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Shadowrun free ally spirit
Shadowrun free ally spirit












shadowrun free ally spirit

We go into the Full-fill Your Purpose room & get a Data Pad & a Basic Medkit. One shot with the Street Sweeper & it's empty. Regular BC 2 would mean that you have 10 dice and he has 12 dice.If one of us misses I click on Restart Level. Aspected BC 2 would mean you get 14 dice and he gets 16 dice. Lets say you have magic 6(spellcasting 6) and he has magic 8. You will loose 1 Point of Magic and 1 Point of your drainpool per raiting, but the spirit will loose (temporaly) one point of foce. (For maximum cheeze: Just bind the spirit in a place with BC (not aspected). Power focus? (+ (mostly) 4 dice to magic)īound spirits helping resist drain? (Spirits of man keeping increase Attribute X sustained?) Force of the spirit exceeds my mages magical attribute so draindamage would be physicalĪspected BC? (At least 2 you may get out of lifestyle) (+2 dice for Magic and Drain)Ĭentering Initation? (+iniate dice for drain) Doing this without taking a break and eating all the draindamage + modifiers. Binding the spirit is binding + magic against Force x2 and drain is 2x the hits the spirit made with the dices The spirits hits x2 is the draindamage I need to resist. Summoning + Magic against the spirits force. Your point about Manabolt versus Elemental Attack is mathematically sound, but consider this: will your ally be willing to regularly overcast and suffer injury? Obviously, the question of how much independence your ally has will depend heavily on your GM, but you should expect to treat your ally as a character in its own right.įinally, as an aside, I'm curious how you gave your ally the Innate Spell power in the first place, since Christian Theurgists can't conjure any spirits that have that power normally. If you really want it to have a ranged attack, you can give it Elemental Attack, but really, there are almost always better uses for a spirit's time than blasting.

shadowrun free ally spirit

Your ally's fire aura already makes it pretty dangerous in a scrap. My advice is to accept the cost and drop the karma for a really kickass ally.Īs far as what to replace the Manabolt spell with: Accident, Confusion, Fear, Engulf, Concealment, Influence, Movement. I just took "innate spell" to save Karma since it costs a lot to create an ally spirit.Īn ally costs a lot because it's worth it.

shadowrun free ally spirit

I didn't think about the drain issue and the "free" elemental attack. What would you suggest for powers instead of manabolt? Seems like manabolt seems the better choice with the additional risk of taking drain when overcasted. Normally a grunt has only about 3-5 willpower to resist a 10p + nethits damage. Lets take a standard grunt that has 8 ballistic armor and 4 body, that adds up to 8 dice to resist the damage, while the manabolt spell can be overcasted to force 10 doing 10P + net hits from spellcasting and is only resisted with willpower (and counterspelling if another mage is around) while only doing 5P drain (Force / 2) that can be easily resisted with 10 dices down to maybe taking 1-3P damage. That means a force 5 ally spirit does 5P + nethits with elemental attack against body and half impact armor. While the manabolt maybe has drain but can be overcasted and is resisted only with willpower. But since I'm not an experienced magician yet, I can be wrong about that thought.Īlso elemental attack lightning for example is resisted with half impact armor + body with base damage = force I was thinking that manabolt would help blasting other spirits instead of going into astral combat. = Critter Powers = per Force point I can choose 1 additional critter power (Streetmagic) (Tradition: Christian Theurgy, Resist Drain with WIL + CHA (10))














Shadowrun free ally spirit