Shadowrun 4: Magic |
Shadowrun 4: Magic |
Oct 16 2005, 03:59 PM
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#333
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The real problem with quickened spells isn't wards or beings who might try to dispell it. No, the real problem can be summed up in three little words. Routine traffic stop.
"Please present your license and registration.... *Hand goes to gun* " and your spell permits." All it takes is one astrally active beatmage you, depending on your response you may be in prision, you may be dead, or you have John Walsh's chained ghost narrating a dramatization of your escapades on international trideo that Saturday after Cops Aztlan. |
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Oct 16 2005, 04:32 PM
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#334
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Rating 4 Fake Magic License - 400 :nuyen:
Don't leave home without it. ;) |
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Oct 16 2005, 06:44 PM
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#335
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
You are a terrible person. But here goes: Miroku Clan Ninjas are aspected Traditionalists from a Threat Tradition that espouses blood magic. Their allowed spells are Health and Manipulation, their allowed spirits are Spirits of Man, and their bonus abilities for being a threat tradition are Essence Drain and Toxin. Miroku magic revolves around the Toxin spell (the opposite of the Detox spell), which they use to mimic the effects of Gamma Scopolamine and Addictive Mood Enhancers. They also make a good deal of use of Control Manipulations, especially on victims that they have paralyzed with their Gamma Scopolamine mimicry. Shikima are Spirits of Man from a Blood Threat Tradition, and have Influence as well as Essence Drain. This is why their attentions are addictive. Miroku Ninjas do not have access to combat spells, although they do have manipulation spells that transform parts of their body into weapons. Miroku cannot astrally project, although some of the more powerful gain the Gateway metamagic that allows them to travel bodily to metaplanes, the most usual of which is the "Shikima Realm", which is of course filled with Spirits of Man who feast on human emotions. All in all, the Miroku tradition makes heavy use of the addiction rules, with spells, spirit abilities, and even encouraged mundane poison use that all have addictive properties. That combined with layered Influences from spells and spirits can turn even the most hostile of enemies into a tractible servant (at least until someone comes along with some heavy healing spells). Many Miroku learn control manipulations with a touch range to conserve on drain. Example: A Miroku Ninja encounters a secretary who has information the ninja wants. The Miroku hits the secretary with a Toxin spell that paralyzes the secretary and reduces her willpower by three (!). If the secretary has any willpower left, the Miroku then hits her with another Toxin effect that reduces her willpower further and addicts the secretary to the Miroku's spells. Then secretary is thus completely helpless against the Miroku, who then uses a touch range influence on her repeatedly. When the secretary finally comes to, she will be as helpful to the Miroku as she can figure out how to be... -Frank |
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Oct 16 2005, 11:26 PM
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#336
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Absolutly brilliant.
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Oct 17 2005, 03:04 AM
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#337
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
Regarding the Heal spell: It confounded me, too, until I stopped trying to treat it as a normal spell.
