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emo samurai
What were the differences in SR3, and how do you think they should have been differentiated in SR4?
TonkaTuff
With the base mechanics, there weren't a lot of differences in how they did things - only limits to what they were allowed to do. They both could cast spells, but only shamans could have mentor spirits (Totems) with the associated bonuses and could summon nature spirits on the fly (though they couldn't bind them or take them out of their native Domains). Hermetics could only summon elementals (at great expense of time and money), but could bind them and call on them anywhere afterwards. As the editions developed, they started edging towards the unity they were given in 4th ed - with the hybrid traditions popping up and a greater variety of spirits becoming available.

Personally, I think they took the right course fully integrating the trads in SR4 - it's a logical progression, given what the Big Mojo players have said all along (i.e. the traditions are artificial constructs b/c modern metahumanity just wasn't used to magic, and those were the only ways they knew) and the increasing developments in the search for the Unified Magical Theory. Though, like the decker/rigger merge, it takes away a bit of their unique flavor, it gives players a broader range of options to cherry-pick from by not limiting them to going this way or that at the exclusion of all else.
September
Out of curiosity, has anyone come up with a mentor spirit for a hermetic magician?
hobgoblin
merlin?
mintcar
What defines hermeticism is a focus on the mystic and magical sides of religion. If you're a jewish kabbalist, an islamic mystic or part of the cult of Dionysos, you may be a hermetic. In fact, you're propably a bit of each, and a few others. I guess in Shadowrun, most hermetics follow the path of collage magical science. I'm betting the magical education still includes courses in the ancient mysteries though. If for no other reason than that hermetics have always been crazy about that stuff.

Should be very easy to find hermetic mentor spirits. Jesus could be one. Or Horus. One idol can be a patron of several faiths.
September
Now that I think...thanks. You just gave me some fun ideas.
TinkerGnome
I've never really connected hermeticism and religion at all. To me, hermetics are the scientists of the magical world. They see everything in terms of laws and rules and use those rules to manipulate magic. For instance, the SR3 summoning required the drawing of summoning circles which were complex and significant.

Theurgists have used a similar approach (and quite a few theurgists are hermetic now), true, but I wouldn't say that's the defining aspect of hermeticism.
SL James
*cough* John Dee *cough*

The topic of religion and magic has been done to death (or at least to the point of near-murder) before, BTW.
nick012000
Hermetic Mentor Spirits?

The little imp on his shoulder, whispering secrets that Man Was Not Meant To Know.
Ice Hammer
I just thought I would mention that one change Shadowrun 4 made in the magic system that I really thought was a great idea was having heremetics and shamen soak drain differently from spell casting. Unlike shadowrun 3, which you had everyone soaking drain from spell casting using willpower + spell pool, now you have the heremetics soaking drain using willpower + logic, and the shamen soaking drain using willpower + charisma. To me, that really drew a distinction between how heremetics see magic and how shamen see magic; with one being much more formalized and ritualistic, and the other, more natural.
SL James
Limiting the types of spirits they could conjure (and the manner of doing so) was also a not-insignificant distinction.
CeaDawg
September: Out of curiosity, has anyone come up with a mentor spirit for a hermetic magician?

hobgoblin: merlin?

What was that dork of a short mage type from the HeMan cartoon series? That would make a good mentor for a mage with a serious glitch problem...

Or my favorite one for those old enough to remember: Cheech Wizard

BOOT to the head! biggrin.gif
Cold-Dragon
In the case of SR4, you can now 'create' a tradition, so it can be charisma, intuition, or logic based. The trick about the spirits, however, is a subtle one.

Whatever spirit you don't choose to fit your traditionis allegedly unavailable to you for summoning. I forget where I read it, alas, but it was in the Magic section.

It also let you devise sensible systems of discovering magic. All sorts of ways you can claim you got you power, even being psychic (though the claim will be shot down a bit, since you read as magical).

But whose to say that SR psionics weren't in fact magic?
hyzmarca
SR psionics were magic. MitS was clear on that. It was severly limited magic, as well. Had thought-forms sucked less it would have been a viable tradition.


Personaly, I find a lot of flavor has been lost by unifying spirit types. The Nature Spirit vs Elemental disinction was far more important than the binding vs spontaneous summoning distinction, the totem distinction, or the charisma vs logic distinction.


