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> Spirits, My mage is driving me mad
Red-ROM
post Mar 24 2009, 10:59 PM
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so, if a spirit is materializing to fight, the ghoul fights him in the physical plane and has to deal with the body of force +4? also, if they overcome the ITNW then the spirit has no armor?
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Dunsany
post Mar 24 2009, 11:11 PM
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QUOTE (Red-ROM @ Mar 24 2009, 05:59 PM) *
so, if a spirit is materializing to fight, the ghoul fights him in the physical plane and has to deal with the body of force +4? also, if they overcome the ITNW then the spirit has no armor?


Yes, materialized the spirit are dual-natured and so follow the rule that they combat other dual-natured beings with their physical stats. The comment about Charisma being used for "most" damage makes it unclear as to what the damage is meant to be calculated with, but I'd suggest that the highest of either Charisma or Strength is fine (or one or the other as long as you're consistent in your own game). And yes, the Spirit has no armor if you overcome Immunity to Natural Weapons. There might be Spirits with the Armor critter power, but I know of none.
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HappyDaze
post Mar 24 2009, 11:26 PM
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If the Spirit can fight the ghouls in the astral, it might want to do that. It'll have the advantage in mobility (to get positional bonuses from high ground and physical objects that will still block the ghouls) and a higher base Astral Combat dicepool (Force x 2). If the magician wants to help a bit, he can always throw in some expendable watchers to give a numbers advantage to his side.
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HappyDaze
post Mar 24 2009, 11:28 PM
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QUOTE
And yes, the Spirit has no armor if you overcome Immunity to Natural Weapons.

I assume that you mean 'if you bypass ItNW' because if you just overcome it through high DV and/or AP it still gets the bonus dice to its resistance test.
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Draco18s
post Mar 24 2009, 11:36 PM
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QUOTE (HappyDaze @ Mar 24 2009, 07:28 PM) *
I assume that you mean 'if you bypass ItNW' because if you just overcome it through high DV and/or AP it still gets the bonus dice to its resistance test.


Yes, and if you note we're talking about ghouls here, who are bypassing it with natural dual natured attacks, not bullets.
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Adarael
post Mar 24 2009, 11:41 PM
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Chill, yo.

He was mentioning it because the statement might be taken out of context to mean something it does not. If I had a dollar for every time someone referenced a thread on dumpshock in that kind of way, I could buy a new car.
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suppenhuhn
post Mar 25 2009, 01:02 AM
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Are you certain that any critterpower ignore ItNW?
I mean a dog bite is a critter power as well and that seems a bit weird.
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Draco18s
post Mar 25 2009, 01:07 AM
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I wouldn't say that. I would however point out that dual natured beings are magical, therefore their natural attacks (such as claws and bites) are not "normal" weapons.
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HappyDaze
post Mar 25 2009, 01:09 AM
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QUOTE
Are you certain that any critterpower ignore ItNW?

Only Critter Powers backed by Magic, or in this case, Astral Combat performed by a dual natured creature. Natural Weapon on a dual natured creature can be used for this purpose (as indicated in SR4A, page 296) but this doesn't allow for non-dual natured Natural Weapon attacks to bypass ItNW.
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suppenhuhn
post Mar 25 2009, 01:32 AM
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Ah ok, thanks a lot you two.
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ShadowPavement
post Mar 25 2009, 02:15 AM
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Hmmm....what I would probably do in a situation like this where the Mage is conjuring spirits to help take care of mooks is to let the mage do it and keep everything simple.

Say he conjures up a force 3 spirit, the spirit can take out 3 mooks before the rest kill it. A force 6 spirit takes out 6 mooks before the rest kill it.

To take out any more mooks than the one spirit can by itself then the mage has to do more summoning which will take up his actions and give him drain.

What I would probably rule if the spirit takes out all the mooks and only the BBEG is left is have the remainder of the spirits force total be given to the BBEG as damage boxes.

For example: the mage conjures up a force 6 spirit and sends it to attack everyone in a room. There are 4 mooks and the BBEG in the room. The spirit does it's thing and takes out the 4 mooks. It then attacks the BBEG and does 2 boxes of damage to it before the BBEG kills the spirit and then has to deal with the PC's.

This lets the spirit be useful in the encounter but doesn't totally hose what you might have planned.

