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emo samurai
I can understand no allowing people to take Blood Spirit invocation. Oh joy, infinite energy drain! But really, are the metamagics so broken? Potency's gone, so they have to initiate just like everybody else, and the ones that they give don't seem so overpowered. And since we're talking about shadowrunners, morality shouldn't be a problem.

In case you're wondering, I'm thinking of making a toxic mage character.
Fortune
QUOTE (emo samurai)
In case you're wondering, I'm thinking of making a toxic mage character.

*Gasp*

You don't say ...
BishopMcQ
In short my answer is No.

A longer answer is Possibly, but there are several problems...Blood Mages, Insect Shamans have huge bounties on their heads, there is the problem of madness and alien intelligences twisting and tearing your brain, to name a few...

That said, I am in a game where an insect summoner is going through the path of the burnout (gotta love cyberware) just to remove the threat of the magic within her. I am still waiting to see how it plays out...
FrankTrollman
Toxic Mages and Insect Shaman aren't conceptually a problem.

Mechanically, it's a problem. Not because Toxic spirits are overpowered, but because there aren't any fucking rules for them!

I know, to first approximation, it looks like there are rules. There are some pages with text on them that look kind of like rules but here actually aren't any. The Gamemaster gives Toxic Spirits whatever powers and attributes hefeels like giving them. Then there are examples, examples that don't have a 1:1 correspondance with any spirit type.

So when a Toxic Magician enters play or conjures a spirit, there are no rules anywhere for what powers that spirit has or even what its attributes would be. That's... problematic.

Insect spirits aren't nearly that difficult. I mean, you can just ignore the problem where Evanescence takes effect every day and Inhabitation takes most of a week. I happen to know that the author intended for Evanescence to shut off s soon as the Inhabitation process starts - and so do you, it's totally obvious.

From a character perspective, you're going to be killing a lot of people anyway and you can put spirits into pigs without anyone caring. So it works pretty well. The rules are cumbersome and often hard to understand, but they can be made to work.

---

Verdict: Being a Toxic Mage is a problem only in that being one requirres your GM to write up five balanced spirits for your character, and that's bullshit. Other than that, there's no reason to keep players from playing them.


Being an Insect Mage is only a problem in that the rules are more complicated than they need to be. They are actually playable.

Blood Mages are an infinite power loop and totally unsalvageable as PCs or villains.

-Frank
Warmaster Lah
I could see allowing players to play magical threats. But not in a PC way.

More like the PC would be a "Assistant GM" or a "Opposition Player."

Not like in allowing a Dragon or Master Shedim to be on a runner team.
James McMurray
It would depend on the threat, but it could work in the proper campaign. I wouldn't let Joe Mage in an otherwise normal Mercenaries for Hire campaign play one.
Wanderer
It mostly depends on the kind of magical threats...

Insect Shamans: Ewww, really not. Mostly because of the Revulsion factor, and since these guys are far too alien in outlook.

Toxic magicians: the avengers extreme eco-warrior/terrorist brand looks quite playable for me. Nothing really different from your average obsessed murderous vigilante. The poisoner type is more questionable, as it's far more defficult to give the character any sort of sympathetic light. Well-covered by the rules.

Blood Mages: what, aren't they assumed to be standard PC option already ?? With the possible exception of Invoking Blood Spirits, which may rise legitimate game-balance issues and should proably kept off-limits to PCs, blood magicians and adepts look quite playable to me. Ethically, their modus operandi is not really different from contract killing (standard shadowrunners fare) and blood metamagics are verll well covered by the rules and quite playable by PCs.

Necromancers/Faustian Mages/Zealots/twisted adepts/Demonlogists: same as blood magicians. Standard PC fare. Dark paths are an integral paths of many mystical traditions.
knasser

Assuming that my game wasn't set up for standard shadowrunning scenarios, but was more player driven, then I'd have no real problem with a toxic PC.

Some blood mages and any sort of twisted path type that could summon shadow spirits would be out for balance reasons.

Insect shamans would be out not for balance, per se, but because the player is logically going to start building a hive and the game becomes a war-game / strategy game of managing your troops. Don't want that.
ThreeGee
My experience of allowing threat-type characters in the past has been that they tend to be quite self policing. If they are too obviously evil around their team mates they tend not to last very long. Even if whatever little accidents that start happening aren't immediately fatal, the player soon gets the message and retires the character.
Wanderer
QUOTE (knasser)
Some blood mages and any sort of twisted path type that could summon shadow spirits would be out for balance reasons.

From an IC perspective, I agree. But theoretically, any kind of magician or mystical adept can summon shadow spirits. They are just vanilla free spirits with a nasty attitude.

As a matter of fact, on further reflection, the barrier between twisted and vanilla Awakened PCs got far thinner in 4th Ed: Being on a twisted path is just a matter of OOC roleplaying perspective and IC getting the right mindset and tradition (they use just the same rules than other PCs), for blood magicians/adepts and toxics in addition to that it's the matter of learning the appropriate metamagics. It's insect magicians that requires special GM's permission for jumping into another, special ruleset.
hyzmarca
Non-metahuman magical threats would require special rules for non-metahuman characters. Obviously, playing a team of Wraith is right out unless you want to make some massive changes to Chargen mechanics.

However, there is a reason why Street Magic doesn't explicitly disallow PCs from playing magical threats. Toxic and Insect traditions are handled like any other tradition. The blood metamagics can be found on the list of metamagics that are available to PCs.

In previous editions these things were explicitly disallowed to PCs because they were sick and twisted and PCs are supposed to be idealized Robin Hoods. The fact that Street Magic doesn't disallow them shows a shift away from the paradigm of the paradoxical good and selfless professional criminal who happily kills innocent people because the were in the wrong place at the wrong time to a more diverse shadow ecosystem.

Blood Spirit Invoking can be fixed by stating that changes in essence augment Force rather than altering it.

So, if you summon a Force 6 blood spirit and it drained 6 points of essence, its would force would be 6 (12) instead of just 12 and its essence would be 6(12), as well. Likewise, if this spirit lost 7 points of essence its Force would be 6(5) and its essence would be 6(5). Since augmented essence is limited to twice base essence this compromise makes Blood Spirit Invoking viable.
It also makes Free Blood Spirits viable. Really, under the canon rules there is no reason for a Free Spirit with Essence Drain to ever have less than a quintuple-digit Force.
Big D
The succubus can be especially nasty, as a smart one can go into business and rake in karma and cash without getting shot at (much). A few years of stealing karma under the radar is more powerful than blowing up a mall for power.
hyzmarca
QUOTE (Big D @ Oct 27 2006, 07:43 PM)
The succubus can be especially nasty, as a smart one can go into business and rake in karma and cash without getting shot at (much).  A few years of stealing karma under the radar is more powerful than blowing up a mall for power.

