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> Astral Projection, Can an astral affect the non-astral?
Raiko
post Oct 13 2003, 08:49 AM
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QUOTE
That said, most manabolts in my experience are fetish-drained force 6 spells which means they have a drain code of 2.


Is it possible to take fetishes with you when astrally projecting, I know you take active foci with you, but I wouldn't think that you can take a fetish as you can't AFAIK make it astrally active.

I haven't got my books with me at the moment, so I can't check for myself.
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Fortune
post Oct 13 2003, 08:51 AM
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QUOTE (Polaris)
That said, most manabolts in my experience are fetish-drained force 6 spells which means they have a drain code of 2. That means that you are safe enough casting these even in Astral Space even with physical drain.

I've seen characters die from casting spells with a Drain Code of 2 in the Astral. :)
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Polaris
post Oct 13 2003, 09:12 AM
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Raiko,

Yes, you do take fetishes with you in astral.

Fortune,

Yes, there is always some risk, agreed. That said, it is generally (IMX anyway) a risk worth taking. It also doesn't change the fact that dual-natured creatures are totally screwed by astrally projecting mages.

-Polaris
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BitBasher
post Oct 13 2003, 03:32 PM
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How do you figure you take fetishes with you? thay are NOT bound to you, you did not pay karma to bind them to your aura. If you own a weapon focus that you have not bound but is sitting on your belt it sure would not go with you.

I would like a page reference and quote to support this please.
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Polaris
post Oct 13 2003, 03:57 PM
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Bitbasher,

Read page 173 on the SR Main Book under "Astral Attributes" (it is the top left corner of the page in my edition).

"Your astral form looks like an image of your physical body. The astral forms of your foci and fetishes (emphasis mine) go with you in astral space."

Thus it is pretty cut-and-dried that you do keep your fetishes in astral space when projecting.

-Polaris
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BitBasher
post Oct 13 2003, 04:03 PM
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Aaaah well, that what happens in my game when noone has ever used a fetish. :D
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Glyph
post Oct 13 2003, 07:41 PM
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Fetishes have their up sides and their down sides. The down side is that if you lose your gear (escaping a prison, climbing down your fire escape in your pajamas to escape Lone Star, etc.), you are hosed (which is why it is always a good idea to have a non-fetish spell or two).

The up side is that you can either lower the cost to learn a spell, or, more effectively, lower the effective Drain by one. This rocks for a combat mage. First, if you have <1 point of cyber (dropping Magic to 5), you can still cast Force: 6 spells without taking physical Drain (especially useful if the GM doesn't let you initiate at char-gen). Secondly, reducing a spell's effective Force from 6 to 5 drops the Drain power by 1 (a Force: 6 Manabolt goes from 3 (Dmg Lvl) Drain to 2 (Dmg Lvl) Drain. Also, from a roleplaying perspective, fetishes add a lot of flavor to your character.


The dual nature of ghouls is one of the reasons that I think 10 points is too much to pay for them. If being an albino is "free", then being a ghoul should be, as well. The disadvantages far outweigh the advantages, and being dual-natured is the worst. Some people actually think they are min-maxing when they make a ghoul adept. They think "Hey, plusses to my physical stats, and astral perception for free!" But not being able to turn it off makes you any astrally projecting mage's personal joyboy. Plus, a clever mage could astrally percieve and cast mana spells onto the astral side - he could use area-effect mana spells on ghouls in a swirling melee with his buds, and only hit the ghouls.
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BitBasher
post Oct 13 2003, 08:05 PM
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Does anyone enforce the "ready item" simple action to use a fetish? after all you need to whoop it out to use it. This is the main reason that fetish required spells aren't used ever. Too much chance of not having one out, or the right one out, or having it at all when you need it. It kinda wrecks versatility.
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Zazen
post Oct 13 2003, 09:26 PM
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QUOTE (Glyph)
Plus, a clever mage could astrally percieve and cast mana spells onto the astral side - he could use area-effect mana spells on ghouls in a swirling melee with his buds, and only hit the ghouls.

