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Buster
QUOTE (laughingowl)
Immunity provides armor rating which is function like hardened armor, but is not 'armor' ... AP makes no mention of effecting 'immunity' .. thus AP has no effect on immunity...

Now if Immunity was simply worded as:

This provided '[Hardened] armor' equal to Magic*2 to the critter, against any attack that is not: magical, nor made of a substance the creature is vulnerable to.

There would be no debate.

However, when words 'like' , 'similiar', 'as if' come into play it implies that while similiar .. there is some difference, what exactly the difference is needs to be decided.

This is compounded with the use of similiar but not 'proper' terminology.

'Armor rating' is not 'Armor'
'Hardened' protection is not 'Hardened Armor'

Both sound similiar though, so was 'Armor' and 'Hardened Armor' meant, which would mean then to follow the full rules, or is using different terminology meant to help you understand the concept, but they intentionally do NOT use the previously defined words, to avoid giving (or taking) properties not intended.

I'm glad others saw the rules the same way I did. If Frank hadn't said the other interpretation was how the authors actually intended it since the beginning, I would never have believed it. After playing SR4 for 4 months now, I shouldn't be shocked at poor craftsmanship, but this takes the cake.
Fortune
QUOTE (Buster)
Who says Immunity to Normal Weapons does NOT stack with normal armor?

Either INW is armor or it is not armor. You can't have it both ways.


Not all Armor stacks. I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.
Jaid
if you want to claim that the rules for immunity to normal weapons referencing hardened armor and referring to armor all over the places is *not* referring to the normal armor rules, then what you're arguing is that ItNW does *something*, but we don't have a fragging clue what that is.

[sarcasm] oh boy, there's a great improvement on the situation that just makes the rules so very clear. [/sarcasm]

as far as whether ItNW stacks or doesn't, i would point out that not all armor stacks. no specific ruling is given on whether or not ItNW stacks with other armor, and the general rule is that multiple layers of armor do not stack (see the rules for multiple suits of armor, for example).

certainly, it *could* stack, but like i said, that just opens too many cans of worms imo: if an attack is reduced to 4P after passing through the external layer of worn armor, then shouldn't the hardened armor underneath be checking against that 4P rather than the original value, whatever it was? where do we factor in mystic armor, armor in cyberlimbs, dermal plating, troll's natural armor, and other similar things? logically, worn armor would apply first, since it's external, and if an attack that was going to do 4P normally wouldn't penetrate the hardened armor, why should an attack that's only going to do 4P after being reduced by someone's worn armor?

imo, it just simplifies things and removes a lot of questions if you just rule that it doesn't stack at all.
Buster
QUOTE (Fortune @ Oct 16 2007, 09:48 PM)
Not all Armor stacks. In factt, I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.

Cyberlimb armor doesn't say it stacks, but Synner insists that it not only stacks with body armor, but it also stacks with itself. 2 cyberlimbs each with 3 armor gives you +6 armor over and above what your armor jacket gives you.
Buster
<duplicate post. sorry. so, uh, I'll just agree with what I said.>
Fortune
Yep, that is one example where it wasn't specifically listed as stacking. Note that that misconception was cleared up rather quickly by Synner though.
Buster
QUOTE (Fortune @ Oct 16 2007, 10:02 PM)
Yep, that is one example where it wasn't specifically listed as stacking. Note that that misconception was cleared up rather quickly by Synner though.

I'm glad you agree with me that you were wrong about no armor stacks unless specifically saying so. biggrin.gif

"Cleared up rather quickly by Synner" -- ROFL. How many YEARS has it been since the book was published and the errata still doesn't list that clarification?
Fortune
I did state that 'I believe' it was the case. The fact that you successfully found one, quickly clarified example where it wasn't the case doesn't mean you are right about Hardened Armor stacking.
FrankTrollman
QUOTE
Speaking of which, I just got my hardcopy of Street Magic and was reading it literally cover to cover when I noticed that Frank Trollman was actually credited, so my question must become "Is that your actualy name?" I always assumed it was just a nickname or something because you liked/hated/acted like a troll or something. Which it could be your pen name or something as well, but it would really be great if your name was actually Trollman.


That's my actual name.

