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> Albino Gnome Shaman w/ Excp+Bonus WP, Why go through all the trouble?
Lilt
post Nov 5 2003, 10:12 AM
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My take on the rules:

QUOTE (Aid Power @ P108, MITS)
Aid Power
Type M, Action: Exclusive Complex, Range: LOS, Duration: Sustained
The ally acts as a power focus, sddiong it's force to its master's magic for purposes of Drain and...


It would appear that Aid Power is the power that lets the spirit act as a power focus. You are confusing it with the resist drain service an ally can perform. An interesting aspect of this power: the dice it provides can be applied to any magical skill test, meaning you can use it to aid your centering, enchanting, and divining skills too.

Foci do not technically create or add to pool, the dice from them just refresh in the same manner, thus they are not subject to the limitation of only using up-to skill rating per test.

Also: as when the ally spirit uses aid power it 'acts as a power focus'; there is a good case for it to count as a foci when calculating for foci addiction.
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Sphynx
post Nov 5 2003, 10:44 AM
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Ack!!! My bad, guess I need to brush up on my MitS. I'll just acredit my erroneous comment to... uhm.... never having summoned one of those beasts? :P

Actually, in all my years of playing, I've only twice seen a player summon an Ally Spirit (and both times was the same player). It's just too Karma intensive for some of us (62 karma?!?). But it does make sense, double your spells (teach him all your spells and you can basically get double the spell-casting) without reducing his spell dice (Aid Power doesn't take his Sorcery Dice). So basically, 62 karma to cast twice as many spells a round, and get +5 dice to casting your own spells. Not to mention all the other benefits.

Makes me wish I wasn't a Sorcerer.....

Sphynx
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Lilt
post Nov 5 2003, 11:22 AM
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You don't need to spend that much karma on an ally, although if you are going to it's best to do it when you create it rather than later. Make it a familiar (an ally taken as an initiatory ordeal) and you don't even lose a point of magic (although you may lose one if it goes free).

Look at it this way: A force 2 or 3 ally spirit costs 5 or 15 karma and acts as a force 2 or 3 power focus when you need it to (also cosing far less in cash, and being far more capible than a power focus). To boot, if you are OK with treating it badly (or you only do it occationally), you can have it take the drain from any spell you cast.

[edit]Also: you don't get true doubble casting as it only has spell-pool equal to the spirit's force (not calculated by mental attributes)[/edit]

Oh yes and: My MITS-fu is superior :D
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Sphynx
post Nov 5 2003, 11:56 AM
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Yeah yeah, and can only cast spells at it's Force or less (if you're smart), but it's still double the spell. I know for a fact that his Force 5 has a high list of spirit-kills from targets that the owner hit first with a Serious or Deadly, even though they were only cast with a much reduced number of dice.

I would just never recommend anything other than a Force 5 Ally. 6 is too easy to lose via it's own Will to be free, and 1-4 are too easy to lose to bad situations gone worse. Force 5 is the only sensible Force. :P

Sphynx

Oh yes and: You may think whatever you want, little grasshopper. ;)
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Lilt
post Nov 5 2003, 01:31 PM
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How are forces 1-4 vulnerable? They can only be banished if they materialise (which they don't need to do to use aid-power) and they have exactly the same stats as the summoner's for purposes of astral combat.

My Mits-fu is so superior, I may as-well be a short, smiling, monk wearing a saffron-coloured robe.
8) (and sunglasses)
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Sphynx
post Nov 5 2003, 01:56 PM
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Because unlike the summoner, they don't have the option to be non-dualnatured, because unlike the summoner, they don't get Shielding and are thus weaker against spells like SpiritBlast, because unlike Summoners, they are still only Force 1-4 for penetrating things such as Wards and Barriers, oh mighty Monk Master of MitS-Fu. ;)

I know you were just testing me. :P

Sphynx, MitS-Fu Master.
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Zazen
post Nov 5 2003, 05:12 PM
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QUOTE (Sphynx)
Because unlike the summoner, they don't have the option to be non-dualnatured

Sure they do, they can be fully astral :P
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Anymage
post Nov 6 2003, 12:53 AM
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QUOTE (Sphynx)
...But it does make sense, double your spells (teach him all your spells and you can basically get double the spell-casting) without reducing his spell dice (Aid Power doesn't take his Sorcery Dice). So basically, 62 karma to cast twice as many spells a round, and get +5 dice to casting your own spells. Not to mention all the other benefits.

Sadly, it doesn't work quite like that. You get extra spellcasting, yes, but only in the sense that having another team member would. And you have to balance how well that virtual teammate would handle the risks you do.

Also, you can't quite have the virtual power focus plus extra spellcaster bonus. Aid Power takes an exclusive complex action, meaning that your spirit is limited to movement and one mundane free action per turn while helping you out. In order to do anything else of practical value, you have to give up the bonus dice.
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Zazen
post Nov 6 2003, 07:04 AM
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It is sustained, though. It doesn't need to activate the power every action.

I vaguely remember that the debate on whether an exclusive complex sustained power retained its exclusivity decided that it did not, because of some counterexample or something. I'll try and find it later when I'm not high as a kite.
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Guest_Artemis_*
post Nov 6 2003, 07:46 AM
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I vaguely remember the rules indicating that a sustained exclusive action requires the complete and total attention of the character for the duration of the activity.

And if that isn't stated somewhere in black and white, then it's my humble opinion that it should be. Cause that would be way to munchkiny otherwise, even for things other than the Aid Power vs. Spellcasting.
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Sphynx
post Nov 6 2003, 09:05 AM
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Actually, I think Anymage is quite right. Good to know too, as only him and the current GM have dealt with the rules, I'm quite sure that although I remember each action done, I don't recall him doing both in the same round. Regardless, since he would only need Aid Power against a being that the spirit's little Force 5 spells would be useless against, it's still a great trade off.

