Tag: RP

Recently i dipped my toes into Battletech, I know, it’s a lot of number crunching and calculations. I do not understand myself most of the things. But, things can get better! I bring you BattleTech Character Generator! <3

What Character Generator?

Lately I was toying with CozyVTT. It is Virtual Tabletop project. Fully OpenSource and free. Before I was trying to work with FoundryVTT, but I found it over complicated and annoying to deal with.

My biggest issue with FoundryVTT was, that it was quite complicated for me to modify and add new features to it. I’m no code expert, but with help of LLM, I was able to modify CozyVTT to be quite good character generator for BattleTech.

Maybe my brain got lazy, as I’m getting older, but I always got bored during calculating stats. All those traits and attributes old fashioned way. Excel? Hell naw!

So, I made my own Battletech character generator, where you can click your character rather easily. Tt checks things for you and you can even modify character sheet based on game you are playing.

The whole thing is around BattleTech: Time of War, so if you are playing this book, this might get handy for you.

Warning

I must warn you though, this is not even ALPHA release. I created this generator for my friends and for myself, so expect bugs. Also, if I will see you guys doing bad stuff with it, I will turn it private again and no BattleTech character generator for you! 🙁

There is even possible to play campaign in it like in any other VTT, I added hexes support, which is not in vanilla CozyVTT and some sample mechs into NPCs …,but it’s far from finished. Now mainly, it’s just character generator.

NOTE: After register I need to approve you, if your approval doesn’t come within day or two, poke me on my emails. You can find them on the bottom of the Home Page.

After selecting modules, my stats didn’t show in sheet!

You need to first hit Apply build to sheet, and then Save.

Distribution

For those interested in hosting this Battletech Character generator on your own server, contact me, I can send you files (at least I will try).

Enjoy!

BattleTech Character generator showcase

Battletech Character Generator  Selection
Character Creation selection
Battletech Character Generator  Life Modules
Life Modules selection showcase
Battletech Character Generator  Rules Verification
Rules verification check
Battletech Character Generator  Inventory
Inventory Management
Finished Character sheet

Features included in Battletech Character Generator

1. BattleTech: A Time of War game system

Added a new native game system:

BATTLETECH_ATOW

Integrated across:

This allows a campaign to behave as a dedicated AToW campaign instead of using a generic or D&D-oriented character system.


2. Full AToW character sheet

Added a dedicated BattleTech AToW character sheet with support for:

The sheet integrates with the existing CozyVTT character infrastructure rather than creating a separate character database.


3. AToW Life Module character creator

This was one of the largest additions.

Added a Life Module-based character generator implementing the AToW character creation structure.

Features include:

The builder can apply the finished Life Module build directly back into the character sheet.


4. Expanded affiliation and faction backgrounds

Stage 0 affiliation choices were greatly expanded.

Added support for numerous subfactions under:

Clan caste packages were also added, including things such as:

Each affiliation package can contribute its own XP, skills, traits and flexible allocations.


5. Master Schools and Officer Candidate School

Implemented AToW education rules for Master Schools, including correct Basic / Advanced / Special Fields.

Supported schools include:

Also added an Officer Candidate School system with:


6. Age and aging system

Added AToW aging milestones:

21
31
41
51
61
71
81
91
101

The system can automatically apply:

The character sheet shows a visible breakdown of what aging changed.

Existing characters can also be recalculated through the Life Module creator without permanently stacking aging effects repeatedly.


7. Character portrait system

Added portrait support to AToW characters.

Features:

The same portrait can now also be reused by the platoon-management cards.


8. AToW equipment catalogue

Added a substantial personal equipment catalogue.

Features include:

This gives AToW characters an actual equipment-management workflow rather than a freeform text field.


Tactical BattleTech additions

9. Hex-grid support

Vanilla CozyVTT originally centered around square grids.

Added:

square
hex-flat
hex-pointy

Support covers:

Hex dimensions are treated consistently between visual rendering and snapping.


10. Hex-aware token snapping

Added proper geometric hex snapping rather than approximating a hex map with square coordinates.

Tokens now snap to the actual center of the nearest:

This also works when placing tokens from campaign rosters and other map interactions.


11. Grid calibration

Added a major map-alignment system for scanned or pre-printed BattleTech maps.

The generated CozyVTT grid can now be calibrated independently over the background image.

Controls include:

Persistent map settings:

gridOffsetX
gridOffsetY
gridScaleX
gridScaleY

Most importantly, calibration affects both the displayed grid and snapping calculations, so tokens continue to land on the actual printed hexes.

Existing maps default to:

offset 0 / 0
scale 100% / 100%

so installation does not disturb old maps.


12. BattleTech unit facing

Added BattleTech-style facing to tokens.

Facing snaps to:

0°
60°
120°
180°
240°
300°

Features:

This was added specifically because facing changes are mechanically important in BattleTech.