Whether or not you can cast spells "onto the astral (or physical) side" is a subject of great debate, and my opinion is that you cannot. His buddies would be valid targets in many games.
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Sunday_Gamer
post Oct 13 2003, 09:32 PM
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There's some confusion over fetishes and their respective speed.

One would think that in order to use it one who need to be holding it, but arguments can be made for wearing them.

Under foci they mention how it always takes a simple action to activate the focus, however under the description of the expendable fetishes,they mention how popular they are and how that popularity probably stems from the fact they require no extra time to use. Mind you, that's for expendable fetishes. Not sure how it applies to everything else, they weren't very clear.

Sunday
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BitBasher
post Oct 13 2003, 09:37 PM
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QUOTE
Zazen said:
Whether or not you can cast spells "onto the astral (or physical) side" is a subject of great debate, and my opinion is that you cannot. His buddies would be valid targets in many games.
I agree, but if je projected prior to casting then his buddies are all good.
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Polaris
post Oct 13 2003, 11:06 PM
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Guys,

As far as I know there is no action required to use fetishes. In fact I know this to be true because you can have a fetish linked exclusive spell if you so desire.

Personally, if I were to run another game in the near future, I would disallow fetishes because they are simply too good. The only drawback is the one Glyph mentioned.....if you are captured/naked, then you can't use the spell.

OTOH, if you are captured, then you have a lot more to worry about than being unable to have your fetishes believe me. Since you only have to wear fetishes to use them, that means any other conceivable scenario that denies you fetishes would have to be contrived in the extreme. Basically fetishes are like a spell book in DnD. It is supposed to be a disadvantage but it really isn't and every player knows it.

-Polaris
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BitBasher
post Oct 13 2003, 11:33 PM
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Polaris, my players would disagree. If they weren't disadvantages to them my players wouldn't avoid them like the plague. And they do. Because there are disadvantages to them.
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Polaris
post Oct 13 2003, 11:47 PM
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Bitbasher,

Such as? I not trying to be obnoxious, but I can not think of any serious disadvantage to fetish linking most spells.

Fetishes are cheap. You can use them when wearing them (using them is free). They give great benefits (either reducing the karma or force of the spell by one....which is awesome), and you can have them pretty much all the time (including projecting astrally).

I would gently suggest that your players are missing a trick.

Mind you there are some disadvantages on paper, but they are really "non existant" disadvatages. For example, they can be taken away, but that in almsot all cases is a non-issue. The spells are also easier to detect when casting, but again, an awakened person will almost always perceive it anyway while a mundane almost never will....fetishes notwithstanding.

-Polaris
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Sunday_Gamer
post Oct 14 2003, 03:22 AM
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Well come now, of course there is a disadvantage to using the fetishes! They become material components for your spells!!

So tell me, which would you rather. Having spells that require material components and are slightly more powerful, or, having slightly less powerful spells but you don't need a damn thing to cast them?

I would go with the whole "don't need a damn thing", why? Because requiring material compoents is still a disadvantage.

Sunday
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Glyph
post Oct 14 2003, 03:45 AM
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The main reason that I mentioned the "no spellcasting if you lose them" disadvantage is that a lot of GMs, at least on this board, seem to be fond of the "contrived scenarios" that Polaris mentions - things like "You don't have any gear and you're in the middle of the jungle" or "You don't have any gear and you're in the middle of the Barrens." You know who you are. :D

The other disadvantage is that you have to buy them, and spend time attuning a new one if you lose the old one. However, the cost is piddling even for a Resources: E mage. Note, though, that even though they have a low Availability and can usually be gotten in 24 hours or less, they are still not as simple to get as just buying beer at the maxi-mart.

According to the rules, a fetish has to be touching the spellcaster's body to work (BBB, pg. 180). So they don't take any actions to use if they are rings, necklaces, etc. - you only have to take an action to use it if you, say, have it in your pocket instead of wearing it. Which doesn't make much tactical sense.

Despite their having little or no real disadvantages, I actually tend to be like Sunday Gamer when I play spellcasters - I will sacrifice power for that sense of self-sufficiency.


