QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
1) the great form spirit's powers can be used in an area. if it loans them out to the runners, this is now no longer the great form spirit using the power, so it is not an AOE effect.
Good point. The teammates would not get AOE, and as McAllister pointed out, the would only get Agility to resist. However, the possessed mage is still using an AOE with no spell resistance and no drain.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
2) ummm... guard protects you from glitching, and the accident power. i'm not sure why you would have thought it is in any way related to elemental strike.
Indeed, I did say that it did NOT help. Maybe you read it wrong. My point is, there is no ability for a mage or spirit to protect you agaist this spirit power (except maybe for a mage having a spell to protect you from the specific element.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
3) actually, it does cost a service to grant the power to all those people, though you are right that each person using the power does not cost a service. initially granting the power is a service though.
Yes, for the entire party to have this nifty power, it would cost all of one service. They could use it a thousand times each, and its just one service. I am glad you see how powerful this is.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
4) the group probably has to all stand in the same area continuously. it is a sustained power right? that means that the spirit can sustain the power in the area, not on the people who are in the area when it starts. so the group has to stay pretty close together
There are some range restrictions, but no more than that of a sustained spell. There is no need for LOS once the ability is granted.
Oh, and the spirit can grant this power to up to two times his force in people. 10 people each using this power... all for one service.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
5) 10 hardened armor is not that much. a pistol with APDS ammo and one net hit (ie the normal amount required to hit) means it's no different than normal armor. make it a rifle, or an assault rifle, or a machine gun etc, you're going to make that look even weaker. not to mention stick-n-shock rounds.
This is true of normal spirits. For a spirit possessing a mage, he is stacking the immunity with the mage's armor, which is likely at least 6 points. I can throw around a swat team with assault rifles and APDS, but again, this is going to Kill the other runners, who have a paltry 6 or 8 armor total.
Oh, and in the last run, the runners encountered some ghoul orcs. The mage had a force 6 spirit which he used to posses the orc ghoul, who was wearing Full Body Armor (trying to up the difficulty). Now the orc had +6 body, +6 strength, racial max agility and reaction, and 10 ballistic armor, plus 12 points of hardened armor from Natural weapon immunity. They encountered an entrenched minigun placement and the spirit walked through it. It used one edge to resist a full auto blast from the minigun.. and took no damage.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
6) last i checked, elemental strike had a DV equal to the spirit's force. not sure where you got 10 DV, it's 5 DV base, vs the players reaction + dodge (which can be plenty respectable, and is not nearly as bad as a manaball), and then they even get to resist with 1/2 armor. also, you don't get to order the spirit to spend edge. it spends edge if it bloody well feels like it, and that's up to YOU, not up to the player. you control the spirit, not him. he gives it orders, the spirit fulfills those orders however it wants, and spending edge is only likely to happen if the spirit gets along well with the character, or if the spirit is attacking someone who has an appropriate spirit bane quality.
As you noted about guns, Elemental strike's damage value goes up per net successes of the spirit. My earlier test assumed 15 dice (1/3 successes = 5 successes) with edge reroll (10 rerolled averages 3 successes) = 8 successes. Assuming an elite reaction of 9, that is average 3 successess on dodge, which leaves + 5 DV, on top of the 5 base DV = 10DV.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
7) the rest of the team getting a DV 5 AOE attack is rather underwhelming. when you add in the fact that this attack is made defaulting to agility even more so. you can do this much more easily and better; it's called "grenades". you will find them to be rather inexpensive, and easier to get than force 5 great form guidance spirits with FIVE hits on their awesomeness test (note: if they don't get those 5 hits, the . make it a chemical grenade if you want to make it really unpleasant.
as noted by others, the team would not get an AOE. The benefit of the spirit power when in AOE form though, is that it can target alot more people than a grenade, over a much larger area. Also, fire and electricity elements provide 1/2 armor, while HE is full impact to resist. It is considerably more controllable than grenades, and slightly more powerful.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
if a force 5 great form spirit is more threatening than the mage, then count your blessings, because the mage presumably doesn't actually have the slightest idea what he's doing. i would be much, much more worried about having a powerful magician than having a spirit possessing someone with what are likely to be relatively unimpressive physical stats. the fact is, for less drain than binding that force 5 great form spirit, you can probably cast stunball force 10 for a BASE DV of 10, hitting a larger area, with the opposition having a smaller dicepool to defend with. and you don't even have to initiate for that.
If he can cast a force 10 stunball, then we must assume he can get away with a higher force spirit... at least force 8. I would prefer an invoked possession spirit with elemental strike anyday over a foce 10 stunball. The stunball is going to do physical damage drain that will cause a little stun, which will add up. The force 8 spirit power will give you exactly 0 boxes of drain. One thousand casts, 0 drain. HUGE difference. Try casting your force 10 stunball 10 times. Oh, and the fire is going to beat on non-living, like vehicles and drones, while the stunball does nothing.
QUOTE (Jaid @ Jul 27 2009, 04:35 PM)
seriously, this is no more a problem than the party getting a few gas or splash grenades and protecting themselves from the effects by wearing appropriate protective gear, even if it does work (which it doesn't). there are far more frightening things than this that could be done with an initiated magician.
I have yet to see any serious answers, other than 'Insta-kill the mage with a sniper rifle', or 'blow up his house'. I need to challenge the entire group, and make sure everyone has fun.