13. Terrain marker system

Added BattleTech terrain directly to maps.

DMs can place terrain markers snapped to hexes and click them to open rules cards.

Current terrain includes:

Terrain is stored using normal CozyVTT object tokens with BattleTech metadata, so it did not require a separate terrain database.

Automatic LOS/movement penalties are not yet implemented; currently the markers primarily provide visual and rules-reference functionality.


BattleTech Unit Library

14. Generic BattleTech unit system

Vanilla CozyVTT’s NPC/unit creator was replaced for BattleTech campaigns with a dedicated BattleTech unit library.

Supported top-level types:

Infantry
Ground Vehicle
Aerospace
Mech

Examples of subtypes include:

Infantry

Ground Vehicle

Aerospace

Mech

Unit records can contain:

Units can be placed onto maps and damaged/repaired through the existing CozyVTT creature/token infrastructure.


15. BattleTech preset browser

Added a searchable unit-preset browser.

Features:

No artwork from the sourcebooks was embedded.


16. TechManual example presets

Added a number of example units derived from TechManual worked examples, including:

These serve both as usable units and as examples for the Unit Library.


17. Record Sheets: Succession Wars BattleMechs

A very large number of BattleMech presets were transcribed from Record Sheets: Succession Wars.

The added catalogue includes:

Examples include:

The preset catalogue now contains well over a hundred BattleMech variants.


Platoon management

18. Platoon Board

Added the beginning of a dedicated BattleTech Platoon Manager.

This is intentionally designed more like a card table than a traditional spreadsheet.

A character created in the AToW character generator becomes a soldier card automatically.

Cards can show:

Soldiers can be dragged between:

Groups can represent:

The board layout and membership are persistent.


19. Platoon accessibility

Originally the Platoon Manager was reachable through:

Campaign → Roster → Platoons

It was then expanded so BattleTech platoons can also be accessed directly from the main Dashboard, making the feature much easier to reach.


20. Soldier status and casualties

Platoon members can carry states such as:

ACTIVE
WOUNDED
INCAPACITATED
KIA
MIA
EVACUATED
RESERVE

Only active soldiers contribute to the active combat calculations.

This means removing or incapacitating a soldier immediately changes platoon statistics without deleting the underlying AToW character.


21. Squad/platoon Skill averaging

The Platoon Manager calculates collective infantry skill values from the individual AToW characters.

This includes:

Missing required Skills are reported rather than silently inventing a value.


22. Infantry motive type

Platoons can now select their conventional infantry movement type:

Foot
Motorized
Jump
Mechanized Hover
Mechanized Tracked
Mechanized Wheeled

The choice affects:

For example, conventional mechanized infantry cannot make Anti-‘Mech attacks, so the manager marks that appropriately.


23. Live platoon speed

The manager displays BattleTech movement and the corresponding AToW tactical distance.

Examples:

3 Ground MP
45 m / 5 seconds

or:

5 Hover MP
75 m / 5 seconds

Jump infantry separately displays jump and ground movement.


24. Support weapon system

Platoons can now be equipped with infantry support weapons.

Current support catalogue includes things such as:

Support weapons are assigned to squads rather than just being freeform equipment.


25. Crew requirements and weapon legality

The manager understands that support weapons need operators and sometimes additional crew.

It checks things such as:

An under-crewed support weapon can therefore be identified automatically.


26. Support weapons affect movement

TechManual support-weapon encumbrance rules are incorporated.

For example, depending on motive type, carrying the maximum secondary support weapons can:

So the displayed platoon speed is not merely a static motive-type value.


27. Dynamic infantry damage

The manager is beginning to act as the conversion layer between individual AToW soldiers and the single conventional-infantry unit used in BattleTech.

The calculation considers:

The platoon therefore loses combat effectiveness automatically as soldiers are killed or removed from active duty.

This is one of the core goals of the platoon system:

Individual AToW soldiers
        ↓
Squads / equipment / weapons
        ↓
Calculated conventional infantry platoon
        ↓
BattleTech tactical-map unit

The final direct deployment/conversion into a tactical infantry token is still a future phase.


Database / backend changes

Vanilla CozyVTT’s database has also been extended to support these features.

Major additions include:

All production schema changes have been handled through Prisma migrations and prisma migrate deploy.

  • Star Trek Online: Sahni Nethalis

    Star Trek Online: Sahni Nethalis

  • Service record:
  • Wealth & Property
  • Contacts
  • Crew
  • I.K.S. Poregu Bird-of-Prey
  • Basic information

    Name: Marauder Captain Sahni Nethalis
    Rank: Captain
    Ship: I.K.S. Poregu – Bird of Prey (Comissioned)
    Ship: I.K.S. Oromvu – Maurauding Carrier
    House: Nethalis (Insignificant)
    Assigment: Maurauding corps.
    Birtplace: Qo’nos

    MMORPG Star Trek Online character.

