The Jopp
Oct 28 2005, 10:23 AM
Is it just me or have spirits stayed the same from SR3 while characters & guns have drastically changed?
The immunity to normal weapons for spirits seems to include elemental effect weapons (like tazers) unless they have an allergy to it.
This means that it is IMPOSSIBLE to harm a Force 5 spirit with a panther assault cannon, not to mention the fact that character attributes are almost halved compared to SR3 which means that Charisma/Willpower attacks will be somewhat weaker.
Now, I can understand that dragons are supposed to be powerful (stats around 50yish or something) but aren't spirits a wee bit powerful now? It was at least possible to harm a F5 spirit before with a powerful enough handgun or an elemental effect weapon in SR3, but now???

(I looked for a similar thread but couldn't find any)
Dancer
Oct 28 2005, 10:58 AM
QUOTE |
Hardened Armor Type: P • Action: Auto • Range: Self • Duration: Always Hardened Armor is even tougher than normal armor. If the modified Damage Value of an attack does not exceed the Armor rating (modified by Armor Penetration), then it bounces harmlessly off the critter; don’t even bother to make a Damage Resistance Test. |
Armor piercing weapons are the answer. An assault rifle loaded with EX-EX will have an AP of 3, reducing the Armor of the Force 5 spirit to 7. The DV of said rifle is 8, higher than the armor, so you do physical damage as normal. If you want to kill a spirit with a handgun, you'll need to use a Super Warhawk or APDS ammo.
Rifleman
Oct 28 2005, 11:04 AM
Actually, this topic came up in of all places the bug city thread under 'Shadowrun topic'. Not exactly a logical place to look, but look up my post in topic
http://forums.dumpshock.com/index.php?showtopic=10464 I cover this common misconception from 2nd to 4th edition. Ammo and Autofire modifiers to damage count towards bypassing damage immunities.
It's rather roundabout, but you are making a key mistake in your reading.
QUOTE |
....Ammo and Autofire do count towards damage.... ....What you seem to be thinking of is "Hardened Armor" which functions like hardened armor for creatures. This is covered Directly above Immunity on pg. 217 of second edition and pg. 263 of third edition. ....(Skip a few paragraphs to fourth edition rules)..... In fourth edition they changed the wording for Immunity to Normal Damage to the Modified damage rating. pg. 288 |
[Edit: Ack, I am beaten with a more efficient explanation! Curse you Dancer!

]
The Jopp
Oct 28 2005, 11:23 AM
Aah, that explains a lot, Tazers sounds nice then, or Stick-N-Shock ^_^
PlatonicPimp
Oct 28 2005, 02:09 PM
BTW, force of personality attacks are out. They no longer exist.
Dancer
Oct 28 2005, 02:20 PM
QUOTE (The Jopp) |
Aah, that explains a lot, Tazers sounds nice then, or Stick-N-Shock ^_^ |
I suppose spirits can't buy a Nonconductive option for their Immunity to Normal Weapons

.
Azralon
Oct 28 2005, 02:34 PM
Pfft, good luck even hitting an Air:5.
SMDVogrin
Oct 28 2005, 03:29 PM
QUOTE (Dancer) |
Armor piercing weapons are the answer. An assault rifle loaded with EX-EX will have an AP of 3, reducing the Armor of the Force 5 spirit to 7. The DV of said rifle is 8, higher than the armor, so you do physical damage as normal. If you want to kill a spirit with a handgun, you'll need to use a Super Warhawk or APDS ammo. |
Not to mention that it is the _modified_ damage value that has to beat their armor rating. So Full Auto kicks that damage value way up there.
Dancer
Oct 28 2005, 03:43 PM
QUOTE (Azralon) |
Pfft, good luck even hitting an Air:5. |
White Knight LMG w/gyromount firing a Wide Full Burst. -10 to dodge.
