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> Possession FAQ, Answers to your possession questions
Buster
post Oct 17 2007, 02:41 AM
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QUOTE (laughingowl)
Immunity provides armor rating which is function like hardened armor, but is not 'armor' ... AP makes no mention of effecting 'immunity' .. thus AP has no effect on immunity...

Now if Immunity was simply worded as:

This provided '[Hardened] armor' equal to Magic*2 to the critter, against any attack that is not: magical, nor made of a substance the creature is vulnerable to.

There would be no debate.

However, when words 'like' , 'similiar', 'as if' come into play it implies that while similiar .. there is some difference, what exactly the difference is needs to be decided.

This is compounded with the use of similiar but not 'proper' terminology.

'Armor rating' is not 'Armor'
'Hardened' protection is not 'Hardened Armor'

Both sound similiar though, so was 'Armor' and 'Hardened Armor' meant, which would mean then to follow the full rules, or is using different terminology meant to help you understand the concept, but they intentionally do NOT use the previously defined words, to avoid giving (or taking) properties not intended.

I'm glad others saw the rules the same way I did. If Frank hadn't said the other interpretation was how the authors actually intended it since the beginning, I would never have believed it. After playing SR4 for 4 months now, I shouldn't be shocked at poor craftsmanship, but this takes the cake.
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Fortune
post Oct 17 2007, 02:48 AM
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QUOTE (Buster)
Who says Immunity to Normal Weapons does NOT stack with normal armor?

Either INW is armor or it is not armor. You can't have it both ways.


Not all Armor stacks. I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.
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Jaid
post Oct 17 2007, 02:52 AM
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if you want to claim that the rules for immunity to normal weapons referencing hardened armor and referring to armor all over the places is *not* referring to the normal armor rules, then what you're arguing is that ItNW does *something*, but we don't have a fragging clue what that is.

[sarcasm] oh boy, there's a great improvement on the situation that just makes the rules so very clear. [/sarcasm]

as far as whether ItNW stacks or doesn't, i would point out that not all armor stacks. no specific ruling is given on whether or not ItNW stacks with other armor, and the general rule is that multiple layers of armor do not stack (see the rules for multiple suits of armor, for example).

certainly, it *could* stack, but like i said, that just opens too many cans of worms imo: if an attack is reduced to 4P after passing through the external layer of worn armor, then shouldn't the hardened armor underneath be checking against that 4P rather than the original value, whatever it was? where do we factor in mystic armor, armor in cyberlimbs, dermal plating, troll's natural armor, and other similar things? logically, worn armor would apply first, since it's external, and if an attack that was going to do 4P normally wouldn't penetrate the hardened armor, why should an attack that's only going to do 4P after being reduced by someone's worn armor?

imo, it just simplifies things and removes a lot of questions if you just rule that it doesn't stack at all.
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Buster
post Oct 17 2007, 02:52 AM
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QUOTE (Fortune @ Oct 16 2007, 09:48 PM)
Not all Armor stacks. In factt, I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.

Cyberlimb armor doesn't say it stacks, but Synner insists that it not only stacks with body armor, but it also stacks with itself. 2 cyberlimbs each with 3 armor gives you +6 armor over and above what your armor jacket gives you.
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Buster
post Oct 17 2007, 02:59 AM
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<duplicate post. sorry. so, uh, I'll just agree with what I said.>
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Fortune
post Oct 17 2007, 03:02 AM
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Yep, that is one example where it wasn't specifically listed as stacking. Note that that misconception was cleared up rather quickly by Synner though.
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Buster
post Oct 17 2007, 03:14 AM
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QUOTE (Fortune @ Oct 16 2007, 10:02 PM)
Yep, that is one example where it wasn't specifically listed as stacking. Note that that misconception was cleared up rather quickly by Synner though.

I'm glad you agree with me that you were wrong about no armor stacks unless specifically saying so. :D

"Cleared up rather quickly by Synner" -- ROFL. How many YEARS has it been since the book was published and the errata still doesn't list that clarification?
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Fortune
post Oct 17 2007, 03:18 AM
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I did state that 'I believe' it was the case. The fact that you successfully found one, quickly clarified example where it wasn't the case doesn't mean you are right about Hardened Armor stacking.
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FrankTrollman
post Oct 17 2007, 07:20 AM
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QUOTE
Speaking of which, I just got my hardcopy of Street Magic and was reading it literally cover to cover when I noticed that Frank Trollman was actually credited, so my question must become "Is that your actualy name?" I always assumed it was just a nickname or something because you liked/hated/acted like a troll or something. Which it could be your pen name or something as well, but it would really be great if your name was actually Trollman.


That's my actual name.

