Steak and Spirits
Oct 16 2006, 09:41 PM
What is more cost effective, from a corporate standpoint?
Option #1 - Find, recruit, and indoctrinate an awakened individual.
Option #2 - Find, recruit, indoctrinate, and augment a cybernetic individual.
For arguments sake let's consider that it is possible to indoctrinate an individual into nearly absolute loyalty to the corporation. While I understand that the general statistic thrown around as canon is that 1% of the population is awakened, I'm guessing that an even smaller fraction of this is suitable material for corporate uses.
However, I don't think a huge portion of the population is cut out to be an emotionless cyborg, killing machine, either. I would even go as far as to venture a guess that suitable, reliable would-be cybernetic killing machine specimens may comparably as rare as suitable awakened specimens.
So. Here's the question - You're a corporation. You can raise your elite assets inside your own little corporate enclaves, brainwashing them all day long with the utter awesomeness of your corporate mantras, to instill utter loyalty. Which is more cost effective, to your bottom line, pound for pound?
For all the rarity of Corporate Mages, and the constantly supply of goon security guards, I think that canon theme would have you believe that awakened character's are less cost effective. But we're not talking Corporate Mage vs. Security Goon. We're talking fully indoctrinated MageBeast vs. MaximusCyborg.
Is the rarity of Awakened corporate assets a game balance issue? Or is it actually more economically sound? Anyone want to step up to the plate, on this issue?
lorechaser
Oct 16 2006, 09:48 PM
Super soldiers are less likely to go rogue, and easier to explode via cortex bombs when they do.
But Mages really only require spell formula, and really, not that many. They are relatively cost free.
Fortune
Oct 16 2006, 10:27 PM
QUOTE (Steak and Spirits) |
However, I don't think a huge portion of the population is cut out to be an emotionless cyborg, killing machine, either. I would even go as far as to venture a guess that suitable, reliable would-be cybernetic killing machine specimens may comparably as rare as suitable awakened specimens. |
I think this is the least of the Corp's worries. Persona-fix chips or Psychotropic IC can do wonders in adapting the vic ... subject's frame of mind to a more appropriate viewpoint.
Dentris
Oct 16 2006, 10:42 PM
A sammy cannot protect you from a level 10 earth elemental attacking you, while a mage can.
Lagomorph
Oct 16 2006, 10:43 PM
I'd actually say mages are cheaper. One mage can ward several buildings and know when they are breached and scout them all instantly, thus doing the work of several cybered up security since you'd need one in each building.
OneTrikPony
Oct 16 2006, 10:47 PM
[QUOTE]I'm guessing that an even smaller fraction of this is suitable material for corporate uses.[/QUOTE]
Why? I've always wondered, given the genral horrible quality of life for people who don't work for corps, why any mage without a criminal sin would be running the shadows. I can't see working for a corp as all that bad. I'm guessing almost everyone on this board has worked at a job they hate and at least half of us still do. In the games i uses to gm in sr3 the the only unemployed mage npcs were total newbies, unemployable metahuman sociopaths, or fanatics with serious agendas like eco terrorist slots poli-club pricks.
If any awakened PCs were ever played with an ounce of discression they were heavily recuruited by my johnsnons with temptations of fat contracts and high lifestyles with plenty of bennies.
[/QUOTE]For all the rarity of Corporate Mages, and the constantly supply of goon security guards, I think that canon theme would have you believe that awakened character's are less cost effective. But we're not talking Corporate Mage vs. Security Goon. We're talking fully indoctrinated MageBeast vs. MaximusCyborg.
[QUOTE]
I've never thought that either were very common. If an initiated mage is available he's probably more cost effective at 150k nuyen x 30 years than a super sammie with half a milion worth of cyber + wages. The point of the cyber character, IMO, is that they're about twice as resistant to physical damage as a mage with smilar ability to secure a site, and they have better potential for larger skill sets.