A Hermetic Mentor spirit might by the Dark King in the form of President or Archduke of Hell for a magician of the Satanist/Black Magic tradition or the Firebringer in the form of Pythagoras, Galileo, or Leonardo (The human who built working drone automobiles and anthroform robots in the 15th century, not the IE who pretends to be him).
Churl Beck
QUOTE (September)
Out of curiosity, has anyone come up with a mentor spirit for a hermetic magician?

My ideas for hermetic Mentor Spirits focus on scientific or pseudo-scientific concepts. For example: Tetractys (for the Pythagoreans), Entropy, Arche, Atom, Wave-Particle Duality, Aether, Epicycles, etc.

For animals: lab rat, fruit fly, peppered moth, dissected frog. (I even proposed that "dissection mages" could be a kind of Toxic mage, where the Mentor is a kind of Frankenstein monster version of an equivalent nature spirit.)

Finally, here is the Scientology Mentor Spirit that I came up with. It was meant as a joke but it's workable.

Egsusheyftef – Egsusheyftef is the ultimate computing machine, more fantastically capable and infinitely more elaborate than any ever constructed. It is perfect and absolutely incapable of error. It directs the shaman in the dynamic principle of existence: immortality or infinite survival. Advantages: +2 health spells. Disadvantages: -1 to physical spells. Followers of this totem believe that at least 70% of all magic is psychosomatic.
nick012000
Be careful, there. Apparently the Church of Scientology has a tendency to sue anyone who they percieve as slandering them, and even if they're in the wrong, they've got enough money to keep up the lawsuits in order to drain your bank accounts.
Churl Beck
What I really want to know is...does anyone have Mentor Spirits for Adepts?

I have some ideas here too but nothing too inspiring.
Sren
Mentor's for hermetics might not necessarily follow the totem/idol theme of existing mentor spirits. As was already mentioned schools of magic is a possibility, not just one given campus or set of instructors, but something more like a polyclub that has very specific beliefs in how magic works or maybe how they can make it work better.

One I personally like is elemental aspected hermetics. Maybe a hermetic just has simply focused his study on one particular element, or maybe he feels in internal pull for a particular aspect of magic. Just because he believes in the science of magic, doesn't mean he can't believe in or feel a stronger connection to some spiritual aspect of magic. Or maybe he feels an almost shamanic tug away from the hermetic path, which has manifested in feeling a spiritual link to one element.

Anyways, to keep it simple, how does this sound:
Air: +2 for detection spells and air spirits, -2 for manipulation spells.
Earth: +2 for manipulation spells and earth spirits, -2 for detection spells.
Fire: +2 for combat spells and fire spirits, -2 for illusion spells.
Man: +2 for health spells and spirits of man, (need help with penalty).
Water: +2 for illusion spells and water spirits, -2 for combat spells.

Maybe instead of a penalty for spirits of man, reduce the bonus to +1, as spirits of man are still new to the hermetic tradition? But an anti-combat flaw, like the flaw for having rat as a mentor, might also be appropriate, or having an obligation to protect those weaker than himself.

Any thoughts?
nick012000
QUOTE (Churl Beck @ Feb 12 2006, 01:43 AM)
What I really want to know is...does anyone have Mentor Spirits for Adepts?

I have some ideas here too but nothing too inspiring.

By the RAW, they can't take them, but if you wanted to, just use the ones in the book, losing the bonus dice to spells or spirits.

Good ones would be Rat, Trickster, Seductress, Bear, Dragonslayer, Cat, Dark King, Moon Maiden, Sea, and Thunderbird.

If you want to create new ones, just make sure that one of the +2 bonuses is to something nonmagical, and one to spells or spirits, with the penalty being one of the compulsions or a penalty to something mundane.
Churl Beck
QUOTE (Sren)
Any thoughts?

I am thoughtless.
On second thought...

Just to show my own bias, I would associate each element with an ancient Greek philosopher. Thales = water. Heraclitus = fire. Anaximenes = air. But that's just me.
Churl Beck
QUOTE (nick012000)
QUOTE (Churl Beck @ Feb 12 2006, 01:43 AM)
What I really want to know is...does anyone have Mentor Spirits for Adepts?

I have some ideas here too but nothing too inspiring.

By the RAW, they can't take them, but if you wanted to, just use the ones in the book, losing the bonus dice to spells or spirits.


"Members of any tradition may have mentor spirits, including adepts." (pg. 192)

QUOTE

Good ones would be Rat, Trickster, Seductress, Bear, Dragonslayer, Cat, Dark King, Moon Maiden, Sea, and Thunderbird.

