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thelovedr
Hey guys, this is my first post here. I just started in SR4 (with limited exp in Shadowrun in general) and I'm playing a mage. Im having lots of fun with my char but there is so much to mages that it seems like I'm not even scratching the surface. I have a couple questions, and I would appreciate it if you would lend your expertise.

1) Why go astral? It seems like you can get most things you need done just by perceiving.

2) Some people on the forums here said that mana bolt is a MUST for mages. Why is that?

3) Mages seem like they really shine when they creatively use their spells and spirits. What are some combos that I should consider?

4) Am I such a noob that I'm not asking the right questions? What else should I do/know?

Thanks in advance, ya'll rock my face off!

Mr. Mage
ok, here's my two cents:

1) Astral Projection, at least in comparison to Astral Perception, is good because you can go anywhere, unconstrained by your physical body. Say you need to scout the top of a 40 story building, and you're physical body can't get up there. Then just project!

2) Mana Bolt is great for one reason: Direct Mana Spell. That means that unless they have counterspelling, all they resist damage with is Willpower, nothing else, no Armor, nothing else. The only problem is that it works against living guys only....so no blowing up a freaking door or anything like that.

3) Combos? Depends on you're play style...personally, I really love using Spirits to one up our Street Sammy...which is really fun...hehe...

4) One thing to keep in mind is to have a good Willpower and whatever mental stat your tradition uses....because Drain is not fun. It is the great equalizer because you may be able to kill with thought, but that doesn't really help if it kills you too. Also, make sure you have something to defend yourself with that ISN'T magic, like a gun. Just for when magic fails you or isn't the right thing to use.

Pretty much, play the character, and figure out what works for you. Suggestions are great, but figuring out your own style is definitely very satisfying.
sylvanis
Using magic fingers to pull the pin on a grenade hanging on someones vest? biggrin.gif
Maelstrome
what i did to get the most out of my magic shadow running career were custom spell design and enchanting. then again i play sr3 and from what ive heard enchanting isnt so easy anymore in sr4. still you can fool around with custom spells. i have a few for when i played sr4. my gm was fine with them but yours might not be.
kzt
Stun ball/stun bolt is almost always better then mana bolt/ball. You can make unconscious people dead easily, reviving the dead ones is not so easy. And the drain is lower and it has a similar effect on spirits.
Ravor
Something to consider is that you are always better off using bioware for your extra IPs, carving out your natural eyes and getting chrome ones, and making damn sure that you can still help the team if for whatever reason it isn't a good idea to use your mojo.
Mr. Mage
QUOTE (Maelstrome @ Jul 11 2009, 09:49 PM) *
what i did to get the most out of my magic shadow running career were custom spell design and enchanting. then again i play sr3 and from what ive heard enchanting isnt so easy anymore in sr4. still you can fool around with custom spells. i have a few for when i played sr4. my gm was fine with them but yours might not be.


Yea...we actually started borrowing some SR3 stuff just for enchanting. They really seem to discourage it in SR4 by making it so limited and costly
McAllister
Mr. Mage, I'm unfamiliar with enchanting in SR3. All I know is SR4, where it seems to be a very skill-, time- and reagent-intensive. What have you borrowed, and how does it work in SR4?
Mr. Mage
Well...in SR4, the real big part we disliked is that it pretty much all comes down to a focus for an awakened character....but what if I want to make a magic flashlight, all it does is act like a normal flashlight. No rules for this. There isn't really much on how to do this in SR3 either, but there are a few other things we've been looking into to figure it out. I can't really cite some specific SR3 stuff right now, but when/if I can, I will.

Also, don't come back to me on stuff like "Anchoring" and stuff...because that costs lots of Karma, and how hard should a frikin flashlight be to make, huh?
McAllister
I agree about anchoring! It just feels like spending Karma on something that's going to get dispelled or lose to an astral barrier sooner or later, especially if a mundane is just carrying it around.

It would be better if the rules went into more detail on, say, spirits inhabiting/possessing items. Maybe the "spirit community" would be offended and see this as slavery, but I can definitely imagine a hermetic magician binding a minor fire spirit into a sword (or anything, really) to have the effect of creating a glowing sword, even though IIRC the only effect would be raising the durability (and maybe DV) of the sword. Maybe you could say that such a thing wouldn't cost any karma, but you'd need a refined reagent or whatever to bind the spirit and achieve this effect (but without the "raises physical attributes by force" normally associated with spirit possessing items).
thelovedr
Mr Mage, Maelstrome, Ravor and Kzt, thanks so much for your input. Our GM has five shadowrun virgins, and we have the finesse of a pack of paranas. Going astral is definitely going to help.

