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> Milspec Armor & Possesionspirits, Powergaming or Min/Max Question
Kiirnodel
post Apr 28 2013, 08:37 AM
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The vessel gains Immunity to Normal Weapons, but if that vessel is armor, the immunity applies to the armor, not anyone wearing it. So the armor itself would be immune to any damage below a DV of 12, the personwearing it would gain no such immunity, just the benefit of armor with an increased ballistic and impact armor value.
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SpellBinder
post Apr 28 2013, 08:37 AM
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My take on it is that ItnW would stack with worn armor and such (at the usual Force x2 that a Materialized spirit would have), and probably even with possessed body armor, but would still be the benchmark if the damage can be ignored or not. So basically the armor would be at 31 (assuming a Force 6 spirit here), but if more than 12 points is done then the attack will get through.

As a possessed gun can shoot or eject its own clip but not move on its own, and a possessed car can drive itself but not access things like GridGuide/Link, I'd say that the Mobility Upgrade and Hydraulic Jacks would function as normal as they're effectively passive with the use of the suit of armor, but would not be upgraded by the spirit's Force (does a possessed commlink gain the spirit's force to Signal? As far as I know, no, it does not). Whether or not the spirit can actually move the armor itself would be more up to GM's discretion, though, per SM on pages 102-103 in that same little black box (personally I probably would say yes to this one).

And if I'm wrong on trying to figure what the Jump Jets are on this, and they require an active control (thinking like Battletech here), then no, the spirit would not be able to use the jets at all.
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Modular Man
post Apr 28 2013, 11:53 AM
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Look at the point of immunity to normal weapons from this perspective:
A spirit possesses a car. Now someboby tries to shoot the driver through the front screen. Does the immunity apply or not?
I'd say yes, and logically that would mean that a full set of armor might benefit as well.
Of course, this can get somewhat "broken" pretty fast, but you will have to be able to wear this heavy armor to begin with... not to mention all those hassles a dual being encounters (e.g. your armor can now get manabolted to pieces from the astral plane).
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Freya
post Apr 28 2013, 06:31 PM
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This is pretty much the reason for my comment about "choosing between game mechanics and physics" upthread. RAW is fairly specific that the ItNW applies to the vessel, i.e. the armour (or car) rather than its wearer (or driver), but how does it work if you're completely encased in a possession vessel? I don't think it was intended to work that way - that is, I don't think a player should get the benefit of ItNW by hiding inside a possessed suit of armour all the time - but I don't really have a way to justify it from a physics sense. The only reason I could see not to allow it is "GM says so because game balance", which is pretty well the definition of house rules. (IMG:style_emoticons/default/nyahnyah.gif)
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NiL_FisK_Urd
post Apr 28 2013, 07:00 PM
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QUOTE (Medicineman @ Apr 27 2013, 04:34 PM) *
If He learns to summon Big (mighty ?) Spirits

QUOTE (Medicineman @ Apr 28 2013, 07:17 AM) *
And when my Char gets his second Initiation he'll have 10 Dice to summon a Plant Spirit vs 6 Dice for the Spirit to resist
(and 13 Dice for Soaking) so thats not the Problem (IMG:style_emoticons/default/wink.gif)

A F6 great form Spirit has 12 dice to resist binding and causes 3 points of drain per hit -> average DV of 12. You cannot summon great form spirits, only transform normal ones during binding. (SM, p.57)
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Medicineman
post Apr 28 2013, 07:00 PM
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QUOTE
that is, I don't think a player should get the benefit of ItNW by hiding inside a possessed suit of armour all the time -


my gnome got the Mil-Spec right from the Start and never ever used it (He's been played for > 50 Karma).
Now we might have to infiltrate a Mercenery Camp ( I'm talking Tanks,Chopper,Hummvees, Heavy Military Drones,Sentry Guns,Patrol Boats, Spirits of Level 6+ ) I guess I'll be needing it for the first Time ever and I saved 18 Karma. Enough for 2nd Initiation

(IMG:style_emoticons/default/eek.gif)
QUOTE
A F6 great form Spirit has 12 dice to resist binding and causes 3 points of drain per hit -> average DV of 12. You cannot summon great form spirits, only transform normal ones during binding. (SM, p.57)

Awww , Fuck
thats Bad News.....
ok, might go for Level 4 Plant Spirit


with a self preserving Dance
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Cochise
post Apr 28 2013, 07:05 PM
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QUOTE (Freya @ Apr 28 2013, 08:31 PM) *
This is pretty much the reason for my comment about "choosing between game mechanics and physics" upthread. RAW is fairly specific that the ItNW applies to the vessel, i.e. the armour (or car) rather than its wearer (or driver),


I guess the main problem there is that people automatically assume that ItNW indeed means that bullets and the like simply cannot penetrate the object in question (and thus ricochet off them as they would from a massive steel plate). But since we're talking a magical property, that actually doesn't have to be the case ...

