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> Summoned Weapons, Not As Far Off As You'd Think
Seth
post Nov 14 2010, 10:36 PM
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QUOTE
Can we get a "Return From Goo" spell?

I think you can maintain the "turn to goo" spell, and cancel it when you want the gun
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Nifft
post Nov 14 2010, 11:04 PM
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QUOTE (Christian Lafay @ Nov 14 2010, 06:25 PM) *
Can we get a "Return From Goo" spell? Walk around with a lot of snot in your pocket and then the snot is a gun?

Sufficiently advanced magic looks like self-replicating nanotech.
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Christian Lafay
post Nov 14 2010, 11:10 PM
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Tell me you don't like the idea of a guy walking into a meeting with 90 jars of silly putty and suddenly his team is around him and armed.
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pbangarth
post Nov 15 2010, 12:24 AM
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Yerameyahu
post Nov 15 2010, 12:33 AM
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AFAIK, Turn to Goo only affects living animals?

I dunno why anyone really wants to summon weapons anyway. If there's a place that won't let you bring guns in, sucks to be them. (IMG:style_emoticons/default/wink.gif)
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Christian Lafay
post Nov 15 2010, 12:51 AM
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Well ok, then you sneak a couple mages and phys-ads into a meeting. Be kinda like when Penguin snuck some goons into the Batcave.
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Karoline
post Nov 15 2010, 12:55 AM
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QUOTE (Christian Lafay @ Nov 14 2010, 07:51 PM) *
Well ok, then you sneak a couple mages and phys-ads into a meeting. Be kinda like when Penguin snuck some goons into the Batcave.

That's true. Given the effectiveness of spells like stunbolt, I don't see why a mage would want to even waste time summoning a weapon.

It's kind of like giving a tank the ability to have someone open a hatch and use a pistol.
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Nifft
post Nov 15 2010, 02:19 AM
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QUOTE (Christian Lafay @ Nov 14 2010, 08:51 PM) *
Well ok, then you sneak a couple mages and phys-ads into a meeting. Be kinda like when Penguin snuck some goons into the Batcave.

"We put the GOO back in GOONS!"
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Mongoose
post Nov 15 2010, 06:24 AM
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QUOTE (Karoline @ Nov 15 2010, 12:55 AM) *
It's kind of like giving a tank the ability to have someone open a hatch and use a pistol.


http://www.monkeyboobies.com/gallery/d/221...th+my+sword.png
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Ragewind
post Nov 15 2010, 06:28 AM
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QUOTE (Mongoose @ Nov 15 2010, 02:24 AM) *


Well said

QUOTE
Ragewind, I think you'll find that's wrong. The text actually says that it applies to melee attacks by the subject, and to anyone making a melee attack against it. This is the case for Energy Aura (critter power) and [Element] Aura spell (there's no 'Element[al] Aura' power).


I find it interesting you would make a distinction to a action that forces the spirit and a person to come into contact. The power is worded in such a way to caution contact against two specific entities and to say any other form of contact doesn't apply is...unusual.

I have a Nightstick that radiates Fire. Enough to say burn things or warm a room, in this case you grab my Nightstick by the business end and you are perfectly fine, however, God help you if you flick your finger on it as you will suffer the consequences.
Page 294 of the SR4A advises..."A Critter with a Energy aura continuously radiates a aura of damaging or negative energy"... It goes on further to point out .."Any successful attack...". This does two things, firstly and most importantly you can shoot a Spirit with this power and still get hurt (even implying a magic spell will trigger the aura as a Spellcast would be considered a "successful attack") but the rulebook further defines a "Successful Attack" as a attack that connects with a target.

I.E. You simply need to touch or be touched by something with a Energy Aura in order to get hurt.

PS: If the above hurts too much, simply have the Spirit ready a melee attack for when your sword comes into contact with a target.

QUOTE
you'd probable resist 6DV 4 times

Correct
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Seth
post Nov 15 2010, 06:46 AM
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QUOTE
QUOTE
you'd probable resist 6DV 4 times
Correct

Nope: Street magic already covers this. If you have multiple elemental effects you take the base damage, modified by all the elemental effects. There is already a spell showing 2 element effects called fire water.
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Seth
post Nov 15 2010, 06:50 AM
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AFAIK, Turn to Goo only affects living animals?

Yes.