QUOTE (sylvanis @ Jul 11 2009, 06:30 PM) *
Using magic fingers to pull the pin on a grenade hanging on someones vest? biggrin.gif


This is friggin genius! I love the idea of blowing people up with their own stuff. You sir are a ninja!
EnlitenedDespot
Well, for attack spells:

Powerbolt, Manabolt, Stunbolt, and their -ball equivalents are all direct damage spells (meaning target just resists with only Willpower).

If I'm not mistaken, Powerbolt has a slightly higher drain code than Manabolt, although it is "P" damage and a physical spell. Being physical means you can really shoot at anything with it (although you have to overcome object resistance if it's not alive), although you can't use it on astral enemies.

Manabolt/ball do "P" damage (like Powerbolt) but it's a 'mana' spell, meaning it can only target living opponents, although it can be shot at astral opponents. It's drain code is also slightly lower than Powerbolt.

Stunbolt/ball do "S" damage and are mana spells. They have a lower drain code than manabolt, although enemies can use things like Slap patches to negate wound penalties. I don't know if "S" damage can actually be healed in combat any faster than "P" damage (being able to heal "S" damage by the hour as opposed to days or whatever is not something I'm thinking about in regards to the enemy Corp Security getting healed up, since I'm not planning on being around for an hour after fighting him). Some characters also have larger stun damage tracks as opposed to physical damage tracks, ie, enemy mages, so manabolt may be > stunbolt for enemy mages. For that hulking troll with the cyber arms and the assault cannon strapped to his chest, stunbolt may actually kill that guy quicker.

Also, in my opinion, unconscious enemy security guards leaves less concern on the part of the corp for follow-up as compared to ruthlessly slaughtered enemy security guards, although I guess if you steal their hot new prototype that everyone wants it's not going to matter either way...

I think the strengths in magic lie in utility, not necessarily damage (although Force 9 Stunballs can be 'problematic' or 'awesome' depending on who's using them).

Lastly, your main ceiling on your ability is your Willpower+Drain Attribute (Logic, Intuition, or Charism based on your chosen tradition). Most characters at least fairly early on aren't going to have more than 9-10 dice to resist drain, meaning that you're left with not wanting drain codes higher than 3 on most spells you cast. This leaves a bit of a problem, too, as sometimes you'll roll 5 hits (resisting all 3 drain), but other times you'll roll 1 hit, taking 2S damage. Even with a drain code of 3 on every spell you cast AND 9-10 drain resistance dice, you will still end up with drain damage here and there. Better bring along some slap patches and if reasonable a medkit (and/or first aid skill, if you can get a smattering of it and are a Logic-based tradition).
EnlitenedDespot
Oh, and to be honest I don't see a Sustaining Focus Rank 4 (Health) or higher with Increase Reflexes (the spell) to be so problematic as to warrant bioware.

Synaptic Boosters are expensive as all hell, and losing 1.5 Essence for your 3 extra IPs is not a great go-to move, in my opinion.

Cybereyes are pretty awesome for raw usefulness (I'd personally have more of a problem scooping out my eyeballs for 'new ones' as opposed to even replacing an arm, even). I find contact lenses and/or glasses to work fine for a mage's vision enhancement needs, however, although cybereyes hold a raw advantage over the essence-free alternative regarding spell targeting.

Additionally, in chargen 160k for 2 extra IPs and 1 Essence loss (Synaptic Boosters 2) will cost you 32 BP. That's hefty for an awakened build, even an adept (although it seems a much better option for an adept compared to using 2.5 magic for 2 extra IPs, bah).

I think a combination of practicality and/or concept is what needs to be considered for 'ware or no ware. My recommendations would be to stick to bioware as much as possible and be very, very careful of how much your magical ability is or is not hindered by the new 'upgrades.'
Ravor
Glowing like a Christmas Tree on the Astral is a really, really bad idea, not to mention wards, background counts, having to soak drain all of the time, and Foci Addiction. Nah, stick with bioware, it's expensive but has less drawbacks.

Machiavelli
Initate quick and go on until you gain the improved masking matatechnique. Then all these problems are gone and you don´t have to deal with the disadvantages of losing magic by ´ware. It´s long time solution, but worth it. You will kick your ass if you could have 3 IP´s by a good "increased reflexes"-spell after having a booster-ware implanted.
McAllister
@EnlitenedDespot: Physical spells (even direct combat ones) such as powerbolt are resisted with pure body, actually. That's the trade-off for being able to target objects. Also, anyone without counterspelling/magical guard is going to fall to a reasonable mage pretty quick, but add 3 or 4 dice to the resistance and things don't look quite so gloomy for the target.