Normal spells get their drain code calculated off of Force, divided by 2, then a positive or negative modifier is added. Minimum 1. Heal doesn't do that. Heal's drain code is radically different. You take the total (previously untreated, but that's a different thread) DV of the current set of injuries you're trying to heal, subtract 2 from that, and that's your drain code. So if my buddy Meatshield has 6P damage in the particular set of wounds I'm trying to heal, then my drain code is 4S. Here's the trick: It doesn't matter at what Force I'm casting the Heal. Surprisingly, the drain code doesn't care. So, that's right... if Meatshield is a troll who's racked up 16P damage and is looking at me to heal him, then I can theoretically cast a Force 1 Heal and be looking at a 14S drain code coming at me. Or if he's got just 3P damage and I have a 6 Magic then I could overcast the thing at 12, taking only a 1P drain code. Now, that begs the question of "What the hell does the Force do for me, then?" Well, remember that the Force of the spell caps the number of possible hits you can achieve with it. If you cast a Heal at Force 1, then the highest number of boxes you'll be healing is exactly 1. If you're a level 4 initiate who can cast it at 20, then you can toss out up to 20 boxes of healing in one go. Or, of course, you can spend some of those hits on decreasing the sustain time. Basically what this means is that you should look at your Magic + Spellcasting pool, divide it by 3, and realize that's about how many boxes of damage you'll be healing on average. Then cast all of your Heals at that level.... or maybe a little higher, if you're feeling lucky (or Edgy). For instance, if you have Magic 5 and Spellcasting 4, then odds are you'll be making about 3 hits per roll. Ergo, you're pretty safe to cast all of your Heals at Force 3 from a statistical average point of view. This also means that whenever you throw a Heal, you need to consider the efficiency of what you're doing. If healing your buddy about 3 boxes is going to probably cost you a dozen boxes of physical yourself... it might be better just to use First Aid on the poor bastard. |
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Oct 17 2005, 11:22 AM
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#338
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Sure it matters. For example it must be sustained, what happens if someone tries to dispel it before the healing is complete? Also the number of hits is limited by the Force. Because hits can also be used to reduce time someone with Magic 4 may indeed want to use more hits than 4, namely 5 hits, to reduce the time to sustain the spell down to 1 Combat Turn. So they might want to overcast it, which brings us to the Drain. I don't see where it actually says Drain is always Physical. By default the Force the caster selects compared to the caster's Magic is what determines Physical vs. Stun. |
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Oct 17 2005, 01:49 PM
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#339
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
I agree, Blakkie, and in fact I touched upon the points you mention. I might have been unclear in my wording.
For instance, when I said it didn't matter at what Force you cast the Heal I meant that only in regards to the numeric part of the drain code. I went on to offer examples as to how the Force does in fact affect possible outcomes. |
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Oct 17 2005, 02:57 PM
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#340
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
All ears. |
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Oct 17 2005, 06:22 PM
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#341
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Neophyte Runner Group: Members Posts: 2,086 Joined: 26-February 02 Member No.: 364 |
I am interested in your ideas and would like to subscribe to your newsletter. |
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Oct 18 2005, 06:03 PM
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#342
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Running Target Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
All right, Frank. I'd like to see A: a tradition in which the practicioner is convinced they are a comic book superhero. Both generic would be good, as well as specifically those who beleive they are X-men Style Mutants. Create Mentor spirits as required.
Also, B: I'd like to see traditions that use Will + a physical stat to reduce drain, if that's not disallowed by the rules. (If it is, I missed it.) I have my own ideas, but I like seeing you at work. |
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Oct 18 2005, 06:27 PM
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#343
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
A: Perhaps a dedicated "Alternate Traditions" thread would be in order?
B: It is expressly disallowed in the RAW, yup. |
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Oct 19 2005, 03:24 AM
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#344
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Moving Target Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 |
It seems the optimal force levels for Heal are either your Magic attribute or Magic x 2, if you have many dice and you need to risk physical drain. Another consideration might be if you for some reason needed people not to notice you were casting.
