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> Dealing with a low body, How does one survive?
Glyph
post Dec 24 2003, 06:29 AM
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Several people have already brought up Combat Pool. Note that as a mage, with a high Intelligence and Willpower, you probably have a decent Combat Pool. Note that if you don't use Combat Pool for your shotgun, you will have lots and lots of it to use for dodging. Also remember that sometimes it is easier to dodge (with a TN of usually around 4) than it is to soak for the heavier stuff - in fact, it is only better to use Combat Pool to soak if you know your armor will make your TN lower than 4 (if someone attacks you with a light pistol, for instance, you will generally wind up with a TN of 2 to soak, making that the better choice).
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toturi
post Dec 24 2003, 06:36 AM
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I can't remember where I read it but isn't there something that says you can't have more successes than your force? Please correct me if I'm wrong.
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Lilt
post Dec 24 2003, 06:57 AM
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QUOTE (toturi)
I can't remember where I read it but isn't there something that says you can't have more successes than your force? Please correct me if I'm wrong.

Some spells work like that. That limit only applies when it says so in the spell's description though (and it's not in the description of Invis/Improved Invis)
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The Jopp
post Dec 24 2003, 09:46 AM
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Eh? Body 4 is LOW :eek: ? My STREETSAM has a NATURAL body of 3. Ok, so she has Dermal Sheet+Bonelacing to gain a total of 8D6+combat pool. :cyber:

Now, that body is just enough to soak D damage, add combat pool on that (+3D6) and she should do just fine. Her job is of course not to get hit in the first place.

*Grumble*

Low body...Bah... :please:
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Austere Emancipa...
post Dec 24 2003, 11:38 AM
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Another vote for Sustained ImpInvis.

The sorcerer in my group is a veteran of ~8 big firefights (at least a platoon of baddies, machineguns going full auto all over the place, grenades flying this way and that), and she only got hit once, in the last game when she decided to take care of the flank alone and got herself in a doorway with 3 secguards around her. Result: Moderate wound from a 3-round burst of blind fire through the door (she was actually kneeling in the doorway, keeping it half-open, so she was easy to spot).

And everything else people have been saying works too. Don't hang around in the middle of the firestorm, don't get spotted, keep the TNs the hit you as high as possible, wear armor, keep Combat Pool available for Dodging and/or soaking.
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Siege
post Dec 24 2003, 01:29 PM
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QUOTE (Seidaku @ Dec 24 2003, 03:38 AM)
Well, as my first and only character has recently crossed over to the other side, I've decided to play a decidedly different sort.  My first character was a heavy-cyber minotaur, with a modified body of 17.  My new character is a shaman with a body of 4.  Well, at least, that's the current plan.  However, based on just a few simple tests, it seems unlikely that the new character will be able to survive if an enemy is *ever* given the chance to shoot at him.  I'm at a loss as to how to proceed. (Correct me if I'm wrong, but even if I roll ALL successes, I could only stage the damage down by two levels.  Given that my armor is not as 'uber' as my previous character's, rolling all successes isn't very likely, either.)

Clearly, I cannot be the only person ever to have a character with a body score of less than the absolute maximum possible.  Surely those who have done so before have survived (at least for a little while), and I'm interested in knowing how.

I understand that combat is supposed to be lethal; that is part of the thrill, after all.  But I cannot fathom how it is even possible for low-body characters to go on runs, given that a single shot is apt to inflict deadly damage.

I also understand that, often times, when shots start flying, the run is already a failure.  Sadly, as my group is composed mostly of newbies, we have many 'failures' according to that definition.

So, any suggestions? Could anyone relate previous experiences they've had?

You remember that strange tickling sensation when you were the minotaur? That was the mage using your ass for cover. :grinbig:

You just have to realize you're no longer the Captain of the Football team but now the Captain of the Chess club and act accordingly.

-Siege

Edit: Two rules from Murphy's
1. Incoming fire has the right of way
2. Cover is good, not getting shot at is better.
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Cain
post Dec 25 2003, 06:38 AM
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The problem with ImpInvis is that you're completely visible on the Astral, and you're going to be shouting: "Geek me, I'm a mage!" to any Awakened opposition. Dual natured paracritters, spirits, and anyone with astral perception will be targeting you first. If you're going to be sustaining a spell, Increase Body or Combat Sense will allow you to keep your edge even against awakened opponents.

For a very long time, I was running a mage with Body 2. She got out of trouble by not getting shot at (arranging stealth runs so firefights never happened), using cover, being sneaky, and using magic defensively. Spirits make great distractions, barrier spells have a world of uses, and playing it smart is the best way of surviving.
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toturi
post Dec 25 2003, 07:06 AM
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But since you are a mage, you should be able to take down any Awakened opposition you come across. That is your job. And since he's visible and you are not, he'll get himself geeked by your team sam. Or dont your team work as a team?
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RedmondLarry
post Dec 25 2003, 08:47 AM
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Just to add to all the good advice already given...

"Drop Prone" is a Free Action, and can save your life. You can use it at any point during a Phase when you act, or at the end of any Phase when someone else has acted. Use it carefully, as it requires a Willpower(Force) test to keep sustaining a spell when you drop prone, and because getting back up ("Change Position") is a Simple Action (and requires a Willpower test if you are wounded).

