As a GM, I want every player in the game to feel like their PC's made an important contribution. My problem is that, while there's lots of threats that only mages can handle, I haven't really found many scenarios that can only be fixed by the street sam.
I think Sams start to shine when the lead fills the air.
Sams can get through the Astral barriers that stop mages and their bullets kill people just as well as power bolts without having to worry about hurting themselves in the process.
Hm, a firefight against a clever OpForce, or when the team gets ambushed, or when the mage is tired
.
A mage with even a little offensive capabilities can influence situations where there's need for a streetsam. The rule 'geek the mage first' of course also counts for the OpForce... so the mage probably should take cover in a firefight.
If they run up against a F10 spirit, they've got a better chance than most character types to hurt it with mundane combat. Take a shotgun, load it with Stick-n-shock (dropping the armor of the spirit from 20 to 10 and giving them a shot at stunning it), and rip into it with a few rounds. If you have them using something BF or FA, you can eke out a few more points of damage without starting to drop a lot of pool that would otherwise go towards getting the successes you need to hit the thing.
The fact that it's not too hard to get spirits that are as heavily armored as a GMC Banshee is annoying, yes, but that doesn't mean it can't be hurt by non-magical types. If there's some balance in the campaign, you'll only be seeing those hauled out with regularity when the opposition is capable of dealing with them.
| QUOTE (Butterblume) |
| Hm, a firefight against a clever OpForce, or when the team gets ambushed, or when the mage is tired A mage with even a little offensive capabilities can influence situations where there's need for a streetsam. The rule 'geek the mage first' of course also counts for the OpForce... so the mage probably should take cover in a firefight. |
Hmm. Well, let's see.
* A gun-bunny can go through a looooong engagement, assuming they've got pockets full of reloads. In a running battle, the drain WILL start to add up for the mages.
* Some recent threads have touched pretty well on the problems with always keeping a stack of active foci or sustained spells going. That means that your mages aren't always going to have Improve Reactions going when they get jumped. Lacking anyone on the team who ALWAYS has an initiative bonus and several passes per turn, your mages might be blown to chum before they get a chance to start throwing the Manaballs.
* Mechanical threats. A White Knight is a lot more effective agaist a combat drone than a Powerball would be.
I'm sure there are others. Somebody?
Oh. Another minor case: a street sam (with a grenade, or firing full-auto) can kill someone he can't see.
So can a mage, if he knows an appropriate spell and is willing to risk the drain (indirect elemental combat spells tend to have a hefty on
).
Also, mages would probably not be happy about battling a few combat drones (when the mages aren't maxed out, of course).
Our street sam dodged in the open covered only by a smoke grenade, 4 tir ghosts using short bursts, for about 5 rounds. (thats 20 IP of dodging, and about 120 rounds btw).
Now thats shine.
they are also quite handy for niche skills.
like demolitions. very nice to have when you need it, and your typical mage or decker won't likely have it. and it's the kind of thing you definitely don't want to chip...
Mages and hackers have to dump a lot of buildpoints in becoming so specialized. A good sam, on the other hand, can actually have lots of useful skills.
Also, a point to remember is what kind of runs are you doing? Sure, a team with one hacker (or a technical adept, why not!) and a handful of spell slingers is going to be rocking. But what Johnson would be able to afford their fees? And why would a Johnson be hiring such a magic heavy team to go do some corporate demolitions or data thefts or... you get the point. That kind of team is going to get some very specific jobs.
However, a team with a couple of useful sams (and I don't mean cybered-to-the-gills min/max sams) boasting a variety of skill sets... plus a hacker and a mage (for those must-have magic moments) is going to be able to handle a much broader variety of jobs. More variety=more fun.
And in games where the mage isn't a combat monster
the street sam shines even more. Personally, I like having a mage/shaman around for all the other nifty things they can do. Like physical mask, heal, levitate, summoning hordes of watchers... not the combat. Our philosophy: Let the sams blast stuff. We like to keep our mage fresh to heal the rest of us.
Your typical Sammie won't have it either, or if he does, he's usually played by the last guy you want to have explosives, in-game or otherwise.
Sammies... Really don't get any shine. In melee, they're outdone by PhysAds, in a gunfight they're outdone by Adepts who focus on firearms. They obviously only make third-rate hackers if they even hack at all........ Hmmmmmm....
the job of the mage, first and foremost, is counterspelling, banishing, and astral reconisance. Healing and illusion are the best spells for a mage to have. combat is a distant third, and only really necessary against certain paranormal threats.
If your in a firefight, with 10 guys with guns and two spirits? the mage is too busy with the spirits to worry about the 10 guys with assault rifles. those guys with guns are the sams job.
A sam, from a practical standpoint, has 3+ IP, boosted senses, smartlink, and better agility, and better resistance to gunfire. They have more boosts than any un-initiated adept could have. (the adept has more skill in his niche than a sam ever can).
a Street Samuri's first job is combat, both neutralizing the enemy (normaly with lethal force but not always), and defending his team. A sam's second job will depend on the individual. (personaly, i like armory and hardware skills).
| QUOTE (ShadowDragon8685) |
| Your typical Sammie won't have it either, or if he does, he's usually played by the last guy you want to have explosives, in-game or otherwise. Sammies... Really don't get any shine. In melee, they're outdone by PhysAds, in a gunfight they're outdone by Adepts who focus on firearms. They obviously only make third-rate hackers if they even hack at all........ Hmmmmmm.... |
| QUOTE (Shinobi Killfist) | ||
there not outdone in ranged combat,phys ads get what 3 dice in a specific skill at best for 1.5 magic, the sam gets +1 die in all firearms for .2 essense. If anyone should complain about there talents it should be the physad who spends a ton more to get slightly better. The one area physads seem to shine is defense, combat sense+mystic armor+magic resistance make them super tanks. Sammies get a lot for a little early on. Sure long run after tons of karms the phys ad is better in a couple specific fields, but in the begining chances are the sammie is better by a large margin. |
Most of the physad gunbunnies I see get contact smartlinks and the bio Wired equivalent. It's kind of pathetic, actually... they haven't figured out the fact that yeah, you're spending 2 more magic levels than to do that as an ability rather than just getting the ware, but you save a lot of cash in the process and can push it to level 3 later...
I am sad that smartlinks not being as cool if they weren't the cyber ones went away. That was one of the things I wish we'd kept around.
A physad gunbunny is going to be really amazingly good at *one* of the gun skills. He'll probably be pretty good at the others, but when he ends up in a situation where his equipment is somewhat restricted (can't smuggle in a rifle, can't scrounge up a machine pistol or assault rifle in the CZ, the guy you're shooting at is outside the 60m max range of your handgun, etc) they get annoyed
A lot of the sammies have a number of combat skills to pick and choose from at nearly the same number of dice (ie: more than a lot of the people around them).
Something else to consider, you can always introduce new rules or weapons to help even the odds. Characters with lots of ware apply their essence index as a bonus against magic (it works against heal spells, and OR generally makes magic more difficult. So why not?) All of a sudden, the mages are good against mages and spirits, but a wired street same will give them a little more reason to pause. Alternatively, consider making an offensive magical weapon ("dual natured bullets", for lack of a better term) mundanes can wield. If they have the ability to hurt things like spirits, or somehow bomb an area with a temporary background count, that makes them a lot more fearsome (and makes curious astral intruders a little less uber).
| QUOTE (nezumi) |
| Alternatively, consider making an offensive magical weapon ("dual natured bullets", for lack of a better term) mundanes can wield. If they have the ability to hurt things like spirits, or somehow bomb an area with a temporary background count, that makes them a lot more fearsome (and makes curious astral intruders a little less uber). |
I'd rather have a street samurai with wired reflexes 3 and a LMG backing me up then a mage.
Generally speaking, a well-built sam can front-load himself into an extreme combat machine. Right out of the gate, they can (and should) be faster, more accurate, and more dangerous than any other archetype.
The key to making any character valueable in SR4 is hyperspecialization. If you try and make a generalist, you'll just end up being outshone in more areas. Despite its claims to the contrary, the game rewards those who have a really tight focus. You're better off-- mechanically and roleplay-wise-- creating someone who's a super-expert in one or two areas and passable in several others, than trying for someone who's decent in all of them.
It's impossible to be truly effective in all forms of combat, and it's more efficient to focus on a single type of combat. For example, it costs you 40 points to max out your firearms group. For those same 40 points, you could take your primary attack skill to 5 (let's say Automatics-- you're wanting a John Woo, dual-SMG, gun-fu expert). You then spend 16 points to raise longarms and pistols to 2, and then spend 3 points to specialize in each of the categories. (Actually, given the concept, you're better off only putting 1 in Longarms, since that doesn't really fit your concept overly much. You can move it to pistols, making you a bit more versatile and capable, since pistols are the most common firearm; or you can put it into automatics, making you more deadly overall.) The net result? For 39 points, you're at an effective 7 dice in your primary skill, and at an effective 4 dice in everything else.
The same thing applies to your cyber choices, which are the heart of the street sam archetype. If you try and diversify too much, you'll just end up ineffective in more areas. You're better off focusing tightly on one or two areas. For example, it's impossible to get someone who is at once an effective meat shield, effective dodging machine, effective sniper, effective combat shootist, and an effective decker/rigger/techhead all in one. You're better off focusing on one area, having a second area as a backup, and being passable in the rest.
