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> Shadowrun 4: Magic
Teulisch
post Nov 15 2005, 06:16 AM
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it says active skill. "may not be applied to knowledge or language skills". p. 82.

the conversion guide is probably the text in error.
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Millamber
post Nov 15 2005, 11:04 AM
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Notoriety, apart from helping with intimidation is bad. The GM should impose penalties on characters with low notoriety, like it specifies in the book.

QUOTE
Depending on the situation, Notoriety serves as a modifiier to the character’s Street Cred. If a character is trying to earn someone’s trust or otherwise win them over


and

QUOTE
Highly notorious characters are also more likely to be targeted by police, revenge-seekers, or young hotshots looking to make a rep for themselves.


but a GM should look carefully at allowing any character with too many incompetencies.
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Rotbart van Dain...
post Nov 15 2005, 11:36 AM
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QUOTE (Millamber)
The GM should impose penalties on characters with low notoriety, like it specifies in the book.

High, you mean. ;)
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Azralon
post Nov 15 2005, 04:39 PM
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Street Cred and Notoriety only apply when the other guy knows about your reputation, though. So they'd need to roll an appropriate Knowledge skill ("Seattle Shadowrunners" or the like), adding your Public Awareness rating to their pool, to discover if they've heard of you before.

Then your SC & N would apply. That is, if you're not disguised, invisible, talking to them over only text chat, or whatever that would prevent them from identifying you.
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Lilt
post Nov 15 2005, 10:13 PM
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Has there been anything back on the seemingly insane reaction attributes of spirits?

To give an example, by the book a force 6 air spirit has a reaction of 24. Air spirits get F*4, fire spirits get F*3, and others get F*2.

A search reveals a post suggesting that they're the same as the movement multipliers on SR3 spirits, implying a bad cut&paste job. It seems that the attribute multiplier has made its way over to the actual initiative column implying that it was a concious choice, and each spirit type also has a listed speed already.

What gives?
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Fortune
post Nov 16 2005, 04:01 AM
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QUOTE (Teulisch)
it says active skill. "may not be applied to knowledge or language skills". p. 82.

the conversion guide is probably the text in error.

Fair enough ... thanks.
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Azralon
post Nov 16 2005, 10:04 PM
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QUOTE (Lilt)
Has there been anything back on the seemingly insane reaction attributes of spirits?

Word is that the German errata officially changed the x's to +'s.
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fistandantilus4....
post Nov 27 2005, 05:49 AM
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Just double checking, as spellcasting is an active skill, and Imp ability boosts dice for 'Active Skills', it is now possible to apply this adept power to spell casting, yes?
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Feshy
post Nov 27 2005, 07:45 AM
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QUOTE (fistandantilus3.0)
Just double checking, as spellcasting is an active skill, and Imp ability boosts dice for 'Active Skills', it is now possible to apply this adept power to spell casting, yes?

No.

Improved Ability applies to Combat Skills (.5 power points / level ) or to Physical, Social, or Technical skills (.25 power points / level). None of those categories include the separate category of Magical Skills. Also not included are Resonance and Vehicle skills.

Oddly, the wording is weird... the description says you can use it with a "specific active skill" (which is probably why you got that impression), but only lists the cost for Combat, Physical, Social, and Technical. So presumably, only those 4 categories are valid.
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fistandantilus4....
post Nov 27 2005, 08:19 AM
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thanks, hadn't thought to check the different costs. I was just looking under the 'any active skill'. I'll look in to that.
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apple
post Nov 27 2005, 10:01 AM
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QUOTE (Azralon)
QUOTE (Lilt @ Nov 15 2005, 06:13 PM)
Has there been anything back on the seemingly insane reaction attributes of spirits?

Word is that the German errata officially changed the x's to +'s.

Word is, that these changes are official (according to some german freelancers/playtesters) and should be included in a future english errata.

SYL
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Eyeless Blond
post Nov 27 2005, 10:16 AM
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Frankly they ought to change some of those +'s to -'s. Attributes are much more difficult to get in SR4 than SR3, and far more valuable. That is, except for spirits, who alone of all the critters/NPCs are direct copies of what they were previously. Most spirits are still far too damn powerful for their Force level, even without the completely insane levels of Reaction they have currently.
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maa01
post Nov 27 2005, 11:45 PM
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When I'm casting a spell with spirit using Aid Sorcery, do I need one or more actions? Can I tell him to help me and cast in complex action, or do I need command spirit action first?
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Cold-Dragon
post Nov 28 2005, 05:24 AM
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QUOTE (Eyeless Blond @ Nov 27 2005, 05:16 AM)
Frankly they ought to change some of those +'s to -'s. Attributes are much more difficult to get in SR4 than SR3, and far more valuable. That is, except for spirits, who alone of all the critters/NPCs are direct copies of what they were previously. Most spirits are still far too damn powerful for their Force level, even without the completely insane levels of Reaction they have currently.

that's partly why they're spirits - you'll notice a lot of para critters or similar are deadlier than regular people - it's part of the tread of being newborn to magic again and the fact not having a dependant physical body gives spirits an edge over fleshies.

as for dual-bodied - dragons would be very embarassed if they weren't stronger than people by default (being that big, but so weak...no hoard is safe) but other dual critters have to contend to the fact they have a open weakness if they can't defend on one side of the planes. your mage buddies don't have to come to the fight physically if there's an astral target for them to hunt down.

lots of disadvantages (but yes, advantages too) to being paranormal. You just have to find the right boxes, push the right buttons, and don't use the hold out pistol (the last one will just get you laughed at).
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Demon_Bob
post Dec 3 2005, 03:17 AM
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Could a Magical Lodge be primarily in VR?

