IPB

Welcome Guest ( Log In | Register )

blakkie
post Mar 29 2004, 12:46 AM
Post #1


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



The SO doesn't want to take the time to put together a character, so it falls on me to do that. She seems comfortable with being a mage, but the party really needs a wheelman. I really don't think non-VCR Adept is the way to go. The Control Pool is too important in tough situations, and you need to initiate for every skill you can Center so it takes a while before a non-Adept can best a mundane in a non-rigged vehicle. However i can see someone that can draw upon spirit powers for speed, control, and defense/offense is going to rock.

1. Spell Casting. Definately no spells that require LOS since your view of the outside world is via a wire. But can you target yourself?

2. Telepath linked spirits/elementals, you can simple action control them, right?

3. What about summoning spirits? Note that this is a -magically- exclusive action.

4. What happens if you astrally project? Your body is still considered jacked in? So you don't get jack-dump (initiative issues for entering Astral aside). I'm damn certain you wouldn't be controlling the vehicle while astral. So if the vehicle is in motion there might be some issues...unless you have a spirit taking care of avoiding a crash? Then when you get back from the Astral plane you are good to go in the rig again, right?


As always please identify any canon references, and whether it is just your opinion, in laying out the rulings you would make as a GM.
Go to the top of the page
 
+Quote Post
2 Pages V   1 2 >  
Start new topic
Replies (1 - 24)
mfb
post Mar 29 2004, 01:02 AM
Post #2


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



actually, you center on skill groups, not individual skills. so, for instance, you could take centering on vehicle skills, and use centering no matter what vehicle you're driving.

if you want to cast or summon while using your VCR, you're going to take a +8 TN mod to all actions. you're correct, you can't use vehicle sensors to cast spells through, but i believe you can cast on yourself. this is based on my own memory, so it may be mistaken.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 29 2004, 01:13 AM
Post #3


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



You should be able to cast on anyone with a direct line to your meat body. Usually, just passengers. You also will need to use either area effect or touch range spells, because you won't be able to "aim" any LoS single target spells.

"The guy in the passenger seat" is not normally a valid magical target, but "everyone in the car with me" and "whoever is touching me" usually are (probably a GM call).
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 01:25 AM
Post #4


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



If she's not an adept, then she can't learn Centering (Vehicle Skills). Those are adept-only uses for Centering. It's in black-and-white in MitS, so you'd have to make her a Physical Mage in order to attempt it.

For my money, though, a Drone Rigger-Conjurer is a nice combo. It's like having both magical and mundane spirits to rain down on your opponents, and while Conjurers don't have any inherent abilities to boost their Initiative, one who's a Rigger can still get a lot of action done with her VCR while safely tucked away from harm in a nicely armored and well-defended base vehicle. Being saddled down with geasa isn't quite as bad for a conjurer either, especially a hermetic conjurer. Wagging your fingers while chanting loudly and using talisman left and right won't interfer with the group's stealth when you're back in your ride. :)

You can also initiate to Grade 3 with those 35 Spell Points (to gain Centering, Invoking, and your choice of other one metamagic technique) or trade them in for bonus Build Points to save on costs. "It's all good."
Go to the top of the page
 
+Quote Post
RedmondLarry
post Mar 29 2004, 01:44 AM
Post #5


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



QUOTE (blakkie @ Mar 28 2004, 04:46 PM)
The SO doesn't want to take the time to put together a character, so it falls on me to do that. She seems comfortable with being a mage, but the party really needs a wheelman.

For my 2 cents, ignore what the party needs and make something that your SO can be proud of handling. Let people who are really into the game make what the party needs. From my experience, you do not want your SO to have everyone telling her what to do.

A combat magician, a utility magician, a B&E specialist magician, a face magician are all better than saddling her with the Rigger rules when she doesn't want to take the time to make a character (and probably doesn't want to study the rules for hours on end).

If she is just there to spend time with you, and roll however many dice the people at the table tell her, then OK, a rigger-mage is great. But if you want her to be invested in the game, she has to make the decisions in creating her character. You can lay out the options, but don't make the character for her.