Just some thoughts.
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Cain
post Mar 25 2009, 02:27 AM
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QUOTE
Say he conjures up a force 3 spirit, the spirit can take out 3 mooks before the rest kill it. A force 6 spirit takes out 6 mooks before the rest kill it.

It's simple enough, but it doesn't work.

A Force 3 spirit is about a match for one or two mooks. However, a force 6 spirit effectively had hardened armor 12, which will bounce just about every smallarm out there. Against mooks armed with pistols, that Force 6 Spirit is going to be invulnerable. Heck, it's not going to be stopped by anything short of more magic or heavy weaponry.
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Dunsany
post Mar 25 2009, 02:41 AM
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QUOTE (HappyDaze @ Mar 24 2009, 08:09 PM) *
Only Critter Powers backed by Magic, or in this case, Astral Combat performed by a dual natured creature. Natural Weapon on a dual natured creature can be used for this purpose (as indicated in SR4A, page 296) but this doesn't allow for non-dual natured Natural Weapon attacks to bypass ItNW.


Is this changed in SR4A? In which case this is a much needed clarification that I'd welcome. Currently the book says (BBB pg. 288):

QUOTE
This immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers).


As it stands now the book is vague on the subject. I think it's reasonable to claim that this includes only "magical" critter powers, or critter powers in general. Either is justifiable with the current text.
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HappyDaze
post Mar 25 2009, 03:02 AM
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This is from the initial description of Critter Powers (SR4A, page 292):
QUOTE
Powers
Powers are special abilities that critters possess as part of their physiology.
Some powers are natural in nature, such as claws or armor. Others,
such as Concealment or Engulf, are magical.

Of course, it's still the GM's call when it's not obvious.
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TeOdio
post Mar 25 2009, 04:14 AM
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I've been doing this for a while (lucky bastard as I am), so in 4th ed I have a few general rules I follow.
1. Lower force spirits (1-3) I consider to be the grunts of the spirit world, and my experience GMing shows me that they are not game breaking at all, and aside from the pet factor (taking time from other players while the mage manages their pets), I don't see them as a problem.
2. Higher force spirits (4-6) I treat as much more individually motivated, and unless the player does some serious role play or actions to appease the spirit (or intimidate it), I almost always use the spirit's edge when resisting the summoning / binding. I dropped 20 boxes of Stun Drain on a player that was trying to bind a rating 5 spirit with exploding sixes. (IMG:style_emoticons/default/vegm.gif)
3. Be fair! I use the same rules for my NPC's as I use for the players. I KO'd a major NPC of mine when she tried to to summon a Force 8 Guardian spirit.
I am on the side that mages should be powerful, especially for how many BP (or Karma if you will) it takes to build one. But, my Shadowrun world has always had the maxim "Geek the Mage!".
As far as ghouls go, being Dual Natured will not bypass the Spirits's Immunity to Normal Weapon's and I'll give you a very good example why.
A Phys ad with Astral Sight merely makes them dual natured (and will allow them to take Astral Combat), but they still need Killing Hands to bypass the immunity to normal weapons.
Ghouls can not attempt astral combat unless they have the skill (no default for it)
What Ghouls would do is hide. And if they can't get away from the rampaging spirit they would swarm it while others would flee. Not likely a Ghoul even with 4 buddies could get a decent enough hit (they would need 9 net hits to affect it), a swarm of ghouls using edge have a chance in theory.
Honestly, if you have three plus players anything less than 5 ghouls are not going to pose a real threat anyway unless they get the drop on them. What is nasty is that unless the Mage has Masking, and some ghouls get past the spirit, they can assense who the "real" threat is. I've seen what a pack of ghouls do to a mage if they get too close, and it isn't nice.
Last rule, you are the GM, if you were planning on using 6 ghouls, and your mage smokes them in one round leaving the rest of the players to twiddle their thumbs, add more! One of my players' favorite moments in one of my games:
Player Chris, playing a combat mage using Stun Ball, "How many gangers are there?"
Me,"You gonna stop and count them?"
Chris, "Can I just guestimate?"
Me,"Sure"
Chris," OK how many?"
Me, "Enough."
My players cracked up. It meant that I would provide enough fodder for all of them to get involved and provide a challenge. I wasn't going to let the mage cast one spell and wipe all of them out (Especially back in 3rd Ed, talk about pwnage!)
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Draco18s
post Mar 25 2009, 04:33 AM
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So you're saying that a non-manifesting spirit (even force 1) can beat the shit out of a ghoul from the astral plane and the ghoul can't do didly squat about it?

