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Apr 4 2007, 08:31 PM
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#176
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I prefer the idea of them as being ordinary Spirits of Man. Possibly spawned from the above, but I see nothing "toxic" about something so deeply human. ~J |
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Apr 5 2007, 01:11 PM
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#177
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
A herpes spirit would be the toxic version.
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Apr 6 2007, 01:32 AM
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#178
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
I'd argue that rape and sexual exploitation are about as "deeply human" as toxic waste and massive radiation damage are "in tune with the environment", but this isn't the thread for any of that. So, back on topic, how is everyone weighing in on the recent issues brought up: I) Watchers are too expensive to use as long-term anything, especially as guards. Solutions so far: Ia) Split Watchers up into two separate spirit types, one for messages and searches, and a far cheaper one for guarding Ib) Make watcher spirits easier/cheaper to summon for long periods of time, but only for patrolling purposes. Keep the canon rules (successes = number of hours present) for all other spirit uses. II) The Search power, astral tracking, etc. needs work. It should have the following changes: IIa) Dependent on distance between summoner/target. IIb) Dependent on communication between spirit and summoner (summoner's Int? Spirit's Int? Some sort of description skill?). IIc) Dependent on summoner's knowledge of the target. IId) Should be the same rules for Watchers and other spirits? Similar but with special restrictions for the Watchers? Maybe non-Watcher spirits can search for physical objects more easily than Watchers? III) Reinforce the flavor text regarding Essence-as-connection-with-Astral-body with actual rules: IIIa) High Essence creatures/characters have an easier time detecting astrally-active beings? IIIb) Low Essence creatures/characters (creatures specifically with Essence Loss from cyberware/addictions/etc) are slightly resistant to magic? Maybe add total Essence loss to TNs for Health spells, and 1/2 Essence Loss (round down) to all other spells? IV) Maybe we should consider optional rules to--how did nezumi put it--"require eating puppies or something," to initiate? For magic in general? IVa) Mechanically, regular initiation is a bit of a pain in the karma already. It's only when you stack both groups and ordeals that it becomes a little too easy. Maybe we should make "Group Initiation" an ordeal itself, so it doesn't stack with other ordeals? This would make the base cost for self-initiation Base*3, and initiation w/ordeal or group as Base*2. IVb) Forget cyberpsychosis: how about astralpsychosis? Maybe initiation should make you go a little crazy. I imagine initiation as immersing yourself in levels of magic that are, at best, greater than humans should normally be able to handle, at worst incredibly dangerous. Of course this would be the direct opposite of cyberware's detachment and mechanical psychosis; the initiate's version would make him prone to bouts of mania, hyperactivity, maybe delusions and schizophrenia? How could we make Initiation drive you a little crazy, and have it both be workable and interesting? V) Revamping geasea to be less inherently munchkiny: Va) Gesture/Talisman/Incantation Geasea require a Free Action devoted to each geas before using any magical skill. This means someone with more than one of the three will be forced to waste a pass chanting or waving their hands around before casting a spell, for instance. Vb) Maybe we can cross-pollinate the aspected abilities of Aspected Mages, and the limitations of the different Geasea? I imagine a guy taking a Sorcery-only Geas after losing a lot of Essence to a single cybersurgery, for instance, or an Aspected Mage who can only use his magic at night, rather than the limited range of canon limitations for aspected mages. VI) Spirit combat rules need to be reworked. VIa) Remove the silly "fishing poles/whipt/boards-with-long-nails help with Contests of Wills" rule. VIb) Replace it with something else that gives mundanes a change at beating spirits, but makes more sense. Maybe the Essence loss penalty mentioned above could apply to spirits attempting to get in a Contest of Wills with a mundane? VIc) Rework the Immunity to Normal Weapons thing to be less all-or-nothing. The same or similar changes could be made to vehicle/hardened armor later, to help out the sam who foolishly tries to shoot a car. VII) Foci issues VIIa) Mundanes bonding foci? At least weapon foci, to allow them to fight spirits? VIIb) Reintriduce grounding rules? VIIc) Possibly rework focus combat? VIId) Focus addiction rules suck. They should work like other addictions, all of which needs to be redone themselves, and maybe if severe enough you should start losing Essence like you can in SR4? |
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Apr 6 2007, 01:40 PM
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#179
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
(I'm glad you're documenting astral stuff, since I've really fallen behind. If you want my old notes up until early March, I can post them.)