For some reson, pointing this stuff out tends to enrage a lot of SR4 fans. The system isn't designed to favor balanced characters-- that's just the way it is. In SR4, Diversity = mediocrity, and medicore characters just aren't much fun.
| QUOTE (Cain) |
| Generally speaking, a well-built sam can front-load himself into an extreme combat machine. Right out of the gate, they can (and should) be faster, more accurate, and more dangerous than any other archetype. The key to making any character valueable in SR4 is hyperspecialization. If you try and make a generalist, you'll just end up being outshone in more areas. ... If you try and diversify too much, you'll just end up ineffective in more areas. You're better off focusing tightly on one or two areas. For example, it's impossible to get someone who is at once an effective meat shield, effective dodging machine, effective sniper, effective combat shootist, and an effective decker/rigger/techhead all in one. You're better off focusing on one area, having a second area as a backup, and being passable in the rest. |
Actually, the sammie can be the ultimate generalist -and- and extremely effective specialisty. Specialize in your ranged combat (or melee, perhaps, if you're a troll), then grab yourself some skillwires - bam, instant generalist in anything you want. Now, you can't use Edge, true, but you're still likely to be better off than the guy with no skills trying to default all the time with occasional uses of Edge...
One thing that hasn't changed is that the sammie is still the best overall combat generalist. They can start out with an assortment of combat boosts that no starting adept could afford (adepts are better at being specialists and dealing with awakened enemies). Sammies have that crucial mix of offensive capability, speed, and durability. They are the best at taking out groups of enemies while protecting the other members of the team.
hard cap for unaugmented human: 16 dice (ability 7, skill 7, specialixzation)
hard cap for an adept: 22 (ability 7(10), skill 7(10), specialization) [higher with social]
hard cap for a sam: 20 (ability 7(10), skill 7(8 ), specialization) [limited selection]
to reach that cap, an adept needs about 7 or 8 magic (depending on skill type). the starting cap is closer to 21. At chargen, the sam and adept are very close in limits, but the sam can reach his more easily.
as for more general abilities... long run, you can get 12 dice in anything/everything. anything OVER 12 dice needs you to exceed the human limit, get legendary skill, specialize, whatever. Therefore, 12+ dice is VERY good. it can on average get 4 hits, or a critical success.
and 12 dice is pretty easy to get. you can do it in multiple skills at chargen with relative ease. the sam can do it easier than the adpet.
Add 1 to the sammie's hard cap - they can grab a reflex recorder, after all.
I think that's why he had 7(8 ). But reflex recorders are not the only 'ware that give bonuses. A sammie can equal an adept in logic-based skills (+3 from cerebral booster vs. +3 from improved ability). For physical skills, they can add enhanced articulation to a reflex recorder for +2 dice. For athletics, they can also add synthcardium for another +3 (and both enhanced articulation and synthcardium give dice pool bonuses, rather than adding to the skill, so they don't fall under the augmented ability cap). Tailored pheromes can give a sammie a +3 bonus to social skills, although they don't even begin to approach the brokenness that is tailored pheromes.
One thing that will keep adepts and sammies more equal is the incredibly high cost of improving an attribute with magic. I don't see many adepts spending 6 points simply to get +3 on an attribute (the attribute boost power, on the other hand, is much more feasible - the only major drawback is that it takes a simple action to activate).
| QUOTE (DrowVampyre) |
| Actually, the sammie can be the ultimate generalist -and- and extremely effective specialisty. Specialize in your ranged combat (or melee, perhaps, if you're a troll), then grab yourself some skillwires - bam, instant generalist in anything you want. Now, you can't use Edge, true, but you're still likely to be better off than the guy with no skills trying to default all the time with occasional uses of Edge... |
I thought skillsofts capped at 4
| QUOTE (ornot) |
| I thought skillsofts capped at 4 |
The Sammie shines when the lead is flying.
High Reaction makes him hard to hit in the first place.
High Reaction makes your guy go first.
All the gun skills, not just one or two, so the Sammie's good no matter what's up.
| QUOTE (knasser) | ||
Skillwires cap at 5, but activesofts cap at 4. I'd assumed that it was an error but I don't know which one is wrong (although knowsofts cap at 5 as well). It's possible that it's not an error though as you can load more than one activesoft at a time up to the limit of your skillwires. So Pistols 4 and Dodge 1 etc. The nice thing with skillwires and activesofts now, is that they're so cheap you can justify security being fitted with them. |
| QUOTE (Glyph) |
| A sammie can equal an adept in logic-based skills (+3 from cerebral booster vs. +3 from improved ability). |
I'd consider cerebral boosters to be augmenting the natural attribute.
Hence you can increase your Natural attribute up to the racial maximum be it 6 for humans, elves and dwarves or 5 for orcs and so on. Were a character to boost their augmented attribute to the augmented maximum without having already reached their normal racial maximum, they could indeed increase their natural rating to the max with karma, but it would make no difference to the dice rolled as they had already hit the augmented cap.
I'm not sure whether it is even possible to reach the augmented cap without also reaching the racial maximum, but if it is possible that's how I'd rule it. After all the character can always get the 'ware removed at a later stage and return to their natural rating.
| QUOTE (Eyeless Blond) |
| Are Cerebral Boosters counted as natural or augmented in terms of hitting the caps, and for later increases? |
The weird part is, when you get down to it, street samurai are basically mundane adepts. They harness cybernetics to make themselves more powerful, and basically can get similar benefits to adepts.
| QUOTE (Dudukain) |
| The weird part is, when you get down to it, street samurai are basically mundane adepts. They harness cybernetics to make themselves more powerful, and basically can get similar benefits to adepts. |
| QUOTE (Dudukain) |
| I'd rather have a street samurai with wired reflexes 3 and a LMG backing me up then a mage. |
| QUOTE (Tiger Eyes @ Jun 16 2006, 10:11 PM) |
| Mages and hackers have to dump a lot of buildpoints in becoming so specialized. A good sam, on the other hand, can actually have lots of useful skills. |
I'd say the problem mages face is the heavy karma cost to improve their abilities. Initiating, learning new spells, binding foci, and improving their magic active skills.
I don't think Sams are that bad off though. 'Ware is cool ^^ and they do get to buy a bunch of skills that a mage with such a heavy drain on karma can ill afford to buy. Sure you can summon a spirit or cast a spell to offset the lack of skill, but that only goes so far, and that assumes you even know an appropriate spell. Depending on what your GM throws at you Sam can be the most effective characters in a game. If the Mages are dominating give them something more dangerous to worry about, like magical foes, and let the Sams do what they're best at.
I also believe that a Sam can boost their skills with judicious use of 'ware to levels rivaling that of an adept with a smaller investment of BPs/karma/nuyen. Unless you're swamping your players with karma, magical characters shouldn't overbalance the game. Straight out of the box a Sam is more versatile and more effective than the magical types, who've had to sink a lot of BPs into being magical.
That being said I do discourage too many spellcasters among my players, but at the moment I've the opposite problem... Most of my party are toting wired reflexes 2!
| QUOTE |
| @Cain: That's kindof true. The thing that makes mages really powerful, however, is to specialise in something which is innately versatile. It's like specialising with a gun that can also let you socialise and infiltrate stealthily. |
| QUOTE (Cain) |
| Well, even then, you get mages who specialize in certain kinds of magic. The dedicated conjurors, combat mages, and stealth mages are all totally different builds, and get rewarded heavily for it. The difference is that a generalist mage is more capable than a generalist mundane. If you get a mage who hasn't specialized in magic to some degree, you're going to end up with a fairly ineffective character. |
| QUOTE |
| Straight out of the box a Sam is more versatile and more effective than the magical types, who've had to sink a lot of BPs into being magical. |
| QUOTE |
| Really any character with skillwires can cover the skill-monkey role just as well, and almost any cybered character has a good reason to have them. |
| QUOTE |
| If you get a mage who hasn't specialized in magic to some degree, you're going to end up with a fairly ineffective character. |
| QUOTE (Lilt) | ||||
Yes and no... Mages can initiate and take metamagics like centering which add to all magical abilities. They can buy power foci, which are remarkably cheap under this edition for what they do. Magic and Willpower are rolled for both conjuring and spellcasting, so a boost to either of them would be good. It is possible to get a fair bit by specialising, but you also lose a lot if you abandon aspects of magic which you could otherwise be fairly good at. It may just be that I value versatility, but I'd rather have a character who wins in most situations rather than oblitterating a few and struggling in others. @ornot: Mages have to pay increasing amounts of karma, yes. Sammies, however, have an even worse time as their upgrade procedure involves paying more than they did in the first place for gear they already have already, then paying a lot for whatever high-grade ware can fit in the tiny essence slot they opened-up.
