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> Endowment Ideas, Yes, they're broken
Lilt
post Jul 27 2007, 10:48 PM
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I recently re-read the endowment power that some great-forms get, and did a search on endowment-related topics. About 10 minutes later I returned to dumpshock and did a thread search for endowment-related posts. (bad joke, sorry :eek:)

So... I went through the powers list and tried to think up ways to use each of the powers that Guardian and Task spirits (the ones that get endowment) can get. I'm assuming that Endowing Ally spirits are impossible, and that you can't endow a skill even if it's granted as an optional power. Expect items marked with a * to be banned faster than a ban fired from a rubber band by a member of a thrash metal band.
  • Astral Form: Who needs the guidance spirit's astral gateway power when you have this? *
  • Animal Control: Depends on the animal. Probably not worth it.
  • Binding: Can't think of any good uses.
  • Concealment: Can already be used on a number of targets
  • Dual Natured: A materialised creature becomes dual natured... This one is perhaps more likely to work than astral form, but still deserves a *.
  • Elemental Attack: The characters are unlikely to have the necessary Exotic Ranged Weapon skill
  • Endowment: Yeah, it's stupid and broken. Summon a great-form Guardian and a great-form plant spirit then get the great-form plant spirit to grant regeneration (!) to the entire team.

    Another idea is to give endowment to an inhabiting ally and get it to give inhabitation to other spirits, or simply give the Aura Masking power a flesh-form gets away like tasty candy. Inhabitation is notably superior to possession in a number of ways. It lets the spirit use VR, for one. *
  • Enhanced Senses: An interesting option
  • Fear: Only really useful if you're praying for an opponent to glitch.
  • Guard: Generally Meh... Can already be used on a number of targets and was never a tier-1 power.
  • Immunity to Normal Weapons: A materialised/possessing spirit gains this power... Muchos Armour for the whole team. I thnk this one might be worth a *, but I can see some DMs allow it, particularly given how low-force great-form spirits generally are.
  • Influence: They're bound to botch eventually, otherwise this isn't really noteworthy.
  • Magical Guard: That's a whole lot of guard going on there!
  • Materialization: If granted to an astral mage, this could allow for some interesting options. * I think a less broken option would be to have a great-form materialisation spirit grant materialisation to a possession-tradition spirits, maybe even watchers?
  • Movement: Nothing much to see here. It lets a lot of people move fast.
  • Natural Weaponry: A bit poor, only becomes good if you have a really high force spirit doing it.
  • Possession: Much silliness when given to a projecting mage. * As with materialisation, granting possession to materialisation spirits is still nice, but not as broken.
  • Psychokinesis: Kinda useful if you have the party hidden under invisibility and behind cover. They can start picking up unused objects and battering opponents with them, maybe even drawing guns from downed individuals?
  • Sapience: Might not mean too much given the limited mental attributes of some animals, but could make for fun RP and 'cute' scenes where animals work together to thwart their corporate oppressors.
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Rotbart van Dain...
post Jul 27 2007, 10:53 PM
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QUOTE (Lilt)
Astral Form: Who needs the guidance spirit's astral gateway power when you have this? *

Read again, carefully. The character can suddenly only exist in the astral plane... and is thus shipfted from the physical to the astral. great way of 'teleporting', if you don't mind shopping for new clothes.
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Ancient History
post Jul 27 2007, 11:00 PM
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Things get even more interesting with free spirits; they can endow metamagic techniques too.
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FrankTrollman
post Jul 27 2007, 11:08 PM
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QUOTE (Rotbart van Dainig)
QUOTE (Lilt @ Jul 28 2007, 12:48 AM)
Astral Form: Who needs the guidance spirit's astral gateway power when you have this? *

Read again, carefully. The character can suddenly only exist in the astral plane... and is thus shipfted from the physical to the astral. great way of 'teleporting', if you don't mind shopping for new clothes.

Read even more carefully. The Astral Form power doesn't move you, and it doesn't preclude you from becoming Dual Natured or even physical if for some reason that's part of your life path. The only thing the power does is make you a native of the astral plane able to manifest as a projecting magician can.

