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Kesslan
Which of course then begs to question. Does APDS work agianst spirit armor? By them stating that the halving of armor by an electrical attack does not do so... then I'd actually say no. Your APDS armor does jack all to reduce that spirits armor and you might as well be using normal rounds.
Garrowolf
He said that it might make it into the next revision of the FAQ.

I send off another e-mail asking about the AP versus spirit hardening as well but I haven't heard back yet.

I don't know if they will change it because of thinking in a new direction or not but I personally already have this as a house rule.

I have been trying to alter the balence of magic in various ways. I want spirits to be more powerful at lower levels but make it harder to summon anything higher. Basically the summoner would be the same power level for the most part but would be summoning lower Force rating spirits. Basically I want lower and midrange spirits to be the norm instead of high force spirits.

I am trying to make lower level magic more powerful and then limit the power level.

On the flip side of the no AP thing we use a different damage table for guns which makes some higher damage and higher AP to start with.
Kesslan
Well EX-EX should still help abit because it boosts the damage level by 1 I would think. ANd maybe gelrounds could do something if you were really bloody lucky.

It's really just the AP attribute one has to wonder about then. Because if one thing doesnt affect the armor value, does anything else? Though in all cases the base power seems to still at least do somethign. So yoru stick n' shock still might do something, just that ti's not any better (and possibly worse) than regular ammo.

Which is more or less the way I've seen spirits to be all along.
ixombie
Hardened armor specifically states that AP does apply. Rob Boyle's ruling doesn't say anything about changing the way hardened armor works, it just says that electricity doesn't get -half armor.

If you say that AP does not apply at all versus spirits, immunity goes from good to broken. A panther cannon would not hurt a force 6 spirit without 3 net hits. Spirits are supposed to be really tough, but almost immune to anti-tank weaponry? That's ok for uber high force, but for force 6 which can be summoned by a just-out-of-chargen mage it's a bit broken.

In order to control summoner characters as a GM in a world where AP doesn't work against immunity, you'd have to have tough magical security everywhere, which would misrepresent how rare mages are. And you couldn't throw spirits against your runners as a "challenge" if they had no mage - it would be an out and out slaughter, and there's not much fun in that.
knasser

@Garrowolf: If you want to lower the normal force levels of spirits without mangling the rules too much, you could just increase the binding costs. Doubling the materials costs would make that Force 6 spirit set the player back 6,000 nuyen.gif . It doesn't stop them using big forces where needed, but it keeps the average force deployed a little lower. It sounds like this might be the effect that you want.

I find that many people from previous editions have trouble recalibrating the power levels for SR4. The average mage has a Magic of 3 now. Someone with 6 is the equivalent of Magic 9 by the conversion rules. This is explicitly stated. I see the typical spirit used for security as being around Force 3 which is maybe why I don't think their invulnerability is terribly over-powered.
Mr. Unpronounceable
Oh, good...another ruling in the flavor of "since the expanded melee rules state that you can use a called shot to bypass impact armor (and this also applies to injection-vector firearms) therefore a called shot can bypass ballistic armor," even though that is easily demonstrated to be completely broken.


Way to go, Rob. ohplease.gif
Vaevictis
QUOTE (Kesslan)
Your APDS armor does jack all to reduce that spirits armor and you might as well just give up and go home if you're a mundane.

Fixed.

Oh, and btw, APDS having no special affect on immunity was how it was done in SR3, iirc.

(... and if AP does effect immunity, then electrical not doing so is.... special. Not nifty special. We're talking special as in Special Olympics.)
knasser

I'm happy with electricity doing half-impact. I just don't allow the secondary stun effects. That makes sense to me. Of course stick and shock are a special case because their entire damage priniciple is based on those secondary effects.
Kesslan
QUOTE (Vaevictis)
QUOTE (Kesslan @ Dec 15 2006, 12:04 AM)
Your APDS armor does jack all to reduce that spirits armor and you might as well just give up and go home if you're a mundane.

Fixed.

Oh, and btw, APDS having no special affect on immunity was how it was done in SR3, iirc.

(... and if AP does effect immunity, then electrical not doing so is.... special. Not nifty special. We're talking special as in Special Olympics.)

I woudlnt ever say give up and go home myself. And just cause your not mundane doesnt mean that you'll have any less problems dealing with them. Adepts in many cases (unless you happen to take astral perception and astral combat) have just as many problems dealing with them. Of course astral percption is not only a great deal more useful under SR4 but it's a whole powerpoint cheaper.

I still make adepts that at least start without it anyway. But thats sort of beside the point.