Use "Delay Action" if it is too dangerous to do something on your regular Initiative Count. You can delay your last action of the Combat Turn till the very end of the last Initiative Pass without losing any actions.

Carry a Light Pistol. Nobody ever shoots at the guy with the light pistol.
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L.D
post Dec 25 2003, 10:35 AM
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QUOTE (OurTeam)
Carry a Light Pistol.  Nobody ever shoots at the guy with the light pistol.

Unless they figure he's the mage. ;)

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Tiralee
post Dec 25 2003, 10:54 AM
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QUOTE
Carry a Light Pistol. Nobody ever shoots at the guy with the light pistol.


I do. But then, I shoot everyone. :rotfl:

Well, everyone's mentioned the best ways to deal with the whole body issue, which boils down to not get hit, and the best ways to achieve this.

So, why not have your character stick to longish-range spell-support?

Nice set of image magnification and improved invis means that the opposing spell-slingers are more likely to be looking around near the sammy than up on the roofline.

Nothing is as welcome to a bunch of pinned-down teammates as a manaball from nowhere, closely followed by the wall-crawling (Go gecko!) shaman that heals you up and then sends along proper directions.

L-

Death from far, far away...
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snowRaven
post Dec 25 2003, 12:56 PM
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You could also go the path where you use the spells Increase Body, Increase Reflexes, Armor, Deflect, and Combat Sense (with sustaining foci and later quickened) and alternante your attacks between combat spells, guns, and elemental manipulations...

Later you also add Increase Quickness, Increase Willpower and Increase Intelligence, and you'll end up with a combat pool out of this world (around 16, with 4-5 extra dice for dodging is far from impossible). Granted, you fill the same role as a street sam and loose out on some of the finer points in magic...
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Siege
post Dec 25 2003, 01:29 PM
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Well, hell, just carry a cyberdeck.

Nobody ever wastes ammo on the decker in real time. :grinbig:

-Siege
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Rattler
post Dec 25 2003, 02:41 PM
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QUOTE (snowRaven)
You could also go the path where you use the spells Increase Body, Increase Reflexes, Armor, Deflect, and Combat Sense (with sustaining foci and later quickened) and alternante your attacks between combat spells, guns, and elemental manipulations...

Later you also add Increase Quickness, Increase Willpower and Increase Intelligence, and you'll end up with a combat pool out of this world (around 16, with 4-5 extra dice for dodging is far from impossible). Granted, you fill the same role as a street sam and loose out on some of the finer points in magic...

You'll never make it past a ward with that many spells quickened to you. The whole point is to avoid a firefight, not start one. :)
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toturi
post Dec 25 2003, 03:25 PM
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Sometimes, the whole objective of the run is to start one. There would be no need for a street sam if you never get into a firefight.
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Tanka
post Dec 25 2003, 03:31 PM
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QUOTE (toturi)
Sometimes, the whole objective of the run is to start one. There would be no need for a street sam if you never get into a firefight.

No, the need for the Street Sam is to provide backup should there be a firefight. He could be good for just show or moving stuff around. The Street Sam's job isn't just to kill things.
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Kesh
post Dec 25 2003, 06:06 PM
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My favorites have always been Raccoon and Raven shamans for characters that aren't combat oriented. Manipulation spells are your friend... barriers, levitation, elemental effects, mind control.

And, of course, Wolf for combat shamans. :D

But, yes. If you're a low-body shaman, stick to a support role. Let the big guns go first (and guard the rear), you provide them with buffs and cover magic.

Protect yourself with some form of magical armor. The Armor spell (or the old 'Personal Bullet Barrier', in 2e) can help tremendously. Also, regular armor can be very good. I always layered an Armor Vest w/ Plates (4/3) with a Secure Longcoat (4/2), to get decent protection (6/4). Though you need a good Quickness score, if you want to keep your Combat Pool up.

Also, the longcoat was great for concealing the mage's/shaman's best friend: the shotgun. :D Usually, I'm packing a light pistol for backup, and either a Remington Roomsweeper or a full-bore shotgun for primary. Otherwise, a decent SMG can replace the shotgun, giving you a bit more control over what you're hitting.

One thing to consider, as people mentioned, is appearance. The longcoat is good, as pretty much anybody could be wearing it. Just don't adorn it with tribal symbols, bits of fur & feather, or ancient runes. :rotfl:

In addition, if you're not too hung up on Essence/Magic, sneaking a bit of cyber in can be a good way to confuse opponents. Obvious cybereyes, a datajack or a Smartlink 'induction pad' will make it less likely the opponents try to 'geek the mage' until it's too late (not to mention the combat advantages).

One silly option I used was the shapeshift spell. Turn yourself into a mouse and hide in someone's pocket. 8)

re: Idol 'masks'

These aren't terribly different from shamanic masks. Just take the Idol and imagine its idealized form. The Adversary could be a coal-black form with firey eyes, or an angelic looking figure shining brightly (the Light-Bringer). Someone with a Norse-based Idol might take a mask of a bearded, weather worn Viking, etc.
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Cain
post Dec 25 2003, 06:33 PM
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Yeah, I forgot to mention sidearms. A shotgun or a big fragoff pistol like a warhawk are great for mages. They're good for everyone, but shotguns are especially good for those without smartlinks. They cause lots of damage, they can fire a spread, and if you're really proficient you can double as a gun bunny.

