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> Possession and Attribute Maximums., Does the physical form limit the Spirit?
FrankTrollman
post Jun 6 2007, 10:43 PM
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QUOTE (Big D)
In many threads here, they're referred to as a big source of wagemage income. And with this great portability, wouldn't they be ubiquitous?


Common yes. Ubiquitous, no. Remember that Wards are like walls. More than that, they are like air tight walls that go all around something. That's fine for a computer server or something else that doesn't have to get moved, but you'd never put one around anything that something magical might have to go through legitimately.

So you're not usually going to see a ward around a citymaster, because sometimes Ares likes to send spirits in to provide Movement and Guard, and having some third party wage mage put up a ward would keep that spirit from using it. Similarly, you're not going to have a ward around a limosine because sometimes the guests are the beneficiaries of quickened spells.

Wards are as cheap as razor wire near as makes no odds, so they'd go in any place you'd consider putting up razor wire, and for the same reason.

---

So if you've got a facility where none of the magical workers have quickened spells or need to sustain things for long periods of time - go for it. Put up a ward and clearly label where it is so that everything magical can be turned off before stepping over the line and then turn it back on when you reach the other side.

If you've got a facility where people could legitimately be expected to carry active magical items and dual objects into the area, then a ward is a really obviously shit idea. So you can put a warded area next to the Hellhound pen, but not in the Hellhound pen.

-Frank
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Synner
post Jun 6 2007, 10:44 PM
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QUOTE (Aaron @ Jun 6 2007, 07:28 PM)
QUOTE (Synner @ Jun 6 2007, 08:12 AM)
It's physical form is portable, its astral form is not. Portable means that something "can be carried, transported or conveyed; easily transported by hand." (Webster's).

Er ... that's the second definition. The first is "capable of being carried, transported or conveyed easily: a portable television." Although if you'd like to support your point by easily transporting a portable toilet by hand, I'll concede.

Let's try this again. From the current online Websters:
portable = 1 a : capable of being carried or moved about <a portable TV>

I reiterate: by no understanding of the rules can a ward's astral construct "be carried or moved about" on the astral plane. Hence it is not a "portable astral construct."

Note there is a difference between it being able to move and it being carried, transported, or moved. Had we said at any point that a ward's astral construct was immobile, static, or immovable, I'd concede your point. We did not. We said the astral construct of a ward is not portable.

QUOTE
QUOTE (Synner)
Nothing that I've said contradicts the fact that wards cannot be carried, transported or conveyed on the astral plane (hence "wards are not portable astral constructs" like say a focus. Wards can move however - if their physical anchor and its frame of reference can be carried, transported or conveyed on the physical plane.

The link is between the anchor and the space being warded (SM, p. 123). That space can be open, empty space, as long as the anchor shares some of the space; says so on the same page.

I fail to see an inconsistency. Lack of clarity yes. Inconsistency no. The ward is erected with an anchor as its physical component — at the time it is raised an appropriate shape and size is defined which may or may not conform with physical elements present. As long as the internal relation between the ward and the anchor isn't changed the ward hasn't moved .

The core book (p.185) says as much, a ward cannot be moved from its physical component to another location. This means the two cannot be separated or distanced. It makes no reference as to what happens when the physical reference itself moves.

QUOTE
QUOTE (Synner)
I'll reiterate again not being astrally portable does not mean a ward cannot be moved (as long as its the physical components doing the moving). In your example, the ward has moved and has encountered an astral/projecting presence - resolve as usual (pressing through barriers rules)

I'll bite; why is there nothing at all in the rules about wards encountering one another? Why is there explicit material about setting up a ward around, within, or overlapping an adjacent ward, but not intersecting as they move?

Because nobody actually thought of including it and because it went back and forth several times during development. Neither the authors nor the editors thought to include it. Note that the material you mention above is specifically about raising wards in the first place, nothing more, nothing less.

QUOTE
QUOTE (Synner)
This "ruling" is in fact simply a clarification that reflects both the intention of the author and the developers. It is not contradicted in either of the books you quote to the best of my knowledge. Nowhere does it say that wards are static and immobile.

But the "ruling" is incompatible with the rules. I've already posted my arguments for the contradictions. I have not seen arguments to the contrary. "The developers intended ..." is not a valid argument about what is written in the books; the Kessel Run is still measured in parsecs.

Again I disagree that this clarification is incompatible with the rules.

QUOTE
QUOTE (Synner)
All the base book says is that "a ward cannot be moved from its physical component to another location" it mentions nothing about what happens when the physical components (the physical anchor and the frame of reference) are themselves moved.