    Physical description

    179 cm tall Orion Female with light green skin, dark eyes and red dyed hair. No visible scarring, on body. Given her Orion origin, she possesses slightly larger strength then human despite her lean and slender body. Like all Orions tests showed, that she inherited her kind radiation tolerance and affecting pheromones.

    Psychological profile

    Captain Sahni Nethalis is an aggressive, decisive officer with exceptional tactical instinct. She consistently accomplishes mission objectives, particularly during boarding actions and commerce raiding, often through unconventional means.

    The subject routinely disregards standing orders when convinced a greater victory can be achieved. Multiple disciplinary actions have failed to alter this behavior. She accepts punishment without complaint and repeats the offense when circumstances demand it.

    Fiercely loyal to the Empire, Captain Nethalis values victory above strict obedience. She is highly effective in combat but poorly suited to politically sensitive operations.

    <>

    Service record:

    Dominion War Aftermath: Joined Bird-of-prey Dre’Kar as young warrior in need of new conscripts

    Battle of Betha Penthe: Defeated and killed Captain of Dre’Kar in duel, after captain issued command to stop combat with Federation vessel and abandon ship. After assuming command, with deceit she and crew managed to force Federation vessel into surrender.

    Klingon Academy Trials: Passed trials during program for ambitious warriors. Left with rank Marauder Captain.

    Bloodbath of T’Ong Nebula: Suspended for year, and punished by “Path of Pain” and Rura Penthe labor for 2 months to repent, after recklessly mistaking civilian vessel for smuggler vessel.

    Battle of Dyson Sphere: Awarded with Badge of Honor for bravery during encirclement of her crew in depth of Dyson cities. Sahni Nethalis hold of 98 of Voth soldiers supported by Mechs with her deployment of 43 warriors and two armored vehicles.

    Capture of Orion Syndicate Carrier: With her crew, she intercepted Orion Syndicate carrier in Khaless Expanse nebula, and boarded it with her crew. After defeating crew, she took command of vessel.


    Skills: Engineering, Melee Combat, Command, Pilot Class A
    Minor skills: Shooting, Cooking, First Aid.

    Wealth & Property

    –No Records–

    Contacts

    Captain Rebbeca USS Scherzo
    Full Image


    Captain Rebecca Quinn
    Commissioned: U.S.S. Scherzo
    Designation: Tactical Officer

    First Encounter: Deep Space 9
    Origin: Sol (Ireland)

    Relationship: Friendship

    Deployment: Alpha Quadrant

    Crew

    Sahni Nethalis and her crew posing before
    First Officer

    Name: Inene
    Race: Orion Female
    Rank: La’ (Alliance: Commander)
    Designation: Cloaking device Engineer Specialist

    Description:
    Smaller Orion female with crimson hair, usually worn loose. Commander Inene usually wears tough leather overall with yellow marking of engineering department, adopted from color scheme of Starfleet.

    Service History:
    Commander Inene enlisted together with Captain Sahni on Bird-of-prey Dre’Kar, being one of original crew. Commander Inene had direct impact on success of Sahni nethalis mutiny against standing captain. After Sahni Nethalis assumed control over the ship, Inene took position of First Officer on ship. Commander Inene followed Captain Nethalis on other ships, it is more then obvious, that two women have tight bond.

    Accolades: Badge of Honor from battle of Dyson sphere.

    Chief Medical Officer

    Name: Ml’ck
    Race: Gorn Male
    Rank: Lagh (Alliance: Jr. Lieutenant)
    Designation: Chief Medical Officer

    Description:
    Hulking Gorn Male with sharp teeth, claws and mind. Ml’ck looks as similar as other gorns, if he would be wearing harness, he might blend in crowd of other Gorns. Distinguishing feature is his white doctor coat, which he wears in any circumstance.

    Service History:
    After graduation from Qo’nos academy, he was assigned to ship I.K.S. Poregu under Captain Sahni command. Rumors on board of ship say, that Captain handpicked him, as only Gorn can wrestle with uncooperative Klingon patients, or those in shock.

    Accolades: Badge of Honor from battle of Dyson sphere.

    Chief Science Officer

    Name: Dehur
    Race: Orion Female
    Rank: Lagh (Alliance: Jr. Lieutenant)
    Designation: Chief Science Officer

    Description:
    Average Orion Female, with pale green skin, short black hair wearing long lab coat of Scientific Officer.

    Service History:
    Dehur is one of original crew members of Bird-of-prey Dre’Kar. Despite fact that Dehur didn’t join mutiny and stayed aside from it, she joined Captain Sahni side aftewards. Dehur seems to be logical and cold mind on board of I.K.S. Poregu. Dehurs main duties are tied to astrometry, exobiology and optometrics.

