IPB

Welcome Guest ( Log In | Register )

11 Pages V  « < 7 8 9 10 11 >  
Reply to this topicStart new topic
> Astral Space, Essence, and the Awakened, the SR3R way
Eyeless Blond
post Apr 10 2007, 12:49 AM
Post #201


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



I'm still not so sure myself, not so much for flavor reasons, but for playability reasons. It's bad enough that we've got the decker off to one side playing his own game, a game different enough that a great many GMs insist on the decker being an NPC so they don't have to worry about sculpted hosts and grid metaphors, but now we want to do a similar thing for the mage on astral overwatch? Seems to me that's going in the wrong direction.

Besides, all that stuff about Kabbalah, Native American Shamanism, dream quests, etc. really applies more to the entirely subjective reality of metaplanar quests. Metaplanar quests are typified by highly personal, highly subjective planes, and are already fairly dangerous (though maybe they should be more so?), which meshes well with the powerful and personal vision quests typified in Shamanism and such traditions. "Regular" Astral travel more resembles an out-of-body experience than a vision quest; you're spending your time as a bodyless ghost, floating over the physical world on a different, yet corresponding plane.

I think making the astral plane too different and alien is the wrong way to go, but it may be hard to actually prove one way or the other unless we ran competing games, one with the "alien ecosystem" idea for astral travel and one with the "foggy one-way mirror" idea that I'm recommending above.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 10 2007, 01:01 AM
Post #202


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



I'd love to make the Astral Plane like the Alien World from Darkseed, but that might be going a little too far.

~J
Go to the top of the page
 
+Quote Post
Crossfire
post Apr 11 2007, 04:50 PM
Post #203


Target
*

Group: Members
Posts: 44
Joined: 7-May 06
From: Winnipeg
Member No.: 8,532



QUOTE (Eyeless Blond)
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.

I agree with your idea Blondie, but maybe with a twist. The astral world is, in my humble opinion, a big mess of contradicting rules and more often than not a waste of time for the non-mages (kinda like the Matrix but let's not go there...).

A big problem that I have is the flavour the astral realm brings to the game: It seems too present, not special enough. Everyone can do the same thing: mages and shamans are all the same (a lil different with conjuring but not much). Magic appears too often as a no-name brand sold at Wal-Mart.

That's why, back in the days, I changed it all for a campaign I was running. Suddenly, astral perception (with the power to assense people's auras) became a metamagical ability with its own special skill. Astral projection (also with its own special skill to use the ability) also became a metamagical power requiring astral perception to be bought before. My players knew they had to "choose" some kind of path. They could either improve spells, bond foci, etc. or go the "astral way" (or both but it would have been crazy expensive). The astral world became suddenly something only a few could understand and interact with, only the "high levels". They still had eventually some problems with the astral world but it made it more special. Picture having astrally projecting people during WWII. They would be special groups hiding behind door 13 on the mysterious 12 1/2 floor of a mysterious building. My players were totally fine with it, it added lots of flavour and they were able to concentrate on the physical world, physically interacting with people and the environment. I wanted for a moment to restrict astral perception and projection to "astral adepts", new magical oddities who couldn't cast spells but I flushed the idea down the toilet at that moment (but I'm considering it these days...).

I didn't stop there. Conjuring also become a metamagical ability (what!). Yes, you all heard me. Mages and shamans had to go on quests to the metaplanes and make pacts with an astral entities. Suddenly, spirits all had names, vibrant personalities, and all took time to conjure. They had to bargain with them, offer them things, were almost a part of team. Plus, it would be required that they spend 1 point of karma (from the pool, not good karma) every time they would conjure one (representing totem favours and cosmic energy they could handle at the moment). Let me say that suddenly, no more spirits guarding every block, every store, every hotel in town. They didn't expect spirits to be everywhere and when they would encounter one, it was on a really special occasion. More like a "big boss" or the big boss' henchman. No more random encounters, unless I wanted them to be. I used more free spirits roaming the city they could bargain with. They welcomed that change with open arms.

What was left for the mages? They did what they're supposed to do: cast spells. And guess what, they were still extremely powerful. During character creation, mages were also more well-rounded because they didn't have to take certain skills. I was nice though: to increase a spell they only had to pay the difference between the new spell and the old, not to "re-learn" it. They weren't required to get a spell formula to get a new spell, they could "appear" suddenly, sometimes when I decided. The interaction with other mages became more important (like trying to find an experienced teacher to help you control a new spell). Maybe I see mages too much like superheroes trying to control immense powers but that's kinda how I always imagined them. Like when you're 12 and you realize you can suddenly throw fireballs at those ork bullies terrorizing you after school...

