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Possesive Orc Seductress

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Unahim

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« on: <02-19-12/1641:49> »
Hey guys! My pen and paper group recently started playing Shadowrun. None of us, except for the DM, had ever played Shadowrun before, and we ended up making quite low-powered characters(3 of the 4 had 1 initiative pass, the other guy had 2, and we all had at most 9-11 dice in the things we were "good" at :p). We're looking into making more powerful character this time though, and a lot more thought was put into them.

I thought I'd submit mine here to see if I made any obvious mistakes.

Concept: A magician skilled in most areas of magic who hails from a possession tradition(of my own creation). I'll be posting the mechanical elements(what spirits I use, drain resistance, etc) and the short concept, if people want I can supply the larger description I devised for it as well. In combat I'll be mainly focusing on telling my Spirit(s) to go possess something and have fun, or auto-possessing myself for the defensive benefits. My GM is pretty chill on controlling my spirits as long as it is within the parameters set by my command(he's very strict on this, that did mess me up a few times with the previous character(who was a famous pop star/dabbling pagan witch, I'll reserve the details of how that worked out some other time :p).

Due to her mentor spirit, she'll be a bit of a seductress as well.

The GM judgement to allow the new tradition isn't a problem, I was allowed to make my own last time as well.

Houserules: Max availability rating at char creation is 8, not 12. You may apply a specialisation to 1 skill within a skill group at character creation.

Tradition:

Name:
The Ancestral Tradition

Concept: Followers of the Ancestral path are usually orcs who believe that those who die aren't lost, but instead join with the spirits of their Ancestors in the Afterlife. From there they continue to influence the living world by watching over their descendants, advising them by speaking through the mouths of the tribe's invokers. Magic comes from the connection between the Afterlife and the Mortal plane, a manifestation of ancestral guidance. To tap in to this, the invoker must develop a bond with the Afterlife; a "feel" for it. The most skilled invokers can not only have the ancestors speak through them but can channel then in a variety of different ways as well. However, for most invokers the interaction with spirits is only of secondary importance. They believe the Afterlife is already fully capable of manifesting itself through their spontaneous use of magic and their strong emotions.
Combat: Guardian
Detection: Guidance
Health: Fire
Illusion: Man
Manipulation: Task

Drain: Willpower + Intuition

Note: This is a possesion tradition. Refer to p. 34 and p. 101-103 of the Street Magic book.


This is a 400 BP build.

==Metatype==
Orc: 25BP

==Normal Stats==
Bod 5     10
Agi 2   10
Rea 3   20
Str 3   0
Cha 3   20
Int 5           40
Log 2   10
Will 5   40

==Special Stats==
Mag 5     10

Total Spend up to this point: 210

==Positive Qualities==
Magician   15
Mentor Spirit(Seductress)     5
3 Restricted Gear(the 3 foci)   15
=35BP

==Negative Qualities==
Spirit Bane(Beast)   -10
Prejudiced(Radical; target group: Chaste/Asexual people/Prudes/etc)   -25
=-35BP, so they cancel out.

==Active Skills==
Spellcasting 4 "illusions"                                     18
Counterspelling 4                                                 16
Summoning "Guardian Spirit"                            18
Binding "Guardian Spirit"                                     18
Assensing 1 "Spec: Metahumans"                       6
Pistols 1 "Spec: Heavy Pistols"                               6
Perception 1                                                               4
Dodge 3                                                                     12
Con 3 "Spec: Seduction"                                     14

Points spend on skills: 112
Total so far: 322

==Spells==

Orgy, Stunbolt, Heal, Increase Reflexes, Influence, Physical Mask, Mind Probe, Control Thoughts = 24BP

==Nuyen==

185000 Nuyen = 34BP

==Foci==
F5 Sustaining Focus
F4 Power Focus
F1 Weapon Focus(it's the whip)

Cost= 160000 Nuyen and 10 BP.

Total BP= 393, which leaves me with 7 for a contact.

Outdated item list:  http://i37.photobucket.com/albums/e85/Unahim/equipment.png  But basically all that has changed is that i now fashionably reach 10/10 armour.