If you want to create new ones, just make sure that one of the +2 bonuses is to something nonmagical, and one to spells or spirits, with the penalty being one of the compulsions or a penalty to something mundane.


Rat is the only one in the BBB that I've found suitable, because it doesn't apply to spellcasting or conjuring.
nick012000
BBB, p. 79 "This quality is only available to characters with either the Magician or Mystic Adept quality," referring to the Mentor Spirit quality.

All of the mentor spirits I mentioned give a bonus to something adepts can do. They just lose the benefit regarding spellcasting or summoning.
Deadjester
I have been working on making a Spirit of Man mentor spirit for my Mystic Adept.

First draft has been:

+1 to Athletics and Logic tests
+1 to Manipulation spells
+2 to summon Spirits of Man

-2 to any tests that involve racism.

Heh, I know this will sound odd but I got this idea from one of our space probes sent out with a greeting on it.

Had that picture of the human form and it made me think some, what makes man, man?

So I thought about what seperates us from the animals and that to be a Spirit of Man it had to repersent all types of man. Therefore no racism is allowed and all types of man must be respected as a whole and only looked down upon in a indavidual bases.

Its a first rough draft idea so I am still thinking about it and it was built for the Mystic Adept which embraces both physical and the magical aspects of it, but thought I would post it as food for thought.

Deadjester
emo samurai
For my Shen character, I thought that his worship of the dragon would be because of his intelligence and aloofness from what he perceives to be meaningless, not because he thinks the dragon is a god of some kind. He'll still be hermetic.
mintcar
QUOTE (TinkerGnome @ Feb 11 2006, 09:59 PM)
I've never really connected hermeticism and religion at all.  To me, hermetics are the scientists of the magical world.  They see everything in terms of laws and rules and use those rules to manipulate magic.  For instance, the SR3 summoning required the drawing of summoning circles which were complex and significant.

Theurgists have used a similar approach (and quite a few theurgists are hermetic now), true, but I wouldn't say that's the defining aspect of hermeticism.

I'm saying the defining aspect is the scientific approach. But the thing they study scientificly is by tradition mainly religious in nature, and many focus specificly on one religion. I'm just saying this long tradition of great interest in studying religion will most likely not go away. Though it may take a secondary role. Still, magical science will always be far from natural science. Hermatic magic today is stuff like counting the words in the Torah backwards in a differencial curve to animate a doll made out of clay. The way I read Shadowrun's background, that's the stuff that started working with the awakening. So even though other things may have taken the hermetics interest (like making empiric analysis of mana flows or whatever), I believe it's not unlikely for them to still have a token connection to some mystery religion of choice.

"Magicans" in a theological sense, are separated from regular believers by the fact that they don't bow to the diety of a religion, but instead try to increase their understanding of it so that they themselves can get closer to the diety. All the way up 'till the awakening, every magican eccept the stage variant had something to do with religion. Though filosofy could certainly be studied for magical knowledge too. Am I making sense here?
Eyeless Blond
QUOTE (hyzmarca)
SR psionics were magic. MitS was clear on that. It was severly limited magic, as well. Had thought-forms sucked less it would have been a viable tradition.

Thought-forms weren't too bad, honestly. The part where you could summon them on the fly into a "domain" of a very large radius around you was pretty good, even if they didn't have many good powers. What really sucked was how they were forbidden from using foci or fetishes. This never made much sense to me; if anything psionicists should have an easier time bonding or using foci. But the net effect was that psionicists in SR were nothing more than mages with a mental illness.
Ophis
For a hermetic mentor...

Hermes (the source of the tradition name) Trismegestris
Thoth (who the greeks merged with the above into one god of intelligence/magic)
The various combinations of the two above
Various devils (faustian fun)
Nuit (Crowley's star goddess)
Whatever god the charcter worships (channeling power out of choice not being chosen by the power like a shamen)
Ophis (no not me, where I stole the name from, serpent, apples and forbidden wisdom)

EDITTED - for my own ego.
SL James
QUOTE (Sren)
Anyways, to keep it simple, how does this sound:
Air: +2 for detection spells and air spirits, -2 for manipulation spells.
Earth: +2 for manipulation spells and earth spirits, -2 for detection spells.
Fire: +2 for combat spells and fire spirits, -2 for illusion spells.
Man: +2 for health spells and spirits of man, (need help with penalty).
Water: +2 for illusion spells and water spirits, -2 for combat spells.