Yeah but the succubus is going to be suffering from diminishing returns. As it gets more powerful it needs more karma to raise its Force. The blood spirit has no such limitation. It gets a purely linear rate of 1 force point per essence point. They can gain 6 force points for every uncybered character that they eat and uncybered characters are far more common in SR4 than they were in previous editions. A small mall will only have a few dozen shoppers but a big one will have thousands. All an enterprising blood spirit has to do is barricade the exits of a medium sized mall and start dining. 200 uncybered people later and your wimpy Force 1 blood spirit is a godlike Force 1201 blood spirit.
Chandon
QUOTE (hyzmarca)
All an enterprising blood spirit has to do is barricade the exists of a medium sized mall and start dining. 200 uncybered people later and your wimpy Force 1 blood spirit is a godlike Force 1201 blood spirit.

I totally need to run that adventure. That will definitely convince my players that I'm a fair GM who doesn't kill PCs for the fun of it.
kzt
QUOTE (Chandon)
I totally need to run that adventure. That will definitely convince my players that I'm a fair GM who doesn't kill PCs for the fun of it.

Have the PCs bodyguarding a greater dragon when the force 1200 Free Blood Spirit comes for him. Look out for the force 1200 manaball with 300 successes.
Synner
QUOTE (FrankTrollman @ Oct 27 2006, 04:08 PM)
Insect spirits aren't nearly that difficult. I mean, you can just ignore the problem where Evanescence takes effect every day and Inhabitation takes most of a week. I happen to know that the author intended for Evanescence to shut off s soon as the Inhabitation process starts - and so do you, it's totally obvious.

Actually no, the rule specifically states that immediately after the Inhabitation power is used (by the spirit) the effects of Evanescence are halted (p.150) - this happens regardless of the duration of the process or the power's degree of success.

As to the general use of Threat magicians in games... there are specific reasons we introduced the Playing the Twisted sidebar, but not one for Insect shamans or Toxic magicians. While the Twisted may be sociopaths and psychos, in the official setting, both Insect shamans and Toxics are pretty much certifiably insane and their mental frame of reference is so "inhuman" that properly roleplaying one (even one pretending to be normal) would prove ultimately prove disruptive in a group context. That being said the rules are written to allow you to play one with minimum hassle if that sort of craziness fits your game.
Wanderer
QUOTE (Synner @ Oct 28 2006, 10:22 AM)
As to the general use of Threat magicians in games... there are specific reasons we introduced the Playing the Twisted sidebar, but not one for Insect shamans or Toxic magicians. While the Twisted may be sociopaths and psychos, in the official setting, both Insect shamans and Toxics are pretty much certifiably insane and their mental frame of reference is so "inhuman" that properly roleplaying one (even one pretending to be normal) would prove ultimately prove disruptive in a group context. That being said the rules are written to allow you to play one with minimum hassle if that sort of craziness fits your game.

While I heartily share your overall approach, I harbor some doubts about the Avengers/Reapers brand of toxics magicians, i.e. the extreme eco-warrior/terrorist mindset. The ones that value the environment so much, or deem it so endangered, that happily and enthusiastically engage in mass murder to protect it. While this mindset is certainly fanatic, extreme, criminal and "evil" under any humanistic code of morality, I have severe doubt that it would always mean certifiable insanity and RP-disruptive inhumanity.

To recap a classical 3rd ed. example of the mindset, I can certainly envisage and see myself cooperatively RPing an extreme eco-terrorist magician that would deem the SR enviroment so endangered that he would advocate the ruthless slaying of anyone endangering it further as a rational(ized) choice, such as exterminating subsistence farmers that settle at the border of tropical forest and clear it away for farming ("So what ? there are still going to be billions more of these human parasites, crawling upon and despoiling the face of Mother Earth, while once the forest is gone, is gone ! The time for mercy is long past. Anyone that endangers the Green Mother shall pay the ultimate price"). Psychopathic, maybe, but no more certifiably insane or inhuman than your average shadowrunner contract killer or zealot.

Now, if you tell me that the 4th. ed. approach to toxic mindset has changed, and in order to be a proper avenger/reaper toxic magician, it is no longer sufficient to be an extreme Awakened ecoterrorist that happily uses lethal force on anyone that endangers the environment, but it needs to be a nihilist that proactively plots to achieve the extermination of the whole human race, well then the caution about "deep green" toxic magician PC might be more justified.
Synner
QUOTE (Wanderer)
Now, if you tell me that the 4th. ed. approach to toxic mindset has changed, and to be a proper avenger/reaper toxic magician, it is no longer sufficient to be an extreme ecoterrorist magician/adept that happily uses lethal force on anyone that endangers the environment, but it needs to be a nihlist that proactively plots to acheive the extermination of the whole human race, well then the caution about "deep green" toxic magician PC might be more justified.

Street Magic has redressed the old Toxic mindsets.

The "Avenger" is now a form of Twisted (an deep green fanatic/eco-zealot). His magic is essentially that of a normal shaman, it's just his perception of the world, his mind, and his overall goals that are, well, Twisted.

The Poisoner (and the other new twists on Toxic mindsets) is something else. A Toxic magician's magic is tainted and a-natural. It reflects the corruption of the world's natural order and flows. Each Toxic is unique in his craziness but we've grouped the crazies under general outlooks. Different Toxic outlooks have different goals but they are all ultimately nihilistic. The Poisoner outlook in specific is most often out to terraform the natural world into a new mutated, toxic order which it sees as evolution in action.
Wanderer
QUOTE (Synner)
QUOTE (Wanderer @ Oct 28 2006, 12:19 PM)
Now, if you tell me that the 4th. ed. approach to toxic mindset has changed, and to be a proper avenger/reaper toxic magician, it is no longer sufficient to be an extreme ecoterrorist magician/adept that happily uses lethal force on anyone that endangers the environment, but it needs to be a nihlist that proactively plots to acheive the extermination of the whole human race, well then the caution about "deep green" toxic magician PC might be more justified.

Street Magic has redressed the old Toxic mindsets.