Oh my. I just had an interesting idea. Is there any good way to implement some ability (SURGE mutation, metavariant, spirit power, manatech etc.) that would cause anybody casting direct spells at the target to take additional drain?

@Ravor: What do you mean by having to soak drain all of the time? IIRC, once you slap a spell into the focus, you can turn it on and off when necessary (hopefully off sometimes for that addiction problem, and to glow less), although even if it's off a good background count or ward will disrupt it.
Ravor
Machiavelli sorry but although Masking/Extended Masking would keep you from sticking out like a sore thumb on the Astral it's "help" against wards is largely theorical in nature and dangerous to use and does nothing against the other problems I've mentioned.

McAllister nope, you have to cast the spell each time you turn the foci on and off, Sustaining Foci are only useful to avoid the -2 Mod.
Octopiii
QUOTE (Ravor @ Jul 12 2009, 02:07 AM) *
Glowing like a Christmas Tree on the Astral is a really, really bad idea, not to mention wards, background counts, having to soak drain all of the time, and Foci Addiction. Nah, stick with bioware, it's expensive but has less drawbacks.


That's a silly assertion.

1.Why is glowing in the astral terrible?

2. What's wrong with re-casting a spell after you pass through wards? Drain for a Force 4 Imp. Reflexes is only 4 dice - beatable, especially if you use a fetish. Likely, you will only suffer one point of stun, which is a very acceptable compromise for +3ip.

3. Foci Addiction is easily beaten with a high willpower stat (which your mage will have). If you don't buy the negative quality and your gm starts throwing addiction tests at you regularly, your gm is being a Dick.
Meatbag
Cybereyes are usually too good NOT to take, unless you plan on being a summoning specialist or possessed gunslinger. Direct Combat Spells are far and away better than Indirect ones for the above-mentioned reasons, and they need line of sight (and ONLY line of sight).

With that out of the way, the only question is what you're going to fill the rest of that Essence point with.

As to cool tricks? Get a sustaining focus or have a spirit cast/sustain Extended Mindnet. Mindnets can't be hacked, only shut down, and counterspelling tends to hurt more than jamming.

Your paranoid team will thank you.
The Jake
QUOTE (Meatbag @ Jul 13 2009, 10:49 AM) *
Cybereyes are usually too good NOT to take, unless you plan on being a summoning specialist or possessed gunslinger. Direct Combat Spells are far and away better than Indirect ones for the above-mentioned reasons, and they need line of sight (and ONLY line of sight).

With that out of the way, the only question is what you're going to fill the rest of that Essence point with.

As to cool tricks? Get a sustaining focus or have a spirit cast/sustain Extended Mindnet. Mindnets can't be hacked, only shut down, and counterspelling tends to hurt more than jamming.

Your paranoid team will thank you.


I must have missed something... why are cybereyes required for a summoning specialist? If anything, they are more relevant to a spellcaster (as opposed to summoner) because of the way spell targeting works.

In the past I have preferred cybereyes too on all my combat mages but contacts take out a lot of the necessity to be honest. Unless you need an insane number of modifications.

- J.
HappyDaze
QUOTE
Mana Bolt is great for one reason: Direct Mana Spell. That means that unless they have counterspelling, all they resist damage with is Willpower, nothing else, no Armor, nothing else.


IIRC, as of SR4A/latest errata, you can also add in cover modifiers to your resistance roll against direct spells.
Mr. Mage
QUOTE (The Jake @ Jul 13 2009, 06:46 AM) *
I must have missed something... why are cybereyes required for a summoning specialist? If anything, they are more relevant to a spellcaster (as opposed to summoner) because of the way spell targeting works.

In the past I have preferred cybereyes too on all my combat mages but contacts take out a lot of the necessity to be honest. Unless you need an insane number of modifications.

- J.


His wording seems a little confusing, but I think he's saying it is a good idea to take cybereyes unless you are a summoning specialist, in shich case they aren't as advantageous. I had some trouble reading it too.
Mr. Mage
QUOTE (thelovedr @ Jul 12 2009, 02:42 AM) *
Mr Mage, Maelstrome, Ravor and Kzt, thanks so much for your input. Our GM has five shadowrun virgins, and we have the finesse of a pack of paranas. Going astral is definitely going to help.



This is friggin genius! I love the idea of blowing people up with their own stuff. You sir are a ninja!

oh, and btw: You're very welcome!