Thus said, the group mostly always stayed together and everyone of them had roughly an equal play time. The decker was an NPC so it also made it a lot easier. Paranormal animals became a must for corps, as well as normal animals with some genetic or cybernetic modifications. Or even normal weak animals. Bypassing a family of geese guarding a facility can be as troublesome as bypassing 3 watcher spirits, 2 elementals and one mage. And way more fun.

I always thought Shadowrun was about corps and runners, with magic and the 'trix in the background. In most games I played, one simple watcher spirit would almost always slow down the flow of the game and only one person would do something about it, the group's mage. I support a radical change where magic becomes more rare, with no hordes of spirits guarding buildings, where the astral world is a mysterious place used by a certain elite group of experienced magic users. I also support more "magical phenomenon" like astral rifts, astral vision quests, unique magical anomalies, etc. to keep the interest of experienced players who have seen their share of spirits guarding buildings...

Bring back hellhounds, kill watcher spirits...

Peace!

Crossfire
Go to the top of the page
 
+Quote Post
nezumi
post Apr 11 2007, 05:25 PM
Post #204


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



While I like the idea, I worry it may be too much of a paradigm shift for what we're doing. It would substantially change the flavor and balance, and would require pretty hefty testing as well.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 15 2007, 09:14 AM
Post #205


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Anyone have any new thoughts on the Astral thing? I still believe that the alien ecosystem is the wrong way to go with balancing the astral. I think it'll solve one problem and create a worse one. Having the mage's astrally projecting body get pinned down by a swarm of astral bees or whatever is in many ways the same as the decker having to deal with a sculpted system while the rest of the team is on a run; he's off in his own little world, dealing with his own little problems, while everyone else including the GM is trying not to get distracted from the actual run. My big fear is that the mage's astral work will go the way of the decker's Matrix work: something that slows down the games where it is present and completely outlawed in many others.


On another note, I had an idea to help re-include Grounding. I don't know how Grounding worked in SR2, but how about this: in SR3R spells can be Grounded through a link between the physical and astral realm, but only in the opposite direction of the link itself. (Why? Just call it a weird rule of magic) For example:
  • In the case of an active focus, the physical focus in creating an astral form, so the link goes from the focus to the astral plane. Thus a mage can Ground a spell from the astral form of the focus into the physical focus, but not the other way around (from the physical focus into the astral realm).
  • In the case of a Materializing spirit, the spirit is making a semi-physical body, creating a link going from the astral plane to the physical. Since the link goes from the astral to the physical you can't use it to Ground a spell into the physical world, but if a physical mage wanted to he could Ground a mana area-effect spell through the spirit's physical body and smack down the astral area around him, all without having to Perceive and expose himself to direct danger from the astral.
  • One fun idea here is that this rule allows a particularly creative perceiving mage to Ground a Fireball through a projecting mage's astral body and blow up the house his physical body is in. :)
This is also why ritual magic takes so much longer than casting a spell (or Grounding one out, if I'm not entirely mistaken). A ritual spell itself isn't all that much different from a Grounded spell; the difference is that the ritual team must induce a link to grow form from the target back to the ritual team (the "Sending" part of the ritual) before the spell can be cast.
Go to the top of the page
 
+Quote Post
Link
post Apr 15 2007, 03:34 PM
Post #206


Moving Target
**

Group: Members
Posts: 519
Joined: 27-August 02
From: Queensland
Member No.: 3,180



QUOTE
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.


To prevent this scenario you could limit the force of a spell/power when ground through a materialised spirit or active focus to the rating of the spirit or focus. When grounding through an astral perceiver or dual natured target limit the force of the spell/power by the magic rating or essence of the astral perceiver or dual natured.
Actually, the materialised spirit is dual natured but you get the idea.

As for astral perception and sound across the a/p barrier et al. - would a simple explanation be that anything generated artificially is imperceptible. The general astral pallor would make navigation difficult too. We have also played up the lack of perception and precision during astral high speed - all measures which limit movement and astral recce.