It's the same bonus that Elementalists got in MitS in SR3 (except for the Man part, which just shouldn't be there). Mits, 17. For SR4, it seems a bit... much, especially since their disadvantages were only -1 but for sorcery and conjuring tests.

QUOTE (hyzmarca)
A Hermetic Mentor spirit might by the Dark King in the form of President or Archduke of Hell for a magician of the Satanist/Black Magic tradition or the Firebringer is the form of Pythagoras, Galileo, or Leonardo (The human who built working drone automobiles and anthroform robots in the 15th century, not the IE who pretends to be him).

Hm. I'd have it manifest as Anton LaVey, myself. While a toxic would manifest as one of his more fucked-up offspring.

BTW, if a Mentor Spirit manifests as Isaac Newton but the PC doesn't recognize him, is his "plan B" guise Colonel Klink?
mintcar
For a more twisted mage, let me present to you: Eris - Godess of Discord

For more information read Principia Discordia - How I found Godess & what I did to Her when I found Her by Malaclypse The Younger.

Learn the hidden secrets behind:

*The Law of Fives
*The Sacred Chao
*Starbuck's Pebbles
*Gospel According to Fred
*The Epistle to the Paranoids
and more


(If in doubt, ask Steve Jackson of Steve Jackson games. He clearly knows about this secret society)
hyzmarca
QUOTE (SL James)
QUOTE (hyzmarca)
A Hermetic Mentor spirit might by the Dark King in the form of President or Archduke of Hell for a magician of the Satanist/Black Magic tradition or the Firebringer is the form of Pythagoras, Galileo, or Leonardo (The human who built working drone automobiles and anthroform robots in the 15th century, not the IE who pretends to be him).

Hm. I'd have it manifest as Anton LaVey, myself. While a toxic would manifest as one of his more fucked-up offspring.

BTW, if a Mentor Spirit manifests as Isaac Newton but the PC doesn't recognize him, is his "plan B" guise Colonel Klink?

I'd assume that he'd just drop increasingly heavy objects on the magician's head while repeatedly asking "do you remember me now [insert increasingly vulgar epithet].

Hopefully, the magician remembers at apples and not bowling balls.
ThreeGee
QUOTE
For a more twisted mage, let me present to you: Eris - Godess of Discord


Hail Eris! All Hail Discordia!

And whatever you do, watch for the fnords.
Churl Beck
QUOTE (nick012000)
BBB, p. 79 "This quality is only available to characters with either the Magician or Mystic Adept quality," referring to the Mentor Spirit quality.

QUOTE
"Members of any tradition may have mentor spirits, including adepts." (pg. 192)


Obviously the BBB contradicts itself. And I see no good reason to disallow adept Mentors.

QUOTE (nick012000)

All of the mentor spirits I mentioned give a bonus to something adepts can do. They just lose the benefit regarding spellcasting or summoning.


That may be, but it doesn't make much sense to take a crippled Mentor Spirit. Also, the original question was about tradition-specific Mentors. While there is nothing to prevent cross-tradition Mentors, I would encourage using a different name at least (maybe using "the germ theory of Magic" in place of "Bear" for a mage). For adepts, ancient combat weapons might work: sword, shield, spear, shuriken, etc. Or, perhaps a little more enigmatically: leaf, page, smoke, bubble, beam (of light), shadow, etc.
Glyph
Hermetics wouldn't have a problem using mentor spirits. They would simply see them differently. To a hermetic, a mentor spirit would either be a manifestation of their own subconscious, an abstract concept taking on a concrete form for them, or a powerful free spirit offering power in return for following certain ideals that it identifies with. They wouldn't actually worship them, that's all.

Actually, though, it's not so black and white. An otherwise-agnostic hermetic might indeed worship his mentor spirit, thinking that it's the closest thing to a higher power that he can see. And some shamans, not able to reconcile their mentor spirit with the religion that they were brought up in, might choose to see it more abstractly as a "spirit guide".

The one thing that the new edition gets right is to say that different cultures use different archetypes to depict the same things. So maybe that hermetic has the equivalent of the Moon Maiden totem, but just sees it as a sort of spirit of feminism, rather than an ancient Greek goddess.

