For those of you who didn't read my last post, I'm a new GM to Shadowrun. I'm extending the On the Run module since my players screwed up securing the disk. My team is going to be sneaking into a corporate building to steal the disk back. They face opposition from a shaman (amoung others) who I want to use spirits to guard the building. The problem is that I've been looking through the rules and I can't find any way to sneak past a spirit who's watching the door. Is there any way for my players to infiltrate a building without fighting, when a spirit is on guard duty?
I have heard you can infilitrate. Someone previously said they gain a bonus to their roll. If you search under infilitrate you should be able to find the post.
Also, I did on the run this last weekend and we were one stunball away from losing the disk. I the gm may have fudged the roll but being he increased the enemy it seems fair.
But even infiltrate doesn't help you open a door unnoticed.
It just seems like a no brainer to put a watcher spirit on all entrences, set to report to the mage if it opens. How do you get past that? (assuming the windows can't open
)
maybe a decoy?
Well if your team has made then you can ........of not they can hire an npc mage to help out...
Have the mage use either manipulation magic or illusion magic on the spirit. Killing it would notify the enemy mage.
There is a optical device for mages to look around corners and stuff and be able to cast spells in the gear section of sr4. You would porbably have to sneak the good mage close enough to do this.
Can a mage mask somebody elses aura?? I would mask the aura of the infiltrator and cast invis and silence on him and then summon a watcher spirit with the help of a mage.
Then the infiltrator and the watcher go through the door the spirit is gaurding at teh same time. Hopefully the spirit will be so focused on what he can see that he wont bother checking for other targets. The watcher spirit could just be used to harass the spirit and get slaughtered or make the spirit chase him which the enemy mage would probably tell him to stay at his post.
I'd be going for an all out assault though. Have the good mage try to summon a spirit of equal force and then just plow your way through and tell your spirit to kill the other one and the good mage can try to battle the evil mage while the runners get close enough to whack him
Whats the layout of the building. If the disk is near an outer wall i would just blow that baby up with shaped charges.
You could always gaurd the disk with something else and let the runners grab it only to have to fight the spirit and mage at someplace else. Or better yet i would make them try to do an intercept mission where the disk gets moved with a large convo and the runners have to intercept it and get the disk back.
What I was planning on doing, was keeping the disk at a small, five story office building. It's going to be kept in a safe in a large, corner office on the third floor. The office building is going to have a ward around it, and the large office has another ward (along with wards around two other large offices on two other floors to serve as red herrings and in game practical reasons). The NPC shaman is going to have three spirits guarding the three entrences in the front, back, and roof, set to report to the shaman if the runners enter the building. There's also mundane serviellence cameras/mics and maglocks in logical places. The building is painted with signal blocking paint. In addition to the shaman there will be two sams, an adept, a hacker, and a rigger, though I may adjust this. The hacker and rigger will be in the security/server room on the third floor, and the rest will be in the office with the safe. The NPCs have pictures of the runners from a serviellence drone from when they took the disk from them.
The players are a hacker/rigger, mage, adept, sam, and face/sam. They will have the option to go during the day when wage-slaves are present but security is a little lighter, or at night. The man in charge will be flying into Seattle the next day to get the disk, which I'll tell the players to put some pressure on them to act.
Sneaking past a watcher spirit isn't that hard. It's really a misnomer since they only roll two dice for any of their skills ([force] skill rating + [force] attribute). Watchers are a sham. Even their search power can be used more efficiently by just about any Force 2 spirit. If you're worried about the Watchers being too hard then don't, just check out those stats of theirs. If you're using higher Force spirits (4 and up) then they might have trouble.
| QUOTE (Samaels Ghost) |
| Sneaking past a watcher spirit isn't that hard. It's really a misnomer since they only roll two dice for any of their skills ([force] skill rating + [force] attribute). Watchers are a sham. Even their search power can be used more efficiently by just about any Force 2 spirit. If you're worried about the Watchers being too hard then don't, just check out those stats of theirs. If you're using higher Force spirits (4 and up) then they might have trouble. |
My point is that with a distraction and a good infiltration roll the watcher could easily be duped.
Or you could just go through the wall
Watchers take things VERY literally.
As long as the players actually do something to deal with the watchers, just as they would for the cameras and door sensors, they have a chance. On some level something as simple as a distraction using a charisma based skill from the Influence group would work. The watcher is only going to have a couple of dice to resist whetever active effort the players use to distract it. Think of things you might do to distract a guard dog for example.