    Accolades: Badge of Honor from battle of Dyson sphere.

    Chief of Security

    Name: Xunov
    Race: Orion Male
    Rank: Sogh (Alliance: Lieutenant)
    Designation: Chief of Security

    Description:
    Well formed Orion Male with brown hair and prominent jawline and chin. Xunov somewhat looks like cliche soldier and romancer. On board of I.K.S Poregu, his appearance is often target of joke, calling him Orion Kirk or William Riker.

    Service History:
    Enlisted on I.K.S. Poregu after successful mutiny to fill empty slot of Boarding party Officer. Xunov served under Captain Nethalis for a long time and after Battle of Dyson sphere was promoted to Chief of Security.

    Accolades: Badge of Honor from battle of Dyson sphere.

    Chief of Operations

    Name: Lynish
    Race: Orion Female
    Rank: Sogh (Alliance: Lieutenant)
    Designation: Chief of Operations

    Description:
    Orion Female with black hair, blue-green skin and lithe frame. Similar to Inene wearing often full-body overall uniform.

    Service History:
    Fresh from Qo’nos Academy, enlisted on I.K.S. Poregu quickly took position of Chief of Operations and became ships logistical sorceress. Since her arrival Captain Sahni never had to think about quantum torpedos, phaser and disruptor batteries, mines, bloodwine and supply of Gagh. Lynish tends to rather stand in the background, keeping records and ledgers of the ship. It’s her responsibility that ship is stocked.

    Rumors says, that Lynish has ties to black market and secretly earns crew extra Latinum through their marauding raids. Although, these allegations were never proved.

    Boarding Party Officer

    Name: Nesh
    Race: Orion Female
    Rank: Lagh (Alliance: Jr. Lieutenant)
    Designation: Boarding Party Officer (BPO)

    Description:
    Strong and toned Orion Female distinctive by her ginger hair. Lagh Nesh favors rather intricate spins of stock uniforms, trying to distinguish herself from rest of the crew.

    Service History:
    Former Tactical Officer on I.K.S T’Rogh, which was destroyed during Dyson Sphere operation. Lagh Nesh was saved from wreckage by I.K.S Poregu. Honor bound to ship and it’s captain for saving her life, she joined I.K.S. Poregu crew.

    After promotion of Xunov, Nesh took position of BPO, leading most boarding efforts and deployments on ground operations. Together with Xunov, she is closest to what could be called a Marine.

    Chief of Engineering

    Name: Kovlavt
    Race: Klingon Female
    Rank: Lagh (Alliance: Jr. Lieutenant)
    Designation: Chief of Engineering

    Description:
    Slender Klingon Female with subtle ridges and short curly hair.

    Service History:
    Enlisted on I.K.S. Tovh’ra battlecruiser as NCO. After promotion among to Lagh rank, demanded being assigned to BoP warship to earn Honor and fame.

    Kovlavt graduated as Warp Core Specialist from Klingon Academy. She is responsible for juryrigging experimental Bajoran Warp Core to I.K.S. Poregu.

    Brig Officer

    Name: Zakath
    Race: Klingon Female
    Rank: Lagh (Alliance: Jr. Lieutenant)
    Designation: Brig Officer

    Description:
    Bulky Klingon female with stern look, long curly hair and sharp features in face. Zakath is very intimidating Klingon woman, with rough and growly voice.

    Service History:
    From K.D.F.M.P (Klingon Defense Force Military Police, unlike rest of crew, Zakath asked to serve on board of Captains Nethalis ship after her sentence on Rura Penthe. Her motivation is unknown, as Zakath tends to herself and she is rather new addition to I.K.S. crew. There is suspicion she is Intelligence Officer or assigned by High Council to keep Marauder captain in check.

    Zakath main responsibilities on ship consist of: Interrogations, guarding prisoners, keeping captive database, appraisal of captives, sorting of captives, managing brig.

    I.K.S. Poregu Bird-of-Prey

    B'Rel Klingon Warship
  • Shadowrun 5: The Grinman (Toxic Shinto Shaman)

    Shadowrun 5: The Grinman (Toxic Shinto Shaman)

    Okay, so I was thinking about writing some villain. And this idea came to my mind. Toxic Shinto Shaman. I never wrote toxic magicians, so this is my firs one, bear with me.

    Urban legend of The Grinman

    Nobody know his original name, in bustling Neo-Tokyo is very easy to lose your name, even your face. Legends say, that he used to be Shinto shaman, taking care one of the many shrines in Neo-Tokyo.

    He was kind-hearted, humble and gods favored him. But, darkness was circling around his wife, and he wasn’t able to stop it. He failed to notice change in her behavior. One day, when he came to their humble home, he had strange feeling something terrible happened.

    His beloved wife, haunted by dark thoughts jumped under the train. Crushed by sorrow, humble priest descended into the the madness.