Chandon
Oct 16 2006, 10:51 PM
Remember: Every mage you use in a combat / security role is one less mage you have for stuff like R&D that actually makes the company money. Now, there will be a certain number of mages who just aren't cut out for research, and the company will probably give them a raise and put them in security.
You appear to be focusing on elite special forces. Look at it this way: We know that 1/100 people are awakened. Let's assume that 1/50 people are cut out to be elite special forces. Since those factors are independant, we can estimate that 1/5000 will be awakened and cut out to be elite special forces. Now we need to take into account the fact that some people who are awakened aren't mages...
In conclusion, the numbers issue does dominate any other measure of cost effectiveness. For every super-initiate combat mage a corp can scrounge, they can easily afford to outfit a battalion of cybergoons.
Ranneko
Oct 16 2006, 11:39 PM
QUOTE (Lagomorph) |
I'd actually say mages are cheaper. One mage can ward several buildings and know when they are breached and scout them all instantly, thus doing the work of several cybered up security since you'd need one in each building. |
Of course then you have a team that breaks into the building without damaging or activating the ward in any way...
Magicians are mostly needed for magical threats, but wards are not the be all and end all of security. Especially since they are only effective against people on the astral plane.
Jack Kain
Oct 17 2006, 12:01 AM
Most corp security actually has very little to no cyberware. Only the elite of the elite have cyberware.
It should be noted that as these mega corps are the ones who make cyberware. The cost for them is likly half or even as low as a tenth as it is to buy it on the market.
Ever heard of wholesale cost.
Another note is should your security man die, used cyberware is still good.
BEING A RARE commodity, means one thing the abilty to demand better pay.
A Corp mage can demand a higher pay simply because he knows that by being a mage he's not easy to come across.
Wakshaani
Oct 17 2006, 12:11 AM
Mages take years to train properly and educate while combat monsters can, to a degree, be chipped in short order. (Skillwires! Skillchicps! Wired Rflexes! Smartlink! Pesonafix! Go Team Wal-Mart!)
The *best* use of the cash, however, is the staggered plan most often seen ... true Mages are schlepped off to R&D, the less R&D-types (Dedicated Conjurers, Astral Projectors, and PhysAds) are moved to assorted security positions, a small number of chipped killfactories are assembled, and a massive number of cheap, replaceable goons with nary a cyberpart between 'em takes the majority of hits.
I have an NPC around here somewhere named "Stanley Thorne". Stan is middle-aged, pot-bellied, going a bit bald, but, he's an adept, of sorts. He can see astrally.
That's it.
Can't project, cast a spell, or tell a spirit to do a darn thing.
Stan, however, is never without a job.
He does lots of security, where he can sit at the entrance and scan everyone that comes in. If they're magical, he can signal the doorman, who can check them out. If someone trie sto get past the "No wired goons" requirement for a party by taking a PhysAd, Stan's the man to raise a hand and go, "Ho there." Stan is indicitive of about 90% of all magicians that exist.
It's not all dinner with dragons and wine with Tir Princes you know.
Lagomorph
Oct 17 2006, 12:17 AM
QUOTE (Ranneko) |
QUOTE (Lagomorph @ Oct 17 2006, 09:43 AM) | I'd actually say mages are cheaper. One mage can ward several buildings and know when they are breached and scout them all instantly, thus doing the work of several cybered up security since you'd need one in each building. |
Of course then you have a team that breaks into the building without damaging or activating the ward in any way...
Magicians are mostly needed for magical threats, but wards are not the be all and end all of security. Especially since they are only effective against people on the astral plane.
|
Sure, but there are cameras, locks and other security options for non magical threats. And it seems that very very few runner teams have no magic ability what so ever, so the likelyhood of interaction with the ward is high for when it will matter.
Ranneko
Oct 17 2006, 12:38 AM
QUOTE (Lagomorph) |
QUOTE (Ranneko @ Oct 16 2006, 11:39 PM) | QUOTE (Lagomorph @ Oct 17 2006, 09:43 AM) | I'd actually say mages are cheaper. One mage can ward several buildings and know when they are breached and scout them all instantly, thus doing the work of several cybered up security since you'd need one in each building. |
Of course then you have a team that breaks into the building without damaging or activating the ward in any way...