Erm. Are you joking? You've never seen a well-made and well-played mage, have you? A mage could 'more versatile and more effective' a sammie's cyberarm up the sammie's ass and activate his cybergun. When I said that magic was versatile, I meant it. They have to sink a lot of BPs into it, but they get so much in return that it's not funny. You can do many things only the most stealthy covert ops specialist could do just by astrally projecting. The sort of things that a clever shaman can do with spirits just boggles the mind. An air spirit can carry up-high removing the need for climbing skills, an appropriate spirit can conceal you which covers a lot of stealth (I've never seen a PC mage without invisibility either), an earth spirit can stand infront of you and fight for you, A beast spirit can be conjured to deal with animals (control them to attack their handlers or just to avoid the party), a water spirit can even control the weather ('removing the need' for meteorology skills And yes, I too have seen the problem that everyone goes sammie. I once saw a team with a face, a sammie, a covert ops expert, and a mercenary all boasting very, very, low essences and very high initiatives. Whilst it's a good thing that not everyone's playing nigh-godlike mages, if they have no magical characters then it does mean that the GM can't throw a half-decent mage at the party without risking a TPK. |
"A" is true, but to varying degrees depending on the campaign. What percentage of the population is awakened, and how that portion divides out among adepts, mages, and others is not specificed in SR4. It can be as common or uncommon as a GM wants.
| QUOTE (James McMurray) | ||
As a guy that's running a skillwire character I have to disagree with that. You can't get skill ratings as high with wires as you can with normal skills, you can't spend edge on wired skills, and those programs are expensive as hell (at least in games with a moderate to low income rate). |
Don't get me wrong. I'm not saying it isn't fun. I've enjoyed the character a lot. It just isn't as useful as having actualy meat skills, and isn't as powerful as it seems at first.
Agreed
But always better to have a sammie with the needed skill (even if he's only having a few points in it) than having noone with the skill
Not when the skill is "Naked Overweight Dancing."
| QUOTE (James McMurray) |
| Not when the skill is "Naked Overweight Dancing." |
Then you'll probably want to avoid the overweight part unless you're Chris Farley dancing with Patrick Swayze.
Okay, the general feedback I've gotten seems to be: "Street Sams have their uses, and make good generalists, but there's nothing that they can accomplish (except maybe decking) that can't also be done by mages and adepts." With this in mind, I'm thinking about house-ruling away some of the things that require mages or adepts to overcome.
What does everybody think would happen if I made the critter power of regeneration work against both physical and magical damage. In other words, if they healed from the manabolt as easily as they healed from the assault rifle?
Regeneration doesn't work against central nervous system damage, though, as referenced by the book (called shot to the head). While I dislike called shots, shouldn't a sammie breeze over that? After all a sammie will likely roll a ton more dice to shoot than the enemy rolls to dodge and if you've shot the critter into physical overflow the wound modifiers ought to make it easy prey for the called shot.
| QUOTE (James McMurray) | ||
As a guy that's running a skillwire character I have to disagree with that. You can't get skill ratings as high with wires as you can with normal skills, you can't spend edge on wired skills, and those programs are expensive as hell (at least in games with a moderate to low income rate). |
| QUOTE |
| Yes and no... Mages can initiate and take metamagics like centering which add to all magical abilities. They can buy power foci, which are remarkably cheap under this edition for what they do. Magic and Willpower are rolled for both conjuring and spellcasting, so a boost to either of them would be good. It is possible to get a fair bit by specialising, but you also lose a lot if you abandon aspects of magic which you could otherwise be fairly good at. It may just be that I value versatility, but I'd rather have a character who wins in most situations rather than oblitterating a few and struggling in others. |
| QUOTE (Lilt) |
| If the mage summons a spirit to do it, summoning from far enough away not to arouse suspicion or soon enough in advance that his own signature has faded, then the only signature on the crime scene will be that odf the spirit. |
| QUOTE (James McMurray) |
| I know it's just a house rule (and one that hasn't even been implemented yet) but I would have the tie between spirit and summoner show up on the crime's astral signature. Spirits are beefy enough without letting them be used as trace free assassins, burglars, etc. |
Hmm. Another option, actually, would be to allow a mage who gets enough assensing hits on a spirit's astral signature to then turn around and summon THAT SPIRIT, and use that as an avenue for finding out who summoned it. That depends a bit on how you think spirits work, though. Was that fire elemental summoned away from an independent existence to which it returned afterwards, or did the summoning CREATE the spirit out of th energy of the appropriate metaplane? And does it make a difference whether or not the spirit was Sapient?
| QUOTE (K2Grey) |
| Regeneration doesn't work against central nervous system damage, though, as referenced by the book (called shot to the head). While I dislike called shots, shouldn't a sammie breeze over that? After all a sammie will likely roll a ton more dice to shoot than the enemy rolls to dodge and if you've shot the critter into physical overflow the wound modifiers ought to make it easy prey for the called shot. |
Nim: that's a good rule. I think if it comes up I'll use that instead of my option. It hasn't been needed yet, but players and GMs love to come up with crazy ideas, so I'm sure it'll happen eventually.
| QUOTE (Apathy) |
| Say I've got a goon in 8/6 armor but no helmet - I have to choose between bypassing armor and upping damage, even though logically a head shot in that scenario would do both. |
| QUOTE (James McMurray) |
| Nim: that's a good rule. I think if it comes up I'll use that instead of my option. It hasn't been needed yet, but players and GMs love to come up with crazy ideas, so I'm sure it'll happen eventually. |
| QUOTE (James McMurray) |
| In that case your called shot to the head is a called shot to negate armor. Called shots come in a few varieties. One is bypassing armor, one is upping damage value, and one is for special effects. How each of those occur is up to the player and GM. Sometimes a called shot to up DV means you hit him in the head, but sometimes it might mean you got him square in the chest. A called shot to bypass armor may mean you hit him in the head, or it may mean you found a crease where his armor is thinner to allow for more mobility. That said though, my group doesn't use called shots except when thematically appropriate. The +4 DV one is never thematically appropriate, especially since it's just a way to turn lots of dice into even more damage than normal. Obviously YMMV, but we've ignored called shots for the most part in every game system we've played in the last 10 years and never regretted it. |
I don't see a big problem with bypassign armor either, except when used to bypass hardened armor (perhaps from being inside a vehicle) or spirit armor (as you say, there are no weak spots). The rest of the time ignoring armor is usually fine.
Actually, I don't have much of a problem with using it to bypass hardened armor, either. You're targeting a part of the vehicle that's not as well armored as the rest, be it a view slit, the tires, the vents for the engine or some other spot where it's just not as well protected.
I houseruled the -1 die for +1 DV thing out of existence.
I'm not talking about bypassing hardened armor to hurt the vehicle, but to hurt people inside. Someone gave an example of shooting someone in the back of an armored vehicle, which doesn't make a lot of sense given that there's no weak spots to find on a giant box of metal.
| QUOTE (Apathy @ Jun 20 2006, 05:41 PM) |
| Okay, the general feedback I've gotten seems to be: "Street Sams have their uses, and make good generalists, but there's nothing that they can accomplish (except maybe decking) that can't also be done by mages and adepts." With this in mind, I'm thinking about house-ruling away some of the things that require mages or adepts to overcome. |
| QUOTE (James McMurray) |
| I'm not talking about bypassing hardened armor to hurt the vehicle, but to hurt people inside. Someone gave an example of shooting someone in the back of an armored vehicle, which doesn't make a lot of sense given that there's no weak spots to find on a giant box of metal. |
Reread the example.
As far as calling shots to bypass armor on vehicles, maybe we should just exercise more GM discretion on that. In an example where they're trying to shoot through the less-armored glass, the armor would logically drop some (maybe from 8 to 4 on the brinks truck), but wouldn't disappear altogether. If you try to bypass armor to hit people in a tank, the GM just says "No" and slaps you with a carp.
(to Lilt):
I agree with your statement in principle, but don't think I could make house rules for cyber-limbs without breaking a lot of other stuff and making character generation more complicated. Unless somebody else has good suggestions for cyberlimb house rules I'll just table that one until the appropriate supplemental (Arsenal?) comes out.
| QUOTE (Apathy) |
| (to Lilt): I agree with your statement in principle, but don't think I could make house rules for cyber-limbs without breaking a lot of other stuff and making character generation more complicated. Unless somebody else has good suggestions for cyberlimb house rules I'll just table that one until the appropriate supplemental (Arsenal?) comes out. |
The easiest thing to do would to say cyberlimbs start at the users normal stats.
The houserule I use is that cyberlimbs have stats matching their users, except their strength is set to racial maximum. Strength is the only stat upgrade you can buy for cyberlimbs (to avoid insanity like the Agility-tweaked cyberarm gunner). If a character increases one of his other stats naturally, he requires an hour or so in a cybershop (or a couple of days occasionally tweaking at the limb settings with his commlink... I should really figure out an Extended Cybertechnology test for this) in order to "tune" the limb to balance it out with the rest of his body again, during which time he takes a -1 penalty per different stat point to any actions involving the limb (obviously, this would rarely be more than a -1).
Armoring cyberlimbs is something I haven't bothered with... it's too much of a pain in the ass under the current (lack of) rules.
| QUOTE (James McMurray) |
| Reread the example. |
I never said "you can't call a shot to the passenger compartment of any vehicle with armor, because there's never any weak holes in a metal box" despite your attempts to make it look like I did by surrounding it in quotes.
| QUOTE (James McMurray) |
| I'm not talking about bypassing hardened armor to hurt the vehicle, but to hurt people inside. Someone gave an example of shooting someone in the back of an armored vehicle, which doesn't make a lot of sense given that there's no weak spots to find on a giant box of metal. |
I agree, but per the most rules lawyery interpretation of the rules if a target is inside a large glass box with wheels and is getting 5 armor from it, all it costs you is 5 dice to make it as if that solid box doesn't exist. A more liberal interpretation will look at the "target an area not protected by armor" clause and say "sorry, he has no area not protected by armor, so you can't take the called shot."
Heh... to be honest, I think the "target an area not protected by armor" ruling is a perfect example of rules lawyering towards reasonability.
