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> Some ? on magic and hacking
Glayvin34
post Apr 24 2007, 07:09 PM
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QUOTE (Synner)
On the astral all three basic modifiers continue to apply (though less so in astral combat than spellcasting). Astral visibility modifiers are listed in the Astral Space chapter of Street Magic. Cover and background count can be handled in much the same way as they are on the physical plane.

There is a good set there on page 114, visibiliity modifiers in Astral Space for ambient mana levels- obviously more mana means less visibility. The background count thing makes a lot of sense and looks like it would help to balance projecting Magicians.

QUOTE (valen)
What modifiers would apply in astral space? The entire magical duel took place in AS. Neither mage was even present physically.


Do you have a copy of SM, valen? Presence of excessive shadows, ebbs and warps, background illumination (jungle v. hospital room) and Aura noise (crowded v. alone) all have an impact on astral visibility.
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valen
post Apr 24 2007, 07:37 PM
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QUOTE
Do you have a copy of SM, valen? Presence of excessive shadows, ebbs and warps, background illumination (jungle v. hospital room) and Aura noise (crowded v. alone) all have an impact on astral visibility.


No, guessing I'm gonna have to pick it up.
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Glayvin34
post Apr 24 2007, 07:47 PM
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QUOTE (valen @ Apr 24 2007, 02:37 PM)
No, guessing I'm gonna have to pick it up.

If you've got Mages, it's kind of essential. There's certainly some superfluous rules that you wouldn't need in a campaign unless the character or GM had their heart set on it (like making your own foci and spells, alchemy and stuff, but that's only 1 chapter), but the Astral Space, Spirits, and Grimoire chapters are worth it, IMHO.
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JonathanC
post Jun 24 2007, 04:08 PM
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Here's another question: A lot has been made of how wards can be set up around something that moves, like a van, since it isn't moving in relation to the object that was warded, or something like that. If that is the case, and someone wards a van, how many bullet holes do I have to put in that van to break the ward? What if I pop the windows? failing that, what if I sawed open part of the walls of the van/car with a monofilament sword?
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FrankTrollman
post Jun 24 2007, 04:32 PM
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An important note that I haven't seen brought up on this thread is that casting a spell is a complex action. Firing a gun is a simple. So for every one Force 6 mana bolt you throw down, you could have fired a heavy pistol twice.

So while the manabolt does more damage (6p and no soak), the pistol gets fired twice. So if you hit with the manabolt (assuming one net hit), your target takes 7+ boxes of damage. If you fired a pistol at him, he'd soak 6+ physical (at -1 AP) two times. If your target has a limited soak value or you're getting a lot of net hits on the attack roll, the pistol does more damage over the initiative pass - and of course it also costs not drain.

And that's a pistol. If you're shooting bursts of AP rounds out of an assault rifle it isn't even close. The automatic rifle does more damage than the manabolt and it fires twice.

---

That being said, once players get a bunch of runs under their belt and start throwing around initiates with huge dice pools and the centering to reliably dump Force 9 manabolts on their enemies... then yes, the mages drop an opponent pretty much every time they go (unless there's a big Plant Spirit on the other team). Of course, by that point you've also got the street samurai with enough strength to haul around a "sniper rifle" as a close combat weapon and the AP rounds to make it hilarious and they'll often as not drop two enemies in an IP.

Shadowrun is really deadly. The fact that magicians can seriously injure people and suffer little or no drain doing it doesn't even register on the things that experienced shadowrunners are afraid of.

-Frank
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