IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Bringing a knife to a spirit fight..., ...or, "How does a mundane harm one of these things?"
Wacky
post Sep 18 2009, 04:24 AM
Post #1


Target
*

Group: Members
Posts: 87
Joined: 8-July 09
From: Detroit Barrens
Member No.: 17,365



Okay, back in the day you could pull out your cyberspurs and slash into a fire elemental and it'd feel it.

I've read both SR4 and Street Magic and I really can't find anything about a mundane with a lot of spirit (or Charisma and/or Willpower) taking out an elemental or the like these days.

Does Astral Combat allow anyone to do this or can I just substantute attributes. Just throwing this out there.

Sign--
Wacky
Go to the top of the page
 
+Quote Post
Megu
post Sep 18 2009, 04:28 AM
Post #2


Moving Target
**

Group: Members
Posts: 411
Joined: 10-June 09
From: Minneapolis, MN
Member No.: 17,268



What you want to look up in Street Magic is Attacks of Will. Not terribly reliable, though. I'd consider allowing mundanes to take Banishing for the sole purpose of adding to these attacks, which are Banishing + Willpower and deal Cha/2.
Go to the top of the page
 
+Quote Post
TheOOB
post Sep 18 2009, 04:57 AM
Post #3


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



If a mundane wanted to take banishing to make attacks of will more potent I say let them.
Go to the top of the page
 
+Quote Post
Bugfoxmaster
post Sep 18 2009, 05:15 AM
Post #4


Moving Target
**

Group: Members
Posts: 265
Joined: 17-August 09
From: Northern California
Member No.: 17,510



Simple answers here: Stick and Shock rounds work wonders against the spirits - a couple of them can put that spirit away for good and done.

Edit: Oh, and if it's someone without the cash to spend on Stick-and-Shock rounds, then a taser works nearly as well - a few shots should do just as well. You don't need to fill the spirit's physical damage to disrupt it, allowing you to go for the other one!
Go to the top of the page
 
+Quote Post
Machiavelli
post Sep 18 2009, 06:48 AM
Post #5


Shooting Target
****

Group: Members
Posts: 1,911
Joined: 26-February 02
From: near Stuttgart
Member No.: 1,749



This has been discussed several times and there is no final solution if this works or not. So ask you GM before.
Go to the top of the page
 
+Quote Post
toturi
post Sep 18 2009, 07:16 AM
Post #6


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Bugfoxmaster @ Sep 18 2009, 01:15 PM) *
Simple answers here: Stick and Shock rounds work wonders against the spirits - a couple of them can put that spirit away for good and done.

Edit: Oh, and if it's someone without the cash to spend on Stick-and-Shock rounds, then a taser works nearly as well - a few shots should do just as well. You don't need to fill the spirit's physical damage to disrupt it, allowing you to go for the other one!

There is a vague worded post by Synner that states (quite ambigiuously, IMO) that SnS does not apply to spirits. I do not know if he meant that the round is totally useless or just that the electrical Stun secondary effect doesn't work. Make of it what you will, if you can find the post.
Go to the top of the page
 
+Quote Post
X-Kalibur
post Sep 18 2009, 07:24 AM
Post #7


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



QUOTE (toturi @ Sep 18 2009, 03:16 AM) *
There is a vague worded post by Synner that states (quite ambigiuously, IMO) that SnS does not apply to spirits. I do not know if he meant that the round is totally useless or just that the electrical Stun secondary effect doesn't work. Make of it what you will, if you can find the post.


As written, nothing explicitly prevents SnS from working on spirits. However, I would happily be in agreement that there is no secondary effect from the electricity, as there are no internal organs and electrical signals to disrupt. Plus, SnS is the only truly reliable way to shut down a spirit as a mundane, hell, even as an adept.