The "Avenger" is now a form of Twisted (an deep green fanatic/eco-zealot). His magic is essentially that of a normal shaman, it's just his perception of the world, his mind, and his overall goals that are, well, Twisted.

The Poisoner (and the other new twists on Toxic mindsets) is something else. A Toxic magician's magic is tainted and a-natural. It reflects the corruption of the world's natural order and flows. Each Toxic is unique in his craziness but we've grouped the crazies under general outlooks. Different Toxic outlooks have different goals but they are all ultimately nihilistic. The Poisoner outlook in specific is most often out to terraform the natural world into a new mutated, toxic order which it sees as evolution in action.

Ahhh, yes, as I suspected then. Yep, it's a sensible difference, and indeed it explains nicely why all toxics should only be considered as PCs with extreme caution, just like Insect magicians. As a matter of fact, the toxic metamagics do not fit well with the Avenger mindset (as opposed to Blood Magic metamagics, which fit nicely). As I said, I see no difficulty whatsoever with RPing Twisted PCs in SR (apart from having a bounty on your head, but then all good runners are wanted criminals with a deed sheet to justify at least a couple life or capital sentences anyway, aren't they? cool.gif )
FrankTrollman
QUOTE (Synner)
Actually no, the rule specifically states that immediately after the Inhabitation power is used (by the spirit) the effects of Evanescence are halted (p.150) - this happens regardless of the duration of the process or the power's degree of success.


I know that. And you know that. And we all know that's what Lars meant. But what it says is that Inhabitation "immediately" halts Evanescence. Page 101 however says that you make your test at the end of a multi day period. So since it doesn't at any point say that beginning the Inhabitation process halts Evanescence, people would not be behavig illogically if they assumed that it didn't do that until the process was finished (like all the other effects of Inhabitation).

That effect should say that it takes effect before the process is complete, rather than "immediately". Now, it's damned obvious that it means "immediately upon initiating the Inhabitation process" - but only because insect spirits would be damned useless otherwise.

---

On the Insect mindset: Honestly, who cares?

You have goals that are completely self interested and not dependent upon the non-enslavement of the entire human race. You kill people for personal gain, and you have a posse of spirits that you commit for hard labor all the time. There are obviously Shadowrunner teams that you won't fit into.

But there are a lot of Shadowrunner teams that you will fit into. Any team that does Wetwork on a regular basis would be happy to have someone who can turn whole potential bodies into bound spirits.

Shadowrunners are criminal and insane iconoclasts. Insects value teamwork. This makes them relatively stable and reliable as far as potential team members go. It's seriously not a deal.

-Frank
redwulf25_ci
I would definitly allow Faustians and Necromancers and various other twisted paths (I have no idea WHY Faustians are listed as a twisted type, it sounds like the defining characteristic is that they make bargins with Free Spirits . . .). Blood mages I would allow characters to learn Sacrifice (but would expect them to use their own blood or animals) but only Sacrifice, other blood magics are clearly for villains. Insects or toxics no way in hell.
Synner
QUOTE (FrankTrollman @ Oct 28 2006, 04:01 PM)
You have goals that are completely self interested and not dependent upon the non-enslavement of the entire human race. You kill people for personal gain, and you have a posse of spirits that you commit for hard labor all the time. There are obviously Shadowrunner teams that you won't fit into.

Unsurprisingly, I beg to differ. If you're an insect shaman, your goals are anything but self-interest driven (in a very real sense). They're driven by the desires of your mentor spirit and the needs of the hive/nest. To put this in perspective: at the very least Insect spirits are out to colonize the Gaiasphere, this means not only gradual enslavement of parts of the human race but also their conversion into something definitely inhuman and alien (through the destruction of the host mind). Insect shamans do this not to one or two individuals, but en masse as their colonies grow. This is something I doubt most humans, no matter how callous and hard-boiled will relate to easily.

It takes a special type of crazy to accept that for the magician who has your back, shadowrunning is a part-time activity to his day job of transforming people into human/alien hybrids—and its not the same kind of crazy that allows you to rationalize shooting innocents as collateral damage or a survival strategy. What's worse, you'll always be wondering whether he'll try to do it to you (not exactly confidence building...).

An insect shaman's primary alleigence is to his mentor/Queen spirit, and his teammates would be constantly wondering how far they can trust him when the group's agenda might not the Insect mentor's, the hive's priorities take precedence over a mission, or the Queen decides the insect shaman's companions are actually handy vessels for a few of the new Soldier and Scouts its bringing over from the Hive.

But, as usual, it's up to individual groups to dictate what is acceptable or not at their table. If a group is willing to trust an Insect shaman as a member (or a nihilistic Toxic who thinks humanity is better off mutated or decimated) the basic rules are in place to allow it.
De Badd Ass
QUOTE (emo samurai @ Oct 27 2006, 11:39 AM)
In case you're wondering, I'm thinking of making a toxic mage character.

Here's an idea. Maybe you should have the GM play the runners, while the rest of yous play the threats.

Idea #2: Emo can GM.

Diabolical Idea #3: Combine ideas 1 and 2.
hyzmarca
Insect Shaman do not have to owe allegiance to their totem. Some could see it as simply a way to obtain magical power. In fact, insect shaman with this perspective are probably far more useful to their totems than the ones who whole-heartedly embrace the hive as they can infiltrate human institutions far more easily than the classic stark-raving lunatic insect shaman. Likewise, this is probably the best perspective for insect shaman who aren't possessed of absolute loyalty in the face of imminent betrayal. History shows that summoning a Queen is pretty much a death sentence.
The most long-lived insect shaman will be those who have never summoned a queen. Their hives will remain small due to the limit on the number of spirits that they can have, but this may not be a bad thing. Small hives are far less conspicuous than large ones and small bands of flesh forms under the leadership of a metahuman can infiltrate high society far more easily than Scientology can.

The biggest problem is that many Inave have nothing but disdain and contempt for the shaman that summon them and will not be loyal beyond that which is required by the summoning process. Queens and Mothers, since they can summon others of their kind, will probably kill the shaman at the first opportunity. Many insect shaman will not know this but those who actually bother to do a little bit of research will. This does not engender loyalty to the hive. This promotes self interest. As tempting as it may be for the male mantis shaman to summon a female for that promised sexual liaison he probably should know better.
knasser
QUOTE (hyzmarca @ Oct 28 2006, 05:29 PM)

The most long-lived insect shaman will be those who have never summoned a queen. Their hives will remain small due to the limit on the number of spirits that they can have, but this may not be a bad thing. Small hives are far less conspicuous than large ones and small bands of flesh forms under the leadership of a metahuman can infiltrate high society far more easily than Scientology can.