My 2 cents, after 2000 :nuyen: of experience.

P.S. a Rigger-Mage is a great character, once you're willing to accept the essence loss of the VCR. But don't try to do both things at once. Mine was primarily a Rigger, but had utilitarian skills as a Raccoon Shaman.
Go to the top of the page
 
+Quote Post
blakkie
post Mar 29 2004, 02:25 AM
Post #6


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



OurTeam, you do bring up a very good point about the player's involvement. I do plan to run all this past her when she gets back from her business trip then weekend. She has played a rigger for a few sessions before, so this isn't a completely foriegn concept. I'm not going to give her any drones or anything goofy like that to worry about, though i'm going to try fit in some external CCSS gear to allow her to jack building security if that opportunity comes up to see if that strikes her fancy.

QUOTE
A combat magician, a utility magician, a B&E specialist magician, a face magician


Actually the party has got it, got it, got it, and got it already. My character is two of those (face+B&E mage), another is a full combat mage, and a third is i believe a B&E/special ops sniper/utility mage.

A Clockwork Lime:

My musings on Centering, and likely mfb's as well, are part of the musings on Adepts.

QUOTE
You can also initiate to Grade 3 with those 35 Spell Points (to gain Centering, Invoking, and your choice of other one metamagic technique) or trade them in for bonus Build Points to save on costs. "It's all good."


? What is the math on that? The only way you can get that with the 35 points is Group Ordeal, and that is 32 points. Are there different rules for starting characters. In truth i didn't realise you could Initiate during character creation. However if you can, I think a much better route is to go with Familiar for one of the ordeals to get a 12 point ally spirit in the deal.

One thing about ally spirits, if there creator is a Conjurer and cannot therefore cast spells can the spirit cast spell (assuming the creator has points in Sorcery inspite of not being able to use them)?

Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 02:34 AM
Post #7


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



Yes, it's initiative in a group and ordeal. 3 Spell Points to join a group, 9 Spell Points for Grade 1, 10 for Grade 2, 12 for Grade 3 = 34 Spell Points, leaving you one to do with as you please. The Shadowrun Companion (in the Build Point chapter under "Resources") states that you can use Spell Points as Karma for magical endeavors, including Initiation and Ally Spirit creation.

...and no, for an ally, the cost is in addition to what you put into creating the ally. You just get a reduction over the standard cost for initiating by creating a familiar. It's not a free familiar.

Look up other threads on Conjurers, Ally Spirits, and Sorcery. It's a heated debate.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 29 2004, 06:47 AM
Post #8


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,012
Joined: 30-December 02
From: Boston
Member No.: 3,802



I personally wouldn't allow a chargen ordeal, or for that matter allow a magical group to reduce the cost at chargen, but that's just me.

~J
Go to the top of the page
 
+Quote Post
Beast of Revolut...
post Mar 29 2004, 07:10 AM
Post #9


Moving Target
**

Group: Members
Posts: 409
Joined: 9-March 04
Member No.: 6,140



In a word, no. This is why shadowrunners work in teams. Instead of trying to get one character to do nigh-mutually-exclusive jobs like rigging and magic, you should try to get a team of characters who complement each other.
Go to the top of the page
 
+Quote Post
blakkie
post Mar 29 2004, 07:45 AM
Post #10


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Kagetenshi)
I personally wouldn't allow a chargen ordeal, or for that matter allow a magical group to reduce the cost at chargen, but that's just me.

Actually it isn't just you, i offhand discussed the possibility with the GM earlier this evening he put the kibosh on any/all chargen Initiation. Something about him equating it to a starting PC having a Panther Assault cannon. I didn't protest at all. Personally i was quite surprised that chargen Initiation was within the canon rules. *shrug*

QUOTE
In a word, no.


No to what??? What is the context for that sentence? Based on what?

