QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
My little list of magical tweaks to balance some magical oddities.
Especially physical combat spells like fireballs and lightning which have a horrendous drain even on low power.
Spell Design Table
The Interval time on the spell design table is changed to “Weeks” instead of “Months”
I was tempted to do this as a baseline option but instead made it a use of a bound spirit of the type appropriate to the spell being designed. One service per extended test check; force required equal to (threshhold /4 round up) - design dice pool modifiers (other than spirit help). For example, a combat spell (base 12/4 = 3) being created from scratch (-2 pool modifier becomes +2 force required modifier) but you already know a similar spell (+1 pool modifier becomes -1 force required modifier) results in a required force 3+2-1=4 spirit to reduce your time. Note that I allow the same spirit to both reduce the time interval and add extra dice if you have enough services banked.
It's a recent addition but I think it's promising.
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
New Spell Design Range Effect
Nexus: Area effect around the caster, caster remains unharmed, cost as AOE
Nice...I had thought of vaguely similar things but never bothered to formalize it. Mostly in the context of a blast effect combat spell with a rolling shockwave rather than an equally spread concussion (think Akira aka expanding force bubble). This provides a mechanism and the lack of ability to select a different centre for the nexus balances the "doesn't effect caster" limitation, for combat spells at least.
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
Invisibility Spell
Since the standard invisibility spell is an illusion spell they work on the mind which means that unless the target manages to resist the spell they will not acknowledge the invisible persons presence by anything that is interpreted through visual means as they will not believe that they are there - no matter what a drones sensor tells them.
A view-screen from a drone/vehicle which is unaffected would alert the target that something is amiss on the other hand even though they cannot see it. Detection through other senses (smell, hearing ad touch) would have no limitations. Improved invisibility fools drones the same way.
This can also be reversed by using Trid Phantasm on a drone for example – The drone will pipe its fake information to anyone watching the sensor output.
A reasonable argument can be made that this is RAW. I have made it elsewhere specifically in the context of delayed-loop cybereyes. It is slightly weaker for drone input but the same argument can be made.
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
Indirect Combat Spells
Follows the rules for shooting so a mage can:
-Blind Fire spells (Throw a fireball into a dark room)
-Use Radar Sensor and Echolocation to “see” his targets (after all, they ‘shoot’ magic)
-Shoot spells from fingers through small holes without seeing the target
And...
-Suffer the same ranged modifiers from the Ranged Attack Modifiers Table like everyone else.
-Suffer the same visibility modifiers from the Ranged Visual Modifiers Table like everyone else.
Use rules for Aerodynamic Grenade and use F as modifiers for range calculations in regards for range modifiers.
Nice, this feels like damaging manipulations from earlier versions. Really, that's all indirect combat spells are: a way to make the direct damage manipulations fit under the combat spell umbrella.
I am very tempted to include this in my game...I'll have to chat with my players.
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
Bonus to resistance VS Spells
OR table gives resistance dice equal to the difficulty instead of a flat target number for casters.
Essence Loss Gives a dice bonus equal to essence lost due to cyberware and bioware to reflect on how harder it is to affect non-living objects.
Example: Manabolt VS Minidrone opposed test. Drone has body 1+6 for object resistance and rolls 7D6 to resist the casters pool. If the drone has protection through counterspelling it adds that too.
Interesting. I think this powers up magic against tech quite a lot though: extra dice is roughly 1/3 as effective as a higher threshold though since a higher threshold is essentially free hits on the resistance test.
The power balance is shifted too heavily for me to adopt it but the idea is interesting...I especially like the extra dice for low essence as a way to make sams less mage-bait without a friendly mage. You would have to jack up the existing problems essence loss causes to healing magic to maintain that flavour but otherwise it is workable.
