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> The SR solar system -- what's out there?
fistandantilus4....
post Sep 20 2006, 01:33 AM
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I've alwasy wondered, could you creat a powerful ward, say force 15, in the form of a box, then say summon a spirit or just make the ox ward on a power site, then shoot it up to the space station, and ward that station up the wazoo, and eventually clean up the mana in the station, assuming the ward is strong enough to resist the mana warp, say 16+?
Sort of like cleaning out a polluted lake. You know, do lots of cleansing , bring in fresh mana, cleanse again, so on an so forth, and not letting in more warped mana because of the stations wards? Sorry if its a bit off, just somethign that was bouncing around in my head. I ran a game on Daedalus station once, having to do with Project:Artemis, and was thinking about that.
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Slithery D
post Sep 20 2006, 01:51 AM
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As someone noted, space is no longer a mana warp, it's a mana void. There's no magic rather than too much of it. Even if a ward could "protect" an area from high background count, it wouldn't do anything for an ebb/void. And I doubt it could do anything for a high background count - the count should be generated pretty uniformly over the space effected, not radiating from one point. It's either a natural phenomenon of astral space or stuff oozing in from the metaplanes (or even emotions from the physical plane). It's not an astral form or concentrated energy that should be inhibited by a mana barrier.

And in any case, the number of mages willing to resist 15p of unhealable drain to create a ward that will last a few weeks should be...few. Even Centering and power sites only go so far, and if you routinely force your spirits to take physical drain doing anything but directly saving your ass (and only maybe then), I'd start you off with your bound spirits automatically causing sustaining penalties when present, and move you up to a Spirit Bane negative quality or two if you persisted.
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Grinder
post Sep 20 2006, 08:03 AM
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@Kyoto Kid: do you know Transhuman Space, a GURPS-setting? It set in 2100 and has a a lot of information about space stations and all that.
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fistandantilus4....
post Sep 22 2006, 05:11 PM
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SD: Sorry, I haven't got to read through Street Magic much, so I hadn't noticed that it was an ebb/void now. Basically though, all that means is that is that you need really strong wards, something stronger than the ebb. This is , of course, assuming that you have a strong enough mage or group to create the force 15+ ward and resist the damage. So we'll stick to hypothetical for now.

If you could get such a spell caster, or perhaps creat the wards on the pre-fab station parts on groundside, then would it be possible to , for lack of a better word, import mana, and make magic a bit easier to use in orbit?

Sorry if it seems like I'm beating a dead horse here. Just something I'm trying to figure out the details of.
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Slithery D
post Sep 22 2006, 05:20 PM
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If you take a Force 15 ward into a Force 12 mana void (space), you've got, IIRC, a Force 3 ward. How the existence of a ward would help reduce the void is somewhat beyond me. I regard them as a shaping of existing mana, not a source that will radiate stored mana into the emptiness around them.

You can't clean ebbs/voids like you can background count/warps. You need some way to create mana, not calm/clean what's already there and out of control. The only way to do that appears to be by changing the mundane physical environment by putting in lots of living biomass. But even on earth their are unexplained "holes" that can't be filled in or fixed.
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FrankTrollman
post Sep 22 2006, 05:23 PM
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The ward wouldn't actually keep mana in. Even in the harsh mana void of space, it would persist if it was large enough to begin with. But that's all it would do - the mana on either side ofthe ward would still be a void and anything else that projected there would still explode.

I honestly have no idea whether a Ward would get shredded in a Mana Void. As written, it appears not. A Mana Void inflicts 12 DV damage to the astral forms of "characters", apparently "all" it does to Wards is reduce their Force by 12.

But that wouldn't keep the Mana Void out, it would still be a void inside the ward as wll as out. I'm sure that having something that powerful sitting around would help stabilize the mana on your space station though, so the mana would doubtless strength over time much faster than it would if you didn't do that.

-Frank
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fistandantilus4....
post Sep 22 2006, 07:02 PM
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QUOTE (FrankTrollman)
The ward wouldn't actually keep mana in.
-Frank

Thanks Frank, thats mostly what I was trying to get at. Sorry I wasn't clear enough. Mostly I was looking for a way to give an extra opint or two edged off the void like you do w/ bio-mass. Not so much the mana fish tank as a little bit extra to help against the Background count.

QUOTE (Frank Trollman)
I'm sure that having something that powerful sitting around would help stabilize the mana on your space station though, so the mana would doubtless strength over time much faster than it would if you didn't do that.


yeah, something along those lines. Thanks Frank and SlD for the pseudo reality check. :)
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Kyoto Kid
post Sep 22 2006, 08:53 PM
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QUOTE (Grinder)
@Kyoto Kid: do you know Transhuman Space, a GURPS-setting? It set in 2100 and has a a lot of information about space stations and all that.

...don't have that one but did get GURPS Space and Hero System's Star Hero when I was looking to run a space campaign years ago. Aside from the media "tie-in" games (Star Wars, Star Trek which had very defined universes of their own) there really wasn't much out there at the time.

The last system I used for a space campaign was FGU's Space Opera but as with all FGU's offerings, the overly complex rules makes even SR3 look as simple as Tunnels & Trolls (the running joke back then was that you basically needed time on a Cray XMP to manage the game. The PC as we know it was still off on the event horizon somewhere).

