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> Astral Space, Essence, and the Awakened, the SR3R way
Platinum
post Mar 24 2007, 10:27 PM
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QUOTE (hyzmarca @ Mar 24 2007, 02:54 AM)
Dude. Any sammie can beat a Force 12 spirit to death with a fishing pole much more easily than he can send a volkswagon to the great highway in the sky with his predator. .

How many mages you know can do that?
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Kagetenshi
post Mar 24 2007, 10:39 PM
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Hopefully I'll be able to contribute more to these discussions this evening or tomorrow. While I'm here now, though: fishing poles are always normal weapons (well, ok, weapon focus fishing poles excepted), the only thing that makes them look otherwise is the aforementioned Contest of Wills. That's a different matter from the fishing pole not being a Normal Weapon.

~J
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nezumi
post Mar 25 2007, 12:39 AM
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I have to agree with Eyeless, I don't think the rules intended for fishing poles to be the ultimate anti-spirit weapon, and I would categorize such as an abuse of a loophole, not a genuine spirit fighting strategy. While I would currently accept it in a game because of how stupidly powerful spirits are, just like I allow vehicle armor to be defeated by hold-outs with APDS due to how powerful vehicle armor is.

I would also still argue that fishing poles are not normal weapons, they're improvised weapons, unless you believe fishing is man-on-fish combat :P

I also think that, after forty years of magic defense, corporations will have found a better way than killing people in order to make magic hostile zones.
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Kagetenshi
post Mar 25 2007, 12:45 AM
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INW doesn't actually define itself in terms of normal weapons. It just states that it has no effect against combat spells and weapon foci, and works at half-strength against elemental damage.

~J
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Herald of Verjig...
post Mar 25 2007, 12:51 AM
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QUOTE (nezumi)
I would also still argue that fishing poles are not normal weapons, they're improvised weapons, unless you believe fishing is man-on-fish combat :P

By that logic, all you need is an insame gnomish weaponsmith and all your PCs will have an abundance of abnormal weapons which can do full damage to spirits.

While I can make an argument that the ratzooka might do something to spirits (depending on whether the rat is alive after the launch), high velocity bubble gum has no such justification.
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fistandantilus4....
post Mar 25 2007, 01:30 AM
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QUOTE
all your PCs will have an abundance of abnormal weapons which can do full damage to spirits.


It might make for one hell of a memorable fight though.
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Platinum
post Mar 25 2007, 02:14 AM
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What about a whole bunch of weapons that are designed for fighting spirits?

not just completely ghost buster style either, but there should be something. 40 years is a lot of time to work on paranormal research especially when you now have a quantifyable way of measuring results.

There must be some kind of anti-spirit energy gun or lightning weapon, plasma weapon that would have a damaging effect upon spirits. I don't like the idea that spirits when manifested are basically invulnerable to mundanes. but I don't think that it should be any kind of an easy cake walk either. Some highly specialized eq would be cool, highly priced, and not readily available.

first rule is that the spirit would need to have a physical presence. (manifested) (because astrally they cannot affect the mundane and vice versa) I do think that could use the astral as a sanctuary. (some existing strategies would work i.e. the mundane with a fab covered net can affect them.)

What about mundanes bonding foci?? I would not have a problem with it. It is a very calculated risk, especially with grounding. They do not add dice like they do with adepts, they just allow you to attack magical spirits and beings.
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Kagetenshi
post Mar 25 2007, 02:25 AM
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You mean materialized. Manifested is "visible but not physical".

Grounding does not currently exist. Reintroducing it has been proposed, but was controversial—no obvious correct path has emerged.

~J
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Eyeless Blond
post Mar 25 2007, 06:14 AM
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QUOTE (nezumi)
I have to agree with Eyeless, I don't think the rules intended for fishing poles to be the ultimate anti-spirit weapon, and I would categorize such as an abuse of a loophole, not a genuine spirit fighting strategy.  While I would currently accept it in a game because of how stupidly powerful spirits are, just like I allow vehicle armor to be defeated by hold-outs with APDS due to how powerful vehicle armor is.
Yes, the hardened armor and spirit INW rules need to be revised, considering how powerful and how all-or-nothing they are. What would you suggest?

QUOTE
I also think that, after forty years of magic defense, corporations will have found a better way than killing people in order to make magic hostile zones.

There are. Did you see B and C on the list? Johnsons hold their meets at large clubs and raves, despite the electronic and personal security risk, because such areas are emotionally charged, thus having a background count.

Megacorps don't seem to pay much attention to morale among their workers, at least not while on the job, despite the proven benefits in output. This is to promote a drab, hopeless working environment, raising the background count at most offices.

Then there's FAB... IV, I think?

What, do you want to make something that reliably generates background count, and nothing else? Okay, sure, come back in a few hundred years.
QUOTE (Kagetenshi)
Grounding does not currently exist. Reintroducing it has been proposed, but was controversial—no obvious correct path has emerged.

Grounding, eh? Not that I'm necessarily opposed, but do we really need it? Focus addiction kinda already takes care of this; I'm not sure we need the extra rules.
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Link
post Mar 25 2007, 10:50 AM
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QUOTE (Kagetenshi)
You mean materialized. Manifested is "visible but not physical".