Magicians are mostly needed for magical threats, but wards are not the be all and end all of security. Especially since they are only effective against people on the astral plane.
|
Sure, but there are cameras, locks and other security options for non magical threats. And it seems that very very few runner teams have no magic ability what so ever, so the likelyhood of interaction with the ward is high for when it will matter.
|
To a team with a competent mage, basic wards may prevent astral scouting and make magicians waste a service or two getting their spirits across it if they aren't currently on standby.
Cameras and locks are par for the course. All teams should know how to deal with those, wards are similar.
What sec mages are more valuable for is conjuring and binding spirits in order to patrol a facility.
Spirits can think, spirits can react and most importantly, spirits can see people who aren't currently dual natured/astrally scouting.
And of course, there are alternatives to wards for magical security.
The most interesting trick I remember seeing was the plant (or was it a fungus) that luminesces when an astral presence passes through it. You have a wall which is made up of bricks with a light, a light sensor and a nutrient feed for the plants inside. At any time half of the bricks have the lights on inside (to provide the light the plant needs) and half of the bricks with the sensors on. If you want to ensure no gaps at all, then have 2 layers of bricks next to each other. Instant alarm for astral activity. And if the magician is not paying much attention and just zooming straight through the walls they may not even notice it. Certainly not until it is too late.
Then of course you have the flowers that create mana ebbs, dual natured ivy, various things that do not require a sec mage.
This is of course why most corps sec forces are guards that are at most lightly cybered with the possibility for combat drugs. And the occasional sec mage and hacker serving as spider for the site.
Lagomorph
Oct 17 2006, 12:47 AM
@Ranneko: Yes your points are all exactly what I'm trying to say, A mage is a force multiplier more than a cybered up opponent. THe mages spirits are better than guards, they'll be able to make wards, use FAB (Flouresing Astral Bacteria), and do it at several locations where a cybered up guard can only be in one place at a time. A rigger would be the closest competition from use of drones, but with out magic availability on site, any team with a mage will waltz right in. And nearly every team has a mage.
it seems like magic works too well against technology, but tech can't work very well against magic.
Ranneko
Oct 17 2006, 01:30 AM
Ah, but with regards to cost effective, this also means that mages are expensive.
They are not that common, a fraction of 1% of the population, and of course, not all of them are willing to work for a corp.
This means not only do they demand a high price for their services, they expect perks, a good sec mage can be harder to replace than someone much higher up in the chain of command.
But yes, unfortunately to counter magic you need things that are magical in some way. A levitating, improved invisibility, silenced mage can get through most security measures.
But on the other hand, I feel that using plants engineered to be dual natured and that kind of thing to be more technological than magical.
Cheops
Oct 17 2006, 07:03 AM
QUOTE (Ranneko) |
Ah, but with regards to cost effective, this also means that mages are expensive.
They are not that common, a fraction of 1% of the population, and of course, not all of them are willing to work for a corp.
This means not only do they demand a high price for their services, they expect perks, a good sec mage can be harder to replace than someone much higher up in the chain of command.
But yes, unfortunately to counter magic you need things that are magical in some way. A levitating, improved invisibility, silenced mage can get through most security measures.
But on the other hand, I feel that using plants engineered to be dual natured and that kind of thing to be more technological than magical. |
Lets say that after recovering from VITAS and whatnot the world population is 6 billion again.
I remember in an earlier edition that S-K was quoted as comprising about 20% of the world's economy. Assume by economy here that they mean the Earth's GDP (no GNP since we don't have interplanetary trade yet--habitats and moon/mars not counted as too small).
Now, all the mooks in the third world don't really count since their labour is largely unproductive compared to SR's advance automation and educated labour. So lets say that technology and education create and x2 multiplier on S-K's labour. That provides a simplistic amount of S-K accounting for 10% of the non-SINless world.