1) None of the above. Watchers should be temporary. I suppose b would be acceptable though, but it would have to be carefully worded. 2) All of the above except the last. I prefer fewer special cases if possible. The summoner's intelligence determines if the watcher understands the instructions, the spirit's intelligence determines if it successfully finds what it's looking for. 3) All of the above 4) 4b sounds awesome. It may also explain why powerful sorcerers, dragons and IEs all seem a little off their rocker. 5) I agree with all of the above, but I think the talisman geas needs to be dropped, or needs to be modified to require a substantial karma deposit. 6) All of the above. Low essence characters should be difficult for spirits to attack, at least in anything less than physical combat (if we bring in #3 at least). I still think that a troll with a huge axe should be able to take a chunk out of an earth elemental though. 7) Yes to all except focus combat, which I don't understand or care about. |
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Apr 6 2007, 02:16 PM
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#180
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
I) actually opposed to both, I just suggested option a to see if it would fit better with some people's optinions.
II) a) Aren't there already penalties for the size of an are being searched? I do remember seeing that on the chart, maybe it was just the optional search definition in MitS. b) Would net nothing. Watchers are trivial to conjure for simple searches, so it would just be a matter of conjuring and dismissing until you have a swarm that knows what you want. c) I could see an argument for only being able to find targets that the conjurer has assensed, but that immediately leads to aspected conjurers being helpless and full mages assensing everything they see (even the ones that don't already). Not worth the trouble. d) Same rules, just that materializing spirits can actually do something more than talk when they find the target. III) disagree IV) Have yet to have such an abundance of karma that I can initiate easily. Maybe I need new GMs. V) No trivially available talisman definitions, no inanely stupid condition choices, and most of the geas muinchkinnery is countered. a) Since all characters get a free action every time it's anyone's turn for initiative, this is a useless and annoying suggestion. VII) a) no b) no c) what do you mean? d) why? |
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Apr 6 2007, 02:23 PM
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#181
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
My suggestion for geasa was to scrap geasa to counteract magic loss entirely and rework the idea to operate like the Exclusive and Fetish-limited spell limitations.
~J |
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Apr 6 2007, 02:26 PM
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#182
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
Would you be able to apply it to spells after learning them to offset the penalties of magic loss, or would they all need to be included when learning? I do like the idea of a gesture-linked spell, but not all spells being gesture linked.
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Apr 6 2007, 02:41 PM
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#183
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm figuring that the magic loss would just be cut out of the idea entirely, and you'd apply it to the spell when learning it. It'd be by-spell, too, not "now every spell you cast needs a gesture".
~J |
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Apr 6 2007, 03:24 PM
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#184
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
On furthur thought, having to cast a spell you already know at lower force until you learn one with chanting that you can cast as well as you used to be able isn't a problem. I agree with the idea.
