Full Mages and the Elemental arms race, If you can't beat 'em, join 'em? |
Full Mages and the Elemental arms race, If you can't beat 'em, join 'em? |
Dec 9 2003, 08:48 PM
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#1
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Target Group: Members Posts: 13 Joined: 19-October 03 Member No.: 5,738 |
I'm playing in my first Shadowrun campaign, and our group has been plagued by a lack of a Full Mage who can regularly make the meetings. Unfortunately, it seems that any target worth hitting in the SR universe is going to have magical security as well as physical. This would be okay if it were not for the overwhelming power of Elementals.
An enemy Full Mage almost ALWAYS has 6 big ass elementals shielding him and attacking our poor street sams, adepts, and shamans. So, I've been looking through my SR3 book for SOME way to effectively combat Elementals without HAVING TO HAVE 6 OF OUR OWN... But there seems to be no other way. It strikes me as rather unbalancing... I know elementals are expensive, so in theory they should be rather rare... But Corp Mages are not going to balk at a measly 1k per force. So should we just fight fire with fire and get another Full Mage, or is there some other way? Thanks -Z |
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Dec 9 2003, 08:57 PM
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#2
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Running Target Group: Members Posts: 1,049 Joined: 24-March 03 Member No.: 4,323 |
Laser weapons and flame throwers will pop elementals pretty easily, except for fire elementals in the latter case. A water cannon should work as well, as the difference between physical and stun damage matters little with spirits. If you have the cash, weapon foci for the groggies. Depending on your GM, cold-forged iron weapons might also work as a low-cost option (they constitute "elemental metal" as far as I'm concerned).
If you have a shaman, a spirit with the concealment power is your friend. The *best* way to fight elementals is to not have to. |
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Dec 9 2003, 09:12 PM
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#3
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Target Group: Members Posts: 13 Joined: 19-October 03 Member No.: 5,738 |
Thanks for the info. Where did you read about lasers and iron swords being effective? We are only using the info that comes in the SR3 core book, and I don't recall seeing that.
I'm not sure how our GM would react to all of us suddenly sporting Flamethrowers and Lasers, but it'd be a laugh. :D Anybody have thoughts on magical ways to deal with big groups of elementals without elementals of your own? A big battle with 6 elementals on either side REALLY slows down the action. -Z |
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Dec 9 2003, 09:13 PM
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#4
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
Well, you can have a shaman just keep whipping up nature spirits as the spirits get cacked.
And engage the elementals in battles of wills, if you have a high enough willpower. |
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Dec 9 2003, 09:16 PM
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#5
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Target Group: Members Posts: 43 Joined: 4-December 03 From: Seattle Member No.: 5,875 |
Do some reconaisance work first and find out where the mage is. Use your decker or some other contact to find out where the mage works (his office in the complex, or wherever he does his regular rounds). Assuming you're going in with guns blazing (which really isn't the best way) shoot the mage first. No mage, no elementals -- pg. 113 of MitS says that spirits or elementals with a force greater than 6 generally become free spirits when the mage kacks out, and a bunch of free elementals can raise a lot of hell. Also, I can see there maybe being 6 elemental doing patrols around a fairly large compound. But not all in one place, and not all around the mage. A corp isn't going to skimp of the summoning materials, sure, but hiring a full mage is expensive as hell, and most complexes you run across shouldn't have a full mage. In the 'normal' shadowrun world, full mages are super rare, and you're much more likely to come across a sorcerer or a conjurer than a full mage. If you keep running into these full mages with packs of elementals, cook up a spell called 'slaughter elementals' -- area affect spell that deals deadly damage to elementals. At force 6, such a spell should have a drain of 4D, but if you make it exclusive and make it require a fetish, it's only got a drain of 2D. When you come across a group of elementals, -POW!- :vegm:
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Dec 9 2003, 09:19 PM
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#6
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Shooting Target Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 |
Unfortunately concealment isn't very effective against elementals. It is a physical power, meaning that it has no effect on the astral sight that all elementals possess. Sneaking past spirits is really quite tough. On the topic, I can really understand this complaint; mages are freaking powerful when unchecked by an opposing mage. Even your best options won't be extremely effective against armies of "big ass elementals". You just have to slug it out the hard way. If it's getting to be a real pain in the ass, ask your GM to try some more variety with his threats. I imagine it'd get boring to have to fight a hoarde of elementals every game. |
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Dec 9 2003, 09:23 PM
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#7
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Moving Target Group: Members Posts: 203 Joined: 26-February 02 From: The Golden Orchards Member No.: 2,011 |
Geek the mage first. All the elementals will be released, and probably leave then.