Zazen, I won't restart that old debate again. I will just note that it probably is a good idea to talk with your GM before the game, to be sure that you are on the same page that he is. If you can only affect one side, then you can do tricks like the one I mentioned. But if you can affect both sides, you have more potential targets that you can hit - plus, as someone else mentioned, you can always project if you want to hit astral targets only.
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Clipwing
post Oct 14 2003, 01:20 PM
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Plus with fetishes, consider this scenario: Wagemage sees nasty shadowrunner throwing kickass fetish-required manabolts and blasting the guards that he's trying to protect. Wagemage readies trusty Magic Fingers/Levitate Item spell and takes away the shiny shadowrunner toy... aw... drek... lol. *gamemaster grins evilly :D *
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Wonazer
post Oct 14 2003, 03:26 PM
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QUOTE (Clipwing)
Plus with fetishes, consider this scenario: Wagemage sees nasty shadowrunner throwing kickass fetish-required manabolts and blasting the guards that he's trying to protect. Wagemage readies trusty Magic Fingers/Levitate Item spell and takes away the shiny shadowrunner toy... aw... drek... lol. *gamemaster grins evilly :D *

What if the fetish is a toe ring and they are wearing shoes?
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Polaris
post Oct 14 2003, 04:38 PM
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*nod*

That's generally how I do it. I wear my foci and fetishes either as jewlry that I wear under a layer of clothing. [I have a focus-belt but even then I wear my coat and shirt over that belt so it can not be seen.] Otherwise I wear my fetishes as pins that are pinned to the *inside* of my shirt and/or longcoat.

In short, your focus and fetish have to touch you to work. There is no rule that says they must be visible. If they aren't visible, then they can not be affected by spells (no LOS) at least in the physical plane. [Astral is a different issue since LOS changes in astral.] However, since Magic Fingers can not be cast in Astral Space (being a physical spell), this is a moot point.

-Polaris
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Sunday_Gamer
post Oct 14 2003, 06:40 PM
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I happen to use fetishes *cough* ok, not really.
I have a little plastic monkey that squeeks when you squeeze him and often insists on using it when I cast certain spells.
Mostly because it's silly and because some day, some idiot is gonna take my monkey away and think I can't cast spells anymore. =)

Sunday
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TinkerGnome
post Oct 14 2003, 06:54 PM
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QUOTE (Sunday_Gamer)
Mostly because it's silly and because some day, some idiot is gonna take my monkey away and think I can't cast spells anymore. =)

That's so crazy it might just work. Not to mention fraggin' hilarious :)
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Hero
post Oct 14 2003, 07:06 PM
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I don't use fetishes my self, but I found one way to get around the not having the fetishes on you matter. I do believe teeth compartments take no essence away, so why not have the teeth compartments be fetishs. I have used this with sustaining foci before and since it is completely with in the rules, I have seen no rules on foci having to be a certain size per force rating. So if you are worried about not having your fetishs with you all the time, just have some teeth pulled and fetishes in the shape of teeth put in there place.
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Rev
post Oct 14 2003, 07:42 PM
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Heh, that tooth (etc) compartment idea is great. Never thought of it.

When I make a magician charachter I typically take a mix of fetish, non fetish, and exclusive spells. I miss the expendable fetishes from sr2 though.
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Sunday_Gamer
post Oct 15 2003, 06:29 AM
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They have expendable fetishes in SR3.
I assume you refer to them being different? If so, refresh my memory, how were they different?

I carry quite a few on me usually, yet somehow, I never use the little buggers.

Sunday
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Zazen
post Oct 15 2003, 06:45 AM
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QUOTE (Glyph)
Zazen, I won't restart that old debate again. I will just note that it probably is a good idea to talk with your GM before the game, to be sure that you are on the same page that he is.

Yeah, that was my point. Your GMs opinion may differ, so it shouldn't be regarded as a universally reliable trick. I didn't want to bring up that debate either. :)

On the topic, fetishes are not indestructible. In the heat of battle you very well may get hit with an acid stream, called shot to the neck, incendiary grenade, or other fetish-unfriendly influence. If you wore them on your torso, I'd probably make you roll for the damn things even without a called shot. This seems to make them a significant enough disadvantage to balance their benefit.



-disclaimer for drunk posting applies!
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