Hey guys, first thanks for the answers to my hacking questions. Seriously the info nailed all the questions I had about the topic.
This next question involves the combat that I would like to have in my next week's game. If you are in my game stop reading this now.
I was thinking about having my green table fight some Ghouls. The only problem is they use melee attacks and are blind.
Questions:
If they run out of dice they automatically miss, right? Because of their enhanced hearing is it possible to allow them to attack based on sound instead of sight?
They have the Sapience meaning they are smart enough to use tools such as guns and melee weapons right?
How many Ghouls would be a good challenge for 4 green players (Hacker/Pistol ,Sam/Shottie and Pistol, Mage, and Mage)?
Thanks again, and as always any extra info or sites that have neat newbie related info is great. Like Pavao.org.
Jibaku
Ghouls are blind, yes. However, they're also dual-natured. That means they can use astral perception to hit you (and tell if you're lying, or hurt, or a magician, or have implants, etc.)
Most ghouls are as a smart as metahumans, and will use tech to their advantage.
For a newbie group, two-three ghouls per player makes for a fairly challenging melee-less if the ghouls are stronger, craftier (traps or tactics), better equipped (ghousl with shotguns and grenades can be scary), or have magical abilities (a ghoul shaman, for example, can prevent the PC magician from frying the entire group).
I agree with Ancient. They can track their prey by their enhanced hearing and sense of smell. They are nasty ass "critters" if you want them to be. If the encounter is one the runners are aware of a head of time, they can do a lot to mitigate their risk, but in an encounter where they are unaware of ghouls being there, it can get ugly very fast. They move quick, and in places ghouls like to populate, like dilapidated slums and tenements, the effectiveness of ranged combat disappears when a ghoul pack may not be seen till you bump into them. 3 Ghouls per player can turn into a slaughter if they get on one of your runners that has poor close combat skills or a sorry dodge. That being said, I've always liked ghoul encounters. In 4th edition, I can actually say that they are a lot more challenging than previous editions (unless you had waves of them)
Are there rules for using astral perception to hit mundane targets? Is it just a standard -2?
There's astral visibility modifiers in Street Magic that can apply.
So even less reason for mages to get cyber eyes. Just go to astral and blast away with physical spells from there?
Well, keep the limitations in mind. To astral perception, a glass window is as clear as concrete.
As much as I hate to disagree with Ancient History, the intelligent level of ghouls is kinda up for grabs. Many people make it through with their brainpans intact, a lot of other ones are reduced to humaniod animals, with little remaining of their sentience. IN previous editions there was a table for how much of your personality you retained if you became a ghoul, but it was slanted to give PCs a chance to survive. The fluff from earlier editions (especially 1st edition) suggests that most ghouls fall on the low end of that scale, and that intelligent ghouls were one in a hundred.
here is even a newbier question , ive yet to be in a shadowrun game/rpg, so my question is how would u guys describe such an encounter to the pcs as a gamemaster? im slow to this concept as the book doesnt go over how to properly run a game and when to describe the game
..........oh, cool...........
| QUOTE (Ddays) |
| So even less reason for mages to get cyber eyes. Just go to astral and blast away with physical spells from there? |
I see two ways of having to deal with ghouls.
First, an ambush in the barrens by a pack of ghouls. Mostly bestial intelligence, though as mentioned before, dual nature and enhanced senses enable them to be slightly strategic if they are of that intelligence.
Second, I see the possibility of messing with a group of intelligent ghouls and having them after you. This has already been hinted at.
I personally prefer #1 as that is most supported by fluff. However, intead of mindless waves of ghouls, having 1-5 intelligent leaders could make things very interesting. After all, ghouls are intelligent enough to coordinate with Tamanous and secure a constant food source and would love to target the Sammy due to the money/food they could get from him. Also if it was in a corner of the Barrens they are familiar with, feel free to give them home ground advantages.
Just gave me some great ideas, never really thought of the dangers a pack of coordinated ghouls could be.
OH, completely forgot to address Dual Nature.