Sphynx
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Lilt
post Nov 6 2003, 11:05 AM
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Sphynx: I see you are but young in the ways of MitS Fu, but you can learn. Recite your herbal radical component list and prepare to begin afresh with a new mind.

[edit]The spirit cannot use any other powers whilst sustaining an exclusive power like Engulf or Aid-Power. He can, however, still perform mundane actions without penalty. That's why it can be useful to teach them other combat skills like martial arts or pistols.
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Guest_Artemis_*
post Nov 6 2003, 07:51 PM
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Interesting... where is this rule? I need to do more study work it seems.
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Sphynx
post Nov 6 2003, 08:05 PM
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If you're refering to the exclusive power of Aid Power. It's in the header of the Aid Power description where it lists the duration, etc.

Sphynx
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Hot Wheels
post Nov 6 2003, 08:06 PM
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QUOTE (Artemis)
‘Once you go Gnome— That's what you moan!’

Gah! The one phrase that drives my character entirely insane... and she hears it all of the time from her short little companion on the team. Eh...

Once you have a gnome, it's all you'll take home?
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TinkerGnome
post Nov 6 2003, 08:10 PM
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QUOTE (Hot Wheels)
QUOTE (Artemis @ Nov 4 2003, 04:34 PM)
‘Once you go Gnome— That's what you moan!’

Gah! The one phrase that drives my character entirely insane... and she hears it all of the time from her short little companion on the team. Eh...

Once you have a gnome, it's all you'll take home?

True. True.
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Fortune
post Nov 6 2003, 11:02 PM
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QUOTE (TinkerGnome)
QUOTE (Hot Wheels @ Nov 6 2003, 04:06 PM)
Once you have a gnome, it's all you'll take home?

True. True.

While that might be true, they then tend to get left out on the lawn.
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TinkerGnome
post Nov 7 2003, 03:10 AM
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Many gnomes, when left in the yard, end up going on world tours. The number of garden gnomes currently in the possession of someone who takes pictures of them in bizare locations and mails them back to the original owner is estimated at 24%.
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Mongoose
post Nov 7 2003, 05:56 AM
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You don't HAVE to set all an Otaku's pysical attributes at 1. They can actually be fairly tough if they don't go for the bonus mental attributes. All they loose is 1 off the "top end" on thier physical attributes.

An Otaku troll could start with Bod 10, quickness 4, Str 9, and go higher than that with karma etc. There wouldn't be much points left for starting mental attributes, so his "living persona" would blow chunks, but he might not be bad at using a deck if you sank lotsa skill points into Computer skill. And raising low stats doesn't cost so much, though they would never get high enough to really be competative.

Just don't ask me how this bruiser even became an otaku in the first place...
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Zazen
post Nov 7 2003, 06:11 AM
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QUOTE
Many gnomes, when left in the yard, end up going on world tours.  The number of garden gnomes currently in the possession of someone who takes pictures of them in bizare locations and mails them back to the original owner is estimated at 24%.


I'm drunk so I will represent my balls at this time. If I could lay one woman right at this moment, it'd be her. Several times. For several hours. In several ways. Yeah. :)
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Guest_Artemis_*
post Nov 7 2003, 09:10 AM
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No I wasn't referring to the Aid Power's exclusive trait, but to the concept behind that power and Power Foci in that... maybe I just wasn't interpreting what was said properly.

If one has 10 skill in spellcasting,
a Force 5 Ally Spirit,
a Force 6 Power Focus,
and 6 dice of Spell Pool,

could they potentially cast a spell on their first initiative pass in which they can use a full 27 (10+5+6+6) dice for successes?
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Herald of Verjig...
post Nov 7 2003, 09:21 AM
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QUOTE (Artemis)
could they potentially cast a spell on their first initiative pass in which they can use a full 27 (10+5+6+6) dice for successes?

Yes, the rule is that you can't use more from any single pool than you have dice in the skill (with variation during defaulting).
Each foci that adds dice is technically another pool, so is the ally spirit, and you aren't getting more than 10 out of any one pool.
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Guest_Artemis_*
post Nov 7 2003, 09:24 AM
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Good, I was starting to get afraid that I misread something. Thanks
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Zazen
post Nov 7 2003, 02:45 PM
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QUOTE (Herald of Verjigorm)
QUOTE (Artemis @ Nov 7 2003, 04:10 AM)
could they potentially cast a spell on their first initiative pass in which they can use a full 27 (10+5+6+6) dice for successes?

Yes, the rule is that you can't use more from any single pool than you have dice in the skill (with variation during defaulting).
Each foci that adds dice is technically another pool, so is the ally spirit, and you aren't getting more than 10 out of any one pool.

I believe there is errata that says that you can't use more total pool dice (even when combined from multiple pools) than the base skill level, so this doesn't quite hold.

The trick, of course, is that focus and ally dice are not pools and thus not subject to this limitation.
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Fortune
post Nov 7 2003, 11:26 PM
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QUOTE (Herald of Verjigorm)
Yes, the rule is that you can't use more from any single pool than you have dice in the skill (with variation during defaulting).
Each foci that adds dice is technically another pool, so is the ally spirit, and you aren't getting more than 10 out of any one pool.

Actually, according to Rob, You can't use more dice from [i]all combined, applicable[/] Pools than you have in a skill.

As Zazen said, this is not to say that it applies in this situation however, as nowhere does it state that Foci or Spirit dice are any type of Pool, as they are officially defined.
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