And on AP: The game does not distinguish between weaponry which has higher AP because it is "sharper" or "denser", or "faster" or just "hitting harder". Weapon AP is built into the weapon damage codes and is a game balance concern more than a "realism" concern. In the world of Shadowrun, there have been spirits running around in plain view for nearly 60 years - that's as long as the AK-47 has been around. Does it strike as in any way weird that whatever it is that 21st century weaponsmiths do takes spiritual defenses into account?

Various editions have tried various restrictions on what did and did not have an effect when you put ammunition into your gun. In first edition you didn't change weapon power, but you did change staging so everyone used Explosive ammo. In 2nd edition you didn't change power but you did change damage code so you used Flechette. In 3rd edition you were basically looking at the target dropping your power down to about 2 anyway, so you were mostly concerned about getting lots of hits (thus meaning that you actually used tracers, oddly enough). And now in 4th edition you apply all the mods and the primary concern is the Armor, so you use APDS. None of these is really "bad design", but based on the huge power-up that ItNW got in 4th edition it would be a bad idea from a game balance standpoint to push people back to using Explosives or Flechettes like in previous editions.

As for combining Hardened and normal Armor: At no time do armors reduce incoming power. They give you extra damage resistance dice. If you have 8 points of Hardened Armor and 8 points of regular armor and are hit by a 9P attack, then the Hardened armor does not completely stop the attack, and the regular Armor does not downgrade the attack from lethal to stun. But both give you +8 dice to your damage resistance test, which is a lot. Also, AP applies towards each set of Armor/Hardened Armor separately as per the rules, reducing both the DV that they have a special effect against and the amount of bonus damage resistance dice they add.

-Frank
Buster
QUOTE (FrankTrollman @ Oct 17 2007, 02:20 AM)
In the world of Shadowrun, there have been spirits running around in plain view for nearly 60 years - that's as long as the AK-47 has been around. Does it strike as in any way weird that whatever it is that 21st century weaponsmiths do takes spiritual defenses into account?

That's an awesome idea. Armor Piercing Discarding Sabot ammo doesn't have to be made out of merely mundane armor piercing materials like steel jackets. It could be made out of alchemically purified radical depleted uranium (I call it "Munchkinbanium") which not only gives it armor piercing qualities towards body armor but also against Immunity to Normal Weapons paracritters like spirits and vampires. I added both points to 10a and 10b.
darthmord
I guess that means you need to make sure your fixer is actually selling you Munchkinium* rounds rather than Ye ol' Lead Bullets.

*Sounds better than Munchkinbanium, IMO

I can buy into the idea that weaponsmiths were making efforts to make bullets more effective vs Spirits, but... Doesn't that fly in the face of the fact that items without an aura or things they are specifically vulnerable to (fire vs water) are supposed to be trivial to the spirit?

Heck, they even allude to that in the Cyberzombie section of Augmentation. This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.
Moon-Hawk
Although, this would make ammo prices make more sense. wink.gif
HappyDaze
QUOTE
This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.

A bit OT, but the munchkin player in my group suggested a 'magical taser' - the kind with wires still running from target to user. Any absolute (as opposed to 'the tech makes it harder') reason why this can't be made into a weapon focus?
Tarantula
I'd say you could. Treat like a whip. (Str/2)+1P 149 for the whip stats.
FrankTrollman
QUOTE
Heck, they even allude to that in the Cyberzombie section of Augmentation. This also ties into the utter lack of success in creating a magical ranged weapon; that all magical weapons only stayed active while in the hands of their wielders.


Heh. I remember that section well, I wrote it. wink.gif

That was to underscore a point in Shadowrun about how magical items work. Barring the (now defunct) Spell Lock, no magic item has been able to be "active" when it ceases touching the aura of a bonded owner. But while that keeps you from firing dual natured arrows, that doesn't keep you from harming a spirit who is materialised or is possessing something.

Nor in fact, does it keep you from affecting the Astral or its inhabitants. If you dump a bunch of uranium on the ground, you'll punch up the background count and that will seriously kill low force spirits. Back in the old editions, Immunity to Normal Weapons specifically only counted half strength against weapons which were "elemental" in nature. And while that brought up big arguments about whether an inanimate carbon rod counted as an element or not - it did establish clearly that in canon there are attacks which are simply less concerned about ItNW than others.

In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

-Frank
Buster
QUOTE (FrankTrollman)
In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

Does anyone have a page number for that, I'll add it to #10 under shock weapons?
Tarantula
QUOTE (Buster)
QUOTE (Fortune @ Oct 16 2007, 09:48 PM)
Not all Armor stacks. In factt, I believe that in each instance where Armor does stack, it is specifically mentioned as doing so.