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Apr 6 2007, 05:38 PM
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#185
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...this was exactly the "loophole" that the PCs exploited. |
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Apr 7 2007, 03:21 AM
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#186
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Well, my responses:
I) I vote no on A, yes on B. While separate spirit types would be a bit overkill, allowing Watchers to be bonded as guards for long periods on the cheap--as elementals are, by the way, but these would be even cheaper as they are worth even less--would solve a big problem elegantly and simply. Namely, the whole "Astral spying > you" problem. If it becomes economically feasible for all middle-class and higher neighborhoods to have a small team of bound Watchers around to check for snoopers, it cuts down on the mages' easy-snooping privileges, all without having to give mundanes cheesy weird Ghostbuster-like equipment options. II) As nezumi, I like A, B and C. For D I think that searching should be essentially the same for all spirits, including watchers, but that watchers should face special modifiers for finding Astally-inactive targets, and near completely inept at totally mundane objects like computers. Maybe something like adding OR to Search tests for watcher spirits? III) As before, I like A and B here. I like Essence to have as much to do with Magic as possible, and these would help with that. IV) For A, I just don't like that there is a 100% difference between the fully-discounted Initiation and the undiscounted Initiation. Something like base cost*2.5 for self-initiation, and base cost*2.0 for group/ordeal initiation, with the base cost at desired grade+4? For B, it's a wonderful flavor idea, but how would it work? For the first few grades I'd imagine some small, purely flavor neuroses would be fine, but at the grades begin to rack up I want actual game mechanics to make those mental issues real impacts. Any suggestions? V) I like Kagetenshi's idea of geased spells more than either of the two ideas above. Though, how would that work with Conjuring? Can it? VI) Immunity definately need work. Where are the rules for how it currently works? I don't even remember. VII) I don't personally like any of these except rewriting Focus Addiction and *maybe* adding Grounding back in. For Focus Addiction, if we can fix regular Addiction rules to actually work, rather than being silly and stupid, we can then make Foci into addictive substances, just like any other psychologically addicting thing. This would make it less of a silly special case, while actually accomplishing what it's supposed to accomplish (making mages be careful about too many foci). |
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Apr 7 2007, 03:29 AM
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#187
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I) My problem with that is that it still takes a mage to fight a mage—someone needs to summon the Watchers. Really, my preferred solution is to make the astral a lot more disconnected from the physical world and to also make it a lot more dangerous, but there's been resistance to that idea.
IV) Brainstorming underway for ways to make magic eat puppies. V) As for geasa+conjuring, I have absolutely no idea how that would work. Brainstorming time. VI) Spirit Powers section. I'm not so sure it really needs work, though if we weaken Contest of Wills it certainly will. As it stands, it's 2x Force in hardened armor, 1x against elemental attacks, unarmored vs. contest of wills, combat spells, and weapon foci. VII) I would totally love to add Grounding back in, except someone pointed out to me the old "whip up a Force 1 nature spirit or elemental, guide to a place on the astral, order it to Materalize, then hit with Force 10 Somethingball grounded through it" trick. As far as I'm concerned, that pretty much kills grounding dead, which saddens me greatly. If someone has an amazing idea bring it up, by all means. ~J |
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Apr 7 2007, 04:01 AM
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#188
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Irrelevant. Magic vs. technology is covered more by III than by I. This issue is solely meant as a simple way to combat the astral scouting issue, while simultaneously making Watcher spirits work something like a low-powered blend of nature spirits and elementals, rather than their current weird rules that make them into something odd and different.
What, the "living things can crush your astral spirit" thing? How do you combat the fact that living dust mites cover every surface except in the cleanest of cleanrooms, bacteria float in the air, and all of it would instantly crush the life out of a projecting mage, since he can't physically push any of it out of his way, the moment he steps out of his body? I wouldn't be against removing astral projection entirely, leaving only perception open. "Astral projection" would then actually be metaplanar projection, and only available to initiates. But making living things impossible to move through opens a large can of worms itself.
Indeed, it's *balanced* as it is, but I'm not sure the rules are any *good*. I guess I just don't like the idea of a Sam carrying around a collapseable 10-ft pole, just in case a spirit comes along. I mean, forgetting the actual mechanics for a moment, why should it make sense to bring along long-reach weapons as an aid to making a test of wills? |
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Apr 7 2007, 04:08 AM
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#189
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Well, that was one proposal. Other possibilities include Earthdawn-style damage while projecting, increased range, frequency, and nastiness of astral flora and fauna, and weakening the ability to exactly gauge distances and positions for non-living things. Also scrapping physical sound penetration through the A/P barrier.