QUOTE
This is why shadowrunners work in teams. Instead of trying to get one character to do nigh-mutually-exclusive jobs like rigging and magic, you should try to get a team of characters who complement each other.


Er, building a team is exactly the motivation for this thread. Rigger/Mage may be an uncommon combination, but mutually exclusive? Or is this a prejudice you have formed in your mind based on you not personally having seen it done before as opposed to things like "rules", and "facts", or the always cumbersome "logical analysis of senarios"?
Go to the top of the page
 
+Quote Post
Capt. Dave
post Mar 29 2004, 04:26 PM
Post #11


Moving Target
**

Group: Members
Posts: 407
Joined: 22-March 04
Member No.: 6,183



QUOTE (Kagetenshi @ Mar 29 2004, 01:47 AM)
I personally wouldn't allow a chargen ordeal, or for that matter allow a magical group to reduce the cost at chargen, but that's just me.

Hear, hear. I did allow a character to begin the game as a Grade 1 with a group because he kept asking. Soon into the game he lost contact with them as they started acting funny and developed an aversion to insecticide. Then he almost got himself and his team killed as they investigated the group's HQ and slotted off the resident Ant Queen. You get what you pay for...

EDIT - not to mention the stigma of being a former member of such a group and it's affect on reputation.
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 04:44 PM
Post #12


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



The people who get their knickers in a twist about initiation at character creation just baffle me. There's nothing wrong with it whatsoever. Instead of loading up on spells and foci, they're spending their points to do something else. The horror! The game breaking agony! The... oh wait, it's never been a game breaking problem in any of the games I've run before. Go figure. Instead of having five Force 6 and a Force 5 spell, the player instead has a higher Magic rating which does him little good, a gang contact that he had to pay virtual Karma for instead of cash (yet still costs more cash every month), and three talents that are each individually balancing for the most part (Centering requires acquistion of two skills, Quickening requires acquision of spells and even more Karma, etc.). Yep. I'd rather see characters with a bunch of spells and foci any day than that craziness. Yessir. No sarcasm here whatsoever.

But anyway: Captain Dave... is that supposed to be a demonstration of why it's a bad thing? The player left the group and the group ended up being a at least temporary central figure of the campaign that affected everyone and included lots of potential storylines? Color me confused about how any of that is a bad thing.
Go to the top of the page
 
+Quote Post
Capt. Dave
post Mar 29 2004, 04:55 PM
Post #13


Moving Target
**

Group: Members
Posts: 407
Joined: 22-March 04
Member No.: 6,183



No, it wasn't a bad thing. The chargen initiation actually didn't make a game balance change at all. The character just didn't plan to actually use his group for anything but a discount on initiation, and I saw an opportunity to have some good ol' insect fun. I usually convince players to initiate in-game, as it leaves more options during chargen. A Magic rating of 7-8 is great, but not when you have no spells. My objections to chargen initiation have nothing to do with game balance.
Go to the top of the page
 
+Quote Post
BitBasher
post Mar 29 2004, 04:58 PM
Post #14


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



QUOTE
The people who get their knickers in a twist about initiation at character creation just baffle me. There's nothing wrong with it whatsoever.
That's an opinion that does not mesh with the atmosphere of some games. In some games initiation is rare, requiring a lot of long and role played research. In some games initiation is rare and unusual, not somehting you do on thursday beacuse you have the karma. In some games you won't know how to initiate without a mentor. It's perfectly valid for you to think that way about your game, but your game is not the same as everyone else's game.
Go to the top of the page
 
+Quote Post
spotlite
post Mar 29 2004, 05:15 PM
Post #15


Moving Target
**

Group: Members
Posts: 611
Joined: 21-October 03
From: Yorkshire Toxic Zone
Member No.: 5,752



I beleive the initiation at chargen is 'at GM discretion' so it is allowed. It also isn't allowed. It depends who's running the game.

As for Spells, summoning etc while driving, I'd say firstly that I wouldn't allow any of it without the +8 Tn for physical actions while rigging, but if you can overcome that, then yes you could. You could then cast spells at anything you have physical, not sensor line of sight to as normal, just with a +8 modifier, making it not worthwhile.