So if you're stranded on the astral plane for whatever reason, a spirit with endowment can give you the Astral Form hookup and then you won't die in a few hours and you can manifest to your friends and go "boogy-boogy". But while that's nice and all - it won't shift you whole-sale into the astral any more than a possession spirit will pull its body wholesale into the astral plane just because it happens to already have the Astral Form power.

-Frank
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Vaevictis
post Jul 27 2007, 11:13 PM
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QUOTE (Lilt)
  • Endowment: Yeah, it's stupid and broken. Summon a great-form Guardian and a great-form plant spirit then get the great-form plant spirit to grant endowment to the entire team.

Did you mean to say, "get the great-form plant spirit to grant regeneration to the entire team."?
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Rotbart van Dain...
post Jul 27 2007, 11:58 PM
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QUOTE (FrankTrollman @ Jul 28 2007, 01:08 AM)
QUOTE (Rotbart van Dainig @ Jul 27 2007, 05:53 PM)
QUOTE (Lilt @ Jul 28 2007, 12:48 AM)
Astral Form: Who needs the guidance spirit's astral gateway power when you have this? *

Read again, carefully. The character can suddenly only exist in the astral plane... and is thus shipfted from the physical to the astral. great way of 'teleporting', if you don't mind shopping for new clothes.

Read even more carefully. The Astral Form power doesn't move you, and it doesn't preclude you from becoming Dual Natured or even physical if for some reason that's part of your life path.

Actually, the Posession Spirit has the Posession Power to come to the physical plane, as do normal spirits with the Materialization power.

Only those powers allow exception to Astral form - so if a character gets endowed with Astral Form, he 'exists in the astral plane only'. Bazoom.
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FrankTrollman
post Jul 28 2007, 12:10 AM
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QUOTE (Rotbart van Dainig)
Actually, the Posession Spirit has the Posession Power to come to the physical plane, as do normal spirits with the Materialization power.

Only those powers allow exception to Astral form - so if a character gets endowed with Astral Form, he 'exists in the astral plane only'. Bazoom.

That's a fascinating viewpoint, and having read the relevent sections and actually written the endowment power, I don't share it. Astral Form does not contain a transportation clause nor does it grant some sort of exclusivity. If you are physical for any reason, Astral Form doesn't actually stop you from doing that.

So no Bazoom. You just get the standard powers of Astral Form critters - you can persist on the Astral indefinitely and you can hazily appear to physical critters in manifest (not materialized) form. It's really pretty unexciting.

---

By the way, Materialization requires Astral Form to function properly, so in order for your magician to materialize from astral projection you need two spirits throwing down Endowment - one for Astral Form and one for Materialization.

Not unobtainable of course - but non-trivial to achieve.

-Frank
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Rotbart van Dain...
post Jul 28 2007, 12:17 AM
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QUOTE (FrankTrollman @ Jul 28 2007, 02:10 AM)
Astral Form does not contain a transportation clause nor does it grant some sort of exclusivity.

'exists in the astral plane only' is pretty exclusive.
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Lilt
post Jul 28 2007, 12:35 AM
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QUOTE (Vaevictis)
QUOTE (Lilt @ Jul 27 2007, 05:48 PM)

  • Endowment: Yeah, it's stupid and broken. Summon a great-form Guardian and a great-form plant spirit then get the great-form plant spirit to grant endowment to the entire team.

Did you mean to say, "get the great-form plant spirit to grant regeneration to the entire team."?

Yes. :)

@FrankTrollman and Rotbart van Dainig: Interesting arguments. To quote the relevant text (as is relevant to the discussion):
QUOTE
Astral Form
Type: M - Action: Auto - Range: Self - Duration: Always
A critter with the Astral Form power exists in the astral plane only. It cannot be damaged by physical attacks or physical spells; only astral attacks or mana spells may hurt an astral critter. Likewise, an astral critter cannot affect other creatures in the material world, only dual-natured creatures or astrally perceiving characters. Critters with this power may manifest on the physical plane in the same way as astrally projecting magicians can (see p. 182).
... As much as I see Frank's version as being more balanced, it strikes me that the power does turn you entirely astral. There's also the option that it doesn't turn you astral and simply makes you immune to physical attacks and spells, but I don't think anyone's arguing that. The Materialisation and Possession (and inhabitation) powers then give exceptions to the Astral Form rule, which I think is a fair way to think about it and works in the specific-overrides-general framework all RPGs need to follow to make sense.

