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Semerkhet
post Sep 14 2010, 03:18 PM
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QUOTE (sabs @ Sep 14 2010, 10:09 AM) *
There are plenty of mundane ways to deal with Spirits.
If you're the security expert hired to design a facility that can withstand up to X threat level, and you didn't consider spirits of X threat level. You're not doing your job. Shadowrun has spirits, spirits are hard to kill, and dangerous.

Where is your own spirits with guardian. Where are your drone mounted hard points with firepower. Where is your choke point corridor with directional claymores in the walls. Where are your wards.

Totally agree on these points.

If the facility is high security they will have thought of spirits. If the facility is not high security then your entire team is overpowered compared to the security anyway. Spirits are just the icing on the kick-ass cake.
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TommyTwoToes
post Sep 14 2010, 03:18 PM
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You can always take out spirits by ramming them with a car, van, or bus. (Dresden did this against a plant spirit in the parking lot of a WalMart).

Satchel charges 1-4 kgs of explosives with a decent rating can take down just about everything. Explosives are cheap and fun.

If you are moving along the themed elemental damage lines, I would use Allergies. Have the allergy to their opposition element cause them to lose their powers. salt vs Air, fire vs Plant and or Water, leaving the ground for Earth, water for Fire and so on....
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Mordinvan
post Sep 14 2010, 03:23 PM
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QUOTE (Tyro @ Sep 14 2010, 01:29 AM) *
I think making spirits harder to summon (F*2, making summoning drain the same as that for binding) should also help. Do you think this is excessive?

If you never want to see spirits in your game, or more specifically, any above force ~3, its fine, otherwise its terrible.
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Neurosis
post Sep 14 2010, 03:24 PM
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I would 'fix' attack of will by making it Willpower + Relevant Close Combat Skill. Damage is still equal to Charisma, probably. I would also state that drug and technology based modifiers to EITHER attribute or the skill do not apply. Your Pheromones do not give you extra damage boxes, being on kamikaze doesn't make it easier to banish a spirit, and your Reflex Recorder does not come into play. Only your martial skill and your determination matter.

Since afaik attack of will is defended against with the spirit's Reaction + Unarmed Combat just like a physical attack, I see no reason weapon reach (and for that matter troll reach) shouldn't come into the equation.

If I was going to house rule it, that is how I would house rule it.
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Mordinvan
post Sep 14 2010, 03:32 PM
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QUOTE (Ascalaphus @ Sep 14 2010, 05:18 AM) *
- Delete SnS; for long-range Stun, use needleguns or something. Close-range you've got tasers. There's no need for something that's better than either of those.

Restricting them to shot guns would be better, as we actually have tazer shells now.

QUOTE
- ItNW reduces nonmagical damage by it's rating (F*2), and AP doesn't factor into this in any way.

This is good, as it would reduce to ping/splat effect

QUOTE
- Spirits of F4-6 use Edge to resist summoning and binding, making them rarer and not so attractive for mages to spam as mooks. With an Appeasement ceremony this can be prevented, but that takes time and money
- Spirits of F7+ always use edge to resist summoning and binding.

I really think these two suck

QUOTE
- All spirits have an Allergy to something.

So long as the allergy makes sense based on the spirit type, though given the infinite range of the metaplanes, its possible what some spirits are allergic to can not physically exist within our universe.

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sabs
post Sep 14 2010, 03:36 PM
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QUOTE (Mordinvan @ Sep 14 2010, 03:23 PM) *
If you never want to see spirits in your game, or more specifically, any above force ~3, its fine, otherwise its terrible.


Wooo Hyperbolic exageration for the win.

You want to summon a force 6 spirit, The spirit rolls F*2 for 12 dice, getting 4 hits, woop de doo.

How many mages have you seen with Drain pools of 12 or higher? Most dedicated PC magician's I've seen have 12-15 for their drain dice.
That means, that on average they're taking 0-1 drain.