One last thing. In SR, hermeticism is used to describe a coldly logical, rather than intuitive, approach to magic. Hermeticism in the SR books is nothing like "real world" hermeticism. Of course, you could also say the same thing about SR shamanism and "real world" shamanism.
SL James
What the hell are you talking about? MitS and Old World Magic in SOTA:2064 makes it pretty clear that the number of Hermetics who follow a "a coldly logical, rather than intuitive, approach to magic" are in the minority. Even Renewed Hermeticism, which is by far the largest school relies just as much on ideological or pseudo-intellectual and intuitive concepts as it does on cold, hard fact.

But this topic, too, was argued to death last summer.
redwulf25_ci
[QUOTE=ThreeGee,Feb 12 2006, 10:01 AM] [QUOTE]And whatever you do, watch for the fnords. [/QUOTE]
You can tell them by their four wheels, fast speed, honking horns, and apatite for gas.







Wait, no. Those are FORDS.
mintcar
redwulf25_ci: Don't forget that King Kong died for your sins

QUOTE (Glyph)
One last thing. In SR, hermeticism is used to describe a coldly logical, rather than intuitive, approach to magic. Hermeticism in the SR books is nothing like "real world" hermeticism. Of course, you could also say the same thing about SR shamanism and "real world" shamanism.

You don't seriously believe that do you? So what, you look at what's described in the books about the traditions and say that—and only that—fell out of the blue on the day of the awakening? Ok.

I prefer to take what I learned from studying theology in collage and view the Shadowrun magical traditions as a development from that.
TinkerGnome
QUOTE (SL James)
What the hell are you talking about? MitS and Old World Magic in SOTA:2064 makes it pretty clear that the number of Hermetics who follow a "a coldly logical, rather than intuitive, approach to magic" are in the minority.

Based on this, I took the time to go through MitS and SOTA: 2064 (which I hadn't really read before). MitS doesn't provide anything to support your assertation, instead refering to hermeticism as "the science of magic". SOTA:2064 does lend some support, but it's very specific to Europe.

The heart of hermeticism is that there are rules to magic and that by working inside those rules, you can make things happen. There are many schools which lend it some spiritualism, yes, but that's really just another way of looking at the rules of magic.
ashenwo1f
This change for magicians i thought was huge and deserved a story as well thought out as the matrix crash. And i miss all the different types of shaman spirits. And magic style specific spirits. Sure they where starting to merge but 6 spirits don't really do the richness of the world justice, (but the book does say this doesn't represent them all so we'll see what the magic book does for it)
Maybe a more indepth spirit creation type thing so that when you summon and air spirit you can remodel a storm spirit or something depending on how you put the points or something.
For the rest types and abilities of summons etc. our group uses merits and flaws.
if the shaman for instance WILL NOT bind spirits cause its wrong then its flaw and they get the points for it, and same for mages if they can't wrap there head around summoning without a cirlce and hours of chanting its a mental flaw , we use 5 point flaws but might change to 10 point if it seems to be a huge drawback in play.
For spirits we just use description of look for now, as the upcoming magic book may flesh them out more.
Synner
QUOTE (TinkerGnome)
QUOTE (SL James @ Feb 12 2006, 05:29 PM)
What the hell are you talking about? MitS and Old World Magic in SOTA:2064 makes it pretty clear that the number of Hermetics who follow a "a coldly logical, rather than intuitive, approach to magic" are in the minority.

Based on this, I took the time to go through MitS and SOTA: 2064 (which I hadn't really read before). MitS doesn't provide anything to support your assertation, instead refering to hermeticism as "the science of magic". SOTA:2064 does lend some support, but it's very specific to Europe.

Sorry guys, but SL James is correct. Hermeticism in the Sixth World evolved directly from the ancient magical tradition. The material in SOTA64 does cover the Hermetic schools in Europe, but it provides a description of how the paradigms came to be and states that "Renewed Hermeticism" (the most scientific of the hermetic paradigms and the dominant paradigm worldwide back in 64) evolved from applying scientific principles to the art of magic. To put it simply there are rules to magic, they're just not purely scientific rules, but also esoteric rules - making it a science in the classical sense not in the sense that it is done in bland laboratories and sapped of all its intrinsic spirituality. The fact that the approach is scientific doesn't mean the methodology or the cosmology is.
TinkerGnome
I don't know if we're arguing the same thing. I don't think anyone is dening the roots of many hermetic schools are in the old religions and magical practices. The point I'm trying to make is that the defining characteristic of hermeticism is the "magic has rules and works as a system" concept rather than anything from the past.

SR4 and MitS are both in agreement on this point.
emo samurai
I have an idea for a new mentor spirit that works for hermetics.

