Help - Search - Members - Calendar
Full Version: Some old plot hooks.
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2, 3
kzt
QUOTE (Big D @ Sep 30 2006, 08:42 PM)
Then how *does* it work?  That's what I'm trying to get at.

What *are* the abilities and limitations of the Movement power?

For example, if you're on foot, being chased by chromed-up Knight Errant troops and have only a F3 air elemental on your side, what will using the Movement power do for you?  Will you face rolls when you plant a foot and cut down a side street?  Will you wear yourself out over the same distance as a normal run, or the same time (and 3x the distance)?

Or, back to the t-bird issue... turn Movement on, and what happens?  Does the ship tear itself apart if you have a F9 elemental?  Do you generate a sonic boom since your real speed is well over Mach, or not because your "base" speed is under Mach?  Do you consume fuel at the normal rate over time, or at the normal rate over distance?

If you're in a van with high Movement on, and you roll down the window to take a shot at somebody else who also has Movement on, does the airflow blast the gun right out of your hand as you reach outside?

I'm much less interested in arguing points than I am in hearing what it *should* do.

You can't do that until you understand what it does.

As one version totally means that the version of the world portrayed by the game is totally wrong and is a game-buster; and the other doesn't and isn’t I know which one I'm going with.

I'd assume that it means you are suddenly moving x times faster, with no additional fuel cost, but with all the other effects of moving x times faster. Like you have x^2 energy when you hit something and it's really a lot harder to make a sharp turn at 240 MPH than at 40.

Given the obvious abuses possible and their effects on the world I'd probably want it to only work on either living objects or by those that would be threshold 1 on the object resistance table, or just remove the phrase "increase or" from the power.

Of course, if you want to assume that every ship moves at 120 knots and every puddle jumper jet flies at mach 4 that's ok, but it has that cascade effect as faster movement is insanely valuable commercially. And you have to work out effects of applying the power in bizarre fashion. Can a force 6 spirit allow you to shoot someone at 2.4 km by applying movement to the bullets? If it just arrives faster that should make it easier to hit. . .
eidolon
QUOTE (kzt)
All the critter powers are treated the same by the rules. Multiple critters other than spirits/elementals have tradionally had the movement power, and they follow the same rules.

Right on. I was asking because in SR3, I almost never even look at critters (just not a favorite aspect of the game), and I've never so much as glanced at that part of SR4.
Big D
QUOTE
I'd assume that it means you are suddenly moving x times faster, with no additional fuel cost, but with all the other effects of moving x times faster. Like you have x^2 energy when you hit something and it's really a lot harder to make a sharp turn at 240 MPH than at 40.


So, if you turn on Movement 9 in a t-bird, it would rip itself apart from excessive aerodynamic forces? That's what it sounds like...

QUOTE
As one version totally means that the version of the world portrayed by the game is totally wrong and is a game-buster; and the other doesn't and isn’t I know which one I'm going with.


Except that... if you allow straight-line Movement but enforce physics as normal for that speed and impose difficult rolls on trying to maneuver with it on, that discourages putting it on your van and encourages trying to munch out munitions with it.

QUOTE
Given the obvious abuses possible and their effects on the world I'd probably want it to only work on either living objects or by those that would be threshold 1 on the object resistance table, or just remove the phrase "increase or" from the power.


Well, that sounds more like a house rule; if that's how it's supposed to be in RAW, then they really need to come out and specify that you can't use it on objects like your van or your bike. Because those are the first things that I'd think of when given the opportunity.
kzt
QUOTE (Big D)

Well, that sounds more like a house rule; if that's how it's supposed to be in RAW, then they really need to come out and specify that you can't use it on objects like your van or your bike. Because those are the first things that I'd think of when given the opportunity.

It would probably be a house rule, if nothing better comes around. I'd like to have a better explanation myself. That you can promptly kill yourself with a critter power is "a feature, not a bug" to my way of thinking. Compelling an extra planar critter to use it's powers for you doesn't mean it is interested in your welfare.

The "long-term services" bit in SM is what makes it have massive commercial effects and would result in EVERY commercial (and government) entity using them. It's like having a fleet 6 times larger for no money, or cutting your fuel cost by 90%, or being able to sell seats on a 60 minutes to Tokyo airplane using 40 year old airplanes.

