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> Symbolic Links: Any way to defend yourself?, Are they crazy or merely insane?
Buster
post Aug 5 2007, 10:08 PM
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Tarantula has been blowing my mind with the symbolic link plugin for the Sympathetic Linking metamagic power (Street Magic p. 29). The symbolic link table on p29 lists thresholds for having 1) assensed the target, 2) met the target, and 3) "personally unfamiliar with the target".

I expected the power to have a limitation of having to assense the target, maybe at least a requirement to have seen the target with your own eyes, but you can make the link with people you know nothing about! As a player this scares the crap out of me, and as a GM this pisses me off.

A mage could just make up a name at random, "Jefferson P. Haysworth", create the symbolic link and bam, if there's anyone in the whole world named Jefferson P. Haysworth, he drops dead with a manabolt to the head. The mage doesn't even need to know if such a person exists and he doesn't even need to have a vague description of the target. The symbolic link with people you don't know is threshold 16, but that turned out to be no problem.

Also it seems that the symbolic link threshold only pertains to the creation of the symbolic link, not to the actual ritual spellcasting test. As Frank Trollman pointed out in other threads, even Wards don't seem to offer any protection to ritual magic. So a mage with Magic 9 can drop an force 18 spell from anywhere on the planet and the target gets only his Counterspelling dice to defend himself (he can also use Edge, but so can the caster and Edge runs out eventually).

Is the president pissing you off? Have a pet peeve against a celebrity? No problem, they're just an easily-buildable symbolic link away from a guaranteed kill.

Am I missing something?
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FrankTrollman
post Aug 5 2007, 10:18 PM
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You have to have some form of representation of the subject, but if you didn't have some sort of representation of the subject there'd usually be minimal reason for you to go to all the trouble of killing someone with ritual sorcery.

---

That being said, yes. Ritual Sorcery through symbolic links is a reasonably fool proff way for extremely powerful magicians to cause part of the world to catch fire. It's the magical equivalent of a Thor Shot. And like most high-end magic, it's substantially less impressive than the non-magical equivalent but a lot more available to Shadowrunners.

As for defense? Throw an Edge point for Hand of God to save you from the initial volley. A second shot won't be coming for at least an hour - you now have one hour to track them down and counter attack.

-Frank
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Ddays
post Aug 5 2007, 10:31 PM
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I don't know, if this worked at all, I don't see why all the greater dragons of the world don't suddenly drop dead from making too many enemies.
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Ancient History
post Aug 5 2007, 10:32 PM
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Well, for one thing Frank is wrong about wards.

For another, even if you are personally unfamiliar with a target, you still need to have an idea of what the specific target that you're going after looks like - making up a name at random doesn't work. You could be trying to target Harvey the rabbit by that logic. You can't create a symbolic likeness if you have no idea what the subject looks like - you need a photographic, a holopic, something to begin with.

Now, no matter what type of ritual sorcery is being used against you, you have a chance to detect it, which gives you the opportunity to locate yourself inside a warded area and/or hire a magician to track the casting back to its source. Provided you know what's going on.

Finally, if the targer is a magician character with the Flux metamagic, he or she can terminally disrupt the ritual link.
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Tarantula
post Aug 5 2007, 10:39 PM
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First, this was with a specialy crafted ritual assassination group. Its an extended (16, 1 day) test to make the symbol. Then, the ritual needs to be cast. Unless the leader has a magic of 11, then the target will likely have some forwarning about the incomming attack. Also, all members doing the ritual must be of the same tradition. This makes it very useful for "build a team to kill something" but otherwise, is very hard to accomplish.
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Ddays
post Aug 5 2007, 10:40 PM
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But Flux only works for magic hours a day, and only puts off the targetting. Not to mention even if you maintain it for too long to stop the link, you may suffer penalties for having a disrupted aura.

Also, ritual kill teams seem to be able to hurry tests to make spells take place in an hour, not enough time for a target to even sense it.
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Tarantula
post Aug 5 2007, 10:40 PM
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Ancient, with a magic of 11, the ritual resolves after 1 hour. The test to know you are being targetted with ritual magic occurs at 1 hour. Therefore, you won't get to know you're being targetted until you're dead.
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Ddays
post Aug 5 2007, 10:43 PM
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This just doesn't make sense to me. Magic 11, while incredibly high, is not exactly unheard of in the SR world. Harle is afterall, initiated into high double digits. Any one of those are unstoppable ritual killing machines.

Aztechnology should be unhindered with its plans if it has all its resources at its disposal towards creating 3 of these teams.
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Tarantula
post Aug 5 2007, 10:49 PM
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Other ways to survive, burn edge for critical success on resistance. Burn edge for survival if it would kill you. High counterspelling/shielding/reflecting can also be useful to survive it. Not to mention having medical assistance around.
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Ancient History
post Aug 5 2007, 10:55 PM
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Let's keep a few things in mind.

First, your ritual group is either operating under a -6 die penalty or burning up a lot of Karma making symbolic link foci.

Second, you have to hope you're killing the subject in one go, otherwise they're now warned. Even if you do kill the target on the first try, you still have to deal with the astral signature.

Third, Spell Defense works as normal, including variations like Shielding, Absorption, and Reflecting. Important mundane targets undoubtedly have teams of magicians sitting around them with no other purpose that providing spell defense. Great Dragons can probably handle that themselves.
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FrankTrollman
post Aug 5 2007, 10:57 PM
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Wow. If you have 3 teams that can probably kill anyone on the planet with about a day's work, you'll be unbeatable? Since when?