The biggest problem is that many Inave have nothing but disdain and contempt for the shaman that summon them and will not be loyal beyond that which is required by the summoning process. Queens and Mothers, since they can summon others of their kind, will probably kill the shaman at the first opportunity. Many insect shaman will not know this but those who actually bother to do a little bit of research will.  This does not engender loyalty to the hive. This promotes self interest. As tempting as it may be for the male mantis shaman to summon a female for that promised sexual liaison he probably should know better.


I suspect that male Mantis shamans are the ultimate S&M fetishist. At any rate, I don't think they'd be long for this world.

The problem with insect shamans as PCs is not the fluff (as you've demonstrated an alternative to the standard fluff), but game balance. Firstly, the inhabitation power of the insect shaman's spirits is open to a lot of abuse. Possession isn't so bad because it's usually short lived and also has no possibility of keeping the victim's knowledge, abilities and skills. With inhabitation, the shaman has easy access to allies that will stick around forever, are, as stated in SM, totally devoted, are potentially very very powerful and have that lovely access to knowledge and abilities of the victim.

If a player running an insect shaman doesn't shortly have six troll good merges inhabited by Force 6 Soldier spirits, then it will only be due to player restraint. And given the fluff, it would probably be bad role-playing not to.

Given insect shamans' status in society and the power that they possess, they're pretty much an all or nothing. Either the player runs amok and takes over everything, or the powers that be will wipe him off the face of the map. It might be interesting to run a insect shaman game, but I don't think they can be integrated into a normal game or non-insect team with RAW.
Chandon
QUOTE (knasser)
Given insect shamans' status in society and the power that they possess, they're pretty much an all or nothing. Either the player runs amok and takes over everything, or the powers that be will wipe him off the face of the map. It might be interesting to run a insect shaman game, but I don't think they can be integrated into a normal game or non-insect team with RAW.

Taking over everything tends to draw attention, and the first sign of insect spirits draws pretty big responses. If they're not immediately squashed, Firewatch teams tend to show up - and that's not a fight that a PC insect shaman is going to win. Needless to say, insect shamans need to keep a low profile.
knasser
QUOTE (Chandon)
QUOTE (knasser @ Oct 28 2006, 11:04 PM)
Given insect shamans' status in society and the power that they possess, they're pretty much an all or nothing. Either the player runs amok and takes over everything, or the powers that be will wipe him off the face of the map. It might be interesting to run a insect shaman game, but I don't think they can be integrated into a normal game or non-insect team with RAW.

Taking over everything tends to draw attention, and the first sign of insect spirits draws pretty big responses. If they're not immediately squashed, Firewatch teams tend to show up - and that's not a fight that a PC insect shaman is going to win. Needless to say, insect shamans need to keep a low profile.


Yes. That is the point that I was making. If the insect shaman shows up on society's radar, he's going to find some major league forces directed his way. Joe Shadowrunner can still make friends even if he does kill people for money. But the insect shaman is beyond the pale.

And yet, for as long as he can stay off the radar, he has resources that ordinary shadowrunners can only dream of.

If you want to play an insect shaman with any degree of realism in the setting, then it's not really viable for a game. Too much one or the other and too many occasions when the GM has to either say your character is dead or "well done, everyone else is."
Jaid
QUOTE (knasser)
QUOTE (hyzmarca @ Oct 28 2006, 05:29 PM)

The most long-lived insect shaman will be those who have never summoned a queen. Their hives will remain small due to the limit on the number of spirits that they can have, but this may not be a bad thing. Small hives are far less conspicuous than large ones and small bands of flesh forms under the leadership of a metahuman can infiltrate high society far more easily than Scientology can.

The biggest problem is that many Inave have nothing but disdain and contempt for the shaman that summon them and will not be loyal beyond that which is required by the summoning process. Queens and Mothers, since they can summon others of their kind, will probably kill the shaman at the first opportunity. Many insect shaman will not know this but those who actually bother to do a little bit of research will.  This does not engender loyalty to the hive. This promotes self interest. As tempting as it may be for the male mantis shaman to summon a female for that promised sexual liaison he probably should know better.


I suspect that male Mantis shamans are the ultimate S&M fetishist. At any rate, I don't think they'd be long for this world.

The problem with insect shamans as PCs is not the fluff (as you've demonstrated an alternative to the standard fluff), but game balance. Firstly, the inhabitation power of the insect shaman's spirits is open to a lot of abuse. Possession isn't so bad because it's usually short lived and also has no possibility of keeping the victim's knowledge, abilities and skills. With inhabitation, the shaman has easy access to allies that will stick around forever, are, as stated in SM, totally devoted, are potentially very very powerful and have that lovely access to knowledge and abilities of the victim.

If a player running an insect shaman doesn't shortly have six troll good merges inhabited by Force 6 Soldier spirits, then it will only be due to player restraint. And given the fluff, it would probably be bad role-playing not to.

Given insect shamans' status in society and the power that they possess, they're pretty much an all or nothing. Either the player runs amok and takes over everything, or the powers that be will wipe him off the face of the map. It might be interesting to run a insect shaman game, but I don't think they can be integrated into a normal game or non-insect team with RAW.

it's not all that different from what a normal mage can do with one metamagic technique really.

well, one metamagic technique and some karma at least... at 8 karma per force 1 ally spirit, you can end up with some fairly heavy muscle backup (plasteel), an engine of mass destruction (heavily cybered sammy), or a highly useful contact for life who never charges you for services (hacker/riggers, especially with the right skills... send them out to scavenge junkyards and build stuff, for example). or, if you manage to capture one, you can get yourself an extra magician buddy to enchant for you, cast and sustain buff spells, provide ritual magic support, research new spells, and if you can get two of them, you've got your very own initiation group wink.gif

and sure, they pay for this in karma... but then again, they can have as many as they want.

and these things can choose from any power you can teach any of the spirit types you summon... sure, it's 8 karma each, but i think a permanent ally in the form of a tricked out sammy is worth it...
hyzmarca
Yeah, Insect Spirits are no more powerful than allies (and there is no upper limit on the number of allies you can summon, unlike insects which should still be limited by Charisma). Since all flesh form spirits get Aura Masking by default, it should be possible to pass your bugs off as real people in most situations and as allies in many other situations.

