Shadowrun

Shadowrun Play => Rules and such => Topic started by: NotSoSerious on <02-22-20/1702:04>

Title: Differences Between Spirit Types
Post by: NotSoSerious on <02-22-20/1702:04>
So, I've read the core rulebook on spirits and seen the stat blocks, but I think I need this broken down for me;

What is each type of spirit for? What's each one's primary purpose? Which are the tanks, the damage dealers, the utility, the buffers?

Which do I want to send into the front line, which do I send to scout, which do I want to have on reserve at all times in case I need an assist on a skill check?
Title: Re: Differences Between Spirit Types
Post by: Stainless Steel Devil Rat on <02-22-20/1710:31>
So, I've read the core rulebook on spirits and seen the stat blocks, but I think I need this broken down for me;

What is each type of spirit for? What's each one's primary purpose? Which are the tanks, the damage dealers, the utility, the buffers?

Which do I want to send into the front line, which do I send to scout, which do I want to have on reserve at all times in case I need an assist on a skill check?

Any of them do any role.  Really, the only difference ever since UMT (4th edition...) between spirits is which attributes get a bonus to force for their value and which get a penalty.  For the most part they even all have the same powers, with only a few notable differences.
Title: Re: Differences Between Spirit Types
Post by: Michael Chandra on <02-22-20/1713:00>
It depends on your tradition. Those have preferences. But really right now it's only a matter of RP.

In previous editions, tradition actually limited what types you could summon, and bound spirits could only help you with spells matching their tradition type. No such restrictions right now.

@SSDR Aid Sorcery was limited based on type before. No Aid Sorcery in SR6.
Title: Re: Differences Between Spirit Types
Post by: Stainless Steel Devil Rat on <02-22-20/1715:23>
@SSDR Aid Sorcery was limited based on type before. No Aid Sorcery in SR6.

Indeed.  So, now, it's pretty much use any spirit for any duty.  They're basically all just as good as any other choice.
Title: Re: Differences Between Spirit Types
Post by: Shinobi Killfist on <02-22-20/1851:33>
I wish they had gone the exact opposite direction to that.  Make spirits incredibly specialized, primarily focused on utility with maybe one type per tradition being combat focused, though much weaker than in previous editions.  Spirits having a range of like PR1-3, maybe more durable than their PR would normally indicate to keep the settings thematic elements.
Title: Re: Differences Between Spirit Types
Post by: MercilessMing on <02-26-20/1638:51>
This is what I see when I look at the spirits:
 
Fire is king of damage.  Elemental Attack, Engulf, and Energy Aura are all standard powers, and they all trigger the Burning status. Plus, Fire has a high attack pool, defense pool, and a decent DR.  Air has higher avoidance but much lower DR and body.

Kindred Spirits are super subtle.  They're the only ones with Influence and Innate Spell, but they're terrible at combat.

Beast spirits are the only ones with Animal Control, which can be useful for quickly turning opposition animals into allies.

Earth Spirits, because of their high body, have the most difficult Engulf to escape.

Air Spirits are good all-around spirits.  With high Attack and Defense pools, they can have good damage potential if you give them the damaging optional powers, but they also have the super stealth combo, Concealment + Movement.

Water spirits are the only ones that can control the weather.  They'd be strong when you're fighting around their domain, but otherwise pretty meh.