Here is the latest issue of the newsletter: Exploit 5: The Heal Train This requires two spellcasters. The first one should have the larger dice pool to cast Heal, the second should have the larger dice pool to resist drain. Sammie got shot up badly on the way into a building. Your group is pretty confident that reinforcements will have arrived when it's time to leave, so will need him on the way out. He has, say, 10 boxes of damage. Caster #1 casts the spell at twice his Magic. He has a very big dice pool, maybe a specialization, maybe a mentor bonus, maybe a health spell focus, maybe a bound spirit-- and he definitely rolls Edge on this one. He has, say 20 dice after all is said and done, rerolling sixes. With a little luck he gets 7 hits and Sammie feels way better in no time. On the drain roll, the base drain is 10 - 2 = 8. He only manages to get 2 hits, which reduces that to 6 boxes of physical damage. Ouch! Caster #2 casts the spell on Caster #1 at her Magic, which is 5. Her dice pool isn't that great-- 9 dice. She gets only 3 successes. Her Willpower and Logic are pretty good, however, and she totally eliminates the 4 boxes of base drain. So now Sammie only has 3 boxes of Physical, Caster #1 now has 3 Physical, and Caster #2 is unscathed. Caster #1 needs a little more Willpower and Logic. Caster #2 needs to study Sorcery some more. In time they will be able to pull this stunt with no damage to either of them. |
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Oct 19 2005, 04:25 AM
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#345
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Moving Target Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 |
Exploit #6: The Largest Army Ever Assembled
Jessica Alba is an Elven Conjurer with Exceptional Charisma 9(13). She has vowed to take down a crime family that routinely does things that should not be mentioned in this forum. She does her due dilligence and learns of a mandatory meeting of the family leadership. There will obviously be massive security precautions. She goes to work conjuring and binding 13 of the strongest spirits she can muster. This costs a fortune, of course, which is a major downside to this plan. On the day of reckoning she casts one more unbound spirit and as many watcher spirits as her Logic allows. The bound spirits go to smash, burn, engulf, bind and drown everyone they see while the some of the watchers heckle and distract the opponents. The spirits would team up to defeat any wards or mana barriers. Some of the watchers are instructed to inform her (telepathically) if anything astral starts coming her way. The unbound spirit stays behind to aid in Jessica's defense. At the end of it all, Jessica instructs her lone guardian air elemental to manifest and fly to the meeting carrying a massive bomb. With whirlwind speed the explosive is dropped and whatever is left blows sky-high. She needs to get on her Dark Angel motorcycle and hightail it to the meeting herself so that the spirit can make the bomb drop. Maybe she can start launching all kinds of spells at this point, too. Almost all of those spirits would be gone by that time, either defeated in combat or successful and free of any more services owed. She won't have those insufferable -2 dice pool modifiers when the battle is almost over. If the criminals send a bunch of spirits after her she might be toast, so maybe she will keep a couple more by her side for good measure. She could cast an astral Mana Barrier around herself before she calls upon the bound spirits. The moral of the story is that one single magician can pull off more than some people think. |
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Oct 19 2005, 04:35 AM
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#346
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
And if they'd have been smart and used First Aid before using Magic, not only on the Sammy, but also on the first mage, they'd probably all be totally wound-free. In fact, you probably wouldn't even need a second mage at all. A decent application of First Aid will bring the set of wounds down to a more reasonable level, which then lowers the need for a higher Force spell. Nothing bars the use of First Aid in healing Drain damage, so it should always be applied before Heal there as well. |
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Oct 19 2005, 04:50 AM
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#347
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
OK. The "generic" superhero works very differently from the X-Mutant. The X-Mutant is usually just a "regular guy" who has one or two really cool tricks that set them apart from the "homo sapiens". That means that X-Men are generally Adepts, and the more powerful X-Men just have higher magic attributes. Exceptions exist, of course: all of the "Psychics" as well as Scarlet Witch and Magneto are Aspected Sorcerers whose drain is resisted by Willpower and Logic. Meanwhile, the classical superhero usually operates in the opposite fashion. Rather than having spells like Barrier, Levitate, and Telekinesis like Magneto does, most superheroes wander around as ordinary people who "power up" by transforming into their superheroic identity. In game terms, that means that they possess themselves with spirits. A generic caped flyer is going to summon an Air Spirit and taking the optional power of Elemental Attack. Then they are going to fly around and shoot energy blasts out of their hands or eyes or something while they stay in their superhero form. Unlike the "psychics" of X-Continuity, a standard Superhero resists drain with Charisma. So Quicksilver is an Adept who spends all of his power points on speed related powers: Reflexes, Combat Sense, Enhanced Agility, Reaction and Athletics, Improved Running. Jean Grey is an Aspected Sorcerer who resists drain with Logic and Willpower and knows spells like Mind Probe, Magic Fingers, and if you pay attention to the thrice damned Phoenix Saga: Fire Storm. Pulsar is an Aspected Conjurer who resists drain with Charisma and Willpower and follows a possession tradition. He traditionally invokes an air spirit, which makes him fly, resist bullets, and shoot energy bolts.