FrankTrollman
Oct 28 2005, 03:50 PM
QUOTE (Dancer) |
QUOTE (Azralon @ Oct 28 2005, 02:34 PM) | Pfft, good luck even hitting an Air:5. |
White Knight LMG w/gyromount firing a Wide Full Burst. -10 to dodge.
|
Well, that's actually a -9 to the defender's pool. But that still leaves the Air Spirit with 11 dice of defense before taking a full defense action.
That misprinted Reaction Score is crazy big. Not to mention the fact that 10 points of hardened armor is going to make a humorous anecdote out of your White Knight even if it does somehow hit.
-Frank
PlatonicPimp
Oct 28 2005, 03:51 PM
Plus that -1 die pool each rime you make a defense test in a round. Just concentrate an OBSCENE amount of firepower at it. Have everyone fire two guns at it, then let the troll with the HMG go last.
blakkie
Oct 28 2005, 04:09 PM
QUOTE (FrankTrollman @ Oct 28 2005, 09:50 AM) |
...Not to mention the fact that 10 points of hardened armor is going to make a humorous anecdote out of your White Knight even if it does somehow hit.... |
If you are using regular rounds, yes. But APDS is something different with a total AP -5. Although to touch a Force 6 going Wide instead of Narrow you'd have to step up to a HMG.
Beyond that a Panther XXL or AV rockets.....which gets you back to the Dodging issues with the wacked Reaction since you can't burst fire with those weapons (at least not the ones in the BBB). EDIT: Actually, i guess you can't Dodge a rocket?
blakkie
Oct 28 2005, 04:12 PM
BTW if you are good enough to drop an Airburst HE Grenade right on top of the Force 5 spirit that is another way to go.
PlatonicPimp
Oct 28 2005, 04:15 PM
Also, Naval grade weaponry might work, and subtactical nukes have shown some promise, though it might just put them to sleep.
Azralon
Oct 28 2005, 04:15 PM
Best I've been able to come up with is a zergling horde of watchers plinking away at the thing. But, if you've got a conjurer handy already, then he can just as likely deal with the spirit directly.
Although I suppose I could outfit an army of Connection:1/Loyalty:6 Contacts with smartlinked SMGs. That's pretty much a global solution to many problems.
blakkie
Oct 28 2005, 04:27 PM
QUOTE (PlatonicPimp) |
Also, Naval grade weaponry might work, and subtactical nukes have shown some promise, though it might just put them to sleep. |
A Wide Long Burst of AP from a 16"?
Kleaner
Oct 28 2005, 05:46 PM
I had a force 5 spirit attack my players the other night. The mage with the weapon focus, and the adept with killing hands made short work of it. Yes, the reaction is insane, but it's only got two passes a turn.
Never bring a knife to a gun fight, and fight magic with magic.
p.s. I was also reading the x's as +'s. Otherwise they'd be truly insane.
PlatonicPimp
Oct 28 2005, 05:52 PM
But really, you need to do a little thinking when fighting spirits with mundane means. We all know that pouring water on a fire elemental is fun, so remember to use the proper weapons vs. the proper spirits:
Spirits of Fire: Yes, water, fire extiguishers, all of these bypass the damage reduction. removing the oxygen in a room will do it too. Smokey the bear is the natural enemy of fire spirits. If all else fails, pee on it.
Spirits of water: Temperature control. Heat of any sort can boil it, Cold can freeze it. Also, tossing the ingredients for quick dry cement into the spirit will get you a neat statue rather quickly. Add enough sugar and lemon juice to it for a lemonde elemental, which in addition to being a little slower due to weight increase, are quite tasty.
Spirits of air: A high powered fan will work wonders here. A high powered vaccum can be used ghostbuster style to trap the bugger. A pile of frechly raked leaves is like catnip to these buggers, and they will abandon any other pursuit in order to play with one. Like fire elementals, they are'nt much threat without any air. Finally, you could actually try to get one caught up in a combustion process, weakening them by using up the air they are made of.
Spirits of earth: A good deal of water can quickly turn these into spirits of mud. Getting off the ground through levitation spells, or going off in a boat, will prevent them from following. Drop it in a lake for good measure, it will take it a while to get back out. And never, ever forget that paper beats rock.