Is Street Magic fair game for this debate? Because then I'd mention "Wards are not portable astral objects. The warding ritual creates an astral link between the shadow of the physical anchor and the space being warded. If the physical anchor moves more than a few centimeters from its location at the time of the warding ritual, the entire ward collapses." Notice there's no mention of a frame of reference, just it's location. If I tear your bedroom out of your home and move it to Sao Paolo, has your bed moved from its location?

Again both Street Magic and the core book state that the ward cannot move in relation to the anchor. If the ward and anchor moves there has been no relative movement.

QUOTE
QUOTE (Synner)
What the FAQ clarifies is that as long as the relative relation of the physical elements of the ward are not disturbed while being physically moved then the ward itself will move.

So if I ward a car, the ward collapses if I open the door?

Yup. Though it ultimately depends on how lenient a GM wants to be.

QUOTE
QUOTE
Note that the wards require both a physical component for its anchor and for its limits.

I can't seem to find wording to that effect. Where does it state that there has to be physical elements, aside from the anchor?

You are correct in that the wording in the corebook can be interpreted both as referring to the anchor or to the delimiters. Again this will be clarified in upcoming FAQ and errata.

QUOTE
QUOTE (Synner)
Under normal circumstances the one that is in motion should be the one that's pressing through the barrier.

Why is that not explicit in the rules? In fact, the list of things that might accidentally pass through a mana barrier is exhaustive if wards are immobile.

Because no one at the time thought it would be a huge issue since the rules astral constructs/entities/etc moving through one another had already been covered in the rule book.

The list in the relevant section of the rule book (p.185-186) covers all sorts of mana barriers including wards, mana barrier spells and magical lodges (p. 185 first paragraph). No where does it state that the aforementioned mana barriers have to be immobile. Please feel free to cite where the rules declare that wards are immobile astral constructs, or where the Passing through Barriers rules spell out what happens when an area astral barrier spell (which I assume you agree can be mobile and is a mana barrier), say cast by someone riding in a car, encounters a ward.

QUOTE (FrankTrollman)
That's RAW, coupled of course with the explanatory text that came in the FAQ.

Can we get a reference? Maybe some quoted text?

QUOTE
I don't think new material belongs in a FAQ. A FAQ contains explanations and examples from the rules. If you want to change what the rules say, put it in errata; otherwise you're just printing home rules, and I think that's a bit less than professional. Which may appropriate; game design isn't lucrative, after all, but it's still less than cool. That unnamed game from the wicked wizard of the pacific northwest might not be popular around here, but it raised the bar for tabletop RPGs. Shadowrun has a good strong concept and quality developers, and there's no reason it can't hit those marks.

I reiterate, this is no new rule, it is a clarification on the interpretation of existing rules (especifically the basic rules on Wards in the BBB and in SM).
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FrankTrollman
post Jun 6 2007, 10:47 PM
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QUOTE
Furthermore, the lack of nested wards means that magicians can never take their special luggage into their lodges, which kind of sucks.


The minimum ward size is a 1m radius sphere. If you filled that with water, your luggage would come in at 4.19 tonnes.

Just saying.

-Frank
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DireRadiant
post Jun 6 2007, 10:47 PM
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This is reminding me of all the relativistic physics coursework and math I used to do a long time ago.

Astral Physics of one kind or another leads to mind warping.
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HappyDaze
post Jun 6 2007, 11:15 PM
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QUOTE
So if I ward a car, the ward collapses if I open the door?


Yup. Though it ultimately depends on how lenient a GM wants to be.

Time to weld the doors shut and just hop in through the open window spaces (there will be no glass). Here comes the warded General Lee!
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Synner
post Jun 6 2007, 11:42 PM
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While I'd love to continue this discussion (and those that know me know I can argue anything to death) I'm going to be real busy in the next couple of days so I won't be posting to DSF until at least the weekend. Apologies for leaving things hanging, but believe me when I say that most of you will prefer it if I focus on the things I have on my desk at the moment.
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DireRadiant
post Jun 6 2007, 11:55 PM
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QUOTE (Synner)
While I'd love to continue this discussion (and those that know me know I can argue anything to death) I'm going to be real busy in the next couple of days so I won't be posting to DSF until at least the weekend. Apologies for leaving things hanging, but believe me when I say that most of you will prefer it if I focus on the things I have on my desk at the moment.

Well, who doesn't want Arsenal and Emergence and those fun things to come out soon? Raise your hands. (not I...)
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Aaron
post Jun 7 2007, 12:39 AM
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QUOTE (Synner)
The core book (p.185) says as much, a ward cannot be moved from its physical component to another location. This means the two cannot be separated or distanced. It makes no reference as to what happens when the physical reference itself moves.