I don't have too much to add here, but I would like to remind everyone Watchers have an extremely limited lifespan. They live for 1 hour for every hit on the summoning test, and the summoner suffers drain equal to the duration of the summon (not based on resistance of the watcher). In order to maintain watchers on a given facility, arrangements have to be made personnel wise to make sure that a mage is constantly available and not suffering from perpetual migraines.
While one could maintain a perfect "door" watch in theory, when it comes to the actual practice of the matter I am sure there are windows of opportunity. Maybe the mage takes too long to carefully instruct his new watchers for the 30th time this week, and thus a door is left uncovered for five minutes. That sort of thing.
Given the stress involved, I'm sure the average wage of a watcher-mage is quite a bit higher than a ward maker. And ward makers already pull 100 nuyen an hour. Ward makers pay drain at the end of multi-hour sessions. Watcher conjurers must pay drain dozens of times per day in order to cover any reasonably sized area.
Extra thought - for those interested in the idea of spirits resenting abuse, is it possible that Watcher spirits might resent wage-mages that perpetually summon them to keep watch day and night over mundane, everyday doors? Maybe the watchers just stop caring after a while?
Just ideas. YMMV.
With spirits there are two problems that need to be overcome:
1. Not all PCs can see them so they won't know they are being watched
-> This is where the importance of a mage/shaman/... in the group comes in
2. If you banish the spirit the person who summoned it will know
-> This may buy you some time but in the end you run is going to be harder
I find if there is a spirit guarding a door I use watcher spirits to try distract it away long enough to get in. If the spirit won't budge though you have to be unorthodox and use a window, the roof, another door, or come through the front door disguised as someone who is allowed in.
In the astral you can pass through physical, non-magical objects but you can't see through them.
Take off a wall panel.
make sure the wall panel blocks the view of your entire body.
Keep the wall panel between you and the spirit at all times.
Walk around the spirit.
Make willpower roll to resist laughing
Get the Disk.
Walk around the spirit.
Make willpower roll to resist mocking spirit
Leave Building.
Next Day:
Magician: I told you to stop anyone who came down this hall!
Spirit : But I didn't SEE anyone!
Remember 95% of cases, bound spirits won't lift a astral finger to do more than they are ordered to.
Of course, assuming you know what those orders are isn't always a good idea. You could walk down the hall with a wall in your hands and find yourself getting nuked by the spirit's innate spell (electicity ball) because the orders were to destroy anything coming down the hall that isn't the summoner. the orders are "anything" because the summoner doesn't want drones to be able to stride past.
| QUOTE (Red) |
| Extra thought - for those interested in the idea of spirits resenting abuse, is it possible that Watcher spirits might resent wage-mages that perpetually summon them to keep watch day and night over mundane, everyday doors? Maybe the watchers just stop caring after a while? |
| QUOTE (Samaels Ghost) |
| My point is that with a distraction and a good infiltration roll the watcher could easily be duped. Or you could just go through the wall |
Another one piling on for the position of in SR4 wathers are dumb as posts camp.
Watchers really are pretty dumb, even if they are guarding something even a decent attempt at being sneaky (read anything that makes the watcher have to perform a perception check) is likely to work. Higher force spirits are more of a problem, but may be fooled in other ways. If you have a mage with you this opens up some more options, but even a clever team of mundanes (assuming they have some awareness of the spirit) should be able to get by the spirit.
| QUOTE (James McMurray) |
| Of course, assuming you know what those orders are isn't always a good idea. You could walk down the hall with a wall in your hands and find yourself getting nuked by the spirit's innate spell (electicity ball) because the orders were to destroy anything coming down the hall that isn't the summoner. the orders are "anything" because the summoner doesn't want drones to be able to stride past. |
Alright...I appriciate the replies but you guys are getting too hung up on watchers being dumb. If watchers are that dumb, the shaman wouldn't be stupid enough to use them in this situation. Lets say he uses regular spirits instead. How do you sneak past them?
A summoned spirit, that isn't a watcher, used to guard a door is just like having an extra security guard. So some of the creative tactics used against security guards would apply, except it might be tougher, or at least different. One major thing to look out for is if the summoner is in range, then there is the telepathic link to deal with. If the summoner is not in range, then the spirit is on remote service and the telepathic link isn't immediately available. While the summoner may notice they can have more summoned spirits, they might not necessarily know which one got disrupted or finished their service if they have several spirits out and about.
I got an idea for you.
How about you only guard SOME doors with Spirits...