    It is said that he now wanders the city’s forgotten stations, maintenance shafts and flooded tunnels. He summons vile spirits, sends them to haunt people. Other say, that with different faces he waits on Railway stations porches and with power of suggestion, lures poor souls to jump under the trains. Where he appears accident happens, and most likely tragic.

    Many claim, that his most favorite spirit are The Hands. Haunting stories tell tales, those hands are hands of his deceased wife. That he corrupted her innocent spirit and now calls her hands to do his biding and torment people.

    Rumors

    • “If a smiling man asks whether you hear the train, don’t answer.”
    • “People who see wet handprints near the tunnel walls should leave immediately.”
    • “Construction deaths spike whenever someone reports laughter in sealed shafts.”
    • “The Hands don’t kill first. They herd.”
    • “He can’t make you jump if you never meet his eyes.”
    • “He stands where no train stops anymore.”

    Stats

    The Grinman

    The grinning japanesese man, toxic shaman

    Substats

    • Initiative: 9 + 1D6 (Physical); 10 + 2D6 (Astral)
    • Condition Monitor (P/S): 10 / 11
    • Limits: Physical 4, Mental 6, Social 8
    • Armor: 9 (Lined Coat or armored clothing)

    Active Skills

    • Sorcery Group: 6 (Spellcasting, Counterspelling, Ritual Spellcasting)
    • Conjuring Group: 6 (Summoning, Binding, Banishing)
    • Influence Group: 5 (Con, Etiquette, Negotiation)
    • Perception: 5
    • Sneaking (Urban): 4
    • Assensing: 5Astral Combat: 4

    Qualities

    • Mentor Spirit (Doom): Provides bonuses to destruction-based magic; embodies the desire to end life and hastening an “apocalypse” for those he targets.
    • Bad Rep: Known as a malevolent urban myth inhabiting the city’s tunnels.
    • Guts: +2 to resist fear and intimidation.
    • Focused Concentration 3: Allows him to sustain mental suggestions without penalty

    Spells

    • Influence: Used for his “whispered suggestions,” implanting post-hypnotic commands that victims carry out as their own ideas.
    • Control Thoughts: Nudges people toward fatal movements or losing their grip.
    • Chaotic World: Induces hesitation and confusion, causing victims to falter at critical moments.
    • Pollutant Stream: A specialized toxic spell that blasts targets with a concentrated stream of filth.
    • Physical Mask: Maintains his calm, polite appearance to hide his true, warped nature.Silence: Used to move through maintenance shafts and tunnels without sound

    The Hands

    The hands crawling through tunnels
    • Initiative: 15 + 2D6 (Physical); 13 + 3D6 (Astral)
    • Skills: Assensing, Astral Combat, Con, Gymnastics, Intimidation, Perception, Unarmed Combat

    Powers

    • Energy Drain (Karma): Feeds on the negative emotional energy and disrupted fate of his victims.
    • Compulsion (Sorrow): Deepens loss and loneliness, nudging victims toward suicide.
    • Shadow Cloak: Allows the Hands to reach out from deep, supernatural shadows.
    • Silence: Ensures the Hands can grasp victims without a sound.
    • Materialization: Used to manifest as enormous gray hands in the physical world.
    • Fear: Living creatures are struck by unreasoning terror when the Hands appear
  • Shadowrun 5: How to RP Spirits

    Shadowrun 5: How to RP Spirits

    So, YouTube or forums are full of questions how to manage spirits by rules, how to use them effectively. Same as most sourcebooks. We will learn from them how to use spirits in game and we will get some basic information about them.

    But, how to actually RP them? How we will portray them in our games, so that they are more than just a bunch of generic numbers that we throw on the enemy?

    That is a question we get little answers to. And because I love playing awakened characters in Shadowrun, and I love spirits, I did some research on that.

    Astral Plane

    Before we jump into spirits themselves, let’s first rewind definition of Astral Plane from SR5 Core Rulebook.

    While the physical world is the one we interact with every day, there is another world, invisible and largely unnoticed, yet indirectly influenced by everyone living in the material plane. This world is known as the astral plane.

    The astral plane is an emotionally charged reflection of the physical world. Only living beings and objects infused with mana truly exist there; ordinary physical objects appear only as faint, intangible shadows.

    Mana, the essence of magic, flows through the astral plane, connecting the metaplanes to the physical world. It is sustained by the life force of all living things on the planet. This collective life energy bathes the astral plane in a constant ambient glow.

    Objects and events from the physical world can still be perceived from the astral, but they appear blurred and muted. Emotional impressions are far more vivid than physical details such as light or sound, often replacing them entirely.

    Places and objects marked by powerful emotions may leave lasting astral echoes. These remnants of the past appear as lingering shadows whose strength depends on the intensity of the emotions associated with them. Such echoes are often more colorful and tangible in the astral plane than the physical objects themselves.

