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> My Nerf Bat for Mana Static, Let the flames ensue
Fortune
post Jun 5 2008, 11:45 PM
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Hmmm. That definitely needs fixing.

Much obliged. (IMG:style_emoticons/default/smile.gif)
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Ryu
post Jun 6 2008, 12:05 AM
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QUOTE (Fortune @ Jun 6 2008, 01:14 AM) *
Can you please give me a quote or page number on the description (not stat line) of this spell? As far as I know, its only appearance is an erroneous listing in the index at the back of Street Magic, and it is not mentioned, or even hinted at anywhere else.


You have your quote already, kindly provided by Zak. I did not know this is "limited to the german edition", QUITE liberal translation if the correct original was used. The spell is a very different kind of animal as it boosts your magic, but may either hinder or boost the opposition.
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Fortune
post Jun 6 2008, 12:51 AM
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It definitely has the 'not in my game' sticker on it, as far as I'm concerned.

Personally, I think there should be an errata stating that supposedly 'permanent' spells cannot be moved during the sustaining process. I think that the whole 'shifting the spell' thing should be limited to sustained spells only. My reasoning is that the main purpose behind sustaining a spell for a short while before before it becomes permanent is to 'attune' the mana to the particular item/person/location properly. The whole idea of changing the parameters of a 'permanent' spell by totally changing the affected area just doesn't make sense to me.
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FrankTrollman
post Jun 6 2008, 05:55 AM
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QUOTE (Sombranox @ Jun 5 2008, 04:30 PM) *
True, but an incendiary grenade won't auto-kill anything. That's my big problem with it. The auto-killing of spirits. Specifically auto-killing without even fully casting the spell by just dropping sustaining before it's finished.


It requires one hit per force point of the spirit. You need to get five hits to "auto-kill" a Force 5 spirit. Your spellcasting test needs 8 actual hits to auto-kill a Force 8 spirit. A spirit who happens to have Magical guard will, on average, pick up 2 hits for every 3 force when resisting a spell like Manabolt. A manabolt of sufficiently large Force will kill a spirit (or anyone else) with even a single net hit. A Mana Static of any Force has the same Drain Value as a Manabolt of Force 8 or 9 higher than itself, which means that it is always directly comparable to a Mana Bolt that will instantly ultrakill any target you are concerned with in one shot with just one net hit.

Mana Static is great because it lets you ricochet off the physical plane and clear out watchers from the Astral without going there yourself. That's really cool. But it's not a drain-efficient or even reliable way to kill spirits of any worthwhile force.

Aspected Mana Static would be horrible unbalanced. It does not appear in the book that we wrote, and with good reason.

-Frank
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Mordinvan
post Jun 6 2008, 06:06 AM
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QUOTE (FrankTrollman @ Jun 5 2008, 10:55 PM) *
Aspected Mana Static would be horrible unbalanced. It does not appear in the book that we wrote, and with good reason.

-Frank


But who added it to the german version, and why do we not have pictures of their flaming skull impaled on a pike yet?
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Zak
post Jun 6 2008, 09:16 AM
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QUOTE (Mordinvan @ Jun 6 2008, 01:06 AM) *
But who added it to the german version, and why do we not have pictures of their flaming skull impaled on a pike yet?


Important question. Aspected mana static was not the only thing fucked up while translating.

However, those people won't do much with shadowrun in the near future as the german version of SR wasn't continued after the Fanpro fizzle. If you ask me, that is a good thing.
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Ryu
post Jun 6 2008, 09:56 AM
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I am personally not pleased with the state of german shadowrun. It´s high time for someone to clear that up.

Aspected Mana Static is banned from our game. The idea that pushed it over was aspecting a site to +6 for conjuration.
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Apathy
post Jun 6 2008, 06:08 PM
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QUOTE (Sombranox @ Jun 5 2008, 05:30 PM) *
True, but an incendiary grenade won't auto-kill anything. That's my big problem with it. The auto-killing of spirits. Specifically auto-killing without even fully casting the spell by just dropping sustaining before it's finished.

There's not a lot in SR4 that causes absolute unavoidable instant death. A hell of a lot that will smash the eggshells well and good, but not without at least some kind of pitiful attempt to resist it.

That said, it really is probably a mountain out of a molehill, but eh, so is a lot on DS. That's what makes it so jerry springer-like addictive.

Not that it really matters for this discussion, but can spirits spend a point of edge to escape certain death?
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