Was wondering about options for those mages who do not have spave for their own private lodge.
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Demon_Bob
post Dec 4 2005, 04:55 AM
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QUOTE
And because they are ment to be the kickass, awakened watch dogs. Sonar helps them to avoid getting fooled by Invisibility. It even gives them a chance to detect sneaks that are augmenting their stealth with Silence, by the gaping void that spell tends to create in sonar "vision".


Would the spell stealth make you harder to be detected by sonar?
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ogbendog
post Dec 6 2005, 05:32 PM
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along those lines, Ultrasound specifically can see invisible people (page 324) but what about improved invisibility?
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Feshy
post Dec 6 2005, 08:22 PM
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QUOTE (ogbendog)
along those lines, Ultrasound specifically can see invisible people (page 324) but what about improved invisibility?

Improved invisibility actually bends light around the target -- sound waves are unaffected. Therefore, logically, improved invisibility does not defeat ultrasound.

However... Normal (un-improved?) invisibility works on the living target's mind, causing him to not see you. As this is entirely independent of the method of perception, logically it would defeat ultrasound. Unfortunately, the page you list contradicts this logic, and then gives no mention of improved invisibility.

So, flip a coin I guess; 'cause logic doesn't apply.
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Feshy
post Dec 6 2005, 08:29 PM
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QUOTE (Demon_Bob)
QUOTE
And because they are ment to be the kickass, awakened watch dogs. Sonar helps them to avoid getting fooled by Invisibility. It even gives them a chance to detect sneaks that are augmenting their stealth with Silence, by the gaping void that spell tends to create in sonar "vision".


Would the spell stealth make you harder to be detected by sonar?

Stealth *might* make you harder to detect by sonar, or it might make you glaringly obvious.

To draw an analogous situation, absorbing all sound waves (affected by the stealth spell) is equivalent to wearing all black (which absorbs all visible light). If you are standing in front of a steel wall, which is echoing back all the sound very clearly, you'll stick out just as clearly as someone in all black standing against a white backdrop. However, if you are standing in an open field, with nothing but the horizon behind you (which won't reflect the sonar) then you will be effectively invisible. You would also be fine in front of a wall coated in acoustical foam.

So, wether or not the stealth spell makes you harder to detect by sonar depends on what is behind you, basically.
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Eyeless Blond
post Dec 7 2005, 05:44 PM
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Or, you know, it could work analogously to the Invisability spell, but for sound. If Invisability just blocked all light, you'd just be a big black outline standing there. Since Invis doesn't work that way, there's no reason to believe that Stealth does either.
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Feshy
post Dec 7 2005, 05:59 PM
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QUOTE (Eyeless Blond)
Or, you know, it could work analogously to the Invisability spell, but for sound. If Invisability just blocked all light, you'd just be a big black outline standing there. Since Invis doesn't work that way, there's no reason to believe that Stealth does either.

The rules of silence really imply that the character makes no noise at all; and I'm pretty certain that would include echoing back Sonar and the like. Contrast that with illusion, which specifically states it warps light around a target.

However, I like your interpretation better, even if it's not exactly supported by the spell description. It adds a nice symmetry between stealth and invisibility. Besides, *something* has to counteract Ultrasound; and as the rules specifically state that un-improved invisibility isn't it, it might as well be stealth.
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Eyeless Blond
post Dec 7 2005, 06:10 PM
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What I'd still like to see is a spell or *something* that makes you invisible on the Astral. As it stands Astral Perception is just too good in terms of vision modifiers, even if you now have to pay for a second skill just to use it.
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Feshy
post Dec 7 2005, 06:41 PM
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QUOTE (Eyeless Blond)
What I'd still like to see is a spell or *something* that makes you invisible on the Astral. As it stands Astral Perception is just too good in terms of vision modifiers, even if you now have to pay for a second skill just to use it.

Would normal invisibility work here? It is a mana spell, and thus can be cast on the astral. Of course, it presumably doesn't hide *itself* on the astral, so you might still see a spell walking around. Or, maybe that too would be cloaked from the mage's mind.

Really, I think I have strong disagreements with the game designers about what "affecting the mind of the target" would accomplish.

Actually, as "invisibility" affects a single sense, sight (according to older rulebooks) I could see an argument for it not working on "astral sight" which is a "sixth" sense and thus not tied directly to sight. But, that would leave open the possibility of spells affecting this sixth sense... which could be interesting to say the least.

Astral invisibility might be fun... but not half as much fun as astral phantasm (Actually, phantasm is already multi-sense, to use the old terminology, so maybe this is already doable?)

I'm not sure, but that might be rather unbalancing for the game. But I agree, there needs to be *some* way to pull "dirty tricks" on the astral. As it stands, anyone with astral perception (and fluff text aside, that's a lot of people in SR) can effectively negate any and all cool "sneaky magic tricks" by astrally perceiving and thus being unaffected.

So, it might be good to come up with some mechanism for astral shenanigans. And things probably won't be *too* unbalanced, whatever that mechanism is, because it'll work only from one magic user to another -- so it won't really make magic more or less powerful relative to the rest of the game.
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ogbendog
post Dec 8 2005, 08:33 PM
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Mentor sprit bonus dice.

It does say specifically; can they be used for drain, for casting, for either?
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ogbendog
post Dec 8 2005, 08:33 PM
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duplicate
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