And please note, pirhanas may not be very finessed, but they damn well get the job done...hehe rotfl.gif
Ravor
Octopiii you're kidding right? You honestly don't understand why glowing on the Astral is a very bad thing? As for drain, it is always better not to chance taking drain and posibily having to deal with wound mods. And as for addiction tests, I'd say that if you are using foci most of the time and your DM doesn't make you test for addiction then he/she is simply babying you and your foolishness.
Octopiii
I am very serious. Please enlighten me.

A chance for 1 stun box (maybe) in exchange for 4 ip's? Yes please.

If your dm is making you test for addiction every session without you having taken the negative quality, then yes, he is being a dick. Besides, the write up for foci addiction doesn't even get into what threshold the addiction test is. Shall we start making numbers up?
Ravor
Ok, lets explain it like this, being lit up like a fragging Christmas Tree on the astral is akin to waltzing through the seedy part of town flaunting a bunch of expensive "yuppy jewery", only worse. It shouts that you are a Mage to anything checking the astral, allows Mages to track your Astral Fingerprint, and if I remember correctly even lets them pop your pretty little foci. Oh, and did I forget to mention Background Count?

Those boxes of drain keep adding up.

And your DM has every right to require you to make an addiction test if your character is continually using foci, just as he has every right to force an addiction test if you keep doing drugs, and yes, it is the DM's job to "make up numbers" when necessary.
Octopiii
Oh how dramatic! Let's go over this one more time:

1. It takes exactly one net hit on an assensing test to tell if you are mundane or awakened. I think if someone is astrally perceiving you, it no longer matters if you have spell on your person or not - they know you're awakened. Besides, having an active spell on your person does not mean your a mage per se - just that you know one.

2. What is this bad part of town you are referring too? Are there astral ghettos? If we know we're in an astral ghetto wouldn't we want to appear powerful?

3. Astral signatures? really? You mean someone looking directly at you may recognize your aura if they see your signature again? Which they can do anyway with or without a spell on your person? That is hardly a good reason to fear sustaining a spell on yourself.

4. You can't use a signature to track a mage. Page 193, SR4a: "Active spells are linked to their casters, spirits are linked to their casters, astrally projecting mages are linked to their physical bodies, and foci and magical lodges are linked to the magicians who activated them." So what do Astral signatures do? They allow a mage to recognize a signature if they see it again by that same mage. Which of course if they're looking directly at your astral form already doesn't give them any more evidence than they would otherwise have. Spare me.

5. You are remembering incorrectly.

6. Boxes of drain add up? No they don't. Here's a number: three seconds. How long it takes to use first aid to heal a box of stun damage. You're welcome.

7. The DM has every right to be a sanctimonious prick, doesn't mean that he should be. If you did not receive bonus bp from taking a negative quality, than yes, requiring an addiction test every time you use a focus is a dick thing to do. I would stop playing that game in a heartbeat.
Ravor
( 1 ) Assencing someone is akin to going through a pat down, it takes time and isn't likely to come up that often, however people who glow on the Astral are going to be singled out for that special treatment.

( 2 ) Yes there are "bad parts" of the Astral and no, you don't want to attract the scary things that can eat your soul. However you have completely missed my point, so I'll restate it more plainly. Glowing like a fragging Christmas Tree on the Astral attracts attention that you do not want when you are busy engaging in illegal acts.

( 3 & 4 ) You've actually stumbled onto a couple of good points, touche'.

( 5 ) Wrong, via Street Magic active foci are "dual natured astral constructs", which means that they are perfectly viable targets and can be popped.

( 6 ) Uh-huh, and I'm sure that you are always going to be able to take the time to dig out your medkit, set it up, and then use first aid on yourself whenever you take drain.

( 7 ) And my reply would be a hearty "Good Ridance." vegm.gif Seriously though, foci are clearly meant to be drugs for Mages so treating their usage as drugs makes sense. Would you also bitch when your DM asked for an addiction test to Jazz or Longhaul?
DamienKnight
QUOTE (Mr. Mage @ Jul 11 2009, 11:57 PM) *
Well...in SR4, the real big part we disliked is that it pretty much all comes down to a focus for an awakened character....but what if I want to make a magic flashlight, all it does is act like a normal flashlight. No rules for this. There isn't really much on how to do this in SR3 either, but there are a few other things we've been looking into to figure it out. I can't really cite some specific SR3 stuff right now, but when/if I can, I will.

Also, don't come back to me on stuff like "Anchoring" and stuff...because that costs lots of Karma, and how hard should a frikin flashlight be to make, huh?


I have seen flashlights made in game. It is an empty handle (no need for batteries of course) with a hollow end, lined with mirrors to reflect light out the front. The 'bulb' (which can be anything) has an reusable anchoring spell attached to it with a force 1 light spell. The drain is so miniscule, flicking it on and off is almost guaranteed to not drain you. Once it is on the anchor sustains it until you flick it off. Totally worth 1 karma if you ask me.