QUOTE
The Philosopher:

+2 for detection spells, +2 for health spells, +2 for manipulation, +2 for spirits of Man.

Disadvantages: He has to make a willpower+charisma (3) test to avoid arguing a point to its logical conclusion. Must have logic and intuition of at least 6. Once a month in real-time, must make a willpower+charisma (3) test to avoid the player having to write up a 1-2 page paper that analyzes the character's philosophy.


This last one is serious. Too many requirements? Too few?
Eyeless Blond
Too many advantages. It doesn't matter though, as it is actually impossible to acquire this totem; chargen forbids you from obtainning a maxing out two attributes, and I'm not sure it's possible by RAW to pick up a mentor spirit after chargen. That last requirement is an OOC one, and pretty stupid too; I'm not a good writer at all, yet I can toss out 1-2 pages about just about anything without a sweat.
Churl Beck
QUOTE (emo samurai)
I have an idea for a new mentor spirit that works for hermetics.

QUOTE
The Philosopher:

+2 for detection spells, +2 for health spells, +2 for manipulation, +2 for spirits of Man.

Disadvantages: He has to make a willpower+charisma (3) test to avoid arguing a point to its logical conclusion. Must have logic and intuition of at least 6. Once a month in real-time, must make a willpower+charisma (3) test to avoid the player having to write up a 1-2 page paper that analyzes the character's philosophy.


This last one is serious. Too many requirements? Too few?

I politely decline to believe that you're being serious.

I don't understand the justification for bonuses to health and detection spells, and the disadvantages are hardly disadvantageous (having a Logic and Intuition of 6 is not a bad thing the last time I checked).

I would just say +2 to Manipulation and +2 to Man, and -1 to combat. Simple. But I also think that a real philosopher would distinguish among all the different schools of philosophy and be a patron to just one of them. (This one I would call "The Sophist.")
Churl Beck
QUOTE (Eyeless Blond)
Too many advantages. It doesn't matter though, as it is actually impossible to acquire this totem; chargen forbids you from obtainning a maxing out two attributes, and I'm not sure it's possible by RAW to pick up a mentor spirit after chargen.

You could take Exceptional Attribute to avoid this problem.
emo samurai
What should I cut down on? And would a 5-page paper suffice? Plus, I couldn't find anything banning having mentor spirits after character generation. As for the minimum stats, the Dragon totem has a minimum intelligence 6 requirement. Also, the detection spells were there to reflect that he's good at detecting logical fallacies and conundrums. This would keep him from being the Sophist or Propagandist. And couldn't I just have the Mentor Spirit edge be dormant until I get my stats high enough?
BishopMcQ
Emo--

Something more along the lines of:

The Philosopher
The Philosopher is the embodiment of thought. Rational thought and study of the world around him has led him to a greater understanding of himself. A seeker of knowledge not for personal gain but the betterment of understanding. Many Philosophers question long held views and snap decisions, often planning a course of action through to its end before beginning.

+2 for detection spells, +2 for Negotiation

Disadvantages: He has to make a Logic+Intuition (3) test to rush into a plan without proper preparation and forethought.
Cold-Dragon
QUOTE (Churl Beck @ Feb 12 2006, 09:58 PM)
QUOTE (Eyeless Blond @ Feb 12 2006, 09:13 PM)
Too many advantages. It doesn't matter though, as it is actually impossible to acquire this totem; chargen forbids you from obtainning a maxing out two attributes, and I'm not sure it's possible by RAW to pick up a mentor spirit after chargen.

You could take Exceptional Attribute to avoid this problem.

If your GM allows, you can get a mentor after chargen, it's simply more complicated than spending Karma (though it should probably be included too)

Otherwise yeah, it'd take quite a bit to get all that. Might be better spending regular points than qualities...

I like the hosed down one above better though. Fits more with the template of spirits.
boskop-albatros
Psionisists Should Be Allowed to use Foci&Fetishes

And like I've mentioned before-if you a a Psionistist Single Spell Adept you are basicly a Shadowrun Version of a Mutant
(That is all)
emo samurai
What if I upgrade him to, like, ubermensch or something that has all those flaws and advantages? And I've read about spirits that have more than the usual amount of flaws and advantages, so I'm not just pulling this out of my ass.
stevebugge
By my math there are 2160 possible traditions to be made under the SR4 Rules. 2 are currently named, my guess is there is room for a lot of creation.
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