(Note since GDP doesn't include the black market or any non-citizens in its count the SINless don't count in any of these calculations).
This means that S-K has access to 6 million awakened individuals. However, depending on what you count as awakened some of these might be very weak. I'd go so far as to say that anyone who can see astrally or has any Magic rating is awakened. So this includes SURGE and awakened who only see into the astral as well as lay mages who awaken late in life. Neither of these are very useful for S-K as security. I'd say that probably 10% of all awakened are full mages and know from a young enough age. So those move into R&D to make money for the corp. Lets say another 50% are too weak to be useful for anything too involved. That leaves 40% of the population being suitable enough for security work. That means 2.4 million magically active security personnel worldwide (although you can assume that probably some of the R&D and security grade candidates will be used offensively but we'll disregard).
Now, anyone who is alive can be made into security. Probably only 10% are really good enough to qualify for cyber enhancement due to aptitude, intelligence, creativity, and physical prowess. That gives S-K a pool of 60 million potential candidates. Cyberware is more expensive for S-K to produce (Corporate Download 3rd edition, rating 4 compared to rating 6 for mystic goods) but they have about 25 times the pool of candidates. These cybered candidates get the same training as any other security guard to fulfill basic functions so there is no cost there--just additional training and cyber.
I'd say 60 million people with abilities that can be mass produced (including installation--cyber implant farms are fun!) are a lot cheaper than 2.4 million people who need to receive advanced, specialized training from childhood.
Draconis
Oct 17 2006, 07:26 AM
Well trained mages are like swiss army knives, they can fill a variety of roles hence the higher pay and getting away with stuff that would get a lesser corpdrone geeked in a heartbeat. I always picture corp mages driving around in sportscars going way too fast, a little drunk and with hookers in the passenger seat. Think movie star and you're getting close.
Cybermonkeys are like hammers. You use them to beat down annoying nails.
Steak and Spirits
Oct 17 2006, 04:36 PM
Alright! Looks like we're getting somewhere here. Let's do a little more analysis.
QUOTE |
Now, anyone who is alive can be made into security. Probably only 10% are really good enough to qualify for cyber enhancement due to aptitude, intelligence, creativity, and physical prowess. |
Throwing up some modern day examples, google tells me that the United States Military (And really, we're talking about a corporate military in the above scenario) maintains a standing peacetime force of about 1% of the population. Since futuristic Shadowrun is a more militant setting, and additionally countries like China and Israel have mandatory military service across the board, multiplying that figure as high as 15% may not be uncalled for.
Which would leave a larger pool than suggested, of 90 million world wide corporate SK applicants. However, even then, we're still only considering individuals tailored for militant service. This is no way indicative of actual, combat ready corporate soldiers, as there are many secondary roles that modern day soldiers fill, instead of just grabbing a rifle, and a rucksack. Nor, have we begun to hone in on the demographic of individuals ready to not only be cybernetically augmented, but -massively- cybernetically augmented, and biologically overhauled. If half the total number of applicants (Still a large pool, maintaining a much larger ratio of modern day Special Forces vs. Standard Combat Arms) were more than just prepared for light security, and observation, we've shrunk your suggested 60 million, from 90 million down to 45 million.
And of these 45 million, are really -all- of them able to psychologically adapt to the chillingly soulless life of a cybernetic monster? Probably not. Ten percent is sounding pretty generous, if this corporation wants to use these as more than throw-away assets, and utilize them for long-term corporate aims.
But for sake of argument, let's bump that up as much as 20%.
That makes 9 million, of our original 90 million, Honest-To-God CyberMonkey material.
QUOTE |
I'd say 60 million people with abilities that can be mass produced (including installation--cyber implant farms are fun!) are a lot cheaper than 2.4 million people who need to receive advanced, specialized training from childhood. |
If we have pools of 9 million CyberGoons vs. 2.4 Million Mages, that means that for each potential Mage, there are 3.75 potential CyberGoons, or, if cost were not an issue, of every 19 XTreme corporate forces, 15 would be Cybergoons, and 4 would be Mages. If wages based on rarity were the issue, then for every 1 Nuyen our Corporate Mage would be payed, those 3.75 Cybermonkeys would earn 26.667 Nuyen-Equivalents-of-a-cent each.