I'll keep a lookout at Powell's (Portland OR's Only bookstore) for it. I'm sure there's a copy or two floating around in one of their locations.
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FlakJacket
post Sep 22 2006, 09:48 PM
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It's funny but with a lot of the new stuff they put into Fourth Edition and then reading about Evo Corporations new interest in transhumanism, Transhuman Space readily sprung to mind. Prabably helped that Tzeentch/Kenneth Peters was also in to the game as well. :)
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SL James
post Sep 22 2006, 10:12 PM
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Yeah, but the last thing he did for SR was, what, SoNA?
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Grinder
post Sep 22 2006, 11:00 PM
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That's what they tell us...
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Cray74
post Sep 23 2006, 06:52 PM
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QUOTE (Grinder)
@Kyoto Kid: do you know Transhuman Space, a GURPS-setting? It set in 2100 and has a a lot of information about space stations and all that.

Transhuman Space is great inspirational material for any cyberpunk/space setting. It's moved a bit beyond the 1980s cyberpunk to the 1990s Transhumanism/nanotech/genetech revolution, but it's still great stuff and should help anyone looking into a Shadowrun space game.

The science and engineering behind space travel is very grounded and realistic (as far as playable sci-fi settings go).
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knasser
post Sep 23 2006, 07:46 PM
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QUOTE (Ancient History)
QUOTE (Casazil @ Sep 19 2006, 06:05 AM)
Mars has pyrimids and dragon bones. Or were those photos taken on another planet other than mars or earth?

They're not dragon bones, dammit!


So what is up there? I recall reading a reference to dwarf skeletons found on Mars and that other planets had their own mana cycles. I can't remember where, though. Has there been some cannon material on this (regardless of whether people like it or not).
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fistandantilus4....
post Sep 23 2006, 09:22 PM
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The most that I've seen is in the Missions book. There's an adventure that details the Mars missions from an Ares ops POV. I thought it was a pretty neat run, all x-files-ish.
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MaxHunter
post Sep 26 2006, 07:22 PM
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...and all the runners who played it with me died horribly during the run or afterwards. But for one, the hacker (then a decker) who is still hiding (character retired)
Got to keep the X-files feel.

Cheers

Max
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caul
post Oct 6 2009, 09:46 PM
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Personally, I love the idea that space is a mana void. That makes it the perfect place for norms to go when they are tired of magic fraking with their lives...no HMHVV in space for instance...
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nylanfs
post Oct 7 2009, 01:46 AM
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Hmm, that's an interesting idea. Since HMHVV is an awakened disease, would the infected be cured by living in space for say 2-3 weeks, where the lack of mana would kill the mana dependent organism's that cause the HMHVV?
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Khyron
post Oct 7 2009, 01:56 AM
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Old thread necromancy. I'm pretty sure infected would be killed along with anything reliant on mana.
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Adarael
post Oct 7 2009, 08:11 AM
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I am very disappointed at this whole Filtering Doesn't Fix Mana Voids thing, and may have to change it. It utterly KILLS the plan Ihad for a player's PC to previously be trained on Ares' L5 station and brainwashed into forgetting it.
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Dahrken
post Oct 7 2009, 10:39 AM
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If the station is large enough and has some kind of ecosystem, you have a weak but usable mana level.

If I remember correctly in one of the background short stories in Street Magic Ares maintain precisely this kind of facility up there for their Firewatch teams. Any bug that could trace back the mana trail they use of metaplanar expeditions to the Hive would end up stuck in a dead end - and go "plop" in the mana void if it could not be contained there and the area is jetissoned.
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Hagga
post Oct 7 2009, 10:52 AM
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QUOTE (Slithery D @ Sep 18 2006, 07:46 PM) *
In SR3 the max background count of a manawarp was 10, the condition in space. The moon was 8, presumably because unliving rock is worth something. And: "Certain stations, due to their population and activity, may have a lower background count (8 or 9)."

I'm willing to handwave that Ares has developed specific plants/techniques that can improve on that 1-2 point benefit an ordinary station might receive. But the max warp is also a 12 now, so I'd guess Helios is still somewhere in the 7-9 range and still a mana warp. Since metaplanar quests go directly to the metaplanes, that's not really a problem, and in fact is an advantage if you're hunting bugs - if they follow you back to your point of origin, they die damned fast from exposure to the warp in regular astral space.

It could be higher than -12/12. It's just that's deep space, a place where there isn't an orbit of the space station, and the lack of life/emotion makes it a pure baseline leve- hm. What about a Sterile Toxic who was aspected to deep space flavoured astral space?
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GreyBrother
post Oct 7 2009, 04:04 PM
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QUOTE (nylanfs @ Oct 7 2009, 03:46 AM) *
Hmm, that's an interesting idea. Since HMHVV is an awakened disease, would the infected be cured by living in space for say 2-3 weeks, where the lack of mana would kill the mana dependent organism's that cause the HMHVV?

Nope. HMHVV alters the genetic code of the victim on a permanent base. But he would get rid of the virus and could live his life as sterile whatever.
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