Spirits of man: These are the simplest to deal with. After all, what does every amn want? get it some beer, a barbecue, a sports broadcast to watch and a playboy, and that sucker will never bother you again. Higher level spirits may require sports cars or SUVs as well.
Spirits of Beasts: Known to calm down with soothing music. Occasionally tamed by "beauty." Frequently bribeable with raw meat. If all else fails shout "SIT!" as loud as you can.
blakkie
Oct 28 2005, 06:05 PM
QUOTE (Kleaner @ Oct 28 2005, 11:46 AM) |
p.s. I was also reading the x's as +'s. Otherwise they'd be truly insane. |
Without that change Killing Hands and Weapon Focus would have done little. It would have come down to Bannishing it, or overwhelming firepower/grenades.
Azralon
Oct 28 2005, 06:31 PM
QUOTE (Kleaner) |
p.s. I was also reading the x's as +'s. Otherwise they'd be truly insane. |
I think that's the key to the balance that should be there.
Dancer
Oct 29 2005, 02:09 AM
QUOTE (FrankTrollman @ Oct 28 2005, 03:50 PM) |
Not to mention the fact that 10 points of hardened armor is going to make a humorous anecdote out of your White Knight even if it does somehow hit.
-Frank |
White Knight with Ex-Ex rounds: DV8, AP-3. Does physical damage to a Force 5. Not very much, but it does.
What do Air Spirits do, apart from being impossible to kill? Can you ignore them while you go gank the conjurer?
Rifleman
Oct 29 2005, 01:07 PM
Ok, a chart giving how many net hits (as per modified damage value, page 140) you need to achieve damage vs. a force 5 spirit, so that we can see exactly how effective various weapons can be. I include the base hit nessessary to actually hit the target in this chart:
Light Pistol: 8 hits
Light Pistol w\ APDS or EX-EX: 4 hits
Heavy Pistol: 6 hits
Heavy Pistol w\ APDS or EX-EX: 2 Hits
Warhawk: 3 hits
Warhawk w\ APDS or EX-EX: 1 hit!
SMG: 7 hits
SMG w\ APDS or EX-EX: 3 Hits
Assault Rifle: 4 hits
Assault Rife w\ APDS or EX-EX: 1 hit!
Rifle or Shotgun(Slug): 3 hits
Rifle w\ APDS or EX-EX: 1 hit!
Elephant Rifle: 2 hits
Elephant Rifle w\ APDS or EX-EX: 1 hit!
Sniper Rifle: 1 Hit!
LMG: 4 Hits
LMG w\ APDS or EX-EX: 1 Hit!
MMG: 3 Hits
MMG w\ APDS or EX-EX: 1 Hit!
HMG: 2 Hits
HMG w\ APDS or EX-EX: 1 Hit!
Obviously the damage has to then bypass the body+armor test but considering that armor is no longer the gaurenteed minus it was in previous editions, high powered weapons with Ex-Ex ammo such as the Warhawk, the Elephant gun, or a Sniper rifle are highly likely to do damage.
A Force 5 Earth spirit for instance will only absorb on average 3 to 6 hits from any of these attacks.
My end point is spirits are like anything else in Shadowrun. Bring the right gear, you have nothing to fear.
Red
Oct 29 2005, 03:37 PM
QUOTE (SMDVogrin @ Oct 28 2005, 10:29 AM) |
QUOTE (Dancer @ Oct 28 2005, 05:58 AM) | Armor piercing weapons are the answer. An assault rifle loaded with EX-EX will have an AP of 3, reducing the Armor of the Force 5 spirit to 7. The DV of said rifle is 8, higher than the armor, so you do physical damage as normal. If you want to kill a spirit with a handgun, you'll need to use a Super Warhawk or APDS ammo. |
Not to mention that it is the _modified_ damage value that has to beat their armor rating. So Full Auto kicks that damage value way up there.
|
There is one problem there. The compare armor step on page on 140, and the table on 141 state that autofire does not factor into "modified damage" for determining whether damage is physical or stun. It doesn't say whether this applies to hardened armor functionality explicitly.