Also, you could simply anchor the light spell and have a mechanical valve on the front that seals off the light when you are not using it, so it kind of twists on and off. Great way to make a permanent light without any drain etc.

There are tons of neat ways to make use of low force quickened or anchored spells. For example, a force 1 levitate spell cast on a skateboard makes an excellent hoverboard (a la Back to the Future II smile.gif

A nice force 2 darkness spell is fantastic for infected or others who are injured by sunlight. Anchor to a small object, then put it in your pocket when you want it to go away (or if you dont treat it as an emenating darkness, then a reusable anchor or sustaining foci).

A force one mind link anchored to friendship braclets can make for a neat magic walkie-talkie. (range permitting)

A force 1 astral barrier on a sustaining foci makes a great barrier/spirit detector. May not stop anything, but you will know if anything gets within a certain radius of you, without having to make detection rolls.


Also, remember... dont get power greedy. Just because your team took down a mage and you found a force 6 power focus does NOT mean you have to bond it. Trade it to your Talismonger for cash and some lower level gear. A magic item of great power is expensive to bond (therefore sucky to lose), brings alot of attention on the astral plane (even advanced masking has its limits) and attracts powerhungry drekheads from all over who want to take it from you. Might as well wear the Pink Panther diamond on a Tiara on your forehead!
Cheops
I'm still really partial to Increase Body --> Shapechange into a rhino for combat. Can't beat that huge strength gain plus armor.

Detection spells are a runner's friend. Clairvoyance or else the version that lets you cast across mana barriers is pretty much essential in my groups (more so than Stunbolt/Manabolt).

Wreck(Wall or furniture) or Interference is pretty fun to do some battlefield control. Ditto with the "wall" spells. Had a player cast a physical barrier behind a gang so that when they tried to run from the team they ran into it and were subsequently gunned down. Very nasty.

Levitate is great for all those idiots who don't bother putting points into Climbing and likewise for Oxygenate. Levitate absolutely destroyed one of my runs once. They had to break into an ultra-secure S-K high-rise apartment to get at an S-K Prime johnson on the 40th floor. Mage levitated up, Influenced him out onto the balcony then levitated him down. Easy peasy.

Honestly, after getting Masking and Centering, the best thing you can do as a mage is plow all your Karma into spells. So many yummy tools for those awkward occasions.
Shinobi Killfist
QUOTE (Ravor @ Jul 13 2009, 03:24 PM) *
( 1 ) Assencing someone is akin to going through a pat down, it takes time and isn't likely to come up that often, however people who glow on the Astral are going to be singled out for that special treatment.

( 2 ) Yes there are "bad parts" of the Astral and no, you don't want to attract the scary things that can eat your soul. However you have completely missed my point, so I'll restate it more plainly. Glowing like a fragging Christmas Tree on the Astral attracts attention that you do not want when you are busy engaging in illegal acts.

( 3 & 4 ) You've actually stumbled onto a couple of good points, touche'.

( 5 ) Wrong, via Street Magic active foci are "dual natured astral constructs", which means that they are perfectly viable targets and can be popped.

( 6 ) Uh-huh, and I'm sure that you are always going to be able to take the time to dig out your medkit, set it up, and then use first aid on yourself whenever you take drain.

( 7 ) And my reply would be a hearty "Good Ridance." vegm.gif Seriously though, foci are clearly meant to be drugs for Mages so treating their usage as drugs makes sense. Would you also bitch when your DM asked for an addiction test to Jazz or Longhaul?


1. I doubt they will get much more special treatment than just knowing you are a full mage, which 1 success gets them. Mages are rare enough you can give extra special treatment to every one that walks through your door.

2. You glow on the astral when you are doing your job as team mage, you know sustaining spells like physical mask, levitate etc. A focus isn't adding much to your christmas tree effect while on the job.

5. Good for them they can be taken out, of cource this is moot if you take octopii's sugesation and have enhance masking.

6. Its 1 point of drain suck it up princess. wink.gif

7. Um no. The only guideline we have is in digital grimoire and its make a test if your active focuses force total is more than twice your magic rating. 1 force 4 focus aint going to do it. Using it but not abusing it should not get a addiction test.
Ravor
( 1 ) Uh-huh, pray tell how do "they" know to Assense you in the first place IF you aren't glowing on the Astral? Assensing takes time and can't be done to everyone at once.

( 2 ) Which is one of the reasons that mages should use mundane methods whenever feasble, plus glowing isn't quite as dangerous when you do so sparelingly as opposed to all of the fragging time.