The ideas on dark secrets/puppy eating? along with astral psychosis (and the dichomoty with cyberpsychosis) are promising. Also the idea of low essence being anathema to magic. These would expand traditional SR themes* unlike throwing out the astral plane as we know it - if I wasn't conservative I might be playing SR4.

*Perhaps more from novels and shadowtalk then existing rules.
Go to the top of the page
 
+Quote Post
nezumi
post Apr 15 2007, 08:40 PM
Post #207


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 like both of those grounding rules! Blond's version is a bit more complex, Link's version is a little less interesting (since you can only cast say a 1D fireball through a rating 1 sustaining focus, although that's still a threat, no question). Presumably, a mage counts as force 12 ;)
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 16 2007, 02:07 AM
Post #208


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



On that note, anyone care to fill me in on how grounding worked? All I know is it had something to do with using a dual-being or object to cast spells from one plane to the other.
Go to the top of the page
 
+Quote Post
Link
post Apr 16 2007, 11:50 AM
Post #209


Moving Target
**

Group: Members
Posts: 519
Joined: 27-August 02
From: Queensland
Member No.: 3,180



The mechanics varied slightly through the editions but the general idea is that any astral mage or spirit could cast spells/powers on the astral plane that when aimed at a dual natured target would ground into the physical plane. The chief benefit was that area spells would affect physical targets in the area of effect.
Go to the top of the page
 
+Quote Post
nezumi
post Apr 16 2007, 01:28 PM
Post #210


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Like Link said. It basically made you a lot more cautious to stand around the mage, since he was liable to explode at any moment. In general, foci and astrally perceiving became a lot more dangerous, since they served as channels for grounding (it would really decrease how reliable that sustaining foci is!) The problem was mages would summon a force 1 spirit, send it into a room full of bad guys, tell it to materialize, then cast fireball on the spirit, killing it but hurting everyone else in the room.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 17 2007, 03:17 AM
Post #211


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



That's it? Cast physical spell from astral -> spell affects physical plane? Huh, and here I thought there would be some extra rules like having to synchronize an aura, or having to defeat the focus/spirit in astral combat first or something.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 17 2007, 11:08 AM
Post #212


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Eyeless Blond)
That's it?

Yes, that's it. Its removal was a good thing, unlike the beautifully complex (and more importantly, useful) 2nd edition anchoring rules.
Go to the top of the page
 
+Quote Post
Link
post Apr 17 2007, 01:54 PM
Post #213


Moving Target
**

Group: Members
Posts: 519
Joined: 27-August 02
From: Queensland
Member No.: 3,180



QUOTE (Eyeless Blond)
That's it? Cast physical spell from astral -> spell affects physical plane? Huh, and here I thought there would be some extra rules like having to synchronize an aura, or having to defeat the focus/spirit in astral combat first or something.

No, there was more to it as you gathered. I didn't get into mechanics as they varied between editions. Here are the steps involved in casting at a focus.
Range attack - cast physical spell or spirit power at active focus
Spell must fight through barrier (if present)
Astral combat betwixt spell and focus
Spell defence dice add to body for damage resistance
If spell wins; it ‘grounds’ into target
Physical area spell affects physical targets
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 27 2007, 02:31 AM
Post #214


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



So the idea of essentially removing astral projection is looking more attractive. I'll try to outline the reasons why it might be a good thing in the next few days, but in the meantime, does anyone have any comments for or against the idea?

~J
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 27 2007, 04:13 AM
Post #215


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



So, what's the tally for proposals on this thread? So far I have the following:

A) Astral Projection, and astral bodies
-1) When a mage projects, he loses contact with his body completely.
--a) Mages don't feel injuries taken by their meatbod until they return.
--b) Mages have to track to find their bodies if they don't remember where their body is, or if it's been moved while they were out.
--c) No "snap-back" effect if a mage loses consciousness while projecting.
-2)When a mage projects, there is still a lingering connection to his body, one felt mainly unconsciously.
--a) Lingering connection means that mages are affected immediately by injuries (wound penalties, etc), but aren't immediately aware of how they're injured.
--b) "Snap-back" effect; when a mage is knocked out, his spirit immediately "shortcuts" back to his body, even through wards, much like a spirit can use a metaplanar shortcut to bypass wards.
-3) Astral plane changes
--a) Add a new set of astral-only critters, to make the astral plane more like an alien ecosystem.
--b) Nonliving matter cannot be seen from the astral unless the mage is manifesting.
--c) Changes to Search and Patrol functions available to spirits--see D:Spirit Changes.
--d) "I'd love to make the Astral Plane like the Alien World from Darkseed" --don't know what this means.
--e) Metaplanar travel is harder/requires more preparation.
--f) Interaction between astral and physical--see E:Grounding Revisited.
--g) Impede ability to exactly gauge distances and positions for non-living things
--h) No sound penetration from astral<->physical unless manifest.
--i) Mundanes can sense unmanifested spirits more easily, and at range. (See D-6)