And on AP: The game does not distinguish between weaponry which has higher AP because it is "sharper" or "denser", or "faster" or just "hitting harder". Weapon AP is built into the weapon damage codes and is a game balance concern more than a "realism" concern. In the world of Shadowrun, there have been spirits running around in plain view for nearly 60 years - that's as long as the AK-47 has been around. Does it strike as in any way weird that whatever it is that 21st century weaponsmiths do takes spiritual defenses into account?

Various editions have tried various restrictions on what did and did not have an effect when you put ammunition into your gun. In first edition you didn't change weapon power, but you did change staging so everyone used Explosive ammo. In 2nd edition you didn't change power but you did change damage code so you used Flechette. In 3rd edition you were basically looking at the target dropping your power down to about 2 anyway, so you were mostly concerned about getting lots of hits (thus meaning that you actually used tracers, oddly enough). And now in 4th edition you apply all the mods and the primary concern is the Armor, so you use APDS. None of these is really "bad design", but based on the huge power-up that ItNW got in 4th edition it would be a bad idea from a game balance standpoint to push people back to using Explosives or Flechettes like in previous editions.

As for combining Hardened and normal Armor: At no time do armors reduce incoming power. They give you extra damage resistance dice. If you have 8 points of Hardened Armor and 8 points of regular armor and are hit by a 9P attack, then the Hardened armor does not completely stop the attack, and the regular Armor does not downgrade the attack from lethal to stun. But both give you +8 dice to your damage resistance test, which is a lot. Also, AP applies towards each set of Armor/Hardened Armor separately as per the rules, reducing both the DV that they have a special effect against and the amount of bonus damage resistance dice they add.

-Frank
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Buster
post Oct 17 2007, 02:07 PM
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QUOTE (FrankTrollman @ Oct 17 2007, 02:20 AM)
In the world of Shadowrun, there have been spirits running around in plain view for nearly 60 years - that's as long as the AK-47 has been around. Does it strike as in any way weird that whatever it is that 21st century weaponsmiths do takes spiritual defenses into account?

That's an awesome idea. Armor Piercing Discarding Sabot ammo doesn't have to be made out of merely mundane armor piercing materials like steel jackets. It could be made out of alchemically purified radical depleted uranium (I call it "Munchkinbanium") which not only gives it armor piercing qualities towards body armor but also against Immunity to Normal Weapons paracritters like spirits and vampires. I added both points to 10a and 10b.
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darthmord
post Oct 17 2007, 03:20 PM
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I guess that means you need to make sure your fixer is actually selling you Munchkinium* rounds rather than Ye ol' Lead Bullets.

*Sounds better than Munchkinbanium, IMO

I can buy into the idea that weaponsmiths were making efforts to make bullets more effective vs Spirits, but... Doesn't that fly in the face of the fact that items without an aura or things they are specifically vulnerable to (fire vs water) are supposed to be trivial to the spirit?

Heck, they even allude to that in the Cyberzombie section of Augmentation. This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.
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Moon-Hawk
post Oct 17 2007, 03:24 PM
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Although, this would make ammo prices make more sense. ;-)
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HappyDaze
post Oct 18 2007, 04:39 PM
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QUOTE
This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.

A bit OT, but the munchkin player in my group suggested a 'magical taser' - the kind with wires still running from target to user. Any absolute (as opposed to 'the tech makes it harder') reason why this can't be made into a weapon focus?
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Tarantula
post Oct 18 2007, 05:03 PM
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I'd say you could. Treat like a whip. (Str/2)+1P 149 for the whip stats.
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FrankTrollman
post Oct 18 2007, 05:19 PM
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QUOTE
Heck, they even allude to that in the Cyberzombie section of Augmentation. This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.


Heh. I remember that section well, I wrote it. ;)

That was to underscore a point in Shadowrun about how magical items work. Barring the (now defunct) Spell Lock, no magic item has been able to be "active" when it ceases touching the aura of a bonded owner. But while that keeps you from firing dual natured arrows, that doesn't keep you from harming a spirit who is materialised or is possessing something.

Nor in fact, does it keep you from affecting the Astral or its inhabitants. If you dump a bunch of uranium on the ground, you'll punch up the background count and that will seriously kill low force spirits. Back in the old editions, Immunity to Normal Weapons specifically only counted half strength against weapons which were "elemental" in nature. And while that brought up big arguments about whether an inanimate carbon rod counted as an element or not - it did establish clearly that in canon there are attacks which are simply less concerned about ItNW than others.

In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

-Frank
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Buster
post Oct 18 2007, 06:01 PM
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QUOTE (FrankTrollman)
In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

Does anyone have a page number for that, I'll add it to #10 under shock weapons?
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Tarantula
post Oct 18 2007, 07:05 PM
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QUOTE (Buster)
QUOTE (Fortune @ Oct 16 2007, 09:48 PM)
Not all Armor stacks. In factt, I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.