You can allways use that 'attack of will' thing. Afterall if you dont have at least a few people in the gang that have a decent willpower, your screwed the moment a mage with mind control comes at you anyway. And your spell resistance in general, will suck terribly.

Also, I generally assume any decent runner group that even remotely suspects possible magical security, to at least retain the services of a mage or shaman, assuming for some reason or other, your team doesnt allready have one. Their damn useful.
Vaevictis
QUOTE (Kesslan @ Dec 15 2006, 11:05 PM)
You can allways use that 'attack of will' thing.

Attack of will is pretty much useless in SR4 by my reading.

If you ever have to resort to it as a mundane (ie, your bullets aren't working anymore), the spirit is going to have about twice your dice pool.
Chandon
QUOTE (Garrowolf)
Basically the summoner would be the same power level for the most part but would be summoning lower Force rating spirits.

So... you're going to go through extreme contortions to introduce house rules and diverge from cannon... in order to let yourself use a different Arabic numeral glyph in your notes. Not to change anything relevent, but just *which number people say*.
Kesslan
QUOTE (Vaevictis)
QUOTE (Kesslan @ Dec 15 2006, 11:05 PM)
You can allways use that 'attack of will' thing.

Attack of will is pretty much useless in SR4 by my reading.

If you ever have to resort to it as a mundane (ie, your bullets aren't working anymore), the spirit is going to have about twice your dice pool.

Well I would think that really depends on the spirit in question. A free spirit.. yeah.. right unless it was a really weak one. A low force spirit? It's dicepool isnt realy that big. A force 3 resists with 3 dice vs a force of will attack in most cases. So even some on with 'average' willpower stands a chance of hurting it.

A force 6 is obviously alot harder. But really shouldnt be -that- common either since your 'average' mage under SR4 doesnt have a 6 in magic etc either. ALot of them arent even initates.

Of course tehn you hit the ones that are 10th+ grade initates out of the threats book and then your seeing really big bad ass sprits. Well then yes.. I would very much expect these to horibly rape mundanes without so much as lube or a reach around.
Vaevictis
QUOTE (Kesslan)
A force 3 resists with 3 dice vs a force of will attack in most cases. So even some on with 'average' willpower stands a chance of hurting it.

In that case, you can just shoot it with a long burst and it'll go down. No need to bother with a will based attack.
Kesslan
Aye, but I've allways been under the impression even in SR3. Low force spirits are ment to go down easy. High force sprits (Whcih a force 6 under SR4 most definately is indeed) on the otherhand is hell to deal with. Willpower or otherwise unless you've got a spell slinger or an adept who's geared for fighting spirits.

Also you might not allways have a burst fire weapon available. In which case under certain situations using a force of will attack is infact better. It also handily bypasses that immunity to weapons power which is a great equalizer in some cases.
Garrowolf
Wow I still can't believe how broken YOUR games sound. If you can't kill it with a big gun then it shouldn't be around. Can you hear yourself?

For one I'm talking about changes in my own game not changing your game. My change is one that my players thought was normal anyway. The idea that you could shoot a spirit at all was considered stupid all around.

I didn't catch the force of will thing from Street Magic and basically came up with the same thing. Since it is already there then I can use that. Now a mundane has a MUCH better chance to hurt a spirit with something that makes sense.

So why does it make more sense that a non magical object will work on a creature of magic and will but a will based attack doesn't.

The reason that I was wanting to lower the ratings was that for one I was trying to cap magic at 9 to bring it in line with the other attributes. I want magic users to have a lot of possibilities but not be so powerful that they can't be stopped. I wanted the power curve to be better and the low end but top out instead of going on forever.

Another reason is that I have some old characters that if I didn't cap the magic rating it would make sense that they would have very high ratings. The PCs wouldn't survive unless I continually fixed the dice. The old characters are important to the story so I want to keep them from being godlike in power.

I don't put characters into a game without thinking about it. I always have my games tailored to my PCs. If you or your GM doesn't do the same then I could see why you would panic about spirits being powerful. But then the problem isn't with the rules...
Kesslan
QUOTE (Garrowolf)
Wow I still can't believe how broken YOUR games sound. If you can't kill it with a big gun then it shouldn't be around. Can you hear yourself?

If this is directed at me how exactly is what anything i said indicative of a broken game? I never said anything about how if you 'cant kill it with a big gun it shouldnt be around' at all. Simply that it shouldnt be something you run into on a regular basis.

If something like that IS, thats what I'd call a broken game.

And for capping magic. I dunno personaly I wouldnt cap it at 9 myself though I can certainly understand reasons behind putting in some sort of cap. Though in a way the cap is allready there. In karma. Its very expensive to raise your magic attribute over 6.