Cyberlimb armor doesn't say it stacks, but Synner insists that it not only stacks with body armor, but it also stacks with itself. 2 cyberlimbs each with 3 armor gives you +6 armor over and above what your armor jacket gives you.

What part of the rules is vague on this?
335, sr4, Cyberlimb Enhancements, "The bonus to the enhanced value equals the rating of the enhancement."
149, sr4, Armor and Encumbrance, "Note that some armor items, like helmets and shields, provide a modifier to the worn armor rating and so do not count as stacked armor."

Cyberlimb armor provides a modifier to armor equal to the rating of its enhancement. I still fail to see where this is ambiguous.
Ranneko
QUOTE (Buster)
QUOTE (FrankTrollman @ Oct 18 2007, 12:19 PM)
In 4th edition that text has been dropped, but "elemental damage" halves armor across the board so that's basically still on the table.

Does anyone have a page number for that, I'll add it to #10 under shock weapons?

If you look in Street Magic and the SR4 core book at the various elemental damage effects you will see that pretty much all of them are AP -half.

Not all of them of course, there is one with the effect as flechettes for instance, so it has identical power and ap mods.
raverbane
I am setting up a new shadowrun game and am working in a few npcs. One such NPC is a voodoo priest / cab driver with a possessed cab. As seen in many many 70's and 80's cheezy movies.. hehe.

In Street Magic in the Possession Side bar on page 102 it refers to spirits possessing inanimate objects. In the case of the vehicle is says the force of the spirit be added to the vehicle's Body, Armor and Speed - though not it's Handling.

My question is really twofold. If the force is being added to the Armor, does the vehicle also gain the benefit of the INW? Since it is an inherent power of the spirit?

It says a posessed SAAB fury could drive itself. How is this handled in game terms? A person doesnt have to make a skill check to run around. But, since the spirit is in a vehicle. What kinda check should be made to "handle" tight manuevers? Not pilot, since the spirit isnt actually piloting, but just moving.
Fortune
QUOTE (raverbane)
If the force is being added to the Armor, does the vehicle also gain the benefit of the INW? Since it is an inherent power of the spirit?

Vehicle Armor is Hardened Armor, which is effectively the exact same thing as ItNW.
raverbane
I read through the thread and didnt see this following issue addressed.

Channeling + Possession + Long term binding....

Other then the Initate going bugnuts insane from having the spirit nag at him night and day about being longterm bound. Is there any game reason why this wouldnt work.

I have freaky players that try strange stuff like this and wanted to get other opinions.

Oh. Another quick question. I saw this asked, but couldnt find an answer.

When a person is possessed by a spirit. Can the force of the spirit push his stats over the augmented max?
Jaid
QUOTE (Fortune)
QUOTE (raverbane @ Oct 19 2007, 12:11 PM)
If the force is being added to the Armor, does the vehicle also gain the benefit of the INW?  Since it is an inherent power of the spirit?

Vehicle Armor is Hardened Armor, which is effectively the exact same thing as ItNW.

actually, vehicle armor is normal armor.

it's just a quirk of the fact that vehicles have no stun track that the end result is the same as it would be if the vehicle had hardened armor, provided the vehicle is being attacked with a weapon that deals P damage. a weapon that deals S damage will never harm a vehicle, no matter what the DV, whereas a spirit can be affected.

as far as long-term binding a channeled spirit... sure. ten seconds later, you run into a ward, the spirit is disrupted, security is alerted, and you've just lost a bunch. boy, that sure was worth it.

also, when a spirit possesses someone, the augmented max of the combined being is, iirc, (attribute + spirit's force) * 1.5

so that will definitely be able to go higher than the original metahuman's augmented max, and probably the spirit's too.
DTFarstar
General guideline is one service every dawn and dusk.
Augmented max while possessed is Current + Force X 1.5 So the only way to hit the cap is through invoking and making the spirits stats go up a ton.

Chris

EDIT: Bah, scooped by 1 minute.
Fortune
QUOTE (Jaid @ Oct 19 2007, 12:43 PM)
actually, vehicle armor is normal armor.

it's just a quirk of the fact that vehicles have no stun track that the end result is the same as it would be if the vehicle had hardened armor ...