QUOTE |
So. Here's the question - You're a corporation. You can raise your elite assets inside your own little corporate enclaves, brainwashing them all day long with the utter awesomeness of your corporate mantras, to instill utter loyalty. Which is more cost effective, to your bottom line, pound for pound? |
Would it be fair to guess that after paying the salaries of dedicated surgery experts, using corporate access to modern medicine, and medical assets, and actually producing cybernetic and bioware augmentation equipment, they are perhaps paying 10% overhead of the total cost of the equipment being implanted? If that were the case, and then considering that these cyberzombies will be augmented with deltaware, it is reasonable to believe that for every 1 nuyen a normal end user would spend on purchasing a standard grade cybernetic product, the corporation is able to produce and implant a deltagrade equivalent of that product, in a surgery overseen by top scientists and doctors, into a prime specimen of a human being.
I'm eyeballing the numbers here, but I'm guessing that a pretty solid, cultured and deltagrade Cyborg could be put together for around 350k a pop. So, after factoring the available pools to draw from, strictly based on availability, that means that somewhere around the neighborhood of 1.3 million yen can be spent to completely outfit those 3.75 available cyborgs.
So, moving onward... Does anyone want to dispute, or modify those numbers, before the cost analysis is taken farther? I'll be the first to admit, that I'm playing this a little hard and fast. If someone has something more concrete, we could definitely adjust our scales.
Butterblume
Oct 17 2006, 04:50 PM
I don't see the reason why a mega corporation would need more than a few maxed-out Cyberkillers (or whatever you called them). I think it's much more efficient to use lightly to moderately cybered operatives, in greater numbers.
Jack Kain
Oct 17 2006, 05:08 PM
QUOTE (Butterblume) |
I don't see the reason why a mega corporation would need more than a few maxed-out Cyberkillers (or whatever you called them). I think it's much more efficient to use lightly to moderately cybered operatives, in greater numbers. |
And if you actually look at the stats shown in the Shadowrun rule book. You'd notice most corp guards have little to no cyberware.
Only the Professional Rating 5 and 6 could actually be called cyber soldiers.
Even then your going to notice they use standard ware not alpha or better.
OH and this is qouted right out of the rule book from the mage security grunt.
"Because magic is still a scarce resource, security detail is usually an additional assignment to be pulled in addition to a mage’s normal work duties. Full-time security mages are rare except at the most sensitive of installations.".
So those mages working in R&D often pull double duty. And very few mages.
If you would also read the friend's and foes section you'd notice that most corp security is trained and equiped just enougth to handle street violance. Should shadowrunners break in there trained to keep them pinned down long enougth for stronger reinforcments.
Big D
Oct 17 2006, 07:11 PM
Which is why runs are structured to stay quiet as long as possible.
Once something goes boom, you're on the clock, and every second brings the ending of Butch and Sundance that much closer.
Cheops
Oct 17 2006, 08:16 PM
QUOTE (Jack Kain) |
QUOTE (Butterblume @ Oct 17 2006, 11:50 AM) | I don't see the reason why a mega corporation would need more than a few maxed-out Cyberkillers (or whatever you called them). I think it's much more efficient to use lightly to moderately cybered operatives, in greater numbers. |
And if you actually look at the stats shown in the Shadowrun rule book. You'd notice most corp guards have little to no cyberware.
Only the Professional Rating 5 and 6 could actually be called cyber soldiers. Even then your going to notice they use standard ware not alpha or better.
OH and this is qouted right out of the rule book from the mage security grunt. "Because magic is still a scarce resource, security detail is usually an additional assignment to be pulled in addition to a mage’s normal work duties. Full-time security mages are rare except at the most sensitive of installations.".
So those mages working in R&D often pull double duty. And very few mages.
