get you F-15 or F-16, and be very, very hard to take down at all.

I'll end with a stupid question. While in general, I'd think leveling a single Ally would be a better investment of karma, is there any reason you couldn't build a small team of Allies?
FrankTrollman
QUOTE
Any reason--beyond the sheer burden of running without improving your char while you bank a hundred karma--not to stock up on healing/drain resources and overcast for a high-force ally?


Because you could invest the same Karma in a Power Focus and a Summoning Focus and conjure even bigger spirits with most of the same abilities and extra additional ones as you needed them.

But yes, the setup as written where you pay big Karma to conjure it in the first place and HUGE Karma to upgrade it later is broken on first principles and makes me very sad.

I originally wrote them with a Power Focus effect (like previous editions) rather than an Aid Sorcery task that they could apparently always use. And the cost to purchase or upgrade them was current rating x 5. That meantthat if you got them at Force 4 or less they were a "good deal" Karma wise over a Power Focus, and as you made them higher Force where their Skills and attributes would start pushing human limits they became intractably expensive.

I still like that setup better. People shouldn't be encouraged to run around with Force 9 Allies, and that's exactly what the current rules do.

-Frank
Big D
QUOTE
Because you could invest the same Karma in a Power Focus and a Summoning Focus and conjure even bigger spirits with most of the same abilities and extra additional ones as you needed them.


True, but the nigh-unbanishable/indestructable, always-on, perfect servant/friend bit seems to more than make up for that in general usage, ie, outside of pre-planned encounters where the mage took the opportunity to whip up an army. They also don't cost drain during the middle of a fight.

QUOTE
And the cost to purchase or upgrade them was current rating x 5.


That would have fixed it. An Ally would then have been locked in as more of a sidekick, whereas if you're going to have one under the final rules, you might as well make it into a munchkin. Heck, when it comes to leveling up, after you get a few levels of initiate under your belt, it costs more to initiate+magic than it does to level your Ally's Force, which adds 2 to its casting, health, armor, all skills...
the only real ultimate limit would be how powerful a magical lodge you could get access to, as you wouldn't want to lock yourself out of adding skills and spells later on.

knasser

I play spirits as the greater the force the greater the independence and individuality and the BBB suggests as much. If you've a Force 1-3 ally then it's a loyal servant. Get to 4-5 then it's a friend and comrade, but less so something that you can just give orders to. It's going to recognise the similarity of power and think of itself as an equal. At Force 6, it likely has a lot of its own things it wants to do. If its Force exceeds your magic rating, then I'd probably consider it to try and break free just because it thinks it's better than you.
Jaid
QUOTE (Big D)
the only real ultimate limit would be how powerful a magical lodge you could get access to, as you wouldn't want to lock yourself out of adding skills and spells later on.

that's not a limit. if you can save up 500 nuyen.gif (not too hard for a mage) and have 1 spare day, you can improve the rating of your lodge by 1. you can do it one step at a time, too, iirc. basically, it doesn't take much money or time to make a high force lodge, given you can split the time up however you want. and you can buy it as you are able to afford it.
hyzmarca
QUOTE (knasser)
I houseruled that possession traditions ally spirits have possession instead of manifestation, which redresses the odd balance of one tradition set having more options than others (because manifest tradition allies can't get possession but the reverse wasn't true). I figured that this was an oversight on the designers part.

Not that it's likely to come up any time soon.

Huh? Citation please. p103 is worded in such a way to sugest that an ally's tradition doesn't matter; any ally can have Inhabitation or Materilization.
knasser
QUOTE (hyzmarca @ Sep 21 2006, 06:12 PM)
QUOTE (knasser @ Sep 15 2006, 05:57 PM)
I houseruled that possession traditions ally spirits have possession instead of manifestation, which redresses the odd balance of one tradition set having more options than others (because manifest tradition allies can't get possession but the reverse wasn't true). I figured that this was an oversight on the designers part.

Not that it's likely to come up any time soon.

Huh? Citation please. p103 is worded in such a way to sugest that an ally's tradition doesn't matter; any ally can have Inhabitation or Materilization.


Ally spirits can be bought additional powers from any of the standard spirits you can summon. Possession traditions have standard spirits that have the possession power, ergo, they can get hold of possession. I don't think that's fair on the materialisation traditions as it only cuts one way.

Mainly I'm coming at this from a fluff angle - it makes more sense to me that a possession ally should use possession. But as the rules stand, if you're a possession mage you get an extra option. But I see no good reason why the materialisation substitution shouldn't apply to ally spirits, too.

QUOTE (SM @ pg. 34)

As such, all spirits conjured by magicians of a possession-based
magical tradition replace the Materialization power in the spir-
its’  statistics  with  Possession.  Otherwise,  all  normal  rules  for
summoned or bound spirits remain in effect.


