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> Houserule: No Essence for non-Awakened characters, Rise of the Muggles
Jaid
post Oct 11 2007, 03:57 AM
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hmmm... now where's that thread (i think it was AH who posted it) with the houserules for allowing mundanes to have limited use of magical skills (things like assensing skill but only usable when in astral shallows or otherwise able to astrally perceive via outside source, astral combat for same, binding but only when using to bind free spirits, etc...)
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Fortune
post Oct 11 2007, 08:02 AM
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QUOTE (hyzmarca @ Oct 11 2007, 09:10 AM)
Make a deal with one that has Magical Guard and the mundane faustian can obtain that power and, with it, the ability to learn and use Counterspelling so long as the pact is maintained.

I don't get how having access to the Magical Guard Power lets you learn and use the Counterspelling Skill yourself (as opposed to merely gaining the benefits of the Spirit's Power).
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hyzmarca
post Oct 11 2007, 10:35 AM
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QUOTE (Fortune)
QUOTE (hyzmarca @ Oct 11 2007, 09:10 AM)
Make a deal with one that has Magical Guard and the mundane faustian can obtain that power and, with it, the ability to learn and use Counterspelling so long as the pact is maintained.

I don't get how having access to the Magical Guard Power lets you learn and use the Counterspelling Skill yourself (as opposed to merely gaining the benefits of the Spirit's Power).

Because the one and only benefit of the Magical Guard power is the ability to learn and use the Counterspelling skill. It does nothing else and is completely useless if the critter (or character) in question does not have a Counterspelling skill.


QUOTE (Street Magic p.101)
A critter with the Magical Guard power can use the counterspelling skill [...]
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Fortune
post Oct 11 2007, 02:53 PM
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Right. It somehow didn't register that the character was actually gaining the Power, and not just use of or access to the Power. D'oh! :D
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Ravor
post Oct 11 2007, 09:05 PM
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Although I don't have access to my books right now, I don't think mundanes being able to learn Assensing in an astral shallow is a house rule Jaid, I'm fairly sure Street Magic mentioned a school or something in Hong Kong that was teaching mundanes with way too much Nuyen and not enough sense.
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Stahlseele
post Oct 11 2007, 09:13 PM
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that learning those things with astral shallows and the such has been there since at least 3rd ed o.O
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Ravor
post Oct 11 2007, 09:45 PM
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Fair enough, for some reason it didn't stick with me in Third like it has in Fourth, oh well.
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Jaid
post Oct 11 2007, 09:45 PM
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QUOTE (Ravor)
Although I don't have access to my books right now, I don't think mundanes being able to learn Assensing in an astral shallow is a house rule Jaid, I'm fairly sure Street Magic mentioned a school or something in Hong Kong that was teaching mundanes with way too much Nuyen and not enough sense.

QUOTE (SR4 @ page 113)
Unless otherwise noted in the description, only characters
with the Magician or Mystic Adept quality and a Magic attribute
of 1 or greater may take or use Magic skills.


QUOTE (SR4 @ page 113)
Assensing is the skill of learning information from auras,
astral forms and astral signatures (see Astral Perception, p. 182).
Only characters capable of astral perception (they either have
the Magician quality or the Adept or Mystic Adept quality and
the Astral Perception adept power) may take or use this skill.


yeah, it makes so much sense that you'd think it would be allowed, but it isn't.
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Hank
post Oct 11 2007, 09:57 PM
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I think we have a houserule that finds a happy medium between sammies who can't progress and the obvious problem with eliminating essence: initiation increases your essence by one point. There's a bit of a flavor problem...I'm not wild about sammies who have to meditate to stuff in another chunk of ware, but it does allow sammies to progress like everyone else.

Whether this puts everyone on the same footing remains to be seen.
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Warmaster Lah
post Oct 11 2007, 10:05 PM
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TC:
I dont think its necessary but my Idea was maybe to give mundane characters 1.5x more essence. Sorry if this has been said.

Not really reducing essence or adding essence but say reducing essence costs for mundance characters by 25% - 50% percent. Some damn thing like that.

Or maybe give mundanes and extra free point or two of essense before it starts subtracting from their standard. Essence 6(9). Which is the same thing as giving them a 25% reduction I guess. Oops :)

In game: Magical beings have more sensitive systems? Etc. etc.

I mean what the hell, I'm reaching.

What about making "whole" creatures and magically active creatures more "bright" i.e. easier to hit with spells (other than physical). While things with screwy/dead auras are harder to sling on. Nothing big (sort of like a fake +1 or +2 Will.)

( :D I'm not really up on magic rules...)

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Ravor
post Oct 12 2007, 05:48 AM
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*shrugs* Aye, I could have swore it was allowed under Street Magic's rules, but I don't have access to my books right now to double check.