If you would also read the friend's and foes section you'd notice that most corp security is trained and equiped just enougth to handle street violance. Should shadowrunners break in there trained to keep them pinned down long enougth for stronger reinforcments.
|
I agree with Jack Kain on this point. While I wasn't clear in my original post I agree that cybered security wouldn't just be cyber-death-squads, it would include all the people who had some security or military grade implants put in. Delta zombies would only comprise maybe 1% of 1% of their available personnel if that. Remember that my analysis doesn't account for SINless since they aren't included in any demographics. Much better to use non-people for that sort of stuff.
As far as the overhead for installation and maintenance for all these cybered individuals I don't think it would be as expensive as the equivalent for mages.
Steak and Spirits
Oct 17 2006, 08:47 PM
QUOTE |
As far as the overhead for installation and maintenance for all these cybered individuals I don't think it would be as expensive as the equivalent for mages. |
So you think it's more cost effective for Corporation's elite soliders to be awakened?
Cheops
Oct 17 2006, 10:54 PM
QUOTE (Steak and Spirits) |
QUOTE | As far as the overhead for installation and maintenance for all these cybered individuals I don't think it would be as expensive as the equivalent for mages. |
So you think it's more cost effective for Corporation's elite soliders to be awakened?
|
No I said that it'd be cheaper for corps to use cyber. Life is cheap in shadowrun omae!
Big D
Oct 18 2006, 12:56 AM
Life is cheap, but Battlemechs are...
Oh, wait.
Glyph
Oct 18 2006, 12:57 AM
Mages are costlier to train, and probably draw more pay, but can be used for a variety of roles. Cybernetic killing machines would be rarer, since on the mundane side, a corporation is better off using higher numbers of lightly cybered guards. The heavily cybered individuals would be used for sensitive missions where fielding large numbers is not practical and freelance operatives are considered unreliable. In other words, I think they would be even rarer than mages, because of their niche role. The only place you would find them in numbers would be on their most lethal hit squads, the kind of guys that you send out if the runners have sent your previous teams back in bodybags.
Despite their rarity, I don't see them being too much of an expense - the corporation already has the facility and personnel for implanting cyberware. They don't need to pay retail for the 'ware, and someone getting augmented to such a high level is probably as much guinee pig as anything else, anyway.
Steak and Spirits
Oct 18 2006, 03:29 AM
QUOTE (Cheops) |
QUOTE (Steak and Spirits @ Oct 17 2006, 08:47 PM) | QUOTE | As far as the overhead for installation and maintenance for all these cybered individuals I don't think it would be as expensive as the equivalent for mages. |
So you think it's more cost effective for Corporation's elite soliders to be awakened?
|
No I said that it'd be cheaper for corps to use cyber. Life is cheap in shadowrun omae!
|
God. Yeah. Sorry, it was nearly midnight when I read that. Too tired to effectively -read- apparently.
Dale
Oct 18 2006, 03:42 AM
I keep thinking of World War II.
The german tanks vs the american.
The germans had far superior tanks, but the americans had cheaper easier to mass produce ones.
Guess who won?
So the mages are superior but rarer, and the Samurai can almost literally be rolled off the assembly line.
Guess who'll win?
RunnerPaul
Oct 18 2006, 08:23 AM
QUOTE (Cheops) |
This means that S-K has access to 6 million awakened individuals. However, depending on what you count as awakened some of these might be very weak. I'd go so far as to say that anyone who can see astrally or has any Magic rating is awakened. So this includes SURGE and awakened who only see into the astral as well as lay mages who awaken late in life. Neither of these are very useful for S-K as security. |
Just as an aside, while these low grade awakened wouldn't be useful for front-line security, they're very handy for erecting wards. (All you need for warding is astral perception.)
Not really related to the topic at hand, but something I just wanted to point out.