[ ... ]

Again both Street Magic and the core book state that the ward cannot move in relation to the anchor. If the ward and anchor moves there has been no relative movement.

"Wards are not portable astral objects. The warding ritual creates an astral link between the shadow of the physical anchor and the space being warded. If the physical anchor moves more than a few centimeters from its location at the time of the warding ritual, the entire ward collapses." (SM, p. 123)

It does not say "moves more than a few centimeters from the ward." The word, "relative" does not appear in any section about wards in either book. The words are "from its location at the time of the warding ritual."

Also, my question about moving someone's bedroom hasn't been answered.

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HappyDaze
post Jun 7 2007, 12:53 AM
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I'd almost like to see the entire section on Wards scrapped and rewritten to include details on the central anchor as well as the outlying perimeter marks.

However, I think we might already be there.
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WearzManySkins
post Jun 7 2007, 01:35 AM
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QUOTE (DireRadiant)
QUOTE (Synner)
While I'd love to continue this discussion (and those that know me know I can argue anything to death) I'm going to be real busy in the next couple of days so I won't be posting to DSF until at least the weekend. Apologies for leaving things hanging, but believe me when I say that most of you will prefer it if I focus on the things I have on my desk at the moment.

Well, who doesn't want Arsenal and Emergence and those fun things to come out soon? Raise your hands. (not I...)

Well yes I hope so too, but if those are just now beginning to be worked on......

WMS
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Kerris
post Jun 7 2007, 03:08 AM
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QUOTE (HappyDaze)
QUOTE
So if I ward a car, the ward collapses if I open the door?


Yup. Though it ultimately depends on how lenient a GM wants to be.

Time to weld the doors shut and just hop in through the open window spaces (there will be no glass). Here comes the warded General Lee!

Isn't that kinda like saying that you wouldn't be able to ward a house because if you open the door, the ward collapses?

Just askin', is all.
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laughingowl
post Jun 7 2007, 04:34 AM
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More importantly if you go with the 'non-relative' absolute movement breaks wards...

Then the whole fact of:

The solar system spinning around the galaxy.

The earth orbiting the sun.

Tetunic plate drift causing land mass to move on earth.

In alot of places building sink a bit each year.

Even in a 'stationary' building things are moving VERY VERY fast.

Even relative to 'earth' things move.

Does every ward in Japan break every time there is a earthquake and the ground ripples 4-6 inches?
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Magus
post Jun 7 2007, 04:43 AM
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what does an NPC/PC use to counter possession? If I want to slyly have a spirit possess our sami or other mage what aside from Willpower are they going to resist with?
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knasser
post Jun 7 2007, 08:03 AM
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QUOTE (Magus)
what does an NPC/PC use to counter possession? If I want to slyly have a spirit possess our sami or other mage what aside from Willpower are they going to resist with?


It's spirit's Force x 2 vs. target's Intuition + Willpower. Note that the spirit needs net successes, so ties go in the target's favour.

Say you summon a force 3 spirit and attempt to possess a standard security guard (Int 3, Will 3 according to the sample guard in the book), there's a less than fifty-fifty chance of successfully possessing. You need to scale the force of your spirit up quite a bit to get reliable odds of an aggressive possession. Whether or not a willing target can choose to fail the resistance test is debatable but RAW they can't and I would go with that as the prepared vessel rules imply it. So low force spirits are also going to be a poor choice for possessing team mates. In comparison, materialised spirits always get a result. And you don't want to be using Force 6 spirits on security guards just for the sake of competing with materialisation.

In regards to the Force 8 spirit comment earlier, it's true that it's scary. But force 8 spirits are supposed to be show stoppers anyway. A materialised version would also be very dangerous and assuming that the mage is using it to channel through herself (which is what we've been discussing), the mage has only gained the new boosted version of themself at the cost of having both a Force 8 spirit and a mage capable of summoning one as separate entities attacking and drawing fire separately. If you apply the spirit to your teammate (which most players would not be happy about), then your net gain is pretty low as the teammate would probably have been very effective on their own. And if you possess some poor ganger, have you really gained much? A materialised earth elemental would have higher stats and could appear whereever whenever you liked, rather than traipsing round the facility after you wasting a service when you might not even need to call on that spirit.

And don't forget that the Force 8 spirit cost you 4,000 :nuyen: and probably quite a bit of pain, too. If you don't get thirty seconds of immunity to bullets out of it, it was a pretty poor exchange.

I'm not saying that possession isn't good. I'm just saying that it's not over-powered and is balanced with materialisation.
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HappyDaze
post Jun 7 2007, 10:08 AM
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QUOTE
Whether or not a willing target can choose to fail the resistance test is debatable but RAW they can't and I would go with that as the prepared vessel rules imply it.

