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> Force 18 Armor --> Help Please, Force 18 Armor --> Help Please
BitBasher
post Jul 7 2004, 07:51 PM
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First off, as pointed out above unless this is a 500+ karma game so far the GM flubbed in letting him have the spell, as he needed a force 18 lodge and a level 18 spell design skill, which is the killer.

The problem is also that shadowrun combat breaks down at skills that high. With that many dice either you take nothing, or roll bad and get annihilated. It becomes more and more binary assuming you dont cheat at dice rolls. Retire the campaign.
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Curugul
post Jul 7 2004, 08:08 PM
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Thanks for all the great responses, most were very helpful.

I request clarification on one point:
QUOTE
First off, as pointed out above unless this is a 500+ karma game so far the GM flubbed in letting him have the spell, as he needed a force 18 lodge and a level 18 spell design skill, which is the killer.


I believe he was under the impression one could buy spell formula's, such as force 18 armor, as per the pricing/rules on page 305 of the SR3 Main book... Is this not the case? Could anyone explain the spell-design rules exactly? We always played you could purchase spells as per those rules. Are shamans ruled differently than hermetics for a force 18 armor?

Thanks in advance,

Curugul
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TinkerGnome
post Jul 7 2004, 08:13 PM
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It depends on who you ask. Most people think high force (> force 8 or so) spells are pretty hard to come by on the open market. Also, once he gets the forumulae he has to learn the spell with the TN 36 test in a lodge of a rating equal to or greater than the spell rating (also a rather impressive feat).
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Apathy
post Jul 7 2004, 08:26 PM
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easy ways to address this:
  • damage from crashes ignore armor
  • damage from falling ignores armor (I think)
  • gas attacks ignore armor
  • viral and bacterial attacks ignore armor
  • the toxic power sludge engulf ignores armor
  • the air elemental power air engulf ignores armor
  • narcojets ignore armor
  • DMSO rounds ignore armor (I think)
  • the knockdown rules ignore armor
  • critter/spirit powers like confusion, and fear ignore armor, and aren't effected by sheilding
  • a spell this high will attract spirits like crazy
  • strain3 fab would love to eat this thing, along with the mage
  • astral attacks ignore armor (if you can get him to project or perceive
  • astral attacks against the sustaining focus (the physad with astral perception, smashing blow, and distance strike)
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CoalHeart
post Jul 7 2004, 08:32 PM
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QUOTE (Curugul)

I believe he was under the impression one could buy spell formula's, such as force 18 armor, as per the pricing/rules on page 305 of the SR3 Main book...  Is this not the case?  Could anyone explain the spell-design rules exactly?  We always played you could purchase spells as per those rules.  Are shamans ruled differently than hermetics for a force 18 armor?


Sure you can buy the Formula. But that doesn't mean you can learn from it.
And no. Shamans are not treated differently. They can buy formula from talismongers or other shamans of the same totem.

No they're not ruled differently for the armor.


Spell Design rules are explained in the MITS.

For mages you need Skill = Force AND Sorcery Library Rating = Force.

For Shamans it's different. You just need a Lodge = Force.



My advice to you, even though I do run a semi high powered game. Take the spell away. Refund his money (if he bought it) Tell him to do the etiquette rolls infront of you to buy the library, and spell formula. And then make him roll a 36 with whatever dice he has for spell learning.


I believe you just made a mistake thinking Buying a spell is enough. But when in reality you need to buy it (or make it) and then Learn it.
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The Jopp
post Jul 7 2004, 08:33 PM
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Why not have some LEGAL action taken against him.

1. Does he have a LICENSE for this spell (All spells above F2 are illegal and require a license)

2. Levitate. Levitate him fifteen floors up, hell, just levitate his left foot ans spin him around and around and around and around REALLY fast. Ooh, I'm getting dizzy.

3. Have an enemy mage mindprobe him for that spell and let them face an opposing team all with F18 armour spells.

4. Wards, wards, wards wards, wards and MORE wards.

5. Have Mr Harvey Orror pay him a visit.

6. Have a water elemental give him an enema. (Yes, due to his silliness he deserves it)

7. Use "Fashion" modified with a LOS to give him a non see through basic clothing or shape him like something out of Versace collection.

8. Drop a Cow on him.

9. Give him Amnesia, he just forgot all his spells and have to relearn them all over again (one dice roll would be enough but it is STILL that little killer with a TN of 36)

10. :eek: :eek: :eek: :eek: This is too horrible to mention but it includes Britney Spear songs, 50kg of butter, a padded room and the entire collection of encyclopedia britannia from 2000. And the room will be locked with the offending person thrown inside it.

Ah hell, I'll mention it anyway. The PLAYER must sit in that room listening to ALL of Britney Spears albums covered in butter and may only leave once he has memorized the entire collection of books.

THEN the same procedure will be taken with the CHARACTER. This will ensure that the player has learned to ROLEPLAY. :grinbig: :grinbig: :grinbig: :grinbig:
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Cain
post Jul 7 2004, 09:21 PM
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QUOTE
I believe he was under the impression one could buy spell formula's, such as force 18 armor, as per the pricing/rules on page 305 of the SR3 Main book... Is this not the case? Could anyone explain the spell-design rules exactly? We always played you could purchase spells as per those rules. Are shamans ruled differently than hermetics for a force 18 armor?