That's a big jump, but the idea itself intrigues me—especially since it closes one of the crippling gaps between full mages and the aspected. As it stands, it's usually worth paying those extra five points for the ability to project alone, and the ability to do whatever else was forbidden is just an extra bonus. As for ten-foot-poles, I know that I can exert my will on people more effectively when carrying a big staff :) seriously, the only justification I can come up with is that it allows the user a better defense. That's not a ridiculous justification, but it's comparatively weak, given that the fact that frequently the ten-foot-pole won't actually be able to hurt the spirit, leaving it only useful for parrying. ~J |
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Apr 7 2007, 08:48 AM
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#190
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
The more I think about it the more I like the idea of getting rid of the astral plane altogether, at least the way it's presented now. Now that grounding is out of the picture, astral perception/projection lets you do basically three things:
1) Spy on people essentially with impunity. (Projection) 2) Instantly identify anyone, without regard for disguise, cover, concealment, camouflage, lighting, or even magical attempts to hide oneself (both projection and perception and the number of mods that don't apply to Assensing tests.) 3) Call down the thunder of your spirit brigade on enemies while remaining invincible yourself. (Projection w/ elementals or Great Form nature spirits.) ...that's about it really, and frankly I don't really like any of those options in SR3. Those together are a big part of why nezumi and others bring up the very valid points of magic only being able to be countered by more magic. If I had my way I'd excise the Astral world as we know it entirely. It would become entirely the world of the spirits, a place where man cannot tread. I'd even change the name: hermetics would call it the Aether, or the Ethreal Plane, and shamans the Spirit World. The only way to view it would be that one Astral Window spell, whatever it's called, or wandering into one of those weird rifts or shallows or such. No perception, no projection; only spirits exist on that plane, essentially. Metaplanar projection would still work for initiates though. I'm unsure if it shouldn't require a little... more than it does now. More preparations, more vulnerability of your meatbod while you're away, more potential complications arising during the quest, etc. I'd also like to see initiates have the ability to allow willing people to come with them on astral quests. |
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Apr 7 2007, 11:10 AM
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#191
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
The Astral plane is a HUGE part of Shadowrun. While it might make mages less munchy, even I, who as a rule dislike mages, would have to say taking projection away altogether would seem to be a bit much.
Kage is right on. Make it more dangerous. What I think we need to emphasize is the astral is a completely separate ecosystem, and not only that, it's one that has been around for thousands of years, even though humans were unable to jump over. Realistically speaking, the astral should be an undocumented jungle of weird things, predator and prey, and ultimately a place where humans simply do not belong. Visiting the astral isn't just a philosophical test of what makes us human, but a quickness test to avoid the huge crocodile thing that just jumped out of that high-rise to nab you! If we basically made the mage into a little tuna in a big ocean, fully of sharks, jellyfish and sea-birds, the astral really would be its own adventure, one he's unlikely to want to take on himself. That said, it would also reinforce the 'Shadowrun is really 4 games in 1' 'dichotomy'. The mage goes off to do his scouting and the rest of the group orders beer and pizza. |
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Apr 7 2007, 11:38 AM
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#192
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
There are a nice list of astral nasties (but always room for more). GMs don't often use them. If you add more harmless astral entities, and then just indicate that astral life is common, this will increase all the search TNs (needs to be sterile or in the presence of an astral predator to get below the population density penalty), make general astral scouting harder, except when it's actually life threatening, and help make the astral seem more alien.
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Apr 7 2007, 07:51 PM
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#193
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Hm. Okay, I can respect that astral projection/perception may be a little too much to wholesale remove like that. But...
