My Assistant
![]() ![]() |
Jun 2 2006, 08:54 PM
Post
#26
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
uh..
What does levitation have to do with grenades and warthogs? The world must know! |
|
|
|
Jun 2 2006, 10:00 PM
Post
#27
|
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Go looking for the "HALO Warthog jump" video. It's classy.
|
|
|
|
Jun 2 2006, 11:10 PM
Post
#28
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
Yup. I like that! :)
|
|
|
|
Jun 3 2006, 02:26 AM
Post
#29
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,266 Joined: 3-June 06 From: UK Member No.: 8,638 |
Hi there.
Tenuously related to the subject, but I recently started a SR4 game, and had several players insist that taking "incompetency - parachuting" was practically free points. The logic being that when were they ever likely to go parachuting? As a consequence, my version of Denver has an awful lot of very high rise buildings now! Regarding levitation, when I was playing a mage in SR3 I always found it very handy, although as has been pointed out the movement rate in SR4 would mean he landed a significant time after his team, unless he decided to activate it later, and in that situation I would, as GM, impose a dice pool modifier due to the distraction caused by plummeting to earth at terminal velocity. Of course once he'd got the spell off and resisted the drain he'd be pretty much free to land wherever quite safely. The description of Levitate suggests a pretty good level of gross movement control. As for wards, that shouldn't be a problem, <quote p185> "a ward must be placed on a non-living thing (walls, rocks and so on)." So should he pass through one, he's already toast from hitting a roof! It occurs to me that wards mentioned in SR3, such as those used in binding rituals, had a circular component with the upper limits determined as a hemispherical dome. Although for the mage to fall through that it's have to be one hell of a big circle! |
|
|
|
Jun 3 2006, 03:06 AM
Post
#30
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 502 Joined: 14-May 03 From: Detroit, Michigan Member No.: 4,583 |
I see no problem with the magician doing this. Some magicians even specialize spells for this sort of thing with "Feather Fall" or "Free Fall" spells to reduce drain.
I also don't see any real need for any negative dice modifiers. Heck if I was a mage I'd NEVER learn parachuting. Why learn such a mundane skill when there is a better way? ( Mages do tend to have this superiority attitude going ) Now you want to get nasty I had a player who concieved of a "homing grenade" spell. The mage casts the spell on a grenade. The grenade then flies directly at the target of the spell and then " presses itself up against the target until it blows up. Everything was going so well until he tried to take on a mage with reflecting metamagic. |
|
|
|
Jun 3 2006, 10:22 AM
Post
#31
|
|||||
|
Moving Target ![]() ![]() Group: Members Posts: 530 Joined: 11-June 05 Member No.: 7,441 |
The same thing that happens if he fails or glitches with the parachute skill, I imagine. Based on the limited information I have, I think he's doing the right thing. He's a mage for goodness sake; do you think he's more likely to fail casting levitate with his 6 (or 4?) spellcasting skill, or with the level one or two parachuting skill he might have after dropping karma on it?
Well, it would be good to have the parachuting skill simply because it's one more option, in case something goes wrong. Out of curiousity, why is the whole team having to individually learn parachuting? In training sitations, there are regularly two people to a chute. Why not just have a few mundanes in the group learn it, then have the mages drop with them? (or is this impossible with HALO situations? I don't know enough about it to say.) |
||||
|
|
|||||
Jun 3 2006, 10:32 AM
Post
#32
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
Well if it were me, I'd rather take my chances with the parachute and have the levitate as a back-up. That way at least you've got something else to fall back on (pardon the pun) if something goes wrong with option A.
Actually it's not clear to me if *all* the team will be going in this way. I know at this point that at least two are willing to give it a try (one of them the mage), but the others may be coming at the problem from other directions, so to speak, such as lining up the distractions and escape routes on the ground. I don't really know at the moment. The plan is still being worked on (we have a web forum for our games). I'm open to them trying the two-people thing, if other people can tell me that it's feasible. EDIT: and to booklord: yes I probably wouldn't object to a mage specializing in this particular magic, but this mage hasn't. Yet. IMO it'll take longer for him to learn / build a custom spell than it will for him to take a crash course (sorry again) in parachuting. EDIT 2: by-the-way, I think there is a difference between failing on a Levitation spell and failing on a parachuting test. Depending on what part of the jump the parachuting test is addressing, then failing it might only result in drifting off course and losing sight of the others. Fail a Levitate spell, however, and you plummet. Glitching a parachuting test could, IMO, also lead to a grisly death. Glitching a Levitate spell might lead to a grisly death and massively alerting the bad guys to the rest of the jumpers, or something like that. |
|
|
|
Jun 3 2006, 12:47 PM
Post
#33
|
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
The two to a chute drops
1 are almost invariably done with civilian rather than military chutes, the typical military chutes are designed to get you on the group fast, without breaking anything. The civilian chutes are typically closer to hang gliders in their performance, and you can come in for a much softer landing. 2 the jumpers aren't loaded down with an additional 40 pounds of guns, armor, and ammo each. |
|
|
|
Jun 3 2006, 12:58 PM
Post
#34
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,266 Joined: 3-June 06 From: UK Member No.: 8,638 |
Hehe. Designing a featherfall spell. Certainly easier than investing time, nuyen and karma in learning to parachute.