Hence the word 'effectively', although I put it in the wrong place. wink.gif biggrin.gif

But you are correct. smile.gif
raverbane
Thanks alot for the quick answers about vehicle armor, augmented stats and longerm binding.

So, anyone wanna take a crack at the possessed cab driving itself?

hehe
Jaid
QUOTE (raverbane)
Thanks alot for the quick answers about vehicle armor, augmented stats and longerm binding.

So, anyone wanna take a crack at the possessed cab driving itself?

hehe

use the driving skill whenever you would call for an athletics skill group test if it were a metahuman, imo.
DTFarstar
That sounds about right, Jaid. I would do something along those lines. And yes, possessed vehicles rock the face, as it were. My houngan in the game I play in has a Scooter that drives him around(he's blind) via possession as well as a plasteel homunculi which when possessed can kick some serious ass. Highest force spirit he's thrown in it so far is 6 but we have need of a distraction so I may summon a Force 12 with edge and use it to keep security busy while we sneak in.

Body - 20
Agil - 11
REaction - 11
Strength - 20

Hardened Armor 24 with 8 normal armor and fist DV = to 19P and it's a guardian spirit so it'll swing with 23 dice. I think that could keep sec forces running around for a little while don't you?

Chris
DTFarstar
I had it built with functional fingers and other joints so I may use some of the optional powers to give it heavy weapons and give it a gyroharness or MGL..... mmmm... evil tastes so good.

Chris
Buster
Added #15 and 16.
Buster
Added #17 and 18.
raverbane
From the FAQ
" A spirit could walk around when possessing a vessel built with moving parts (such as a manikin, anthropomorphic golem, or chain) "

So, in 2072, are we gonna see a remake of the 'classic' "Lars and the Real Girl" ?

And does realdoll.com get alot of business from the Caribbean League?
Narse
QUOTE (Buster)
Possession FAQ
...
10 b) Does APDS ammo halve Immunity to Normal Weapons?
A: Yes. Immunity to Normal Weapons power is the same thing as the Hardened Armor power (i.e. is halved by non-magical AP weapons) but just doesn't work AT ALL against magical attacks (such as a critter power, adept power, spell, or weapon focus) or non-magical attacks that are made from a substance or energy the spirit is allergic to (SR4 p. 288). As for fluff justification: APDS ammo isn't necessarily made from mundane steel jacketing. You could say that it is made from alchemically purified radical depleted-uranium (called "munchkinbanium" maybe?) which not only gives it armor piercing qualities towards body armor but also against Immunity to Normal Weapons paracritters like spirits and vampires.

Um, I couldn't find a rule that says APDS halves hardened armor anywhere in the BBB or in this thread. Did you mean elemental attacks? (e.g. S-N-S)
I would be very pleased if someone could verify this rule, as it is completely different from how I have been playing. Thanks.
Fortune
APDS does not intentionally 'halve' armor of any sort. It grants an AP bonus (or penalty if you prefer) of -4. This bonus works just fine against ItNW, as confirmed in another thread by Frank (and Synner I believe).
Buster
QUOTE (Fortune @ Oct 21 2007, 07:42 PM)
This bonus works just fine against ItNW, as confirmed in another thread by Frank (and Synner I believe).

This thread, page 4, post 14 (Frank).

Fixed typo, thanks for the catch Narse.
Fortune
QUOTE (Buster)
This thread, page 4, post 14 (Frank).

Or this thread. Thanks. biggrin.gif
Narse
Yeah, I've never had a problem w/ apds 'halving' a F4 spirits ItNW, seemed logical to me. But halving in general!? That would be some seriously unbalanced ammo to use against vehicles (or spirits). Of course you can make the argument that elemental damage w/ its halving of armor is totally awesome (it is) but normally it does have some drawbacks (like being hard to obtain a la Fire, Acid etc. Or only doing stun like Electric damage [useless against vehicles if it weren't for its secondary effects]).
raverbane
When a spirit attempts to Possess someone, can the target simply choose not to resist the possession and not Oppose it?
Buster
QUOTE (raverbane)
When a spirit attempts to Possess someone, can the target simply choose not to resist the possession and not Oppose it?

I haven't found a page that explicitly states this, but I've always assumed it to be true. I would expect the only thing that would block "beneficial" magic that the target actually wanted would be something like the Magic Resistance positive quality that forces a resistance against all magic both desired and un-desired.

