Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: The Bald Man on <05-03-16/1520:42>

Title: Ally Spirit - Advice
Post by: The Bald Man on <05-03-16/1520:42>
My Hermetic Mage just initiated and learned Ally Conjuration.  Some would argue that this is a poor choice, but hey - here we are. 

I'm wondering what people think are good value for an Spirit Ally?  Favorite Powers?  Favorite Skills?  Nifty uses?
First two powers I am considering are Guard and Concealment.  GM has allowed upgrading force at 8 karma instead of 16 karma, so i can improve as I go for no penalty.

Thanks in advance
Title: Re: Ally Spirit - Advice
Post by: Beta on <05-03-16/1800:07>
Remember that any skills you give the ally, they get at their force.  There is an opportunity to buy a single point of a skill before you make the formula, then have an ally with much higher skill.  Each skill costs, but some might be worth it.  Some to think about (you probably wouldn't do all of them, because of cost):
- ritual magic (don't forget to buy it a ritual or two, too)
- counterspelling
- long arms (nobody expects a sniper to be hanging in mid air, 400 metres straight up ...) or automatics (for covering fire, when magic isn't the solution)
- pilot (vehicle) if you aren't good at it (manual controls may be in short supply, but just imagine escaping from a compound in a corporate attack helicopter being piloted by your ally....)
- negotiate, intimidate (since charisma is also at force .... )
- cooking (professional skill).  Because your team is all tired of eating soy cubes from Stuffer Shack ....

As for powers:
- movement (very handy to have this without burning a service)
- if you want to be completely horrible: energy aura and engulf, or if a little less horrible then elemental attack
- obviously anything else that you like.

And don't forget spells!
- healing, for when you are too hurt to cast it well.
- levitate, so you don't have to sustain it
- a combat spell or two if doesn't have elemental attack
- I was thinking that with how well spirits can get close to people, they might be able to make good use of the decrease attribute spells
- Obviously whatever other spells you might enjoy having more of.
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Title: Re: Ally Spirit - Advice
Post by: Reaver on <05-03-16/1818:47>
Ally Spirits can be super useful, and a super karma sink. Be aware of that. (Any karma spent on it, is not karma spent on yourself).

They can also be abusive :P So first piece of advice, work with your GM and listen to what he is telling you... otherwise you are inviting grief into your game :P

That said, some things to keep mind. Ally Spirits function like bound spirits, except with unlimited services!

From there, what type of utility you figure you need for your ally will determine its powers. For example, my Ally Spirit has a number of utility and info gathering abilities (or powers that aid in info gathering), but very little combat skills. Why? Because 'we' (being both character and team) don't need more combat ability, we needed more utility. So things like ritual casting, realistic form, concealment, rule the bulk of its powers.
Title: Re: Ally Spirit - Advice
Post by: Maelström³ on <05-14-16/1629:06>
- long arms (nobody expects a sniper to be hanging in mid air, 400 metres straight up ...) or automatics (for covering fire, when magic isn't the solution)
No, Don't buy mundane skills because your ally's strength lies in its ability to go astral, take a metaplanar shortcut from one place to another... And it won't be able to bring that kind of stuff with it.

Similarly, don't buy him a spell just so you don't have to sustain it: like standard bounded spirits, an ally may sustain any spell you've cast except it won't burn service. ;)

However, do not underestimate the use of skills like Counterspelling (required if you want it to use the Magical Guard power) Alchemy and Ritual Spellcasting so that it may teamwork with you.
In terms of spells, along with Heal, I'm fond of Detect Enemies, Mind Probe and Magic Fingers to have it cause havoc with the opposition's own grenades. Analyse Device comes very handy to have it use mundane stuff and skip defaulting. :) And think about defensive spells (e.g., Spirit Barrier) and/or tactics because you don't want to lose you ally. You just don't!
Also teach it a few rituals and at least how to build a ward and/or a circle of protection...

Power-wise, I'd advise Movement (an obvious must-have), Guard (to prevent glitches and accidents), Accident to make the opposition glitches and accidents (be creative with the latter; there is no limit to the effectiveness of this power if used the right way/right place/right time!), Engulf, Influence for subtlety, Fear to reduce the numbers of the opposition force and, if possible, Divining to help you get hints of what's coming your way (and save you a metamagic technique).

Furthermore, do not underestimate the forms it may uses to materialize: a motobike is more effective than a toaster! Mine can also materialize as a small oriental dragon and a (flying) carpet which is a nice transportation mean and an effective—and discreet—way to get touch range too. :D And if your GM accepts it, it may even be used as (hard) cover... *chuckles*

One last advice: save karma and go right away for as much Force as possible with the first binding: later it'll cost double!