As FrankTrollman pointed out once, you should forget about the sammies and the plasteel golems, grab a vampire magician. Not only does the flesh form have its skills and memories, it also has all of its the vampire powers.

Just grab Dracula when he's out on one of his all-night benders.
Kyoto Kid
...I find just letting them play mages is enough of a magical threat.
Synner
QUOTE (hyzmarca)
Yeah, Insect Spirits are no more powerful than allies (and there is no upper limit on the number of allies you can summon, unlike insects which should still be limited by Charisma). Since all flesh form spirits get Aura Masking by default, it should be possible to pass your bugs off as real people in most situations and as allies in many other situations.

Not entirely true. While individual insect spirits are "no more powerful than allies", a magician has to initiate and take a metamagic to acquire one of the latter, while an Insect shaman keeping his head down can just keep churning out Flesh Forms until he reaches his Charisma limit and he can get even more if he brings a Queen over.
Wanderer
QUOTE (redwulf25_ci)
I would definitly allow Faustians and Necromancers and various other twisted paths (I have no idea WHY Faustians are listed as a twisted type, it sounds like the defining characteristic is that they make bargins with Free Spirits . . .). Blood mages I would allow characters to learn Sacrifice (but would expect them to use their own blood or animals) but only Sacrifice, other blood magics are clearly for villains. Insects or toxics no way in hell.

I know the game balance issues that may arise with letting PCs use the canon version of Invoking Blood Spirits, and adept-to-adept fights are so rare that very few characters would bother to learn Power Bleed (except for the rare "adept hunter" type), but what's the problem you perceive with letting a blood (mystic) adept know and use Cannibalize on themselves, volunteer allies, or animals, and/or letting blood magicians and (mystic) adepts using Sacrifice and Cannibalize on fallen/incapacitated enemies in battle ? After all, it's not like you are going to spare them anyway, so better to put their lifeforce to some productive use before it fades away.
knasser
I think I must be missing something here as two long term players seem to think allies are balanced with insect spirits, but I really don't see this at all.

To whit: (I heard that in a Shakespeare play, once)

A normal shaman must be initiated and have spent a metamagic slot on ally summoning to create an ally spirit. An insect shaman gets this straight out of the box.

A normal shaman must spend a minimum of 8 karma for each single ally spirit. Insect spirits are free. Meaning that the insect shaman is never in a position where he can't summon up some more for want of karma. And he isn't on a permanent loss compared to where he would have been should one of his servants be killed. You can get a lot more use out of your servants if you know that they're expendable.

An insect shaman's good merge has the spirit power of Masking (equivalent to the Extended Masking metamagic). This is unavailable to ally spirits as no standard spirit has the power. This makes ally spirits stand out clearly to astral inspection whilst insect spirits can be highly effective spies, infiltrators and bodyguards.

An insect shaman has the option of creating very powerful hybrid forms. A force 5 hybrid form Troll samurai is terrifying. The equivalent ally would cost 40 karma. And of course the insect shaman can have multiple servants like this.

No matter how powerful an insect shaman's spirits are, they are always totally devoted once the inhabitation is complete. This is true even with whopping Force 7 monsters. The same is not true for ally spirits.

And bear in mind that the insect shaman can go all out on Force and binding and get himself a true form. This would be harder to achieve with a low force ally and the result would be nowhere near as powerful. Effectively, the insect shaman has permanently bound and totally loyal spirits at his beck and call.

I think that's a good start to why I wouldn't allow an Insect Shaman PC in all but the oddest of campaigns.

EDIT: And contrary to common thought, a shaman can summon a Queen and stay in control. It's a free spirt and he has its formula. With a successful binding ritual, it will be prevented from harming him until services are discharged. Which of course they never will be. It's hideously risky, but it can be done and it will net you a private army of servants.
kzt
QUOTE (knasser)
I think I must be missing something here as two long term players seem to think allies are balanced with insect spirits, but I really don't see this at all.

Players tend to think that game system imbalances that are hugely beneficial to them are just fine. This doesn't mean that they are.
FrankTrollman
An Insect Magician's spirits are also essentially not expendable, while a Hermetic's or Houngan's spirits are transient. When you sacrifice a human and get a flesh form, you get something awesome. But you also get something unique. Something that cannot be replaced.

A shaman can legitimately sit in an armored van outside an installation with a friend with a first aid kit and chain summon. Make a spirit, send it on a remote service suicide run, get healed, and repeat as soon as the enemies take your spirit down. Sure, if your opponents can back trace your spirit or call the cops it's not an auto-win, but for a notable number of missions it really is. And an Insect Mage can't do that.

An initiated Shaman can sort of duplicate an Insect Mage's best trick, but there is no metamagic for an Insect Mage to use disposable spirits under any circumstances.

---

That being said, is the Insect Magician's trick balanced? The answer, unfortunately, is "It depends." Sorry, that's the answer.

A Flesh Form spirit is composed of two elements: a spirit (which has hard, fast, and underwhelming traits for a spirit), and a host (which brings whatever to the equation). If the gamemaster allows you access to a tranquilized great dragon, that can be your host. If you have to get by on rabid dogs and diseased orphans - those might be your hosts as well.

To a certain extent, nothing that you can use as a host can be more impressive than what your team is capable of taking down. And to that extent, a new fleshform is always going to be an evolutionary rather than revolutionary bit of power creep no matter what he gamemaster is doing. But if the team has clever plans or lucky breaks or any of the million zillion other things that can case Shadowrunners to drop more powerful opponents, it is quite conceivable for an Insect Magician to be able to make a flesh form out of something that is better than she is.

And that is - no doubt - a potentially destabilizing element on the campaign. Any magician with the Ally Spirit metamagic can destabilize the campaign the same way, but an Insect Magician can destabilize the campaign like that right out of chargen. The first mission could potentially involve taking down a big bad villain that required the entire team to scarcely triumph over and the very next adventure could feature him showing up with Immunity to Normal Weapons as your love slave. Or.... that could never happen. It deppends upon the team, the runs, the oppositon, and the pace of the game.

Is that like the fact that a rigger "could" steal a stonewall as part of her first run or a hacker "could" end up with the launch codes for a Thor Shot? Kind of.

---

But at least potentially an Insect Magician can be a balanced and interesting part of the team. He has a conjuring system that is more powerful (in that he has more spirits out at one time and can fall back upon their powers more freely), but is also more vulnerable (in that a lost spirit requires time/money/livestoock to replace rather than just snapping your fingers or clicking your shoes). It's a viable dynamic - potentially.

