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No difference between hermetic and shaman?

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Arkas

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« Reply #15 on: <10-18-19/2336:57> »
Same goes for SR4, no?
No.


Sorry, my reply was concerning the Mentor Spirits. You must have slipped past me there. ;) My bad.

Xenon

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« Reply #16 on: <10-19-19/0351:16> »
Well...you listed all the magic differences. 
Yes I sure did. In earlier editions there used to be a lot of magic based differences between a shamanistic magician and a hermetic magician. In this edition, not so much.


The complete list:


Magic wise Logic is used for initiative during astral projection and opposing astral close combat (but both DV and AR during astral combat is tradition attribute). It is also used to oppose the spells Mind Probe, Agony, Chaos, Control Actions and Control Thoughts.

Beyond Magic, Logic is also used for calculating number of Knowledge Skills and Language skills during chargen, Memory Tests, and skills such as Biotech (which include first aid and chemistry to preserve biometric samples), Cracking, Electronics (which include matrix based legwork and operating keycard copiers), Engineering (which include build and repair, gunnery and demolitions), but in some cases also for skills such as Influence and Perception. It is used to oppose Snoop matrix action. It is also used for opposing Blaster IC and Tar Baby IC. And when opposing Pulse Storm complex form. Opposing Confusion, Fear and Influence critter powers. Logic is used to substitute Agility while remote controlling stuff in VR. Logic is also used when for example rearranging trip beam patterns using mirrors.

Logic can be augmented with Increase Attribute (spell, up to +4), Psyche (drug, +1) and Cerebral Booster (bioware, up to +3). Augmented maximum of +4 is always in effect.

In this edition all races have the same maximum logic attribute rating.



Magic wise Charisma is used to limit number of minions (watchers) during rituals, when unknowingly being pushed through a barrier and when knowingly pressing yourself and active magic such as sustained spells or active foci through a barrier. Charisma is also used for avoiding negative effects of most mentor spirits (bear berserk, cat play, coyote prank, dog loyalty, fire bringer helping, mountain following plan, rate flee, sea giving, seducer addiction, shark berserk, snake follow, thunderburd insult and wolf retreat - all but dragonslayer, eagle and wise warrior).

And Charisma is used for calculating number and loyalty of contacts during chargen, contact legwork, Composure Tests, and skills such as Con (which is used to trick people you are something or someone you are not by using acting, disguise and impersonation) and Influence (which is used to negotiate, convince and ordering people around). It is used to oppose the Jack Out action in case you link lock someone. Charisma is used to substitute Strength while remote controlling stuff in VR. It is used to oppose the Accident critter power.

Charisma can be augmented with Increase Attribute (spell, up to +4), Novacoke (drug, +1), Tailored Pheromones (up to +4, but it only apply for Con or Influence related tests). Augmented maximum of +4 is always in effect.

An Elf is better suited for being a shaman than an Ork or a Troll due to different maximum charisma rating.





« Last Edit: <10-19-19/0409:26> by Xenon »

 

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