"Hey, it doesn't say there has to BE an area not protected by armor..."
I'm gonna nod in agreement with cyberlimb mods suggestion; I think the right way to go is to make the samurai tougher; here are some suggestions i'm brainstorming off the top of my head:
Nerf Mystic armor (raise cost or take away ballistic bonus)
Every X amount of essence lost acts as 1 level of pain tolerance
Every X amount of essnece lost confers some other mixed blessing
Cyberlimbs act as pain tolerance
Decrease healing time for characters with cyberlimbs
make up cyberlimb mods (str, body, armor) as suggested
Invent damage scattering rules for characters with cyberlimbs (shudder)
On the original topic: my group has a mage, a rigger/sammie hybrid, a gunbunnie street sam, and a face. The street sam has never complained about being overpowered by the mage, despite the mage being played by a true minmaxer.
| QUOTE (James McMurray) |
| On the original topic: my group has a mage, a rigger/sammie hybrid, a gunbunnie street sam, and a face. The street sam has never complained about being overpowered by the mage, despite the mage being played by a true minmaxer. |
| QUOTE (Lilt) | ||
A lack of complaints in one instance doesn't mean anything on the whole sammy versus mage debait. The sammie could be glad of powerful magical backup, or perhaps even not understand that he is insignificant (like a bug) compared to the power of the mage. Perhaps he expects to be out-done by the min-maxxer no-matter what respective characters they choose, or perhaps the mage is holding back with his true powers as an ace in the hole. Another possibility is that the min-maxxer screwed-up and didn't actually make a powerful character, or that the sammie is just content that his character's stronger physically. |
In my campaigns and one-shot-games we never had the problem that a mage outhshines sammies in every way. Mages and adepts can become very powerful in the long run, thanks to no limit in their magic increase, while a sammie can only get so much new cyber/bio, but he can focus instead on a broad range of skills.
| QUOTE (Shadowmeet) |
| Actually, it does mean something. It means that the only people who are bothered by any power difference, are the ones who are dissecting the rules. |
You're right about one instance not meaning much on a more upper level view. Of course, my experience is all I have to offer, so that's what I did. ![]()
I will say that both the sammie and the mage in my group are minmaxers (they aren't the onle ones). The sammie knocks people over as fast as the mage does, and is better at stealth. The sammie is better at taking damage, primarily because of those wonderful little things called platelet factories. Overall the two seem well balanced, but we also tend to run sessions where every character gets their time in the sun. Shadowrun is primarily a game about teamwork. No archetype, even the adept or mage, can go it alone and excel in all instances, at least not until a huge chunk of karma down the road, in which case they'll be good generalists but not as good as a specialist.
| QUOTE (Grinder) |
| In my campaigns and one-shot-games we never had the problem that a mage outhshines sammies in every way. Mages and adepts can become very powerful in the long run, thanks to no limit in their magic increase, while a sammie can only get so much new cyber/bio, but he can focus instead on a broad range of skills. |
| QUOTE (James McMurray) |
| I will say that both the sammie and the mage in my group are minmaxers (they aren't the onle ones). The sammie knocks people over as fast as the mage does, and is better at stealth. The sammie is better at taking damage, primarily because of those wonderful little things called platelet factories. Overall the two seem well balanced, but we also tend to run sessions where every character gets their time in the sun. Shadowrun is primarily a game about teamwork. No archetype, even the adept or mage, can go it alone and excel in all instances, at least not until a huge chunk of karma down the road, in which case they'll be good generalists but not as good as a specialist. |
Not necessarily. If you want to be truly versatile you coul spend a huge amount of karma just learning spells before even looking at upping your initiate grade, skills, or magic attribute. There's also mentor spirits to contact, specializations to choose, and foci to create/buy/bond.
| QUOTE (James McMurray) |
| Not necessarily. If you want to be truly versatile you coul spend a huge amount of karma just learning spells before even looking at upping your initiate grade, skills, or magic attribute. There's also mentor spirits to contact, specializations to choose, and foci to create/buy/bond. |
| QUOTE |
| It's all fair to say that he's run by a min-maxxer, but a concealing spirit and the invisibility spell are about as much stealth as anyone needs. |
| QUOTE |
| Failing that astrally projecting can let you scout stealthily. |
| QUOTE |
| Spirits can soak-up more damage than platet factories, they're pretty-much immune to most attacks and they can just be re-summoned. |
I believe this falls into the category I suggested above that the sammie is happy with his magical backup, so why would he complain? Your game format sees the mage's advantages cancelled by other mages (they don't seem overpowered if they're pitted against someone osing the same tools as them), so everything is peachy. Yes?
No, because the imbalances still exist. Lets say that the party are missing their mage and they come up against a magical enemy, or the party face an enemy with no magical backup. Then, the overpowering nature comes into effect.
In-fact, overpowering magical threats should be more common than they are. Lets say the enemy has a powerful spirit (force 9), that the sammie just can't nail (11 dice to dodge, 18 points of hardened armor). Either the mage takes it out, or the party are wiped-out.
Seem an unfair encounter? The problem is that practically any starting mage can summon a force 9 spirit if they're willing to spend a bit of edge and accept a bit of physical drain. If they can't get a force 9, they can probably get a force 7 or 8 one which is still enough to pose a serious threat to a physical group. The sammie can't just spend edge in response and hope that the spirit goes away, it's a big honking pile of ass-whupping on a plate. A mage can banish the spirit (perhaps not the first choice as that probably wants edge and risks physical drain too), damage the spirit with combat spells, tie it up with a watcher pack and his own spirits, go into astral combat with it, or maybe even summon his own uber-spirit in response.
Once it becomes apparent that it is possible to do this, doesn't it become a preferable option to death if your gang are being wiped-out by a powerful group of runners? You see, if the mage doesn't summon an ultra-powerful spirit when they're facing death then you may technically be under-playing the opponents.
As I said, the imabalnces do exist. Mages can get by trying to avoid serious drain up until the end, preferring a bullet in the head to summoning something big and posing a difficult threat to a sammie-heavy squad, but in the end one of them might actually develop a survival instinct. I've seen things like this actually happen when someone comes in and guest-NPCs a character too, playing them far more effectively than the GM normally would have.
| QUOTE |
| No, because the imbalances still exist. Lets say that the party are missing their mage and they come up against a magical enemy, or the party face an enemy with no magical backup. Then, the overpowering nature comes into effect. |
| QUOTE |
| The problem is that practically any starting mage can summon a force 9 spirit if they're willing to spend a bit of edge and accept a bit of physical drain. |
| QUOTE |
| As I said, the imabalnces do exist. |
| QUOTE (James McMurray) |
| Obviously they do, or there wouldn't be umpteen threads about how overpowered magic is. But most perceived imbalances can be fixed by simply using the rules as written, since most people who come here with complaints aren't doing that. A large portion of the remaining imbalances can be fixed by having a group willing to fix them, or willing to forego absolute power in exchange for fun. The rest can mostly be fixed with GM foresight. |
No top ten list, but just from what I can think of offhand (in no particular order):
1) Invisibility is not complete stealth, and there are several cheap (or even free) counters to it that every business should know and use.
2) Spirit armor is not bypassed only by the weapon's damage value, but by the DV modified by successes.
3) Mind Reading is going to be noticed. You might not be able to stop them if you can't move away, but you can certainly remember them for later if you have an idea of who is doing it.
4) Mind Control is horribly powerful. Used on NPCs it can sway almost any situation. Used on PCs it can quickly and easily result in everyone burning edge to avoid a TPK. This isn't something that people miss, but is something that should be kept in mind when starting a campaign.
5) You can't have more successes than the force of the spell. This doesn't mean net successes, but flat successes.
6) What's good for the goose is good for the gander.* The opposition has magic as well, and unless you're incredibly creative they know all the same tricks.
7) What constitutes a service can be a very small thing. Just saying "protect me" isn't enough if you want it to cover you with concealment, materialize when you're attacked, and use it's gaurd power to prevent accidents.
Getting a spirit into combat takes time. It's a complex action to summon it. Then you take a simple action to command it. Then it takes a complex action to materialize (probably losing any IPs it still had left). Then it appears and starts to act. Depending on the combat the fight might be long over when that last action comes around.
9) Wards can be bypassed, but if you don't see it or don't shut off spells and foci before going through it someone will know you're there. a great setup involves multilayered wards. One ward around the perimeter of your area (i.e. around your whole block if your company owns it all) will stop all astral scouting of your building, even by curisoty seekers. Another ward on the building itself stops the real threats, or alerts the mage if the intruder gets inside and does like many will do, forgetting to reevaluate the situation astrally. I've seen incredibly experienced players just stop astral activity once they've passed the ward.
10) Security forces know that magic exists. They know that people can turn invisible and silent. They know that spirits can be summoned and can hide people. They know that if a caster can see you he can nuke you. All this needs to be kept in mind when designing a challenge for a group. Huge amounts of cakewalks wouldn't be cakewalks if the mage were considered more during the GM's planning stages.
11) Change things on the fly if you have to. If you've designed an excellent run and it's all about to fall apart because you forgot to think of a counter for mind control, don't let it. Just because you didn't think of it doesn't mean that the security people wouldn't have. If it logically would be in place, put it in place whether you thought of it the Wednesday night when you were writing the run or halfway through Friday's session when the caster said "I wanna mind control him."
Ok, so maybe that's a top 11. I didn't realize there would be so many until I started writing. And I've probably missed quite a few.
