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> The awakened, and the broke, Currently the rules nerf mundanes
toturi
post Dec 1 2004, 12:48 PM
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Yes, they include those conditions listed above, but it is not limited to those conditions. The first rule states Deadly wound, of which the second rule iincludes a subset of the first. No conflict.
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SaintHax
post Dec 1 2004, 01:27 PM
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QUOTE (toturi)
Yes, they include those conditions listed above, but it is not limited to those conditions. The first rule states Deadly wound, of which the second rule iincludes a subset of the first. No conflict.

And yet... still incorrect; as wounds are physical. Just look at your character sheet it says "Deadly Stun" and "Deadly Wound". The wound is physical, and aptly, the Stun is stun.

+-<:-) SaintHax
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Da9iel
post Dec 1 2004, 01:29 PM
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Toturi: Fine if you want to GM it that way. I read it that the rules under Magic Loss that MITS refers to and other parts of SR3 refer to mentions every way to test for magic loss. Even MITS doesn't add to that list. They do specify when to test for stimulant use, but that's covered on SR3 p. 160. Under the section about treating (physical--since stun can't be effectively treated) wounded magicians, they also mentioned the magic loss part but got lazy and didn't say physical. To me the main thing is the plain thing. The more specific section explains the unclear section. I pity GMs who have to deal with rules lawyers that takes quotes out of context.

Edited to address intended recipient.
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toturi
post Dec 1 2004, 01:56 PM
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QUOTE (SaintHax @ Dec 1 2004, 09:27 PM)
QUOTE (toturi @ Dec 1 2004, 07:48 AM)
Yes, they include those conditions listed above, but it is not limited to those conditions. The first rule states Deadly wound, of which the second rule iincludes a subset of the first. No conflict.

And yet... still incorrect; as wounds are physical. Just look at your character sheet it says "Deadly Stun" and "Deadly Wound". The wound is physical, and aptly, the Stun is stun.

+-<:-) SaintHax

True. But the problem is that wounds are used interchangeably to describe both Physical and Stun damage and that if they are specifically refering to on Physical or Stun, they would specify it. Example: p 126 M&M ("wound" here refers to both Stun and Physical) and p 148 M&M("wound" means Physical) and p 123 SR3 (Serious Stun wound).

To me, the word "wounds" is used interchangeably in SR. But I can see how you can define Wounds as Deadly only if you only refer to the Character Sheets in the various books. It is a matter of interpretation and I am showing how there is grounds for the GM to say it is Magic loss check for both Physical and Stun.
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Kagetenshi
post Dec 1 2004, 02:32 PM
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QUOTE (SaintHax @ Dec 1 2004, 05:47 AM)
Rigger, seems a poor example.  As a rigger advances, they get more flexibility, and better offense.  Vehicle riggers can have some pretty tank like rides, granted, but they are lacking in stealth too.  Let's you bring out some big guns on them.  Drone riggers can't put on near as much armor...

Bull on all counts, most especially on that most stupid of all divisions, the "vehicle or drone Rigger". Having a vehicle and drone Rigger ups the versatility, ups the power, and costs negligibly more than either independently.

Stealth: can typically engage from 20+ kilometers distant.

Drones: you can slap five points of vehicle armor on a Body 2 crawler just fine. If you aren't into the tank route, grab some Handling-reducing modifications and just dodge all day at TNs that typically cluster around 2. Also keep in mind that Riggers get combat pool to attack and Control Pool to do anything you'd do with Combat Pool, plus a fair bit. Can your spirits detect objects from multiple kilometers away? Unless they're Elementals, most of the time they can't even go multiple kilometers away!

Face? Like Hell I'm joking! Seriously, take a properly built face. Sure, you can kill the face. Now try killing him such that his contacts, the people who owe him favours, the people who depend on him don't come and make you one with the pavement. Not so easy now, is it?

Even mages are trivial to kill on a suicide mission.