FrankTrollman
QUOTE
Except that... if you allow straight-line Movement but enforce physics as normal for that speed and impose difficult rolls on trying to maneuver with it on, that discourages putting it on your van and encourages trying to munch out munitions with it.


Exactly. Also since anyone who can summon a spirit with Movement can summon a spirit with Movement and Guard it's not even a meaningful limitation on vehicular movement. Kzt's mods represent a massive overturn of Shadowrun's Magic and don't even help.

People do use spirit movement for transport in Shadowrun. Doc Wagon has a 10 minute guaranty and that just wouldn't be possible without using the Movement power on moving vehicles.

-Frank
kzt
QUOTE (FrankTrollman)
. Doc Wagon has a 10 minute guaranty and that just wouldn't be possible without using the Movement power on moving vehicles.

You are arguing it wouldn't be "realistic" to have them NOT drive at mach 1.5, on city streets? Am I getting this right? This is the game where you can buy an armored limo for 20K and an "An opulent luxury yacht" for 12.5K? The game where the living 6000 Utes have managed to have 1.5 million kids in 60 years? The game where NONE of the detailed descriptions of the DocWagon aircraft have ever allowed the crew and patents that are listed in descriptions of DocWagon to fit?

Can you cite where in the rules it says that DocWagon typically uses critter movement power? Considering that the only detailed discussions of how DocWagon works I can find (the one in "Missions") sort of doesn't mention this little detail. Perhaps they do it the way modern EMS systems do, and just have lots of ambulances? Which is, oddly enough, what they described in "Missions".
kzt
QUOTE (FrankTrollman)
Regardless, here are the key points:

  1. Movement, when used on an arrow or a bullet, does not cause a weapon to do amazing crap tonnes of damage. Therefore the energy of the subject is not increased.
  2. Movement produces the same speed multiplier when used on an object of any size or shape and when used in any medium. Therefore it is not affected by drag, riction, or any other salient fact about moving faster in a mundane fashion.
  3. Movement does not cause you to run out of turns of continuous running or fuel super fast. Nor does it allow you to shoot a gun more often. Therefore it doesn't simply make you experience more time than other people.


As you claim you are trying to restore Movement the way it worked before they broke it in SR3, have you actually looked up how Movement worked in SRII? I have. And it doesn't seem to resemble what you say at all.

"A creature with this power can increase or decrease the movement rate of victims within its terrain, using its own Essence Rating as the maximum multiplier/divider. Unwilling victims make an opposed test pitting the creatures Essence against the targets Willpower to avoid the powers effects. Unwilling targets forced to travel at dangerously high movement rates may make an additional opposed test each time they suffer damage as a consequence of the forced movement. A creature using the movement power cannot run a victim into a state of terminal exhaustion without prompting additional resistance from its target. The number of victims the creature can affect at any time equals the creature’ essence x 3.”

So you do take damage when you are run into things at high speed because you can’t avoid them like you could when moving slower (otherwise they wouldn’t be “dangerously high movement rates” would they?) and you get tired faster. So of your three key points, the detailed description of the rules you are claiming to be restoring EXPLICITLY says that two are wrong, and really strongly suggests that the third is bogus also.

So, once again, do you actually have anything that explicitly supports your interpretation?
FrankTrollman
QUOTE
Can you cite where in the rules it says that DocWagon typically uses critter movement power?


No. I am contractually obligated not to quote that passage.

QUOTE
As you claim you are trying to restore Movement the way it worked before they broke it in SR3, have you actually looked up how Movement worked in SRII?


Considering that my quote of the power was from page 219 of the SR2 rulebook rather than a cut-and-paste from the current PDF, I think that it's a fair bet that I have.

I honestly don't know where the quote you are throwing around is from. I'm looking at the SR2 rulebook right now. It's open to the appropriate page (219), and I do not see the text you are quoting. Care to throw out a page reference for us?

That's awfully specific text you have there, and quite different from what the book actually says. Which is:
QUOTE
The being may increase or decrease its victim's movement rate within the terrain it controls, multiplying or dividing the rate by the being's Essence.