My mage (sadly not involved in a game at present) could certainly do with it. 4 levels of gremlins and unskilled HALO parachuting tests does not bode well. |
|
|
|
Jun 3 2006, 01:21 PM
Post
#35
|
|
|
Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Remember, sustained spells are present on the astral plane. They can be attack in astral combat, dispelled, or forced into conflict with a ward.
Why should a mage choose parachutting? Well, these two scenarios spell it out quie clearly. 1) Mage: Okay, I levitate down between the communication antenna. GM: Roll Force of your levetation spell x2. Mage: Why? GM: Because those aren't communication antenna, they're the physical components of a Force 12 ward. Your spell is destroyed and you fall to your death. 2)GM: [rolls dice] Mage: What's that? GM:You'll see. Mage: Shouldn't I get a perception test? GM: Not as you are now. [rolls more dice] Your spell fails and you fall to your death. Mage: What? GM: I was rolling for the spirits that were patrolling the area. They saw your spell and attacked it. You couldn't see them because you were not astrally perceiving. |
|
|
|
Jun 3 2006, 01:32 PM
Post
#36
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
It must be said that this particular mage benefits from astral chameleon and murky link, which I am prepared to say may make his spells harder to spot (would you guys?). Also they're not expecting wards over the entire neighbourhood, just over the house they're trying to get to quickly.
|
|
|
|
Jun 3 2006, 01:47 PM
Post
#37
|
|||
|
Moving Target ![]() ![]() Group: Members Posts: 530 Joined: 11-June 05 Member No.: 7,441 |
There is one small issue with the scenarios as you describe: You don't instantly "fall to your death." The spell fails for some reason, and then a certain amount of time will necessarily elapse before impact. The mage will get a small window to recover in, probably at least one initiative passes' worth. Further, to say that such issues are limited to mages is silly: 1) GM: A fire elemental materializes next to you. PC: OMG! I shoot it. GM: ... immunity to normal weapons. Nothing much happens. GM: ... fire elemental engulfs your parachute. It catches on fire. You fall to your death. Personally, I'll take the levitation cutting out on me as a mage over my parachute being torched as a mundane. EDIT: And to be clear, I'll take having *both* over having only one. ;) But personally, doing any kind of parachuting would be my very last choice. Anyone who willingly jumps out of a perfectly functional airplane is just insane in my book. |
||
|
|
|||
Jun 3 2006, 01:52 PM
Post
#38
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 530 Joined: 11-June 05 Member No.: 7,441 |
As far as I can tell, neither Astral Chameleon nor Murky Link suggest any benefit in the described scenario in the rules as written.
However, as the GM, it is of course, your call. (as an aside, where does it say that an astral being can engage a spell in astral combat? AFAIK, spells show up as "auras" which are visible, but are not something you can "physically" interact with on the astral plane, with the exception of mana barriers which are explicitly said to do so) |
|
|
|
Jun 3 2006, 01:58 PM
Post
#39
|
|||
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
40? Try 120lbs. |
||
|
|
|||
Jun 3 2006, 02:28 PM
Post
#40
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,266 Joined: 3-June 06 From: UK Member No.: 8,638 |
Whether the mage gets a chance to recover from the spell failing depends on how far above the ground he is when the spell fails. Equally, if he's already slowed himself in preparation for landing and his spell is disrupted he may not take so much falling damage.