Ghouls have NO visibility modifiers for interacting with the physical world while astrally percieving, that is one of the advantages to being on all the time.
Forget the exact page, but this has always been the case.
Unfortunately, they are limited to what astral visibility there is. As mentioned before, they cannot see through window and cannot read. Read the astral space section for more detail.
| QUOTE (nathanross) |
| Ghouls have NO visibility modifiers for interacting with the physical world while astrally percieving, that is one of the advantages to being on all the time. |
| QUOTE (DrPeteCastle) |
| here is even a newbier question , ive yet to be in a shadowrun game/rpg, so my question is how would u guys describe such an encounter to the pcs as a gamemaster? im slow to this concept as the book doesnt go over how to properly run a game and when to describe the game |
| QUOTE (Fortune) | ||
Where do you get this from in SR4? It may have always been the case in the past, but I don't believe it is so as of the new edition. |
no book here, but:
possible that 'no visibility modifiers' for using the astral is meant as: no penalties for normal tasks, but additional penalties from obscuring effects in the astral still apply?
I think that nathanross was indicating that Ghouls, as a dual-natured being with only astral perception at their fingertips, would eventually learn to overcome the -2 to using Astral Perception from which mages, who would be more likely to rely on physical perception in most cases, suffer.
In other words, a critter with astral perception rather than physical perception doesn't suffer the -2 because -- for the critter -- astral is the normal way of seeing things. YMMV.
| QUOTE (Ancient History @ Aug 2 2007, 08:35 PM) |
| Well, keep the limitations in mind. To astral perception, a glass window is as clear as concrete. |
| QUOTE (Fortune) | ||
Where do you get this from in SR4? It may have always been the case in the past, but I don't believe it is so as of the new edition. |
| QUOTE (SR4 errata v. 1.5) |
| p. 287 Dual Natured [4] Add the following line: Dual Natured critters do not suffer the –2 dice pool modifier for interacting with the physical world while astrally perceiving. |
| QUOTE (Apathy) | ||
Did this change between SR3 and SR4? I thought that glass was equally see-through in astral? [Edit]Ghouls tend to be easier for mages to deal with, because their dual nature means they can be easily targeted by an astrally percieving mage without risking his teammates in the area effect spell. (i.e. "I astrally percieve and cast stunball, centered on me"...Every ghoul in the area of effect goes down, and the non-dual natured teammates don't have to resist damage because they're not astrally present.) |
| QUOTE |
| [Edit]Ghouls tend to be easier for mages to deal with, because their dual nature means they can be easily targeted by an astrally percieving mage without risking his teammates in the area effect spell. (i.e. "I astrally percieve and cast stunball, centered on me"...Every ghoul in the area of effect goes down, and the non-dual natured teammates don't have to resist damage because they're not astrally present.) |
Considering that he has both his (probably high) Willpower and Spell Defense, while the ghouls only have (probably average) Willpower, it should be relatively easy for him to cast a moderately-forced Stunball that he can resist without damage and that the ghouls can't resist. He's less likely to get hurt from his own area effect spell than he would if he only took out one ghoul before the other three got him in close combat.
As long as he remembers that as a Direct Combat Spell, stunball will only take out the ghouls he has LOS on.
True, and I guess that's where good strategy and knowledge of the terrain can pay off for the ghouls. If they can get close before being discovered, and attack from multiple directions, then at least some of them should make it close enough to melee the team.
(and I suppose one that happens, the -2 modifier for physical actions while astrally percieving would go against him, if he couldn't switch back to normal vision in time.)
| QUOTE (Apathy) |
| Considering that he has both his (probably high) Willpower and Spell Defense, while the ghouls only have (probably average) Willpower, it should be relatively easy for him to cast a moderately-forced Stunball that he can resist without damage and that the ghouls can't resist. He's less likely to get hurt from his own area effect spell than he would if he only took out one ghoul before the other three got him in close combat. |
Also remember that ghoul physical blindness can be cured with cybereyes. Many ghouls who seek to 'pass' in normal society get cybereyes for this reason.
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