First you have to pay to initiate.
Then you have to pay to increase the magic attribute seperately.

Both costs go up significantly as time goes on. Adepts for the most part dont become crazy super beings short of having a hell of alot of magic raiting. Mages are abit of another story I suppose however.

And as to customizing a game to the characters, I do the exact same thing myself. That doesnt mean I wont throw the odd bend at a group that isnt ready for it though. At the same time I'm not going to at least deliberately throw something at them thats totally unexpected that would guarantee them getting killed. But it can certainly be a risk. Like the occasional trap.
knasser
Woah, chill Garrowolf. I don't think any offense was intended. Just open discussion of how we all play.

With regards to wanting to cap magic at 9, I don't think this will be a problem for players as it takes a horrible amount of karma to get there and there are plenty of other things to be doing with that karma instead anyway. But is 9 really low enough that it will affect your game? A mage with Magic of 9 is horribly powerful. Remember that the average mage has 3 in SR4. I wonder if you're aware of the conversion rules between SR3 and SR4 as you say you're bringing characters through from a previous edition. The reason I ask is because someone with a magic of 9 in SR4 would have had a magic rating of 13 in SR3. That's awfully high and I'd be frightened of an SR3 game where there were many characters with Magic of 13 running about.

QUOTE (Garrowolf)
I don't put characters into a game without thinking about it. I always have my games tailored to my PCs. If you or your GM doesn't do the same then I could see why you would panic about spirits being powerful. But then the problem isn't with the rules...


I don't think the rest of us do, either. But some of us may have different ideas about power scale. If the players are breaking into EvilCorp and a patrol spirit attacks, it would typically be about Force 3. That's enough to give them a fright and the magicians a chance to show off. Remember that a force 3 spirit is as smart as most people you know and is perfectly capable of doing something other than materialising dumbly in front of them and wading forwards through a hail of bullets. With astral perception, they also have a shot at spotting who the mage is and thus the biggest threat that needs dealing with. If I pull out a Force 6 spirit then it's not unstoppable but I consider it the big guns and it should be an 'Oh shit' moment. And mage players will probably have a Force 6 bound for emergencies but they'll be loathe to use it ordinarily because then they've just burnt 3,000 nuyen.gif .

I'm just querying whether you're fighting against the rules because of a percieved imbalance that isn't there. Regarding making mages more powerful at lower-levels but peaking earlier, the framework for SR4 is that mages are more powerful but more risky. That is, they can do impressive things but will risk harm if they try to often, can come up against situations where they're helpless. The steady and reliable model is, by SR4 design, samurai turf. If you try to adapt mages to this model, then their role will end up matching the samurai.

Your call, of course, but I thought some context on this might be useful. The power of mages is a deliberate design feature, as with spirits, and if you set yourself to changing this, you're going to have to change a lot of things around. For example, if mages lack the ability to surge in power when needed, I think you need to look at addressing the drain rules for balance. After all, if they can't exceed the samurai significantly, then why should they be penalised by lacking his reliability? Things like that.
Garrowolf
Sorry I had a lot of RL stress going on when I wrote that last one. Didn't mean to get so bent out of shape.

Sorry about that
Garrowolf
Well I have made magic more powerful in some ways because I have given them more resistance by way of ignoring Hardness with Armor spell. This is partially in response to having more AP in weapons because I am using a different break down on weapon damage by ammo that my friend wrote up. He is more into ballistics then I am and had a problem with the break down of damage. He set it up by caliber and weapon length so we could use real weapons and just give them upgrades.

BTW it wasn't directed at you Kesslan. I was snapping at Vaevitus (which I appoligize for) because he was frustrating me, which I shouldn't let someone else control my emotions like that. I should have quoted what I was responding to at the time, but I wasn't being calm about it.

Part of the reason that I am keeping the magic rating down is that I have a story where creatures that have been around since the fourth age are around. They have alittle higher max then humans but I wanted a reason that the creatures wouldn't have a 30 or 40 magic rating which it could have been if it was just a matter of XP. There is also a part of the story where they will be going to different times along the awakening where the mana level will either be higher or lower. On the times when they are lower then it will lower their magic rating as well.

If you hadn't figured out yet I am not running an episodic run based game. They do shadowruns occasionally in order to have the money to actually follow the plot. So far it has been alot of fun. My friend is a co-GM for the game so we both have PCs and we take turns with plots under a larger story arc. It's been a blast.

Later
Ravor
Garrowolf I was wondering if you had ever heard back about AP?