    (page 312)

    So, Astral plane is this vast vibrant, living, breathing space that bridges our physical world with metaplanes. It’s colorful and full of emotions. Spirits fly and lurk in it freely, as it is their home. Bigger spirits might hunt smaller ones. Trickster spirits might try to trick gullible awakened character into traps, while projecting.

    Many tables, put this world on side, and when some Astral Projection scouting is in place, it’s generally skipped. You are there, done.

    But, given the Astral world is the foundation of magic and spirits in general, it makes us forget, how strange this world truly is. Let me entertain you.

    What might the Astral Plane look like?

    You close your eyes in peace of your cramped room, that you call your home. Sounds of Seattle rain meld with sounds of your apartment. The electronics buzzing, shuffling of your blanket and creaking of floors above you, until nothing then just deafening shimmer remains.

    Then you open your eyes, but not your true eyes. They remain shut. You stand up from bed, leaving your body behind and you look around the apartment. Everything is dull, blurred filled with unmistakable fog of background count.

    One of spirits that might be encountered in Astral Plane
    Astral is weird and spirits in it, even weirder. And they might be after you.

    You move through the wall and you are about to see new side of Seattle, the same side, that spirits living in this strange place see every day. The tall, dark corporate skyscrapers sticking out from ground, like menacing claws trying to grasp the sky. They are all dark, unimportant, but yet they are still there. Above them flocks of colorful dots are blazing through the skies with speeds, that normal eye couldn’t catch. Between streets, strange and formless creatures slither, unbothered by physical world. Some small, some big as whales, with teeth sharp and multiple eyes. They search, they lurk and in many cases they hunt. Among them, ever flowing mass of metahumans and their auras are flowing like a river, leading them to their jobs and to their lives.

    Auras, creatures. They are all colorful. Some deep red by hatred, some blue and green filled with peace. You see one spirit, it looks like a man in suitcase. He is following another man, glowing red like hot iron with curiosity and alien intent.

    It all feels like vivid dream. Like you would wake up in depths of Mariana’s trench on bottom of the ocean and your wildest imagination would run wild. You look on your hands, they sparkle with bright yellow, fear and anxiety. Six legged woman grasping street lamp notices. She turns her head your direction and starts to walk “air” your direction. She has no face. You do not wait to find out what she wants. Your quickly return back to your body.

    Creatures are gone, colors are gone, fog is gone and first thing you hear is sound of your fan. World is normal again.

    How to actually RP a spirit

    Okay, now to the meat? What we can make out of it? If you are not in combat, where things are fast paced and you wish to interact with spirits, here it how I think it should go.

    Cornerstone of spirits is EMOTION. They perceive them, they carry them and for them, it’s the most recognizable thing.

    Spirits’ perception of world and you

    Spirits will be asensing you the whole time during conversation. For them worded facts are not as important as emotion behind the words. When you try to explain something to them, they will try to read what emotions are behind it. Are you scared when you plead to them? Are you angry, are you anxious? They will make out of it their own truth.

    You can hit spirit with scientific facts, and it will listen to you, it will try to think about it. But, it will also read your emotions, how much you believe in what you say. Whole magical world is based on my belief, my world. That’s the reason, why spirits take shape and form based on caster and his tradition.

    Carried emotion

    As you can see in examples of spirits Carngull and Eileen I wrote, they carry certain emotions in them. For Carngull, it’s hunger, survival. For Eileen it’s sorrow and wish to live life.

    Therefore when you are creating concept of spirit, try to think about emotion, which resonates with them. It gives them form, and it gives them something players can attach to.

    Things that used to be

    A good way to link those emotions is written in core rulebook. It’s kind of hidden, but when you will pay attention, there is written:

    Which is kind of cool when you think about it. In astral space might be things, that are no longer in physical world, and can be explored. Those things can be linked back to certain spirits. In case of Eileen, it can be wreck of S.S. Clara Barton, or the ship might be still floating around. Or it may be locket in some house, which children of passed away mother still remember.

    Make them weird

    Do not be afraid to use these references. They might play into spirit weirdness. Spirits might even reenact certain events of history, just for sake of it, just because emotions on that place are still present. Bunch of fire spirits might reenact in astral plane Gettysburg battle, just for sake of it.

    Some other spirit might prepare for players dinner, because it’s reenacts or represents certain aspect, like grandmother. Some spirit might reenact Sioux pathfinder out of joy of it.

    Another take you can make, you can surprise caster player, by spirit returning back, without summoning. Maybe spirit enjoyed time with caster so much, it starts to linger in it’s space. Watches the caster from astral. It can be quite hilarious to see shaman getting rid of clingy spirit, they summoned a while ago >:D

    What do spirits like to do when you summon them?