Cheops
Oct 18 2006, 04:28 PM
QUOTE (Steak and Spirits) |
QUOTE (Cheops @ Oct 17 2006, 05:54 PM) | QUOTE (Steak and Spirits @ Oct 17 2006, 08:47 PM) | QUOTE | As far as the overhead for installation and maintenance for all these cybered individuals I don't think it would be as expensive as the equivalent for mages. |
So you think it's more cost effective for Corporation's elite soliders to be awakened?
|
No I said that it'd be cheaper for corps to use cyber. Life is cheap in shadowrun omae!
|
God. Yeah. Sorry, it was nearly midnight when I read that. Too tired to effectively -read- apparently. |
No prob's man.
Cheops
Oct 18 2006, 04:30 PM
QUOTE (RunnerPaul) |
QUOTE (Cheops @ Oct 17 2006, 02:03 AM) | This means that S-K has access to 6 million awakened individuals. However, depending on what you count as awakened some of these might be very weak. I'd go so far as to say that anyone who can see astrally or has any Magic rating is awakened. So this includes SURGE and awakened who only see into the astral as well as lay mages who awaken late in life. Neither of these are very useful for S-K as security. |
Just as an aside, while these low grade awakened wouldn't be useful for front-line security, they're very handy for erecting wards. (All you need for warding is astral perception.)
Not really related to the topic at hand, but something I just wanted to point out.
|
I seem to live in some sort of wierd time/space warp whereby none of my FLGS have gotten Street Magic yet so I don't know how those Qualities work. However, my guess is that you probably don't have a magic attribute or else have it at 1 (at least until the lays raise it) so wouldn't erect any sort of meaningful ward cause all sorts of problems for them?
fistandantilus4.0
Oct 18 2006, 04:38 PM
You don't by any change live in Utah do you? I have that problem all the time. Most game stores will place an order for you if they don't have anything instock. My is especialyl nice, the guy gives me 10% if he has to order it. 'Course, once he figures out that I buy most Sr products, he kept at least one stocked. Miser. If one FLGS won't do it for ya', another probably will. Shop around.
Cheops
Oct 18 2006, 04:48 PM
They all say the same thing...distributors don't have it yet. I could just go ahead and order it but it's not that big a deal. I live in Vancouver by the way.
fistandantilus4.0
Oct 18 2006, 05:39 PM
QUOTE (Cheops) |
I live in Vancouver by the way. |
Ironic
I get that line sometimes. It always seems to take an extra month or two for me here. I just got Drops of Corruption about 2 months ago, GM screen two weeks ago, RH and SM 3 weeks.
RunnerPaul
Oct 18 2006, 07:12 PM
QUOTE (Cheops) |
QUOTE (RunnerPaul @ Oct 18 2006, 08:23 AM) | Just as an aside, while these low grade awakened wouldn't be useful for front-line security, they're very handy for erecting wards. (All you need for warding is astral perception.)
Not really related to the topic at hand, but something I just wanted to point out. |
I seem to live in some sort of wierd time/space warp whereby none of my FLGS have gotten Street Magic yet so I don't know how those Qualities work. However, my guess is that you probably don't have a magic attribute or else have it at 1 (at least until the lays raise it) so wouldn't erect any sort of meaningful ward cause all sorts of problems for them?
|
Pretty much, any method of obtaining astral perception gives you a Magic atribute of at least 1. If you only have a Magic of 1 you can create Wards of up to Force 2. The drain will be physical, but it'll also only be a drain value of 2.
Sure, Force 2 wards aren't that tough, but can still be a deterent against low level spirits and a protection from random astral vandalism/spying. Won't keep out anyone who's really determined to break in, but then again, neither do locks on doors in meatspace, and people still consider them meaningful security.
Cheops
Oct 18 2006, 08:03 PM
Point well made and taken.
At least that means the R&D mages might not have to double task now!
Wakshaani
Oct 18 2006, 08:49 PM
Going DEEP into the memory banks, here, we once ran with a metric conversion for spellcastery.
Only 1% of the population has mojo at all.
Of that group, only 1 in 10 ever learn how to use it or have more than a mediocre level (Look! I can move a match stick by two centimetres, if I reallyreallyREALLY think hard!)