Guard the others with drones. Like Steel Lynxes or Strato-9s.
Give the players a choice of a magical or a mundane entanglement.
And yeah, Watchers are so dumb they're comical. You could probably interrogate them on the Astral and they'd spill their stupid guts. Like Knasser said.
| QUOTE (DireRadiant) |
| A summoned spirit, that isn't a watcher, used to guard a door is just like having an extra security guard. So some of the creative tactics used against security guards would apply, except it might be tougher, or at least different. One major thing to look out for is if the summoner is in range, then there is the telepathic link to deal with. If the summoner is not in range, then the spirit is on remote service and the telepathic link isn't immediately available. While the summoner may notice they can have more summoned spirits, they might not necessarily know which one got disrupted or finished their service if they have several spirits out and about. |
| QUOTE (ShadowDragon8685) |
| I got an idea for you. How about you only guard SOME doors with Spirits... Guard the others with drones. Like Steel Lynxes or Strato-9s. Give the players a choice of a magical or a mundane entanglement. And yeah, Watchers are so dumb they're comical. You could probably interrogate them on the Astral and they'd spill their stupid guts. Like Knasser said. |
And if he summoned something that has Immunity to Normal Weapons, he's probably going to have blood leaking from his ears unless he burned two Karma to do it. I don't love any fucker's money enough to burn my Karma doing his damn dirty work.
| QUOTE (ShadowDragon8685 @ Jun 23 2006, 04:05 PM) |
| And if summoned something that has Immunity to Normal Weapons, he's probably going to have blood leaking from his ears unless he burned two Karma to do it. I don't love any fucker's money enough to burn my Karma doing his damn dirty work. |
Uuuuuuh, one of us needs to re-read the book. I was under the impression that only Force 8 and up did.
But I've been known to make retardedly stupid moves before, so I shall do so.
That's interesting. It says in the Conjuring part that all Spirits have Immunity to Normal Weapons, but none of their Powers list it.
Yet another case of contradicting rules. But I guess I'm wrong. I'll have my crow wilt salt and mustard, thank you.
No worries, it's not the only confusing part in that book
Not that it matters. Unless the spirit is high force, all it's going to do is make the Sammie reach for his Panther AC. (You did hand out Panther ACs, right?)
I mean, wow, look at me. I am Force 2 Spirit of Water, hear me ROAR! I have hardened armor four! Ow! Ow ow! Stop shooting me with that Streetline Special! That hurts!
Immunity to Normal Weapons isn't listed as a separate power for spirits, because it's a part of the Materialization power. I believe it's been that way since SR2.
| QUOTE (SR4 @ 289) |
| Materialization Certain astral critters are capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialized, critters may affect physical targets. Additionally, materialized critters gain Immunity to Normal Weapons. |
| QUOTE (SR4 @ pg.177) |
| Physical spirits have the power of Immunity to Normal Weapons (see p. 288), giving them Armor equal to twice their Force against all attacks. This makes powerful spirits virtu- ally immune to most physical attacks. |
What mainly annoys me is that Spirits make a mage in the party a must-have. It's almost to the point where I wanna say "Wizard, Cleric, Rogue, and Meatshield", or in this case, "Mage, Shaman, Hacker, and Sammie". I mean, mundane characters can fill a lot of rolls. It's not too hard to get your Hacker some shooting skills (in fact it's probably vital to his survival) and even to tack on some low-powered Face skills after that.
But there's nothing a Mundane can do against a Spirit with an appropriately large Force. Even if they pulled out a similarly large vehicle - say, an IFV - a Hacker can shut it down, a Sammie can drop onto the turret and slice in, a heavy weapons guy can blow it up, and the Mage can get a spirit to manifest the Accident power inside the turret. Or, you know, blow it up.
But if there's a Force 6 spirit around, unless somebody has a sniper rifle on hand Halo-style, or else a Panther AC, you're boned. There's nothing anybody can do about it as it fries the team.
I mean, the same might be said about an in-house Technomancer leaving Sprites in the systems you needed to hack, right? Wrong. There's always the physical "Steal the actual hardware the data we want is on, and just give that to Mr. Johnson. Warn him about the Sprite if we're feeling generous."