QUOTE
but how does it work if you're completely encased in a possession vessel? I don't think it was intended to work that way - that is, I don't think a player should get the benefit of ItNW by hiding inside a possessed suit of armour all the time - but I don't really have a way to justify it from a physics sense.


... so there might be no reason to make a justification based on physics, but one that is magical in nature?!
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Stahlseele
post Apr 28 2013, 07:11 PM
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The Immunity to normal Weapons in Spirits probably simply stems from the fact that, in essence, there is only an idea of life there, not an actually living being with squishy parts inside that can be hurt.
One COULD argue that possessing stuff actually makes Spirits weaker, because when the vessel gets destroyed with the spirit inside, the spirit gets disrupted or something like that i think.

Hardened Armor on the other hand really IS simply that much harder to penetrate, which is why that gets to ignore Damage like it does.
And Immunity to normal Weapons works differently but gets the same bonus . .

Furthermore, @Dancer:
HAA HAA! told you so! ^^
Big head, Big Talk, Big Problems (IMG:style_emoticons/default/nyahnyah.gif)
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SpellBinder
post Apr 28 2013, 07:19 PM
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Guess you'll want a few points of Edge to spend, Centering, and either a Power or a Plant Binding focus before hand. Use a point of Edge to reroll your Binding test, and another to reroll your Drain resistance test, and you should be fine.

But it sounds like time's a factor, and might not be possible.
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Freya
post Apr 28 2013, 11:04 PM
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QUOTE (Cochise @ Apr 28 2013, 12:05 PM) *
I guess the main problem there is that people automatically assume that ItNW indeed means that bullets and the like simply cannot penetrate the object in question (and thus ricochet off them as they would from a massive steel plate). But since we're talking a magical property, that actually doesn't have to be the case ...


I'm not making the assumption that armour with ItNW can't be penetrated. The entire point of the ItNW question is to figure out how difficult it is to penetrate, not whether it can be done.

QUOTE (Cochise @ Apr 28 2013, 12:05 PM) *
... so there might be no reason to make a justification based on physics, but one that is magical in nature?!


I don't mean a justification based on physics in the sense of there being a physics-based explanation for ItNW. It's magic, done, no problem.

What I mean is this: According to RAW, if a spirit possesses a suit of armour, the armour gains ItNW - not the wearer. If you were to remove the armour from the picture somehow (like making a called shot to avoid it), ItNW wouldn't apply. The thing is, that's not an option with milspec armour; Arsenal specifically states that it's full-coverage (even to the point of having a chemical seal), so you can't just shoot "around" it and make ItNW a non-issue. That means that even though RAW says the armour has ItNW, the character wearing it effectively does too, because it's impossible to separate them short of the character's armour being removed. As a GM, I'd be perfectly fine with saying ItNW only applies to the armour, but because it is full-coverage armour, it creates a situation where I'd then have to explain why it doesn't apply to the character. I guess I could say it's by GM fiat and that's that, I just think "because reasons" is kind of lame.
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Shaidar
post Apr 29 2013, 12:11 AM
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Unless the player takes off the helmet for some reason.

Direct Combat Spells would seem an appropriate counter-measure, unless the armor has a mirrored/tinted/polarized/glare compensation visor.
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SpellBinder
post Apr 29 2013, 12:45 AM
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Aside from a spirit's Counterspelling skill if it also has the Magical Guard power (an automatic power for plant spirits).
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Rubic
post Apr 29 2013, 01:00 AM
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Better question, more to the point even:

Does ItNW block kinetic energy transmission? Is it a self-regenerating ablative armor (i.e. a force field)? Is it an elementally reactive effect, such as air or water flowing around the projectile? Depending on how exactly the ItNW functions, each spirit can have vastly different ways of producing the same effect, or it could be the functioning of their "ectoplasm" for want of a better word.