The reason an Adept needs Killing Hands is because without their unarmed strike is Stun damage.
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TeOdio
post Mar 25 2009, 05:28 AM
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By the RAW (SR4 not sure if they changed/clarified in SR4A), yes. Look up killing hands(P188). Also look up Astral Combat(p.184). You need Astral Combat to affect a fully astral entity. As written, the Ghoul in the BBB would at best be annoyed by a Force 1 spirit from the astral, but without the skill Astral Combat they couldn't do crap about it. I guess they could do attacks of will out of Street Magic as they are still active on the astral plane. I'd have to look to be sure if it works only on materialized spirits or not. Even more unfair for the ghouls, the astrally projecting mage that zorks the ghouls with mana spells. Even if a GM allowed them to use their physical bodies to attack the mage can stay well out of range to attack. If the GM wants to beef up ghouls, add in a magically active one. Spells are generally the spirits worst nightmare.
There is a logic of allowing dual natured entities from using their physical attacks against astral entities but that's not how it is written. Either way though, their claws are still normal weapons. Nothing about them are magical in nature. Plus there is a problem of allowing them to attack as normal. If you allow dual natured entities to attack entirely astral ones, what do you use to determine damage?. The physical strength of the ghoul has no more affect on the astral as does a bullet. Do you use their awesome Charisma attribute like you would if they were astrally projecting? Plus, a spirit only gains immunity to normal weapons when materialized. If you allow the ghoul to interact an astral entity and do their normal damage, a pack of them will seriously jack up a force 6 spirit. A force 6 spirit will be forced to materialize just to get that edge of immunity to normal weapons and they shouldn't have to. All dual natured does is give you the ability to interact with both planes. If you can cast spells, you can use mana based ones on the astral plane. If you have astral combat, you can do astral combat and do Charisma Damage, or an adept can use their Killing Hands damage instead of Charisma in Astral Combat. If you can't do either all you can do is enjoy the trip, dude.
I use the fact they are dual natured to counter the fact their physical sight sucks, and thus make them harder to sneak by.
Other than that, being a ghoul sucks. (IMG:style_emoticons/default/frown.gif)
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HappyDaze
post Mar 25 2009, 05:41 AM
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QUOTE
There is a logic of allowing dual natured entities from using their physical attacks against astral entities but that's not how it is written. Either way though, their claws are still normal weapons. Nothing about them are magical in nature. Plus there is a problem of allowing them to attack as normal. If you allow dual natured entities to attack entirely astral ones, what do you use to determine damage?.
My earlier quotes from the S4A book indicate that this is how it's written. Note specifically the text in the SR4A description of the Natural Weapon power which states both that the attack can be done and what the damage is supposed to be.
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HappyDaze
post Mar 25 2009, 05:45 AM
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QUOTE
2. Higher force spirits (4-6) I treat as much more individually motivated, and unless the player does some serious role play or actions to appease the spirit (or intimidate it), I almost always use the spirit's edge when resisting the summoning / binding. I dropped 20 boxes of Stun Drain on a player that was trying to bind a rating 5 spirit with exploding sixes.