A Force 6 spirit is doable by mundanes. Thanks to Stick-n-Shock halving armor and giving a base 6s(e) damage code, weapons having AP, and your damage rating being modified by net successes, an Ares Predator loaded with Stick-n-Shock automatically affects any Spirit up to Force 7 (Need 1 net success, so Force 7 and -8 AP from halving armor and -1 means that you can get through the 14 armor). Add in Called Shot (the + damage type) and Burst modifiers (the attack summary defines modified DV only as base with net successes, but never mentions anywhere where the Called and Burst modifiers would go, so either they are added at the same time as net successes or they add to the base damage imho), and even ridiculous Spirits can be affected.
The big problem is not the armor- it's the armor combined with the ridiculous amounts of Edge they get. Edge equal to its Force means that it's tough to hit even 6-7 Force spirits. Once you get to 8+ Force spirits where you have to withhold dice in order to crank your DV, and Spirits will be almost impossible to hit, even using your own Edge. It's for those that you need Panther Cannons and such, although even those are not guaranteed- the Spirit with its Edge can still be rolling as many or more dice than you shooting to avoid the weapon completely. Then they can do it again for the damage check.
| QUOTE |
| What mainly annoys me is that Spirits make a mage in the party a must-have. |
| QUOTE (Hasimir) |
| The same applyes to purely electronical stuff...a Hacker expert becomes a total necessity. |
A GM putting an impossible to bypass magical threat against a completely mundane team is doing one of two things: railroading a mission failure or running the game poorly. The first might be forgivable if it makes for a good story. The second isn't.
In general fixers will tailor the hired team to the run whenever possible. If a job is known to require magical skills, he won't contact a team without an awakened member. If a run is going to require slicing past heavy net security he won't contact a team without a dedicated hacker.
Sometimes you find yourself needing to get past a threat your team can't handle. You've got a few choices. The biggest are:
1) Give up. Return any up front money you got and go have some beers
2) Charge in anyway, and possibly die.
3) Drop your pride and go hire some temporary help. There's usually nothing in the contract that says you can't farm out some tasks to someone you've hired. It'll cut into the bottom line, but some money is usually better than no money.
Easiest way I can think of, assuming the spirit isn't obscenely high force. Have your mage put on some mage sight goggles. Slip the cable under the door, have mage mana barrier the spirit.
Then the spirit returns to his metaplane and comes back to astral outside the mana barrier. Depending on his orders he might not do that, but you generally don't know the spirit's exact orders. It might be worth a shot, but could just alert the summoner when the spirit pops over there to tattle.
Why not just have a couple of watchers patrolling the grounds? If that was the case the party might have a brief window to sneak past "watcher A" and bypass a maglock/alarm to gain entry before "watcher B" rounds the corner of the building.
If you want to keep the spirits stationary remember that your NPCs are only (meta)human. Maybe the shammy was out drinking last night and after summoning 3 watchers he really needs to lay down on the couch in a 2nd floor office offering your mage the perfect opportunity to stunbolt him with a pair of binoculars. Or maybe he's simply a smoker and goes outside to catch a cig with one of the guard every couple of hours. That's just my 2 cents though.
Also, hi everyone!
Watchers are horrible at watching. Their 1 logic, 1 intuition, and lack of perception skill means that they are completely incapable of seeing anything even remotely sneaky. Think of the dumbest dog you've ever known. That's a watcher, but without the heightened senses.
| QUOTE |
| The big problem is not the armor- it's the armor combined with the ridiculous amounts of Edge they get. Edge equal to its Force means that it's tough to hit even 6-7 Force spirits. Once you get to 8+ Force spirits where you have to withhold dice in order to crank your DV, and Spirits will be almost impossible to hit, even using your own Edge. It's for those that you need Panther Cannons and such, although even those are not guaranteed- the Spirit with its Edge can still be rolling as many or more dice than you shooting to avoid the weapon completely. Then they can do it again for the damage check. |
| QUOTE |
| Then the spirit returns to his metaplane and comes back to astral outside the mana barrier. Depending on his orders he might not do that, but you generally don't know the spirit's exact orders. It might be worth a shot, but could just alert the summoner when the spirit pops over there to tattle. |
That's an interesting system. You could be even meaner and give the spirit free access to the summoner's edge. ![]()
I've got problems with metaplane interactivity as well, which hopefully will be answered in the magic book.
| QUOTE (James McMurray @ Jun 24 2006, 10:24 PM) |
| That's an interesting system. You could be even meaner and give the spirit free access to the summoner's edge. |
It was a joke. I actually like the system. Our method of handling spirit edge is to have the GM decide if an when it gets spent. Spirits are NPCs, not PCs, so the players don't choose. Edge is a rule, not an in character concept, so spirits can't be ordered to spend it. Lots of folks disagree (and that's cool) but it works for us and doesn't require any house rules (something we prefer to avoid wheenver posible).
