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> Magical Threats, Mundane ways to take em out?
Apathy
post Jan 19 2006, 04:10 AM
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Ever since SR4 came out I've been reading threads about how powerful magic is. It seems like there are a lot of critters out there that can only be hurt by magic, but there's pretty much nothing out there that can resist the mage by gets sliced and diced by the samurai.
  • Regenerating creatures bounce right back from physical attacks, but go down vs spell attacks like a blonde on prom night.
  • High force spirits are basically immune to firearms, but just as vulnerable to spells as anyone else.
My problem with this is that if a high force spirit shows up the sammy's got to just sit on his hands and wait for the mage to fix it.

Has anybody thought about making the following changes in their games?
  • Regeneration works against magic damage, but at only half effectiveness (i.e. need two successes for every box healed)
  • Bring back Will+Charisma attacks to bypass Spirit Immunity to Normal Weapons
Is this a good idea, or a bad idea? Has anybody tried it?
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fistandantilus4....
post Jan 19 2006, 06:33 AM
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With a Sam, you can always try the whole 'escalated response'. Assault Rifle didn't work? Time to pull out the Assault CANNON. But in the end, let's remember that they are spirits, they aren't people. There is no reason that you should be able to shoot a spirit/ghost. So be happy with what you get, life isn't always fair.

I do personally like the contest of Will though.Not sure how viable it is though, since attributes are harder to get. What would you roll, Will+cha for the attack, Will/2 (like with melee, but will) for the damage?
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nick012000
post Jan 19 2006, 07:03 AM
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QUOTE (fistandantilus3.0)
With a Sam, you can always try the whole 'escalated response'. Assault Rifle didn't work? Time to pull out the Assault CANNON. But in the end, let's remember that they are spirits, they aren't people. There is no reason that you should be able to shoot a spirit/ghost. So be happy with what you get, life isn't always fair.

I do personally like the contest of Will though.Not sure how viable it is though, since attributes are harder to get. What would you roll, Will+cha for the attack, Will/2 (like with melee, but will) for the damage?

I would say Logic+Will, with Cha/2 damage.

I say logic because it's the stat for astral Agility, and Cha because it's Astral Str.
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fistandantilus4....
post Jan 19 2006, 07:09 AM
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good call, sounds like good reasoning. Does the astral combat skill required being awakened? I would assume that it would, but I just thought I'd check, since drugs like deepweed and astral shallows can make mundaes astrally percieve, and therefore capable of practicing/learning a skill.

So there you go. If you run in to a spirit, take deep weed.
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nick012000
post Jan 19 2006, 07:17 AM
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QUOTE (fistandantilus3.0)
good call, sounds like good reasoning. Does the astral combat skill required being awakened? I would assume that it would, but I just thought I'd check, since drugs like deepweed and astral shallows can make mundaes astrally percieve, and therefore capable of practicing/learning a skill.

So there you go. If you run in to a spirit, take deep weed.

You have to be Awakened to astrally percieve while taking deepweed. ;)
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fistandantilus4....
post Jan 19 2006, 07:27 AM
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sorry, isn't that the effect of Deepweed, making mundanes astrally percieve?
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nick012000
post Jan 19 2006, 07:35 AM
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No, deepweed forces the Awakened to astrally perceive, even if they normally lack the ability.
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hyzmarca
post Jan 19 2006, 09:05 AM
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Drones and vehicles resist the mage but get sliced and diced by the samurai.
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MaxMahem
post Jan 19 2006, 09:34 AM
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QUOTE (hyzmarca)
Drones and vehicles resist the mage but get sliced and diced by the samurai.

I agree, Vehicles and Drones can prove to be a very potent counter to spirits. There high armor and body makes them pretty resistant to magical attacks (even ones that only face half there armor), and they can mount potent enough weapons to give even powerful spirits a scare.

I don't agree that Sam's have it easy vrs drones and vehicles though. If anything it is more difficult for them, as most of there weapons will face the drone/vehicles full armor raiting, and since they don't take stun damage, that armor is effectivly hardened. Also, any weapon that can hurt a powerful spirit can turn a Sam into mush.
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nick012000
post Jan 19 2006, 09:38 AM
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But the Sam will be packing grenades, and can chunky salsa the vehicle into schrapnel. Just roll the grenade under the undercarriage...
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Crusher Bob
post Jan 19 2006, 10:39 AM
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Yes, so notice the typical system problem of things that have hardened armor either laugh at the attack or explode into bloody chunks, there is usually no middle ground.
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Shadowmeet
post Jan 19 2006, 03:24 PM
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Personally, I've always enjoyed the idea of a Talismonger enchanting bullets for a group.
It's another kind of high priced ammo, very expensive, and lots of fun.

