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Looking a building a 'summoner'.

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Lightning1987

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« on: <12-26-12/0946:00> »
Hey guys,

New to the forum, and thought I might post and look at ideas people may have.

I want to create a summoner. I know spirits can be pretty bad ass, and wanted to see what I could do in terms of being able to summon a couple of them and get them all bound up. :P

Not really looking for a caster (though that pretty much comes as a mage), and just wanted to know if there was anything that the more experienced people may have to say.

I guess my biggest question would be regarding a Mentor. Is there any one mentor that just gives a flat +2 to summoning spirits of all kinds? Or would the end up overpowering the game too much?

Well look forward to some ideas while I play around with creation.

Lightning.

UmaroVI

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« Reply #1 on: <12-26-12/1016:30> »
The basics:

Summoning is more about being able to handle the drain than having the biggest Summoning pool. Binding does take a large pool. Are you planning on Binding or just Summoning?

Snake is +2 Binding. There is no equivalent bonus to all Summoning.

Lightning1987

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« Reply #2 on: <12-26-12/1024:34> »
Correct me if I am wrong, but once bound, you can increase services through spirits (though I am still unsure how atm).

I am looking into whether binding is worth doing, or whether I just re-summon each 8 hours...

Also, is there a limit on the number of spirits that can be summoned (guessing =magic)?
« Last Edit: <12-26-12/1026:24> by Lightning1987 »

UmaroVI

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« Reply #3 on: <12-26-12/1028:25> »
You can Bind the spirit again, and add net hits, but it costs the full amount of money.

You can only have 1 summoned spirit at any time, and Charisma bound spirits.


Lightning1987

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« Reply #4 on: <12-26-12/1036:38> »
Ok, so by binding spirits, I can have multiple at once with me?


Lightning1987

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« Reply #6 on: <12-26-12/1052:17> »
Thanks, one more question before I head off to bed.

Is there any particular spirits that are better for combat over others?

Thanks, and goodnight.

UmaroVI

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« Reply #7 on: <12-26-12/1108:12> »
http://forums.shadowrun4.com/index.php?topic=8996.0 has a discussion (2nd post) of which spirits are good at fighting.

Inconnu

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« Reply #8 on: <12-26-12/2032:53> »
You have bind a already summoned spirit, BTW.
Also, I made a custom spirit with F+8 STR by shuffling stats around on the Earth spirit.
Yeah. It hurts to be punched by this guy, by the way.

Ympulse

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« Reply #9 on: <12-27-12/0150:44> »
You have bind a already summoned spirit, BTW.
Also, I made a custom spirit with F+8 STR by shuffling stats around on the Earth spirit.
Yeah. It hurts to be punched by this guy, by the way.
What drawbacks, if any, were there? That's like saying you made a custom Heavy Milspec that works like FFBA.  :o

Inconnu

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« Reply #10 on: <12-27-12/1821:08> »
He didn't really have much in the way of other bonuses. He had only like 1 or 2 dice to hit at force 1 if i recall correctly. On the other hand, it makes the Troll character a bit superfluous.(Punch a door off it's hinges at the opponent, throw a car.... Bit hard to miss there, i'd call that a substantial dice pool modifier...)
And i kept him at 8 to keep him moderately tame.

I dug up my stats on him.

STR+8, AGI-1,REA-2,BOD+3.(I actually used 1 point LESS than earth! )
Skills-Assense, Astral combat, Dodge, Perception, Unarmed, Combat Skill,(Blades, Clubs, Throwing, Heavy Weapons),Spellcasting
Powers- Innate Spell- "Urban Renewal"(Yeah, stole from a guy's signature, but it's just a joke....) Astral Form, materialization, sapience, search Opt- Elemental attack(Grenade....) (Force-1 DV), Extra Spell- Ram, Napalm, Wreck, Stunbolt, or Acid Stream. Fear, (duh) And a martial arts manuver