Banaticus
Jun 29 2010, 11:22 PM
QUOTE (Whipstitch @ Jun 28 2010, 02:49 PM)

given that even weak spirits have 2 passes.
All spirits have 2 IP, except Watcher spirits (who have 3 IP but are pretty stupid and can't be summoned at higher than Force 1).
Tymeaus Jalynsfein
Jun 30 2010, 12:10 AM
QUOTE (Banaticus @ Jun 29 2010, 04:22 PM)

All spirits have 2 IP, except Watcher spirits (who have 3 IP but are pretty stupid and can't be summoned at higher than Force 1).
Well...
To be strictly accurate, Spirits in Astral have 3 passes, while only 2 passes when materialized/possessing...
Watchers cannot materialize or possess, so they always have 3 passes...
Keep the Faith
Ol' Scratch
Jun 30 2010, 12:15 AM
Watcher Spirits of a Possession tradition can most certainly possess, and they're slightly more useful than those of other traditions. They create corps cadavers and living dolls, and gain skills like Artisan to boot. Not sure why they get Artisan, but they do.
Whipstitch
Jun 30 2010, 01:40 AM
I suppose I should have said "multiple passes," but I went with the worst case scenario in regards to spirits that are actually a true threat rather than overstate things one way or the other.
And I agree that the Artisan thing is a bit weird. If it fits your tradition to have spirit craftsmen then you should just take Task Spirits and be done with it, as far as I'm concerned. The standard Street Magic possession traditions all feature them anyway.
Ol' Scratch
Jun 30 2010, 05:39 AM
It's even more weird considering how useless Artisan 1 is on a Force 1 spirit. But, hey, it does make them a bit more useful than normal Watcher Spirits. They get some other skill, too, but I'll be damned if I can remember what it is. Oh, right, Perception 1.
Gamer6432
Jun 30 2010, 09:42 AM
On Pixies with a Reach 2 whip:
Perhaps you could use the modifiers for metahuman customization (+10% to 25% base cost) and downgrade the reach to 1 or 0, since a two meter mono-filament cord on a creature who's typical height is only 45cm is a bit silly.
HappyDaze
Jun 30 2010, 10:29 AM
QUOTE (Gamer6432 @ Jun 30 2010, 05:42 AM)

On Pixies with a Reach 2 whip:
Perhaps you could use the modifiers for metahuman customization (+10% to 25% base cost) and downgrade the reach to 1 or 0, since a two meter mono-filament cord on a creature who's typical height is only 45cm is a bit silly.
Think of it like fly fishing.
Stahlseele
Jun 30 2010, 11:34 AM
QUOTE (Gamer6432 @ Jun 30 2010, 11:42 AM)

On Pixies with a Reach 2 whip:
Perhaps you could use the modifiers for metahuman customization (+10% to 25% base cost) and downgrade the reach to 1 or 0, since a two meter mono-filament cord on a creature who's typical height is only 45cm is a bit silly.
You are talking about a 45cm short flying faerie fighting . . realism has no right to enter into the equation any more O.o
IKerensky
Jun 30 2010, 11:53 AM
Or do as a lot of other RPG and treat whip as distance weapon and not melee one. I guess the slashing of a monofilament could really hurt.
But I would really advice a Wind.. err Pixie not to try to use such a thing while flying, I am fairly sure it could seriously maim his wings.... in fact I thik that even while not flying using a whip is a very bad idea with that much wings area just in your back and above your head...
Ol' Scratch
Jun 30 2010, 01:31 PM
Well, if Trolls have to deal with using Human-sized weapons with the only change being the size of the handle, it's only fair to do the same thing for Pixies. If anything, look to Trolls and add a "-1 Reach" to their list of racial abilities.
Both really deserve their own subset of rules for weapons and gear. Even Earthdawn addressed the topic by adding weapons specific to Windlings (with rules for how to handle/limit larger weapons) and special weapons that only Trolls and Obsidimen could have a chance of using with ease (but still allowing them to use normal weapons, too). If you really want to, you can try and convert those rules over. They work well enough, at least for melee weapons.
Tymeaus Jalynsfein
Jul 1 2010, 01:48 AM
QUOTE (Ol' Scratch @ Jun 29 2010, 05:15 PM)

Watcher Spirits of a Possession tradition can most certainly possess, and they're slightly more useful than those of other traditions. They create corps cadavers and living dolls, and gain skills like Artisan to boot. Not sure why they get Artisan, but they do.
You got a reference there Doc? Since they cannot Manifest, I would say that they cannot possess either...
Anything otherwise would not make a lot of sense to me... but If you got a Page reference, I would be glad to look at it...
Keep the Faith
Sephiroth
Jul 1 2010, 03:14 AM
QUOTE (Tymeaus Jalynsfein @ Jul 1 2010, 02:48 AM)

You got a reference there Doc? Since they cannot Manifest, I would say that they cannot possess either...
Anything otherwise would not make a lot of sense to me... but If you got a Page reference, I would be glad to look at it...
Keep the Faith
He speaks of pg 95 of Street Magic, under Corps Cadavres and Living Dolls or something like that. Possession tradition Watchers do indeed get Artisan 1 and Perception 1.
Tymeaus Jalynsfein
Jul 1 2010, 03:20 AM
QUOTE (Sephiroth @ Jun 30 2010, 08:14 PM)

He speaks of pg 95 of Street Magic, under Corps Cadavres and Living Dolls or something like that. Possession tradition Watchers do indeed get Artisan 1 and Perception 1.
Interesting... Gotcha... I do not remember having ever read that, but it is interesting indeed...
Keep the Faith
Dr.Rockso
Jul 1 2010, 03:55 PM
Zombie chorus girls? Zombie sculptors? Zombie graffitti artists?
...weird stuff.
...Totally making a corps cadavre barbershop quartet in my game....
Traul
Jul 1 2010, 04:09 PM
Maybe more puppeteer to move the corpse. Or actor to growl "Brains!"
Tymeaus Jalynsfein
Jul 1 2010, 11:44 PM
QUOTE (Traul @ Jul 1 2010, 10:09 AM)

Maybe more puppeteer to move the corpse. Or actor to growl "Brains!"
Heheheh...
Keep the Faith
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