( 5 ) Hmm, a couple of things, firstly I've double checked and Octopiii hasn't said word one about Extended Masking in this thread, secondly you are talking about earning an advanced metamagic when there are so many more useful ones out there. And don't forget that Extended Masking isn't foolproof, sure it's unlikely that your viel would get pierced, but it only takes once.

( 6 ) As I've said before, those points of drain add up.

( 7 ) And I would argue that having an foci active all of the time is indeed abusing it. Foci should be used spareingly.
RedeemerofOgar
QUOTE (Shinobi Killfist @ Jul 13 2009, 09:26 PM) *
1. I doubt they will get much more special treatment than just knowing you are a full mage, which 1 success gets them.


That is not one success on a Perception test - all you get from that is the knowledge that an astral aura is walking by - a living being, a spell, a spirit, and so forth. What you need to detect a mage with no active spell or foci is one success on an ASSENSING test. Per SR4p182, you cannot make an assensing test unless you Observe in Detail on the aura while astrally perceiving - which is a targeted simple action. You do not have time to Observe in Detail every person you pass, which is why deactivating your foci and spells allows you to blend into the crowd even when astrally observed.
Machiavelli
I always thought that drain damage can only be healed by resting, no other way. Maybe i mixed it up with the regeneration power or the heal spells. If i´m wrong, this would be great. So please disprove me.^^
Zurai
Drain damage can be healed by everything EXCEPT magical means (Regeneration, the Heal spell). First Aid Kits work just fine.
Machiavelli
MUAHAHAHAHAHA....great...wait...i need the first-aid-skill....damn.^^
McAllister
@RedeemerofOgar (and the rest participating in this facet of the discussion):

Sure, you're not going to get Observe In Detail'd too much walking around buying your groceries, but hell, if I were just doing that, I wouldn't mind looking badass. When you go anywhere interesting, though, like through security checkpoints (or even past most doormen who aren't drug-addled) you will get a good hard look, including an astral one if there's someone to look at that (and there could be; I can name two drugs that let mundanes astrally perceive).

But... so? As long as you have a fake license attached to your fake SIN, you're fine to carry around foci, as none of them are Forbidden. It's like carrying around a pistol, only you can't hide it; if you're somewhere you're allowed to be, it's fine, and if you're somewhere you're not allowed to be, having a pistol isn't going to be your biggest problem. The only time it'd be an issue (socially, I mean; mana barriers and BG counts will still pose issues) is when you're going somewhere where you have to check your weapons/foci at the door, and that's what Extended Masking is for.

And, honestly, every spell an enemy mage uses to pop my foci is one he isn't using to pop me. I'd have to problem with that at all. They'd roll rating + counterspelling, right?
PirateChef
Everyone keeps talking about how glowing on the astral is a bad thing because other mages can see you. What no is mentioning is that there are things that live and hunt on the astral. Things that can't affect you unless you are on their turf, so to speak. Things that probably won't notice you if you occasionally use magic / foci, but will if you are constantly glowing like a christmas tree.
Mr. Mage
QUOTE (Ravor @ Jul 14 2009, 12:27 AM) *
( 7 ) And I would argue that having an foci active all of the time is indeed abusing it. Foci should be used spareingly.


Then what good are they? I don't think they were meant to be used as a drug for mages, especially since the addiction quality for Foci wasn't added until Street Magic. I think that the little "they are addicting" rule was pretty much just added to give a little extra danger and flavor to the game.

Also, PirateChef, so there are things on the Astral Plane, big whoop. There are things on the Material/Physical plane (whatever you want to call it) that are trying to end me too. In my opinion, SHadowrunners are naturally aware of as many threats as possible, it's how they survive. And its not like you can't put up a fight when wither the astral or physical enemies start hunting.

I think what it really comes down to is how you and your GM play the game. For instance, I like to play a "pure" mage, no cyberware, and barely even a spare weapon. It's my style, and I like it, so deal with it. Others like to add some stuff to their mages, fine, let them. My GM also doesn't care too much that I have a summoning focus that I use all the time, because in his eyes, it is just a tool, like a wrench or screwdriver, and not meant to be a drug. We don't get addiction tests when we shoot guns constantly do we? Other GMs may require addiction tests each time a focus is used, and hey, if that's how they play, fine by me.