An Insect Mage has a posse in his car that is pretty scary. But if he gets made on the cameras using that posse he endangers the team. And if he takes any casualties to that posse they don't come back. It leads to a more careful, less spirit reliant form of shadowrunning that occassionally unleashes a zombie apocalypse. With the right GM, it's an asset.

-Frank
knasser
QUOTE (FrankTrollman)

An Insect Magician's spirits are also essentially not expendable, while a Hermetic's or Houngan's spirits are transient. When you sacrifice a human and get a flesh form, you get something awesome. But you also get something unique. Something that cannot be replaced.


I disagree with this. It's possible you get something unique. You managed to get a Good Merge with that hulking Troll Samurai you captured last week, but it's also quite plausible for the player to not be bothered and just take what he can get. Your basing your balance factor on the player not being able to pull off his best case scenario time and again. I'm saying that the average use of this power is still quite unbalancing. If the player keeps his perspective and isn't obsessed with inhabiting barghests or whatever, then it's perfectly possible for him to keep buying rottweillers instead and cocooning them into ant-hybrid monsters.

Heck, if he's going for true forms each time, then he really doesn't care at all. He'll just cookie cutter them out of hobos and be doing it far better than the hermetic who tries to keep up with bound elementals.

Essentially, when I said that his monsters were expendable, I was comparing them to the base cost of 8 karma for an ally version and the average sorts of inhabitations. I don't care about treasured special cases.

QUOTE

A shaman can legitimately sit in an armored van outside an installation with a friend with a first aid kit and chain summon. Make a spirit, send it on a remote service suicide run, get healed, and repeat as soon as the enemies take your spirit down. Sure, if your opponents can back trace your spirit or call the cops it's not an auto-win, but for a notable number of missions it really is. And an Insect Mage can't do that.


It's true that he can do this. But it wont be a useful tactic that often. If he's chain summoning then they wont be that strong and there'll only be one at a time. It's not a strong tactic. Opponents that can't handle low-force spirits don't require chain summoning, and those that can are less likely to be phased by them arriving one at a time. And if we're talking about doing this on a run, then time is usually of the essence and this is a wear down tactic. The stronger tactic is to bull rush the opposition with strong spirits. And while this is expensive for the standard mage, this is cheap for the insect shaman due to both to summoning costs and long term loyalty of the insect shaman's spirits.

QUOTE
An initiated Shaman can sort of duplicate an Insect Mage's best trick, but there is no metamagic for an Insect Mage to use disposable spirits under any circumstances.


Sort of, but not very well as I pointed out previously. There's the masking ability for a start. And the insect shaman can get away with higher force, too. Force 1 allies are pretty vulnerable. Of course you can have more powerful ones, but then you pay more. And the insect shaman can do this whenever the opportunity presents itself. He doesn't need to make sure that he has karma to spare. Basically, a normal shaman trying to compete with the insect shaman on his own turf doesn't have a hope. The insect shaman achieves all of this much more casually than the normal shaman.

QUOTE

That being said, is the Insect Magician's trick balanced? The answer, unfortunately, is "It depends." Sorry, that's the answer.


Well, I'll agree with that. But if it depends on how smart the player is, then I think the answer is that it is not balanced. Most rules can be exploited to some extent, but I know what I could do with an Insect Shaman character, and you know what you could do with one. And we both know that it's way more than we could manage with a non-insect magician.

QUOTE

A Flesh Form spirit is composed of two elements: a spirit (which has hard, fast, and underwhelming traits for a spirit), and a host (which brings whatever to the equation). If the gamemaster allows you access to a tranquilized great dragon, that can be your host. If you have to get by on rabid dogs and diseased orphans - those might be your hosts as well.


A rabid dog possessed by a Force 6 ant spirit is pretty darn scary. Of course I'm allowing a non-good merge here. But even if we stick religiously to good merges, a shadowrunning team can bring down some seriously tough opposition. Are you suggesting that any competent team couldn't head out into the barrens and pull up some troll gangers? That's quite enough to be unbalancing when the player now has them as loyal thralls with Immunity to Normal Weapons and their services never expire. You've taken two extreme examples, there. Great dragons and orphans? I think the average is quite unbalancing enough and that's my point.

But as you point out, inevitably, the player is going to get their grubby mitts on something really powerful. And then they'll really go to town on it. Force 8 possessed Troll Physical Adept? This will happen and that's a good example of why they'd be broken as player characters. They don't have to be unbalanced all the time. Just regularly is enough. wink.gif


QUOTE

An Insect Mage has a posse in his car that is pretty scary. But if he gets made on the cameras using that posse he endangers the team.


And that brings us back to the point I made in my very first post and which I stand by. If you want this character to be at all consistent with the setting, then the character is beyond the pale to anyone who knows him and has incredibly powerful enemies out there. The insect shaman is far too much terrible power or stomped by his enemies. I don't like it as a GM when I have something that is so set up to be one or the other. It makes it very difficult for me to balance things out. One slip and I feel compelled to lose him contacts and hurl Aries firewatch teams at him. No slips and he's wipe the floor with everything that would be a challenge to the rest of the party.

To summarise: I believe that insect shamans are not balanced for players because if I had one as a player, I'd take over Seattle. smile.gif

EDIT: I'm not saying don't allow Insect Shamans in your game if that's what you, FrankTrollman, really want. But there are plenty of people reading this thread and if they just read you saying "Insect Shamans are balanced" and then go and mess their game up because they didn't realise the Abyssal Pitfalls involved, then I see it as my duty to argue you with very thoroughly on this point. smile.gif
Chandon
knasser: What makes the average case of inhabitation any more powerful than possession?
hyzmarca
QUOTE (knasser)
An insect shaman's good merge has the spirit power of Masking (equivalent to the Extended Masking metamagic). This is unavailable to ally spirits as no standard spirit has the power. This makes ally spirits stand out clearly to astral inspection whilst insect spirits can be highly effective spies, infiltrators and bodyguards.