Instead the hardened armor power on page 288 just states "modified damage." Well the question becomes which "modified" damage applies. In one interpretation the spirit is immune. In the other the spirit takes stun damage instead of physical. But there is a strong precedence from SR3 that suggests that autofire doesn't count for "modified damage" when making hardened armor comparisons.
It isn't really clear. You could take the RAW approach, the spirit of precedence approach, or the rule 0 approach. So once you get past the hubris, I think the answer is consult your GM. If you disagree, work it out.
QUOTE (PlatonicPimp @ Oct 28 2005, 12:52 PM) |
Spirits of earth: A good deal of water can quickly turn these into spirits of mud. Getting off the ground through levitation spells, or going off in a boat, will prevent them from following. Drop it in a lake for good measure, it will take it a while to get back out. And never, ever forget that paper beats rock. |
Using elemental powers is an awesome tactic as always, agreed! Unfortunately it can be difficult to evade spirits as you have described. Page 177 tells us that materialized spirit of all kinds are not subject to gravity. You need to be in that pesky of body of water! Of course, your mileage may vary. Some DMs might say that earth elementals don't care about standing body of water especially if it is a spirit of the forest or something. Though the text does suggest that most spirits except those you'd associate with flying tend to stay earthbound and just hover or float. But it never says they aboslutely have to stay earthbound.
*Though, if materialized spirits are indeed immune to gravity I have to applaude them for being able to keep up with the planet in orbit as it spins??? No, seriously. It's magic. No need to over analyze.
**Edited to add qualifier on "earthbound" spirits.
Jaid
Oct 29 2005, 03:49 PM
QUOTE (Dancer) |
QUOTE (FrankTrollman @ Oct 28 2005, 03:50 PM) | Not to mention the fact that 10 points of hardened armor is going to make a humorous anecdote out of your White Knight even if it does somehow hit.
-Frank |
White Knight with Ex-Ex rounds: DV8, AP-3. Does physical damage to a Force 5. Not very much, but it does.
What do Air Spirits do, apart from being impossible to kill? Can you ignore them while you go gank the conjurer?
|
well, if you don't mind force 5 lightning bolts backed up with 10 dice in spellcasting (magic + spellcasting skill, skill and magic of the spirit are equal to force), then i suppose not. of course, that is a specific optional selection for an air elemental, not an automatic one, but even so i don't think it'll be terribly uncommon either.
alternatively, they can take the lightning aura thing and go into hand-to-hand combat... which i believe adds +4 to the DV of their attacks and makes them electric. add in the engulf power (which i believe air spirits automatically receive) and you begin to have things to worry about.
generally speaking, a combat-oriented spirit (especially air and fire, IMO) is a very scary thing, and you don't want to leave it around for too long.
oh, and "only" needing one net hit to hurt the spirit isn't all that easy... that means, assuming the spirit gets 1 hit on every 4 dice, that a force 5 air spirit gets 5 hits on a normal dodge. good luck with that.
of course, if you presume those 'x' were supposed to be '+' then you get a much more reasonable situation.
maa01
Oct 29 2005, 04:27 PM
QUOTE (Jaid) |
well, if you don't mind force 5 lightning bolts backed up with 10 dice in spellcasting (magic + spellcasting skill, skill and magic of the spirit are equal to force), then i suppose not. of course, that is a specific optional selection for an air elemental, not an automatic one, but even so i don't think it'll be terribly uncommon either. |
That's actually
power. For force 5 spirit, it makes
13 dice to hit (agility (force +3) + skill (force)), DV 5 and half impact armor, but
no spell defense. Force 7 spirit with DV 7 and 17 dice to hit is even more nasty. And as an air spirit, it's almost unhitable - reaction 28? thats a joke
blakkie
Oct 29 2005, 04:51 PM
That is something that really should have been included in the Counterspelling or Powers section. Explicitly allowing Counterspelling of spirit powers that are magical. Magical powers are so very close to spells in function and description. They even use spell terminology, like "subject", without it being explained separately for powers.