B) Essence is an attribute of the astral form, and astral form's link with body, not of the body itself.
-1) Cyberpsychosis; low-Essence characters' social/healing problems caused by low connection between astral body/physical body, not just presence of chrome as described in books.
--a) Body kept at low Essence while projecting; too much projection may cause same effects as cyberpsychosis?
-2) Low connection to body == difficult to affect w/ wpells.
--a) Add TN of Essence Loss (or Essence Loss / 2) to all spellcasting TNs/spirit power TNs, other than indirect combat spells etc.

C) Spell/Sorcery Changes
-1) Direct/Indirect Detection Spells
--a) Indirect Detection spells not resisted, or resisted only by person using the sense rather than targets, much like indirect illusion spells.
--b) Detect X/Combat Sense *are* resisted, while things like Nightvision/Clairvoyance are not.
--c) No such thing as "Improved Area" for Spell Creation; if you want to improve your area, increase Force (see 2)
--d) No change to totem mods/etc; Detection still treated like one "school"
-2) Force of spells == area, not Magic Attribute
-3) Limit spellcasting successes to Force
--a) Net successes only?
--b) Total successes?
-4) Spell Defense comes from Spell Pool only?
--a) No Spell Defense specialization for Sorcery
-5) Magic more subtle? Less subtle?
-6) Spell ranges? Casting spells further away == penalties to cast.
--a) Grimoire had penalties for extreme ranges due to visibility.
150 m or less: no penalty
151-300m: +2
301-600m: +4
601-1250m: +6
1251-2500m: +8
2501-5000m: +10
5001m: no valid target
-7) Remove spells that create matter to avoid having to debate laws of conservation of mass and energy (this only impacts two or three spells and spirit powers)
-8 ) Manipulation as a category is too broad
--a Move elemental manipulation to Combat spells
--b Break Manipulation into two new categories, Physical Manipulation (telekinetic and transformational) and Control Manipulation (as it stands)
-9) What is the result of casting THROUGH a background count?
--a) Use the highest of the two endpoints (not the middle)
--b) For elemental manipulations, use only the caster's BG, since the spell travels in the physical
--c) Use the highest rating between the two endpoints inclusively
-10) Drop invisibility and improved invisibility, replace with concealment or SEP field (adds successes to TN to spot)

D) Spirit changes
-1) Watchers suck/use different rules than normal spirits
--a) Watchers use same Search rules as other spirits (see 2), but have additional penalties for finding non-astral targets.
--b) Allow cheap "Bind as guard" option, as elementals have, to replace expensive and useless long-term summon option. Watchers can only guard astral space.
--c) Watchers must make a test to stay interested in mundane affair, even under orders.
-2) Search is odd
--a) Wider area == higher TN
--b) Communicating what to search for is nontrivial
--c) Dependent on communication between spirit and summoner (summoner's Int? Spirit's Int? Some sort of description skill?).
--d) Dependent on summoner's knowledge of the target.
--e) 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?
--f) Adapt SR4's Search rules?
-3) Astral Patrols
--a) Base area changed to 10x sizes given in MitS.
-4) Immunity to Normal Weapons needs changing
--a) Changes should be made to hardened armor as well.
--b) Provides (F) impact armor and complete immunity to bombs and bullets.
-5) Contest of Wills needs changing
--a) Eliminate reach bonuses (Fishing Pole of Elemental-squishing +2!), and replace with something more sensible.
--b) What would you say about mundanes and Manifesting mages being able to have a Contest of Wills?
-6) Make it easier for mundanes to detect astral beings
--a) TN of 12 (9 maybe?) minus the astral being's Force or Magic Attribute to detect within (Essence) meters.
--b) TN of 12 - the perceiving character's Essence - the spirit's Force/Magic
--c) How to make Geasea+Conjuring work?
-7) Ally spirits
--a) Should not cost more (or at least much more) to upgrade than create.
--b) Stats should not be independent of Force, even after creation.