I tend to have people go down that road.
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Moon-Hawk
post Jan 19 2006, 03:39 PM
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Are you talking about using bullets as expendable anchoring foci?
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Shadowmeet
post Jan 19 2006, 04:06 PM
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I've done the expendable anchoring foci

I've also, at another time, ruled that the Talismongers made the bullets out of strange materials, carved them with runes, and basically made the bullets into a sort of Expendable Mini Weapon Focus.

It was a house rule, but it worked well, and the players, both mages and sams, enjoyed it.
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Crusher Bob
post Jan 19 2006, 04:12 PM
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If your game is of a more humorous bent, he takes genetically altered mice (that have human DNA added) infects them with some strain of HMVV, lets then get really hungry, them puts them into the anti-spirit mouse gun, which then fires them off at the offending spirit. Hopefully the mouse gun fires the mice fast enough so that they die on impact (and you don’t have to dealt with Return of the Vampire Mice, Part Two) but the fraction of a second they survive while impacting the spirit gives it a world of hurt.
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Azralon
post Jan 19 2006, 04:14 PM
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Lessee if I remember my SR3 anchoring focus rules.

Virginal telesma (lead + orichalcum slug) with a touch-range Detect Spirits in the trigger event and the touch-range version of Slay Spirit as the effect.

Of course, at that point it's almost more efficient to just manually throw the whole clip at the bugger without even bothering with the firearm itself.
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Moon-Hawk
post Jan 19 2006, 04:17 PM
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QUOTE (Azralon)
Of course, at that point it's almost more efficient to just manually throw the whole clip at the bugger without even bothering with the firearm itself.

That is, potentially, some very ugly drain.
And a very stupid way for an enchanter to be killed by a force 1 watcher.
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Azralon
post Jan 19 2006, 04:31 PM
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I don't remember anchoring foci causing drain upon use. Wasn't that one of the benefits?
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Moon-Hawk
post Jan 19 2006, 04:36 PM
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QUOTE (Azralon @ Jan 19 2006, 04:31 PM)
I don't remember anchoring foci causing drain upon use.  Wasn't that one of the benefits?

Nope. Anchoring foci always cause drain when they're used. No matter how far away the enchanter is or what he's doing. That's why I never liked them.
I'm sorry, I don't have books so I can't quote a page number, so this is all IIRC, but I'm pretty confident.

edit: I'm wondering if, in SR4, it will change to the way you think it works. That makes it a lot more powerful, though.
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Shadowmeet
post Jan 19 2006, 04:38 PM
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Sorry, I should have clarified.

Mine was a Talismonger house rule for 4th, not third.
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Azralon
post Jan 19 2006, 04:48 PM
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QUOTE (Moon-Hawk)
QUOTE (Azralon @ Jan 19 2006, 04:31 PM)
I don't remember anchoring foci causing drain upon use.  Wasn't that one of the benefits?

Nope. Anchoring foci always cause drain when they're used. No matter how far away the enchanter is or what he's doing. That's why I never liked them.

Wow, then I'm of the same opinion.
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Magus
post Jan 19 2006, 05:22 PM
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Just Keep a Ghoul on hand for the Troll Sammie to swing as a club!! (referencing old thread) The Ghoul is dual natured as is the spirit, instant Weapon Foci for the Mundane!! Hey- Hey!!
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Lagomorph
post Jan 19 2006, 05:58 PM
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One thing mundanes always have against mages is FAB
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RunnerPaul
post Jan 19 2006, 06:21 PM
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QUOTE (Lagomorph)
One thing mundanes always have against mages is FAB

Curious use of the word "always". I take it you can get cans of FAB at any local stuffer shack in your games?
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Kerberos
post Jan 19 2006, 06:26 PM
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QUOTE (Lagomorph)
One thing mundanes always have against mages is FAB

What's "FAB"?
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