A force 12 ward might well extend high enough that it would kill the spell at some considerable altitude, but creating and maintaining a force 12 ward would be extremely draining and/or expensive, not to mention blindingly obvious to anyone with The Sight from a long way away. Besides that, a levitating mage is not being forced through the ward anyway. The force of his magic is propelling him downwards, and failing to pass the check to break through the ward would perhaps instead result in him bouncing off it. The example used in the book is intentionally walking through a barrier or being in a lift that passes through a ward, so on encountering the force 12 ward he could decide to not press through it and levitate himself off in some other direction. As for spirits attacking the sustained spell, even if the mage wasn't astrally perceiving (and let's face it, astral overwatch is one of a mage's raison d'etre), he'd still be aware of a spirit attempting to disrupt his spell. p176 states "The caster of a sustained or quickened spell that is targeted by dispelling is automatically aware of the attempt". To Witness: I don't think those qualities really help much in making his spells harder to spot. Murky Link makes the character harder to target by ritual magic, can be bought by any character, so giving a spell caster special benefits above and beyond a mundane is somewhat unfair. Meanwhile, Astral Chameleon means his spells leave a less noticeable signature, doing nothing to change their appearance when active. I don't believe there is any method to limit the visibility of an aura or an astral form. The closest you might get is the metamagic technique of masking, but even that wouldn't hide the spell, or the auras of the plummeting running team. p182 states "like physical perception, a character using astral perception should not need to make a test to see things that are immediately obvious" so the team had better hope that the spirits guarding the place are pretty unobservant! |
|
|
|
Jun 3 2006, 02:54 PM
Post
#41
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
OK fair enough on the RAW. In fact the mage has unusual properties (another long story- but so do the other players in different ways) which are, in a sense, being represented by the astral chameleon and murky link qualities mentioned, so I am content to have his magic be slightly harder to spot, but probably only slightly.
It is certainly possible that he will be spotted and targeted by spirits, if using magic. Not sure he's considered that, and perhaps he should have a spirit of his own ready to fend them off while he's landing. But I get the impression he has now decided to use a normal chute and keep Levitate ready if needed. |
|
|
|
Jun 3 2006, 04:05 PM
Post
#42
|
|||||
|
Moving Target ![]() ![]() Group: Members Posts: 502 Joined: 14-May 03 From: Detroit, Michigan Member No.: 4,583 |
I gotta agree with this. Failure to notice a Force 12 ward extended like a dome over the facility is the equivilent of not making sure the place isn't protected by multiple laser turrets. What it boils down to is that no matter what method they use, Shadowrunners who air drop into a high security facility without checking what sort of defenses it has are asking for an early death no matter what method they choose.
I think the example in the book involves accidentally walking through a ward you didn't know was there. In which case the spell is indeed disrupted. In any event the ward cannot provide any physical substance in the physical world. You cannot stand on a ward. In a case where your physical form in forced to pass through a barrier ( say by gravity ) you take all the nasty effects of passing through the barrier. ( Disrupting of spells, foci, and astral forms ) Now there were astral contructs described in SR3 which exist entirely exist on the astral plane that do act as physical barriers on the physical plane to al spells, foci, or astrally active entities. Stories even include entire buildings that exist solely in the astral plane. But if the facility you're invading coexists with an astral contruct I've got to ask... Which great dragon's lair are you trying to get into? |
||||
|
|
|||||
Jun 3 2006, 09:48 PM
Post
#43
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,266 Joined: 3-June 06 From: UK Member No.: 8,638 |
On checking the relevant text in the book, I noticed I was wrong about intentionally walking through a barrier. The exact text is (p186) "In some cases, a spell, focus, spirit or even a character may be unintentionally forced into a situation where either they or the barrier must give. For example a character who unknowingly walks through a mana barrier carrying an active focus, or a dual being in an elevator that passes through a ward on its way up."
However, I had always considered magical wards to have a sort of rubbery property, certainly to an astral form, such that attempting to push through would be like trying to force ones way through a latex membrane, with more powerful wards being thicker and more resistant to being stretched. That's were I got the mental image of a mage being bounced off a ward and developed the idea that a mage would have time to react to passing through the ward. Of course the mage's physical body would not be impeded, only the spell, so I guess the question is whether the mage has time to abort his passage through the ward and save the spell, or not. We have drifted off the topic somewhat though, as Witness has confirmed that a big scintillating dome is not present on the astral plane over the runners' target. ^^ |
|
|
|
Jun 4 2006, 06:07 AM
Post
#44
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
My biggest problem with the setup is where they are getting access to a plain, military halo shutes and training in time for the run.
I would have gone in on the ground in some form of disguise. Your jumping into a population center for gods sake, you will be seen and questions will be asked, also you will have very small available landing sights. |
|
|
|
Jun 4 2006, 12:41 PM
Post
#45
|
|||
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
I'm afraid they're getting access to so much more than that! This is a game that has built up to a fairly epic level. They're working for one AI (with access to a not-inconsequential megacorp), and going up against another (which has infiltrated a powerful secret cabal). *shrug* I don't know how much more often I can bear to say this, but... yes. They will be seen. When they get to the target they know they'll be detected. The particular challenge here (explained ad nauseum above) is that they have to get to this family really quickly. I am totally open to hearing your alternate strategies though. But let me tell you Edward that the likely upshot of your approach is 'whether you realise it or not, they detect your presence. You get to your family, and watch them die in front of you; the kink bobs detonated remotely. More enemy forces swarm into the neighborhood.' That second part may be inavoidable, but the first part isn't. |
||
|
|
|||
Jun 4 2006, 02:45 PM
Post
#46
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
First training will take at least days (probably a week) for the first point of skill. Days I doubt they want to waist.