For the vehicle example, if you tried to snipe somebody through the windshield, they'd naturally be protected by the vehicle's ItNW as per the rules; you have to penetrate the vehicle first to get to them. Now, if you were sniping them through an OPEN SIDE WINDOW on the other hand, the RAW says they're still protected, but I and a few others I know would allow called-shots to hit the driver. In a fully sealed spirit-possessed armor? My personal disposition would be to say that they gain the extra armor, but not the ItNW, since they can still be affected by kinetic energy. The boost in armor would definitely prove an impressive boost on its own, and the armor itself would be difficult to break.
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Shadoweyes
post Apr 29 2013, 02:41 AM
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Personally I'd apply one over the other in layers. If you can bypass the itnw via high hits/dmg, then you compare against body+armour+rating (same dice as vs itnw, not reduced). It basically will keep him safe from all sorts of weapons right up to HMG/assault cannon. Or snipers.

Still pretty scary, but you don't end up making tests vs 30ish points of armour.
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Cochise
post Apr 29 2013, 03:58 PM
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QUOTE (Freya @ Apr 29 2013, 01:04 AM) *
I'm not making the assumption that armour with ItNW can't be penetrated. The entire point of the ItNW question is to figure out how difficult it is to penetrate, not whether it can be done.


And I still have the feeling that the basis of your question still is a "physical" one and not a "magical" one. To me the entire question on ItNW is not about "how hard" / "how difficult" it is "to penetrate" an object that is under its influence but rather "how hard is it to actually damage the object".

QUOTE
I don't mean a justification based on physics in the sense of there being a physics-based explanation for ItNW. It's magic, done, no problem.

What I mean is this: According to RAW, if a spirit possesses a suit of armour, the armour gains ItNW - not the wearer. If you were to remove the armour from the picture somehow (like making a called shot to avoid it), ItNW wouldn't apply. The thing is, that's not an option with milspec armour; Arsenal specifically states that it's full-coverage (even to the point of having a chemical seal), so you can't just shoot "around" it and make ItNW a non-issue. That means that even though RAW says the armour has ItNW, the character wearing it effectively does too, because it's impossible to separate them short of the character's armour being removed.


And this is exactly the point where I say that you're still looking for an explanation based on physics rather than a magical one. I guess that we can agree that in order to physically hurt someone inside MilSpec (without ItNW) an attack must temporarily deform or even penetrate the armor. Whenever that occurs the armor is simultaniously locally damaged (but not totally destroyed). The important part being, that under this normal physical influence both penetration and damage towards the armor are directly related (or "physically linked"). Now the question is, what happens once ItNW enters the scene!? Will it magically alter the object's "reactions" to both deformation/penetration and damage ... or is it (magically) just damage ? In the latter case the armor could be deformed/penetrated with the same ease (or difficulty) as without the magical property, but the material simply wouldn't take as much damage to itself in the process.

QUOTE
As a GM, I'd be perfectly fine with saying ItNW only applies to the armour, but because it is full-coverage armour, it creates a situation where I'd then have to explain why it doesn't apply to the character. I guess I could say it's by GM fiat and that's that, I just think "because reasons" is kind of lame.


And what about my explainantion above? In that case the character won't get ItNW and it's not "because (unnamed) reasons"
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Freya
post Apr 29 2013, 07:07 PM
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QUOTE (Cochise @ Apr 29 2013, 08:58 AM) *
The important part being, that under this normal physical influence both penetration and damage towards the armor are directly related (or "physically linked"). Now the question is, what happens once ItNW enters the scene!? Will it magically alter the object's "reactions" to both deformation/penetration and damage ... or is it (magically) just damage ? In the latter case the armor could be deformed/penetrated with the same ease (or difficulty) as without the magical property, but the material simply wouldn't take as much damage to itself in the process.


I hadn't thought of it that way before, but you're absolutely right. Thank you for clearing that up. (IMG:style_emoticons/default/biggrin.gif)
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Ryu
post May 1 2013, 08:50 PM
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QUOTE (Medicineman @ Apr 28 2013, 09:00 PM) *
Awww , Fuck
thats Bad News.....
ok, might go for Level 4 Plant Spirit


with a self preserving Dance
Medicineman

You have that right, but don´t feel sorry. A force 4 greater Earth spirit is what I used to take down several square km of prime downtown property. You´ll still get self-repairing armor (+4/+4).

Channeling is a must. Strap inside a possessed upgraded Evo Ripley (Greater Force 4 Plant Spirit), get possessed yourself (ideally summoned or bound force 6 guardian spirit).
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Thanee
post May 2 2013, 08:10 AM
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IMHO, ItNW would only prevent damage to the armor itself and not help the character at all.