Also, wasn't there a rule somewhere about SnS not staging up from net hits, or am I just crazy?
Go to the top of the page
 
+Quote Post
TheOOB
post Sep 18 2009, 08:03 AM
Post #8


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



QUOTE (X-Kalibur @ Sep 18 2009, 02:24 AM) *
As written, nothing explicitly prevents SnS from working on spirits. However, I would happily be in agreement that there is no secondary effect from the electricity, as there are no internal organs and electrical signals to disrupt. Plus, SnS is the only truly reliable way to shut down a spirit as a mundane, hell, even as an adept.

Also, wasn't there a rule somewhere about SnS not staging up from net hits, or am I just crazy?


I know SnS doesn't care about what caliber round it is, it's 6S(e) damage reguardless if it's fired from a Streetline Special or an Ares Alpha, though as far as I know net hits still add to the damage.
Go to the top of the page
 
+Quote Post
Khyron
post Sep 18 2009, 08:45 AM
Post #9


Moving Target
**

Group: Members
Posts: 181
Joined: 8-July 09
From: The Caribbean League
Member No.: 17,367



Our team sniper took out two spirits in one combat turn using only his Barrett M121 and regular ammo. (2 init passes)
Go to the top of the page
 
+Quote Post
Starmage21
post Sep 18 2009, 01:35 PM
Post #10


Moving Target
**

Group: Members
Posts: 745
Joined: 13-April 07
From: Houston, Texas
Member No.: 11,448



QUOTE (Khyron @ Sep 18 2009, 03:45 AM) *
Our team sniper took out two spirits in one combat turn using only his Barrett M121 and regular ammo. (2 init passes)


that .50BMG round is nasty
Go to the top of the page
 
+Quote Post
Traul
post Sep 18 2009, 03:04 PM
Post #11


Running Target
***

Group: Members
Posts: 1,190
Joined: 31-May 09
From: London, UK
Member No.: 17,229



Don't they have a troll-sized stun baton in Arsenal?
Go to the top of the page
 
+Quote Post
Rasumichin
post Sep 18 2009, 03:20 PM
Post #12


Running Target
***

Group: Members
Posts: 1,300
Joined: 6-February 08
From: Cologne, Germany
Member No.: 15,648



QUOTE (Traul @ Sep 18 2009, 04:04 PM) *
Don't they have a troll-sized stun baton in Arsenal?


I think so.
They also have other weapons extremely useful against spirits, such as lasers or railguns.
Both halve the armor rating, so even the Immunity of high-force spirits doesn't look that impressive anymore.

Problem is, against high-force spirits, you'll likely want burst or autofire capability, because these fuckers can dodge like crazy.
Best bet is to use a combination of wide bursts and AV ammo (-6 against hardened armor goes a long way towards evening out the odds).

Of course, one may argue that saturating a room with high-velocity depleted uranium rounds is contrary to their desired game style.
But let's face it, high-force spirits should be treated like just another kind of milspec weaponry, so sams with milspec equipment would be an appropriate response in environments where such monsters are likely to pop up.

On the other hand, if you're a skilled shooter, the usual spirits (somewhere around F6) can very well be handled with an SMG and HX ammo.
Go to the top of the page
 
+Quote Post
Blade
post Sep 18 2009, 03:50 PM
Post #13


Runner
******

Group: Members
Posts: 3,009
Joined: 25-September 06
From: Paris, France
Member No.: 9,466



Send your face against the spirit. If he's good, he should be able to convince it to stop attacking you. If he's not, he'll give you about a combat turn to kill the spirit of run away and you'll have a position open for a better face.
Go to the top of the page
 
+Quote Post
StealthSigma
post Sep 18 2009, 03:57 PM
Post #14


Runner
******

Group: Members
Posts: 2,536
Joined: 13-July 09
Member No.: 17,389



QUOTE (Blade @ Sep 18 2009, 11:50 AM) *
Send your face against the spirit. If he's good, he should be able to convince it to stop attacking you. If he's not, he'll give you about a combat turn to kill the spirit of run away and you'll have a position open for a better face.