That is, indeed, against the rules. There is good reason for this for that matter. The weak sister physical attributes are Body and Strength, so having them resist drain in addition to what they currently do is not really a big deal. Unfortunately, those are also the stats that Trolls get a +4 bonus to. Now, a Troll gets those bonuses because those stats aren't that great and havign huge piles of them isn't game breaking - but as soon as they could act for Drain, those bonuses would become unbalancing. Of course, Reaction and Agility are already awesome, so letting them resist drain is kind of crazy. -Frank |
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Oct 19 2005, 05:51 AM
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#348
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Moving Target Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 |
Fortune,
Thanks for that. I had it backwards. I thought the magic had to come before the first aid. In reading more about it, I am amazed that First Aid can remove blocks of stun damage as well as physical. I wonder if that needs to be declared before the the test is made or if you can decide to spend net successes as you choose. |
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Oct 20 2005, 04:01 PM
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#349
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
It'd be simplest to say that you're either healing Stun or you're healing Physical with any given First Aid test.
I don't know if that's how it's supposed to be or if that's even a good idea, but it'd definitely be simpler. |
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Oct 27 2005, 09:49 AM
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#350
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
My intepretation of the rule on pg172 is that only the hits on your edge dice are unrestricted. So you might roll 15 ordinary dice, rolling 5 hits and only being able to keep 1, and 4 edge dice, rolling 2 hits and totalling 3 applicable hits. You will of course keep casting the spell every session until you roll a whole bunch of hits on your edge dice, then Quicken it, but the process it slower and less godlike than you proposed. |
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Oct 27 2005, 03:57 PM
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#351
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
you can reroll sixes from non-edge dice provided you declared you were spending edge before you made the test, iirc.
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Oct 27 2005, 10:48 PM
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#352
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
But it's not the re-rolling sixes that's important, its the unlimited hits. If you allow spending edge to remove the hit cap completely, many spells are effectively boosted to Force 20 by spending a point of edge on the casting roll. |
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Oct 28 2005, 06:58 AM
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#353
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
I was actually just looking that up the other day, and was happy to see that rule tossed in. I like it , since, to my knowledge, there is no such limit on firearms.
Correct me if I'm wrong, but with a powerfoci, it can go higher, because power foci also boost your effective magic attribute still, so you can cast a higher force spell, correct? But that is NOT possible with a spellcasting foci since it only gives you more spell casting dice, not magic. |
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Oct 28 2005, 07:06 AM
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#354
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
It's actually not possible with the SR4 Power Focus either. The Power Focus adds dice to any test that adds your magic, but it doesn't actually add anything to your magic attribute. This stands in marked contrast to the SR3 version, which added to your magic attribute and also added dice to any task that used a magical skill. I'm not entirely sure why the change (except possibly the fact that the limit of magic items by magic attribute is a basic, rather than optional rule in SR4). -Frank |
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Oct 28 2005, 07:37 AM
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#355
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
thanks, that's what I was looking for. I didn't recall it actually saying that it adds to the magic attribute, so those two just blurred together. Thanks for the clarification. So nice to be a human spellcaster now, with that +1 edge.
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Oct 31 2005, 10:13 AM
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#356
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Moving Target Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 |
Perhaps I don't follow what you are saying. The only thing I can think of that would limit the spellcasting dice pool to one hit would be casting the spell at level 1. I would cast the spells at level 10 and quicken them with 10 Karma. That is what give the spells such large dice pools for resistance. |
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Nov 3 2005, 02:48 AM
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#357
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Moving Target Group: Members Posts: 511 Joined: 24-March 05 From: On a ledge between Heaven and Hell Member No.: 7,226 |
Did'nt think you could buy incompatance for any skills you couldn't default to. |
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