Jaid
Oct 29 2005, 04:51 PM
QUOTE (maa01 @ Oct 29 2005, 11:27 AM) |
QUOTE (Jaid) | well, if you don't mind force 5 lightning bolts backed up with 10 dice in spellcasting (magic + spellcasting skill, skill and magic of the spirit are equal to force), then i suppose not. of course, that is a specific optional selection for an air elemental, not an automatic one, but even so i don't think it'll be terribly uncommon either. |
That's actually power. For force 5 spirit, it makes 13 dice to hit (agility (force +3) + skill (force)), DV 5 and half impact armor, but no spell defense. Force 7 spirit with DV 7 and 17 dice to hit is even more nasty. And as an air spirit, it's almost unhitable - reaction 28? thats a joke |
if reaction 28 is a joke, it's not a very funny one
and actually, for a force 7 spirit, it will be a based DV of 7... i was assuming the force 5 spirit, since that seems to be the standard being used in this thread.
so, uhh... yeah, your force 7 will be getting 17 attack dice (avg 5.66 hits), 28 defense dice (35 on melee defense) and it's base DV for an attack is 7.
the point remains, of course, that you sure as heck wouldn't consider it something to be ignored, as it isn't exactly a weakling either.
hmmm... i just had a scary thought... can you quicken spells on a spirit, and when they come back it will still be there?
ie, could you give a spirit boosted reaction, for example, to get it 4 IPs, some extra Agility and Reaction, more armor, and probably some other interesting stuff i haven't even considered, and then it just has that whenever you call it?
i can't think of any reason why that wouldn't work...
blakkie
Oct 29 2005, 04:56 PM
QUOTE (Jaid) |
ie, could you give a spirit boosted reaction, for example, to get it 4 IPs, some extra Agility and Reaction, more armor, and probably some other interesting stuff i haven't even considered, and then it just has that whenever you call it?
i can't think of any reason why that wouldn't work... |
If it was a bound spirit. You could do it on an unbound spirit, but come sunrise/sunset *poof* there goes your invested karma (just like if your bound spirit happened to get Banished).
Jaid
Oct 29 2005, 05:34 PM
well, yeah, i figured the bound spirit thing was kinda assumed in that... obviously for an unbound one, at most you might cast the spells and then turn 'em loose for a remote service, while you stay behind sustaining the spells.
Rifleman
Oct 29 2005, 09:57 PM
For the record, many people play by the house rule (and I'm willing to bet soon-to-be offical errata

) that those "x"s are supposed to be "+"s when it comes to spirits.
Why do we do this? Aside from the insanity of a multiplier, In previous editions they were always +s, like for example:
Fire Elemental
B: F+4
Q: F+2(x3) S: F-2, Ext... Ext.
Air Elemental in 3rd E?
Q: F+3(x4) Those multipliers were for
Running Speed which isn't used any more. They have the movement stat. So what happened? The translator either did the spirits first or last, dooming them to bugginess. And since there is no quote in the book saying, "The astral realm was flooded with awakened caffeine", It seems unlikely they would gain such a huge boost to their abilities between editions.
Elve
Oct 29 2005, 10:26 PM
I indeed like the x as x...
A spirit should be nearly impossible to hin in physical combat.. It's a spirit after all... YOu can always banish it, toss a spell at it or attack it in astral combat...
Zeel De Mort
Oct 29 2005, 10:37 PM
Or if you're mundane...?

You get taken out by the unstoppable Force 5 spirit.
Rifleman
Oct 29 2005, 11:07 PM
QUOTE (Zeel De Mort) |
Or if you're mundane...? You get taken out by the unstoppable Force 5 spirit. |
Precisely the problem for non-mages.