As for my talking about the astral gateway power, yes I realise you're transported completely. I was more thinking about it being used for (mystic-)adept initiates performing astral quests, but I suppose there are other uses for the astral gateway.

Also, Do mystic adepts become a better choice now that any grade-1 initiate with conjuring can summon a spirit that can allow someone to astrally project? Sure, it costs a bit for the power use (a service per day or something?) but it might be worth it.

Oops, going off topic here.

Can anyone think of any other good uses of endowing powers?
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FrankTrollman
post Jul 28 2007, 02:16 AM
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QUOTE (lilt)
... As much as I see Frank's version as being more balanced, it strikes me that the power does turn you entirely astral.


Well then spirits are pretty well and thoroughly fucked, because they don't actually stop having this power when they possess or materialize.

The key point here is that Astral Form doesn't actually turn you anything - it just sets a ground state. If you have it when you aren't in that ground state (for example: you have Materialized and are now Dual Natured), or later acquire it while not in that ground state (for example: you are a physical human and someone layers it on you with Endowment), you keep whatever state you are currently in, only your (largely theoretical) ground state changes.

This isn't the only interpretation of the words in the book, the book is pretty vaguely written on this point. But it is the only interpreation that is at all consistent with the way Shadowrun works. Astral Form does not continuously shunt critters who have it into a wholly Astral existance. Not because it can't be read to say it does that, but because we know that Spirits can Materialize and not have that happen.

Therefore the power is not a continuous shunt to the Astral. Whatever it is that the power is or means, it does not make you suddenly stop existing on the Physical Plane. Seriously, it doesn't do that.

-Frank
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Ol' Scratch
post Jul 28 2007, 02:25 AM
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Well, to be fair, Astral Form is essentially just being muted/overridden while a power like Materialization is being used. Astral Form is a passive ability that's always "on," while Materialization is the active ability that says "shut up, Astral Form, I'm taking over the show for a bit." Astral Form, of course, gets all huffy and stomps off in a show of dramaticism that would make a prairie dog jealous.

Anyway, I agree with you on all accounts. It's goofy to assume that Astral Form lets you get around a fundamental law of magic in the Sixth World, at least as easily as it does in this case, and the rules are very much lacking when it comes to such things.

In the end, the fault comes to two things: One, players and GMs simply not using common sense and two, whoever's responsible specifically chose to leave tons of loopholes in the game in favor of keeping things simple and rules-light (probably with the assumpation that players and GMs would, in fact, use common sense). Well, relatively rules-light anyway.

EDIT: Actually now that I thought about it, the real problem with this rule at least is that Astral Form shouldn't be a critter power. It's a characteristic, no different than listing their stats, astral initiative, or skills.
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Vaevictis
post Jul 28 2007, 03:06 AM
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QUOTE (FrankTrollman @ Jul 27 2007, 09:16 PM)
Therefore the power is not a continuous shunt to the Astral. Whatever it is that the power is or means, it does not make you suddenly stop existing on the Physical Plane. Seriously, it doesn't do that.

"A critter with the Astral Form power exists in the astral plane only." (sr4.287)

I don't see how that can be reconciled with your statement.

Materialization is a power that provides an exception to this statement.