Those teams could each kill someone every day. Every single day, and it wouldn't even slow a major corporation down. The board of Ares Macrotechnology has twenty guys on it. You kill 3 of their top men and they'll move up three more guys from management and move on with their lives. And they'll do it tomorrow. And the next day. And the day after that.

And while they're doing it, they'll drop a tungsten rod from space on Tenochtitlan. And they'll do the same to Veracruz, and Copan, and your face.

---

Assassination, no matter how likely to succeed, is really no substitute at all for weapons of mass destruction. Aztechnology does have the death of Ghostwalker on speed dial. But actually using that button would piss off the other power players to the point where they'd use their big guns. And Ghost Walker just isn't important enough to risk people jumping you with the Wild Hunt, detonating nuclear weapons on your territory, and spraying your fields with gamma anthrax. It's just not.

-Frank
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Buster
post Aug 5 2007, 11:45 PM
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QUOTE (Ancient History)
First, your ritual group is either operating under a -6 die penalty or burning up a lot of Karma making symbolic link foci.

Well the -6 penalty didn't stop Taratula, and with Aid Sorcery stacking from multiple spirits, it was inconsequential.
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Fortune
post Aug 5 2007, 11:49 PM
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QUOTE (Ancient History)
Well, for one thing Frank is wrong about wards.

Can we get some kind of official ruling on this, seeing as there are SR4 authors coming down on both sides of the issue?
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Ancient History
post Aug 5 2007, 11:55 PM
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QUOTE (Fortune)
QUOTE (Ancient History @ Aug 6 2007, 08:32 AM)
Well, for one thing Frank is wrong about wards.

Can we get some kind of official ruling on this, seeing as there are SR4 authors coming down on both sides of the issue?

Hey old man. :)

Mana Barriers, p.185, SR4, in black and white.
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FrankTrollman
post Aug 6 2007, 12:02 AM
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QUOTE (Ancient History)
QUOTE (Fortune @ Aug 5 2007, 11:49 PM)
QUOTE (Ancient History @ Aug 6 2007, 08:32 AM)
Well, for one thing Frank is wrong about wards.

Can we get some kind of official ruling on this, seeing as there are SR4 authors coming down on both sides of the issue?

Hey old man. :)

Mana Barriers, p.185, SR4, in black and white.

Exactly.

Only applies to spells cast through them. Does not apply to spells cast in some other way (like through a ritual link or from the other side).

Also, as written it only applies to spells which allow a resistance test (and not, for example, spells which simply operate on a Success Test basis such as Shadow, Ice Sheet, or Levitate). Although in that case I think we're mostly on-board with the ward acting as an opposing dice pool to your spell (despite the fact that the "black and white" rules don't say that this happens). Assuming of course that the spell is actually cast through the ward - which of course the symbolic link attack is not.

It's quite open and shut (except for the success test spells being cast normally through a ward, where the intent does not jive with the text).

-Frank
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Ancient History
post Aug 6 2007, 12:05 AM
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The principal argument to the contrary being that all spells go through the barrier if you're in a warded volume.
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odinson
post Aug 6 2007, 12:06 AM
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do the symbolic links get used up like the material links do?
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FrankTrollman
post Aug 6 2007, 12:08 AM
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QUOTE (Ancient History)
The principal argument to the contrary being that all spells go through the barrier if you're in a warded volume.

Unless the point of origin is also in the warded volume, or in cases like the one we're talking about, where the spell does not follow a path from the point of origin to the target but merely skips all that unpleasantness and appears directly at the target.

-Frank
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Ancient History
post Aug 6 2007, 12:10 AM
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Frank's argument essentially being that a ritual-cast spell does not have a path to the target per se, which is the crux of our disagreement-as I say it must have a path.
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Jaid
post Aug 6 2007, 12:24 AM
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QUOTE (Ancient History)
Frank's argument essentially being that a ritual-cast spell does not have a path to the target per se, which is the crux of our disagreement-as I say it must have a path.

not quite. frank's argument, as far as i can tell, is that the path taken is not warded... that is, it does not travel through astral or normal space in between the ritual team and the target.

this is quite obvious when you consider the case of a ritually cast fireball spell, for example.
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Buster
post Aug 6 2007, 12:34 AM
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QUOTE (Ancient History)
Frank's argument essentially being that a ritual-cast spell does not have a path to the target per se, which is the crux of our disagreement-as I say it must have a path.

I'm fuzzy on the metaphysics. We know wards don't block metaplanar travel, because of the spirit's metaplanar shortcut trick. We know it isn't via the astral because it can not be seen on the spell route, only at the target. How does the ritual spell get to the target if not via the metaplanes?
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Particle_Beam
post Aug 6 2007, 12:36 AM
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Because nowhere is it said that ritual magic is through the metaplanes. Also, spells can't reach the metaplanes at all, and there are no spells from the metaplanes entering astral or normal space.
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Ancient History
post Aug 6 2007, 12:38 AM
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Who says you can't see it on the astral? All spells have an aura.
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Buster
post Aug 6 2007, 12:40 AM
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So you can be walking down the street with astral perception and see a glowing trail leading from a ritualist in New York all the way to his target in Japan?
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Ancient History
post Aug 6 2007, 12:44 AM
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No, but you could see it zip past as it's cast.
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