The final sentence about summoned or bound spirits could suggest that it doesn't apply to allies, but then allies do use the summoning and binding rules and it does say all spirits, anyway. I take the last part to simply be a clarification that there's no sneaky way of getting Materialisation if you're of a possession tradition - i.e. Neither summoned or bound spirits.
FrankTrollman
I can tell you with absolute certainty that the binding tests were editted in at the very end, after the Ally Spirit's abilities were determined. I'm still unhappy about that, but the long and the short of it is that even the person who did that never intended that to mean that Possession Traditions were to get possessing allies.

Really, it wasn't.

-Frank
Rotbart van Dainig
QUOTE (FrankTrollman)
I can tell you with absolute certainty that the binding tests were editted in at the very end, after the Ally Spirit's abilities were determined.

Which doesn't even touch the issue at hand... it's just the cherry on top.

QUOTE (FrankTrollman)
I'm still unhappy about that, but the long and the short of it is that even the person who did that never intended that to mean that Possession Traditions were to get possessing allies.

The detail isn't within the ally rules.
It's the possession tradition rules, which are a straight-forward search&replace order for any kind of spirit.

QUOTE (FrankTrollman)
Really, it wasn't.

Only, according to the RAW, it is - and makes a hell lot more sense.
And no, continuity of magic abilities doesn't count - that was always the first thing that went right out of the window when editions changed.
Slithery D
QUOTE (Jaid)
QUOTE (Big D @ Sep 21 2006, 03:14 PM)
the only real ultimate limit would be how powerful a magical lodge you could get access to, as you wouldn't want to lock yourself out of adding skills and spells later on.

that's not a limit. if you can save up 500 nuyen.gif (not too hard for a mage) and have 1 spare day, you can improve the rating of your lodge by 1.

The lodge and conjuring materials costs are reversed in the BBB. Binding costs 500 per point (in the text), not 1,500. Obviously this makes sense, too. Why should a one shot spirit binding cost three times as much as permanent lodge?
Jaid
QUOTE (Slithery D)
QUOTE (Jaid)
QUOTE (Big D @ Sep 21 2006, 03:14 PM)
the only real ultimate limit would be how powerful a magical lodge you could get access to, as you wouldn't want to lock yourself out of adding skills and spells later on.

that's not a limit. if you can save up 500 nuyen.gif (not too hard for a mage) and have 1 spare day, you can improve the rating of your lodge by 1.

The lodge and conjuring materials costs are reversed in the BBB. Binding costs 500 per point (in the text), not 1,500. Obviously this makes sense, too. Why should a one shot spirit binding cost three times as much as permanent lodge?

actually, the lodge was 500 nuyen.gif in previous editions too (well, the shaman's was. the mage got a swift kick in the face, AFAICT, in terms of how much money they had to spend comparatively)

in any event, a bound spirit is much more generally useful than a lodge. you can take it with you. you can do horrible, horrible things to people.

your lodge just stays in one place. it's real great for astral defence, but unless you plan on living in there and never coming out, and your opponent only exists on the astral, it's really not all that great. a useful tool, but not conveniently portable.

and for the record, my copy of the book says binding materials cost 500 nuyen.gif as well. (which is fair, i agree 1,500 nuyen.gif is too much, i'm just saying a lodge isn't worth that much either).
Slithery D
Ah, so they're both 500 in recent printings? In the price list in the back? Or are you just confirming that the descriptive text says that?
Jaid
well, all i have is the 1.3 PDF, and it says it in the table at the back and in the text in the awakened world section. i didn't check to see if there was any third location that gave a price, but i figure 2 same answers is good enough for me.

and just for the record on the earlier discussion as well, is possession even a power your spirits get? as far as i can tell, there are possession traditions, and materializing traditions, but there are no spirits that are explicitly possession or materialisation. would an ally spirit actually be able to learn a power that doesn't actually come from the spirits within the tradition, so much as the power comes from the tradition?

for example, air spirits are not possession spirits or materialization spirits. they are just spirits. when conjured by a magician of a materialization tradition, they materialize. when conjured by a magician of a possession tradition, they possess. but air spirits, in and of themselves, do not have possession or materialization, they have whichever power the tradition that conjures them calls for.
Slithery D
QUOTE (Jaid)
and just for the record on the earlier discussion as well, is possession even a power your spirits get? as far as i can tell, there are possession traditions, and materializing traditions, but there are no spirits that are explicitly possession or materialisation. would an ally spirit actually be able to learn a power that doesn't actually come from the spirits within the tradition, so much as the power comes from the tradition?

I agree with you here; possession isn't a discretionary grantable power for allies even if you're a possessory tradition magician.