Of the next group, there's only a full mage in about 1 in 10. The rest are adepts of one kind or another (PhysAds, Astral Projectors, Sorcery or Conjuring adepts, etc), making the full mage about 1 in 100,000 people but providing a nice array of "Lesser" magicians for other corporate work. Metaplanar research can use an Astral Projectionist just fine, thanks, while a Conjuration Adept can handle wards and spirit security all day long. They're easier to find than full magicians and work cheaper.
Never count out the lil' Aspected guys. They might be smaller in scope, but they focus quite well.
Steak and Spirits
Oct 18 2006, 08:52 PM
QUOTE |
Never count out the lil' Aspected guys. They might be smaller in scope, but they focus quite well. |
They used to focus quite well. Back when being aspected meant you could start with 1,000,000 =Y=, and a slew of more spell points. 4th Edition seems to have really nerfed that up, though.
Fortune
Oct 18 2006, 10:29 PM
QUOTE (Steak and Spirits) |
They used to focus quite well. Back when being aspected meant you could start with 1,000,000 =Y=, and a slew of more spell points. 4th Edition seems to have really nerfed that up, though. |
They're fine! Just
don't take the 'Aspected' Quality, don't take the unwanted Skills, and maybe even scatter in an Incompetence or two in the above Skills, and you're good to go.
Steak and Spirits
Oct 18 2006, 10:46 PM
If by fine you mean "Follow a completely new set of rules that is undesirable", then yes, they are fine.
Fortune
Oct 18 2006, 11:14 PM
QUOTE (Steak and Spirits @ Oct 19 2006, 08:46 AM) |
If by fine you mean "Follow a completely new set of rules that is undesirable", then yes, they are fine. |
There's not too much in the way of changes if (big if, but still ...) you totally ignore the existance of the Aspected Magician Quality. You take the approriate Incompetences, gaining the BP benefit, and also save BP by not having to purchase the Skills in the first place, and emulate the Sorcerer or Conjurer from previous editions. That's quite a few BP that can be put to use in other ways, where the Full Magician is still buying all his Skills. The biggest change is a bonus for the Aspected Mage, in that he would have Astral Projection. Maybe you could take a Quality (Incompetence: Astral Projection?) that limited an already Astrally capable character to Perception, but not Projection, at say -5BP, that would emulate the previous edition even better.
Steak and Spirits
Oct 19 2006, 10:07 AM
Perhaps my largest problem is the lack of incentive to play an aspected Magician, now.
Aspected Awakened Characters were one of the few types of awakened character's I enjoyed playing, and to see them reduced to what they have, irks me a bit. Perhaps it's just a personal preference.
But. There are some suggested 'fixes' to that in Street Magic, which are a nice start. I suppose.
Serbitar
Oct 19 2006, 11:38 AM
Nothing beats drones in cost effectivenes.
Calculate the pay of a normal goon. Calculate how many goons you need to have 1 available permanently. Caculate the maintainance of a drone. Thenc alclate how many drones you can afford for the workforce of 1 permanent goon.
You will see that drones are about 10 times cheaper, and offer at least the same skills.
morlock76
Oct 19 2006, 12:05 PM
Afaik most long distance trucks are unmanned and if its cheaper to have them drive around unmanned given the relatively low pay of a truck driver, drone security must be cheapest.
Cheops
Oct 19 2006, 04:52 PM
Yes but the thread isn't about which is more cost effective...Sams, Mages of Drones. That opens a whole other can of worms once you start including technology. Drones and sensors are cheapest by far.
A qualifier for this entire thread is that it depends on the corporation. Saeder-Krupp has roughly equivalent costs for all different types of security. Ares would be better served by going drones/tech. Wuxing is bullish on magical security because it is cheap for them. MCT would also go drones, while Renraku would have ironclad sensor perimeters that are nigh unhackable.
Whole new can of worms.
Steak and Spirits
Oct 19 2006, 06:31 PM
Anyone want to post some examples of realistic Mage overhead?