Looks like a good list. Probably worth bookmarking
| QUOTE (James McMurray) |
| No top ten list, but just from what I can think of offhand (in no particular order): 1) Invisibility is not complete stealth, and there are several cheap (or even free) counters to it that every business should know and use. 2) Spirit armor is not bypassed only by the weapon's damage value, but by the DV modified by successes. 3) Mind Reading is going to be noticed. You might not be able to stop them if you can't move away, but you can certainly remember them for later if you have an idea of who is doing it. 4) Mind Control is horribly powerful. Used on NPCs it can sway almost any situation. Used on PCs it can quickly and easily result in everyone burning edge to avoid a TPK. This isn't something that people miss, but is something that should be kept in mind when starting a campaign. 5) You can't have more successes than the force of the spell. This doesn't mean net successes, but flat successes. 6) What's good for the goose is good for the gander.* The opposition has magic as well, and unless you're incredibly creative they know all the same tricks. 7) What constitutes a service can be a very small thing. Just saying "protect me" isn't enough if you want it to cover you with concealment, materialize when you're attacked, and use it's gaurd power to prevent accidents. 9) Wards can be bypassed, but if you don't see it or don't shut off spells and foci before going through it someone will know you're there. a great setup involves multilayered wards. One ward around the perimeter of your area (i.e. around your whole block if your company owns it all) will stop all astral scouting of your building, even by curisoty seekers. Another ward on the building itself stops the real threats, or alerts the mage if the intruder gets inside and does like many will do, forgetting to reevaluate the situation astrally. I've seen incredibly experienced players just stop astral activity once they've passed the ward. 10) Security forces know that magic exists. They know that people can turn invisible and silent. They know that spirits can be summoned and can hide people. They know that if a caster can see you he can nuke you. All this needs to be kept in mind when designing a challenge for a group. Huge amounts of cakewalks wouldn't be cakewalks if the mage were considered more during the GM's planning stages. 11) Change things on the fly if you have to. If you've designed an excellent run and it's all about to fall apart because you forgot to think of a counter for mind control, don't let it. Just because you didn't think of it doesn't mean that the security people wouldn't have. If it logically would be in place, put it in place whether you thought of it the Wednesday night when you were writing the run or halfway through Friday's session when the caster said "I wanna mind control him." Ok, so maybe that's a top 11. I didn't realize there would be so many until I started writing. And I've probably missed quite a few. |
One thing I've mentioned in the past about invisibility is that there is a free and unobtrusive method of working around it: closed doors. If you alarm those doors with something that can't be disarmed at the door itself (such as central control over your wired network) then you've forced the invisible character to rely on someone else (in this case a hacker, but other options are available).
To protect the really important doors on the shift where workers aren't using it, you have your gaurd sit on a chair directly in front of it (still alarmed as before).
There are ways around these things, but it forces mages to think beyond a simple "levitate + invisibility = I rule."
The door doesn't even have to be alarmed...just locked in some way that requires you to be visible to open it
Retina scanner, facial regonition, etc.
Really secure areas should have an airlock entrance, with appropriate scanners to verify that there is, in fact, only one person present in the room - to keep invisible intruders from tailing authorized personnel through doors. A thermo scanner would be good here. Also, a pressure plate in the floor to judge weight, and a chem-sniffer to judge how many people are breathing in the room. Or a watcher spirit: "If an astral form enters this room, materialize HERE and tell the guard." In the event of an alert, lock both doors and flood the room with gas.
You don't even have to be that secure of a facility to have an "airlock" style door. Darkrooms sometimes use these rotary doors that consist of a C-shaped 3/4 cylinder upright on a round base. The person steps inside, and spins the cylinder around 180 degrees to step out on the other side. Light never gets through. You could make them wireless-opaque, put locks on them (so they can be stuck closed, becoming a trap), and put pressure sensors, ultrasound, and/or cyberware scanners (which work using millimeter-wave radar, and will pick up the non-cyber parts of a person's body, too) on the inside to make life hard for anyone going through. These doors arguably take up less space than a standard swinging door in terms of clear floorspace required, and if it's not a "constant flow" traffic zone, they shouldn't cause any major slowdowns unless they get swarmed (like, say, someone sets off the fire alarm, in which case the emergency exits would open anyway).
The facility I work in uses badges for all personnel. All entryways have revolving doors with badge readers. They only stay mobile for long enough to get one person through. Supposedly (I've never rsiked it) you can actually get caught in the door if you're too slow, and have to reswipe.
Hmm. Yeah. I was thinking of secure areas only because of the inconvenience factor.
| QUOTE (James McMurray) |
| The facility I work in uses badges for all personnel. All entryways have revolving doors with badge readers. They only stay mobile for long enough to get one person through. Supposedly (I've never rsiked it) you can actually get caught in the door if you're too slow, and have to reswipe. |
| QUOTE (Nim) |
| Hmm. Yeah. I was thinking of secure areas only because of the inconvenience factor. |
| QUOTE (Nim) | ||
I assume they're smaller than a 'typical' revolving door, so it's not possible for two people to crowd into the same section? |
@James McMurray: The fact that a GM can balance things is no excuse for poor game design.
If you say that sending a force 9 spirit at them is like sending milspec vehicles at the party, then consider that any of the shaman sample characters could summon a force 9 spirit given use of their edge. The sheer fact that the comparisson is being made is indicative that magic is too powerful, and the fact that a completely normal street-level character can summon one means that it's not as unreasonable as fighting opponents with milspec gear.
I personally have not seen anybody getting those rules wrong. Many of the points are fine and I completely agree with them, I have a few counter-points however:
Let's see. Other security tactics against magical threats:
* The best, cheapest defense against a spellcaster is to be out of LOS. The real reason for your security guards to have ultrasound goggles isn't to spot the invisible mage; it's so they can still shoot the runners after they toss their cans of hot smoke.
* Drones drones drones. And automated defenses. Yes, they can be targetted with indirect combat spells, but those are a lot less efficient.
| QUOTE (Nim) |
| Let's see. Other security tactics against magical threats: * The best, cheapest defense against a spellcaster is to be out of LOS. The real reason for your security guards to have ultrasound goggles isn't to spot the invisible mage; it's so they can still shoot the runners after they toss their cans of hot smoke. * Drones drones drones. And automated defenses. Yes, they can be targetted with indirect combat spells, but those are a lot less efficient. |
I can just see it.
"What? A mage? I can take him. I'm just going to hide in this Trashcan, and get my drones to frag his ass."
*after several minutes of fighting later*
"Ha! Fragged him!"
*trash can opens and grenade falls in*
"Gah!"
*trashcan closes. Boom*
Bahaha!
i think it's important to note that mages usually suck on defense, so when those force 9 spirits are running around, they may have a better chance at damaging it, but they also will suffer the most being hit by it. but hey this argument has been going on forever in every edition. if it seems like such a huge deal, there's always CP 2020.
If the mage wants to keep counterspelling up on his teammates, he needs LOS to them, right?
You know what also works real well with LOS? Hand grenades
Riggers owning mages? Sortof, I think some people calling this are remembering holdovers from 3rd edition too.
If the rigger's out on the job (in an armored van or trash can) then the mage can search for him using a watcher then send a spirit to chow on the rigger's meatbod. If the rigger's sitting back behind a ward then there may be more problems, but wards aren't completely unbreakable. The fact that the mage who set-up the ward will know about it merely means that you can't take the rigger out too soon.
Mages are also not completely incapable of taking-out drones. The easiest way to take drones out is probably with elemental-attack wielding spirits. Elemental attacks arent's spells so the high OR has no effect. Using an electricity attack, a force 6 air spirit has a good chance of taking-out a steel lynx for a few rounds with one attack, and probably will do if the drone is unaware of the attack (see below on concealment). Using fire or cold damage you probably have a better chance of destroying the drones. A force 5 air spirit does on-average over 5 damage to a steel lynx with a fire or cold attack (13 dice attack, 4 successes being harsh, 3 dice dodge, 1 success, 3 net = DV 8, 4 body + half of 9 armor give 8 dice to resist, 3 successes being generous, modified 5 damage), so with average rolls the steel lynx is disabled in 2 shots.
Concealment is enough to make it very unlikely that drones will be able to detect a metahuman. A force 3 spirit using concealment, combined with the fact that you're a metahuman so the drone is on -3 dice, is enough that a steel lynx is on 0 dice to detect you (all it takes is a tiny bit of stealth). If you make that a force 6 spirit then even a really perceptive rigger (perception 6) has a pool to detect you of 0.
@Shrike30: Hand-grenades have a ballistic arc though, so there may be problems if you're trying to use them in areas with low ceilings.
| QUOTE |
| The fact that a GM can balance things is no excuse for poor game design. |
| QUOTE |
| I personally have not seen anybody getting those rules wrong. |
| QUOTE |
| Invisibility does go a long way, however, particularly when it's backed up by the concealment critter power and a bit of stealth. |
| QUOTE |
| PCs go around in a group and have spell defense from the mage, enemies don't nessecarily have such a luxury. |
| QUOTE |
| This is exactly what I meant when I gave my 'shaman summons a high force spirit' example. Once the PC mage summons a big spirit, either it's fair game for the enemies to do it (making the sammy useless) or the PC mage keeps doing it and thrashing the opposition (making the sammy useless). The same goes for using mind control on the party and similar, reacting to magic with enemy magic just makes the PC mage more important and the rest of the party unnessecary. |
| QUOTE |
| A watcher spirit can warn you if you're about to go through a ward and not percieving. |
| QUOTE |
| All of those security measures sound great... Closing doors? Who'd have thought of that? [/tongue=cheek] |
| QUOTE |
| Once you start adding hacking and bypassing skills then you start ending-up with a hacker or covert ops rather than a sammie, which I didn't think mages were completely ready to take-over the position of just yet (maybe once the magic book comes out). |
I may not have seen those errors as I've only recently returned from a gap on the boards. I've only seen stuff in the games I ran a few months back where I was pretty careful with the rules.