IME, I've seen such a houserule break up a game as the magician players (2 of them) pretty much told the GM he could go fuck himself. The GM was kicked out of the game, one of the other players (me) took over as GM, and we all went on to have fun. Their position - and one I agree with - is that spirits are intended to be a tool of the magician. Deliberately screwing with that is just plain old dickery.
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TeOdio
post Mar 25 2009, 06:15 AM
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Don't have SR4A yet (I need paper books, and I don't want to pay twice (IMG:style_emoticons/default/twirl.gif) . ) SO if they clarify that, cool. I was going by what I know from SR4 BBB. As far as the spirit thing goes, I've got 5 + players. If I sit and allow the mage to summon / bind / use four or more force 5 spirits the other players are going to be bored out of their minds as he or she mooks the crap out of everything. I HAVE to make it tough to pull that kind of power into the game or they'll do it every time. I ain't going to say you have to do it that way, but it is a way to limit spirits in your game if you are having a particularly tough time dealing with them. Spirits have edge. Why would they not use it to avoid being yanked from their home metaplanes? My mage certainly can add edge to his considerably larger pool to assure that they can pull them into this world. All my players are adults in their 40's plus so we though the 20 boxes was pretty funny (he spent edge and managed to resist enough to stay conscious), so no one got butt hurt over it. I ain't going to say I'm not a dick, cause I am. Thankfully I weave interesting enough plots together to keep em coming back for more (IMG:style_emoticons/default/cyber.gif) .
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HappyDaze
post Mar 25 2009, 06:21 AM
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QUOTE
the other players are going to be bored out of their minds as he or she mooks the crap out of everything.

This can happen with drones just as easily and with any character type. In earlier editions, it also happened whenever a character picked up followers and/or a gang during character gen.
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TeOdio
post Mar 25 2009, 06:34 AM
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True that. Shooting a drone out of the sky causes the rigger some serious financial palpitations (especially if its all modded out), but the spirit comes back in a month if bound. I just take the line that spirits are Sapient, thus are more than just tools. Like I said, I apply the same rules to my NPC's. I allow the other players to roll for the spirits I try and summon, so I've definitely gotten a taste of my own medicine. (IMG:style_emoticons/default/grinbig.gif)
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TeOdio
post Mar 25 2009, 06:48 AM
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QUOTE (HappyDaze @ Mar 25 2009, 01:41 AM) *
My earlier quotes from the S4A book indicate that this is how it's written. Note specifically the text in the SR4A description of the Natural Weapon power which states both that the attack can be done and what the damage is supposed to be.

Cool, I see. That is a clarification from SR4 BBB. It seems that the dual natured critter / thing would still need Astral Combat to attack a purely astral entity, or has that changed as well?
I agree with you that it still wouldn't bypass immunity to normal weapons though.
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Tunnel Rat
post Mar 25 2009, 07:49 AM
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Actually, I see the lack of astral combat skills on ghouls to be an oversight. Ghouls are dual natured, which means that they interact with the astral 24/7/365. Astral combat should be a 'must have' for a dual natured creature. For ghouls, I take the BBB basic stats for 'mook' ghouls, and give them astral combat skill based on their 'age' as a ghoul. If they've been a ghoul for one month or more, they have Astral combat at 1. After six months it goes up to a 2. After one year they have astral combat at 3.

Think about it. You're a dual natured snack in a world full of free spirit predators. Wouldn't *you* learn how to protect yourself?

So, it would be fully plausible (at least, by my reasoning), for a spirit to get taken down by a gang of ghouls. It would also be fair if you then put in the normal amount of ghouls, and have them attack the PCs as planned. They'll not know the difference, and you won't be unfair ... as long as you made the encounter fair to begin with.

Just as a note, I have less worries about high powered spirits in my games because I use my: "Begone, Puny Mortal!" house rule. This rule states: Spirits gain 1 automatic success on their resistance test when resisting summoning and binding for every point their force exceeds the magicians magic rating. Only magic loss by essence loss modifies the magician's magic rating, all other magic gains/losses do not apply. These automatic successes do not increase the drain of summoning or binding.

Which means that a force 12 spirit being summoned by *ANY* magician with rating 6 (even if they have power foci) has 6 free successes to resist summoning and binding. The result of this rule is that 'superspirits' aren't that much of a problem.
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Malicant
post Mar 25 2009, 11:34 AM
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QUOTE (HappyDaze @ Mar 25 2009, 02:09 AM) *
Only Critter Powers backed by Magic, or in this case, Astral Combat performed by a dual natured creature. Natural Weapon on a dual natured creature can be used for this purpose (as indicated in SR4A, page 296) but this doesn't allow for non-dual natured Natural Weapon attacks to bypass ItNW.
If we throw a Humble look into the Runner's Companion we will notice something that might clarify that. It's in the section about Infected and their magic rating. Once their magic drops to 0, they lose all their powers, except Natural Weapon and Improved Senses. No GM call needed, claws are not magical, not even those of Dual Natured critters. Well, houserules can remedy that, of course.
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