Conjouring is going to be almost out of the question because of this - not impossible, just reeeeally hard - other than giving commands (no test needed to give commands, so I - personal opinion, not canon - would be inclined to require a willpower 8 test before they give the command because you still have to focus on the non-electronic world and send the message to the spirit. That WP8 test shouldn't be a problem for a rigger, especially not one who's a mage/conjourer etc as well!)

Astral projection? Unless you have autonav or a pilot to take over from you, the vehicle makes an immediate crash test unless you've taken steps to hold it steady. Sorry, if you're out, you're out, and nobody's driving the car!

But the thing is, a rigger IS likely to have a pilot or nav puter which could take over for you so you can do whatever, but then you start running into wierdness around initiative and how many actions do you have/get and so on. And I'm not going anywhere near that discussion because I think it would be all conjecture and unresolvable. You'd need to look up the rules for effects of returning to your body in any case - I beleive when you return to your body after going astral there is a period where you can't do anything, (and it may even be the same for jacking out) though I can't remember references. I might be wrong, but I'm sure someone will correct me if so.

Also - you don't need to cast spells on yourself while you're driving, so long as they are sustainable. There's no reason you couldn't cast them before you jack in, though I would reccomend judicious use of foci and quickening cos those modifiers will really stack up otherwise! (unless we're talking about Heal and so on which you would need with some immediacy. Sounds like that kind of help won't be too far away in any case by the line up of your group. Magic campaign, per chance?) Mental boosts and the like will actually count and help when rigging and so on, so from that point of view, you're actually quite smokin'.

In your campaign, given the level of magic evidently available, initiation at chargen would probably fit quite well. I let my players do it, and the worst anyone has done is self initiate to grade 1, and he lost out on spells as a result. Ours isn't a particularly magic heavy game, though I do encourage its use cos I like it *shrugs*.
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 05:27 PM
Post #16


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



QUOTE (BitBasher @ Mar 29 2004, 10:58 AM)
QUOTE
The people who get their knickers in a twist about initiation at character creation just baffle me. There's nothing wrong with it whatsoever.
That's an opinion that does not mesh with the atmosphere of some games. In some games initiation is rare, requiring a lot of long and role played research. In some games initiation is rare and unusual, not somehting you do on thursday beacuse you have the karma. In some games you won't know how to initiate without a mentor. It's perfectly valid for you to think that way about your game, but your game is not the same as everyone else's game.

That exact same thing can be used to argue every aspect of the game. Including the acquisition of spell formulae and the learning of new spells (which is technically just as hard, if not harder, to do than joining a group or even intiiation itself). The same can be said of acquiring foci. Yet both of those and initiation, even with groups (which the GM still has to create or at the very least OK before accepting them, just like every other facet of character creation) and ordeals, are perfectly legal within the standard game of Shadowrun.

Hell, getting a single Level 2 Contact can be said to be as difficult in some campaigns, not to mention a simple Level 1... yet you get two of latter for free by the book.

Ordeals are just as limiting as geasa are, giving a benefit while restricting you at the same time. Groups come with their own problems in exchange for a benefit. Initiation gives you a benefit at the cost of making your magic more vulnerable to disruption and heavy Karma costs. In a standard game of Shadowrun, there's nothing unbalancing about it. It's all in the heads of certain GMs who are convinced that initiation with a group and/or ordeals is somehow special and all-powerful simply because it wasn't included in the standard rules. That's just hogwash.

In any case, Blakkie was asking about the rules as written to begin with. Not your personal views or your personal campaigns.
Go to the top of the page
 
+Quote Post
Capt. Dave
post Mar 29 2004, 05:43 PM
Post #17


Moving Target
**

Group: Members
Posts: 407
Joined: 22-March 04
Member No.: 6,183



QUOTE (Capt. Dave)
My objections to chargen initiation have nothing to do with game balance.