Grounding does not currently exist. Reintroducing it has been proposed, but was controversial—no obvious correct path has emerged.

~J

Manifested was materialised back in SR1 & 2. Platinum plays SR2 I believe.

The first Grimoire had the most complete astral system (SR2 & Grimoire 2 were very similar). It included grounding, spell interception where the mage wrassled the spell, benevolent spirit powers worked from the astral to the physical and dual natured creatures used physical attributes when projecting which made them imposing. The rules were uniform, astral things had an astral condition monitor and astral combat reigned. Who knows the focus fighting rules from SR3 off the top of their head?

1 vote!
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Herald of Verjig...
post Mar 25 2007, 11:57 AM
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QUOTE (Link)
Who knows the focus fighting rules from SR3 off the top of their head?

In SR3 there is no rule called "Focus Fighting" so you are probably trying to use obsolete terminology to make it sound superior. To shatter a focus, you have two options: break the toy and break the enchantment. Breaking the toy is best done by a troll with a heavy warhammer. Breaking the enchantment just requires astrally attacking the focus, it resists at its force and breaks at deadly.

All that without even looking at a SR bookcover.
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post Mar 25 2007, 12:56 PM
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QUOTE (Herald of Verjigorm)
In SR3 there is no rule called "Focus Fighting".

Didn't say there was.
QUOTE
Astral objects are non-intelligent astral forms like barriers and foci, which only fight in astral combat if they are attacked. SR3 p176

Foci fight.
Your instinct on 'shattering' foci on the astral was good but it's not the SR3 rule.
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Herald of Verjig...
post Mar 25 2007, 02:15 PM
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Your response is beyond absurd. Read the definition of foci and you will see that they are physical objects enchanted to serve as foci. Your quote from the astral combat section is appropriate but incomplete. If I could find any rules on equipment destruction other than the elemental secondary effects in MitS I would point you to that as well.

Unless in your games foci are made suddenly indistructable once enchanted, in which case I want to play and enchant a jumpsuit.
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Kagetenshi
post Mar 25 2007, 02:19 PM
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So I've read this part of the discussion a few times, and I still can't figure it out: what exactly are you disagreeing about?

~J
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Herald of Verjig...
post Mar 25 2007, 02:33 PM
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QUOTE (Kagetenshi)
what exactly are you disagreeing about?

QUOTE (Link @ Mar 25 2007, 05:50 AM)
Who knows the focus fighting rules from SR3 off the top of their head?

I countered
He said my response was flawed because the astral combat section in SR3 only mentions attacking the astral form of a focus
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Platinum
post Mar 26 2007, 12:49 AM
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Ok to bring things back on track here....

1. how do we want mundanes to interact with spirits?

A: spirits are just unbeatable because they are immune to normal weapons and mundanes cannot use magical weaponry.

B: create some new weapons that are not magic but can affect spirits

C: change immunity to normal weapons

D: allow mundanes to bond foci but don't allow them extra dice

E: propose something new

F: Proposed by HOV (Mundanes can learn banishing)

2. are we even looking at grounding and focus addiction
(personally I think focus addiction is one of the stupidest rules ever written. a limit of 2* current rating isn't much of a limit.)

A: focus addiction is king

B: grounding puts a nice sense of fear into a mage with foci.

C: we need a combination of both

D: both rules should be burned with fire

This post has been edited by Platinum: Mar 26 2007, 02:24 PM
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Herald of Verjig...
post Mar 26 2007, 01:20 AM
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1) I initially favored altering immunity to normal weapons so that it provides (F) impact armor and complete immunity to bombs and bullets. Then I thought of allowing mundanes to learn banishing, and suggest that for consideration. Since mundanes don't have a magic attribute to risk losing, just make the counter in the form of a regular manifested attack of the spirit. This makes earth elementals more dangerous to banish than air elementals, but you need FAB spray or astral perception to spot air elementals clearly and attack them.

2) Haven't yet played a mage with enough spent on foci to hit addiction or the int limit. Grounding was balanced in SR2 because spell locks never cost more than 1 karma and could be easily deactivated for transport through ward and reactivated on the other side with no drain (IIRC), sustaining foci are already more costly and the spell must be recast every time you want to activate it.

2.15) On a slightly unrelated note, I fully support implementing the flowchart anchoring from SR2 as a form of advanced metamagic. I want a mage who can set a stunball to fire if the anchored "Detect Me" spell in his bedroom fails to respond but the anchored "Detect Life" does report finding something.
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post Mar 26 2007, 09:32 AM
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Herald, my almost rhetorical question was, in SR3 astral combat how do you 'fight' a focus. I didn't know it off hand.
QUOTE
Breaking the enchantment just requires astrally attacking the focus, it resists at its force and breaks at deadly.
Damage levels are relevant when a mana spell is cast at the focus. Attacking the focus astrally, however, is a contest involving force, charisma, magic ratings and karma pool.
This was the point of my original post - that the SR1/2 rules were more consistent in their approach.
For everyones edification here is the complete Astral Objects section from p176 SR3
[ Spoiler ]

Platinum, as I said in my controversial :) post, I vote for 2. B. and agree focus addiction is uninteresting.
I'll need to read up on spirit combat and anchoring.
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nezumi
post Mar 26 2007, 12:41 PM
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Immunity to normal weapons and the hardened armor rules need to be revamped. Correct me if I'm wrong, but if you hit a tank with enough (yes, millions) of .22 bullets, eventually it'll be damaged. Perhaps adding "automatic successes" or somesuch would serve as a reasonable counter. You can hurt it with normal weapons, it just takes a very lucky, very skilled shot or very powerful shot.