I agree that the Astral Form power breaks pretty much all Shadowrun precedent, and that it is not how it should be, but, well, it says what it says.
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hyzmarca
post Jul 28 2007, 03:17 AM
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Yes, I'm pretty sure that we can all agree that the Astral Form power was a really bad idea and that a critter's nature could have been better established by simply adding a "type" (Astral, Physical, or Dual) category to the Critter stats and that we should just cover up our eyes, whenever we see the Astral Form power listed and simply pretend that it does not exist and that anyone who insists that this power is real will be punched in the face repeatedly and possibly set on fire.
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Ol' Scratch
post Jul 28 2007, 03:20 AM
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Related Question:

Am I reading Endowment right? Does it let you effectively gain unlimited uses of a power in exchange for one sustained service with effectively no limit on how long you can have that power since it's a bound spirit? Also, are there rules for delivering a Touch-range spell (of which Endowment is) to a large group at once?
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Buster
post Jul 28 2007, 03:28 AM
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QUOTE (hyzmarca)
Yes, I'm pretty sure that we can all agree that the Astral Form power was a really bad idea and that a critter's nature could have been better established by simply adding a "type" (Astral, Physical or Dual) category to the Critter stats and that we should just cover up out eyes, whenever we see the Astral Form power listed and simply pretend that it does not exist and that anyone who insists that this power is real will be punched in the face repeatedly and possibly set on fire.

I vote for that. Same goes for the Materialization "power".

Just as long as we don't end up splitting powers up into Special Attacks, Special Qualities, Supernatural Abilities, Spell-Like Abilities, and Extraordinary Abilities. :D
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Ancient History
post Jul 28 2007, 03:34 AM
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If you like a touch of nastiness in your games, you could have a free spirit broker a deal with a ghost, endow the ghost with the Inhabitation power and let it merge with a metahuman to "live again."
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Aaron
post Jul 28 2007, 03:50 AM
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QUOTE (Vaevictis)
"A critter with the Astral Form power exists in the astral plane only." (sr4.287)

I agree, but the addition of the Astral Form power does not take away the (meta)human's natural "I exist in the physical plane" power. Endowment is additive.

That's not to say that the power wouldn't be useful. It would very nicely make a person able to indefinitely hang out in astral space, for example. But I can't see how it would take away anything.
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Tarantula
post Jul 28 2007, 04:05 AM
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The fact that it says "only". Means, you exist in the astral plane, and in no other planes. I.E. you aren't around in the physical plane anymore.

A simple fix to this one, GM says "No more physical body, brain, etc? Dead. New character."
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hyzmarca
post Jul 28 2007, 04:22 AM
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It is really fun to create an endowment chain, combined with some very useful Spirit Powers, and Personafix chips to create an army with some of the more devestating Great Form powers.

The very best way to break endowment is to make a deal with a spirit with the Karma Drain power and then go to a big rave or a sold-out rock-concert (maybe a sporting event). Hundreds, perhaps thousands, (tens of thousands if the band is very famous) of people high on various emotions, just waiting for their karma to be drained and you will the ability to take from everyone who is experiencing an emotional high in your line of sight. You'll probably be able to get several thousand karma in one shot.
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Tarantula
post Jul 28 2007, 04:34 AM
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Justification for the "dead" solution is this. Spirits don't need physical bodies to stay alive. Metahumans do. No body = you dead.
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FrankTrollman
post Jul 28 2007, 04:48 AM
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QUOTE (Tarantula)
Justification for the "dead" solution is this. Spirits don't need physical bodies to stay alive. Metahumans do. No body = you dead.

Endowment is not an attack.

And seriously, while Astral Form can be read to shunt everything that has it exclusively and irrevocably to the Astral Plane - it really seriously obviously does not do that. And because there is another reading anywhere in the multiverse where that particular stupid doesn't happen - that's clearly the more correct interpretation.

---

Rules are not statements in sentential logic. Just because one thing says that you are "only A" does not necessarily mean that you aren't B. While it means that in sentential logic, directive logic doesn't work that way. That merely means that as of that rule you are only A, other rules can come in and have you be B or even ~A and there's no contradiction - merely a priority.

Astral Form does not have the priority to kick you out of the physical plane while you're on it. That's why materialization works at all.