Spirits already get a huge amount of bonuses, why make them so cheesy as to be impossible to kill outside of magic? What happens if the mage is dropped by a sniper rifle while attempting to banish the spirit? How could the UCAS have contained the CZ if they could dodge 3 to 4 HMGs? How did they get so powerful between editions? And is it not a little suspicious that the Multipliers in question were the same modifiers they had in previous editions movement speed?
Immune to normal Weapons + Impossible to Hit = Broken.
Immune to normal Weapons + Difficult to hit = Just about Right.
snowRaven
Oct 30 2005, 12:06 AM
QUOTE (Red) |
*Though, if materialized spirits are indeed immune to gravity I have to applaude them for being able to keep up with the planet in orbit as it spins??? No, seriously. It's magic. No need to over analyze. |
Why else do you think they need insane reaction ratings?
Try dodging a skyscraper that is coming towards you at a speed of...oh say 1000 km/h...
Hasaku
Oct 30 2005, 07:29 AM
QUOTE (Red @ Oct 29 2005, 08:37 AM) |
*Though, if materialized spirits are indeed immune to gravity I have to applaude them for being able to keep up with the planet in orbit as it spins??? |
They're clearly all satyrlegged horse shamans.
Azralon
Oct 31 2005, 04:20 PM
QUOTE (maa01 @ Oct 29 2005, 12:27 PM) |
And as an air spirit, it's almost unhitable - reaction 28? thats a joke |
I declared in my game that Reaction and Physical Initiative are calculated via addition rather than multiplication. Air spirits are still all nimble and such, but they're not ridiculous anymore.
Gondor
Oct 31 2005, 05:24 PM
In SR3 you could attack with force of personality(pg188). In SR4, it says under spirit combat "Only the truly courageous, driven, or mad have enough force of personality to allow their attacks to affect a spirit" pg177. My guess is that in order to keep the base rules simple the desided not to include the rules for force of personality combat until the SR4 magic book came out. A good rule that would probably be close to actual rule would be Willpower vs. Force, damage is Charisma/2. This would give a non-magical group at least a chance versus spirit. As it is now if you don't have a mage, or a tank, your pretty much screwed.
Shinobi Killfist
Nov 1 2005, 05:01 AM
add in that unbound spirits can be sent on remote service, and then no longer count against the total# of spirits controlable(1 for unbound) and securtiy mages can send the spirit train at any known intruder. Summon, remote service kill the party. Summon, remote servie kill the party etc. If every 2 combat turns the party gets hit by a spirit on a rampage. well there will be pain in there future. And I'm sure the party spellcaster can have fun abusing this as well.
Heck even with sane stats using the + method this makes spirits way to powerful. Why this isn't limited to bound spirits I just don't know.
And yeah they have the flavor text for fighting with force of personality, they seem to have dropped the rules though.
Dancer
Nov 1 2005, 05:41 AM
How does Innate Spell (for Spirits of Man) work? If I summon a Spirit of Man with Stunbolt, it will cast it using Magic+Spellcasting dice (total Force x 2). But what Force will it cast the spell at? Will it suffer Drain? Which stats will it resist Drain with?
FrankTrollman
Nov 1 2005, 10:44 AM
QUOTE (Dancer) |
If I summon a Spirit of Man with Stunbolt, it will cast it using Magic+Spellcasting dice (total Force x 2). But what Force will it cast the spell at? Will it suffer Drain? Which stats will it resist Drain with? |
Any Force up to twice its Force.
Yes.
It doesn't make any difference, all its mental stats are the same. The Spirit always resists Drain with a dice pool of Force x 2, regardless of tradition.
-Frank
Dancer
Nov 1 2005, 11:08 AM
Thanks. Not as hard to kill as a Spirit of Air, but it looks like its got considerably more punch.
Azralon
Nov 1 2005, 04:59 PM
QUOTE (Shinobi Killfist) |
Summon, remote service kill the party. Summon, remote servie kill the party etc. If every 2 combat turns the party gets hit by a spirit on a rampage. well there will be pain in there future. And I'm sure the party spellcaster can have fun abusing this as well.