E) Grounding Revisited
-1) Max Force of spell == max Force of astral-physical link.
-2) Spells only travel in opposite direction to link (eg. Perceiving mage can only ground astral-cast spell to physical plane; materializing spirit can only ground physical-cast spell to the astral plane).
-3) Simplify Grounding rules to be more like Masking through a ward (synch aura, etc)
-4) Grounding as Metamagic technique?

F) Revamping geasea
-1) Gesture/Talisman/Incantation Geasea require a Free Action during your turn 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.
-2) 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.
-3) Geasea apply to specific spells/spirits
--a) No more Magic Loss from Deadly wounds
--b) Would work like fetish/exclusive limitations on spells.
-4) Scrap Geasea altogether

G) Ritual Tracking should be doable by one person.

H) Magic EATING PUPPIES
-1) Initiation eating puppies: astralpsychosis, or people going crazy from too much magic.
-2) Spells eating puppies: astral spell pollution causing background count?
-3) Spirits eating puppies: summoning spirits requires stealing life force from surrounding life. Temporary Essence Drain-like effect on everyone nearby (especially the mage); resistance is harder/permenant as Force increases?
-4) Wards/enchanting eating puppies: ward creation/item creation requires bloodletting?
-5) Condition Geas: Must club baby seal before casting spell. :)

I) Foci
-1) Make Addiction stick to people more? Remove it entirely?
-2) Remove combat with foci/astral objects

J) Ward-making
-1) Mundanes can learn, like Talismongering?
-2) Vehicle warding, the definitive answer.
-3) Use SR4's idea, of a ward being a barrier projecting from an object.
--a) If warded object moves, but walls move with it (ie. warded vehicle; object in vehicle), ward stays intact.
--b) If warded object moves relative to barrier walls then ward is destroyed.
-4) Wards contacting other wards; do they fight?
-5) Wards inside other wards. Can it be done?

J) Initiation
-1) Reduce cost of initiation, but it does not increase the magic rating (to combat cybered mages)
--a) Magic Rating boosted like other attributes; "racial" max == Essence+Initiation Grade.
--b) Essence Loss acts as a penalty, so raising Magic costs more for less benefit with cyber.
-2) To join an initiation group, candidate rolls Magic or highest magic skill vs. TN 4 + (size of group/10) + 1 per pt of magic lost - 1 per initiate grade. Group may spend karma pool on behalf of candidate.
--a) Alternatively - divide size of group by 5
--b) Alternatively - increases based on the highest grade within the group
--c) Alternatively - allow for EITHER above and first idea based on style of group(cult of personality vs. communal paradise)
--d) Alternative 6 which lost me (TN based on Group Size Factor, based on highest Initiate Grade/2 + grades of highest graded individuals/2)
--e) Alternatively, Mag. Theory or Etiquette(Magic) roll vs TN of 4 + members of group/5, +2 for not being initiated
-3) You cannot get more initiate grades than your original magic rating (natural max of 12, 10 with 1 point of cyber, etc.)
-4) Add metamagic to allow a caster to sustain a spell with spell pool



*Pant, pant, pant* Whew, that was a lot more than I expected!
Go to the top of the page
 
+Quote Post
nezumi
post Apr 27 2007, 12:25 PM
Post #216


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Boy, I'm glad I'm not maintaining THAT list ;P

Astral projection is pretty cool, and very popular. I do enjoy that astral projection is another one of those 'games' or mechanics people can and generally enjoy exploring. Plus, after four editions, it really is a stable of the game. Take it away and there's a serious risk people will say 'SR3R? That's not Shadowrun! There's no astral projection!' I don't know if we'd want to alienate such a large portion of our audience over what, ultimately, shouldn't be that tough an issue to fix. There are plenty of other suggestions made that would help limit projection without banning it outright.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 28 2007, 12:40 AM
Post #217


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



I filed that under A-3. The fix(es) I particularly like are A3-b, c, e, f, g, h, and i. I don't particularly like -a, because it makes astral too much of a separatist's game. When the GM and the mage are dealing with astral-only critters that noone else can see or interact with, what is everyone else doing? Sitting on their hands, getting bored, wondering why they bothered with the projecting mage in the first place, the same way they wonder why they bothered with the decker but even less so because a projecting mage can do even less than the Overwatch decker.

