Shadowrun 4: Magic |
Shadowrun 4: Magic |
Aug 22 2005, 03:11 AM
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#1
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Grumpy Old Ork Decker Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 |
Feel free to ask questions, I and the others familiar with SR4 will try and answer questions when we can, and try to keep the thread on topic. :)
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Aug 22 2005, 03:13 AM
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#2
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Moving Target Group: Members Posts: 807 Joined: 9-October 04 Member No.: 6,741 |
Okay. Got a list of spells available in this version?
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Aug 22 2005, 04:47 AM
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#3
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Target Group: Members Posts: 21 Joined: 26-June 03 Member No.: 4,817 |
How has Increase Reflexes changed with SR4? Is there still multiple versions of it (+1-3)?
What metamagic powers are available and what benefits do they provide? How has astral perception and projection changed? |
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Aug 22 2005, 04:59 AM
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#4
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Grumpy Old Ork Decker Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 |
I don;t have a text version handy, and I'm not about to type up a big list of spells, sorry :) Generally though, it seems to be similar to the spell selection from SR3 core book. The only thing that really jumped out at me is that both Petrify and Turn To Goo are in the core book again :) Bull |
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Aug 22 2005, 05:04 AM
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#5
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Grumpy Old Ork Decker Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 |
Increase Reflexes: The effects are now identical to Wired Reflexes and the Adept version of Wired, so + to both Initative and Passes. There is only one version of the spell now, and it appears you choose which "bonus" you want to cast at. Each increase has a higher Threshold you have to meet, and +3 is teh highest it can go. Metamagic: Umm, there's a handful of techniques included in the core book, most seem similar to their SR3 counterparts. Atral Stuff doesn;t appear to have changed any. Bull |
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Aug 22 2005, 05:16 AM
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#6
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Shooting Target Group: Retired Admins Posts: 1,784 Joined: 28-July 04 From: Cleveland, OH Member No.: 6,522 |
I believe this is a complete list of spells, sorted alphabetically:
(Critter) Form Acid Stream Analyze Device Analyze Truth Antidote Armor Ball Lightning Blast Chaos Chaotic World Clairaudience Clairvoyance Clout Combat Sense Confusion Control Actions Control Emotions Control Thoughts Cure Disease Death Touch Decrease [Attribute] Detect [Life Form] Detect [Life Form], Extended Detect [Object] Detect Enemies Detect Enemies, Extended Detect Individual Detect Life Detect Life, Extended Detect Magic Detect Magic, Extended Detox Entertainment Fireball Flamethrower Fling Heal Hibernate Hush Ice Sheet Ignite Improved Invisibility Increase [Attribute] Increase Reflexes Influence Invisibility Knockout Levitate Light Lightning Bolt Magic Fingers Mana Barrier Manaball Manabolt Mask Mass Confusion Mind Probe Mindlink Mob Control Mob Mind Mob Mood Oxygenate Petrify Phantasm Physical Barrier Physical Mask Poltergeist Powerball Powerbolt Prophylaxis Punch Resist Pain Shadow Shapechange Shatter Silence Stabilize Stealth Stunball Stunbolt Toxic Wave Trid Entertainment Trid Phantasm Turn to Goo |
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Aug 22 2005, 05:21 AM
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#7
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Grumpy Old Ork Decker Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 |
And you say *I* have too much time on my hands :)
Bull |
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Aug 22 2005, 05:22 AM
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#8
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Moving Target Group: Members Posts: 807 Joined: 9-October 04 Member No.: 6,741 |
Um... wow. Right as I was about to thank for him at least assuring me of what to expect.
In any case, thank you both. |
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Aug 22 2005, 06:08 AM
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#9
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Target Group: Members Posts: 13 Joined: 22-August 05 Member No.: 7,588 |
Can you explain magic loss a little further. In particular buying back magic after you have lost it. So I start with a Magic at 4. Add some cyberware, takes it down to 3. Earn me some karma during a session, I want to boost my Magic back up. Do I pay for it as though it was going back to 4 or up to 5 ? Can you just pay for it this way or do you need to do an ordeal ? Can I choose to "initate" even though I only have 3 magic ?
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Aug 22 2005, 09:09 AM
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#10
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Shadowrun Setting Nerd Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 |
I see that Improved Ability survived into Fourth (like I assumed), but I was wondering if it's just for individual skills or if there's a set of Improved Ability powers for the various Skill Groups that would cost 1 or 1.5 or more power points for each extra dice.
That'd be really nice. That way I can make a melee master who is actually a master of all melee and not most melee, and then really good at Blades or Unarmed. Also, can I assume there is an Improved Dodge of some sorts, or something that perhaps does what Combat Sense does in Third Edition? |
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Aug 22 2005, 10:04 AM
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#11
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Improved ability is just for individual skills, but you can purchase Improved Ability and have it apply to a skill that's rolled into a skill group (i.e. Firearms Skill group of 4 and Improved Ability Pistols +2 would give you Agility + 6 dice for Pistols and Agility + 4 dice for everything else).