That's the whole power description from beginning to end. I figure you must be reading from something, but it sure isn't the SR2 Movement power description.

-Frank
kzt
QUOTE (FrankTrollman)
No. I am contractually obligated not to quote that passage.


That's the whole power description from beginning to end. I figure you must be reading from something, but it sure isn't the SR2 Movement power description.

It's a bit of a cheat to cite something that would have major impacts on the setting, then not be able to explain it. Cause if it is, DocWagon won't be the first or last user by any means.

Predator & Prey, p94. On p74 "Powers and weaknesses listed are the corrected versions: if they differ from those given in SRII, use the descriptions under Critter Powers, P88."
Red
The effort to understand how Movement works in terms of physics either Newtonian or Quantum is ... about as amusing as the attempts to understand how the invisibility spell works. Nothing can really be logically inferred from the effects of Movement aside from what is explicitly mentioned in the SR4 text because it does not follow physical constraints as we understand them. We have no axioms upon which to operate.
Big D
And that's the problem; from a game standpoint it doesn't really matter how the power works (that's why we call it "magic"), but we DO need to understand what its uses and limitations are.
eidolon
That's why games have a GM.

And when designers and players and GMs forget that, you get d20, where they try to come up with a "canon" (read: thinking-free) answer to every possible situation or question in a vain and misguided effort to "speed up play", "simplify the game", and "ensure that everyone is the same (read: a mindless book-whore)".

kzt
QUOTE (eidolon @ Oct 1 2006, 08:05 PM)
And when designers and players and GMs forget that, you get d20, where they try to come up with a "canon" (read: thinking-free) answer to every possible situation or question in a vain and misguided effort to "speed up play", "simplify the game", and "ensure that everyone is the same (read: a mindless book-whore)".


It's sort of useful that everyone agree on the basics of the world setting. The implication I got was that there is, to me anyway, a massive and fundamental change in how the setting works that other people don't see as a massive change, much less a fundamental change. As the guy describing this is one of the free-lancers who is presumably doing this as part of a project for FanPro, it will sort of matter whether suddenly having every airplane and ship in the world has long-term services critter powers on it.

This is the difference between a magic pervasive setting and setting in which magic exists. Currently the world is described in all the source material (Street Magic included) as magic being a rare tool used by very rare specialists that doesn't typically impact a mundanes daily life, hence one in which magic exists.

If every time you get on an airplane or train you are being moved at 6-9 times faster than normal by magic than that's a huge impact that the typical person does have. Now it’s suddenly it’s a magic pervasive setting. So that is a huge change that will have major echoes throughout the setting. And if it was possible before, why did nobody do it?
eidolon
Why is it useful? The only people that have to agree on the basics of the world setting are the ones at your table.

**edit.

I had a longer post here, but it's only semi-related, so I'm leaving it at that.
kzt
If you never want to use materials that you didn't create it doesn't matter. If you want to use materials that are published (like arsenal, emergence, unwired, Seattle) it tends to work better if you are still using at least roughly the same world setting and rules as everyone else.

And good luck getting new players if the only way someone can understand your world setting and rules is to have played the game with you for the last three years.
FrankTrollman
QUOTE
The implication I got was that there is, to me anyway, a massive and fundamental change in how the setting works that other people don't see as a massive change, much less a fundamental change.


It's a fundamental change, but not in the direction you're thinking. Wage Mages have been a big part of the game since the beginning. What they actually do, and why it is that Fuchi gave a damn about them was generally not described. A big part of it is using Movement on transported goods. Always has been, but this hasn't really gotten a big part of any book. That's mostly because noone has ever done "A day in the life of a corporate wage mage." probably they should at some point. It's always been put off because the PCs are not corporate wage mages.

That being said, the fundamental change is this: we aren't pretending that the speed up version of the movement power is an attack anymore. Various attempts have been made to try to make it an attack power, but they've all been... lame.