Oh well, if it isn't allowed under RAW then I'll happily house-rule it into my games. :cyber:
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hyzmarca
post Oct 12 2007, 02:20 PM
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QUOTE (Jaid @ Oct 11 2007, 04:45 PM)
QUOTE (Ravor @ Oct 11 2007, 04:05 PM)
Although I don't have access to my books right now, I don't think mundanes being able to learn Assensing in an astral shallow is a house rule Jaid, I'm fairly sure Street Magic mentioned a school or something in Hong Kong that was teaching mundanes with way too much Nuyen and not enough sense.

QUOTE (SR4 @ page 113)
Unless otherwise noted in the description, only characters
with the Magician or Mystic Adept quality and a Magic attribute
of 1 or greater may take or use Magic skills.


QUOTE (SR4 @ page 113)
Assensing is the skill of learning information from auras,
astral forms and astral signatures (see Astral Perception, p. 182).
Only characters capable of astral perception (they either have
the Magician quality or the Adept or Mystic Adept quality and
the Astral Perception adept power) may take or use this skill.


yeah, it makes so much sense that you'd think it would be allowed, but it isn't.

By definition, mundanes who are in Astral Shallows fall into the set of "characters who are capable of Astral Perception".

So do dual natured beings, characters with the Astral Perception Quality, astral natives, targets of the Astral Gateway power, and characters whose physical bodies are plot-deviced onto the astral plane.
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Jaid
post Oct 12 2007, 10:08 PM
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it still isn't noted that characters other than magicians and mystic adepts can use it.
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hyzmarca
post Oct 12 2007, 10:29 PM
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QUOTE (Jaid @ Oct 12 2007, 05:08 PM)
it still isn't noted that characters other than magicians and mystic adepts can use it.

Except that they are a great many characters who both have the assensing skill and lack any Awakened Quality stated in SR4.

If there are canon stated characters who are not magicians or mystic adepts or adepts with Astral Perception yet have Assensing then we can assume that the list was not exhaustive and merely listed all of the types of PCs who could have Astral Perception using only the options presented in the BBB. That list can be disregarded, since it was referring to the types of PCs that can Astrally Perceive rather than to the types of characters which can have the Assensing Skill. It explicitly states that any character who can Astrally Perceive can learn Assensing, and later supplements give us PCs who can Astrally perceive but who do not have the listed qualities.

To put it another way, there isn't a definitive list of the types of characters who can fire a pistol. Should we then assume that only magicians can fire pistols?

If it isn't explicitly forbidden and it is reasonable then it is permitted.
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Jaid
post Oct 12 2007, 10:44 PM
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QUOTE (hyzmarca)
To put it another way, there isn't a definitive list of the types of characters who can fire a pistol. Should we then assume that only magicians can fire pistols?

If it isn't explicitly forbidden and it is reasonable then it is permitted.

yes, but access to magical skills *is* explicitly limited. of which assensing is one.

don't get me wrong, i 100% agree that it's a dumb rule. technically, however, that's how it works.

for the record, however, i personally would encourage the use of *all* of the proposed house rules i mentioned, basically allowing magical skills for mundanes, but only useable when the mundane is otherwise enabled to use them (binding free spirits, for example).
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hyzmarca
post Oct 12 2007, 10:49 PM
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The rule states characters who can use astral perception, the parenthetical list does not matter and cannot be considered exhaustive. Therefore, it is explicitly permitted by the canon rules. Mundanes learning Assensing in astral shallows is not a house rule for this reason.
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Kremlin KOA
post Jan 7 2008, 06:50 PM
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QUOTE (Ed_209a)


I guess it comes down to the effect of thinking you are above the John Q public, and/or John Q will never accept you. Why would you have any sympathy with their existence? Thus, enhancement (Cyber, bio, or even adept!) can lead to sociopathy.

So 90% of geeks are sociopaths?

Geeks:
1: See themselves as superior, intellectually, to joe average.
2: Feel rejected and margginalised by society for their differences.
3: See themselves as diferent from normal people.


If that is enough to cause high percentage chance of sociopathy, maybe Pat Pulling and Jack Chick are right
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Stahlseele
post Jan 7 2008, 07:07 PM
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we're not 90% sociopaths . . 100% of the rest of the world is stark raving bonkers!
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Ryu
post Jan 7 2008, 10:07 PM
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About the only fix is a massive increase in the difficulty of mind control spells, like required net hits on the opposed test = Willpower or even harsher changes.

