QUOTE (Jaid @ Jun 6 2009, 01:13 PM)

spirits can use their powers on a group of people. if you're using it on a group including your team and the spirit, that's 1 task. assuming you even bring the spirit along. incidentally, it's a critter power and not a spell. the only critter power subject to object resistance is innate spell.
They indeed can use their powers on a group... but remember that the spirit MUST be within Magic Rating x 100 meters for the sustainability of the power to work, AND they have to be on the same plane as you to do so... sounds like coming along to me...
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and i don't care what your shadowrunner expert has in perception. if i'm running against another shadowrunner team, i'm already dead. that means the corp knows i'm coming, and when, and has hired a shadowrunner team specifically to stop me. so blah, blah, blah, your 400 BP runner still has some dice pool left, who freaking cares. your runner team isn't there, and their skills, equipment, and pretty much everything about them is completely irrelevant. but hey, if it's that important, the red samurai have 3 skill in perception, and 3 intuition, and no vision enhancement. this is the HTR team, this is the cavalry, and they don't have the skills to reliably break through concealment of a force 8 spirit.
Again... NOT ALL HRT teams are created equal...This is probably the First insertion of the immediate HRT Team... others may well be on the way... Your mileage may vary, of course, but our GM does not use the "standard" security templates all the time... get over it... Do you have any idea how you sound by the way?
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now then, as to the death row thing: first off, the math was never meant to be a perfect representation. it still happens. 1 in 5000 times resulting in a mage exploding is *still* a problem when you're losing a top-rated summoner, and in any case 24P damage is likely to finish them off anyways. plus, that's assuming 5 mages in the world do it. if you have 20 or 30 (remember, we're talking about huge, world-spanning corporations with facilities all over the place) it's still going to be uncomfortably common, and the corp still won't be able to replace the summoners fast enough. it isn't death row for the shadowrunning mage because i have NEVER said anything about binding anything before a run, and the most you're going to eat on summoning a force 8 spirit is 16P. yes, that is bad. but it isn't instant guaranteed death. also, for the record, fetishes are for spells, not for spirits. additionally, the spirit may not need to eat, sleep, or take breaks, but the magician who summons the spirit does. no magician, noone to order the spirit. noone to order the spirit, the spirit doesn't do anything. so now we need 3 shifts of these magicians, plus we need to account for the fact that some of them will be binding (takes 8 hours for a force 8 spirit) at any given time and won't be available to deal with security problems. also, it's actually better to bind a new spirit; the spirit's resist pool is lower vs the summoning, and the summoning services carry over into bound spirits (not that this is particularly relevant, but you seemed to bring it up thinking it was; seriously, pull your head out of second edition and read up on 4th a bit more please, i shouldn't have to keep explaining the rules to someone who focuses on this area of the rules)
How is a newly summoned spirit easier to bind? Please educate me on this one... The resistance is the same UNLESS you alloocated EDGE dice to resist the summoning in the first place... and even so, they could always add EDGE to resist the binding as well...
Expecting your team's mage to perform something that even CORP mages would be reluctant to do is crazy... Shadowrunner Mages are no more suicidal than the Corp Mages that you are talking about... and for your edification, I am not in Second Edition, but Fourth (unless you were not directing that at ME, but the statement stands anyway)
And again, Read the Book... There are at least 3 fetishes that are
SPECIFICALLY for conjurers, not spellcasters, in the BBB... They are appropriately enough called: Summoning, Binding and Banishing Foci...
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if the force 8 spirit keeps the grunts (and once again, it's right there in the core book, security grunts do not have perception, and neither does their wagemage lieutenant) from spotting you, it's done it's job. there won't be an HTR team coming in. because you took steps to keep them from seeing you, like having a force 8 (or 6, or whatever) spirit. now, maybe for your magician, you don't have a force 8 spirit. but you should bloody well go in prepared. whatever the max you can handle is, you should go in with that, because going in with less increases your chance of getting dead. maybe your mage can't handle force 8, and goes in with force 6, or whatever. but whatever they go in with, it should be the best they can handle. adjust it to whatever level your group is at, fine, but don't skimp on the stuff that's keeping you alive.
THOSE Security guards do not have perception, but it is sheer arogance to state that NO Security Guards have Perception... Get your head out of the clouds and use some common sense for once... the templates are just that... templates... to be modified for the purpose to which you will be using them... they are not carved in stone and inviolable or immutable...
Also, Please notte that there is technology that will defeat the sneaking/concealing/invisibility that you are so fond of... one example is the Ultra-Wide Band Radar system...
Preparation is a veritable necessity in the shadows, without it you shall surely die... however, teh best you can do is to attempt to cover any eventuality... sometimes things are overlooked... I would say the the ability to adapt and overcome is at least AS IMPORTANT if not more so than being prepared...
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also, sure the spirit won't be coming through the ward with you (most likely... assuming the ward was not set up by an idiot, and actually covers the walls as well, that is). however, there are plenty of places you can go where the spirit need not pass through the ward. if you break into a compound, they won't have the whole compound warded, just specific buildings, or even more likely only specific rooms. if your meet is in a bar, the bar might not even have any ward at all, and you've now got an ace in the hole if Mr J is setting up a trap. if you're extracting a target from their home, the street isn't warded. having a spirit that close by if needed is a huge deal. and once again, sustaining a power has no range. if the spirit can survive on mars, it can put the power on you and then go sustain it from mars. you can just pick up concealment and the spirit need not ever even see the facility you're trying to break into.
NO... Please go back and read the book (PAge 178, Spirit Range)... Spirits MUST STAY within 100 meters x Magic rating to be effective in their role as support... beyond that distance, they will be of no use to you as they cannot maintain their effects beyond that range...
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as for the dedicated combat medic, i find it hard to believe that you really consider 1 skill and 1 attribute (potentially not even the attribute, if it's being done through the matrix) and one inexpensive piece of equipment means that the person can't do anything else. we're not talking about a huge allocation of resources here, and it's a skill that you just might want to have available at some point as a shadowrunner.
All skills are useful, the fact is that at Chargen, you must choose where you will be skilled in... all skills can be picked up eventually... How do you prioritize your skill choices... I do so bu COncept, and some skills fall by the wayside util I can afford them... remember, Shadowrun is a team sport... members of the team should be able to fill holes left by others...