So yeah, that concludes my first created character while knowing the rules more than so-so ^^
« Last Edit: <02-20-12/1655:20> by Unahim »

ArkangelWinter

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« Reply #1 on: <02-19-12/1732:15> »
Before everyone else says it, drop Conjuring Group for just Summoning and Binding both at 4. Saves you 8bp and Banishing is rarely effective anyway. Same for Ritual Spellcasting in the Sorcery group. You could use the saved points to pick up Influence or Control Thoughts as a spell, fitting with your theme. I'd add 2bp to your contact, probably for loyalty.

I'd also probably swap Ignite for Stunbolt (for when Area effects will hit friendlies), or a nice elemental spell (for attacking drones and vehicles).

If you're going to dumpstat either Reaction or Agility, dump Agi to 1 or 2 to have higher reaction. You wont be using Agility much as a mage, but it never hurts to be better at dodging bullets.

Unahim

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« Reply #2 on: <02-19-12/1822:01> »
Hmmm, yeah, I may be more up for tearing apart an enemy spirit with the weapon focus and a self-possession, anyway... Ritual Spellcasting I had last campaign as well, but I did indeed never really manage to think up something useful for it :p

I'll certainly look into Influence and Control Thoughts, the spell names seems to suggest you're right about the theme, at least.

I held Agi relatively close to reaction so both would be good during a possession, and so I could fall back on a pistol a bit better if I needed to. I suppose it may be a bit superfluous though, hmmm...

ArkangelWinter

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« Reply #3 on: <02-19-12/1932:33> »
Influence lets you plant vague ideas on a subjects mind and would aid your Con. If you drop Banishing and Ritual, you get 16bp back, and could get both, then up your Reaction a point

UmaroVI

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« Reply #4 on: <02-19-12/2221:40> »
All of Ark's advice is good. In addition:

You seem to have paid for RG three times, but only have 2 foci that are high enough avail. to require it. Also, the monofilament whip focus is not a good idea. A variety of spirit types - including in particular Fire - can generate much better unarmed melee attacks than they can do with the whip. Engulf + Energy Aura = F+4 DV, plus the ongoing damage (note that Guardian spirits, the only type that can be proficient in the whip, don't get Energy Aura). You would be better off not having the whip.

Astral Combat is largely for silly, and you suck at it anyways. Just stunbolt people.

Trid Phantasm is an excellent spell and you are an Illusion specialist, I recommend it.

Stunball and Orgy are a bit redundant.

You can get a f5 sustaining focus rather than an f4 with Restricted Gear. If you're coughing up for RG, I suggest going full monty.

The only social skill you have is Con. Consider dropping 1 charisma and having more Con instead.

I think your armor is loopy - you want to shoot for 10/10 for encumbrance, which means FFBA plus another 7/9 of stackable stuff. You can jam on a bit more if you are willing to use Softweave (from WAR!). Vashon Island plus 0/2 of PPP is one option, so is Urban Explorer plus 1/3 of PPP.

Mirikon

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« Reply #5 on: <02-19-12/2252:17> »
I have trouble thinking of anyone calling themselves a seductress with 3 CHA and Con (Seduction) 1(+2). Just sayin'.
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CanRay

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« Reply #6 on: <02-19-12/2317:13> »
Yeah, far from a Pornomancer.
Si vis pacem, para bellum

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Lethe

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« Reply #7 on: <02-20-12/0138:36> »
Especially with the prejudice. First fails to seduce about anybody, then blames them being prude and gets physical. A troublesome combination.. but maybe you were looking for it.

Unahim

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« Reply #8 on: <02-20-12/0259:29> »
All of Ark's advice is good. In addition:

You seem to have paid for RG three times, but only have 2 foci that are high enough avail. to require it. Also, the monofilament whip focus is not a good idea. A variety of spirit types - including in particular Fire - can generate much better unarmed melee attacks than they can do with the whip. Engulf + Energy Aura = F+4 DV, plus the ongoing damage (note that Guardian spirits, the only type that can be proficient in the whip, don't get Energy Aura). You would be better off not having the whip.

Astral Combat is largely for silly, and you suck at it anyways. Just stunbolt people.

Trid Phantasm is an excellent spell and you are an Illusion specialist, I recommend it.

Stunball and Orgy are a bit redundant.

You can get a f5 sustaining focus rather than an f4 with Restricted Gear. If you're coughing up for RG, I suggest going full monty.

The only social skill you have is Con. Consider dropping 1 charisma and having more Con instead.