~J
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toturi
post Dec 1 2004, 02:50 PM
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Don't forget the otaku face insuing a warrant for your arrest and giving you a bad rep in the shadows at the same time.
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Cray74
post Dec 1 2004, 03:01 PM
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QUOTE (SaintHax)
I think we are getting off topic.  Instead of discussing whether mages were unbalanced, we are coming up w/... "how to counter invisibilty".  Sure, you can counter.  But is the power of a force 1 invisibilty spell still overpowered.  Bet your bottom nuyen!


Bet taken. I'm not overwhelmed by the spell. It's also not off-topic to discuss countering invisibility, since it seemed to be one of several key points behind your notion that mages are overpowered.

QUOTE
As for Solstice's character not having magic background: yes, his character would be aware that invisibity spells exists.  It's doubtful he'd be aware that there are two versions of the spell.  It's extremely unlikely that he'd know that invis defeats thermo, et al, but doesn't work against ultra sound.  That is game knowledge.  Again... this is off topic though.


Again, not off-topic. The ability of mundanes to defeat the abilities of mages weighs directly on the balance of mages. It should take 30 seconds of Matrix surfing, or a single Karl Kombatmage episode, to inform millions of mundanes that, "Ultrasound vision systems defeat invisibility spells."

QUOTE
I've seen and play tested new to 100 karma characters, and even 200 prime runners.  At every level, the mage owns.


Again, I really have to wonder at what you're doing with those characters. It sounds like you're missing possibilities in mundanes in the superficial dazzle of mages.

For example, you keep under-rating mundane knowledge about magic, particularly mundane runner knowledge.
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Digital Heroin
post Dec 1 2004, 03:09 PM
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What I'm seeing here is a case of two people who just aren't willing to conceed that maybe they aren't right. One still fighting, the other having pulled a "screw you guys, I'm going home."

So, lets stick to the topic at hand, rather than the "my character's too dumb to ask someone how they might get past the invisibility spell that's talked about all the time" sub-topic.

Mundanes suck, eh?

Well let's go with my favorite mundane of them all: Jon Snow.

Snow is what I term a pure mundane. No magic, no augments. Canon fodder, right? Wrong. Not only does he have a thorough skillset, contacts and extensive gear (at initial build) which allow him to adapt to any situation, but he doesn't have to deal with the problems other charaters might face.

He doesn't trigger cyberware scanners, have an aura in need of masking, or (and here's a big one) get screwed over by mana warps, background count, null magic zones, etc. Oh, and he can go into space without that nasty little dying thing. He's the everyman who can go anywhere.

So he doesn't have a smartlink? Smartgoggles or a lasersight, or hell, the ultra-fashionable SOTA tres chic shades with smartgoggles and ultravision built into them (along with a HUD) deal with that.

Mage gonna fry him? Well with the BPs not spent on making him Awakened, I had a few points left over to buy a decent Willpower score. Oh yeah, there's also that nice little magic resistance edge.

Sure, he's not perfect, but I don't have to waste karma, essence, or money masking magic or cyber in him, and he's adaptable to any run you might throw at him.

Magic may be powerful, but it's not -all- powerful.
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Cray74
post Dec 1 2004, 03:18 PM
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QUOTE (Digital Heroin)
Oh, and he can go into space without that nasty little dying thing. He's the everyman who can go anywhere.

Nit: mages can (and do) go into space. As I recall, Target: Wastelands describes their issues and constant rumors of megacorp experiments. It's just a really bad idea for them to astrally project, assense, cast spells, or otherwise do magic.
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Bigity
post Dec 1 2004, 05:03 PM
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QUOTE (toturi)
Don't forget the otaku face insuing a warrant for your arrest and giving you a bad rep in the shadows at the same time.

Otaku face? Isn't that kind of an oxymoron? It's stated that Otaku are not all that well adjusted, so a face is probably out of reach for them. Maybe a Matrix face.
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Cray74
post Dec 1 2004, 05:25 PM
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QUOTE (Bigity)
Otaku face? Isn't that kind of an oxymoron? It's stated that Otaku are not all that well adjusted, so a face is probably out of reach for them.