One way to make spirits less formidable is to bring back the Willpower attack. Sammie pulls out his Ronco Pocket Fisherman and rolls Willpowerx2 at CHA/2 base damage. The Spirit resists with Force or Forcex2.
What's weird is that SR4 states
"It is very difficult for non-magical characters to attack and damage a physical spirit. Only the truly courageous, driven or mad have enough force of personality to allow their attacks to affect a spirit."
(which is basically cut and paste from SR3)
then does nothing to back up that statement and proceeds to give them immunity to normal attacks and leave it at that.
I'd almost venture to say that they cut out the personality assault rules out of space issues.
| QUOTE |
| One way to make spirits less formidable is to bring back the Willpower attack. Sammie pulls out his Ronco Pocket Fisherman and rolls Willpowerx2 at CHA/2 base damage. The Spirit resists with Force or Forcex2. |
I, for one, must say that I like the idea of giving Spirits free access to the summoner's Edge, and make them care about their own survival.
"Okay. You send your Force 9 Air Elemental spirit up against that jet fighter. *rolls* The air elemental hits the Jet square-on the intake with a lightning bolt...
*rolls* and the jet goes down in flames. The guys on the ground fire a SAM at the Edge... It, uhh, has to resist naval-scale damage. It...
*evil grin.*
"It burns a point of your Edge to score a critical hit on it's soak test."
SAMs in general shouldn't do naval scale damage, they typically have fragmentation warhead in the 10-50 kg range which are really not naval scale.
The SA-5/S-200 SAM which is the biggest I can think of delivers a 215kg frag/he warhead (or a nuke), but the missile itself weights in at a whopping 2800kg.
Typical warhead sizes:
Hand held Sam: 2-4 kg warhead (Stinger, SA-16, etc) (1-5 mile range)
Short Range SAM 3-8 kg warhead (SA-8, SA-13, etc) (3-10 mile range) requires vehicle mounting, each missle weights 30-70 kg.
Medium Range SAM 40-80 kg warhead (SA-6, SA-11, etc) vehicle mounting or fixed emplacements, each missile weighs 500-750 kg
Compared to the warhead on anti-shipping misiles which start at 100kg
It has been pointed out to me that the burst modifiers to DV will not help against the spirits' armor b/c it is not included when comparing to armor by its own text. I'm sorry, totally missed that- makes it even harder to affect higher force spirits.
I think the rules on no Edge but potential borrowing from the summoner is very interesting. I'll mention it to our GM (although he'll probably just read about it on this forum
)
| QUOTE |
| It has been pointed out to me that the burst modifiers to DV will not help against the spirits' armor b/c it is not included when comparing to armor by its own text. I'm sorry, totally missed that- makes it even harder to affect higher force spirits. |
| QUOTE (booklord) | ||
Something like this? Attacker uses Willpower x 2 Defender uses ????? to avoid the hit ( probably reaction ) Attacker does (Charisma/2) damage Defender resists damage using Force. |
Getting some great replies guys, thanks.
Booklord I think I'm going to use that edge houserule.
What do you all think of a houserule so that spirits can't be summoned with overcast?
That would be fine. Whatever house rules you go with, don't feel you're married to them for life after you decide. Give it a couple weeks and wee what happens. Maybe no oversummoning is too harsh, and 1.5 max is better. Or maybe oversummoning is fine if the character can't heal that damage magically.
I came into this conversation way late, but I saw something in the earlier posts that seemed off. It was to the effect that "spirits can automatically see invisibility". I looked through the rest and didn't see anyone refute this. I figured I'd jump in. Spirits would only be unaffected by physical illusions (Improved Invisibilty). Vanilla Invisibility (a Mana spell) would trick them normally.
This is probably a moot point by now, but I figured I'd contribute anyway.
| QUOTE (Eryk the Red) |
| I came into this conversation way late, but I saw something in the earlier posts that seemed off. It was to the effect that "spirits can automatically see invisibility". I looked through the rest and didn't see anyone refute this. I figured I'd jump in. Spirits would only be unaffected by physical illusions (Improved Invisibilty). Vanilla Invisibility (a Mana spell) would trick them normally. This is probably a moot point by now, but I figured I'd contribute anyway. |
No, because the Mana version of invisibility isn't a physical effect. It affects the minds of those perceiving the target. That would include astral spirits. If the spirit materialized, then the physical spells should affect them also.