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
Dodge Against Combat Spells
Mana Spells: Intuition (Sixth Sense)
Physical Spells: Reaction (As per normal Ranged Combat rules)
Novel. I would only allow this for indirect combat spells since they create a real physical effect that can thus be detected and dodged however, while all other combat spells are mental target locks from the mage. In the special case of a mage who you saw was about to cast a spell you could dive for LOS cover but that's not a dodge but is instead manoeuvring like you would do if you spotted an opponent levelling an assault rifle at you. Dodging is fine-grain twisting & turning not large grain running and hiding. The ultimate dodge example is Neo, of course. Finding cover takes way longer (ie at least a simple action).
QUOTE (The Jopp @ Apr 16 2012, 03:30 PM)
Astral perception VS Stealth
[Stealth Pool VS Astral Perception Pool opposed test]
Astral observer gains +2D6 against Awakened Characters and a +1D6 to Living beings. Visual modifiers throw a reflection on the astral – Add Visual Modifier Rating -1 to Astral Perception Pool.
Nice quantification of a vaguely stated game mechanic. I handle visual modifiers slightly differently, though, extrapolated from the flavour. Astral space has a vague amount of ambient light from the biosphere that is added to by every larger aura. Since auras glow then the opposite to the normal physical intuition for hiding applies: you want an astrally bright area to hide in since you are also a source of light. Think sneaking around carrying a candle: almost impossible in a pitch-black room but way easier under floodlights.
A sterile room with no living beings (operating room, recently clean corp office without plants/fish/etc, industrial plant teaming with drones) would be dimly lit in astral space regardless of the physical lighting conditions.
A place with lots of living things and/or magical auras (city park, magical lodge, crowded room, arboretum, etc) would be well lit regardless of the physical lighting.
Much as with physical stealth, astral stealth depends upon your ability to blend in: if you are the only aura (source of astral light) in an astrally dim area then you stand out; if you are just another aura in a sea of them then you don't stand out and your stealth checks are easier.
Note that the biosphere only provides a minimum astral light level if you are in the biosphere. If your characters are projecting/perceiving in orbit (presuming they live through it) then every aura is a sputtering candle in a pitch-dark room.
On the opposite end of the spectrum, background counts would raise the baseline ambient lighting. Those auras that mesh with the background count would blend into it, those that don't mesh would stand out normally, any that directly conflict (Ghandi at Aushwitz, etc) would stand out strongly. Think rolling fields of grain: person wearing grain camo is hard to spot; person wearing street cloths is OK to spot; but person wearing arctic camo stands out like a sore thumb.
I would suggest dropping the physical lighting condition modifiers in favour of the mods I imply above. I would also suggest adding an additional level for "perceiving/projecting astral figure" of +3d6 or even +4d6 since that level of active astral interaction would presumably make them even easier to notice.
I am inspired by your quantification to solidify a rough guide I had been using: active foci/spells add half force round up to the opponent's perception check.
Hmmm, a variation on that could be used for the awakened modifier: awakened auras add half their magic attribute to their opponent's perception check. This establishes a general principle to use as a guideline, makes the powerful stand out in astral space as the flavour text consistently says they do (unless they are actively concealing their auras), and still keeps the math simple to avoid bogging down a game.
If you want to let mages still blend into a crowd when not astrally perceiving/projecting the 'aura strength by magic attribute' would only apply when perceiving/projecting and otherwise they would only be slight more obvious: minimum aura strength of +2 as you already described, only gets stronger when perceiving/projecting.
Quantified, in an astral 'dimly lit' area this would be:
non-magical aura: +1d6
awakened aura (not astrally active): +2d6
active aura (astrally perceiving/projecting): +(force|magic / 2)d6, minimum +2d6
Astral void: double aura modifiers
Background count:
Favourable to aura: -(background count)d6
Irrelevant to aura: essentially irrelevant except raises ambient 'lighting' so sterile areas are easier to sneak through
Directly conflicts with aura: +(background count)d6
In all listed cases, normal stealth modifiers apply based upon the inverse of effective 'lighting' conditions. Well-lit astral areas would receive similar modifiers as badly lit physical areas.