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Neraph
post Jan 18 2011, 10:57 PM
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QUOTE (Ascalaphus @ Jan 16 2011, 05:56 AM) *
In short, I think there's a case for any of the following:
A) Allowing Counterspelling to work against critter power
B) As 'A' above, if you have a special Metamagic to defend against Critter powers
C) Spells to block/dispel Critter powers.

I think it's called Counterspelling for a reason. Otherwise it would be called Dispel Magic - speaking of which, that as an additional skill, replacement skill, or a new spell would be fairly decent. Possibly too much Other Game for some, but workable none the less.
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Ascalaphus
post Jan 18 2011, 11:27 PM
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QUOTE (Mäx @ Jan 18 2011, 11:32 PM) *
Whut, an average willpower is 3, meaning average pool for resisting spells is 3.
Can't really see how you can claim a 100% hits to be something people has an reasonable chance to get.

No, on average they'll get 1 hit - but that means you do just 5 damage. And keep in mind that a low-grade mage would have a casting pool of only 6-8 anyway, meaning you're not even all that likely to get those 3 hits to begin with.

QUOTE (Mäx @ Jan 18 2011, 11:32 PM) *
That's 6S(5S after the oppositions average 1 hit) damage to every enemy you can see in a 3m radius of the point you targeted, not too shappy i would say.
And that's for one spell, multicasting 2 of those raises that damage to 10S, meaning you knock out every one without above-average willpower.


Multicasting means you have to split your Magic+Spellcasting pool, (which is about 6-8 dice to begin with), so you'd be throwing 3-4 dice and they roll just as much to resist it - with fair chances of resisting it completely.

For a company, it doesn't really make all that much sense to train their low-Magic mages in Combat spells. The damage they do doesn't compare to grenades (gas or explosive) for groups of enemies or automatic fire for individual targets. It's a pathetic return on investment, because a mage that starts using combat spells will become a prime target for geeking, which would mean your entire investment is lost. Grenades cheap, mages expensive.
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Mäx
post Jan 19 2011, 12:26 AM
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QUOTE (Ascalaphus @ Jan 19 2011, 01:27 AM) *
No, on average they'll get 1 hit - but that means you do just 5 damage. And keep in mind that a low-grade mage would have a casting pool of only 6-8 anyway, meaning you're not even all that likely to get those 3 hits to begin with.
Multicasting means you have to split your Magic+Spellcasting pool, (which is about 6-8 dice to begin with), so you'd be throwing 3-4 dice and they roll just as much to resist it - with fair chances of resisting it completely.

For a combat mage, i would say at the minimum magic 3, spellcasting 3, specialization for combat spells and a force 2-3 combat spell casting focus(thats a pretty cheap investment for a megacorp and makes the caster much more efective at combat).
Thats gives a casting pool of 10-11 dice or 7-8 if casting 2 spell, that's pretty damm good chance to affect anyone who isn't protected by counter spelling.

And getting the make to follow a combat type mentor ups those to 12-13 and 9-10 respectively.
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Yerameyahu
post Jan 19 2011, 12:28 AM
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If your GM lets you abuse the stacking/splitting rules, of course. (IMG:style_emoticons/default/smile.gif)
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Ascalaphus
post Jan 19 2011, 12:38 AM
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Personally I don't think Mentor spirits are all that extremely common for wagemages. They're noted as rare for "secular" traditions like Hermetic and Wuxing. They're more common among the traditions that also tend to double as a religion, and they pull the mage in directions not all corporations are all that happy about. Nonmaterialistic and divided loyalties.
---
And yeah, applying all the modifiers after splitting looks rather iffy to me.
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Yerameyahu
post Jan 19 2011, 12:41 AM
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I mean, it's generally accepted as RAW, but it's obviously stupid. (IMG:style_emoticons/default/biggrin.gif) If the potential for abuse was *as* large for dual wielding guns, it'd be the same problem.
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Tymeaus Jalynsfe...
post Jan 19 2011, 03:18 AM
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QUOTE (Yerameyahu @ Jan 18 2011, 05:41 PM) *
I mean, it's generally accepted as RAW, but it's obviously stupid. (IMG:style_emoticons/default/biggrin.gif) If the potential for abuse was *as* large for dual wielding guns, it'd be the same problem.


PoTAYtoe, PoTAHtoe... (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post Jan 19 2011, 03:48 AM
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Sure, if one potato is merely edible and the other makes you a god. (IMG:style_emoticons/default/wink.gif)
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Tymeaus Jalynsfe...
post Jan 19 2011, 04:22 PM
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QUOTE (Yerameyahu @ Jan 18 2011, 08:48 PM) *
Sure, if one potato is merely edible and the other makes you a god. (IMG:style_emoticons/default/wink.gif)

Is this abused a lot at your table? In all honesty, I have YET to see it at ANY table I have been at over the years, let alone see it abused as the comments indicate... The only time that I have really seen it done, the Mage killed himself with almost no effect on target...

And yes... I know... but this statement covers all the tables I have been at, not just my traditional one... (IMG:style_emoticons/default/wobble.gif)
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Neraph
post Jan 19 2011, 05:30 PM
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Especially for a low Magic mage I would say Illusion or Manipulation would be the best bet, with an actual gun and some training to back them up. For example: Control Thoughts, Improved Invisibility, and Confusion/Chaos would be far more dangerous in the hands of a mage with only a 3 magic and spellcasting than would Stunbolt. Alternatively, the wage mage could be support for the security team, throwing Increase Reflexes, Armor, and Combat Sense on some of them while having spirits place Movement, Concealment, and Guard on them. With a little investment of Sustaining foci both of those list options are really good (and dangerous).
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Ryu
post Jan 19 2011, 07:46 PM
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QUOTE (Yerameyahu @ Jan 19 2011, 01:41 AM) *
I mean, it's generally accepted as RAW, but it's obviously stupid. (IMG:style_emoticons/default/biggrin.gif) If the potential for abuse was *as* large for dual wielding guns, it'd be the same problem.

Abuse would call for multicast force 3/5/7 manaballs, I think. Even better without net hits on direct spells increasing drain.
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