If GMs don't use astral nasties, presumably because it's too much bother to having them around everywhere, how does adding more of them fix the problem? Making the solution more complex doesn't encourage anyone to use it; kinda the opposite, really. I'm even more leery of making the astral into a whole alien ecosystem than I am of removing it entirely. The problem is basically the same as that of sculpted hosts for deckers. Having the mage's astral game be so completely removed from the rest of the group's on a regular basis would simply discourage groups from running it at all. Forcing the GM to come up with unique challenges just to satisfy the mage's astral journey is something most GMs don't want to bother with, just like most GMs don't want to bother with coming up with a whole sculpted system metaphor (or series of them even!) just to satisfy the team's one decker. That, IMO, would be worse than just forbidding the mage from entering astral space altogether, because it would leave the potential for astral abuse there, only kept in check by the GM constantly having to pay attention to balancing the astral plane, distracting him from the rest of his players. No, if we're going to keep the astral plane we need to remove the abuse potential of the astral without foisting the responsibility onto the GM. To do that we need to think of all the possible abuses that the astral plane offers, and find a way to nerf them without completely making the astral useless. In that vein, anyone want to add to my list of potential abuses above? As for specific fixes, I like Kagetenshi's previous idea of limiting how much the astral world and physical world interact, frosting up that "one-way mirror". 1) Since the astral plane has nothing to do with your normal senses, then your normal senses don't apply when using astral projection. Thus, you cannot hear, see, smell, taste or touch anything that does not have an astral aura. You can thus sense auras, and even use assensing to discern their properties and emotional states, but you have no way to orient yourself other than the living earth itself and the pinpricks of light that are other people. The "one-way mirror" becomes completely opaque in both directions. 1a) Manifesting, as a lesser form of a spirit's Materialization power, can somewhat counter this. It gives you psychic senses that somewhat mimic the real versions of those senses: you can see, hear, taste, touch, and smell as a manifested being. It's not as solid a form as a Materialized spirit, however, and the senses don't work so well: +2TN to Perception vs. anything living, +4TN to Perception vs. anything nonliving. At the same time, living beings can see and perceive you normally (though maybe at a +2TN because you're slightly insubstantial?). 1b) What would you say about mundanes and Manifesting mages being able to have a Contest of Wills? 2) Don't really know what to do about this. Maybe make astral signatures require more than one success on the Assensing Test, and you must successfully Perceive someone before you can Assense them? 3) Perhaps you can only command spirits within a certain distance of your physical, not astral, body? |
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Apr 8 2007, 12:47 AM
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#194
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
I never even hypothesized why GMs don't use them. If it is your experience that GMs consider it a bother to include astral nasties in such a way, say so, do not imply that I did. |
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Apr 8 2007, 11:06 AM
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#195
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
That whole post, and the only response you have is to take a single, entirely insignificant and superfluous clause and accuse me of possibly implying that I was putting words in your mouth. Accusing me, even though your actual post was just inches above mine in the screen and it would take a total and complete ignoramus to have read your post in such a way as to have included any such idea as was included in said clause in your statement. :sleepy: Suddenly I remember why nothing ever gets done around here, and why I just dropped this forum for two years only to see very little done on my return. Okay then, why do *you* think that, if there are indeed a lot of astral entities out there, GM's just don't use them? And, if it's true that GMs don't use the astral entities that do exist, how will adding more varieties of astral entity encourage GMs to start using them in the first place? The above clause, which I certainly don't want to give you credit for, sums up why I don't think it'll work; why do you think it will? |
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Apr 8 2007, 02:02 PM
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#196
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I personally believe that, in addition to it being too bothersome to use them, part of the problem is that the astral isn't really presented as a dangerous place to go a-wandering—there are astral nasties, but nothing, IIRC, that suggests that you should be meeting them if you take a jaunt around Seattle on ye olde Astral Plane.
~J |
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Apr 8 2007, 04:26 PM
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#197
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
About 2 decades ago, a guy was telling me about really astrally projecting. I don't think I really believed him. Something that came out of the discussion was him saying there were astral demons that once you showed you were aware of them became quite aware of you, even so far as being told of their existence. Remember, I didn't really believe him, but I started looking for those demons and they scared the hell out of me.