That's not exactly, never happen.

If you include the Drain Value being twice the gross hits, then that shoots up to 8.
That's less happy, A good mage will take ~3-4 stun damage.

If you want pre-meditated High Spirit Summoning, allow materials, foci, etc to add to the drain pool.


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TommyTwoToes
post Sep 14 2010, 03:36 PM
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QUOTE (Mordinvan @ Sep 14 2010, 11:32 AM) *
So long as the allergy makes sense based on the spirit type, though given the infinite range of the metaplanes, its possible what some spirits are allergic to can not physically exist within our universe.

Like hope or goodwill.
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Doc Chase
post Sep 14 2010, 03:54 PM
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I've always felt that if you've reached the point where you're up against spirits with no magical backup, the heavy weapons should come out. Yes, it's pink mohawk, but what else are you going to use that Thunderstruck or Panther for?

Let your Trolls feel warm and fuzzy. Let them use the heavy guns.
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Mordinvan
post Sep 14 2010, 04:11 PM
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QUOTE (TommyTwoToes @ Sep 14 2010, 09:36 AM) *
Like hope or goodwill.


More like a square which contains 8000 degrees of internal angles.
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Mordinvan
post Sep 14 2010, 04:14 PM
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QUOTE (sabs @ Sep 14 2010, 09:36 AM) *
Wooo Hyperbolic exageration for the win.

You want to summon a force 6 spirit, The spirit rolls F*2 for 12 dice, getting 4 hits, woop de doo.

How many mages have you seen with Drain pools of 12 or higher? Most dedicated PC magician's I've seen have 12-15 for their drain dice.
That means, that on average they're taking 0-1 drain.

That's not exactly, never happen.

If you include the Drain Value being twice the gross hits, then that shoots up to 8.
That's less happy, A good mage will take ~3-4 stun damage.

If you want pre-meditated High Spirit Summoning, allow materials, foci, etc to add to the drain pool.

If you want to realize not all mages in the world are highly tuned to absorb drain from summoning, and yet some spirits used in security applications are exceedingly common, meaning the drain must be tolerable or else no one could ever afford to employ them.....
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Dakka Dakka
post Sep 14 2010, 04:22 PM
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QUOTE (Ascalaphus @ Sep 14 2010, 04:56 PM) *
The OP was about how to remove SnS without spirits getting out of control.

So, if you accept the premise that SnS will be deleted (and if you don't, then why do you post in this topic), what comes next?
As I read the OP, he was thinking about the ramifications of removing SnS, not that this was a given already. If that is not the case simply ignore that part of my post.

QUOTE (Ascalaphus @ Sep 14 2010, 04:56 PM) *
Personally, I feel the SnS workaround to ItNW is cheesy and I'd like to get rid of that; it doesn't sit with the way I feel ItNW should work. But will just deleting SnS make spirits overpowered?
To me it is not any more cheesy that killing spirits with fire, but that is just my opinion.
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sabs
post Sep 14 2010, 04:25 PM
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QUOTE (Mordinvan @ Sep 14 2010, 04:14 PM) *
If you want to realize not all mages in the world are highly tuned to absorb drain from summoning, and yet some spirits used in security applications are exceedingly common, meaning the drain must be tolerable or else no one could ever afford to employ them.....


Magicians summoning for security applications are using lower force spirits, or they are using longer term rituals to summon spirits, and using 'cash money' ie: ritual items, foci, gifts to the spirits, to increase their effective Drain Pool.

And Really, I would expect a Corp Mage who specializes in Security applications, specifically the summoning and binding of spirits for security, for a LIVING. Would actually be quite good at dealing with drain issues.

Spirits should not be a insta-summon something more bad-ass then all the other PC's.
Spirits should either be.. insta-summon low force spirits to run interference, do a small specific task.
Pre summon a big-bad spirit as part of legwork. Like a Street Sam buying a LAw and a couple of Frag Rockets, or 10 kilo's of plastique.