Ahhh! Light dawns!

Yes, those rules are for obtaining the spell formula. However, he still needs to make a roll to learn the spell-- which, as has been pointed out, requires a roll of TN 36, followed by expenditure of karma. He also spends 9 days per attempt to learn the spell.

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BitBasher
post Jul 7 2004, 09:51 PM
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QUOTE (Curugul @ Jul 7 2004, 08:08 PM)
Thanks for all the great responses, most were very helpful.

I request clarification on one point: 
QUOTE
First off, as pointed out above unless this is a 500+ karma game so far the GM flubbed in letting him have the spell, as he needed a force 18 lodge and a level 18 spell design skill, which is the killer.


I believe he was under the impression one could buy spell formula's, such as force 18 armor, as per the pricing/rules on page 305 of the SR3 Main book... Is this not the case? Could anyone explain the spell-design rules exactly? We always played you could purchase spells as per those rules. Are shamans ruled differently than hermetics for a force 18 armor?

Thanks in advance,

Curugul

That was based off your opening post which stated:
QUOTE
How would you deal with a PC who researched rolled and now uses a force eighteen armor spell
(bold mine) Which indicated he researched the spell, not purchased the spell formula.

For a troll to even find that spell to buy the formula is a bit impressive considering the troll's charisma max and the TN he needs in etiquitte to find it, and he cannot default on the etiquitte roll since the TN would be higher than 8.

He still then had to have a force 18 lodge, another impressive etiquitte roll for the troll, which is now a pair of 18's I believe in etiquitte, although circumstances can drop that.

You cannot just go purchase things like that. There's rules for aquiring them.

It's the 36 on the roll to learn the spell that I find hard to believe, but even regardless of that, you're pretty well screwed as the GM. Games with that many dice and karma tend to fall apart threat wise because of the sheer number of dice rolled.

Bollom line IMHO: Gm is screwed, and in more ways that one. start a new game at a reasonable power level.
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Herald of Verjig...
post Jul 7 2004, 09:59 PM
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I notice many comments about "high karma level games" and other assumptions based on what people associate as being neccessary precursors to a force 18 spell.

So, I will ask:
What's the sorcery skill?
What's the karma pool?
What's the spell design skill?
What's the ettiquette?
What's the initiation grade and the magic rating?

I've seen a roll of 36 on 4 stealth dice. Although it does require an obscene number of dice to be statistically reliable, that doesn't mean it can't happen with less.
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FlakJacket
post Jul 7 2004, 10:12 PM
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QUOTE (Misfit Toy)
But if that's too much trouble, just have a sniper make a Called Shot to bypass his armor

Can you use a called shot to bypass armour spells? I always thought they were a kind of 360 degree bubble as it were that fully surrounded you- thus not leaving an opening to call a shot to.
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Misfit Toy
post Jul 7 2004, 10:27 PM
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The omnipotent Called Shot rules care nothing for logic. There is no armor it cannot bypass.
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Apathy
post Jul 7 2004, 10:30 PM
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QUOTE
Can you use a called shot to bypass armour spells?

There's a long thread about called shots that discusses this. I think that the general consensus was that called shots shouldn't be able to bypass total coverage armor like the armor spell, but that a literal interpretation of the FAQ would allow it.

Incidentally, this same literal interpretation would allow you to destroy a main battle tank with a called shot from a heavy pistol. :(
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ShadowGhost
post Jul 7 2004, 10:37 PM
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QUOTE (Sammiel @ Jul 7 2004, 07:34 PM)
overwhelm him with successes.  aside from using the asinine called shot to avoid armor rule,

It's an Armor Spell - it provides 100% armor to your entire body - it can't be bypassed with a called shot.

Chemical weapons, via injection, DMSO (contact), inhalation. Seven-7 is a 10D. Contact or or inhalation. Green Ring is 8S.

A few DMSO splash grenades loaded with Seven-7 and some with Green Ring-8 and this troll is toast - if the troll doesn't completely dodge, he is exposed and must resist the damage with body only, and armor does nothing to reduce the power unless it is Hazmat gear.
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Adarael
post Jul 8 2004, 12:20 AM
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Well, it looks like most of my basic responses have been covered, yeah. But there's one that should scare the bejesus outa anyone - essence drain.

Have fun losing magic rating, buddy.
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Jason Farlander
post Jul 8 2004, 12:21 AM
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Yes, generally speaking, "researching" and "buying" are different things. Hence my confusion.

Some questions:

1 What is the troll's etiquette?
2 What is his willpower?
3 What is his sorcery?
4 How does he have a body of 18?
5 How many people in the world do you think have a spell design skill of 18?

