This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
shamanarch [2023/11/04 15:39] – [Build] Add totem khai | shamanarch [2024/05/21 15:57] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ===== Shaman Archetype ===== | ||
+ | Magic is who we are. | ||
+ | A shaman understands magic as an expression of the spiritual world. | ||
+ | |||
+ | ==== Game Play ==== | ||
+ | Make sure you cast your armor and combat sense spells! You have sustaining foci that have been bonded to support those spells. Any sustained spells that aren't supported by your sustaining foci will cause penalties to any actions you take. | ||
+ | |||
+ | Stunbolt is your standard attack spell, but only works against living opponents. If you have 12 total dice to resist drain (set your spell pool to 5 drain, plus your 7 willpower), you have a 96% chance to take no damage from spell drain when casting stunbolt at force 6 and deadly damage level. | ||
+ | |||
+ | Your Levitation spell lets you auto-succeed at any climbing or swimming test. | ||
+ | |||
+ | Improved Invisibility can be seen through by ultrasound, which many corporate guards will have. Magically active types can always see you with astral perception. Any guard that spots somebody using invisibility will assume that they are up to no good and react appropriately. | ||
+ | |||
+ | The Stealth spell will block ultrasound (thus, pairs well with Improved Invisibility), | ||
+ | |||
+ | Your shotgun provides you with a ranged option, and can be used against opposing spellcasters while your own spell pool is fully allocated to spell defense. It can also be used to destroy locked doors. | ||
+ | |||
+ | NOTE: you can TOGGLE PASSIVE to avoid automatically drawing and attacking after casting a spell, but note that this also prevents you from initiating combat with commands like KILL until you toggle it again. You can also TOGGLE AUTOKILL, so that you don't auto-attack enemies that you've successfully knocked unconscious with stunbolt, though you will still draw your weapon (assuming you have a readied sheath/ | ||
+ | |||
+ | ==== Key Features ==== | ||
+ | Sorcery is by far the most flexible skill in Shadowrun. While many spells are NERP, sorcery can be used to attack enemies, to buff yourself (and allies), and to otherwise adjust non-technological TNs to your benefit. Shamans are the strongest spellcasters in the game, as they get bonus dice to spellcasting in certain categories (depending on their totem) and are able to design, learn, and cast spells up to force 12. However, unlike a hermetic mage, a shaman is limited to one spirit at a time, and their spirits do not have the extremely powerful ability to sustain spells like the hermetic mage's elementals. | ||
+ | |||
+ | In direct comparison with the pre-generated street mage, this archetype starts with 2 more casting dice for combat/ | ||
+ | |||
+ | The bayonet on the shaman' | ||
+ | |||
+ | ==== Progression ==== | ||
+ | Initiations to increase your magic rating are expensive, so one of your early priorities should be to look for an instructor to raise your negotiation skill. Your charisma affects both the karma cost to increase your negotiation skill (as well as etiquettes) and also your ability to resist spirit summoning drain, so raising your charisma may be a higher priority. | ||
+ | |||
+ | Buff spells, and the sustaining foci to sustain them without penalties, are significant boosts to a shaman' | ||
+ | |||
+ | Your magic rating has a significant effect on the difficulty of designing higher force spells, so consider carefully whether cyberware/ | ||
+ | |||
+ | Look for power, spell category, and specific spell foci to amplify your spellcasting strengths. If you choose against cyberware/ | ||
+ | |||
+ | ==== Build ==== | ||
+ | The pre-built archetypes were designed using the standard custom character creation rules, with the intent of providing generalist builds that are fully functional immediately out of character generation. There is a trade off in that such builds are less efficient in the use of their chargen points and resources. For this reason, as well as to improve the new player experience, they have been permitted up to 20k additional nuyen in their build, plus a free electronics kit, pocket secretary, phone, subsidy card, ammunition, and 2 points of brawling skill (not listed below). The street mage and shaman also have their foci already bonded. | ||
+ | |||
+ | The Shaman archetype was built using the priority system: | ||
+ | A magic (shaman) | ||
+ | B attributes (27) | ||
+ | C resources (90k nuyen) | ||
+ | D metatype (Dwarf) | ||
+ | E skills (27) | ||
+ | |||
+ | Totem: | ||
+ | Wolf | ||
+ | +2 dice to combat spells | ||
+ | +2 dice to detection spells | ||
+ | +2 dice to forest spirits | ||
+ | |||
+ | Attributes: | ||
+ | Body 5 | ||
+ | Quickness | ||
+ | Strength | ||
+ | Charisma | ||
+ | Intelligence | ||
+ | Willpower | ||
+ | |||
+ | Skills: | ||
+ | Pole Arms 3 | ||
+ | Shotguns | ||
+ | Negotiation | ||
+ | Conjuring | ||
+ | Sorcery | ||
+ | Street Etiquette | ||
+ | Driving Trucks | ||
+ | |||
+ | Spells: | ||
+ | Stunbolt | ||
+ | Heal 5 | ||
+ | Improved Invisibility 6 | ||
+ | Stealth | ||
+ | Levitate | ||
+ | Armor 3 | ||
+ | Combat Sense 3 | ||
+ | |||
+ | Worn: | ||
+ | About: | ||
+ | Body: an armor vest (2b/1i) | ||
+ | Underneath: form-fitting body armor III (4b/1i) | ||
+ | Arms: a pair of forearm guards (+0b/+1i) | ||
+ | Under Arm: a leather rifle strap | ||
+ | Wrist an orichalcum bracelet (r3 sustaining focus, armor) | ||
+ | Wrist an orichalcum bracelet (r3 sustaining focus, combat sense) | ||
+ | Waist a black leather duty belt | ||
+ | Legs a pair of black BDU pants | ||
+ | Ankle an ash leaf anklet (r1 sustaining focus, stealth) | ||
+ | Feet a pair of black combat boots | ||
+ | |||
+ | Weapons: | ||
+ | a Remington 990 (shotgun) | ||
+ | top: a top-mounted laser sight | ||
+ | underside: a bayonet | ||
+ | |||
+ | Other: | ||
+ | a DocWagon basic modulator |