Also, any increases in Armor Rating by enhancing the physical aspects of the armor by the spirit's Force would result in appropriate encumbrance penalties (fluffwise, because the armor is mechanically controlled by the spirit).

Furthermore, the armor would only be able to move if the spirit is commanded appropriately, resulting in the need to spend a Simple Action (Command Spirit) to move.

And, of course, any opposing mage would simply Powerbolt 10 the thing, thereby destroying the armor, since it sustains the same physical damage as the spirit after seperation. (IMG:style_emoticons/default/nyahnyah.gif)


QUOTE (Medicineman @ Apr 28 2013, 09:00 PM) *
ok, might go for Level 4 Plant Spirit


You might not realize, that a F4 spirit will have some trouble to actually get the possession done (and can only try so once every 12h).

What's the Object Resistance of MilSpec? 3 at least, maybe even 5. 8 dice won't do that on average.

Of course, you can get a +6 dice pool modifier by preparing the vessel, which requires Enchanting and (at the GM's discretion) multiple tests and possibly technical skill in dis-/reassembling the armor.

QUOTE
At the gamemaster’s discretion, large or complex vessels—particularly those with intricate mechanical parts or many components—may require the magician to enchant multiple components separately, rather than as a single Enchanting Test. An appropriate Technical Skill Test may also be required to reassemble the vessel.


Bye
Thanee
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SpellBinder
post May 2 2013, 10:30 AM
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As Medicineman has already posted, the armor in question is.
QUOTE (Medicineman @ Apr 28 2013, 02:11 AM) *
...
(Remember the MilSpec is a prepared Vessel)

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Medicineman
As for the OR, I think MilSpec armor falls under the "Highly Processed Objects" category, which my copy of SR4a says is a threshold of 6.
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Tymeaus Jalynsfe...
post May 2 2013, 01:56 PM
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QUOTE (SpellBinder @ May 2 2013, 04:30 AM) *
As for the OR, I think MilSpec armor falls under the "Highly Processed Objects" category, which my copy of SR4a says is a threshold of 6.


You should go back and download the most recent copy of the PDF, or purchase an updated book. Highly Processed Objects are OR 5+ in the updated printings (Including The Precious). Overprocessing can add up to an additional +2 OR. (IMG:style_emoticons/default/smile.gif)
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Thanee
post May 2 2013, 02:38 PM
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QUOTE (SpellBinder @ May 2 2013, 12:30 PM) *
As Medicineman has already posted, the armor in question is.


Aha, missed that part. Thanks! (IMG:style_emoticons/default/smile.gif)

QUOTE
As for the OR, I think MilSpec armor falls under the "Highly Processed Objects" category, which my copy of SR4a says is a threshold of 6.


Yeah, as above... it is definitely 5+.

I am a bit torn between 3 and 5, but leaning towards 5 also.

Bye
Thanee
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Tymeaus Jalynsfe...
post May 2 2013, 03:37 PM
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QUOTE (Thanee @ May 2 2013, 08:38 AM) *
Aha, missed that part. Thanks! (IMG:style_emoticons/default/smile.gif)



Yeah, as above... it is definitely 5+.

I am a bit torn between 3 and 5, but leaning towards 5 also.

Bye
Thanee


I could see arguments for OR 3 for personal Milspec Armor (it is High Tech, no doubt, but is it also Highly Processed... I would think not). After all, it is not AAA Battleship Armor or Cobalt Armor.
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Thanee
post May 2 2013, 03:57 PM
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It might depend on how tricked out it is (high-end electronics, mobility upgrade, strength upgrade, stuff like that).

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Thanee
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SpellBinder
post May 2 2013, 09:56 PM
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Ah, right. Reminded again of the reasons why I dislike that copy. Will have to try to remember that those threshold differences.
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Rubic
post May 3 2013, 12:53 PM
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QUOTE (Thanee @ May 2 2013, 09:38 AM) *
Aha, missed that part. Thanks! (IMG:style_emoticons/default/smile.gif)



Yeah, as above... it is definitely 5+.

I am a bit torn between 3 and 5, but leaning towards 5 also.

Bye
Thanee

There's a neat little loophole to this. If you enchant it as a Rating 1 focus, it no longer uses Object Resistance, and instead uses its magic rating (in this case 1) to resist. Personally, I find a 1/3 chance of -1 to my rolls preferable to a net -5 successes to every test I make. Extrapolating from the spellcasting rules gives that an active focus resists with its force rating, nothing said of inactive foci, and unattented+non-magical objects get OR.
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