At its core, movement speeds you up by a multiplier. Hitting someone with a movement increase is never going to inconvenience them for longer than a single combat round, because they can jolly well slow down if for some reason they don't want to go so quickly. The target can move up to their maximum speed. So slowing them down has real consequences, but speeding them up doesn't. Even if you were to speed them by a factor of 100 they could just cut their speed down to 1% and not even notice. You'd be doing them a favor.

So various things have been tried to make it spookier. From allowing Movement to give velocity to things that weren't moving to complicated rules preventing you from deciding how fast you were going base while under hostile movement, but none of it was good. So it's all gone. And good riddance.

Meanwhile, the beneficial version of the movement power has always done exactly the same thing. You go (Force) times faster. Sometimes the version requires you to have Guard up while this is going on, sometimes it doesn't. But it also doesn't really matter because spirits actually also have Guard and asking them to "Help transport this freighter full of bananas quickly and safely to New Orleans." is a perfectly valid physical service and always has been.

Movement has never been intended to be used on the bullets in a Sniper Rifle to make them travel at 5.1 kilometers/second. That's never been on the table. So no, it doesn't square your kinetic energy, that would be broken.

Shadowrun is a world that is after the fuel crunch, and yet it still ha a globalized economy with cheap junk in the Stuffer Shack that comes from Miyanmar. Haven't you wondered how that happens? Don't you wonder sometimes why it is that people still have things fabricated on other Continents after the big oil collapse? It's because fuel consumption is many times lower on big transports (which can afford magical movement) than it is for smaller shipments (which can't).

That's why people do Arcologies. Fuel is crazy expensive, so moving things around cities is prohibitive. But big shipments are subsidized by Efreet. And that means that supplying super-sites like arcologies is a totally good deal. That's why Barrens happen. It's just not economical to bring supplies to suburban areas anymore, so corporations and governments don't do it.

The entire Shadowrun infrastructure is dependent upon the Movement power and always has been. The only thing that's being phased out is the power's ability to pull your X-Wing out of the marshes of Dagoba. And that's only been removed because it was dumb.

-Frank
eidolon
QUOTE (kzt)
If you never want to use materials that you didn't create it doesn't matter. If you want to use materials that are published (like arsenal, emergence, unwired, Seattle) it tends to work better if you are still using at least roughly the same world setting and rules as everyone else.

And good luck getting new players if the only way someone can understand your world setting and rules is to have played the game with you for the last three years.

Are you just being facetious? The way you explain away the movement power in your game is hardly related to whether you're using other books.

And as far as "finding players", if a player is so caught up in "the game has to be canon" (the way d20 wants them to be) that they can't accept some small differences in world setting from GM to GM, I don't want them in my games anyway.

TheRedRightHand
That's kind of an interesting theory and makes sence in a way, but if this was the case then how would all of those Cyber-pirates make a living? it would be damn hard to waylay and board a cargo ship that is going 6x faster then you are. And yet, all the pirates seem to be able to do this. Any of the books I have read (cyber-pirates, etc...) have never mentioned anything of this sort, and if it was happening then you think that it would be kind of a major thing for them to let us know.
FrankTrollman
QUOTE
That's kind of an interesting theory and makes sence in a way, but if this was the case then how would all of those Cyber-pirates make a living?


Well, many of the Cyberpirates have boat mages, what did you think they did?

Props boasts about using Illusionary Fire, and the Gingerbread Man's gang makes "good use of magic", so I honestly don't think it's much of a problem.

In fact, the pirate ships probably toast the freighters in the water. The freighters get a spirit of a Force that a wage mage can summon and bind safely and reliably. The pirate vessel has a mage on board and is willing to take risks for extraordinary speed when they jump the target.

The Cyberpirates book is completely consistent with a widespread use of Movement on major freight.

-Frank
cx2
Well it would make some sense, I mean up till now I couldn't see much use for corp wage mages beyond research (to do what with?) and security work.
kzt
QUOTE (FrankTrollman)
The Cyberpirates book is completely consistent with a widespread use of Movement on major freight.

Not completely. The bound watchers that alert the corporation’s mage that the ship is under attack (either by reporting or being dispelled) so that you can get you KE contract mage to show up, along with his 10 buddies on duty and their 3 elementals each are not exactly mentioned IIRC.