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Dec 9 2003, 09:25 PM
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#8
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Target Group: Members Posts: 13 Joined: 19-October 03 Member No.: 5,738 |
Lol.. I like the Slaughter Elementals option... :)
Battles of Wills don't usually work out for our boys... We're all first time Shadowrun players, so we probably could have done a better job during character creation. I might have to mention to our GM about the rarity of Full Mages at typical installations, cuz they sure don't SEEM that rare... Would the Magic in the Shadows book have the rules for creating a spell for slaying Elementals in particular? The GM has the book, but we really haven't gotten into it yet. Still getting the hang of the system. Thanks a lot guys. -Z |
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Dec 9 2003, 09:41 PM
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#9
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Target Group: Members Posts: 43 Joined: 4-December 03 From: Seattle Member No.: 5,875 |
MitS has the full rules on spell creation, as well as the specific spell "Slaughter (Race/Species)" on pg. 140. You could either research the spell formula on your own, or buy the full version of slaughter elementals on the street for 12,000 :nuyen: (that includes the street index) with an availability of 6/7 days,
or the restricted version of the spell that I mentioned for a paltry 6,000 :nuyen: and an availability of 3/7 days. |
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Dec 9 2003, 09:41 PM
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#10
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Moving Target Group: Members Posts: 424 Joined: 11-May 02 From: Marauding the mighty North Saskatchewan Member No.: 2,720 |
A physad with killing hands is also good, particularly if he has distance strike , even better if he can astrally percieve. Killing hands bypasses an elemental's immunity to normal weapons.
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Dec 9 2003, 09:53 PM
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#11
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Haha, I know exactly what you mean! "Sha..ris..ma? What's that?" "Ah, you're a sammy, you don't need that" "ok!" later... "the guard asks you what you'Re doing here. Roll negociation" I look at sheet, pick up 2 die... roll double ones.. Anyway, that's the end of this distraction. Since I feel bad about not saying anything useful, here's my advice: Elementals have to stay pretty close to their master. That's a weakness. A good sniper can stay safe from that, or, arrange to have the protecting mage be seperated from his VIP (not an easy task, but doable). You don't need a whole lot of distance, really. |
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Dec 9 2003, 10:34 PM
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#12
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Your GM is obviously just trying to make your PC's lives a living Hell. If the Mage is an Ork or a Troll, tell your GM he's full of it and that he couldn't have 6 Elementals because of the max Cha on those two races. If not, well, remind him of the rule.
If he continues to even after you mention how stupid and repetitive it is, there are several options I see.