High infiltration skills won't get you undetected through a closed door either, so I don't see why invisibility and concealment should.
It's not that easy, giving them magical defenses means having a mage. Mages have big implications in that they can often summon spirits (why not force 9 ones?) ETC. Also, is it realistic that every encounter have a mage sitting around, or perhaps just some aspected guy with counterspelling 5, with every group of enemies if you don't want it to become a cakewalk. Sooner or later, it gets unrealistic. You may be OK with those levels of unrealism in your game for the sake of balance, but not everyone is.
I didn't say relying on watchers for astral defense, i said having them tell you when you're about to walk into an astral barrier. Really, unless your DM is the sort who asks for a roll to notice a brick wall then I think it's a non-issue. If it's destroyed by a patrol then you're informed of the patrol, which is also important so that's cool.
'Sammie' may well mix with other archetypes well, I never disputed that, but the problem is that once they do that they're no longer sammies. A certain amount of combat ability is to be expecteed of any runner, so is a hacker with a smartlink really a hacker/sammie?
The problem being raised here is that sammies, people dedicating their bodies to combat advancement through cybertechnology, are out-done. The complaint is that just advancing combat ability through cybertechnology has no chance to shine, to which the suggestion of changing character concept to include hackine and other tasks isn't really an answer.
Arena? Waffle-stomped? Interesting. I'm not overly surprised though. Who survives an arena has never been a measure of who has the most powerful character, it's a measure of who is able to seem least threatening. If kill count is an issue then it's also a matter of who looks the most squishy. Mages are better in 1-on-1 or where they can pick their fights by taking advantage of astral scouting and similar, perhaps even engaging by hiding away somewhere and summoning spirits from the astral.
'Waffle stomp?'
Is that a tactic or a general term?
| QUOTE (Lilt) |
| Riggers owning mages? Sortof, I think some people calling this are remembering holdovers from 3rd edition too. If the rigger's out on the job (in an armored van or trash can) then the mage can search for him using a watcher then send a spirit to chow on the rigger's meatbod. If the rigger's sitting back behind a ward then there may be more problems, but wards aren't completely unbreakable. The fact that the mage who set-up the ward will know about it merely means that you can't take the rigger out too soon. Mages are also not completely incapable of taking-out drones. The easiest way to take drones out is probably with elemental-attack wielding spirits. Elemental attacks arent's spells so the high OR has no effect. Using an electricity attack, a force 6 air spirit has a good chance of taking-out a steel lynx for a few rounds with one attack, and probably will do if the drone is unaware of the attack (see below on concealment). Using fire or cold damage you probably have a better chance of destroying the drones. A force 5 air spirit does on-average over 5 damage to a steel lynx with a fire or cold attack (13 dice attack, 4 successes being harsh, 3 dice dodge, 1 success, 3 net = DV 8, 4 body + half of 9 armor give 8 dice to resist, 3 successes being generous, modified 5 damage), so with average rolls the steel lynx is disabled in 2 shots. Concealment is enough to make it very unlikely that drones will be able to detect a metahuman. A force 3 spirit using concealment, combined with the fact that you're a metahuman so the drone is on -3 dice, is enough that a steel lynx is on 0 dice to detect you (all it takes is a tiny bit of stealth). If you make that a force 6 spirit then even a really perceptive rigger (perception 6) has a pool to detect you of 0. @Shrike30: Hand-grenades have a ballistic arc though, so there may be problems if you're trying to use them in areas with low ceilings. |
| QUOTE |
Concealment is enough to make it very unlikely that drones will be able to detect a metahuman. A force 3 spirit using concealment, combined with the fact that you're a metahuman so the drone is on -3 dice, is enough that a steel lynx is on 0 dice to detect you (all it takes is a tiny bit of stealth). |
| QUOTE |
If the rigger's out on the job (in an armored van or trash can) then the mage can search for him using a watcher then send a spirit to chow on the rigger's meatbod. If the rigger's sitting back behind a ward then there may be more problems, but wards aren't completely unbreakable. |
| QUOTE |
| Also, is it realistic that every encounter have a mage sitting around, or perhaps just some aspected guy with counterspelling 5, with every group of enemies if you don't want it to become a cakewalk. Sooner or later, it gets unrealistic. You may be OK with those levels of unrealism in your game for the sake of balance, but not everyone is. |
| QUOTE |
| I didn't say relying on watchers for astral defense, i said having them tell you when you're about to walk into an astral barrier. Really, unless your DM is the sort who asks for a roll to notice a brick wall then I think it's a non-issue. If it's destroyed by a patrol then you're informed of the patrol, which is also important so that's cool. |
| QUOTE |
| A certain amount of combat ability is to be expecteed of any runner, so is a hacker with a smartlink really a hacker/sammie? |
| QUOTE |
| The complaint is that just advancing combat ability through cybertechnology has no chance to shine, to which the suggestion of changing character concept to include hackine and other tasks isn't really an answer. |
| QUOTE |
| Who survives an arena has never been a measure of who has the most powerful character, it's a measure of who is able to seem least threatening. If kill count is an issue then it's also a matter of who looks the most squishy. Mages are better in 1-on-1 or where they can pick their fights by taking advantage of astral scouting and similar, perhaps even engaging by hiding away somewhere and summoning spirits from the astral. |
| QUOTE |
| If the rigger's out on the job (in an armored van or trash can) then the mage can search for him using a watcher then send a spirit to chow on the rigger's meatbod. |
| QUOTE (Lilt) |
| Mages are better in 1-on-1 or where they can pick their fights by taking advantage of astral scouting and similar, perhaps even engaging by hiding away somewhere and summoning spirits from the astral. |
I'd also like to revisit the idea that there's no such thing as perfect balance in a complex system. Currently the mage is seemingly on top of the heap in several different aspects. However, if you attempt to balance them without being Ugulu, Great God of Games all you'll do is bump someone else to the top of the heap (probably sammies or riggers if it's a combat-centric game).
The only way to have actual balance in a complex system is to have a group of people dedicated to that balance and willing to police itself.
@Jaid: An upgraded drone can roll one more die by default? Nice, I guess I'll have to advise using a force 4 spirit.
Using teamwork, a bunch of drones working together, each rolling 0 dice with each success adding to the leader's pool, is going to result in a total pool of 0 dice for the primary drone. GO TEAMWORK!
My point about not having an arc for grenades was intended as separate, but if the drones are happy to lob grenades around then a spirit would happily sit on one of the drones.
A force 5 air spirit rolls 8 dice to dodge. A steel lynx rolls 6 dice to hit, and they need 5 successes to do enough damage to get past immunity (with an AR or LMG). If they use a narrow burst then they'll probably miss, if they use a wide burst then they still need lots of successes to get past the immunity.
@Nim: The sensor test is a perception test by default, perception is just subbed for pilot rating (the stat which always subs for attributes) in the case of drones. The fact that drones have been poor at deteting metahumans has been around since previous editions, so I don't see why they'd magically fix it now (they had signature 6 in 3rd edition, and IIRC that fact was added in a supplement).
The remenants of the rigger's aura are bound to be on the drones. It may require somethign better than a watcher, but most spirits have assensing so sending them out searching with an image of the rigger's aura should suffice. Still, if the rigger can be hidden undetectably in a trash can then I don't see why the mage can't be, and spirits probably have less troubble checking inside trash cans (fly through them) than drones (no current drones have arms). Of-course the drones could just blow-up every trash can around, but that's likely to prove unpopular with lone-star.
Of-course using the search power may not be feasable given time constraints, but it's not nessecary for the mage to kill the drones.
As for attacking from a position of strength ETC, the fact that mages have abilities which allow them to do this rather easily can't be ignored. The sammie may be able to put a bullet through the mage's head from half a click away, but the mage can sit in the astral with his meat bod on the other side of the world and summon spirits to kill the sammie.
@James McMurray: It's true that mages can protect multiple assets, but we were talking about mooks having spell defense against mind control. That's not possible without a mage present.
Runs requiring a mage are rare enough that people are paying for the fact that a mage is on the team? Woot, now the mage is asking for his own premium and getting more money than the rest of the team. Otherwise, they just logically take the normal runs which are cake-walks for the mage.
Perhaps that level of modification does make a hacker/sammie, but it's still not a sammie. Lets say the new guy has asked to play a sammie and you give him a character who can hack into fort knox. He'd complain that it wasn't what he asked for, yes? Thus it's not a sammie. As an aside, with improved ability for 0.25/rank on technical skills I wouldn't be surprised if sammie/hackers they were out-shone by adept/hackers. Hackers only really need a 0.2 essence datajack in terms of cyberware, so it's not completely incompatible with being an adept.
Changing character concepts is essentially what's happening if you're adding hacking skills. I cite my 'new guy asks for a character' example above. Sure, you can explain to him that pure sammies are weak, but the fact remains that if you give him what he asks for (a sammie) then his character can expect to be out-shone by the adept and other characters.