I thought grounding was a lot of fun and made being a mage in general a more dangerous proposition. I like the idea of everyone giving the mage lots of space in case he blows up.
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Platinum
post Mar 26 2007, 02:32 PM
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QUOTE (Herald of Verjigorm)
1) I initially favored altering immunity to normal weapons so that it provides (F) impact armor and complete immunity to bombs and bullets. Then I thought of allowing mundanes to learn banishing, and suggest that for consideration. Since mundanes don't have a magic attribute to risk losing, just make the counter in the form of a regular manifested attack of the spirit. This makes earth elementals more dangerous to banish than air elementals, but you need FAB spray or astral perception to spot air elementals clearly and attack them.

2) Haven't yet played a mage with enough spent on foci to hit addiction or the int limit. Grounding was balanced in SR2 because spell locks never cost more than 1 karma and could be easily deactivated for transport through ward and reactivated on the other side with no drain (IIRC), sustaining foci are already more costly and the spell must be recast every time you want to activate it.

2.15) On a slightly unrelated note, I fully support implementing the flowchart anchoring from SR2 as a form of advanced metamagic. I want a mage who can set a stunball to fire if the anchored "Detect Me" spell in his bedroom fails to respond but the anchored "Detect Life" does report finding something.

I like your idea, that immunity to normal weapons just adding armour. That makes sense that mundanes would have a harder time against magical creatures, and the more powerful the hard time they would have.

I put the ability to learn banishing in as an option, and I am not really keen on it, is if you let players so that, they will want to also conjure, so that creates that mess. (yes they can conjure if they learn a spirits true name, but that is a differnt animal)

I like anchoring as an advanced meta magic.

QUOTE (nezumi)
I thought grounding was a lot of fun and made being a mage in general a more dangerous proposition. I like the idea of everyone giving the mage lots of space in case he blows up.


HA! good thing I was not drinking something when I read that, I would have shot it right out my nose. But yes, I liked that healthy sense of paranoia. It also made people weigh the risk of getting big boosts you get from foci.
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Herald of Verjig...
post Mar 26 2007, 02:41 PM
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I haven't considered all the possible ramifications of letting mundanes learn banishing, but they can already learn talismongering so there is a precident to letting mundanes learn part of a magical skill. Even if you let them learn the entirity of conjuring theory, it will only apply when they know a true name or hold a ghost anchor.
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Kyoto Kid
post Mar 26 2007, 11:05 PM
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QUOTE (nezumi)
-Reducing how insanely easy it is for spirits (especially watchers) to find anyone almost any circumstances, or at least how there's largely no defense against this for mundanes (I cannot imagine that after forty years of magical surveillance threats the corporations haven't found a more convenient, cost effective method than huge wards).

...[emphasis mine]. I would be all in favour of this.
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Eyeless Blond
post Mar 27 2007, 01:39 AM
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Maybe we can expand that rule for detecting spirits (p. 173) to make it easier for mundanes to detect astral beings. Something like:

"The presence of a powerful astral being is something that can be felt by even mundane creatures. Whenever an astral being passes within a radius of the creature's Essence in meters, the creature is entitled to a Perception test, TN of 12 minus the astral being's Force or Magic Attribute, as appropriate. With one success the creature feels a sensation like a chill or tingling from the passage of the astral form. Additional successes give insight into the general location of the presence and its power (Force or Magic attribute), though they have no way of ever positively identifying it. Some creatures are trained to recognize these feelings as the presence of an astral being; others may simple dismiss the feeling as paranoia.

"Astral forms with Masking can attempt to hide their presence..." That's about all I've got. Anyone think this is a good idea and want to help me fill out how Masking helps?

Note no additional help for Awakened. They can swap into Perception anyway; they don't need the help.

Possibly this rule could be extended to detecting active spells? This allows us to also ditch the currently inane rules stating how spellcasting is subtle and difficult to detect, then go on to explain that when they said "subtle", they really meant "very slightly less obvious than full-auto gunfire under your nose." I'm really unsure about this one, however.
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Herald of Verjig...
post Mar 27 2007, 02:48 AM
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QUOTE (Eyeless Blond)
This allows us to also ditch the currently inane rules stating how spellcasting is subtle and difficult to detect, then go on to explain that when they said "subtle", they really meant "very slightly less obvious than full-auto gunfire under your nose." I'm really unsure about this one, however.

What are you talking about?
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Kagetenshi
post Mar 27 2007, 02:51 AM
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TN 4+Magic-Force to spot spellcasting. Not very difficult, really.

~J
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