The relevance of "turn to goo" to this conversation is that turning complex (really really complex) things into goo, then turning them back again is within the limits of sorcery.
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Seth
post Nov 15 2010, 06:53 AM
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QUOTE
That's true. Given the effectiveness of spells like stunbolt, I don't see why a mage would want to even waste time summoning a weapon.

It's kind of like giving a tank the ability to have someone open a hatch and use a pistol.


I can see a couple of reasons:
  • Style
  • A panther assault cannon with customized ammunition is also extremely effective, and doesn't leave your astral signature signed saying "it was me...I done it" for a few hours.
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Yerameyahu
post Nov 15 2010, 07:04 AM
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I dunno, Seth. It seems like gooing things isn't a one-way, reversible-sometime-later process. (IMG:style_emoticons/default/smile.gif) It's sustained. And the fact that it works on living things is no argument that non-livining things should be easier. Magic is magic.

Ragewind, strange but true. (IMG:style_emoticons/default/smile.gif) It says what it says: attack, or be attacked.
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Ragewind
post Nov 15 2010, 08:47 AM
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QUOTE (Seth @ Nov 15 2010, 02:46 AM) *
Nope: Street magic already covers this. If you have multiple elemental effects you take the base damage, modified by all the elemental effects. There is already a spell showing 2 element effects called fire water.


That quotation only applies to Spells, in this case we are referring to a Critter Power and as such the rules for the combination do not apply. Strangely enough it would apply to the actual Energy Aura Spell, but only if you had a single spell with multiple effects (see rules for designing spells in Street Magic). Lets call it a Prismatic Barrier (IMG:style_emoticons/default/biggrin.gif) .
If you were to simply cast 4 different energy aura spells a offender would suffer 4 separate attacks so in either case you get the same effect.
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Seth
post Nov 15 2010, 08:43 PM
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QUOTE
That quotation only applies to Spells, in this case we are referring to a Critter Power and as such the rules for the combination do not apply. Strangely enough it would apply to the actual Energy Aura Spell, but only if you had a single spell with multiple effects (see rules for designing spells in Street Magic). Lets call it a Prismatic Barrier .
If you were to simply cast 4 different energy aura spells a offender would suffer 4 separate attacks so in either case you get the same effect

It is the job of the GM to adjudicate such issues. Shadowrun already has two methods for dealing with multiple attacks: bursts from firearms, and multiple elemental effects. Rather than invent a third one (which causes massive escalation of damage out of all proportion to any other attack type) the GM should try hard to match the suggestion to existing rules. I feel quite strongly that the closest match to multiple elemental effects for critter powers is that case of multiple elemental effects from spells. You feel that the closest match is to have 4 totally separate strike, each resisted separately. I repeat that no other shadowrun mechanisms work that way.

At the end of the day it is always a call for the GM, and if your GM is happy for the players to have a massive power boost, or the baddies to have a massive power boost thats OK.
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Ragewind
post Nov 15 2010, 09:46 PM
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QUOTE (Seth @ Nov 15 2010, 04:43 PM) *
It is the job of the GM to adjudicate such issues. Shadowrun already has two methods for dealing with multiple attacks: bursts from firearms, and multiple elemental effects. Rather than invent a third one (which causes massive escalation of damage out of all proportion to any other attack type) the GM should try hard to match the suggestion to existing rules. I feel quite strongly that the closest match to multiple elemental effects for critter powers is that case of multiple elemental effects from spells. You feel that the closest match is to have 4 totally separate strike, each resisted separately. I repeat that no other shadowrun mechanisms work that way.

At the end of the day it is always a call for the GM, and if your GM is happy for the players to have a massive power boost, or the baddies to have a massive power boost thats OK.


Well said Seth but I feel I must point out that the multiple effects on one attack only works if you have created or already have a spell laying around like that. It has to be specifically crafted to follow those rules, its not something that just happens when you get more than one thing together.
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Neraph
post Nov 15 2010, 10:10 PM
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QUOTE (Seth @ Nov 15 2010, 02:43 PM) *
Shadowrun already has two methods for dealing with multiple attacks: bursts from firearms, and multiple elemental effects.

Right, but that's multiple elemental effects from the exact same spell. If you cast two different spells then the effects are followed separately, and if something has Elemental Aura (Fire) and Elemental Aura (Cold) then they work separately also. The combined effect would only happen with a power like Elemental Aura (Coldfire), similar to how Firewater only functions as it does because it is a specific spell. Multicasting a Firebolt and a Waterbolt would cause two instances of damage following each elemental effect - they wouldn't automatically combine into Firewater Bolt.
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