If anyone has a page number that says one way or the other, I'll post it.
pbangarth
I'm interested in this one as well. I have a possession tradition mage, and have assumed that the spirit still needs to overcome the target's resistance even if willing. This sucks for a mage who has high willpower to help with drain, and also wants his handy spirit to possess him. (Yeah, yeah, I know, cry me a river.)
raverbane
Can a mage with Channeling vary the degree of control between the spirit and the mage when he is being possessed?

For instance. Can the mage allow the spirit to have all the motor control of his body (ie using the Spirit's ratings and actions in combat and when using physical skills as a 'normal' possession) but keep enough control to maintain a spell that was cast before he was possessed?
Jaid
QUOTE (raverbane)
Can a mage with Channeling vary the degree of control between the spirit and the mage when he is being possessed?

For instance. Can the mage allow the spirit to have all the motor control of his body (ie using the Spirit's ratings and actions in combat and when using physical skills as a 'normal' possession) but keep enough control to maintain a spell that was cast before he was possessed?

nope.
raverbane
QUOTE (Jaid @ Nov 9 2007, 04:51 PM)
QUOTE (raverbane @ Nov 9 2007, 04:50 PM)
Can a mage with Channeling vary the degree of control between the spirit and the mage when he is being possessed?

For instance.  Can the mage allow the spirit to have all the motor control of his body (ie using the Spirit's ratings and actions in combat and when using physical skills as a 'normal' possession) but keep enough control to maintain a spell that was cast before he was possessed?

nope.

Along those same lines. Under Channeling it states "and the magician is unable to tap the possessing spirit's powers without expending a service"

What exactly does 'tap' mean?

For instance:
A mage doesn't have channeling. He summons a spirit with Elemental Attack to blast a dozen targets at range. It only requires one service to have the spirit use the power as many times as required to blast the ranged targets.

Same mage with Channeling need to 'tap' the Elemental Attack to blast some ranged targets. Does the mage expend a service to 'tap' the power for as long as the possession last? Or does the mage need to use a service for each individual time the power is used?

If he needs to expend a service for each individual use of the power, Channeling seems kinda useless.
Buster
Well Channeling doesn't affect a spirit from using its powers. The spirit can always use its powers while possessing you whether you have Channelling or not. Channelling is only good for letting you use your powers (i.e. spells, conjuring, adept powers) while possessed and letting you control your own body more easily without having to ask the spirit for every friggin action.

Regarding your question about whether or not you can give the spirit control over your body while you cast spells is an interesting idea that seems logical, but it's not explicit anywhere. It basically turns you into a cyborg with your own body as the drone turned over to an agent. Unless someone finds a page number/errata/FAQ that says one way or the other, it's a GM call.
Jaid
the rules are set up such that they allow things. in general, anyplace where they explicitly disallow something is either an exception to something they allow, or a reminder of something they do not allow.

with channeling, either you are in control of your body and the spirit is suppressed (can't take actions) or the spirit is in control of your body, and you can only give it orders. those are the two possibilities that are allowed by the rules. if you wish to allow a combination of both, that's fine, it's your game, and you're entitled to houserule (especially if you feel your houserules make the game more fun!) but it's not how the rules work.

also, i have to disagree with buster: the spirit cannot use it's powers while you are channeling it, unless you expend a service to be allowed to use it yourself. the rules are not especially clear on what you can do with one service while channelled, but as a rule of thumb i personally would allow you to expend a service to use 1 given power for 1 given purpose... that is, if you ask for elemental aura to protect you from a group of gangers who want to beat you senseless, you have elemental aura for the combat with the gangers (and probably until you get out of your radius for controlling spirits, but that's just a houserule). i would likewise allow you to gain something like elemental attack for the entire duration of the combat. it would be limited to the specific purpose though; if a group of lone star officers showed up, you wouldn't be able to elemental attack them unless you expend an additional service to change the parameters of the previous service. (ie, if it would cost you another service to get a spirit to do something, it costs you another service to be able to use the spirit's power to accomplish that same thing).
Buster
Jaid, maybe you were misunderstanding what I was saying. I'm not saying you gain free services of all the spirit's powers and skills while it is possessing you, because you don't. Channeling gives you direct control over your body and ability to use your powers (i.e. spells, conjuring, adept). You never gain the spirit's skills and powers (through possession or channeling). The spirit does not lose any powers while possessing or being channeled; and you can still use services to have the spirit use its powers. Channeling has nothing to do with whether or not you can use services to make the spirit use its powers.
Jaid
i was disagreeing with the sections in bold.