Although, personally if electricity doesn't get to use -half AP, then of course other mundane elemental sources don't either, although I suppose that should go without saying...
laughingowl
Well to supports Rob's comment:
QUOTE

Hardened Armor
Type: P • Action: Auto • Range: Self • Duration: Always
Hardened Armor is even tougher than normal armor.
If the modifi ed Damage Value of an attack does not exceed
the Armor rating (modifi ed by Armor Penetration), then it
bounces harmlessly off the critter; don’t even bother to make
a Damage Resistance Test. Otherwise, Hardened Armor provides
both Ballistic and Impact armor equal to its rating.
Immunity
Type: P • Action: Auto • Range: Self • Duration: Always
A critter with Immunity has an enhanced resistance to a
certain type of attack or affl iction. Th e critter gains an “Armor
rating” equal to twice its Magic against that damage. Th is
Immunity Armor is treated as “hardened” protection (see
Hardened Armor above), meaning that if the Damage Value
does not exceed the Armor, then the attack automatically
does no damage.
Immunity to Age: Some beings possess immunity to aging.
Th ese beings neither age nor suff er the eff ects of aging.
Immunity to Normal Weapons: Th is immunity applies
to all weapons that are not magical (weapon foci, spells, adept
or critter powers). If the critter has the Allergy weakness, then
the Immunity does not apply against non-magical attacks
made using the allergen.


QUOTE
Electrical damage is treated as Stun damage and resisted
with half Impact armor (rounded up)—metallic armor, however,
off ers no protection. Th e nonconductive armor upgrade
(p. 317) adds its full rating to
the armor value. Other factors
may modify the target’s damage
resistance test at the gamemaster’s
choosing, such as lack of
grounding (a character fl ying
by levitation spell) or extra conductivity
(a character immersed
in water).




QUOTE
Stick-n-Shock: This is a special adhesive projectile that sticks to the target and incorporates a battery pack that delivers short bursts of high-voltage pulses. The Stick-n-Shock replaces the weapon’s Damage Value with its own.



Stick-N-Shock does nothing to the AP of the weapon. The AP would remain what the weapon has, The DAMAGE Value is replaced with 6(e).


Now Electrical damage does say during the resistance test, you only get half armor (unless the armor is metallic (you get none) or non-conductive (you get full).


However as Hardened Armor (which Immunity refers to) says:
QUOTE
If the modified Damage Value of an attack does not exceed the Armor rating (modified by Armor Penetration), then it bounces harmlessly off the critter; don’t even bother to make a Damage Resistance Test.


If modified DV “6(e)” does not exceed armor rating (modified by AP) “which per Stick-N-Shock would be whatever the base weapon is”, make no Damage Resistance test…. (it is only for the damage resitance test that you half impact armor, per the rules for electrical damage).

Conclusion: Force 3+ spirits are immune to Stick-N-Shock unless fired from a weapon with innate AP.

Now TASERS will be effective against spirits since they do list “AP –half”

Garrowolf
Well I think that the important thing is to think in terms of why something is occurring. They show pictures of the guy shooting through a spirit in SR4 (I think). They have also said that spirits have no CNS. The immunity is basically that they are not living creatures in the sense that we are. We are very suseptable to electricity because we use it ourselves in your nervous system. A spirit has nothing to interact with electricity.

The way I process the statement about electrical damage is that it is a generalization about armor, not a rule about electricity. Basically they have a listed B/I for all armor but if they were totally complete about it they would need to list the armor's resistance to every kind of attack. To keep themselves from having to do this they just said that most any other kind of damage is vs 1/2 impact. Then you have to buy up armor mods from there.

I think that this is a better way of understanding what it going on. It has nothing to do with elemental energies (which isn't that useful way of thinking about it especially in SR4) but an easy way to deal with several different damage types.

Personally I think that the game uses spirits too much of a summon henchman type thing. I like to keep a good amount of mystery and strangeness to spirits. They are not human, or flesh and blood, or automatons. They are strange alien intelligences that will not do stupid things.

I alter the rules about immunity to normal weapons for my game because I interprete the reason for their immunity to a partially insubstantial nature. The forms that they manifest I see as an extrution into this world and not their core selves. Therefore the logic of a bigger round doesn't make sense to me. Everyone can make a willpower attack against them so I don't think it is that much of a problem. Besides I don't have them as a part of standard security. I think that any wage mages are going to be doing bodyguard work instead of guard duty. Now a response team would have a mage as well. I want magic and spirits to be more mysterious and frightening so I make it rarer.

No I haven't heard anything back from Rob Boyle about it. He probably forgot.
toturi
QUOTE (laughingowl)
QUOTE
Stick-n-Shock: This is a special adhesive projectile that sticks to the target and incorporates a battery pack that delivers short bursts of high-voltage pulses. The Stick-n-Shock replaces the weapon’s Damage Value with its own.