You may not be the big takedown machine, but a BF shotgun loaded with shot makes for one hell of a supressive-fire weapon. You don't even need combat pool on the attack, so you can save it for dodging.

Seidaku's probably used to the reverse, where he could spend all his combat pool on the attack, and rely on his high body to absorb most damage. Trolls are nice that way. It's the same principle, here-- you use magic and other attacks that don't require a lot of combat pool, and save it to defend.
QUOTE
But since you are a mage, you should be able to take down any Awakened opposition you come across. That is your job. And since he's visible and you are not, he'll get himself geeked by your team sam.

If you're fighting as a team, you make sure you can be covered by your team. When you're dealing with paracritters, usually the sam is best equipped to deal with it. When dealing with spirits, yeah, the mage is on his own; but when dealing with opposing mages, you just want to provide spell defense and let the sams take care of him. If you're invisible, however, you won't be able to readily point out who the enemy mage is; and it'll be much harder to provide covering tactics for you.
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Spookymonster
post Dec 25 2003, 07:26 PM
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There's no rule that says you have to start slinging your heaviest spells the second combat breaks out. First things first: get to cover. Break out a mirror or compact so you can keep an eye on the fight without getting your head blown off. Let the gunbunnies exchange a little lead with their friends for a while. It makes them so happy.

Next, help out the sammies with a little defense - Spell Defense, that is. There's nothing obvious about Spell Defense (or Dispelling, for that matter), so you're still maintaining a low profile. Any mage/shaman can do this, regardless of what's in their spellbook.

Bullet shields are good. Elemental secondary effects can help create a 'fog of war' situation. Consider Smoke Cloud or Acid Wave at Force 1(D). Careful, though, since they may reveal your hiding spot.

Wait a phase or two, especially if your sammies aren't getting beat down too much. Let the enemy team's mage reveal himself first. If you don't catch any incoming magic by then, you're probably safe switching from offense to defense.

Q: What's better than an enemy firing blindly in your direction?
A: An enemy firing blindly in his teammate's direction.

Physical Mask a random enemy to look like a sterotypical shaman.

Phantasm a team of combat mages behind your enemies, so they have to divy up their firepower. Don't forget the special effects (blue sparks coming off their force-33 Barrier, maniacal laughter barking forth from your phantom Shark shaman's lips, etc.). A sustaining focus works just as well with these illusions as it does with Invisibility.

Magic Finger/Levitate grenades out of bandaleros. Whip the thermovision goggles off their heads. Pull their precious long coats over their heads.

Just 'cuz you're a mage doesn't mean you've got to make a target of yourself by whippin' out the lightning bolts all the time.

As for keeping out-of-sight, most nature spirits have the Concealment ability. AFAIK, this can help keep you hidden on both the mundane and astral planes.

Astral Chameleon Edge (+2 TN to anyone trying to assense you) helps keep you hidden from snooping mages. You can get it at chargen, and it works great with Masking once you become an Initiate.
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Spookymonster
post Dec 25 2003, 07:30 PM
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QUOTE (Cain @ Dec 25 2003, 02:33 PM)
A shotgun or a big fragoff pistol like a warhawk are great for mages.

My personal fav? A Roomsweeper loaded with Bolo rounds (TN 10 for Knockdown tests). Easy to conceal, but with a high takedown factor. It may not kill them, but it'll sure as hell put 'em down long enough to make good your escape.
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Kagetenshi
post Dec 25 2003, 07:31 PM
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QUOTE (Spookymonster)
Next, help out the sammies with a little defense - Spell Defense, that is. There's nothing obvious about Spell Defense (or Dispelling, for that matter), so you're still maintaining a low profile. Any mage/shaman can do this, regardless of what's in their spellbook.

Actually, it's quite obvious if there's another spellslinger. However, the source isn't very obvious, so it's almost as good as true nonobviousness.

~J
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Zazen
post Dec 25 2003, 08:49 PM
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QUOTE (Spookymonster)
As for keeping out-of-sight, most nature spirits have the Concealment ability. AFAIK, this can help keep you hidden on both the mundane and astral planes.

That's a common misconception. Concealment doesn't work astrally, it is listed as a physical power.
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Cain
post Dec 26 2003, 01:46 AM
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But it also doesn't broadcast you as a mage, not the way an invisibility spell does. And it can cover a whole team at once.
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Spookymonster
post Dec 26 2003, 01:46 AM
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Duly noted.
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toturi
post Dec 26 2003, 03:09 AM
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QUOTE (Spookymonster)
Astral Chameleon Edge (+2 TN to anyone trying to assense you) helps keep you hidden from snooping mages. You can get it at chargen, and it works great with Masking once you become an Initiate.

THe Astral Chameleon Edge only cover your astral signature, anyone assensing you would only need worry about Masking.
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