QUOTE (Buster)
Well Channeling doesn't affect a spirit from using its powers.  The spirit can always use its powers while possessing you whether you have Channelling or not.  Channelling is only good for letting you use your powers (i.e. spells, conjuring, adept powers) while possessed and letting you control your own body more easily without having to ask the spirit for every friggin action.

Regarding your question about whether or not you can give the spirit control over your body while you cast spells is an interesting idea that seems logical, but it's not explicit anywhere.  It basically turns you into a cyborg with your own body as the drone turned over to an agent.  Unless someone finds a page number/errata/FAQ that says one way or the other, it's a GM call.


basically, my opinion is that it isn't GM call any more than normal (that is, it's GM's call if they want to houserule it in, but the same can be said for any non-standard rule). also, you said that channeling doesn't prevent the spirit from using it's powers.... this is not quite true. technically, the magician isn't expending a service to have the spirit do anything, but is rather spending the service to be able to "tap the posessing spirit's powers", and it therefore costs the magician an action to use said powers. additionally, while not channeled a spirit could just decide to use it's powers when it wants, even if not explicitly commanded (so, for example, it can guard itself should an enemy spirit decide to give it an accident).
CircuitBoyBlue
I've got some additional questions:

1) Are spirits ambidextrous? If I channel a spirit, and I'm right-handed, and my right hand is part of a partial cyberlimb, can I just put my gun in my other hand to take advantage of my now-huge agility, without penalty?

2) If not, and I need to use the drone hand on that cyberlimb to shoot the gun, does my agility come into it at all, since the drone's aim would still depend on my moving my upper arm, which isn't cyber?

3) Street Magic says I can't take advantage of any cyberware that requires "active control." So the cyberarm can't be manipulated. But I believe the book says my cybereyes still work. What about the smartlink in them? What about the gyro-mount in my cyberwrist? What about my wired reflexes (do they stack with the spirit's initiative, giving me a total of 3 passes)?

4) If I pick up Invoking, how does the extra reach affect possessed vessels? Is my body suddenly going to grow to 150% of its normal size, thereby destroying all my beautiful clothes?

5) When a character is possessed, he's dual-natured. Does that mean he can't astrally project?
FrankTrollman
3) The cyberarm can't be given matrix instructions, so it won't be able to change color or turn on RFIDs or whatever. However, the cyberarm and the human it is attached to are together a single entity. And the cyberarm can move mechanically in the same way that a spirit that was possessing a separate robot arm could move it around. If you detatched a drone hand from the limb the spirit couldn't send it information though.

4) The extra reach only affects materialized forms, Possession spirits don't get that particular bonus (which doesn't matter much, as reach is pretty underwhelming in SR4).

5> He can't, but that's not why. If the spirit leaves the body, it's not in the body anymore (and therefore not possessing). What you can do, is to astrally project yourself, and then have your spirit possess the body and run off with. If it's your spirit you'll stay in telepathic communication so you shouldn't lose your shoes.

-Frank
CircuitBoyBlue
5) That's pretty much what I was asking, if my character can project while possessed, not whether the spirit could project. So you're saying that the character would be projecting (so no stat changes from possession), and the body would be entirely possessed (so no benefit from channelling)?
Limited Infinity
Sorry for digging this thread out of the past, but I have a few more questions on possession:

Can a possessed mage continue to sustain spells cast before possession without channeling?

Can an astrally projected mage, with the mages meat possessed, continue to cast and sustain spells on the now dual natured spirit?

Does a possessed mage still have access to foci?

Does an astrally projected mage, with the mages meat possessed still have access to foci?

Dose a possessing spirit have access to a mages foci?

Can a non-possession based tradition learn channeling?

Also some slightly n00b questions.

Can a possession based bound spirit use sustain spell service from the astral plane or dose it need to possess something/someone to sustain a spell?

Do spirits/possessing spirits get a base armor value? For instance vs. indirect combat spells that are not normal weapons, but still calculate armor into dice pools.

A spirit can sustain a spell for a mage. Can a mage likewise sustain a spell for a spirit of man, or dose the spirit not need to devote dice modifiers like the rest of it's sustained powers?
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