This post has been edited by Jason Farlander: Jul 8 2004, 12:22 AM
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Beast of Revolut...
post Jul 8 2004, 01:57 AM
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A force 18 armor spell should be perfectly balanced if you are using all the rules. He should have a wizmungous spell design skill and lodge/library, and there are plenty of ways to circumvent armor, not least of which is chemical weapons. Hoever, don't go all cheap on him by having a whole squad of enemies somehow be armed with squirt guns. At least have an enemy realize he's using an armor spell or is otherwise indestructible before breaking out the gas grenades. Last but not least, there is always high exlosives, vehicle scale weapons, and the chunky salsa effect.
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tisoz
post Jul 8 2004, 02:25 AM
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Due to the upgrading gear rules, A starting character could have a rating 18 lodge for 9000 nuyen in less than three weeks. He only needs to buy 3 rating 6 lodge materials and spend 18 days setting it up. The rules are in SR3, pages 166-167.
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Kagetenshi
post Jul 8 2004, 02:25 AM
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QUOTE (Arethusa)
The only canon small arm capable of punching through with any power above 2 is an assault cannon, and even then, only if it's packing APDS. That's right: per canon, even rockets will break upon this troll like water on rock.

No, rockets will not break upon him. One Great Dragon ATGM and he will be soaking ~7D. Averaging three successes? That gets it down to S damage? Well, remember that whoever's rolling will be tossing an extra four dice for missile intelligence before combat pool.

Also, a shotgun with shot rounds will take him if used by someone skillful. 2S plus twelve to fourteen successes should deal at least a Light most of the time.

~J
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Cain
post Jul 8 2004, 06:43 AM
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Almost forgot the big one. Net Guns. The large Net rounds will take down your troll, armor or no.
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Apathy
post Jul 8 2004, 03:02 PM
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I'm not sure if anyone's brought this up, but he's also got to be able to cast it. Assuming that he's not really a great dragon in disguise, he's going to be taking very high level physical drain every time he turns it on.

And doesn't a sustaining focus have to be at least as high as the spell it holds? Can you say "focus addiction"? He'll lose all his magic in no time flat. If I mis-remembered this, and he's got this mega spell in a dinky little focus, then just destroy the focus going through a ward, or attack it with spirits, or whatever.
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Misfit Toy
post Jul 8 2004, 03:50 PM
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At Grade 3 and assuming no Magic Loss, he'd have to have some other focus on at the same time as the Force 18 sustaining focus in order to worry about Focus Addiction. It only kicks on when you exceed twice your Magic in total Force. It's probably why he "stopped" at Force 18.

Likewise, a Drain Code of 11M Physical, while annoying, isn't really that bad for a munchkin since he's doubtlessly always going to keep it activated (who cares about the blue glow, right?). If he has a Trauma Damper, he really only needs two successes anyway, and while unreliable, it can happen when rolling in excess of 18 dice (remember, he can put a bunch of Sorcery dice into the Drain Resistance part since only one success is required to cast Armor).
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Apathy
post Jul 8 2004, 04:27 PM
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Good point, thanks MT.

My opinion:
If the GM was mistaken about the rules for acquiring and learning high level spells, he should retroactively take the spell and focus back, refunding the charater's money and karma and allowing the PC a chance to spend it on something else.

If the GM wants to let him keep the spell and screw him over anyway, then ram him with a drone or gas him.

If the players are actually at a level where they could legitimately acquire and use spells of this magnitude, then he should consider retiring the characters.
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Sammiel
post Jul 8 2004, 05:17 PM
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QUOTE (ShadowGhost)
It's an Armor Spell - it provides 100% armor to your entire body - it can't be bypassed with a called shot.

as people pointed out before you even posted, yes, yes it can.
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Core Dump
post Jul 8 2004, 07:26 PM
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QUOTE (tisoz)
Due to the upgrading gear rules, A starting character could have a rating 18 lodge for 9000 nuyen in less than three weeks. He only needs to buy 3 rating 6 lodge materials and spend 18 days setting it up. The rules are in SR3, pages 166-167.

Just buying 9000 nuyen of material is enough to get a Lodge Rating 18 (18 * 500=9000), you don't have to get 3 times the material for rating 6 lodges, as it costs the same.

You'd still need 18 days to set it up, and considering that you are setting up a Rating 18(!!) lodge, you'll be a shining beacon in the astral space for 18 days(and beyond)... not always a good idea if you ask me.
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shadd4d
post Jul 8 2004, 09:25 PM
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QUOTE (Misfit Toy)
At Grade 3 and assuming no Magic Loss, he'd have to have some other focus on at the same time as the Force 18 sustaining focus in order to worry about Focus Addiction. It only kicks on when you exceed twice your Magic in total Force. It's probably why he "stopped" at Force 18.

Likewise, a Drain Code of 11M Physical, while annoying, isn't really that bad for a munchkin since he's doubtlessly always going to keep it activated (who cares about the blue glow, right?). If he has a Trauma Damper, he really only needs two successes anyway, and while unreliable, it can happen when rolling in excess of 18 dice (remember, he can put a bunch of Sorcery dice into the Drain Resistance part since only one success is required to cast Armor).

But look at what is happening if you shot him with a naval weapon. Even if his armor reduces it to 2D, he'd still have to roll 5s due to wound penalties.

Still, he'd be pretty obvious as a mage (if he has a trauma damper, then he'd have to have geased it, meaning he's stuck with his geas).

Don
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