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knasser
post Aug 7 2006, 08:09 PM
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I'm sorry - it took all of half an hour, but I'm already coming up with questions for the authors of Street Magic.

Firstly, let me say that this is a beautifully polished book. Even the PDF seems to shine. :)

I don't know if there's a particular tradition of how to ask questions about the books. If so and this is being handled elsewhere then ignore, of course. I'll also phrase questions in a way that doesn't reveal too much of the content itself. All that said:

Questions so far:
1. Am I to understand that Mantid spirits are no longer restricted just to "Good Merges" but can be true forms? I see no restrictions listed for them.
2. Was the spell Crank named after the dreamless character in City of Lost Children?
3. Was it all of our begging and whining here on Dumpshock that got this released early, as I'd thought it was due after GenCon?

More questions soon, I'm sure. ;)
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SL James
post Aug 7 2006, 08:28 PM
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Only female Mantids are good merges. Males are always true forms.
- MitS, 131

Now if it isn't limited to just males, then it would be something new.
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Rotbart van Dain...
post Aug 7 2006, 08:35 PM
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QUOTE (knasser)
Firstly, let me say that this is a beautifully polished book. Even the PDF seems to shine.

Indeed. If Arsenal is up par, we should expect some interesting concepts, like more metal storm weapons or coilguns. :]
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knasser
post Aug 7 2006, 08:43 PM
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QUOTE (SL James @ Aug 7 2006, 03:28 PM)
Only female Mantids are good merges. Males are always true forms.
- MitS, 131

Now if it isn't limited to just males, then it would be something new.


Ahhh. Not anymore, if my reading of Street Magic is correct. I intend this thread to be questions about the new SR4 rules for all of us.

As far as I can see, there's nothing to limit female mantids to "Good Merge" (now called Flesh Form). But given the new treatment of the Energy Drain power, that's not the only reason to fear the new mantids.

4. SM, pg. 100, regarding Flesh Form merges for spirits with the Inhabitation power states
QUOTE
"The combined entity retains all of the mem-
ories, abilities, and skills (both Active and
Knowledge) of the host, and its appearance."

Does this include magic abilities? I.e. Can an inhabited Mage still cast spells?
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James McMurray
post Aug 7 2006, 08:56 PM
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I would say that the inhabited mage could only cast spells if the possessor has a magic rating, since it doesn't specify that the entity also retains the host's magic rating.
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hobgoblin
post Aug 7 2006, 09:00 PM
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QUOTE (Rotbart van Dainig)
QUOTE (knasser @ Aug 7 2006, 10:09 PM)
Firstly, let me say that this is a beautifully polished book. Even the PDF seems to shine.

Indeed. If Arsenal is up par, we should expect some interesting concepts, like more metal storm weapons or coilguns. :]

coilguns? please enlighten me...
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Synner
post Aug 7 2006, 09:05 PM
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Note that any responses I give on here are unofficial until formally backed by a FanPro FAQ.

As to the questions:

QUOTE
1. Am I to understand that Mantid spirits are no longer restricted just to "Good Merges" but can be true forms? I see no restrictions listed for them.

We went for a streamlined approach with the least exceptions possible. Mantids now follow the same rules as other insect spirits, which means they can now produce any of three types of merger. However, that being said Mantids will be more likely to camouflage their nature and try for the "good merge".

QUOTE
2. Was the spell Crank named after the dreamless character in City of Lost Children?

I'll ask Rob when I next talk to him.

QUOTE
3. Was it all of our begging and whining here on Dumpshock that got this released early, as I'd thought it was due after GenCon?

Actually We thought we'd screw with everyone's minds a little and stick to to our schedule: pdf release a few days before the hardcopy hits GenCon. ;)

QUOTE
Does this include magic abilities? I.e. Can an inhabited Mage still cast spells?

Personally I'd rule that no, not because he's deprived of his magical talent but because the insect mind now in control doesn't understand metaphysical concepts such as traditions, formula and spells to he point of being able to use them effectively. However, the rule leaves it open for GMs to rule otherwise if they so desire.
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knasser
post Aug 7 2006, 09:07 PM
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EDIT: Synner answered while I was typing.

You have left a door open for the more independent and / or intelligent spirits there, however. If the Mantid (for example) has all of the hosts memories, then she probably does have a good grasp of the spells learnt, theory studied, etc.

As you say, then GM call on the more independent (non-Hive Minded) spirits. Thanks for the response! :)
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Rotbart van Dain...
post Aug 7 2006, 09:10 PM
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QUOTE (hobgoblin)
coilguns? please enlighten me...

To enlightenment, you still have a long road to travel - train your WikiFu. :P
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hobgoblin
post Aug 7 2006, 09:26 PM
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bah, looks like i need to update my optics. or maybe my headware. why didnt i think about going to the wiki...

edit:

ah, i had allmost guessed that it would be another term for the good old gauss/rail-gun...
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Grinder
post Aug 7 2006, 10:39 PM
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QUOTE (Rotbart van Dainig)
QUOTE (hobgoblin)
coilguns? please enlighten me...

To enlightenment, you still have a long road to travel - train your WikiFu. :P

Why not saying Gauss Rifle? Every BT-player here would know that. :D
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ThreeGee
post Aug 7 2006, 10:41 PM
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Every Traveller player to...
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hobgoblin
post Aug 8 2006, 10:28 AM
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QUOTE (James McMurray)
I would say that the inhabited mage could only cast spells if the possessor has a magic rating, since it doesn't specify that the entity also retains the host's magic rating.

while i have yet to see the stats for bug spirits, most of the spirit types in SR4 BBB seems to have magic equal to force. so potentialy they may pick up the ability to cast spells...
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