I think your armor is loopy - you want to shoot for 10/10 for encumbrance, which means FFBA plus another 7/9 of stackable stuff. You can jam on a bit more if you are willing to use Softweave (from WAR!). Vashon Island plus 0/2 of PPP is one option, so is Urban Explorer plus 1/3 of PPP.

The Monofilament Whip itself is availability rating 12, so that's what the third Restricted Gear is for. I realise I'm probably going to be shooting myself in the foot a bit by focusing on Guardian Spirits to be able to use the whip, but it's part of the concept. I'll look into Spirits and their skills to see if the numerical advantage can't sway me after all, though ^^ Spamming Engulf with Fire spirits last campaign was very nice, but that's also one of the reasons I'd like to go a bit different this time.

I'll drop Astral Combat.

Trid Phantasm is on the list of spells under consideration ^^

With all the BP I'll be clearing up, I should be able to get that Force 5 sustaining focus.

I'll go for more CON, but I need some charisma in order to bind more spirits and resist my mentor spirit's influence(it's a will + cha test with a threshold or 3 to not give in to a vice(drugs, alcohol, etc) when presented with it).

Orgy is in keeping with the theme. She's basically subservient to a pleasure demon(the seductress mentor spirit) and all of her summoned spirit are linked to that as well, so I found it cool that I could cast orgy to make everything(such as possession by these spirits) easier.

I'll check out those armours you suggested and if they're reasonably close to what I'd like my character to be wearing, I'll get them. I'm not that bothered with getting the absolute full bang out of my buck in that respect, I've already checked out how resistant I'd be with a demon possessing me, and it's so high in comparison with our last campaign that I'm a bit worried my GM will have some problems with that :p

Also, she doesn't call herself a seductress, I do ^^ I'll up her CON though, no worries. I would like to point out though that 3 CHA places her in the average range for the stat, while 1 rating + specialisation + seductress mentor spirit places her at the equivalent of 5 rating. Rating 5 is described as "Social Example: Incumbent politician, Grand Tour regular, corporate vice president."
Compare this to rating 0: "Social Example: The typical man on the street." I'm assuming this is also the typical woman on the street.

So before you call her unenticing or go "lol, seductress with those stats?" take a moment to reflect on the fact that just about every girl you ever met was, on average, 5 dice less skilled in seduction than she is.

Especially with the prejudice. First fails to seduce about anybody, then blames them being prude and gets physical. A troublesome combination.. but maybe you were looking for it.

I find this thought amusing indeed, but purely by RAW she isn't -required- to get physical. The entry only assigns each category with a threshold to resist seeking a confrontation of any kind, it doesn't state that Radical means you have to respond with physical violence, for example. She'll be plenty vocal in her dislike, and won't hesitate to get violent if she can, though.

Slapping a guy in the face in some bar because he refuses your advances will probably not get her into trouble :p If it's some dangerous gangster boss then, well... I guess we've just made the campaign a little more interesting, then! My teammates will probably want to look out for that more than me, though. If I get myself possessed even with just a Force 5 spirit we'll be looking at a body of 10, ballistic armour of 10 and immunity to normal weapons 10, with a dodge of about 13. I feel quite confident I'll be walking out of there unless they all happen to have brought their LMGs that day and they draw and shoot their gun in less than 3 seconds(though in movies it's usually: everybody draws their weapon "What was that for, bitch?!?", then a response, then pew pew pew. Plenty of time) :p

edit: So I'm in the process of reworking the sheet, I've included a great many of your suggestions so far, I'll post the finished work for re-evaluation once done. I'm currently mostly looking into my spell choices.
-I decided not to look at the concept as "good at illusions" but more as "good at affecting people's mind/bodies". Because of this, spells like Invisibility, Mask, Orgy, Influence, etc make sense to me, but Phantasm is somewhat outside of the concept, as it creates something instead of manipulating it.
-I mainly took Ignite as a way to get both single damage, and put stuff on fire. Looking at the object resistance table, this seems harder than I thought, so I'm up for dropping it.
-How strong is your suggestion to swap stunball with stunbolt? I think I could hit the enemy without hitting allies most of the time, and even if I can't I could use another spell(such as control thoughts, maybe?) right? Then again, I could also take stunbolt and use different spells(like Orgy, I just like the idea of the spell, even if it's perhaps not the best spell around ^^) for areas, I guess.
-I definitely must have either Influence or Control Thoughts as my 8th spell, they look sweet. In fact, they look so enticing that I may like to have both, as they seem useful in completely different situations. To that end, I'm willing to switch out Ignite with Control Thoughts and take Influence as my 8th spell. Do you think this is a good idea? Someone mentioned taking a good elemental spell to fight vehicles/drones, I would be foregoing that with this, which would of course reduce my options against those foes(though control thoughts on someone piloting a vehicle could be -very- nice ^^). I have teammates as well of course, no need to do everything, but if you had to pick an elemental spell for this purpose, which one would it be? They seem a bit expensive DV wise to me.
Also, if I do end up taking both Influence and Control Thoughts, should I switch my specialisation in spellcasting from Illusion to Manipulation? I'd have a +2 to illusion form the mentor spirit still, and as the theme moved away from straight-up illusions to illusions that have to do with people + thought manipulation, having both at the same value may fit more.
« Last Edit: <02-20-12/0636:16> by Unahim »