Ally good merges get Aura Masking, too. It is an automatic consequence of Inhabitation, not something that must be learned by the Inhabitation spirit.


redwulf25_ci
QUOTE (Wanderer)
I know the game balance issues that may arise with letting PCs use the canon version of Invoking Blood Spirits, and adept-to-adept fights are so rare that very few characters would bother to learn Power Bleed (except for the rare "adept hunter" type), but what's the problem you perceive with letting a blood (mystic) adept know and use Cannibalize on themselves, volunteer allies, or animals, and/or letting blood magicians and (mystic) adepts using Sacrifice and Cannibalize on fallen/incapacitated enemies in battle ? After all, it's not like you are going to spare them anyway, so better to put their lifeforce to some productive use before it fades away.

Some tropes are just villainous. Also unless I misread one can't use canibalize on themselves or animals only on other metahumans. I prefer my PC's a somewhat lighter shade of grey than sacrificing (meta)humans for power and eating their flesh. Can someone explain why Wizkids doesn't think Faustians are apropriate for PC's though?
Synner
QUOTE (redwulf25_ci @ Oct 30 2006, 12:34 AM)
Can someone explain why Wizkids doesn't think Faustians are apropriate for PC's though?

Wizkids isn't involved directly in Shadowrun development, FanPro owns the license and develops all products.

FanPro does include the option to play Faustians (Street Magic includes a sidebar that allows playing any of the Twisted paths as Optional). Faustians are included in the Twisted paths not because they deal with free spirits and make spirit pacts (other magicians do that too), but because they tend to deal with Shadow spirits and the nature of their pacts are focused on powering their twisted agendas and darker goals (as opposed to just seeking greater magical power).
FrankTrollman
QUOTE
Heck, if he's going for true forms each time, then he really doesn't care at all. He'll just cookie cutter them out of hobos and be doing it far better than the hermetic who tries to keep up with bound elementals.


That depends upon what you value. The Hermetic with the bound elementals is paying nuyen.gif per service (disrupted spirits return). The Insect Mage is paying nuyen.gif and stray dogs per spirit (disrupted spirits are gone forever).

However, the big difference here is that the Hermetic is also accompanied by one unbound Elemental and the Insect Mage is not. In this model, the Hermetic has a bigger ass whupping lynch mob than the Insect Mage. It's only one bigger, but that matters.

QUOTE
If he's chain summoning then they wont be that strong and there'll only be one at a time.


Won't be that.... WHAT?!

Unbound spirits cause half the drain of bound spirits. Drain is the limitting factor of making spirits. Drain can be healed in a few rounds with first aid. Chain Summoning makes spirits that are bigger than bound spirits. By a substantial amount.

One at a time I will grant, although the chain summoned stand-in is always in addition to whatever the rest of your spirits are doing - unless you're an Insect in which case you don't get it at all.

QUOTE
A rabid dog possessed by a Force 6 ant spirit is pretty darn scary.


Is it more scary than the same Rabid Dog possessed by a Force 6 Loa? It certainly has a much higher opportunity cost.

Inhabitation has 3 possible results:

True Form: Less impressive than a character following a materialization tradition.
Hybrid Form: Less impressive than a character following a possession tradition.
Flesh Form: Wicked awesome, on par with Ally techniques, and as game breaking as the gamemaster allows it to be.

And you can influence those inhabitation results. You can use all three together. But is it worth not having a replaceable ablaitive spirit on hand all the time?

-Frank
Wanderer
QUOTE (redwulf25_ci @ Oct 30 2006, 01:34 AM)
Some tropes are just villainous.  Also unless I misread one can't use canibalize on themselves or animals only on other metahumans.  I prefer my PC's a somewhat lighter shade of grey than sacrificing (meta)humans for power and eating their flesh.  Can someone explain why Wizkids doesn't think Faustians are apropriate for PC's though?

I've reread the descriptions of Sacrifice and Cannibalize, while the former explictly states one can use it on willing donors and the self, as well as animals, the latter just tells the metamagic works just like Sacrifice, and it explictly mentions animals. So yes, I'd rule that Cannibalize can be used just with the same range of potential subjects as Sacrifice.

While I can share your distaste for PCs rounding up innocent babies and virginal teens from the Sprawl, tying them up on the sacrificial slate, and spilling or drinking their blood for power, I honestly fail to see where the problem would be, if PCs limit themselves to using blood metamagics on enemies they would kill anyway. I mean, provided that your game allows for runners PCs routinely killing security guards and various types of minion/mooks, and/or perform assassination/contract killing runs for money, I really, really fail to see where the ethical problem would be, with the PCs using say Bind or Nerve Strike in combat, to incapacitate enemies they would kill anyway, then slit open their throats, and spill/drink their blood for power. Really, it's not that much different from robbing their dead bodies, standard operation procedure for any true-blooded PC. As it regards the possible squeamishness factor in PCs drinking the blood of enemies, really, SR does not look like the setting where such concerns would be most appropriate. Now, if one plays a game where the runners are all goodey-good Robin Hood types who only take runs that help the downtrodden, never use lethal force on security guards, and won't touch a wetwork contract with a 10-foot pole, I can understand.
Moon-Hawk
The insect shaman seems, to me, like the magical equivalent of the drone rigger.
And what about that hive mind disadvantage, where the shaman has to roll Will + Magic (2) to surpress the alien voices in his head. Or else what? Does this cost an action? How often must the check be made? This is a potentially rebalancing mechanic and I don't understand exactly how it was intended to be used.
hyzmarca
QUOTE (Wanderer @ Oct 30 2006, 08:28 AM)
QUOTE (redwulf25_ci @ Oct 30 2006, 01:34 AM)
Some tropes are just villainous.  Also unless I misread one can't use canibalize on themselves or animals only on other metahumans.  I prefer my PC's a somewhat lighter shade of grey than sacrificing (meta)humans for power and eating their flesh.  Can someone explain why Wizkids doesn't think Faustians are apropriate for PC's though?

I've reread the descriptions of Sacrifice and Cannibalize, while the former explictly states one can use it on willing donors and the self, as well as animals, the latter just tells the metamagic works just like Sacrifice, and it explictly mentions animals. So yes, I'd rule that Cannibalize can be used just with the same range of potential subjects as Sacrifice.