I am, however, increasingly swayed by the logical force of the argument that possession traditions have a search and replace of "possession" for "materialization" for all spirits. On the other hand, I know that this isn't what the designers intend, I know this is inconsistent with past editions, I know this is inconsistent with the history/myth of ally spirits as far as I am aware, I know that possession allies are both over and under powered in various ways, and I know it's just a cruel idea to take this one opportunity for materializaiton away from posesesory traditions.
Rotbart van Dainig
The wole idea about possession traditions is that they don't believe in their spirits materializing, and thus, they can't... why should there be an exception for Allies?
Allies that possess are not cruel - they are only fitting.
Mr. Unpronounceable
QUOTE (Jaid)
actually, the lodge was 500 nuyen.gif in previous editions too (well, the shaman's was. the mage got a swift kick in the face, AFAICT, in terms of how much money they had to spend comparatively)

Not only that, but a hermetic's circle was only a functioning ward while it was being actively used!
Jaid
well the summoning circle was dirt cheap actually.

it was the summoning materials (1k times force squared, wasn't it?) and the summoning library (again, 1k times force squared) that were the killers as i recall.

which is rough when you may very well need to put resources as one of the lower three (5k, 25k, and 90k as i recall...)

plus you still need to meet your other basic resources. (plus there's more needed for other magic resources! spellcasting library, enchanting library, enchanting kit/shop/facility, etc, etc, etc)

add onto that the invoking metamagic (basically let shamans bind in 3rd, and allowed their spirits to leave their domains.... ie, the only advantages the mage had over the shaman)... yeah, it was kinda nuts.
knasser
QUOTE (Jaid)

and just for the record on the earlier discussion as well, is possession even a power your spirits get? as far as i can tell, there are possession traditions, and materializing traditions, but there are no spirits that are explicitly possession or materialisation. would an ally spirit actually be able to learn a power that doesn't actually come from the spirits within the tradition, so much as the power comes from the tradition?


I think this particular element of the thread is done with, but I'm not quite sure I follow the above. All of the standard spirits in SR4 and the additional "normal" ones in SM such as Guardians, have Materialisation explicitly listed under their descriptions so it seems it is a power that belongs to the spirit itself. The rules for possession traditions simply state that this power is replaced in the version of the spirits they summon so I take it to mean that they are summoning a different spirit rather than the same spirit will be different if summoned by distinct traditions. So it doesn't seem to me that the power comes from the magician himself.
Eyeless Blond
Okay, so as I understand it the consensus here is that:

1) Despite what the designers intended, what is actually stated in the book says that Possession-tradition allies have the Possession power in place of the Materialization Power. This is mainly because the specific rules regarding Possession-tradition mages, stating that they always use Possession instead of Materialization, override the general rule for Ally summoning which give Ally spirits Materialization by default.
2) This breaks with all previous editions, as allies traditionally always got materialization regardless of tradition. This is okay though, as so many other integral details have changed from SR1-3 to SR4 with regards to magic that continuity is no longer an issue (spirit summoning, Object Resistance, the mage/shaman divide, etc).
3) The main objection that remains is that it's not fair to give Possession traditions this one chance at a Materializing ally? So, conversely, does it mean that Materializing traditions should be allowed to get a Possession-based ally?

Correct?
Rotbart van Dainig
It's not really about 'fair' (Posession and Materialization are about balanced)... it's about what makes sense: The whole idea about possession traditions is that their spirits do not materialize.
knasser
QUOTE (Eyeless Blond @ Sep 23 2006, 12:05 PM)
Okay, so as I understand it the consensus here is that:

1) Despite what the designers intended, what is actually stated in the book says that Possession-tradition allies have the Possession power in place of the Materialization Power. This is mainly because the specific rules regarding Possession-tradition mages, stating that they always use Possession instead of Materialization, override the general rule for Ally summoning which give Ally spirits Materialization by default.
2) This breaks with all previous editions, as allies traditionally always got materialization regardless of tradition. This is okay though, as so many other integral details have changed from SR1-3 to SR4 with regards to magic that continuity is no longer an issue (spirit summoning, Object Resistance, the mage/shaman divide, etc).
3) The main objection that remains is that it's not fair to give Possession traditions this one chance at a Materializing ally? So, conversely, does it mean that Materializing traditions should be allowed to get a Possession-based ally?

Correct?


1) I think we're more or less agreed. In other news, freak weather conditions reported in Hell.
2) Yes - a break with previous editions. However, one of the designers stated that materialisation was kept for allies of possession traditions for the sake of continuity rather than anything else. If you aren't carrying over characters from a previous edition, imho this matters less.
3) Differing opinions. SlitheryD said it wasn't fair to punish the possession traditions further by denying them this one shot at materialisation. Conversely, I've taken the tack that removing the option stops possession traditions allies having more options than their materialisation counterparts. I personally think the main reason to use the RAW (rather than RAIntended) is because it makes more sense flavour-wise.

I don't think it's too harsh to take materialising allies away from possession traditions. They can still have inhabitation if they wish. And possession can be very powerful so a balance isn't unfair. It's just that it requires a bit more precision than materialisation. I see it as a scalpel vs. materialisation's baseball bat.
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