Heck even with sane stats using the + method this makes spirits way to powerful. |
Since the Drain Value of a spirit is twice its Force, in theory the summoner is either tiring himself out or is sending little more than annoyances at the party.
Also, the chainsummoner is going to have to have a way to designate the targets. He can't be just lounging in a break room somewhere and expect the spirit to know who he's talking about when he says "sic 'em." Even if the first service is a Search, at one point a fleeing party is just going to get too far away.
As for using this as a PC, at some point a security mage is going to scout around enough to find where the spirits' birthing ground is.
That being said, it's still remarkably easy to hand a grenade to a spirit and ask him to deliver it to the nice gang members over there. The spirit can be immune to the blast if it drops the ordinance first and then cleans up the survivors... or it can just beat on the people itself and drop the dead-man's grenade if it's vanquished.
All you gotta do is have a GM who lets a manifest spirit understand what "hold this button down" means.
phelious fogg
Nov 1 2005, 05:01 PM
Or just replace the grenade with a remote activated bomb
Azralon
Nov 1 2005, 05:04 PM
Sure, there's that. I was assuming no available Demolitions skills present so went for simple prepackaged boomboom.
Also, I have a (retired) shaman who loved ye olde "Magic Fingers Delivery System" for grenades. Don't even have to risk annoying a spirit.
blakkie
Nov 1 2005, 05:07 PM
QUOTE (Azralon @ Nov 1 2005, 10:59 AM) |
Since the Drain Value of a spirit is twice its Force, in theory the summoner is either tiring himself out or is sending little more than annoyances at the party. |
That is only the maximum possible DV. The DV is double the number of HITS rolled by the spirit when it opposes the Summoning using Force # of dice (minimum of DV 2). So up to Force 4 most of the time the DV will be 2, although a DV 4 would happen fairly often, and you can see DV6 and even DV 8 (1 in 81 chance).
EDIT: Unless the GM decided to be nasty and have the spirit use a point of Edge to oppose the Summoning.
Azralon
Nov 1 2005, 05:34 PM
QUOTE (blakkie) |
EDIT: Unless the GM decided to be nasty and have the spirit use a point of Edge to oppose the Summoning. |
Oh, I like that. I might start using it as a penalty for summoners who habitually abuse their spirits.
blakkie
Nov 1 2005, 05:42 PM
QUOTE (Azralon) |
QUOTE (blakkie @ Nov 1 2005, 01:07 PM) | EDIT: Unless the GM decided to be nasty and have the spirit use a point of Edge to oppose the Summoning. |
Oh, I like that. I might start using it as a penalty for summoners who habitually abuse their spirits.
|
I would definately have a spirit use Edge to resist Summoning or Binding by anyone with Spirit Bane matching the spirit's type. So if you feel that the conjurer would have earned such distinction by their actions, well fry them.

The truely devious part about it is that even if the conjurer is successful the spirit has used up a point of their Edge.
FrankTrollman
Nov 1 2005, 06:13 PM
Since the spirit doesn't really exist before it is brought into being, can it spend an edge point to resist summoning?
-Frank
blakkie
Nov 1 2005, 06:20 PM
The spirit apparently exists.
QUOTE |
Th e Drain Value for Summoning is equal to twice the hits (not net hits) generated by the spirit on the Opposed Summoning Test (minimum 2 DV). |
Even if the Summoning failed and the spirit did not appear....
QUOTE |
Th is applies whether or not the magician generated any net hits in the Summoning Test—that is, whether a spirit appeared or not. |
Now what form the "spirit" is in before the summoning, and during the summoning (prior to completion of the summoning)? Whether they are a theoretical part of a larger whole of magic goop or have a separate, individual "life" before being summoned, etc. is entirely matter of magical theory conjecture (as portrayed in past canon).
Azralon
Nov 3 2005, 04:32 PM
QUOTE (blakkie) |
The truely devious part about it is that even if the conjurer is successful the spirit has used up a point of their Edge. |
Exactly.