UmaroVI

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« Reply #9 on: <02-20-12/0719:06> »
I would strongly recommend dropping Stunball for Stunbolt, and keeping Orgy, then. You should really only have one of those spells.

You have to see people to hit them with spells, so someone inside a rigger cocoon or inside an armored car with tinted windows can laugh at you. I would suggest, taking Control Thoughts, because Man spirits get Influence, so when you need Influencing done you can call up a Man spirit. For Element spells, you should pick a single-target "exotic" element like Ice, Light, Heart, Sand, Blast, etc. Since it's mostly vs. vehicles I suggest Ice, as that forces crash tests (see Street Magic for the goofy elements).

Stick with Illusion. Illusions need to hit 5 successes to fool stuff like drones and automated cameras, which is a very important thing. This means illusions are go big or go home. Manipulations are much less so, because often you're going up against people with just Willpower to resist.

Imp. Invis is not that great, because stuff like Ultrasound sees right through it. I would consider dropping that for Mind Probe, which is a really good spell.

There's various fashionable ways to hit your max armor. I don't recommend relying on spirits entirely for that - remember that being possessed is visibly obvious, so you can't count on always running around possessed, and you can't summon spirits while unconscious. Thanks to Attitude, you can probably wear just about any given set of clothing and be properly armored by hiding stuff under it and putting weaves in it and stuff.

Unahim

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« Reply #10 on: <02-20-12/0758:47> »
Alrighty, Stunball is pasé, Stunbolt is the flavour of the future!

I'll consider not taking Influence, but as that seems to be the more "subtle" spell(and possession is, as you say, not very subtle) I'm not sure it'll be all that useful on a Spirit of Man.

Mind Probe is indeed very awesome. I'm not sure our GM will use echo location that much(our first campaign definitely saw very little tricks pulled on both sides :p) but I'm not certain my character is really the type to sneak around anyway, so there's that.

All that's left for spells now is seeing if I switch ignite for Influence or for an ice spell. Perhaps I'll consult my fellow players, they'll be the one having to make up for holes I leave, after all.

I'll check out Attitude, but we've only used the anniversary core, street magic, arsenal, runner's companion and augmented for now, so not sure if I'm allowed to or not.

UmaroVI

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« Reply #11 on: <02-20-12/0800:44> »
Ignite is crap, so definitely drop it for something.

You can probably cap your armor just by wearing some discrete PPP under your other stuff.

Unahim

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« Reply #12 on: <02-20-12/1321:58> »
By the way, there isn't a spell that explicitly states that it does Ice damage, right? Just have to take(for example) the statistics for Flamethrower, and make it do ice damage instead?

UmaroVI

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« Reply #13 on: <02-20-12/1407:08> »
There's a list in Street Magic of the names of the various elemental spells.

Captain Karzak

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« Reply #14 on: <02-20-12/1524:58> »
You can run physical mask to cover up the obvious effects of possession. Astrally, it'll still be obvious, but to mundane and technological sensors and drones (if you can roll well enough) you could pass for normal.

You'd need some means of sustaining it, however.

With regards to Con 1 + spec + mentor spirit = incumbent politician: LOL, no.

The developers never bother to give us full dicepools, only totally useless information about skill ranks - which are often a relatively insignificant component of an efficiently constructed dicepool. So we have no idea what the total dicepool of an incumbant politician is after we account for adapt abilities, or 'ware, or specializations, or empathy software, or buff spells, or positive qualities (or hell, even negative qualities). But you can probably bet that their dicepool would be a multiple of your 8 die con pool.