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Gaming > Cyberpunk > Magic in SR3
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Magic in SR3

by Mike <ghostwriter25@[EMAIL PROTECTED] > Mar 31, 2008 at 10:43 AM

Just getting started in Shadowrun and am looking to write up a
aspected character. Mostly I like the RP potential for an aspected
better than most of the backgrounds I have seem on full mage/shamans.

My GM has a very strict policy that no one plays a magically active
character before reading all of the magic sections in the rule books.
So I am reading this stuff and some of it doesnt mesh.

Shamanists and elementalists seem far more powerful than socerours and
conjourers since they get access to spell defense as well as spirits/
elementals. Some of the aspected mages are practically as powerful as
their fully awakened brethern. When you take into account the larger
number of spell points they get some of them are more powerful. The
earth elementalist is a good example since he gets manipulation magic
which includes telekinetic, control, and elemental manipulations.
Manipulation magic is a great stand in for a lot of other spells.

The worst example of this is the Voodoo section. For example a fully
awakened voodoo practicioner can summon two loa at once, and a
shamanist can summon one. Most of the loa give +2 to either two or
three classes of magic, with the loa of death giving +2 to health and
+2 to manipluation magic. They can be summoned anywhere but only get
their domain powers inside of a specific domain. And for 10 karma
anyone else can become capable of being possessed. A heavyly cybered
troll can get +6 to all of their physical stats while being controlled
by a being with 6 charisma, intelligence, and willpower. All the
shaman has to do is get one success on a conjuring(6) test and resist
the drain.  Then the same shaman can provide spell cover for the troll-
shaped killing machine, or at least spell defense while he recovers
from the drain.

The Voodoo Obeyifa is another good example, since they can summon and
resist the drain from summoning a nature spirit between games and
(unlike elementals) have no time limits on using those services. And
unlike most spirits theirs can be summoned and used outside of domain.
So an elf with an 8 charisma can have 8 force 6 nature spirits on
call. And since empty gris-gris dont count against their total they
can be carring empties and refill them as their supply is decreased.
Filling them is only a complex action, can be done anywhere, and
filling them onsite of a mission is actually an advantage since the
resultant spirit is more likley to be in domain. They specifically get
full use of enchanting so they can make their own foci. The result is
that they can call down a strike-force of 8 force 6 spirits and keep
summoning more for as long as they can resist the drain. All Obeyifa
are also likley to be master enchanters and talismongers making them
even more unbalanced.

Am I missing something or is munch this easy in the mage classes.




 1 Posts in Topic:
Magic in SR3
Mike <ghostwriter25@[E  2008-03-31 10:43:51 

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tan12V112 Tue May 13 10:51:08 CDT 2008.