But enough about my likes and dislikes; anyone else have any comments? See anything I missed?
Go to the top of the page
 
+Quote Post
nezumi
post Apr 28 2007, 10:43 AM
Post #218


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Lessee...

A-1 b and c OR 2 a and b. We just need to settle on a paradigm
3 I still like a, but I can understand why people don't want to use it. c, d, e, f, g, h, i (whew)

B I like everything suggested.

C I like all of 1, 2, 3, 6, 7, 8, and 10. I have no opinion on 4, 5, and I like 9c.

D I like all of 1 and 2. 3... I don't know that astral patrols need to be made STONGER. If anything, I'd go the other way. 4 is an issue, I have no idea how well 4b would work. It needs testing, but I don't like the absolute immunity to bullets. 5 is good. 6b I agree with. 7 I have no opinion on.

E 1 I'm not sure on, since currently people like their force 1 sustaining focus for increas reflexes +3. If fix that problem, sure. 2 I think is the best available solution. 3 and 4 I'm not huge on.

F I don't have an educated opinion on.

G I agree with.

H Hahaha! All beautiful, all of them...

I No opinion

J 1 yes, I'm not big on warding vehicles, but I can be convinced otherwise. 5 yes.

J) Initiation should be K. I'll comment on it later.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 29 2007, 04:27 AM
Post #219


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Hey, that reminds me; we need to add the following:

C-11) Increase Reflexes--replace Increase Reaction, and Reflexes I, II, III
--a) Changed to +1d6INI per successes
--b) Changed to +1 Reaction/two successes, plus +1d6INI per three successes.
--c) Change TN:Reaction, Drain:+1(D)
--d) combine with Force == max successes rule. See C-3.
Go to the top of the page
 
+Quote Post
Demon_Bob
post Apr 29 2007, 08:27 PM
Post #220


Moving Target
**

Group: Members
Posts: 511
Joined: 24-March 05
From: On a ledge between Heaven and Hell
Member No.: 7,226



Vision penalties for range work for me. Don't forget to add in cover and concealment for ranged spells as well. It should be harder to target someone in a crowd. You should only be able to target into a crowd with an area spell that you can see.

As far as monsters in astral goes I see it as such. The astral plane in some way also shadows that of the world, so animals and others would have an echo there. How long that that echo remains depends on a number of factors. However, these Astral echos still feel the need to act in the way that their counterparts do, and to survive they must eat. As such predators exist.

With intent the mage can manipulate the energy from the astral plane to create effects (spells), and astral creations (wards). Unfortunately, this ability is not completely controlled and as such, the subconsious may form creations of its own (monsters from the Id).

The nature of the astral form will continue to be hotly debated for as long as magic exists.

The mind creates the astral form using some of the body's energy which is also used in running cyberware. In creating a form to house the mind it draws energy from the astral. A conduit to the Astral is formed which can be can be detected by other Astral beings. Intent and effects can also be sent down this conduit. Spells and creations (of which the Astral Projection would be one) both drain the body's energy and can only be maintained for a determinable amount of time. The Mind has the ability to override the body's self preservation instinct, allowing it to travel far from the body, however, without those instincts it becomes harder to find its way back. Because the body is powering the Astral projection damage would be shared or felt between the two.

Or

The Astral Form resides within the body. The body ties it to this plane of existence, and gives the Astral form a safe harbor. As the body is replaced with cyberware part of which identifies the self is lost, the Astral form grows weaker, therefore essence resides in the astral form. Longer it is gone from the body the weaker its connection to this plane becomes, the silver cord becomes thinner then eventually breaks. Eventually, the Astral form must return to a metaplane. The astral bodies strength, measured in essence also helps to determine how long it can avoid the Astral predators before returning to its brier patch, it calls a body.

How does that sound?
Go to the top of the page
 
+Quote Post
Demon_Bob
post Apr 29 2007, 08:37 PM
Post #221


Moving Target
**

Group: Members
Posts: 511
Joined: 24-March 05
From: On a ledge between Heaven and Hell
Member No.: 7,226



Part 2

Mundanes can create wards, but not so in such the way that the Awakened do.
They give energy and life to thier structures over time, by identifing themselves with such, the more of thier lives that is tied to the structure the stronger the ward.