When you discuss a topic on a board, you can expect some personal views. I for one welcome other's opinions, even if they contrast severely with my own.
Go to the top of the page
 
+Quote Post
BitBasher
post Mar 29 2004, 05:45 PM
Post #18


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



Right, I agree with all of that. And like all of that, it's ultimately up to the GM. The only thing I even brought it up, is beacuse unlike your other examples it explicitly makes this a GM's option in the book, meaning that in this specific case it could go either way without the GM needing to house rule anything. That's why I felt my comment relevant to the rules as written, regardless of my personal feelings.

I wholly diagree that ordeals are as limited as gaesa are in the vast majority of cases. Most used ordeals in my experience are a one time act that reduce the karma cost of an initiation, while most Gaesa are something you have to deal with every single time you use magic from that day henceforth. I rarely, if ever have seen any ongoing difficulty from an ordeal someone took during an initiation.

I mean not at all to imply that your views are invalid, but only to bring forth the case that other folks views are equally valid even if you so staunchly disagree with them.
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 06:19 PM
Post #19


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



I realize that. But I brought it up originally because Blakkie was looking for actual rules, not opinions. That's all.

That aside, I don't know if I can agree with you about ordeals. There's very few of them that aren't a pain in the ass one way or the other. Oath requires you to bond with a group in such a way that breaking that oath is a bad thing that leaves a mark on your aura for a long time to come. Thesis makes your Magic vulnerable and creates a ritual sample that can lead anyone who steals it (or one of its copies) back to you. Deed is about the only "free" one, but even that one requires you to perform some significant action (which during chargen would require a really nice background the GM could work off of). And even then, you have to intersepid it with other ordeals before you can "take" it again.

But that's neither here nor there, really.
Go to the top of the page
 
+Quote Post
BitBasher
post Mar 29 2004, 06:27 PM
Post #20


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



Eh, well most times my players want to go that route they make their own magical group, so they take is only to each other. No real penalty 90% of the time. They'll do meditation too, which is a one off, and they like to astral quest their first few grades before it gets actually hard. This lets them get to greade 5 or so before theyve done anything longer lasting than an oath to each other. :P
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 29 2004, 07:17 PM
Post #21


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,012
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (A Clockwork Lime)
Deed is about the only "free" one

Meditation.

~J
Go to the top of the page
 
+Quote Post
Shockwave_IIc
post Mar 29 2004, 07:46 PM
Post #22


Shooting Target
****

Group: Members
Posts: 1,512
Joined: 16-August 03
From: Northampton
Member No.: 5,499



Had i Pc have his physad do that one, took her out of the game for a month and a half.
Go to the top of the page
 
+Quote Post
BitBasher
post Mar 29 2004, 08:53 PM
Post #23


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



Incidentally Deed is NOT free. I thought it was for a long time, btu if you accept a deed for a run you did then you forefeit the karma award. That's far from "free"
Go to the top of the page
 
+Quote Post
A Clockwork Lime
post Mar 29 2004, 08:55 PM
Post #24


Shooting Target
****

Group: Members
Posts: 1,616
Joined: 15-March 04
Member No.: 6,158



It is during character creation, however, which is what I was referring to (but at least you could use that to tell a player that it's not available during character creation). :) Meditation is, indeed, another one. But as previously stated, it's only "free" in that you don't have to spend the time for it -- but that does come back to bite them in the ass later as they now have to take some other ordeal on their next initiation grade (and thus the restrictions that come from them) instead of just spending time making some rolls in-game.
Go to the top of the page
 
+Quote Post
Zazen
post Mar 29 2004, 09:11 PM
Post #25


Shooting Target
****

Group: Members
Posts: 1,685
Joined: 17-August 02
Member No.: 3,123



Saying that you can't take a 'free one' again later isn't much of a bite in the ass. "Ok, you can jizz on my face now, but later we've got to do it the old fashioned way!"

Then again, I don't like ordeals before chargen at all, free or otherwise.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 27th July 2025 - 04:57 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.