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Aspected Sorcerer w/Ally spirit potential

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FST_Gemstar

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« on: <05-19-16/1942:34> »
Still on my quest to think of aspected magician concepts that are mechanically viable/interesting.  I am finding the Calling technique I was exploring to be interesting, but way to much work to be viable. While I like the idea of a Muse as an Ally spirit, it really doesn't pay off. 

Instead, I think it may be possible within the rules framework for an Aspected Sorcerer to get an Ally spirit. With this in mind, I am hoping to design a character concept of the "Envious/Driven Aspected Sorcerer." Basically a character who very much wants to be accepted and respected for their magical talent, who has had doors slammed on him from all sides (corps, schools, magical societies, etc.) that runs the shadows to prove his competency and slowly develop into a more powerful magician. While never accepted as a student, he took library jobs to get access to as much lore as possible, often knowing more about magic than most magicians, but it still didn't matter to them. Finally giving up for mainstream success, he goes to the shadows to become a great magician on his own terms and stick it to the wage mages.

While I usually believe aspected Magicians seem to work best as PCs when magic is secondary, and used to enhance other character specialties, this would be a character who could fill the role of a magical specialist pretty early on in their career.

First, a proposed process on how an aspected sorcerer could get an ally spirit.:
* Initiate into Invocation - learn Ally Conjuration Ritual
* Design an Ally Spirit Formula - Using Arcana as opposed to a metaplanar quest
* "Summon" the spirit - not using summoning skill, but the "True Name" style that comes from having a spirit's formula.
* Bind Spirit - This part is still hazy (due to rules contradictions), as it is a Binding + Willpower test instead of a Binding + Magic test. My proposed reconciliation of it is that this test is defaultable (because it is not using the Magic attribute and it is stated the mundanes can do this), using sheer force of Willpower (and probably edge) instead of formal Binding (SG 204).
* Pay Karma to ally spirit per formula - same as regular


I think this makes for a sorcerer concept that starts less practical than a lot of regular magical specialists, but can really grow into the role. I compared it to a full magician with Magic C/Skills B and karmically it is pretty similar (magician gets a few more spells, astral projection, and a stealth group skill at 5, but the aspected sorcerer starts with higher edge and some other skills) Below is a sketch of the concept. 

Karma Expenses: 15 on Spells, 10 on strength, 10 on nuyen, 13 on PQs, -23 on NQs = 0 Remaining.

== Info ==
Name: Unnamed Character           Alias: Watcher
Human                             Movement: 8/16
                                  Composure: 8
Street Cred: 0                    Judge Intentions: 9
Notoriety: 0                      Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0               Memory: 10
Karma: 0                          Nuyen: 10
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: A(4) - 24 Attributes
Special: B(3) - Adept, Magician, or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill Group: Sorcery

== Attributes ==
BOD: 3                            CHA: 3
AGI: 4                            INT: 6
REA: 5                            LOG: 5
STR: 2                            WIL: 5
EDG: 4                            MAG: 6

== Derived Attributes ==
Essence: 6                        Initiative:           11 + 1d6
Physical Damage Track: 10         Rigger Init:          11 + 1d6
Stun Damage Track: 11             Astral Init:          12 + 2d6
Physical: 4                       Matrix AR Init:       11 + 1d6
Mental: 7                         Matrix VR Cold Init:  6 + DP + 3d6
Social: 6                         Matrix VR Hot Init:   6 + DP + 4d6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 7

== Active Skills ==
Arcana (Spirit Formula)           Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Assensing (Aura Reading)          Base: 1  + Karma: 0  = 1   Pool: 7 (9)
Automatics (Machine Pistols)      Base: 6  + Karma: 0  = 6   Pool: 10 (12)
Counterspelling                   Base: 6  + Karma: 0  = 6   Pool: 12
Etiquette (Street)                Base: 1  + Karma: 0  = 1   Pool: 4 (6)
Gymnastics (Climbing)             Base: 1  + Karma: 0  = 1   Pool: 5 (7)
Perception (Visual)               Base: 1  + Karma: 0  = 1   Pool: 8 (10)
Ritual Spellcasting               Base: 6  + Karma: 0  = 6   Pool: 12
Sneaking                          Base: 6  + Karma: 0  = 6   Pool: 10
Spellcasting                      Base: 6  + Karma: 0  = 6   Pool: 12

== Knowledge Skills ==
Art (Western Europe)              Base: 1  + Karma: 0  = 1   Pool: 6 (8)
English                           N                     
Latin (Read/Write)                Base: 2  + Karma: 0  = 2   Pool: 8 (10)
Library Science                   Base: 6  + Karma: 0  = 6   Pool: 11
Magical Theory (Astral World)     Base: 2  + Karma: 0  = 2   Pool: 7 (9)
Magical Threats (Blood Magic)     Base: 3  + Karma: 0  = 3   Pool: 8 (10)
Parazoology (N. America)          Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Street Drugs                      Base: 2  + Karma: 0  = 2   Pool: 8

== Contacts ==
(Fixer) (CON: 4, LOY: 2)
(Talismonger) (CON: 2, LOY: 1)

== Qualities ==
Aspected Magician
Hawk Eye
Jack of All Trades Master of None
Mentor Spirit (Snake)
Phobia (Common, Mild) (Heights)
Prejudiced (Specific, Outspoken) (Wage Mages)
Quick Healer
Weak Immune System

== Spells ==
(Tradition: Druid, Resist Drain with WIL + INT (11))
Heal                       DV: F-4
Homunculus                 DV: Special
Watcher                    DV: Special

== Lifestyles ==
Low (Low)  1 months

== Armor ==
Armor Jacket                        12
Ballistic Mask                      2
   +Respirator Rating 6

== Weapons ==
Remington Suppressor
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Sound Suppressor
   Pool: 10 (12)  Accuracy: 7     DV: 7P       AP: -1    RC: 2
Survival Knife
   Pool: 3        Accuracy: 5     DV: 4P       AP: -1    RC: 2
Unarmed Attack
   Pool: 3        Accuracy: 4     DV: 2S       AP: -     RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Mage License), Fake License 4 (Weapon License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Driver's License)]
   +Micro-Transceiver
   +Subvocal Mic
   +Sim Module

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x40
Ammo: Stick-n-Shock (Machine Pistols) x20
Climbing Gear
   +Rapelling Gloves
Contacts Rating 1
   +Image Link
Magical Lodge Materials Rating 6
Survival Kit

== Vehicles ==
Dodge Scoot (Scooter)
   +Sensor Array Rating 2


So with a 35-50 tops karma-ish Force 3-4 support Ally spirit, the character would get some nice Aid Sorcery bonuses and a meaningful a Ritual Sidekick. It would allow for some helpful free optional powers. It also doesn't preclude Calling alternative spirits to try to bind, as the ally spirit can learn alchemy and help prepare paraphernalia. The character would have to learn a few more basic spells along the way to cover magician specialist role, but I think it might work for a lot of jobs that don't have huge magical needs (at least the beginning of a campaign).

I also like Invocation for a ritual focused magician as it gives access to Govi, making Watchers more useful.

Critique is very welcome!
« Last Edit: <05-19-16/2103:21> by FST_Gemstar »