Now take this idea and apply it to Shadowrun. When the character astrally projects, it is like they have astral goo clinging to their boots that the astral entities can easily track. Even perceiving marks the magician with the scent of the astral and leaves his scent upon the astral. Then I realized the game has something similar already in place, Astral Signature and astral trail. Use these tools more. Have the astral entities interested in them, too, not just law enforcement or the guys you just riled up. A free spirit shadow or trickster should be quite interested in astrally active targets. Background count doesn't get used as much as it probably should. Or create a few astral only beings that are just terribly frightening. The oceans conceal things like megalodons, kraken, and sea serpents. I honestly think the future seas would be a scary place to cross. Make astral space scary with the threat of a few virtually unkillable entities. There is also the use of wards. These seem to get used quite often. I think they should be used often. Imagine todays world where the government could astrally spy on you, or the deviant across the street could visit your bedroom/bathroom. Wards would be about everywhere. Not just in the most secure locations. In summation: 1) Astral Signature 2) Astral Trail 3) Background Count 4) Existing Astral Threats 5) Potential Astral Threats 6) Wards |
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Apr 8 2007, 08:12 PM
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#198
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
Yes, because some of your post is just rambling. 1a and 1b look promising, but the rest will probably make the issue worse. Like tisoz posted later, there are mechanics already in SR3, but they are underused. I cited astral nasties (and he brought in others), but GMs don't use them. Why? Because it adds a whole new map that the GM has to plan out that may not be needed and the GM may not be as well read on the astral as a devoted mage. Astral, rigging and decking are less studied by GMs who haven't played characters of that focus simply because they are outside the regular floorplan. Integrate all three closer to the running gun battle, and it'll encourage (force) GMs to learn them as soon as a mage, decker or rigger is made. Not all GMs are good at improvising hazards and not all players are good at accepting GM improv. |
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Apr 9 2007, 12:38 PM
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#199
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
I'm not actually aware of a lot of astral nasties. You have:
-Assorted 'good' spirits; elementals, nature spirits, which, AFAIK, don't bother people unless it's requested by their master -Assorted free spirits which do whatever they please, but are tremendously rare -Bug spirits and toxic spirits, which are tremendously rare -Shedim (which is actually reasonably common, but only introduced in the '64 timeframe, so many of us can't use them yet) -Assorted dual-natured creatures, which really couldn't reasonably catch someone who is astrally projecting Am I missing something? If so, what book is it in? And which of these serve to make up an 'ecosystem'? Spirits aren't eaten, they disappear back to their metaplane when caught, and dual-natured creatures, with very, very few exceptions, can't get sustenance from an astral being. That's not an ecosystem, it's a handful of non-native, non-predatory creatures introduced from a foreign source. It's like a fish bowl. Like Kage said, not only aren't there a lot of these creatures, there's no reason to believe they survive well in Seattle. Reading on astral travel, we're given the impression that flying from Philly to Beijing is safe and easy. That isn't a good thing! The only time astral travel becomes truly dangerous is in toxic/background count/magically natural areas like Amazonia, in places with intentionally constructed astral security, or in the metaplanes. Like tisoz said, astral travel is based on real world ideas. However, no religion I know of that believes in astral travel believes it is so easy and convenient as what we see here. Kabbalah indicates that, while it is a tool to find enlightenment, it takes significant preparation, and the traveler is easily mislead, lost or harmed. They say time and again how dangerous it is. The native American shamanistic traditions, by and large, while including astral travel, almost require that it be highly symbolic and incredibly dangerous. People get eaten on dream quests!!! People die doing this stuff, and only under take the journey after significant preparation. Shadowrun astral projection is the thirty second burrito of astral journeying. Quick, convenient, homogeneous and thoroughly unsatisfying. |
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Apr 9 2007, 02:35 PM
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
Baba Yaga, Bean Sidhe, Brocken Bow, Corpselight, King Frost, Man-of-the-Woods, Nomad, and Tungak are all in Critters. The two types of ghost are in MitS. While some of them have clear situations that define when and how they will most often be encountered, I am not aware of any book that actually indicates they are tremendously rare beyond the somewhat limited encounter locations. Part of the issue is that these are not tame, and would not be encountered on corp property if the corp has any say. To keep them off would require more wards and patrolling tame spirits. There is a definite issue that the astral is not described as a hazardous place, and I do support fixing that notion. |
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Lo-Fi Version | Time is now: 9th February 2026 - 01:23 AM |
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