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Badmoodguy88
post Sep 14 2010, 04:35 PM
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The whole spirit issue is the application of a lot of skill, expensive gear, and side effects and risk in the form of drain. It is a large investment for a short period of use.

With guns it is lots of skill, less expensive gear, no real side effects, and little newyen cost per use.

You need to balance the equation by either spending a lot more for a one shot item such as explosives or shell out for a more expensive gun like a laser.
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Ghremdal
post Sep 14 2010, 04:37 PM
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I've found that the good old Elephant rifle usually does the trick with EX-EX or APDS rounds does the trick. 11DV -2AP, or 10 DV - 5 AP (when firing both barrels) usually does the trick up to anything up to F8 spirits and above.

For those spirits above that my rigger has a cannon mounted on his van. Or you can decide to run really really fast (IMG:style_emoticons/default/twirl.gif)
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Mordinvan
post Sep 14 2010, 04:49 PM
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QUOTE (Dakka Dakka @ Sep 14 2010, 09:22 AM) *
To me it is not any more cheesy that killing spirits with fire, but that is just my opinion.

I mostly have a problem with killing 'fire' spirits with fire...
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Doc Chase
post Sep 14 2010, 04:50 PM
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QUOTE (Mordinvan @ Sep 14 2010, 05:49 PM) *
I mostly have a problem with killing 'fire' spirits with fire...


If we can put out an oil well fire by setting off a bomb next to it, I don't see why we can't disrupt a fire spirit with a thermobaric kablooey. (IMG:style_emoticons/default/biggrin.gif)
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Mordinvan
post Sep 14 2010, 04:53 PM
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As for killing spirits without resorting to attacks that shouldn't work, regular attacks involving excessive force. Grenade machine guns, thunder struck gauss guns, lasers, assault cannons, suicide drones with explosives, ramming with vehicles, using explosives to implode buildings onto them, etc....
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Ascalaphus
post Sep 14 2010, 05:41 PM
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QUOTE (Dakka Dakka @ Sep 14 2010, 06:22 PM) *
As I read the OP, he was thinking about the ramifications of removing SnS, not that this was a given already. If that is not the case simply ignore that part of my post.


Spirits are the big ramification, don't you think? What else would be a big ramification?


QUOTE (Dakka Dakka @ Sep 14 2010, 06:22 PM) *
To me it is not any more cheesy that killing spirits with fire, but that is just my opinion.


Well, I'm not wild about that. Sure, water spirits, but fire elementals should be fairly good at handling it.

A solution which could be charming, or complicated, is to give spirits Allergies based on the elemental rock paper scizzors of their tradition; Wuxing spirits might have different allergies than Hermetic ones. For example, a Wuxing Water elemental might be allergic to wood ("Wood absorbs water") rather than fire.
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X-Kalibur
post Sep 14 2010, 06:11 PM
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I think the easier solution is to remove SnS and go back to older versions of ItNW. They only get F instead of F*2.
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Semerkhet
post Sep 14 2010, 06:25 PM
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QUOTE (X-Kalibur @ Sep 14 2010, 01:11 PM) *
I think the easier solution is to remove SnS and go back to older versions of ItNW. They only get F instead of F*2.

I still don't understand the problem. Are there a large preponderance of street level games where the PCs run around with stock pistols and regular ammo? The PC in my group has a sniper rifle that's not even hugely tricked out and that thing, with APDS, can take out a Force 6 spirit in one shot. That sniper rifle is the heaviest weapon in the group, no LMGs, railguns or assault cannons. Between the dual-wielding Warhawk(equivalents), the sniper rifle, the mage, and the adept with Killing Hands, I would need to throw multiple Force 8+ spirits to begin to overwhelm the team.

