Hi,
I'm currently planning an adventure to demo SR4 for some friends. Since it's only a demo, players will be using pre-gens from the main rulebook.
As one of the opponents, I started statting up a possession mage. He might be accompanied by some security guards, but I initially figured that an entire 5-man shadowrunning team, even if not all of them are combat focused, should have little difficulty. My first plan was for the mage to send a spirit or two (i.e. one summoned, one bound) to possess and enhance security guards, making them tough enemies. The mage would have magic rating 4 (the PC mage has magic 3).
Then I thought - why would he do that? If he just scouted the party in astral, picked out the two lowest essence characters, and sent his spirits in to possess the PCs, then wouldn't this completely screw the party? A force 4 spirit would roll 8 dice to possess, which would beat the defences of most combat focused PCs.A possessed troll could cause havoc by attacking otherr party members, and even if the party manage to incapacitate it, they'd still be down a PC, and the mage could just summon again and repossess. The PC mage could go astral to fight back, but would then either risk losing in astral combat, or having a possessed troll smash his unconscious body.
It just feels like far too nasty a thing to do to a PC party on a demo. Two force 4 materialized spirits would be a decent challenge for the PCs. But two well used possessions could destroy them, and I can't see how players using pre-mades could have much defence.
All I can think of at the moment is to abandon the possession idea.
Does this indicate that possession is too powerful? I notice it's been banned in shadowrun missions.
Any advice?