Your ideas intrigue me, I would like to subscribe to your news letter. I feel this solution can work with problems other than spirit and would work very well with our Face since he has the Risk taker negative quality.
Go to the top of the page
 
+Quote Post
Ravor
post Sep 18 2009, 04:15 PM
Post #15


Cybernetic Blood Mage
******

Group: Members
Posts: 3,472
Joined: 11-March 06
From: Northeastern Wyoming
Member No.: 8,361



Meh, just get a bigger gun, hardened armor may be a tough nut to crack, but once you get a big enough gun the spirit is going to feel it.

And personally I don't allow SnS to work at all against spirits, because otherwise we get into questions about whether or not fire spirits burn to death or water spirits drown...
Go to the top of the page
 
+Quote Post
Rasumichin
post Sep 18 2009, 04:36 PM
Post #16


Running Target
***

Group: Members
Posts: 1,300
Joined: 6-February 08
From: Cologne, Germany
Member No.: 15,648



QUOTE (Blade @ Sep 18 2009, 03:50 PM) *
Send your face against the spirit. If he's good, he should be able to convince it to stop attacking you. If he's not, he'll give you about a combat turn to kill the spirit of run away and you'll have a position open for a better face.


You cannot convince a spirit to leave you alive if it was ordered by it's summoner to kill you.
The spirit has no other choice but to obey the command.
You could as well try to argue with gravity while you're falling off a cliff.
Go to the top of the page
 
+Quote Post
X-Kalibur
post Sep 18 2009, 04:40 PM
Post #17


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



QUOTE (Rasumichin @ Sep 18 2009, 11:36 AM) *
You cannot convince a spirit to leave you alive if it was ordered by it's summoner to kill you.
The spirit has no other choice but to obey the command.
You could as well try to argue with gravity while you're falling off a cliff.


I do believe that was the point. To weed out the pornomancer faces.
Go to the top of the page
 
+Quote Post
Blade
post Sep 18 2009, 04:45 PM
Post #18


Runner
******

Group: Members
Posts: 3,009
Joined: 25-September 06
From: Paris, France
Member No.: 9,466



The devil is in the details. I'm pretty sure a good face will be able to convince a spirit that when the mage said "take good care of this guy" he meant it literally or that you're not the "intruders" in "kill the intruders" since you were already here when he the spirit was summoned, hence you can't be intruding (only works if the spirit was summoned after you arrived)...
But maybe I've been playing too much Dying Earth.
Go to the top of the page
 
+Quote Post
Screaming Eagle
post Sep 18 2009, 04:47 PM
Post #19


Moving Target
**

Group: Members
Posts: 304
Joined: 23-April 09
From: Canada eh?
Member No.: 17,109



What if you just want a new Face for the group and this one has a no Magic Background? (one of the reasons we want a new Face, this one keeps agreeing to the most retarted thing because "our wizard will fix it")

As writen you need to be luckY and willful to manage and attack of will againt any spirit worth the bother of just not shooting (force 4 and higher).
Even with a will of 7 and an edge of 5 (or vise versa) you are only just past breaking even against a force 6 spirit and you are spending edge each round to keep up. Its a poor senario to be in. By RAW, stick with the weird ammos or weapons (SnS et. all) or have your wizard fix it.
Go to the top of the page
 
+Quote Post
Ravor
post Sep 18 2009, 05:02 PM
Post #20


Cybernetic Blood Mage
******

Group: Members
Posts: 3,472
Joined: 11-March 06
From: Northeastern Wyoming
Member No.: 8,361



Meh, unless there is bad mojo between the Mage and Spirit I figure that such ploys simply fail on the merits.
Go to the top of the page
 