Cyberlimb armor doesn't say it stacks, but Synner insists that it not only stacks with body armor, but it also stacks with itself. 2 cyberlimbs each with 3 armor gives you +6 armor over and above what your armor jacket gives you.

What part of the rules is vague on this?
335, sr4, Cyberlimb Enhancements, "The bonus to the enhanced value equals the rating of the enhancement."
149, sr4, Armor and Encumbrance, "Note that some armor items, like helmets and shields, provide a modifier to the worn armor rating and so do not count as stacked armor."

Cyberlimb armor provides a modifier to armor equal to the rating of its enhancement. I still fail to see where this is ambiguous.
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Ranneko
post Oct 18 2007, 11:34 PM
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QUOTE (Buster)
QUOTE (FrankTrollman @ Oct 18 2007, 12:19 PM)
In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

Does anyone have a page number for that, I'll add it to #10 under shock weapons?

If you look in Street Magic and the SR4 core book at the various elemental damage effects you will see that pretty much all of them are AP -half.

Not all of them of course, there is one with the effect as flechettes for instance, so it has identical power and ap mods.
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raverbane
post Oct 19 2007, 02:11 AM
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I am setting up a new shadowrun game and am working in a few npcs. One such NPC is a voodoo priest / cab driver with a possessed cab. As seen in many many 70's and 80's cheezy movies.. hehe.

In Street Magic in the Possession Side bar on page 102 it refers to spirits possessing inanimate objects. In the case of the vehicle is says the force of the spirit be added to the vehicle's Body, Armor and Speed - though not it's Handling.

My question is really twofold. If the force is being added to the Armor, does the vehicle also gain the benefit of the INW? Since it is an inherent power of the spirit?

It says a posessed SAAB fury could drive itself. How is this handled in game terms? A person doesnt have to make a skill check to run around. But, since the spirit is in a vehicle. What kinda check should be made to "handle" tight manuevers? Not pilot, since the spirit isnt actually piloting, but just moving.
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Fortune
post Oct 19 2007, 02:17 AM
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QUOTE (raverbane)
If the force is being added to the Armor, does the vehicle also gain the benefit of the INW? Since it is an inherent power of the spirit?

Vehicle Armor is Hardened Armor, which is effectively the exact same thing as ItNW.
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raverbane
post Oct 19 2007, 02:36 AM
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I read through the thread and didnt see this following issue addressed.

Channeling + Possession + Long term binding....

Other then the Initate going bugnuts insane from having the spirit nag at him night and day about being longterm bound. Is there any game reason why this wouldnt work.

I have freaky players that try strange stuff like this and wanted to get other opinions.

Oh. Another quick question. I saw this asked, but couldnt find an answer.

When a person is possessed by a spirit. Can the force of the spirit push his stats over the augmented max?
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Jaid
post Oct 19 2007, 02:43 AM
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QUOTE (Fortune)
QUOTE (raverbane @ Oct 19 2007, 12:11 PM)
If the force is being added to the Armor, does the vehicle also gain the benefit of the INW?  Since it is an inherent power of the spirit?

Vehicle Armor is Hardened Armor, which is effectively the exact same thing as ItNW.

actually, vehicle armor is normal armor.

it's just a quirk of the fact that vehicles have no stun track that the end result is the same as it would be if the vehicle had hardened armor, provided the vehicle is being attacked with a weapon that deals P damage. a weapon that deals S damage will never harm a vehicle, no matter what the DV, whereas a spirit can be affected.

as far as long-term binding a channeled spirit... sure. ten seconds later, you run into a ward, the spirit is disrupted, security is alerted, and you've just lost a bunch. boy, that sure was worth it.

also, when a spirit possesses someone, the augmented max of the combined being is, iirc, (attribute + spirit's force) * 1.5

so that will definitely be able to go higher than the original metahuman's augmented max, and probably the spirit's too.
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DTFarstar
post Oct 19 2007, 02:44 AM
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General guideline is one service every dawn and dusk.
Augmented max while possessed is Current + Force X 1.5 So the only way to hit the cap is through invoking and making the spirits stats go up a ton.

Chris

EDIT: Bah, scooped by 1 minute.
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Fortune
post Oct 19 2007, 02:59 AM
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QUOTE (Jaid @ Oct 19 2007, 12:43 PM)
actually, vehicle armor is normal armor.

it's just a quirk of the fact that vehicles have no stun track that the end result is the same as it would be if the vehicle had hardened armor ...

Hence the word 'effectively', although I put it in the wrong place. ;) :D

But you are correct. :)
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raverbane
post Oct 19 2007, 02:59 AM
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Thanks alot for the quick answers about vehicle armor, augmented stats and longerm binding.

So, anyone wanna take a crack at the possessed cab driving itself?

hehe
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