-Frank
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Sterling
post Jul 28 2007, 05:09 AM
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QUOTE (FrankTrollman @ Jul 27 2007, 09:48 PM)
QUOTE (Tarantula @ Jul 27 2007, 11:34 PM)
Justification for the "dead" solution is this.  Spirits don't need physical bodies to stay alive.  Metahumans do.  No body = you dead.

Endowment is not an attack.

And seriously, while Astral Form can be read to shunt everything that has it exclusively and irrevocably to the Astral Plane - it really seriously obviously does not do that. And because there is another reading anywhere in the multiverse where that particular stupid doesn't happen - that's clearly the more correct interpretation.

---

Rules are not statements in sentential logic. Just because one thing says that you are "only A" does not necessarily mean that you aren't B. While it means that in sentential logic, directive logic doesn't work that way. That merely means that as of that rule you are only A, other rules can come in and have you be B or even ~A and there's no contradiction - merely a priority.

Astral Form does not have the priority to kick you out of the physical plane while you're on it. That's why materialization works at all.

-Frank

I see your point, Frank, but I also disagree.

Not for any of the above reasons, but from a GM point of view...

If I'm running a game with an evil nasty bad guy (and I do and I am) who should not die yet, but the team is really on fire and is doing very well the first time said evil NPC is encountered/reveals himself/rear-ended on the freeway...

...this is the 'get out of jail free' card. The 'he fell into an active volcano, he must be dead, right?' dodge. In short, it's mainly designed as a way for a GM to avoid his players playing SO WELL that they effectively cut the story arc short. "And your reward for your skill in roleplaying, tactical expertise, and teamwork is.. the adventure's over, you won, and... umm... give me a minute to think up a whole new plotline."

This is one of those situations where the RAW states that something can occur, but the GM should be able to look at it and point to it and tell the players, "No you can't have blood magic! Not yours!! A total shift from existing on the physical to exisiting astrally? Not for you! Toxic shamans? Fine! You made one, the team killed you, we moved on! Make another character already! Move-by-wire four (in SR3)? The highest level tactical computer (SR2)? It's installed, not alphaware, and you die on the table!"

Well... maybe say it to them in a less abusive and condescending manner, perhaps.
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Vaevictis
post Jul 28 2007, 05:19 AM
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QUOTE (FrankTrollman)
And seriously, while Astral Form can be read to shunt everything that has it exclusively and irrevocably to the Astral Plane - it really seriously obviously does not do that.


... and yet it seems that people interpret what it says that way. Not so seriously obvious, eh?

(Well, other than the "irrevocably" part, which you seem to have randomly added in yourself.)
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Tarantula
post Jul 28 2007, 05:27 AM
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Frank, its very easy to read it that astral form is the base state of the creature with it, and materialization/possession override it. Physical plane is the base state for metahumans, but astral form would override that.

As far as your logic goes, if it can be interpreted out using one form (sentential) then it is a perfectly valid interpretation. As equally valid as the one you claim via directive.
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FrankTrollman
post Jul 28 2007, 05:39 AM
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QUOTE (Tarantula)
As far as your logic goes, if it can be interpreted out using one form (sentential) then it is a perfectly valid interpretation. As equally valid as the one you claim via directive.

Actually no. Anything you come up with from sentential logic on a rule book is inherently invalid. Sentential logic does not apply to questions, exclamations, or Commands.

QUOTE (Fundamentals of Logic)
Observe that whereas a statement is capable of being true or false, a question, or a command, or an exclamation is not capable of being true or false.

Note that in saying that a statement is capable of being true or false, we are
not saying that we know for sure which of the two (true, false) it is. Thus, for a
sentence to be a statement, it is not necessary that humankind knows for sure
whether it is true, or whether it is false. An example is the statement ‘God exists’.


Seriously, just because you get an answer doesn't mean that what you're saying is in any way valid.

QUOTE (vaevictus)

... and yet it seems that people interpret what it says that way. Not so seriously obvious, eh?


It's an RPG debate. Just because something is obviously correct and and something else is obviously wrong doesn't mean that some jack won't come and passionately defend a position that is so undermined as to be merely a thin layer of dust on the void.

-Frank
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