There are other ways to geek entire parties besides 6 Elementals. Tell him to get original. |
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Dec 9 2003, 10:34 PM
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#13
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Moving Target Group: Members Posts: 413 Joined: 20-November 03 Member No.: 5,835 |
I don't know about the laser weapons, but the iron weapons thing has basis in common mythology. In many cultures, iron is seen as especially effective for binding, hurting, or protection from creatures with a magical nature. For example, in celtic mythos, magical things (enchanted islands (read about the Orkneys sometime :)), faeries, etc) can be held in place with iron stakes, or hurt with iron weapons. I don't think steel counts. Why iron? The best explanation I've heard (and I think this was actually from the Changeling game ;)) was something along the lines of magical things being of an ephemeral, transcendental, (at least semi-)spiritual nature, and thus iron, being the epitome of something down-to-earth and physical, would be especially harmful to them. In SR, there's probably something in one of the MANY books I've never read (darn!) that explicitly says iron weapons are effective. ;) I'd say that if your characters know any bladesmiths, they can probably forge an iron weapon; won't hold as durable an edge as steel, and might break, and will be very heavy, but if you know you gotta stab an elemental, you might want one. (Or, decide to take a permanent vacation to Someplace Else ;)) |
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Dec 9 2003, 10:36 PM
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#14
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Illuminate of the New Dawn Group: Dumpshocked Posts: 317 Joined: 9-June 03 From: Seattle 'Plex, UCAS Member No.: 4,700 |
They can get pretty far away, actually - (CHA+WILL+Magic)x 10 Meters. So you'll have to be pretty far to be out of the area they can roam around in, probably farther than you can get and still be inside of the corp compound. I think others have said everything else useful, but I'll reiterate what I think are the most usefull:
Make sure your GM understands how rare full mages are and how expensive elementals are to have around (in terms of time and money - summoning 6 elementals of decent force is going to take at least two full workdays for the mage, probably more). Physads, weapon foci, oh my! These things can kick elemental ass if in the right hands. Elemental damage. Hard to prepare for in terms of every single type of elemental, but effective if you can pull it off. Another good thing to do against elementals is to summon up a bunch of watchers and sick the little buggers on the elementals. They aren't really going to do much damage, but they can distract the elementals for a while and help in any of the above tactics. Ask your GM to show you the watcher thing in MitS (in the Sprits chapter). |
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Dec 9 2003, 10:36 PM
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#15
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
Actually, this all comes down the the elemental vulnerabilities
Earth is vulnerable to air Fire is vulnerable to water Water is vulnerable to earth Air is vulnerable to fire. So find weapons that somehow fill those spots. It seem like cold steel would work wonderfully for the "earth" requirement. |
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Dec 9 2003, 10:42 PM
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#16
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
If I'm not mistaking, by the rules elementals are not immune to their own element. A flamethrower is just as effective against a fire elemental as it is an earth elemental, though it's most effective against water elementals (since they have a Vulnerability to it).
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Dec 9 2003, 10:45 PM
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#17
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
Right.
That is true. However, some GM's have ruled the opposite. eg. It's a house rule, so :noflame: |
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Dec 9 2003, 10:47 PM
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#18
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Moving Target Group: Members Posts: 156 Joined: 1-September 03 Member No.: 5,565 |
And uh, how'd you come to that set of vulnerabilities moosegod?
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Dec 9 2003, 10:48 PM
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#19
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Moving Target Group: Members Posts: 124 Joined: 21-November 03 Member No.: 5,837 |
In chinese Mythos, and other asian, mostly because they spread around... Iron pins were driven into demons and dragons to stop them from all magical ability, the pin disrupted their magical flow... Given that, I woud assume Iron a damned good weapon against creatures like demons, dragons, and oni...etc\
And moosegod's vunerablites and not unlike many old stories...and current vuners of elemental dragons in Exalted. |
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Dec 9 2003, 10:51 PM
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#20
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
SR3. |
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Dec 9 2003, 10:52 PM
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#21
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Moving Target Group: Members Posts: 156 Joined: 1-September 03 Member No.: 5,565 |
Works for me.
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Dec 9 2003, 10:53 PM
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#22
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
I thought it was:
Earth:Air Fire:Water Vice versa as well, obviously. |
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Dec 9 2003, 10:53 PM
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#23
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
I should say, that was from memory. I don't have the book in front of me.
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Dec 9 2003, 10:55 PM
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#24
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
My vulnerabilities sound more like it, not because I said it, but because they make sense.
Fire evaporates water. Water douses fire. Between Earth and Air, it was just because Fire and Water are polar opposites anyways. :P |
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Dec 9 2003, 10:57 PM
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#25
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Moving Target Group: Members Posts: 637 Joined: 26-February 02 Member No.: 1,528 |
Actually, iron weapons are less prone to breaking (unless you make them from cast iron) and more prone to bending. Celtic warriors where known to step on their swords to flatten them again. Iron being useful against the fairy folks most likely steems (historically) from the late bronze age / agricultural civilisations being contacted by (and afraid of) iron/steel (used interchangeable) wielding civilisations. Side notes: The Irish hate/fear the feyes I plead for a Moderate Allergy:Iron for all elves Birdy |
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