That however isn't a factor of changing movement. It’s a factor of changing the magic system.

However claiming that they just never mentioned the minor detail that the normal freighter is moving at over 100 knots and a pirate speed boat at 500 knots seems pretty weak. It's like saying, “Well of course English at Agincourt were really using rifles. They were just mistranslated as longbows, and all the pictures of longbows are just because everyone had to portray them as what they were familiar with. But they couldn’t really do that with longbows, so it had to be rifles.”

You’re convinced, right?
Red
Boats are still boats. I find the comparison between a fast boat, and a faster boat to the transition from longbows to rifles a little asinine.

On the other hand, the omission of Movement from the lore of Cyberpirates, and SR# in general was a mistake. And hopefully it will be corrected in the future. Otherwise such debates will continue.
FrankTrollman
QUOTE
Not completely. The bound watchers that alert the corporation’s mage that the ship is under attack (either by reporting or being dispelled) so that you can get you KE contract mage to show up, along with his 10 buddies on duty and their 3 elementals each are not exactly mentioned IIRC.


No it wasn't. And haven't you wondeed why? Distress calls go out by Sattelite at the speed of light, and bound elementals can be dispatched anywhere in the world at the speed of thought. Haven't you ever wondered why these corporations that definitely have Magicians on staff don't dispatch dozens of spirits to deal with Shadowruns or Pirate activities that threaten their interests?

It's because of Movement actually. However many services the Wage Mages can pull up is how many shipments a corp can economically send. That's big. That also means that the spirits of any Wage Mage are spread very thin. Every service is money in the bank for their employer and are scheduled months in advance.

That means that the reason Aztechnology doesn't respond to every pirate assault with the crushing weight of 40 spirits is because their spirits are already called upon for duty elsewhere. They have shit to do, and keeping dozens of them in reserve to hurl at military problems just doesn't make economic sense.

The reason you as a Shadowrunner can get away with anything is because the spirits of the mighty are constantly called upon to make the economy move forward.

-Frank
eidolon
Damn Frank. That's a good explanation. I like.

It's never come up in my games before, so I've never even given thought to why, for example, "Aztechnology doesn't respond to every pirate assault with the crushing weight of 40 spirits". I've just never had a situation in which I had to provide information like that.

Interesting. Not highly likely to factor directly into play for me, but good stuff.
kzt
QUOTE (FrankTrollman)
The reason you as a Shadowrunner can get away with anything is because the spirits of the mighty are constantly called upon to make the economy move forward.

No, it's because shadowrunners are subtle and quick. If you set off the alarm and wait for 10 minutes while the various security services call each other and get enough magicians together it will get ugly. Those that are slow and obvious become inmates or dead.

Sadly, it's hard to compete a hijacking in 5 minutes, or even 20 minutes. That ship is hard to hide that quickly.

Knight Errant doesn't have its magicians making people boats go faster, it has it's magicians making wards and responding to alarms from well paying customers. If the customer doesn't pay well enough, then they won't be a customer that gets a reaction.

This is also why pirates (who don't want to die) go after targets that are unlikely to have complex and well organized physical and magical defenses.
Big D
It also means, though, that when megacorps or governments get *really* mad at someone, they can put a lot of hurt down faster than you'd think.

Any reason major powers (mostly nations, which have concerns in addition to profit) couldn't have dozens of nuclear-tipped cruise missiles with bound spirits "attached" to them, ordered to stand by and on launch of the missile to use Movement/Concealment to take it to the target area and then (to keep from offending the spirits) dematerialize seconds before impact?
FrankTrollman
QUOTE
Any reason major powers (mostly nations, which have concerns in addition to profit) couldn't have dozens of nuclear-tipped cruise missiles with bound spirits "attached" to them, ordered to stand by and on launch of the missile to use Movement/Concealment to take it to the target area and then (to keep from offending the spirits) dematerialize seconds before impact?


Spirits behave unpredictably near fissionable materials. Plutonium, even shielded, isn't something that spirits like to be near. But there's no reason you couldn't have chemical weapons or massive conventional explosives on the same setup.

-Frank
eidolon
Hmmm. I do see that as being a bit...iffy. Bear with me here.