It's not that my team thinks spirits are a joke but the ItNW is not the spirit power my team is afraid of.
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Neraph
post Sep 14 2010, 06:30 PM
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QUOTE (Makki @ Sep 14 2010, 02:26 AM) *
get a flamethrower or an ares redline laser, but done brag about it.

Don't forget that no spirit likes getting Thunderstruck.
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X-Kalibur
post Sep 14 2010, 08:26 PM
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QUOTE (Semerkhet @ Sep 14 2010, 10:25 AM) *
I still don't understand the problem. Are there a large preponderance of street level games where the PCs run around with stock pistols and regular ammo? The PC in my group has a sniper rifle that's not even hugely tricked out and that thing, with APDS, can take out a Force 6 spirit in one shot. That sniper rifle is the heaviest weapon in the group, no LMGs, railguns or assault cannons. Between the dual-wielding Warhawk(equivalents), the sniper rifle, the mage, and the adept with Killing Hands, I would need to throw multiple Force 8+ spirits to begin to overwhelm the team.

It's not that my team thinks spirits are a joke but the ItNW is not the spirit power my team is afraid of.


Spirits should be an assistance to a mage, not a force than can single-handedly destroy a tank column that a starting mage can manage.

Honestly the real issue should be "why do you feel the need to throw high level spirits at your players instead of real opposition that uses superior tactics". Exceptions going to bug spirits, I'd like to see your tricked out players taking on multiple F10 bug warriors and THEN not complain about ItNW in 4th Edition.
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TommyTwoToes
post Sep 14 2010, 08:33 PM
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QUOTE (X-Kalibur @ Sep 14 2010, 04:26 PM) *
Spirits should be an assistance to a mage, not a force than can single-handedly destroy a tank column that a starting mage can manage.

Honestly the real issue should be "why do you feel the need to throw high level spirits at your players instead of real opposition that uses superior tactics". Exceptions going to bug spirits, I'd like to see your tricked out players taking on multiple F10 bug warriors and THEN not complain about ItNW in 4th Edition.

The problem isn't ITNW, the problem is F10.
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X-Kalibur
post Sep 14 2010, 08:46 PM
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QUOTE (TommyTwoToes @ Sep 14 2010, 12:33 PM) *
The problem isn't ITNW, the problem is F10.


Even with a less severe F6 spirit, let's really think about it. You need to bypass twelve (12) armor in order to even harm said spirit. That's a lot of armor, and bursts don't help you overcome this. Sniper rifles are great, of course, but how often are carrying around a sniper rifle and can quickly access it? Not often.

More reasonably speaking we have SMGs, Heavy Pistols, and Assault Rifles.

SMG is 5P. With Ex-Ex you're looking at 6P -1. This means you still need 5 net hits. The spirit still gets to dodge as well. Statistically you'll need 15 dice to get a decent chance. Wide burst helps, but you still need 5 hits.

Heavy Pistol is 5P -1. With Ex-Ex you're looking at 6P -2. This means you'll need 4 hits. Spirit still gets to dodge as well. Statistically you'll need 12 dice to get a decent chance.

Assault Rifle is 6P -1. With Ex-Ex you're lookin at 7P -2. This means you'll need 3 hits. With a wide burst you can probably negate most of the dodge of the spirit. You'll only need 9 dice to have a decent chance.

This is assuming optimum scenario, namely that you're already loaded for bear with loud, powerful ammunition. This does not factor in movement, lighting, cover, etc. APDS is ridiculously hard to get ahold of, especially given you're buying 10 rounds at a time, and should not be really considered the end all be all.

I'll add in one last one for the gun bunnies that noticed it missing.

Ruger Superwarhawk is 6P -2. With Ex-Ex (which we all know you're loading exclusively) you're at 7P -3. You need 2 hits and chances are you're throwing in excess of 16 and called a shot as well (IMG:style_emoticons/default/grinbig.gif)
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sabs
post Sep 14 2010, 08:49 PM
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I still think that the +DV from Burst and Full auto should count for penetrating armor.
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