03-15-2009, 12:04 AM | #1 |
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Shadowrun Conjuring
Now that I got help for cyber/bioware, I want to move on to another of the tricky translations.
My idea for conjuring needs limitations: requires expensive ingredients to summon I'm guessing around $1000 per 25% of character total.... AND points of success on said summoning only gain equal limited number of "favors". Other than that critique my initial setup, please. Magic ratings of 1-6 based on essence is my unalterable basis. Allies: summonable (+100%) 2+Magic number of individual spirts at a time. Conjuring skill is simply the 15,12,9,6 frequency of appearance with 18 standing in for the all the time one. +25% character total per magic point making the low essence dudes only able to conjur pipsqueaks. The costs fatigue seems like a minor nuisance since no one would conjure during a firefight. Assuming everyone understands what I wrote, what are some of your suggestions? |
03-15-2009, 01:06 AM | #2 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Shadowrun Conjuring
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I didn't bother trying to model the "services" element really, to be honest. I just said that all Spirit Summoning Allies had to have Favor, and disappeared after one task, whereas Spirit Binding stayed around indefinitely. Applying the Essence= max spirits mechanic is simple - just make players buy that number of slots. Quote:
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03-15-2009, 01:09 AM | #3 | |
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Re: Shadowrun Conjuring
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03-15-2009, 04:59 AM | #4 | |
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Re: Shadowrun Conjuring
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03-15-2009, 07:10 AM | #5 | |
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Re: Shadowrun Conjuring
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03-15-2009, 07:57 AM | #6 | |
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Re: Shadowrun Conjuring
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Shamans don't need the expenditure of $ and can call fresh spirits whenever they need after the old ones have gone. On the other hand they can't have spirits waiting on call at all. They _can_ call their spirits within a modest amount of time on the combat scale. I'd say Shamanic Conjuring is just to flexible to be anything except Modular Ablities with appropriate limitations. I.e. Nature Spirits can do a lot of different things but the spirits of the place where you are may not have the abilities you need. Hermetic Conjuring can't be done in combat, does require expensive material components but does give you elemental spirits on call. It still doesn't require permanent expenditure of metagame resources like cp though(Karma in SR terms). I think you're still looking at something like Modular Abilities with a different set on Limitations. Alternatives would be abilities purchased outright with Recharge (expensive ritual) limits. I'd only reserve cp expenditure for analagous things where SR called for karma (which would probably be abilities bought for cp in Gurps anyway). Conjuring is a bread and butter thing for full SR magicians and one for which they should pay an appropriate cost, just not an ongoing one. Confronted with your cp burning rules I'd never play anything more than a Spellcasting Adept. Burning cp every time you use a spirit is just not viable (unless you don't spend significant cp for a "base" ability to Conjure and don't use many spirits anyway). I'd almost certainly spend my cp elsewhere.
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03-15-2009, 02:12 PM | #7 | ||
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Re: Shadowrun Conjuring
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Where are you getting repeated expenditures? |
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03-15-2009, 02:16 PM | #8 | |
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03-15-2009, 02:23 PM | #9 | |
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Both types exist as separate abilities. The change that SR 4 made was to allow both types of ability to all sorts of spellcasters. In SR 3 and earlier, shamans could only summon, and mages could only bind. |
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03-15-2009, 02:24 PM | #10 | |
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