Shadowrun 4: Magic |
Shadowrun 4: Magic |
Aug 23 2005, 06:05 PM
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#101
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Hrm, although because of the formula, the Stun damage boxes will always be equal to or less than Physical boxes when overcasting (since Stun damage will be at a lower Force). I guess it would highly depend on the spell. Certainly for Stunbolt, you could probably overcast into oblivion and only take at max 3 boxes to show for it (5 if you are really unlucky on your Drain Roll and you are chucking an ungodly Force 12 Stunbolt). Again, I'm still hunting through the rules about healing Physical Drain damage. |
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Aug 23 2005, 07:25 PM
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#102
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Moving Target Group: Members Posts: 639 Joined: 22-April 02 Member No.: 2,638 |
What are animal spirits like? And someone mentioned something about picking a spirit's powers at summoning time?
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Aug 23 2005, 07:26 PM
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#103
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Like your typical wilderness Nature Spirit, except they also get powers to control animals. Every 3 Force points of the Spirit, you get to pick one additional power for the spirit from a list, specific to that Spirit. |
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Aug 23 2005, 07:33 PM
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#104
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Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
There was a little misinformation about this. There is now the third way to treat wounds, by using Medicine. It is not meant to be used in combat. Each hit adds to your natural healing test, so should help reduce healing time. Yes, even physical wounds will heal naturally over time. A glitch on the healing test may kill you though, actually a glitch on the First Aid test may kill you. |
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Aug 23 2005, 07:38 PM
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#105
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Erm, this has been in SR3 since Man and Machine, under the Long-Term care rules. You can heal each set of wounds once by First Aid, followed by Magic. Then, when you are healing physical wounds normally, you can also get bonuses to your healing through the use of the Medicine skill. |
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Aug 23 2005, 07:41 PM
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#106
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Target Group: Members Posts: 8 Joined: 6-May 03 Member No.: 4,546 |
Actually, it's not a glitch that may kill you but a critical glitch. Be sure to note the difference as I've had people become irate because they didn't realize there was a "Glitch" (which is usually just an annoyance) and a "Critical Glitch" (Bad Things). |
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Aug 23 2005, 07:41 PM
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#107
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Target Group: Members Posts: 44 Joined: 14-April 05 Member No.: 7,331 |
Hmmm....all sounding interesting so far. Just a couple of further questions:
Ritual Sorcery: Can you still withhold dice to git the ritual to sustain the spell for you? Increase Body: If you cast this on someone do they get more wound boxes? Just thinking that might be a quick way to get someone who has a full condition monitor up and about to hobble out for better healing later. Thanks. |
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Aug 23 2005, 07:44 PM
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#108
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Moving Target Group: Members Posts: 133 Joined: 10-August 05 Member No.: 7,548 |
Since stimpatches seem to no longer burn Magic points, is there any reason a mage wouldn't carry so many of these his pockets drag?
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Aug 23 2005, 07:47 PM
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#109
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
I've read nothing in SR4 to that suggests this so far.
Yes. It even says so specifically in the Increase Attribute description.
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Aug 23 2005, 07:47 PM
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#110
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Target Group: Members Posts: 8 Joined: 6-May 03 Member No.: 4,546 |
You sustain Ritual Magic just like Spell Casting, by taking a -2 sustaining modifier. And yes, Increase Body does give you more Wound Boxes for as long as the spell last. |
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Aug 23 2005, 07:47 PM
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#111
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Moving Target Group: Members Posts: 639 Joined: 22-April 02 Member No.: 2,638 |
Carry them? Hell, the Combat Mage is addicted to them!
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Aug 23 2005, 07:49 PM
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#112
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Target Group: Members Posts: 8 Joined: 6-May 03 Member No.: 4,546 |
Stimpatches last Rating x 10 minutes. After they wear off you receive an additional point of stun so eventually you'll kill yourself if you keep using them. |
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Aug 23 2005, 07:51 PM
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#113
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Eep. I suppose not, although repeated use of Stimpatches may call for the player to make an Addiction test with Threshold 2 (according to the addiction table on p248). Then they might start seeking harder stimulants to keep their "edge", which may result in Essence Loss down the line.
I don't believe that was what the poster was asking. I think the poster was referring to the rule that you can have a ritualized spell sustain itself through the ritual by withholding some of your spellcasting dice.
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Aug 23 2005, 07:52 PM
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#114
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Target Group: Members Posts: 44 Joined: 14-April 05 Member No.: 7,331 |
Damn I always liked the idea of a Ritual mage who could buff a team for a few hours. Or who could ritually shapechange someone for an extended scouting session. Ah well. |
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Aug 23 2005, 07:52 PM
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#115
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Moving Target Group: Members Posts: 133 Joined: 10-August 05 Member No.: 7,548 |
Still. System allows for even more twinkage. Whee.
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Aug 23 2005, 07:55 PM
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#116
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Target Group: Members Posts: 8 Joined: 6-May 03 Member No.: 4,546 |
Yes, while it is possible to twink out it does do a lot to make sure you don't twink out too much at character generation. If you're really really good at one thing, then you're going to suck at everything else. |
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Aug 23 2005, 07:56 PM
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#117
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Moving Target Group: Members Posts: 445 Joined: 18-August 05 Member No.: 7,567 |
Certainly no more than in sr3. |
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Aug 23 2005, 08:09 PM
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#118
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Moving Target Group: Members Posts: 133 Joined: 10-August 05 Member No.: 7,548 |
Not really, but in areas I consider far worse. |
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Aug 23 2005, 08:43 PM
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#119
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Moving Target Group: Members Posts: 293 Joined: 27-January 03 From: Kentucky, USA Member No.: 3,958 |
Not sure if this is the right thread but, are their rules for playing a Ghoul or other humanoid in the critters section? BP cost?
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Aug 23 2005, 08:46 PM
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#120
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Moving Target Group: Members Posts: 133 Joined: 10-August 05 Member No.: 7,548 |
Such rules don't exist, as far as I know.
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Aug 23 2005, 09:06 PM
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#121
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Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Ok, but didn't that require staying at the facility? Now it is like a trip to the prompt care clinic. I didn't see anything about remaining hospitalized. I thought I read that all wounds will heal over time without any healing at all. Only glitching on the time test could increase damage. It used to be if your wound required hospitalization and you did not heed the need, you died. No ifs, ands, or buts. Now you can get first aid within 12 hours (and actually reduce the damage level), naturally healing in the interim. Then you could get magical healing and actually reduce the damage level. Again healing naturallyy in the interim. And before or after (optimally to not bypass first aid) magical healing, you can be treated by someone with the Medicine skill, which should speed the rate of your natural healing. It seems a lot easier and less expensive to heal from serious wounds than previous editions. |
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Aug 23 2005, 09:09 PM
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#122
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Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
You are right, of course. A glitch doubles the amount of healing time, a critical glitch adds more damage. |
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Aug 23 2005, 09:13 PM
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#123
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Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
An elemental can sustain the spell, or a sustaining focus. |
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Aug 23 2005, 09:15 PM
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#124
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
I don't think it required a facility, although it helps (not being in a hospital or clinic applies a +2 penalty). I think my point is that these rules are simply transplanted (and simplified) rules from Man and Machine for long term care, which showed two ways of healing physical damage (one with medical care, one without medical care), both of which heal by the box (like SR4). The only wounds that required hospitalization were Deadly wounds in SR3 canon, I believe. |
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Aug 23 2005, 10:35 PM
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#125
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Is it possible to have multiple Mentor Spirits?
..so they can disagree about the best way... :D |
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