Okay, now we can conceal a huge load of VX, and move it to target faster than you can say "ohshitwe'regonnadie". So what's to stop us from doing so? The same thing that keeps us from doing it today? No, not really.

What keeps it from happening today is the repurcussions that would occur once it got out who had launched. If nobody knows who sent the bomb, you're left with just hitting the "likely" suspect...starting MAD and leaving nothing.

FrankTrollman
Well while spirits can conceal your VX in missile form, remember that you can just drive an unmarked truck filled with the stuff anywhere you want today. The ability to drop WMD stealthily isn't new. In fact, I'm not convinced that slapping spirit powers on those things makes it any stealthier. Concealment makes it harder to physically detect an object in exchange for giving it an Astral Signature. You can bet your ass that any WMD attack is going to be scoured for astral traces within minutes. And that can lead mages back to the originating location right away.

If your opponent, or a disinterested third party somewhere on Earth, has second strike capability there's nothing in the spirit powers list that will put you over the edge. Even spirit powers that are themselves WMDs, such as Quake and Storm really don't change the MAD equation very much - they just add new players to that very very deadly game.

-Frank
Slithery D
QUOTE (FrankTrollman @ Oct 2 2006, 03:12 PM)
Concealment makes it harder to physically detect an object in exchange for giving it an Astral Signature. You can bet your ass that any WMD attack is going to be scoured for astral traces within minutes. And that can lead mages back to the originating location right away.

It gives the object an astral signature. It doesn't leave a trail of magical signature spooged all over the place the object has been while the effect was sustained. (If it did, masking sustained spell effects would be pointless unless you intended to stand in one place.) So you've got a VX missile casing with a signature, but unless you've got some sort of file detailing the signatures of every enemy magician it's not much to go on. I'd buy Psychometry as a solution, though.
fistandantilus4.0
I think he means more tracking by aura. In Street magic, you can track someone astrally if you've seen their aura. I don't see why it would be any different if you'd seen their spell signature, unless there's rules that say otherwise. But I'm doubtful about the ability to see a signature after an attack using a WMD, because of resulting background count, since spell signature is pretty temporary, and BGC tends to last longer.
eidolon
QUOTE (Frank)
remember that you can just drive an unmarked truck filled with the stuff anywhere you want today


That's not in question, although it's a valid point. But I'm speaking of a situation in which the aggressor already has the weapon to be delivered. Also, assuming you're careful with timing, routing, etc., who's to keep you
from slapping a spirit with concealment on the truck in question? Or moving it by air.

Not trying to beat a dead horse here or anything. I agree with you that these aren't new capabilities in the SR world or anything. Just clearing the issue.

QUOTE (Frank)
Concealment makes it harder to physically detect an object in exchange for giving it an Astral Signature.


Well, it's true that you're giving it an astral signature. However, there's no "mage-dar" that scans the skies for astral signatures. Do you propose that for magical defense, a nation-state is going to hire mages to sit at the border with binoculars and watch for fast-moving astral signatures? (Or watcher spirits? Which would work, but we've already covered that such large numbers of spirits just hanging out on standby is bad economics. Come to think of it, that'd be a limiter for border-mages as well.)

And, at the speeds you yourself are giving, nothing is going to stop that missile from reaching the target in between a mage getting eyes-on and it hitting the ground.

And while
QUOTE (Frank)
You can bet your ass that any WMD attack is going to be scoured for astral traces within minutes.

is possible (assuming that someone can get there, with enough protection to stay alive, and get there before MAD kicks off),
QUOTE (Frank)
And that can lead mages back to the originating location right away.

this sounds dubious.

QUOTE (TheNarrator)
So you've got a VX missile casing with a signature, but unless you've got some sort of file detailing the signatures of every enemy magician it's not much to go on.


This is the first thing I thought of, as well.

QUOTE (Frank)
If your opponent, or a disinterested third party somewhere on Earth, has second strike capability there's nothing in the spirit powers list that will put you over the edge. Even spirit powers that are themselves WMDs, such as Quake and Storm really don't change the MAD equation very much - they just add new players to that very very deadly game.


