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> Elementals, Wastes of Nuyen?
Ol' Scratch
post Dec 7 2004, 12:38 AM
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It also lacks a price, Availability, legality, and every other stat other than its actual Game Effects. But whatever, do what you will in your games. If you don't mind being all but a total cripple and an easy target for up to twelve hours, that's your perogative.
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Jason Farlander
post Dec 7 2004, 12:50 AM
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Oh, of course its not as if it would be an easy thing to acquire - getting even a single dose would take a good deal of IC research and RP. Its not illegal for the same reasons that a lot of modern, 'shady' substances aren't technically illegal - theyre not enough of a problem or sufficiently common to warrant legislation. And Dr. F. is right, if you're in a situation where 7 hours wont be enough to get the job done and get back to a safehouse, taking the drug would be a rather poor plan.

Note, however, that a mage with several ELEMENTALS on call would remain rather far from an easy target, even as something of a cripple.
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draco aardvark
post Dec 7 2004, 02:54 AM
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QUOTE (hyzmarca)
Spirit Strength is an Awaken Compound found in Man & Machine. It gives its user all stat boosting critter powers, including movement. For a character with 6 essence this means +6 to all primary stats, +3d6 to inititive and possibly +12 to reaction depending on how the GM applies the bonuses. Combine this with the bonuses from channeling a force 6 great-form and the mage is pretty much invincible for a short time.
ah, thanks! I completly passed over those when I was reading through M&M

QUOTE (hyzmarca)
Combine this with the bonuses from channeling a force 6 great-form and the mage is pretty much invincible for a short time.
Gah! What's channeling? Here I thought I knew magic. hmmph, guess they were right when they said "Chummer, I can write a book on what you don't know." :-P
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Jason Farlander
post Dec 7 2004, 03:18 AM
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Channeling is a metamagic technique that appears in Target: Awakened Lands. It allows you to merge with an elemental or spirit that owes you services, adding its force to your physical attributes and granting you access to its powers (except engulf and materialization). Channeling a great form spirit or elemental grants you immunity to normal weapons. In all cases, channeling uses up all remaining services owed.
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Ol' Scratch
post Dec 7 2004, 03:20 AM
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Leaves you with a nasty case of Deadly drain afterwards, too. (Why does nobody every include the consequences...) :)
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Fortune
post Dec 7 2004, 03:22 AM
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QUOTE (Doctor Funkenstein)
Why does nobody every include the consequences...

Wishful thinking?
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Kagetenshi
post Dec 7 2004, 03:23 AM
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Because if people considered the consequences, there wouldn't be so many Shadowrunners :)

~J
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Herald of Verjig...
post Dec 7 2004, 03:24 AM
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QUOTE (Doctor Funkenstein)
(Why does nobody ever include the consequences...) :)

In this case, it'd probably be because if there are still any threats immediately after the channeling ends, you'll be at 10 boxes on at least one condition monitor soon enough with or without the drain.
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Jason Farlander
post Dec 7 2004, 03:25 AM
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*shrugs* I also didnt mention the conjuring test at (forcex2)-grade. I figured that I'd leave the mechanics of its use out of my description, and just describe what it actually does.
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hyzmarca
post Dec 7 2004, 07:19 AM
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Hmmmm.... Is the Immunity to Normal Weapons power based on the spirit's force or the channeler's essence? I always assumed it to be the former but if it is the later the power is suffiiciently broken to make chanelling force 1 great forms a great alternative to the armor spell.....or milspec armor.....
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Jason Farlander
post Dec 7 2004, 07:31 AM
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Spirit's Force.
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Club
post Dec 8 2004, 09:29 AM
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If you are in the wilderness, shaman have it all over mages for combat conjuring.

The spirits of man, however, have stats so much lower than an elemental's that it becomes worthwhile to be a mage in the city if you want to crush mundanes.

Yes, elementals are expensive, but less so than a rigger's more delicate toys (MicroWalkers and miniBlimps). Both have their uses. Having an elemental on backup can be useful for a last ditch thing. Cheaper than replacing a limb or hospital time
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Mr.Cato
post Dec 8 2004, 12:18 PM
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yeah I like elementals.