"Not well adjusted" can also include, "charismatic sociopath."
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toturi
post Dec 1 2004, 05:39 PM
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QUOTE (Bigity)
QUOTE (toturi @ Dec 1 2004, 09:50 AM)
Don't forget the otaku face insuing a warrant for your arrest and giving you a bad rep in the shadows at the same time.

Otaku face? Isn't that kind of an oxymoron? It's stated that Otaku are not all that well adjusted, so a face is probably out of reach for them. Maybe a Matrix face.

And that is reflected in their Etiquette skills not exceeding 4 at Chargen. But it does not preclude the PC from improving to a higher Etiquette skill, bearing in mind that an otaku can have a starting Cha of 11.
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Bigity
post Dec 1 2004, 05:44 PM
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Just kind of seems to go against the grain :)

Karma is of course, the great equalizer.
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Lantzer
post Dec 1 2004, 05:58 PM
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Going back to the whole invisibility thing... Some of the countermeasures discussed here are needlessly exotic (from the point of view of corp security). Beaded curtains? Unprofessional from a corp-culture standpoint. Flour bombs? Jury-rigged.

Corp security just needs the following: Closed fire doors, security lock-downs, motion detectors, mundane dogs, laser-trip systems, MAD checkpoints, and the like. All these are already in use for mundane intruders. Once an intruder is detected, there are multiple ways of locating and isolating the intruder. Nothing is particularly complicated about it.

Going back to mundanes, A mundane character generally has good stats, great skills, and cool gear. It's not like those points are going to waste. The one way that a mundane tends to suffer is in the realm of initiative enhancement. And that can be dealt with, with proper planning and a cool head.
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Ved'ma
post Dec 1 2004, 06:05 PM
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I think Lantzer has it right. Nothing exotic is really needed to protect against the invisible. A simple guard dog with a keen sense of smell can ruin somebody's day. Even gangers might have pit bulls or other nasty surprises around.
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Botch
post Dec 1 2004, 06:06 PM
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I came into this a bit late, but isn't around 1 in 8 of the mundane population immune to the invisibility spells - trolls and dwarves.

Let just stick with stereotypes. Trolls are guards/bouncers/doormen, dwarves are riggers. Puts the odds up even higher that the person looking at you has thermosense and then just how many restricted areas don't require you to open a door? We haven't even spent any money on counter-measures yet. IMHO invisibility is broken simply because of how easy it is to defeat, not because of how easy it is to cast.

All meta-humans are subject racist abuse, because MAGIC changed them. How many people effected by the 17th Century slave trade are completely unaware of the situation 4 centuries later? Whether they are exposed to correct information is not really an issue, they WILL BE exposed to information.

How many of you DSF'ers never, ever, thought it would be cool to be invisible when you were a child? I think the answer is very close to zero.

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Ol' Scratch
post Dec 1 2004, 06:10 PM
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Invisibility affects all types of normal vision. That includes low-light and thermographic vision. Non-normal vision refers to things like utlrasound vision and astral sight in much the same way "normal weapons" doesn't include elemental attacks or weapon foci.
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John Campbell
post Dec 1 2004, 06:11 PM
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QUOTE (Botch)
I came into this a bit late, but isn't around 1 in 8 of the mundane population immune to the invisibility spells - trolls and dwarves.

No. Thermal vision is considered "normal vision" for purposes of being affected by invisibility. Thermosense is not vision, and thus not affected, but that's not what dwarves and trolls have.
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Rev
post Dec 1 2004, 06:44 PM
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I find it really irritating that healing a sam is now harder than healing a mage in shadowrun.

Used to be that the magical charachters had an edge in magical healing, but were somewhat screwed after that and often had to just go the slow way. Now cybered/biowared charachters are even more screwed for technological healing than magicians even if you don't use stress.
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Cray74
post Dec 1 2004, 07:24 PM
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QUOTE (Rev)
I find it really irritating that healing a sam is now harder than healing a mage in shadowrun.