I didn't say you needed to be ignored in an arena, you only need to seem less of a threat than others. You just need to be shot at second rather than first.
The rigger is a city away? The mage can just as easily operate from a city away, thus the drones and spirits have a battle-royale and both sides are safely tucked-away in neighbouring cities.
If the mage tries the assensing trick to find the rigger's aura, then a search for that aura on drones other than those fighting will probably reveal the nearest drone in the daisy-chain to also have his aura. From there the mage can just destroy a daisy-chain drone or try and search further back up the line to find the rigger's meatbod. The rigger doesn't have any similar way to find the magician's meatbod, however.
Well, to argue that balance is impossible is a bit premature. I don't think they've even tried balancing it. What mages are able to do is dictated more by the shadowrun background than balance. The problem is that it can be perfectly balanced until you look at the full range of abilities open to the mage. Astral perception/projection/assensing/spirits ETC. Mages get so much of that for only 15BP that it's almost unbelieveable, but if it were more expencive then mages who don't know to use the full array of abilities would be out of pocket. IE: I think it is fairly balanced, but only if the mage doesn't know what they're doing.
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| The remenants of the rigger's aura are bound to be on the drones. |
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| It's true that mages can protect multiple assets, but we were talking about mooks having spell defense against mind control. That's not possible without a mage present. |
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| Runs requiring a mage are rare enough that people are paying for the fact that a mage is on the team? Woot, now the mage is asking for his own premium and getting more money than the rest of the team. Otherwise, they just logically take the normal runs which are cake-walks for the mage. |
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| concepts is essentially what's happening if you're adding hacking skills. |
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| The mage can just as easily operate from a city away |
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| If the mage tries the assensing trick to find the rigger's aura, then a search for that aura on drones other than those fighting will probably reveal the nearest drone in the daisy-chain to also have his aura. |
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| Mages get so much of that for only 15BP that it's almost unbelieveable, |
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| Well, to argue that balance is impossible is a bit premature. |
| QUOTE (Lilt @ Jun 23 2006, 07:17 AM) |
| The fact that drones have been poor at deteting metahumans has been around since previous editions, so I don't see why they'd magically fix it now (they had signature 6 in 3rd edition, and IIRC that fact was added in a supplement). Still, if the rigger can be hidden undetectably in a trash can then I don't see why the mage can't be, and spirits probably have less troubble checking inside trash cans (fly through them) than drones (no current drones have arms). Of-course the drones could just blow-up every trash can around, but that's likely to prove unpopular with lone-star. |
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| The remenants of the rigger's aura are bound to be on the drones. It may require somethign better than a watcher, but most spirits have assensing so sending them out searching with an image of the rigger's aura should suffice. |
I think the soloution to this problem is obvious.
Forgoe availability restrictions on equipment and give a "Sammie" multiplier on nuyen of about 5x for people who make dedicated Street Samurai.
Sure, the mage is summoning Force 9 spirits, but the sammie is crammed to 0.01 Essense full of deltaware and is using military hardware. "Balance" restored.
I agree with James that no system is perfectly balanced, and for any complex system, a lot of the balance comes from how the game is run, not just how the rules are written.
Now, that said, I think it's fair to say that some systems have more balance 'cooked in' than others do. And well-considered rules make the GM's job of maintaining balance much easier Sometimes, it's worth changing rules to accomplish this...
Though I disagree with Lilt's argument that SR4 mages totally overpower / render irrelevant gun-bunny characters, I do think there are some problems. Specifically, I'm not happy with how easy it now is to summon high-Force spirits. In canon up to this point (at least, in all of the games I've played in, and in the novels I've read) summoning a powerful spirit was always something done with a certain reluctance and only when the situation was fairly desperate, because it was a dangerous undertaking. The new mechanics don't bear that out. You can look at that as bad game balance, or just as rules not doing a good job of modeling the setting. Either way, I think there is room for improvement there ![]()
My biggest gripe (most of the time) with the new way magic is handled is that magical healing can now fix physical drain. In many ways that makes casting and summoning at higher than your magic rating smarter than casting at lower. In other words, if you have magic 6 and cast fireball 6 you'll take stun damage, which you're stuck with unless you rest. If you instead cast fireball 7 you'll do a little more damage, take physical damage, and be able to heal the damage afterwards. In previous editions overcasting was dangerous, now it's common practice.
| QUOTE (James McMurray) | ||
Huh? Mages leave astral signatures. Nobody else does. |
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| Non-magical and non-living objects have only gray, lackluster shadows rather than auras, but pick up impressions from being in contact with living auras. Assensing can read any impressions left behind on an object. |
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Which is why I said if you want the opposition to be a cakewalk, don't give them magical backup. If you don't want it, then do. |
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If you want what is to me an unrealistic world, that's cool. |
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What part about "I'm not saying you have to change character concepts" don't you understand? I said it's an option, not a necessity. |
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The spirits can't find someone from a city away. The rigger can. |
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Again with "huh?" |
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It's only 15 BP if you don't up your Magic Attribute or buy any skills. A 15BP mage isn't a mage, he's a mundane that is magical but can't do any magic. |
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You are of course free to disagree. It's practically impossible to prove a negative of this sort, so it's all down to opinion. But I'll go with my experiences in many different game systems, all of which had balance issues (some bigger than others). |
| QUOTE (Lilt) |
| @Nim: Drones have electromagnetic footprints (they've got radar ETC functioning on them) and harder radar signatures (squishy flesh rather than hard metal and plastic). It's noteable that humans have the same signature modification as electronic vehicles, so that'd suggest that the harsh heat emissions of non-electronic vehicles are assumed to be the default. |
| QUOTE (Lilt) | ||||||
Read P182 under assensing:
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| QUOTE (DireRadiant @ Jun 23 2006, 04:32 PM) | ||||||||
You can detect astral signatures on objects, threshold of 3+. Astral signatures are created by spells or magical effects. Determining what caused effect caused the astral signature threshold 5+. Assensing any emotional impression is threshold 5+. Unless the rigger is awakened or plays cuddly with their anthropomorphic (or not) drone before sending it out, I fail to see this as a very feasible approach to locating the rigger directly. |
| QUOTE (Lilt) | ||||||||||
I'm not talking about astral signatures or emotional impressions, I'm talking about identifying auras (threshold 2). If the rigger uses the drone much (services it, repairs it, or possibly even made it) then I find them leaving their aura on the drones to be quite likely. |
Just to clarify: I was not trying to turn this into another one of those mages vs samurais threads. Those have been done to death many times before. I was actually looking for suggestions:
admitedly my experince in SR4 is small so far, but I haven't had any issues with mage balance yet. I'm mean sure they are powerful, but so are grenades. And yeah sure spirits are powerful, but maybe I just run in a different way, but about the only people who seem to have spirits out doing the fighting while the summoner is in no threat land is the sec mages.
The team mage is with the team in the thick of things, so yeah that spirit of his is scary, but so far the opposition ignores it as much as possible and redoubles there efforts to drop the summoner, which usually gets rid of the spirit.
Now concealment I can kind of see as a problem since it is so much better than the stealth skill, I really don't have an issue yet with it but it you do. I'm make concealment a test dice equal to the spirits force and each hit removes 1 die from a perception test.
Also if you have an issue with real high force stuff make a house rule that you can throw spells and summon spirits to magix x 1.5 not x2. Which is where every other max attribute/skill works out to. Or for spirits I'd be willing to say they always use edge to resists summonin unless the summoner has spirit affinity.
Has anyone considered adding in mundane spirit hunting/ghost hunting tricks to be effective against spirits?
For instance, shotgun shells with rock salt?(You need to have the armorer skill for reloading, or to buy it from a talismonger) Charms to cushion damage? Charms and fetishes to attach to melee weapons?
In addition, do some research on exorcist activities from Ancient religions, and even modern ones, can give you some ideas. Put a few mechanics in, and you have weapons mundanes can use against spirits. Just make the weapons less effective than Weapon Foci and Spells, so the mages still have their starlight shine.
| QUOTE (Apathy) |
Just to clarify: I was not trying to turn this into another one of those mages vs samurais threads. Those have been done to death many times before. I was actually looking for suggestions:
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@X-Kalibur: Actually, an exact interpretation would say that anybody who touches the drone leaves their aura on it. That aura can then be read with assensing.
Sure, you can lend your drones to a drone petting zoo but I find it relatively unlikely that a drone will have many signatures on it other than its current owner. if there are a bunch of auras on the drones, you can look at all of them and see which ones are commonly shared.
@Apathy: The sammie isn't going to shine by virtue of being a sammie. He can shine by virtue of being that extra man there, who's able to do what needs to be done when it needs to be done. Sure, have it involve blowing the heads off some guards.
This isn't a strictly mage versus sammie problem, but if you do want to make things more difficult for the mage then have a street gang who tend to have developed the magic resistance quality or something.
@Shinobi Killfist: Completely valid points about going for the summoner of the spirit. Although not all security forces will have the conviction to go for an invisible enemy when somethign with a good attack skill is sending 5P blasts reduced by half armor at them, that's probably their best bet.