I do pretty much agree with you on this, but with the rampant instability in the SR world, I wonder that it might seem a little heavy handed to ignore the potential for this becoming a major issue. But again, that's just my take on it. As you have said and I have acknowledged, none of these powers are new. It's just that this thread has gotten me thinking about it.
FrankTrollman
Heh, well that reminds me of a Dead Kennedys song...

"Wake up! Get down here quick!
The president's had too much to drink
His days of power are about gone
He's been talking to paintings in the hall

He says, "I'm finished, so what the hell?
My life is ruined, what matters now?
I've always itched for that last great thrill:
If I die all of you should too."
"
-Gone With My Wind

To an extent one wonders why with so very many organizations with WMD capabilities, why don't groups on the losing side just use them? Well, to an extent they do. Sometmes that works out well for them (Native American Separatists unleash great form spirits on the US), sometimes it doesn't (Lybia threatens to deploy nuclear bomb), sometimes there's explosions all over the planet and noone is really sure whether it profiteth or not (Renraku unleashes Deus).

Most of the WMD attacks in the Shadowrun history have been unleashed on the initiating group's own people. Ares nuked Chicago, Aztechnology gassed the Yucatan, The Dalai Lama Maya blasted Tibet, and so on. You don't often see corporations or nations nuking each other. I mean, there's Kalistahn, Lybia, and such like, but that's the exception rather than the rule.

And that's a good old MAD prediction. If you nuke your own people, for whatever reason, it shows two things:

1. You're willing to nuke people.
2. You're willing to have your people be nuked.

That's something that game theory says is valuable in nuclear escalation games. Other people have to take you seriously, however many or few nukes you have. Ares strengthened its position relative to the other corps massively by nuking Bug City. If it had nuked Alice Springs instead there might have been reprisals and Ares might not exist any more.

-Frank
fistandantilus4.0
Damn.. now I wanna Maya Blast a country.

Let's also remember that in the 6th world, nukes have had a bad (?) tendency to not detonate for some unknown reason. Personally I think it's Terry Pratchett's history monks, but that's just me.
Slithery D
QUOTE (fistandantilus3.0 @ Oct 2 2006, 03:43 PM)
I think he means more tracking by aura. In Street magic, you can track someone astrally if you've seen their aura.

Jigga what? I know you can track someone with an astral link. Or are you talking about Search power?
Big D
Wasn't there a ref somewhere to a spirit-based anti-missile system in Austin?

Now, admittedly, that's not going to be worth doing beyond major high-value targets under constant high threat.
Slithery D
Lone Star sourcebook, I think - laser or radar detectors warned air elementals (how?) who knocked down incoming missiles.
fistandantilus4.0
QUOTE (Slithery D)
QUOTE (fistandantilus3.0 @ Oct 2 2006, 03:43 PM)
I think he means more tracking by aura. In Street magic, you can track someone astrally if you've seen their aura.

Jigga what? I know you can track someone with an astral link. Or are you talking about Search power?

symbolic link tracking was what I was thinking of. Your threshold is 4 (IIRC) if you've seen the subjects aura. Wonder how that would apply to seeing spell signature?
Slithery D
Ok, that occurred to me as a possibility. Yes, if you've assensed someone and have a specific metamagic you can take a day or two to create a doll and try to follow the astral link to him.

I don't think that would apply to a spell signature at all. Assensing an aura is like looking at someone's face. Assensing a spell signature is like looking at a fingerprint. A personal aura reflects lots of physical, mental, and emotional data about you; a signature just shows a unique fingerprint for how you channel mana.
kzt
QUOTE (Slithery D)
a signature just shows a unique fingerprint for how you channel mana.

Worse, it's never been stated that there is systematized way to classify an aura/signature for use by people who didn't actually see the guy. It makes sense that such a mechanism exists, but it's never be put into the game IIRC.
TheNarrator
Could they DNI their memories of the astral signature into a simsense recording with 'trodes or a worn simrig?