Personally, I'm fine being lit up like a christmas tree on the Astral Plane, because I don't light up on the Physical Plane, that's what our Street Sammy is for. If I'm careful, I'll survive. If I'm not careful, or just unlucky, I can roll up a new character. The main thing I try to keep in mind is that it is just a game and I'm just trying to have fun hanging out with my friends.
PirateChef
QUOTE (Mr. Mage @ Jul 14 2009, 08:36 AM) *
Also, PirateChef, so there are things on the Astral Plane, big whoop. There are things on the Material/Physical plane (whatever you want to call it) that are trying to end me too. In my opinion, SHadowrunners are naturally aware of as many threats as possible, it's how they survive. And its not like you can't put up a fight when wither the astral or physical enemies start hunting.


The difference is that as a mage you have a choice of wether or not to be on the astral plane. You do not have a choice to be on the physical.

As a shadowrunner, one of my basic creeds is to minimize the threats to me. If I can do that by not constantly being a giant beacon on the astral, I will do so. That means one less thing to deal with.

Once I get to a point where I have Extended Masking, things change smile.gif

Oh, and generally the threats on the physical are a bit easier to deal with. Whereas some of the astral threats can be quite devastating, especially when the rest of the team can't do anything but stare at you as you slowly die.
Mr. Mage
QUOTE (PirateChef @ Jul 14 2009, 10:33 AM) *
The difference is that as a mage you have a choice of wether or not to be on the astral plane. You do not have a choice to be on the physical.

As a shadowrunner, one of my basic creeds is to minimize the threats to me. If I can do that by not constantly being a giant beacon on the astral, I will do so. That means one less thing to deal with.

Once I get to a point where I have Extended Masking, things change smile.gif

Oh, and generally the threats on the physical are a bit easier to deal with. Whereas some of the astral threats can be quite devastating, especially when the rest of the team can't do anything but stare at you as you slowly die.


Ok, I can understand where that's coming from, but personally, I don't see that as being a reason to not try and aid your magical abilities by "lighting up like a christmas tree". Minimizing risk is good, but many times, taking those risks comes with other benefits.
Make myself more obvous on the Astral lpane, be able to cast spells better, it's all in weighing the pros and cons. Personally, I will continue using my Foci, because they are incredibly useful to me, and when I finally run up against someting I might not be ablt to handle, it will be noone's fault but my own.

Also, I hope you mean the physical threats are easier to handle only because you usually have the rest of your team to rely on, because I have seen some crazy shit go down when my GM is itchin' to burn us....
PirateChef
QUOTE (Mr. Mage @ Jul 14 2009, 09:41 AM) *
Ok, I can understand where that's coming from, but personally, I don't see that as being a reason to not try and aid your magical abilities by "lighting up like a christmas tree". Minimizing risk is good, but many times, taking those risks comes with other benefits.
Make myself more obvous on the Astral lpane, be able to cast spells better, it's all in weighing the pros and cons. Personally, I will continue using my Foci, because they are incredibly useful to me, and when I finally run up against someting I might not be ablt to handle, it will be noone's fault but my own.

Also, I hope you mean the physical threats are easier to handle only because you usually have the rest of your team to rely on, because I have seen some crazy shit go down when my GM is itchin' to burn us....


Oh I agree. When it's time to party, I come dressed to party. But normally I leave the heavy foci at home, much like sams should leave the assault cannon at home.

And yeah, I generally meant b/c the party can't help, though there are a few things on the astral that far outstrip anything in the physical (some free spirits, FAB...) Though the biggest threats are generally dual natured (Great Dragons, Cthulu...)
Mr. Mage
Ugh...Cthulhu....Now I completely regret playing a mage....that is just NOT something I'm ever going to look forward to fighting....*shudder*
Ravor
McAllister the problem is that unless you are willing to force people to wait in line and take the time to Assense everyone one person at a time the odds are that anyone that isn't glowing is not going to be noticed as a Mage. And active foci are always going to be a reason to hassle the Mage moreso than usual, at the very least a "Sir, please deactivate your foci."

Also I might be misremembering, but I'm fairly sure that counterspelling like sorcery is limited to the plane which you are currently active on, but either way, astral combat would be the better way to pop your foci as opposed to spells.

Mr. Mage even with enforcing the addiction rules foci are still an excellant tool for Mages, they are meant to be used when you need that extra little boost, but not as security blankets that are used all of the time. Also I seriously doubt that someone who uses a ( Force 4 ) Sustaining Focus to get their extra IPs is only using a single foci.
Shinobi Killfist
QUOTE (Ravor @ Jul 14 2009, 12:27 AM) *
( 1 ) Uh-huh, pray tell how do "they" know to Assense you in the first place IF you aren't glowing on the Astral? Assensing takes time and can't be done to everyone at once.

( 2 ) Which is one of the reasons that mages should use mundane methods whenever feasble, plus glowing isn't quite as dangerous when you do so sparelingly as opposed to all of the fragging time.