As such a close net family would create a ward around thier home. A large sterile workplace even with many people would have an insignificant ward if one at all. A small Mom & Pop style buisness would have a noticeable ward, as much of the employees lifes would be tied into it.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post May 1 2007, 02:21 AM
Post #222


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



So, to summarize:

For cover/concealment:
C-6) Spell ranges
--c) Cover+Concealment applies to spells

For the two ideas of Essence... we're bringing that up again? I thought we agreed to arbitrarily call Essence an attribute of the astral body? Oh well:
B) Essence is an attribute of...
-1) ...the astral form, and astral form's link with body, not of the body itself. Possible connection with A-1?
-2) ...the physical body, which uses this energy to create a "temporary body" for the mind/soul (the astral form). Possible connection with A-2?

And for ward-making:
J-6) Spontaneous appearance of wards around areas...
--a) ...w/ strong sense of community, togetherness. Eg. close-knit family homes, mom-and-pop stores, churches.
--b) ...w/ strong sense of suspicion, distrust of outsiders. Eg. cult meeting houses, racist homes, gang territories.

Updates made to list. For reference, the list looks like:
[ Spoiler ]

Go to the top of the page
 
+Quote Post
Eyeless Blond
post May 1 2007, 02:28 AM
Post #223


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Note a few other ideas I snuck in there. Of particular interest to me are the astralpsychosis ideas:

H-1) Initiation eating puppies: astralpsychosis, or people going crazy from too much magic.
--a) Mania: (total initiate grades gained in past decade)/2 to all social TNs.

The idea being that too much magic tends to make people too "intense". They're infused with the essence of life to a degree that most people cannot fathom or understand, and this makes them... weird, to those that haven't had the same experience. Most of these are designed with fading penalties in mind, so that GDs and IEs don't have to have ten thousand mental disorders (though they certainly CAN).

--b) Low Pain Threshold: When injured, add (total initiate grades gained in past decade/2, round down) to condition monitor to determine would penalties.
Again, pretty straightforward. The rationale is: the stronger the connection between your body and astral self, the more you "feel" things, especially disharmonies and imbalances like wounds.

--c) Mental break: If gaining more than one initiate grade in (Initiate grade) years, roll Willpower vs. TN of Grade. TN=2*Grade if less than (Initiate grade) months. Failure means you gain a neurosis.
...maybe according to the table below? Include a note that GMs can feel free to assign whatever neurosis he feels like; the below is just a guide. Note that all neuroses are pretty crippling; do you think I'm going too far here?
CODE
2d6 roll   Result
2-3        Absent Minded- Character gains the Oblivious flaw
           (stacks if he already had it). GM may force player
           to make Willpower tests to avoid being "lost in the
           details" like cyberzombies.
4          
5          
6-8        "Karma overload"- The most common Awakened problem.
           Sometimes called "The Shakes" by shamans, non-hermetics.
           Penalty to Quickness tests and Quickness-linked skills
           equal to half Initiate grade.
9          Paranoia- Character has problems trusting his closest
           friends. In stressful situations, must make a Willpower
           test (TN 6) to avoid turning on his allies.
10        
11-12      Schizophrenia- Character has dangerous delusions, often
           extremely irrational behavior. Hears voices in his head
           that tell him to do things, and must make increasingly
           difficult Willpower checks to avoid them.

I also need more ideas; any suggestions?
Go to the top of the page
 
+Quote Post
Demon_Bob
post May 1 2007, 04:17 AM
Post #224


Moving Target
**

Group: Members
Posts: 511
Joined: 24-March 05
From: On a ledge between Heaven and Hell
Member No.: 7,226



Tried to read and follow entire thread before responding but got a little hazey along the way and forgot what had been covered already.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post May 1 2007, 04:33 AM
Post #225


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



That's the thing; almost none of it has. I think the only bits that even have anything like a consensus is some of the spell stuff (Force==max successes, area==Force, not Magic, etc). Everything else up there is still either up for debate, or hasn't been commented on by more than one or two people.

My advice is just take it a letter at a time. Read through it, see what you like/don't like, then post that one and move on to the next. We need some serious work on this one; unlike the Decking thread there's been nothing decided on here, just lots and lots of ideas.
Go to the top of the page
 
+Quote Post

11 Pages V  « < 7 8 9 10 11 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 9th February 2026 - 01:04 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.