0.5 per die. Combat Sense is totally evil now. Not only does it give you dice in Surprise tests, but it adds directly to your Reaction for the purposes of the Ranged/Melee attack opposed test while defending. It's better than Improved Ability (Dodge), because you can use it in all situations, not just full defense.
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Aug 22 2005, 10:06 AM
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#12
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
sounds to me like a tricked out adept may well be able to take on a compareable sammie any day and win...
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Aug 22 2005, 10:08 AM
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#13
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Well, Reaction Enhancers and most initiative boosters do almost the same thing... add directly to Reaction. I think that's the most effective (and expensive) route to go. A sammy with any level of Wired and several Reaction Enhancers could easily hit their Reaction attribute cap. Adepts also can hit this cap pretty easily with their powers. |
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Aug 22 2005, 10:09 AM
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#14
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Shadowrun Setting Nerd Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 |
Dude, it sound like Adepts can dodge bullets now.
Anyway, that's interesting. I saw someone take the info from another thread and convert a Speaker's Way Adept with 100 karma into a terrible beast of destruction with Negotiations. |
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Aug 22 2005, 10:16 AM
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#15
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
What attribute cap? does this mean that adept power and ware can no longer give you supertroll stats? A human with reaction 6 adds wired 1, does his reaction go to 7 or stay at 6?
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Aug 22 2005, 10:17 AM
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#16
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
i was more thinking in terms that with improved ability the adept can get more dice in a test then a sammie can ever get. point is that a sammie can get at most attrib+skill+edge while a adept can get attrib+skill+imp. ability+edge. it may npt be much but wonder if not it will have some effect. still, maybe one should have this forked into a diffrent thread as these posts may be on the edge of whats the point of this thread... btw, does edge have a hard cap or can it go for ever? |
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Aug 22 2005, 10:29 AM
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#17
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
The augmented Reaction cap is 9 for everyone but Dwarves (which is at 7). Thus, your maximum Reaction will probably be a 9. A human with a Reaction 6 and Wired 1 will have a Reaction of 7. I don't want to get into the "Adept vs. Sammie" debate (which has been going on through time immemorial), but I'd still say they can be pretty much evenly matched after character creation, especially with the addition of Bioware at character creation. Realize that while an Adept may have greater skill dice, a Sammie can more easily max out their Agility attribute and have some fairly good bioware options to add bonus dice as well. Edge does have a hard cap of 6 (7 for humans), unless you get the Lucky quality (which bumps it up by one). |
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Aug 22 2005, 10:36 AM
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#18
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Running Target Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 |
Is Reaction capped at 9 even when you got this extra thing so your unmodified limit is 7 ?
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Aug 22 2005, 10:41 AM
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#19
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Ah, good point. If you get Exceptional Attribute, you can boost your augmented Reaction rating to 10. |
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Aug 22 2005, 11:04 AM
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#20
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Runner Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
So the max augmented stat is your 'normal' max +3?
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Aug 22 2005, 11:05 AM
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#21
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Shadowrun Setting Nerd Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 |
Oh, swell.
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Aug 22 2005, 11:20 AM
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#22
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Racial Max * 1.5, round down. |
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Aug 22 2005, 11:21 AM
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#23
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
*points to the sign hanging overhead* Remember, this is the Questions Without Whining isle. The Nashing of Teeth isle, for all you moaning pleasure, is below. ;) Back On Topic: * Are background counts and/or mana warps covered, and roughly speaking how do they screw with magic now EDIT: ....and does background count screw with all Adepts powers, and is any effect on Technos mentioned * Does ongoing sustaining of spells cost you -2 dice to all actions? * Can you cast more than one spell in a Complex Action (simultaneous cast) and what is the penalty for it * How long does it take for Heal to come into effect, do you have to sustain it over several rounds/seconds/minutes? |
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Aug 22 2005, 11:43 AM
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#24
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Target Group: Members Posts: 1 Joined: 25-March 05 Member No.: 7,234 |
In previous editions you had to roll for magic loss if getting a deadly wound or on certain other occasions (first aid without the +2 mage modifier,...).
How does this work in SR4 and when do you have to roll for magic loss? |
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Aug 22 2005, 11:46 AM
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#25
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Background counts are not covered in SR4.
Each sustained spell gives you -2 Dice for all of your actions. You can cast multiple spells in a single action, but you must split your Spellcasting + Magic dice among all of the spells that you cast, and the drain value for each of the spells is increased by 1 point for every additional spell. The duration that Permanent spells need to be sustained is equal to twice the Drain Value of the spell (which for Heal is the Damage Level of the target -2). Each point of Essence Loss on the target reduces the dice pool for the Spellcasting test by 1. A special note about area-effect spells: Radius is now equal to the Force of the spell. EDIT: Oh boy. The text on p173 and p195 contradict each other. p173, under the description of area spells, uses Force for the Radius, while p195 says Magic rating. |
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