( 5 ) Hmm, a couple of things, firstly I've double checked and Octopiii hasn't said word one about Extended Masking in this thread, secondly you are talking about earning an advanced metamagic when there are so many more useful ones out there. And don't forget that Extended Masking isn't foolproof, sure it's unlikely that your viel would get pierced, but it only takes once.

( 6 ) As I've said before, those points of drain add up.

( 7 ) And I would argue that having an foci active all of the time is indeed abusing it. Foci should be used spareingly.


1. If they are anyone that matters they are assensing you because that is there job. And pretty much anyplace you are trying to get into and have to worry about people even looking at you on the astral will have you form into lines or something. And it really does not take much time you can easily assense people as they stream past.

2. Despite the Christmas tree claims you aren't shooting off flares, the mage has to have a reason to look for you in the first place. Which means in most cases you are already found out or he will be assensing you and seeing shit tons of cyber on your friends and a magicians aura on you.

5. So it was some one other than Octopiii, and this is a really bad assed metamajic. Saving essence is indeed worth it.

6. 1 less magic due to bioware adds up more.

7. The few rules on the subject would disagree with you. But hey if you want to overuse a rule in order to make something virtually worthless go for it.
Wacky
Away from the subject of go/no go for lighting up the astral, my favorite combo (that I've yet to even try since I play the game as a player so rarely) is a dual spell combo.

First, assense a group of opponents. Best to do while invisible or while projecting (another good reason to project, you'll rarely bump into a group of security guards who can astrally perceive--at least not in the front lines of security).

Second, use your assencing skill to fined the guy with the lowest body score (this is important for two reasons).

Third, cast petrify to turn the weak man out to stone! If you target the lowest body strength guy in the squad he'll have the least chance of getting successes against you.

Fourth, quicken the spell! This will make the guy stone forever. Since you went with the weak guy, he'll have the lowest body and you'll need to spend as little karma as possible to pull this off.

Fifth, next cast animate to move the statue about. You have a mini-stone golem at your dispossil! Since the petrify spell only affects living tissue his armor is still in place and will offer him even more resistence against bullets and such.

Finally, have a spirit sustain the spell for you! The higher the spirit's force the longer it'll last but it should be long enough to scare/injure the opposition and make a name for you as a bad @$$ on the streets. If you pay some karma into this you can use Long Term Binding and have your own pet golem for a year and a day. AWESOME!!!

Just my idea.

Sign--
Wacky
McAllister
That's what this goddamn thread is about, sir. Let's see some more of that.
Shinobi Killfist
QUOTE (McAllister @ Jul 15 2009, 12:17 AM) *
That's what this goddamn thread is about, sir. Let's see some more of that.



Yeah, sorry about that. We kind of hi-jacked this thread.
PirateChef
QUOTE (Wacky @ Jul 14 2009, 11:16 PM) *
Away from the subject of go/no go for lighting up the astral, my favorite combo (that I've yet to even try since I play the game as a player so rarely) is a dual spell combo.

First, assense a group of opponents. Best to do while invisible or while projecting (another good reason to project, you'll rarely bump into a group of security guards who can astrally perceive--at least not in the front lines of security).

Second, use your assencing skill to fined the guy with the lowest body score (this is important for two reasons).

Third, cast petrify to turn the weak man out to stone! If you target the lowest body strength guy in the squad he'll have the least chance of getting successes against you.

Fourth, quicken the spell! This will make the guy stone forever. Since you went with the weak guy, he'll have the lowest body and you'll need to spend as little karma as possible to pull this off.

Fifth, next cast animate to move the statue about. You have a mini-stone golem at your dispossil! Since the petrify spell only affects living tissue his armor is still in place and will offer him even more resistence against bullets and such.

Finally, have a spirit sustain the spell for you! The higher the spirit's force the longer it'll last but it should be long enough to scare/injure the opposition and make a name for you as a bad @$$ on the streets. If you pay some karma into this you can use Long Term Binding and have your own pet golem for a year and a day. AWESOME!!!

Just my idea.

Sign--
Wacky


In my years of playing Shadowrun, I have seen and heard many things. This is one of the best. I salute you.
Mr. Mage
My god, that is incredibly creative... I am definitely going to try that one out now....as soon as I get petrify that is...hehehe...

So far, the most creative use I've gotten out of magic was when I summoned a Force 12 Earth Elemental. That means a 16 on both Body and Strength, which is 32 base dice when rolling for any action that requires physical exertion (breaking down a door, or bracing one, or possibly lifting things). I prettymuch just had him lifting and throwing cars and whatever else he could find as a means of distracting the bad guys....mass mayhem ensued.
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