I don't quite agree with taking the nerf bat to concealment, however. What you're suggesting is effectiely making it 1/3rd as effective. Concealment is usually fine, equivalent to a boost to the character's infiltration skill equal to the spirit's force, and in-keeping with the power possible from other service options. It only becomes a big deal when you're dealing with enemies with low dice pools.
| QUOTE (Shadowmeet) |
| Has anyone considered adding in mundane spirit hunting/ghost hunting tricks to be effective against spirits? For instance, shotgun shells with rock salt?(You need to have the armorer skill for reloading, or to buy it from a talismonger) Charms to cushion damage? Charms and fetishes to attach to melee weapons? In addition, do some research on exorcist activities from Ancient religions, and even modern ones, can give you some ideas. Put a few mechanics in, and you have weapons mundanes can use against spirits. Just make the weapons less effective than Weapon Foci and Spells, so the mages still have their starlight shine. |
If you're going to say that a drone Sensors test is the equivalent of a Perception test (and so affected by things like Conceal appropriately), then things like the Enhanced Vision mod (bonus dice for Perception checks) should be applicable. Networks of drones should be providing teamwork bonuses, or having each drone getting it's own Sensors test.
I am not inclined to say that Perception and Sensor are the same test, if modifiers like "is metahuman" exist.
Is Concealment a Mana or Physical power?
| QUOTE (Samaels Ghost) | ||
I like that. Spirits don't seem to have any real weaknesses (Banishing, while unique to spirits, can be very ineffectual). Giving mundanes a fighting chance makes sense too. Spirits have been around for a while and, as is demonstrated every time our mages summons F6,F7,F8, etc., they should be able to do what ever they want with their power. It seems as if they should do more than keep Atzlan out of the Yucatan and keep the PCC out of the Mojave. Spirits have the power to waltz into enemy territory and tell them what's what. Giving mundanes "exorcism" tools sound like it needs to be looked into |
| QUOTE (Shadowmeet) |
| I suppose you could say that Salt barriers act as weak wards. Salt might damage them. Smudgring(Burning sage, etc) could give spirits negatives to a dice pool due to being uncomfortable in an area. And each of these things would be able to be done by mundanes, but not as well as solutions by awakened. In addition, they each have problems of their own that need investment, trust, etc. For example: "Yeah, I got this charm from Old Louie down on 57th. He swears if I wear it, I can hit any spirit that gets near me." "Chummer, Old Louie has been selling those to every tourist that passes his way. Trust me. Try Chi-Chi. She knows her stuff, but there's a price." Or "Look, a spirit is on to us. I'll just smudge the area. He won't see us then." "No, but when the fire alarm goes off, or security smells the smoke, we're fragged either way." |
| QUOTE (Nim @ Jun 23 2006, 01:10 PM) | ||
I'm not sure exactly how I'd implement it, but I like the IDEA behind it a lot. Definitely adds flavor. |
I think you mean +4 AP, probably?
| QUOTE (Lilt) |
| I'm not talking about astral signatures or emotional impressions, I'm talking about identifying auras (threshold 2). If the rigger uses the drone much (services it, repairs it, or possibly even made it) then I find them leaving their aura on the drones to be quite likely. |
| QUOTE (Lilt) |
| [QUOTE]Non-magical and non-living objects have only gray, lackluster shadows rather than auras, but pick up impressions from being in contact with living auras. Assensing can read any impressions left behind on an object.[/QUOTE][/QUOTE] |
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| I do agree if you've seen the drone before astrally and recognize it's aura when you see it again, |
Three vibrators?! Please tell me this hypothetical rigger is a lesbian. Otherwise, I don't think I want to know.
In fact, I am quite sure I don't want to know.
What? A guy can't pleasure his joygirls? Sexist pig!
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QUOTE (Lilt)
You're absolutely right. Objects pick up impressions. Nowhere does it say they pick up duplicates of the toucher's aura. And of course, even if they did: Mage: Joe Spirit! Go find this aura! {several hours later} Joe spirit: Boss! I found 3 vibrators and 16 empty beer cans in a Joyhouse. I found 4 steroes in an electronics store. |
| QUOTE (Shrike30) |
| If you're going to say that a drone Sensors test is the equivalent of a Perception test (and so affected by things like Conceal appropriately), then things like the Enhanced Vision mod (bonus dice for Perception checks) should be applicable. Networks of drones should be providing teamwork bonuses, or having each drone getting it's own Sensors test. I am not inclined to say that Perception and Sensor are the same test, if modifiers like "is metahuman" exist. Is Concealment a Mana or Physical power? |
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| When an entire group of characters has a chance to notice something, the gamemaster can simplify matters by making a single Perception Test for the entire team, using the largest dice pool available + 1 per extra character (maximum +5). Such group Perception Tests should not be made when surprise is possible (see Surprise, p. 155). |
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| Teamwork Tests Sometimes characters may choose to work together on a task, whether they are holding the door against a rampaging paracritter or fixing a car. To determine success, pick one character as the primary acting character. Each of the secondary characters makes the appropriate test; each hit they score adds +1 die the primary character’s dice pool. The primary character than makes the test, and her results determine success. If any of the assisting characters roll a critical glitch, raise the threshold for the test by 1 (3 for Extended Tests). |
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| Otherwise Lone star would catch any Street Sam who dropped his gun after a fire fight. |
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| Saying it would apply to the rolls when a rigger makes it and not when a drone pilot makes it, as a physical power, is just a bit stupid. |
| QUOTE (James McMurray) | ||||
He doesn't even have to drop his gun, assuming he loaded his own ammo.
Whether it's stupid or not is debatable. Whether the RAW says concealment applies or not isn't. Without a house rule concealment does not apply to sensor tests. Out of curiosity, why are you complaining about the power of mages and then going out of your way to misinterpret rules in their favor? Assensing can't track touched objects. Concealment doesn't affect anything but perception tests. These are the rules. Changing them to favor mages is IMO silly. |
| QUOTE (Shadowmeet) |
| Although, I can say, I do like the idea of mages reading Aura impressions left on objects for some things. "The knife is cold. There was no rage in the murder. It was planned." or "She dropped this on her way out" "I'm getting a sense of love. I think she went willingly" |
I really love the idea of a Spirit/Ghost hunting adept.
Astral Perception, some mystic armor, a weapon focus and some assensing. Knowledge of Summoning/Banishing. Occult knowledges. Investigation skills, and contacts. Very tres chic.
I agree, There wouldn't be references to readable impressions if they shouldn't be used, but making the leap from impression to trackable aura is a bit much.
| QUOTE (Shadowmeet) |
| I really love the idea of a Spirit/Ghost hunting adept. Astral Perception, some mystic armor, a weapon focus and some assensing. Knowledge of Summoning/Banishing. Occult knowledges. Investigation skills, and contacts. Very tres chic. |
| QUOTE (Lilt) |
| @X-Kalibur: @Shinobi Killfist: Completely valid points about going for the summoner of the spirit. Although not all security forces will have the conviction to go for an invisible enemy when somethign with a good attack skill is sending 5P blasts reduced by half armor at them, that's probably their best bet. I don't quite agree with taking the nerf bat to concealment, however. What you're suggesting is effectiely making it 1/3rd as effective. Concealment is usually fine, equivalent to a boost to the character's infiltration skill equal to the spirit's force, and in-keeping with the power possible from other service options. It only becomes a big deal when you're dealing with enemies with low dice pools. |
| QUOTE (James McMurray) |
| Whether it's stupid or not is debatable. Whether the RAW says concealment applies or not isn't. Without a house rule concealment does not apply to sensor tests. Out of curiosity, why are you complaining about the power of mages and then going out of your way to misinterpret rules in their favor? Assensing can't track touched objects. Concealment doesn't affect anything but perception tests. These are the rules. Changing them to favor mages is IMO silly. |
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| It reminds me slightly of the predator movie, when arnie crawls out of the water through the mud and the predator doesn't pick him up on his thermographic vision because of the thick mud covering. |
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| By the RAW, a characer coming into contact with an object leaves an impression of their aura on that object. |
How hard would it be to commit a crime, any crime, if anything you have ever touched can be used to track you/send a spirit after you? Bullet casing, doorknobs, the ground beneath your feet.
Seeing as this thread has been resurrected...
I'm in agreement with prior comments by Shadowmeet and Nim about Psychometry. You can't assense someones aura off anything someone has touched. The term impression means you can detect what a holder was feeling or doing (in an abstract sense) when they were in contact with the object. There is another thread about material components which is related to this. I think to leave anything like an astral signature on an object it would need to fulfil the criteria of a material link as well and as such it would need a strong association with the target.
On the OT... what was it? how to make Sams stand out in a game? Play to their strengths. If they can't do anything unique in the party then they have a problem. But it's exactly the same problem you might have if you had 3 faces, all of them competing over who got to shmooze Johnson, or three combat mages all trying to sling powerballs at the same time.
I'd also like to give my two yen on a spirits concealment power. I feel that the type of concealment should in some way reflect the spirit type. It's called concealment after all, not invisibility. So, say an Earth spirit might generate a cloud of dust or an air spirit might make clouds, or a water spirit might make fog, or a fire spirit might make smoke. These would all make it harder to spot the characters, but the guards would still probably notice the smoke or whathaveyou. Comments?
On the topic, sams rock fairly hard. They have a harder time against spirits yes, but I haven't run into a spirit yet that couldn't have its day ruined by a monowhip or a rocket. Sams have the skills. Sams have the ware. Sams have pure coolness. Plenty of people have done the math typey breakdowns, but I feel that above all, adepts and sams are differentiated by their flavor.
Of course I play a mage who most people think is a sam.
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