This is my extraction plan. I place this in spoiler tags. Players in this game should only read with the GMs permission. [ Spoiler ]
|
|
|
|
Jun 5 2006, 11:31 AM
Post
#47
|
|||
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
Actually they already know about the kink bombs, which is why they want to get the signal jammer to the family (quickly). They know various other things too, because an ex-bad guy is now helping them out. I agree that in ordinary circumstances, parachute training would probably take a little while. But these aren't ordinary circumstances, and there are various reasons I'm going to let them get away with it. |
||
|
|
|||
Jun 5 2006, 12:00 PM
Post
#48
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
Your letting them get the training how fast, to what skill level, and how will they be training.
There is one way to get the skill fast, skill wires, and if you don’t have the implant you can have it in an afternoon (with powerful magical healing replacing the 2-5 days recovery time) the question becomes do the characters have that much essence to burn (or implants they can take out) and dose the mage want to loose the magic One other thing that is missing is an extraction plan. If the aria is such that you cant more easily get to the building buy car than buy parachute then positioning an extraction vehicle will be a serious problem The key issue as I see it are these times. Mission announcement to mission completion Mission secrecy lost to jammer in range of family (oh for a signal 12 jammer) Mission secrecy lost to mission completion. I still think mine is faster on all counts, unless the secure aria is much bigger than I assumed (there in an arcology or a 3 block radius has been cordoned off) which still leaves the problem of the extraction Edward |
|
|
|
Jun 5 2006, 02:13 PM
Post
#49
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 681 Joined: 28-February 06 From: UK Member No.: 8,319 |
Agreed. Getting out is the hard bit, and they're working on that.
I appreciate your thoughts. There's actually a ton of stuff that you need to know and consider in order to better appreciate the situation, and I'm afraid I don't have the time to clue you in fully. But since you asked, I will say that it is a fairly large, highly gated luxury suburban community: big homes with big gardens, lots of trees. The target house is pretty much in the middle. It isn't possible for 'just anybody' to drive through the neighbourhood, and there are various gates and checkpoints that ground vehicles will have to pass. The whole place is patrolled and secured by Knight Errant (sections of which have been infiltrated by the Big Bad Enemy- which happens to be Deus's Network). Yes, maybe going in on the ground, in disguise, would be an option for them. We shall see, I guess. But they like the parachuting idea, and sod it, so do I! I'm not going to let them get parachuting to a very high level, but with access to state of the art VR training (plus a little bit of retconning with regards to whether they might have done a bit of parachuting in their past), state of the art jump suit and chute technology, plus the fact that they're talking about using an air spirit (and levitation) to help out... well, I'm happy to give them a shot at it even if it's stretching reality a bit. We're at the end of this episode of the campaign, and they've already overcome so much, and frankly, this particular mission is something of an epilogue to the main proceedings anyway. So this time, I'm happy to let them cut loose a little bit with the fun and the cool. *shrug*. |
|
|
|
Jun 6 2006, 05:29 AM
Post
#50
|
|
|
Target ![]() Group: Members Posts: 3 Joined: 6-June 06 From: Westland, MI Member No.: 8,650 |
This really raises the question of does Levitation take relative motion or not? What is the movement rate listed in the rules relative to? Absolute Rest? Do the Sixth World scientists know something that Einstein didn't?
If a mage is traveling in a train going 120 kM/hr, and casts his spell, does he continue along with the train, or does he slam into the back of the train? (even if he's going at his maximum movement rate.) If we consider that movement is relative to his velocity at the moment he casts the spell, then if he's falling at terminal velocity (88m/s or 266m/turn), casts his spell and tries to fly "up" at his maximum speed (F^2, assuming he gets the maximum hits possible), he would need to cast levitate at 16 to reduce himself to (nearly) a dead stop. Now granted, I'm not sure if I like that way of ruling levitate, but I'm not sure I like the opposite. (never cast levitate in orbit) As a side note, I would really like to create a variant of Levitate that is expressed in terms of rate of acceleration. (with the only maximum speed being the metahuman limits of the mage to withstand bugs in his teeth) Any ideas on the type of drain that would take? |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 12th April 2022 - 07:44 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.