Even if you are tricked by that Mana Illusion spells you can see the spell's aura on the astral plane. It's pretty obvious after you see that...
Mana-based Invisibility tricks the mind such that it doesn't perceive the target visually. I always assumed that that would include spell auras in the astral as much as it includes clothing in the physical.
Pg. 201, Illusion spells
| QUOTE |
| Though mana-based illusions can be created on the astral plane, their magical auras give them away as illusions to anyone who amkes a successful Assensing Test. Illusions cannot fool assensing to disguise or create auras. |
So they still have to make an assensing test. Which means these illusions will still probably fool watchers, but not much else.
That kind of stinks, really.
(I'll probably still play it the way I've been arguing, because I like it that way and my players will probably agree, but it's good to know.)
More importantly, Invisibility only makes you invisibile to sight. It doesn't do anything against sound, touch, heat sensitive organs, or psychic powers. Astral Perception falls in the latter catagory. It isn't related to sight in any meaningful way.
| QUOTE (Eryk the Red) |
| So they still have to make an assensing test |
| QUOTE |
| What do you all think of a houserule so that spirits can't be summoned with overcast? |
| QUOTE |
| High Magic, High Summoning, and some edge and you can make a starting character who can summon a fire spirit so powerful that it will slaughter 99% of any oppositon you might meet in SR4. ( including probably most non-great dragons ) |
| QUOTE (booklord) |
| On average a force 6 spirit will cause on average 4 DV in drain. A force 9 spirit will cause will cause on average 6 DV in drain. A force 12 spirit will cause on average 8 DV in drain. |
| QUOTE |
| True, however, it is possible for a force 12 spirit to cause a drain of 24. |
| QUOTE |
| Especially, if you play with a rule that spirits have an edge equal to their force. |
| QUOTE |
| In this case it becomes important for the Summoner to get on friendly terms with a small number of Spirits. Perhaps buying them with loyalty ratings. Or making them more friendly to him buy offering up Karma. The loyalty rating would be the chance that the Spirit wouldn't fight the Summoning with Karma, and allow the Summoner to "Drag" it across the dimensional barriers. |
You're not enforcing a viewpoint, you're using the rules. If spirits were mindless automatons they wouldn't have willpower (the ability to resist outside influence) or charisma (the ability to cause outside influence). Even the lowly watchers have personalities.
There's nothing wrong with a character having to spend edge in order to bind or summon a high force spirit. The benefits he'll gain are much better than the benefits of that one point of edge lost.
Think of it this way: binding is slavery. Would the PCs spend edge in order to resist being enslaved? What about the other NPCs in the world. Spirits are just NPCs with powers and a weakness to summoning.
| QUOTE |
| You're not enforcing a viewpoint, you're using the rules. If spirits were mindless automatons they wouldn't have willpower (the ability to resist outside influence) or charisma (the ability to cause outside influence). Even the lowly watchers have personalities. |
| QUOTE |
| There's nothing wrong with a character having to spend edge in order to bind or summon a high force spirit. The benefits he'll gain are much better than the benefits of that one point of edge lost. Think of it this way: binding is slavery. Would the PCs spend edge in order to resist being enslaved? What about the other NPCs in the world. Spirits are just NPCs with powers and a weakness to summoning. |
| QUOTE |
| Spirits resist summoning using willpower? |
| QUOTE |
| You could also say that spirit resistance is simply the magician doing the heavy lifting when it comes to pulling them out of the metaplanes and the spirit doesn't care either way. |
| QUOTE |
| Then why do more successes grant more services? If the spirit didn't care either way the number of services would probably be set rather than flexible. |
| QUOTE |
| It's just that I see many people (not necessarily you) complain about how powerful spirits are. But those same people usually let the mage control the spirit as if it were a mindless slave, let the player determine when and if the spirit spends edge, and don't have the spirit do much about avoiding slavery. |
| QUOTE (James McMurray) |
| Then why do more successes grant more services? If the spirit didn't care either way the number of services would probably be set rather than flexible. It's cool though. Obviously our opinions differ. It's just that I see many people (not necessarily you) complain about how powerful spirits are. But those same people usually let the mage control the spirit as if it were a mindless slave, let the player determine when and if the spirit spends edge, and don't have the spirit do much about avoiding slavery. |
Cool. Whatever works for your games is best in them.
| QUOTE (James McMurray) |
| Cool. Whatever works for your games is best in them. |
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