The cybered folks have always been screwed about magical healing in 2nd and, IIRC, 1st edition.

But with bioware- and Edge options, they can heal 'naturally' damn fast.

*Platelet factory turns a deadly wound into a 9-box serious
*First Aid turns the serious into a moderate
*Symbiotes-3 halve healing time of the moderate wound
*Quick healer helps offset the bioware impact on healing
*Chemical Gland (platelet factory anti-coagulant) makes platelet factory much less of a recipe for strokes.

And if there's magical healing around to take 1 box off the moderate, peachy.

A shot that would leave a mage with magic loss rolls and missing critical anatomical parts is just a moderate wound (in a couple of minutes) for a bio'd-up Samurai, who can shake the rest off with a few days of bed rest.
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Rev
post Dec 1 2004, 08:48 PM
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The edge and first aid are also available to magicians. The trauma dampner is another peice of healing related bioware, and a favorite of magicians.

Besides the platelet factory and trauma dampner don't help you heal they help you not get hurt in the first place. Like armor spells and invisibility.

The point is not that it is impossible to make a sam that heals pretty fast, but that the typical sam now heals much more slowly and much more expensively, while magicians heal about the same as before.
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Shockwave_IIc
post Dec 1 2004, 08:49 PM
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Just as a side note, has it not Errated that the likes of Platelet Factory and Symbiotes don't count towards the Bio Index for healing purpose's?

If thats the case, take a Pill form of Anti-coagulant and with the -2 to Healing from quick healer and a high body, That fatal gunshot wound puts you in bed for less then 6 hours if memory serves.

[EDIT]Ok so not the platelet Factory, but with Trauma Damper and the effect of Symbiotes to heal stun as well....
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Mercer
post Dec 1 2004, 09:29 PM
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The first SR character I ever made, and played for the next five years, was a total mundane. He was an ork private detective, back in 2ed. This would have been '92 I made him, I guess. From what I can remember:

Whereas all the mages I ran with blew all their karma on intitation and spells, I put it into skills and attributes. A Q and I of 7 gave me a natural 7 Reaction, which meant two actions about half the time. I had an Unarmed Combat of 8 and a Firearms of 7 and a Specialization of 9 in the Skorpion MP. Most people thought I was an Initiate Phys Ad after the first couple of years. Plus, I had tons of skills at 3 and 4. My goal was to get every skill in the book, and I came pretty close.

Whereas all the sams I ran with blew all their money on upgrading their cyber to squeeze out a few more points here and there (e.g. the last sam I played in 2ed needed something like 2mil to beta his Reaction Enhancers to get a beta'd Encephalon which would give me my last point of Reaction ever), my PI just racked up the cash. I had the best gear in the group. High lifestyle, a dozen safehouses, a warehouse with 8 or 9 vehicles; rating 8 tech on anything I planned on using (taps, scanners, jammers, white noise, transceivers, and so on). The closest thing I can relate it to would be somewhere between James Bond and Batman. I retired the character when I had enough to buy a lifetime luxury lifestyle (10 mil in those days, I think).

The downsides were plenty. I was slow. Even at 7+1d6, I was pretty much always the slowest guy in the group, never faster than the second slowest. I took a lot of free actions to fall flat. I didn't get into stand-up confrontations with sams. My stats, except for Int, were never maxed (Body and Str were 8 and 7, Willpower I think was 6, Charisma I don't think ever went above 4).

But the thing that made me the heavy in the group was the karma pool. A 43 karma pool is a significant advantage. It pretty much trumps anything else.
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Kagetenshi
post Dec 1 2004, 09:42 PM
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Er… the karma pool everyone else will be getting too. Faster, if they're human.

~J
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Ol' Scratch
post Dec 1 2004, 09:50 PM
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Not to mention that with the minimum of 840 Karma you had to earn to get that Karma Pool of 43, *everyone* should have been a god, especially the magicians.
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