The biggest use for me and my group is, sustaining spells. (the kind that bruns a point of force pr. day)
Before a difficult run I have elementals sustain: imp. invisiblity, armor, or anything else my fellow runners would like to have. They normally pay the cost and are happy for the services.
There is offcourse the danger of having them dispelled or running into a barrier or astral security... Depends on the run.

Also usefull in the middle of a run when the team just needs to escape.


by the way... can they decide when "their" elemental drops the spell? .. I mean you can give your friends some control over the elemental (I think I remember)..

..and can they leave the range.. or can they perform it as an "remote service"?
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apple
post Dec 8 2004, 01:33 PM
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QUOTE (Club)
The spirits of man, however, have stats so much lower than an elemental's that it becomes worthwhile to be a mage in the city if you want to crush mundanes.

Not really ... spirits of man has confusion ... the ultimate mancrusher-critterpower.

SYL
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ES_Riddle
post Dec 8 2004, 04:55 PM
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QUOTE (Mr.Cato)
by the way... can they decide when "their" elemental drops the spell? .. I mean you can give your friends some control over the elemental (I think I remember)..

..and can they leave the range.. or can they perform it as an "remote service"?

Unless your buddy is awakened, you'll have to remain the elemental's controller for it to sustain spells. Making it do the long version of sustaining costs the rest of its services, and binding your elemental to another person costs one service. Since your mundane sammies aren't going to be casting improved aim on themselves, you'll have to keep control of it. If your buddy is a sorcerer or shaman, however, you can bind it to her (costs one service) and then she can have it sustain an appropriate spell that she casts.

Remote services can be any service the elemental would normally be able to perform, so you could easily say to it "sustain [insert spell of appropriate category] on [insert buddy's name] as a remote service." The only problem with that is that nobody controls that elemental anymore and you'll actually have to roll dice to control, kill, or banish it to make it quit sustaining the spell.
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Bigity
post Dec 8 2004, 05:05 PM
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Hm, I thought a spirit could be told to "obey" other PCs, performing services through voice commands. An elemental sustaining a spell has to be within visual range anyway, correct?

So the runner could just say, "Knock it off", and it's done. I doubt any spirit, who generally just want to return to the metaplanes, would sit there and refuse to stop performing a service.
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ES_Riddle
post Dec 8 2004, 06:51 PM
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QUOTE (Bigity)
Hm, I thought a spirit could be told to "obey" other PCs, performing services through voice commands. An elemental sustaining a spell has to be within visual range anyway, correct?

So the runner could just say, "Knock it off", and it's done. I doubt any spirit, who generally just want to return to the metaplanes, would sit there and refuse to stop performing a service.

Putting someone else in control of your elemental counts as a service. The way the "sustain a spell" service is worded suggests that only the controler can cast the spell to be sustained, and the [Force] days version of sustaining burns up any services you had remaining, so you won't be able to hand it over to someone else.

Hmm...maybe if you had 3 services you could do the sustain [force] combat turns, hand over control, and then that person could have the elemental switch over to sustain [force] days. I don't know how that works in regards to a spirit only being able to do one service at a time, though.
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nezumi
post Jan 19 2007, 06:50 PM
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Alright, I'm going to resurrect a dead thread, since I couldn't find the answer here, but it should be here.

I'm currently run a game using *ONLY* the SR3 main manual. No MitS. A character is conjuring an elemental. I seemed to recollect that every conjuring uses up all of the supplies bought, whether successful or not. However, reading the book, it says:

QUOTE
If the Conjuring Test is successful, the elemental materializes bla bla bla...
If there are no successes, no elemental appears, but all materials purchased for the summoning are used up.


p. 186

Now reading this, it makes me think that the materials are *ONLY* used up if he tries to conjure and fails. If he conjures successfully, the materials are still available for the next use (excepting, presumably, the big pile of clay or water or whatever).

Thoughts?
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Herald of Verjig...
post Jan 19 2007, 07:12 PM
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QUOTE (p. 186 "Summoning Elementals" Paragraph 2)
If the Conjuring Test is successful, the conjuring material is used up and the elemental materializes before the summoner.
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nezumi
post Jan 19 2007, 07:34 PM
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Mine doesn't say that. Hm... Ah, in the errata. Should have remembered to check there first. Thank you!
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