Shadowrun 4: Magic |
Shadowrun 4: Magic |
Aug 23 2005, 10:39 PM
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#126
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Moving Target Group: Members Posts: 266 Joined: 16-April 02 From: DC Member No.: 2,605 |
has already been asked and answered elsewhere on this thread: NO |
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Aug 23 2005, 10:49 PM
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#127
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
Mentor Spirits, like girlfriends, aren't fond of sharing!
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Aug 23 2005, 10:54 PM
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#128
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
[menage a trois-charged innuendo]
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Aug 23 2005, 10:56 PM
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#129
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Shooting Target Group: Validating Posts: 1,618 Joined: 29-January 03 From: Montevideo, Uruguay. Member No.: 3,992 |
But, uh... how would Gaf qualify?
:silly: |
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Aug 23 2005, 11:10 PM
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#130
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
What you do with your ally spirit is none of my business. 8) |
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Aug 23 2005, 11:14 PM
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#131
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Oops, sorry, missed that - thx anyway. :twirl:
Well, I thought more of it like a small angel on one, and a small devil on the other shoulder... |
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Aug 24 2005, 08:10 AM
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#132
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Target Group: Members Posts: 52 Joined: 16-August 05 From: Stuttgart, Germany Member No.: 7,559 |
Well, why not create your own Mentor Spirit with this two voices. Each grants a bonus but as drawback it always takes time to listen to the two rant at each other and till you make up your mind. As in every rule, this can be crafted to your needs, given the GM approval. |
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Aug 24 2005, 08:48 AM
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#133
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Running Target Group: Members Posts: 1,283 Joined: 17-May 05 Member No.: 7,398 |
Can you summon your mentor spirit?
Any rules for ally spirits? |
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Aug 24 2005, 12:45 PM
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#134
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
No, you can't summon your Mentor Spirit, but he or she might decide to make an appearance of some kind. But you shouldn't have Mentor Spirits dropping in to do some ass-kicking when a run turns sour. They are very abstract beings, much like the old Totems.
I don't think info on ally spirits is in the core book. |
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Aug 24 2005, 01:49 PM
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#135
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Target Group: Members Posts: 50 Joined: 4-November 04 Member No.: 6,807 |
How does Spell Defense work now that there's no Spell Pool?
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Aug 24 2005, 01:57 PM
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#136
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Moving Target Group: Members Posts: 266 Joined: 16-April 02 From: DC Member No.: 2,605 |
Make a mentor spirit with multiple personalities. That would make for an interesting character. :scatter: |
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Aug 24 2005, 04:09 PM
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#137
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
Just for the record "Exclusive Actions" are gone at this point in time in the game across the board. |
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Aug 24 2005, 06:03 PM
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#138
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
You add Counterspelling dice (one of the skills in the Sorcery Skill Group) to any hostile attempt to cast spells on yourself and any protected individuals. All magicians are always considered protecting themselves with Counterspelling dice, and it takes a Free Action to designate others as protected. You can only protect those within your line of sight. |
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Aug 24 2005, 06:08 PM
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#139
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
I had seen that, i just wanted to make sure all the limitations that they implied are gone as well or if any of the limitations remain under different wording. |
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Aug 24 2005, 06:12 PM
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#140
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Moving Target Group: Members Posts: 266 Joined: 16-April 02 From: DC Member No.: 2,605 |
Does counterspelling count as an action or does it work like the old spell defense? How will the shielding metamagic work into the counterspelling, or will it work differently? |
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Aug 24 2005, 06:21 PM
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#141
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
It's passive, in that it doesn't take an action to use (except for the Free Action to extend protection over your friends). Shielding adds your Initiate Grade to your Counterspelling attempts for the purposes of spell defense only (There are other ways to use Counterspelling, and Shielding doesn't help with that). |
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Aug 24 2005, 06:48 PM
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#142
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
Initiation is 10 + ((Target/Would-Be) Grade x 3). As for the Adept, it would be 13, 16, 19, 22, 25, etc... if I've read the book correctly. |
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Aug 24 2005, 06:52 PM
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#143
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
But you'd still have to pay for the Karma cost of the increased Magic attribute, so it would be an additional 21, 24, 27, 30, etc. So really, to get powers above Magic 6, it would be a total cost (including Initiation and buying the Magic attribute) of 34, 40, 46, etc., adding 6 each time. |
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Aug 24 2005, 07:06 PM
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#144
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
It was mentioned at the "Whats Up with FanPro" seminar that rules for alternative character types such as Ghouls (I heard Rob say "infected" and had to ask "what the....?" myself), Shapeshifters, etc... *MIGHT* be in an upcoming book (Running Wild??? did I hear that right?). The rules for such are not currently in the SR4 Core book. |
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Aug 24 2005, 07:08 PM
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#145
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
Ah yeah, I keep forgetting that about the new rules. This is one that we are "House Ruling" out of existance, or at least altering pretty quickly for ourselves. It is of interest that the Core Book does not mention the ability to buy additional Power Points with just Karma as in the 3rd Ed rules. |
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Aug 24 2005, 07:17 PM
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#146
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
Sounds a lot like the "Loa Spirits" of 3rd Ed with their Standard/Petro paths. |
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Aug 24 2005, 07:20 PM
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#147
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
I have to admit something here, I keep looking for "limits" to how many targets can be defended using the new rules. I realize the "within LOS" limitation exists, but let's say for instance the magician is trying to protect a whole crowd of people that are immediately in front of him from being negatively influenced by a <insert fave evil bad guy with mental manipulations here>. Does this mean one magician can protect 100 people as evenly as s/he can protect one provided they are in LOS? |
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Aug 24 2005, 07:22 PM
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#148
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
No, that defunct patch in SR3 didn't make it. Before you go off and seriously drop the cost of Initiating you might want to reconsider. Remember the only way to lose Magic [at this point] is implanting 'ware. So there is even less check on Magic than in SR3. Also SR4 had a big reduction in karma spent on Spells as you increase Magic. You spend no karma there unless adding new spells, and even those only cost 5 karma each. Maybe it wouldn't be as bad for Adepts, but cheapening Magic that much for all awakened characters is just asking for mage power to overwhelm your game. EDIT: As an intermediate step you could remove the cap from Magic for Adepts only (but not MW Adepts). They could then raise at attribute costs w/o having to Initiate. But if there is a metamagic power they want they have to initiate to get it, but get no Magic increase for Initiating. |
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Aug 24 2005, 07:23 PM
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#149
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
I have to admit, this (ritual rules) is something I hope has more expansion for "alternative rules" in the upcoming Street Magic book, because quite frankly if these are the new rules ... wow, I know I'll be using them a LOT for villains in upcoming games. As for that Increase Body to stave off a person's from dying ... what a neat trick. My next question would then come with "does the new Body Attribute also get to resist the wounds suffered already?" My personal answer would be "of course not for wounds currently suffered from" but the question is likely to be asked. |
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Aug 24 2005, 07:26 PM
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#150
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Moving Target Group: Members Posts: 875 Joined: 16-November 03 Member No.: 5,827 |
Only? Many Spells in SR3 were very useful just with force 1-4. SYL |
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