+Quote Post
Larme
post Sep 18 2009, 05:10 PM
Post #21


Shooting Target
****

Group: Members
Posts: 1,653
Joined: 22-January 08
Member No.: 15,430



Basically, anything that's elemental will rock spirits because of the -half armor. That means stick-n-shock primarily. For the big boys, there are zapper rockets with seeker heads. If you want to get fancy, there are flamethrowers and laser guns. A little bit more affordable is the white phosphorus grenade, which can graduate to the white phosphorus mortar round in cases of extreme duress... And don't forget railguns! Some of these things are of course way beyond starting availability, but if you are fighting spirits where you need anything better than stick-n-shock, you should already be advanced enough to afford those toys. The crucuial thing is not to make the mistake of thinking that the same basic gear you started with will see you through every situation. You need to add on contingency items like rocket launchers and heavy autocannons for your getaway vehicle. Otherwise you're putting yourself in for a world of hurt as a mundane.

The dodge pool issue isn't as critical, either. If you're facing mega-spirit, if you force him to full defense your attacks you're going to win, because hopefully there's only one mega-spirit, and several team members capable of hurting it.
Go to the top of the page
 
+Quote Post
DamienKnight
post Sep 18 2009, 06:06 PM
Post #22


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



QUOTE (Wacky @ Sep 17 2009, 11:24 PM) *
Okay, back in the day you could pull out your cyberspurs and slash into a fire elemental and it'd feel it.

It is still very possible, it is just harder with higher force spirits.

Spirits have hardened armor = 2 x their force against mundane attacks.

So a force 6 spirit has 12 armor. A cyber-muscled human (lets say 7 str) does a base of 6DV, with -1 ap using spurs. If they are very skilled and drop some edge into it, they could possibly get 6 net successes, which would drive their damage up to 12DV, with -1ap... would be enough to penetrate the armor. If it is an earth spirit, it will have 10 body, so a total of 21 dice to resist, and plenty of edge. It may take a couple attacks, but even a force 6 can be taken down with mundane weapons.

Now if your talking about a force 10, they have armor like a tank so you are going to have to hit them with a missile, but they still die.

The worst part is their Edge, which is equal to their force. The first few crazy attacks you do against them, they will probably use edge to reroll failures on resistance tests and deflect your best attacks. Just be persistent and hope they run out of edge before your team does.

Oh, in our game we do not have electricity cause secondary effects on spirits, as someone mentioned already. Still does its normal damage, with no armor unless they have some additional elemental immunity.
Go to the top of the page
 
+Quote Post
Apathy
post Sep 18 2009, 06:23 PM
Post #23


Running Target
***

Group: Members
Posts: 1,408
Joined: 31-January 04
From: Reston VA, USA
Member No.: 6,046



QUOTE (Ravor @ Sep 18 2009, 11:15 AM) *
And personally I don't allow SnS to work at all against spirits, because otherwise we get into questions about whether or not fire spirits burn to death or water spirits drown...

I don't have any problems with this at all. Water spirits might not drown but instead be diluted and loose their cohesiveness when attacked by a water cannon. And attacking with fire could be said to use up the fire spirit's needed oxygen and/or combustibles. I know that fire spirits aren't actually relying on physically present O2 and such, but it's the symbolizm of the thing anyway, and everybody's heard the phrase "fighting fire with fire" before.
Go to the top of the page
 
+Quote Post
Rasumichin
post Sep 18 2009, 06:53 PM
Post #24


Running Target
***

Group: Members
Posts: 1,300
Joined: 6-February 08
From: Cologne, Germany
Member No.: 15,648



QUOTE (DamienKnight @ Sep 18 2009, 07:06 PM) *
A cyber-muscled human


...is not necessarily the best choice for close combat. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
McAllister
post Sep 18 2009, 07:14 PM
Post #25


Moving Target
**

Group: Members
Posts: 509
Joined: 16-June 09
Member No.: 17,282



Cyberspurs work great! Just make sure you're an adept, and enchant it as a weapon focus. Good to go!

But seriously, SR4A takes the AP off spurs, so you're much better off with a nodachi, combat axe and the like. And a Force 6 spirit is rolling 12 dice to defend without full defense, so bring your whole pool, and think twice about called shots.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th April 2022 - 11:27 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.