    I was trying to piece together some information about how to RP ghosts, and I stumbled upon amazing post on Reddit about this topic. It was written by Hammaer96, and he proposed this table of spirits and what they might like as task, and what not.

    This is interesting take and I really like it. It can also correlate with existing Astral Reputation, which has quite few ways how to move. You summon spirits to wrong tasks, and they get annoyed and tell among themselves.

    I do not say, give bad reputation for every bad task, but if you conjure fire spirit every day, to guard bottle with bee inside? He might get pretty mad. He expects fight, he wants that thrill and juice of emotion of thrill. No, he watches fucking bee.

    Players, write your own spirits!

    Shadowrun is collaborative storytelling, that means, story you are experiencing shouldn’t come only from your GM. You as player can contribute to story, I dare to say, with 35%.

    Consult with GM possibility to write your own spirits. When you summon spirit it comes from SOMEWHERE and goes SOMEWHERE, when it fulfilled your wishes. Why not summon the same spirit again?

    If you write your own spirits, which are most aligned with your magician, it will add depth to your own character and to story overall. If you summon same spirit again and again, GM will learn it’s personality, party will learn to recognize that spirit and its quirks. It will stop being stat blob, which you throw on enemies.

    How to design your own spirit?

    As I pointed up, I made so far two for my character Sha. When you think about the concept of calling the same spirit again, it makes sense you need to learn it’s habits. For example, what it represents? Is it former human, or just memory of a human? Does it represent hunt, battle, anything really.

    The Location

    Set its location. Every spirit will have some location it favors, is it sea? Alleyways, coffee shop, hospital? Any place where your character actually has to go, to summon this specific spirit.

    The Offering

    Set its offerings. Being on a place is not enough to lure specific spirit. What is it, that tells spirit you are calling them? Leaving hot coffee on table, while you sit in stuffer shack? Footprint in dirt, driven through with nail to lure Sioux tracker? Splash of cider on roots of the tree? Something unique.

    Story Hooks

    Designing your own spirit doesn’t only give your party some other memorable character to interact with, it also gives your character things to do and GM story hooks to develop. Here are some examples.

    Conclusion

    The next time your magician summons a spirit, ask yourself one question:

    “Who answered?”

    If the answer is more than “Force 6 Air Spirit,” you’ve already started telling a better story.

  • Shadowrun 5: Beast Spirit Carngull

    Shadowrun 5: Beast Spirit Carngull

    Ever-hungry scavenger

    This is Shadowrun 5 Critter designed by me, numbers you see are applicable in this game.

    The Terror of the Alleys. Carngull is representation of nature’s adaptability, strength and relentlessness even in midst of plastic jungle.

    Similar to Eileen, this spirit could fall into category of city spirits, as it is drawn to those shamans, which are living within plastic jungle. It might reveal itself even to wilder shamans, but it’s rather unlikely.

    Summoning

    Carngull can be summoned anywhere in Seattle, where presence of city wildlife was recent. Which is quite broad. Carngull will not respond to calls in clean and sterile corporate facilities, as Sha discovered, it is place where he can’t hear the prayers.

    Carngull is lured by daily ritual, which keeps animals on street fed and thriving, and that’s waste of food. Yes, something which would be seen as “anti-nature”, actually keeps devil rats, seagulls, pigeons, stray cats and dogs alive.

    To summon this avatar of street beast, shaman needs to have some food on themselves, throw it on ground and step on it. Inside their mind, they have to clear their mind and forget it.

    After this is done, Carngull is allured by offering and standard summoning can begin. If successful, filth, street debris, organic matter will start to form into horrific creature with blood red glowing eyes. Ready, to sate it’s hunger.

    Force

    Personality

    Carngull is a beast. Or should we say THE BEAST. He is not stupid though, in higher forms it can outsmart most humans. Most animals which are living on the streets wouldn’t survive long if they wouldn’t be smart.

    Carngull is just not aligned with metahuman thinking or customs. He understands, he has thoughts, but rarely finds need to express them. Yes, he can talk.

    He loves chasing, he loves hunt, chasing and tracking down the prey. But, also he is patient, not getting bored waiting and guarding till he is said otherwise.

    Behavior towards Summoners

    Respectful, obedient. Sadly for all, which would want to have conversation or deeper interaction, this is probably not the one. Sha was never able to convince this spirit to hang out with her outside of confines of huntsman/hound. Carngull will obey every command with ferocity and determination, until forced to return back from where he came from.

    The City

    The city is ecosystem, strange one, but it is. From small bugs to big awakened critters, that stalk the alleyways. Sewers, backstreets, abandoned buildings, cracks in skyscrapers, open cloudy skies. All this is inhabited by creatures of sorts.

    Carngull is part of all of them, and he will not abandon them. He made clear to Sha, that he will never cross borders and leave Seattle. Why? Hard to tell, this spirit doesn’t do reasoning, it might be something he chose to.