Stick-N-Shock does nothing to the AP of the weapon. The AP would remain what the weapon has, The DAMAGE Value is replaced with 6(e).


Now Electrical damage does say during the resistance test, you only get half armor (unless the armor is metallic (you get none) or non-conductive (you get full).


However as Hardened Armor (which Immunity refers to) says:
QUOTE
If the modified Damage Value of an attack does not exceed the Armor rating (modified by Armor Penetration), then it bounces harmlessly off the critter; don’t even bother to make a Damage Resistance Test.


If modified DV “6(e)” does not exceed armor rating (modified by AP) “which per Stick-N-Shock would be whatever the base weapon is”, make no Damage Resistance test…. (it is only for the damage resitance test that you half impact armor, per the rules for electrical damage).

Conclusion: Force 3+ spirits are immune to Stick-N-Shock unless fired from a weapon with innate AP.

Now TASERS will be effective against spirits since they do list “AP –half”

However, you have to consider the ammunition rules which states:

QUOTE
The ammunition's Damage Modifier and AP Modifier are added to the weapon's usual DV and AP.


That would mean that a Stick and Shock would replace the weapon's Damage Value with its own, the AP Modifier would still follow the normal rules, ie be added to the weapon's usual AP.
Mr. Unpronounceable
Even if you use that idea: modified damage = base damage + net hits. i.e. a force 3 spirit would NOT be immune to stick and shock, because the 1 net hit it took to actually hit it modifies the damage to 7(s)...more than the 'hardened armor' that immunity to normal weapons provides.

So now I wonder, does Rob's ruling mean that a spirit's energy aura is next to worthless when fighting another spirit?
azrael_ven
QUOTE (ixombie)
There is also nothing to support that their immunity works like a forcefield which repels things, that's totally confabulated.

What does my memories of reality and fantasy mixing have to do with a spirit's immunity?
Ravor
Well Mr. Unpronounceable given that Energy Aura is clearly a magical effect and even mentions the critter's Magic Rating in its text I'd say that it works just fine.
Mr. Unpronounceable
Actually, since it's a critter power, it's explicitly exempted from being blocked by the immunity power. (like I said - it was just a random thought, not researched yet)

Of course, since that's the case, that means that a spirit has no armor at all against energy aura. (since spirits have no armor seperate from the immunity to normal weapons power, and that power specifically doesn't activate...ouch. Spirit vs. spirit fights must be pretty fast & deadly.)

Ah, well, now to argue what happens when a heavily damaged earth elemental de-manifests (body stat changes from F+4 to a mere F, thus reducing the length of its damage track by 2 boxes - and no, it doesn't clear - even astral forms have a physical and a mental damage track now.)
Ravor
Well, without researching the issue, in my games the spirit would then go into overflow and be disrupted. cyber.gif
laughingowl
Toturi:

Hmm thats what I get by looking up in my first printing book, rather then PDF. My book doesn't list the -half AP for Stick-N-Shoot but just a "-".

odinson
If one was to look under the section "Electricity Damage" in the BBB, or any section that covers any other elemental effect, one would read "Electrical damage is treated as Stun damage and resisted with half Impact armor (rounded up)—metallic armor, however,
offers no protection."

Combine that with the section from hardened armor, "If the modified Damage Value of an attack does not exceed the Armor rating (modified by Armor Penetration), then it
bounces harmlessly off the critter; don’t even bother to make a Damage Resistance Test. Otherwise, Hardened Armor provides both Ballistic and Impact armor equal to its rating."

So a force 4 spirit would not take damage from a Stick-n-Shock round, assuming the weapon has no AP, unless the attacker had 3 net hits to bring the modified DV to 9 which is higher than the Hardened Armour rating of 8. If the round was to do damage it would then be resisted with half impact armor. Hardened armor provides a ballistic and impact armor equal to it's rating, as above.

I would also argue for the secondary effects of electrical damage. Spirits still take modifiers from wounds, so there does have to be some sort of signals transmitting from their bodies to their brains. If there are lines of communication then they can be disrupted, which is what a taser does.
ornot
Where does it say spirits take modifiers from wounds? I wouldn't, partly because that's just extra book-keeping.

I've not had a problem with people abusing the rules for spirits as yet, so maybe I'll want to introduce some kind of 'spirit-be-gone' at a later date.
odinson
Where does it say they don't? They have damage tracks and when you get 3 boxes of damage in a track you get a damage modifier. That is excluding some qualities, adept powers and cyberware obviously.
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