I´m rather afraid of the chars my players would create if there was no essence.
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Stahlseele
post Jan 7 2008, 10:12 PM
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QUOTE
I´m rather afraid of the chars my players would create if there was no essence.

tell me about your reaction when the first one comes to play a cyborg *g*
especially with arsenal on the way and hopefully some fun options for the drone-body . . i'd likely try and built Johnny 5 or something like that *g*
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kzt
post Jan 7 2008, 10:14 PM
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I've considered assuming everyone is awakened by default, with a free magic of 1. Based on some ideas I've seen on pricing all the magical abilities similar to adept powers. You can choose to chrome up and ignore this, or not.
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JanessaVR
post Jan 7 2008, 10:14 PM
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I'm all for this. It would allow importing in to SR the Cyberpunk 2020 Full Borg Conversions (see Chromebooks 1 to 4). Just use their Humanity rules instead of Essence as a hindering factor. Essence can stay for Mages, Adepts, and Technomancers (I don't care what anyone says, these guys are obviously magical to be able to do what they do so I count them as Awakened).
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Riley37
post Jan 8 2008, 12:24 AM
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If getting augmented to superhuman speed and strength and intelligence could make a person aloof and incapable of connecting with "lesser" (slower, weaker, stupider) people, to the point of sociopathy or inability to control one's temper... then
a) how does that result in *death* after installing 6 Essence worth of augmentation
b) how is it that mages, who can also become superhumanly strong, smart and fast, and can also fly, throw lightning bolts, and control people's minds, do not also develop "god complex" issues?

Humans are usually flexible general-purpose entities, and overspecializing can have bad effects on self-perception, and turning one's self into a specialized killing machine could have psychological consequences. An unaugmented human who spends all day, every day, training to become an unstoppable killer might have issues too. I'm not saying that comes as a package deal with, say, spending time at a shooting range and a martial arts school; but I don't recommend doing so *to the exclusion* of connection with friends and community. Bruce Wayne is rarely portrayed as a fully mentally healthy person. He's made some unusual choices about what to do with his life, and they have some social costs.

I don't see how that's worse with augmentation. It's probably general to any form of becoming an unstoppable killing machine.

The veteran who can't stop checking for snipers even when he's at a shopping mall in Peoria, may have a worse problem than the one with the artificial arm. (Not that either of those veterans has God complex; the one who's stuck with battlefield anxiety has a very different problem.) If magic did return to a 1% Awakening level in 2011, I'd give the latter veteran better odds of attunning to magic, than the former.

If the only issue in your particular game is mind control, then make a change that's specifically about mind control. For example, target gets *double* willpower, because they instinctively resist with all they've got, a reaction not triggered by less invasive (even if lethal) forms of magic.
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DTFarstar
post Jan 8 2008, 05:49 AM
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I have contemplated giving a free use of edge vs. mind control spells. Also, the removing from humanity part is just losing part of your body, which is part of your soul/essence/whatever in SR. The Sociopathy is that as good as the neural sensors are, they are just sensors. Cybereyes are supposed to be like watching everything through a camera. With a cyberlimb, you get sensation through it from sensors which you can turn off if something is unpleasant, and unless you program it in, you won't ever feel fatigue in that arm, something humans are just used to. I don't think it would be a big deal if you had it installed as a kid, or whatever, but if you are old enough to be used to your body, then having all these sensations that are just a little....off is going to be disassociating and the further you are from yourself the less likely you are to consider the consequences of your actions. I mean, if you had a real arm and you knew doing something would cause you intense pain, but you wanted to do it, you might not do it. If you had a cyberarm where you could turn off the sensors and just deal with a trip to the doc later or fix it yourself... probably you would do it. The more you indulge yourself the easier it is to further indulge you own urges. We all have the capability in ourselves to be horrible people, and in a lot of situations consequences are all that stop you. Please don't turn this into a moral debate, just explaining things the way I see it. If you have more faith in humanity, then it doesn't make much sense. Then again, applying faith in humanity to shadowrun just strikes me as wrong somehow.

Chris
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Whipstitch
post Jan 8 2008, 06:33 AM
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QUOTE (Riley37 @ Jan 7 2008, 07:24 PM)
If getting augmented to superhuman speed and strength and intelligence could make a person aloof and incapable of connecting with "lesser" (slower, weaker, stupider) people, to the point of sociopathy or inability to control one's temper... then
a) how does that result in *death* after installing 6 Essence worth of augmentation
b) how is it that mages, who can also become superhumanly strong, smart and fast, and can also fly, throw lightning bolts, and control people's minds, do not also develop "god complex" issues?

Yeah, that's why I'm rather glad they removed the mandatory social penalty for various degrees of essence loss for 4th edition. Cyberpsychosis is still around, but I'm fine with that since it's a negative quality that typically only comes up with characters below a single essence point and doesn't necessarily afflict everyone. Obvious cyberware could still cause the "character is imposing in some way", "Doesn't have the right look" or "is wielding a weapon" penalty, but the same goes for shamanic masks, ritual talismans and obvious magic. Certainly the twisted paths bear witness to the fact that the Awakened are often times deeply affected by how different they are from everyone else. Anyway, I'm happy as long as the RAW leaves plenty of room for the context of the situation to determine whether or not cyberware and magical abilities are a social liability or not rather than just flatly slapping you in the face with a penalty.
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