    Distinctive behavior

    • Never leaves Seattle
    • Never stays longer then needs to
    • When banished, services end it switches to Astral Form and runs away. Can be chased.
    • Attacks Insect Spirits without command almost like berserker.

    Manifestation

    The stench is recognizable. Fur, damp street, dumpsters in back alley and mold of cellars. This is first what people say, they noticed, before they encountered Carngull. It’s also reason why Sha never summons it in her own apartment. Carngull is not only summoned, he is presence in the streets. Hiding in alleys, hearing every beating heart. Many met him, many discarded him as another Beast Spirit, not knowing how impressive he is.

    Carngull (Spirit of Beast)

    B A R S W L I C EDG ESS M
    Initiative
    Astral Initiative
    Skills
    AssensingMAG + INT
    Astral CombatMAG + WIL
    PerceptionMAG + INT
    Unarmed CombatMAG + AGI
    PowersAnimal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience
    Optional Powers

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  • Shadowrun 5: Water Spirit Eileen Witkins

    Shadowrun 5: Water Spirit Eileen Witkins

    Haunt of S.S. Clara Barton

    Eileen Witkins, second cook on ship S.S. Clara Barton, sank on February 22, 1942 by German U-Boat (U-129). Or at least, this is what this manifestation of spirit says. It might be truly spirit of Eileen, forever tied to water, or playful spirit of water decided to take on her form.

    Eileen Witkins Card, also usable to summon her from her watery grave.

    Summoning

    By observation of Sha, Eileen seems to listen to summons, only close to the seawater. Anywhere else, any other body of water, random other water spirit appears.

    It is very much possible, that this is only Eileen preference and she might choose to come to aid in other circumstances, but it never happened before.

    After this small ritual, water will open and a beautiful woman in a vintage sailor’s uniform, with haunting blue eyes in sailor dress emerges from the waves.

    Personality

    To those who didn’t summon her, Eileen might appear as malevolent water spirit. Her preferred method of killing is anyways drowning. To others then her Shaman she will be rather dismissive (Unless having good Astral Reputation).

    That doesn’t mean others can’t reach out to her, though. It is possible to create connection with her even without being her summoner. It might just take a while.

    Relations with summoners

    Towards summoners Eileen behaves more cordial. Eileen often lingers long after the summoning is complete. She enjoys sharing meals, listening to old sea stories, or simply sitting beside the water with her summoner in comfortable silence. Unlike many spirits, she rarely disappears immediately after her task is finished unless dismissed.

    Spirit affinity

    To those with spirit affinity, she might even show up to their rescue if they will drowning at the sea. Fact, she is not summoned, doesn’t mean she is not somewhere out there. It’s slight chance, but still a chance.

    The Vat

    Something she never speaks of, but it is way how to gain her respect almost instantly. The Vat is ritual tied to ancient sacrifices called Threefold Death.

    Core of The Vat is, that practitioner will strip themselves of all gear and necessary clothes and let themselves embraced by water spirit. She embraces the practitioner and silently descends into the black water until neither moonlight nor surface can be seen.

    Practitioner is fully at her mercy and she will decide if they will drowned or not. The idea of fully giving yourself to the mercy of the sea is key of this ritual. If the practitioner survives the ritual, Eileen recognizes their bravery and devotion.

    NOTE: Eileen will never perform The Vat with anyone she knows, they have gills or any kind of cyberware close to the lungs. She will try to assensing before the ritual. If she fails and finds out later that practitioner cheater, she will be furious.

    Distinctive Behavior

    • She unconsciously hums old merchant navy shanties while waiting.
    • She instinctively wipes condensation off bottles before handing someone a beer.
    • She always faces the nearest body of water when sitting in silence.

    Manifestations

    In the Astral Plane, billions of spirits roam beneath skies awash with impossible colors. Picking out a single one among them would be all but impossible. Yet somewhere in the deepest corners of the Matrix horror threads, old conspiracy boards, and forgotten trideo discussions—rumors persist among Seattle’s dockworkers. They speak of a woman in a vintage navy uniform who appears on lonely piers shortly before a storm. She stands motionless, watching the sea in silence. Then, just as the first rain begins to fall, she vanishes without a trace.

    Eileen Witkins (Spirit of Water)

    B A R S W L I C EDG ESS M
    Initiative
    Astral Initiative
    Skills
    AssensingMAG + INT
    Astral CombatMAG + WIL
    Exotic Ranged WeaponMAG + AGI
    PerceptionMAG + INT
    Unarmed CombatMAG + AGI
    PowersAstral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
    Optional Powers
    WeaknessesAllergy (Fire, Severe)
    SpecialEileen Witkins moves twice as fast when in water.

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  • Xiang Yimu

    Xiang Yimu



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