However, you CAN both just buy hits with 4 dice = 1 hit. So long as the Spirit's pool is 4 dice higher, it will automaically succeed by RAW.
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Wiseman
post Jun 7 2007, 01:24 PM
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Just to chime in, as usual Frank seems to have the better grasp of the mechanics. Possession should not be capped as Materialization isn't.

As far as the possession of the enemy, I don't really see how their effort to resist the spirit's influence is any different than a number of spells that remove free will. They get a chance to resist. Any "bunker of guards" worth their morning soycaf will either have a ward on the bunker or a wage mage to throw some counterspelling or banishing dice. Spirits regardless of their functional methods already have counters and its well known that Group with Mage/Spirits > than group without.

As for possessing gang members or people on the street, sure you could, but the reality is no one is going to look to kindly at things like that, and in Shadowrun everyone has friends. Sure lil missy sue who you possessed to get in a fight with some samurai would kick some ass, except when the possession ended she'd still be left with damage and probably die. But oh noes, Sue's uncle is a nasty ass shaman in his own right and doesn't take kindly to his favorite niece being used as fodder. Gangs probably have more members than the number of spirits you have bound, and tend to be pretty particular about what happens to their fellow bangers. All actions have consequence.

As for the "I possess my teammates with a force 4 spirit to up all their physical attributes by 4" must realize that 1) The characters are no longer in control and probably won't think its fun watching you play the whole game yourself no matter how uber it would make their guys and 2) None of their knowledge/skills/or experiences (read memory) are available either, so I hope you know everything you'll need to for every encounter.

I don't know but I usually find lots of ways to dispel any of the min/maxing some you guys throw about like its everyday game tactics. The GM/Player dynamic is the ultimate balancer in any game and no GM should sit by while any character tries this stuff and thinks that the RAW is the end all of a game session.

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Ravor
post Jun 7 2007, 03:18 PM
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Hmm after thinking about some of what was said about Wards I have a question about whether the following is possible. (I think that it is under the current Ruling.)

Ice Flare a mage with way too much time on her hands uses a Quickened Levitate to suspend several Crystals 2 meters in the air to form a Ward's Bounderies/Anchor. (I suppose she could just stick the Levitate spell into a Focus, but that doesn't quite have the same 'rich powerful wizard feel' that she's going for.)

With this set up, she now has a Ward that she can move as she wishes provided that the Quickened Levitate doesn't get popped right? (I'm assuming that she'd use a seperate Levitate spell in oder to hover within the Ward herself.)

Now could a Mage going for the 'techno' look manage the same thing using Drones?


...


Yeah, I understand that simply learning Mana Barrier would be alot easier and more realible, but it doesn't have the same "Wow Factor".

Disclaimer; I am NOT saying that movable Wards are broken, in fact I rather like the FAQ's Ruling, just wondering if this idea had any holes that I haven't considered.
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HappyDaze
post Jun 7 2007, 07:47 PM
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QUOTE
Now could a Mage going for the 'techno' look manage the same thing using Drones?

As described by Synner, yes. If all of your drones can maintain precise distances from one antother they can be used to mark both the anchor and the limits of the ward. This is going to be so fragile that you're just asking to be screwed with...
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Demerzel
post Jun 7 2007, 07:54 PM
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QUOTE (Ravor)
Ice Flare a mage with way too much time on her hands uses a Quickened Levitate to suspend several Crystals 2 meters in the air to form a Ward's Bounderies/Anchor. (I suppose she could just stick the Levitate spell into a Focus, but that doesn't quite have the same 'rich powerful wizard feel' that she's going for.)

I'm inclined to say sorry. I'm not of the opinion that a single levitate spell could affect multiple distinct objects such as crystals. You'd need an individual levitate for each crystal, then getting them to move in unison... Probably problematic.

Besides I think what you're looking for is a quickened Mana Barrier spell....
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kigmatzomat
post Jun 7 2007, 07:59 PM
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QUOTE (Synner)

Concrete and plasticrete floors (not walls) in modern corporate skyscrapers, secure areas of buildings, high tech research labs, etc tend to average between 30-50 cms thickness more if you have significant ventilation and wiring systems - which is close enough for me.

Maybe if you include the beams. However that will only apply to about 5% of the square footage of any floor. The odds of any given point being more than 8" thick (20cm) is pretty low. Future construction designs will be, if anything, thinner than current. The laws of material science are pretty clear and the only way flooring would be thicker was if something somewhat weaker than concrete+steel was also significantly cheaper.

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