While I can share your distaste for PCs rounding up innocent babies and virginal teens from the Sprawl, tying them up on the sacrificial slate, and spilling or drinking their blood for power, I honestly fail to see where the problem would be, if PCs limit themselves to using blood metamagics on enemies they would kill anyway. I mean, provided that your game allows for runners PCs routinely killing security guards and various types of minion/mooks, and/or perform assassination/contract killing runs for money, I really, really fail to see where the ethical problem would be, with the PCs using say Bind or Nerve Strike in combat, to incapacitate enemies they would kill anyway, then slit open their throats, and spill/drink their blood for power. Really, it's not that much different from robbing their dead bodies, standard operation procedure for any true-blooded PC. As it regards the possible squeamishness factor in PCs drinking the blood of enemies, really, SR does not look like the setting where such concerns would be most appropriate. Now, if one plays a game where the runners are all goodey-good Robin Hood types who only take runs that help the downtrodden, never use lethal force on security guards, and won't touch a wetwork contract with a 10-foot pole, I can understand.

Bringing back the old ghoul rules, specifically those concerning ghouls that can pass for normal metahumans, asymptomatic carriers, and infection may make come characters think twice about using Cannibalize and Sacrificing on random enemies.

Never, ever eat someone unless you know where he has been (or you have Immunity to Pathogens).


QUOTE (Chandon)
I totally need to run that adventure. That will definitely convince my players that I'm a fair GM who doesn't kill PCs for the fun of it.

Get 2400 dice and put them into a nice stack where the players can see them. Rolling that many will be a pain in the butt but it would be worth it just to see the looks on the players' faces.



QUOTE (kzt)

Have the PCs bodyguarding a greater dragon when the force 1200 Free Blood Spirit comes for him. Look out for the force 1200 manaball with 300 successes.



Actually, the blood spirit could buy 600 successes (dicepool = stat+ skill and both are based on force). It could cast that Force 1200 manaball with only 2 boxes of unresisted drain (out of 607 boxes). It could cast a Force 1200 Wreck Sol spell with no unresisted drain.

By my estimates, a 200 member doomsday cult who sacrificed itself to create such a god-spirit for the purpose of destroying the sun could inflict about 33,995,808,000 boxes of damage on the sun in a single year. Or, for that matter, it could inflict over 33 billion boxes of damage on any single target in a single year and it would only count as a single service (it could even be done as a remote service). For when you really want to destroy something and nothing less than 33 billion boxes of damage will do, send a Force 1200 blood spirit on a remote service...

Why exactly did Winternight bother with nukes?
Fortune
QUOTE (hyzmarca)
Actually, the blood spirit could buy 600 successes ...

Technically, you are not supposed to use the 'success purchase' mechanic in 'stress situations', such as combat. wink.gif
FrankTrollman
QUOTE
Bringing back the old ghoul rules, specifically those concerning ghouls that can pass for normal metahumans, asymptomatic carriers, and infection may make come characters think twice about using Cannibalize and Sacrificing on random enemies.


Huh?

While the disease rules are strangelly missing from the big basic book, and catching diseases is the #1 reason to not eat people in the real world, Ghoul Transformation is in no way a limitting factor on anything.

First off, if you happen to be eating people anyway and have access to Increase Willpower, becoming a Ghoul isn't a problem. But more importantly, the old rules had a vaccine you could take after you were exposed to Ghoul Transformation Viruses that would 100% allow you to stay human forever.

"You might turn into a ghoul!" has never been a meaningful stick to hold over the heads of the PCs. "You might catch Kuru and fucking die of spongiform encephalopathy!" is a pretty good stick to hold over the heads of would-be canibals.

-Frank
Jaid
QUOTE (Fortune)
QUOTE (hyzmarca @ Nov 2 2006, 07:48 PM)
Actually, the blood spirit could buy 600 successes ...

Technically, you are not supposed to use the 'success purchase' mechanic in 'stress situations', such as combat. wink.gif

except when you have excessively large dice pools. given the example in the BBB was the damage resist dice pool of the ares citymaster (a mere 36 dice), i think the 2400 dice situation provides ample excuse to allow the purchased success method.

besides, when you're dealing with that many dice, it's so statistically unlikely that you won't end up with 1/3 successes from actually rolling that making it 1/4 is actually being generous. inasmuch as it is possible to be generous whilst hitting someone with a 1200 m *radius* attack that is dealing 1800 boxes of damage, give or take, that is.
hyzmarca
QUOTE (FrankTrollman)
QUOTE
Bringing back the old ghoul rules, specifically those concerning ghouls that can pass for normal metahumans, asymptomatic carriers, and infection may make come characters think twice about using Cannibalize and Sacrificing on random enemies.


Huh?

While the disease rules are strangelly missing from the big basic book, and catching diseases is the #1 reason to not eat people in the real world, Ghoul Transformation is in no way a limitting factor on anything.

First off, if you happen to be eating people anyway and have access to Increase Willpower, becoming a Ghoul isn't a problem. But more importantly, the old rules had a vaccine you could take after you were exposed to Ghoul Transformation Viruses that would 100% allow you to stay human forever.

"You might turn into a ghoul!" has never been a meaningful stick to hold over the heads of the PCs. "You might catch Kuru and fucking die of spongiform encephalopathy!" is a pretty good stick to hold over the heads of would-be canibals.

-Frank

But Ghoul rules were the only detailed disease rules. Sure, you could catch VITAS, too, but then the GM had no clue what would actually happen to you if you did. Any Kuru? How exactly do we represent that disease? At least with ghouls everyone know what dice rolls to make and what the consequences were.


QUOTE
inasmuch as it is possible to be generous whilst hitting someone with a 1200 m *radius* attack that is dealing 1800 boxes of damage, give or take, that is.


Well they could resist it if they spend Edge. Good ole rule'o 6. Its just a 1/6^1800 probability.
Jaid
QUOTE (hyzmarca)
QUOTE
inasmuch as it is possible to be generous whilst hitting someone with a 1200 m *radius* attack that is dealing 1800 boxes of damage, give or take, that is.


Well they could resist it if they spend Edge. Good ole rule'o 6. Its just a 1/6^1800 probability.

no, you've got that wrong... first off, they only need 600 hits, not 1800. and secondly, they are probably throwing at least 6 dice or so (3-4 counterspelling, plus 3-4 willpower).

now, my knowledge isn't quite complete, but wouldn't that make it x/6 ^ 600, where x is the number of spell resistance dice they get? or then again, maybe i've got that completely wrong.

either way, much better than 1/6 ^ 1800...
Fortune
QUOTE (Jaid)
except when you have excessively large dice pools. given the example in the BBB was the damage resist dice pool of the ares citymaster (a mere 36 dice), i think the 2400 dice situation provides ample excuse to allow the purchased success method.

No way! It's a combat situation, so it should be rolled out ... hopefully with Edge spent for the Rule-of-Six. rotfl.gif
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