There's also mana-sensitive film, so if the mage can get a physical camera there he can photograph someone's astral signature. And yes, that's canon. Might have been in SOTA '64, I can't recall exactly.
fistandantilus4.0
yes, SOTA 64, and you don't need to make a link focus for the symbolic link, that just helps with the modifiers.
kzt
QUOTE (TheNarrator)
Could they DNI their memories of the astral signature into a simsense recording with 'trodes or a worn simrig?

There's also mana-sensitive film, so if the mage can get a physical camera there he can photograph someone's astral signature. And yes, that's canon. Might have been in SOTA '64, I can't recall exactly.

Thanks, I missed that.
Slithery D
None of which helps in the scenario that started this. International magical terrorists (or deniable clandestine military magicians) are unlikely to have a described, simsense memory recording, or astral sensitive film picture of their signature sitting in your nation's databases to figure out who gave the spirit speed boost to the WMD missile attack.
fistandantilus4.0
oh .. were we still talking about that? Wait, that's right, this is the thread about old plot hooks that use spirit move.... waaaait a minute... that has nothing to do with old plot hooks... sneaky D. wobble.gif
TheRedRightHand
So can anyone point out a specific reference in any one of the massive number of shadowrun source books that actually states that the movement power is in common use to transport goods around and across the globe? Or is this all just well thought conjecture that some people house-rule as official setting information in their own home games?

Because I've been playing Shadowrun since first edition and I have read and bought a lot (but not all) of the source books and a few of the novels and this is the first time I have ever heard mention of spirit powers/critter powers being used in such a way.

So with out some sort off official reference, pagenumber, etc... I call bullshit. Big heaping (well thought out, and makes sense in a way) piles of bullshit.
Mistwalker
Well, I too have wondered about all the references to the movement power being used on vehicles.

I always believed that "subject" or "victim" meant a living being. So you can adjust the speed of someone walking, flying, running, swimming, etc.., but not that of his bike, car, plane, etc...

Same as with invisibility and improved invisibility, the subject is rendered invisible.

Off the top of my head, I can't seem to recall spells or such not say "object" or "object resistance test" when refereing to an item.

Slithery D
QUOTE (TheRedRightHand)
So can anyone point out a specific reference in any one of the massive number of shadowrun source books that actually states that the movement power is in common use to transport goods around and across the globe? Or is this all just well thought conjecture that some people house-rule as official setting information in their own home games?

No, there's no official cognizance of this at all. It just obviously follows from allowing Movement to effect vehicles. I agree with Mistwalker's solution - it doesn't effect vehicles. That way I don't have to worry about how the hell anyone manages an air defense post 2011. Astral spirit bombing is a big enough headache, thanks.

And Movement even on people/critters walking/swimming/flying is rough enough. I'd treat it as a sort of bubble effect that prevents you from interacting with the outside world while you're under the influence - no strafing attacks. Just use it for long distance travel on foot or (for dragons) wing. Abandoned in the desert a hundred miles from civilization? Good news, you've got a Force 6 spirit with Movement to help you. Wait, got a vehicle instead? Forget the spirit, then.
kzt
QUOTE (Slithery D @ Oct 2 2006, 09:53 PM)
. I agree with Mistwalker's solution - it doesn't effect vehicles.
[. . .]
And Movement even on people/critters walking/swimming/flying is rough enough. I'd treat it as a sort of bubble effect that prevents you from interacting with the outside world while you're under the influence - no strafing attacks.

I like the no vehicles bit. You could maybe somehow use the object resistance factor threshold instead, but I'm not exactly sure how right now. Maybe subtract ORFT*2?

*On second thought, no, the ORFT isn't such a good idea, no vehicles is fine*

I'm not sure about the buble thing. Movement is a critter power, just like Influence. It's designed to screw up someone messing with the critter or the critter's prey. Consider fighting someone in hand to hand when he can multiply or divide your movement by 6. You do you patented leaping reverse spin kick, and find that you leapt 15 feet into the air and 20 feet past him. It's only a 4 die fall, normally, but your going to be moving mighty quick when you land this time. Probably going to leave a mark.

Or you lunge in to attack him with your weapon focus 6 sword and find that you have moved only a foot, before he obliterates you.
Slithery D
Of course, the one thing I do like about Movement is that it could explain how anyone can afford a space based industry. Escape velocity on the cheap...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012