...continuedQUOTE (Falconer)
That much said, it generally takes more services to do things w/ possession than materialization. (a materialize spirit can just do it at will... a possession needs to be ordered to attack someone or a group to possess it. possession itself is an attack. (stop and think about it this way... 3 runners vs. 2 guards... runners summon a spirit... it's now a 4 on 2... possession... you 'capture' a guard and turn it right into a 4 on 1 as one guard 'switches' sides).
I disagree with this and the books back me up. You just tell the spirit to kill the guards and if it needs to do something to achieve that, it just does it. In the case of possession spirits, that's possessing one of them. Same with a matrerialised spirit. When you tell it to kill the guards, you don't have to use an extra service to get it to use its Elemental Attack power. If that power is the sensible way to do something, the spirit will probably use it. If you summon an Air spirit and tell it to get you safely out of somewhere, it's likely to use its Concealment power (costing a service). Spirits, at least ones with moderate Force, are intelligent creatures, not lawyers, imo. In fact, Digital Grimoire actually gives a specific example that supports this where a spirit with 1 service left is instructed to use its Confusion power on some guards and possesses a fallen PC in order to do so. GM's should provide some flexibility, not nickle and dime PCs to death (but at the same time, be ready to not let PCs lawyer-speak spirits into giving out freebies).
QUOTE (Falconer)
. However, once you have it [channelling], it's the best of both worlds... you get the buff bonuses of channeling w/o the penalties to your ability to cast spells or otherwise.
Sorry - channeling opens you up to casting spells again, but you're still using the Magic rating of the spirit and the lowest of either of your Mental Attributes. Unless you have a particularly high force spirit, that's going to mean reduced power and reduced drain resistance for a lot of magicians. Also keep in mind that if you're casting spells whilst possessed, you're not getting value for money.
QUOTE (Falconer)
Others have pointed out, it's very usefull to have a spirit to possess your body while you're out and astral.
That's a good catch. Something to add to the list of tactics if you have the sort of GM who's likely to hassle an unattended body.
QUOTE (Falconer)
Then you get diehards claiming that ItNW is cumulative on top of the 4 dice per point of force above to damage soak above rather than being a seperate special armor test. Despite that hardened armor power is the only one in the book which does not explicitly state that it's cumulative w/ your worn armor total.
"Diehards" You make it sound like people carrying on fighting after a battle is lost. ItNW is cumulative and most people agree with that. Some people seeing a lack of explicit statement in one piece of text and then leaping in to say that this means something isn't so, when it fits with everything else both fluff and rules, is another matter.
QUOTE (Falconer)
Another source of armor then comes into play, worn armor! (you can possess it to enhance it's rating...)
For real fun... get military armor! Give it "strength upgrade"... and watch the spirit enhance that and the armor!
Digital Grimoire addresses this, highlighting both the inappropriateness of this for many traditions and gives the example of the increased Ballistic and Impact ratings of possessed armour (consider the implciations of that on your ItNW argument, btw) badly hampering the wearer's mobility. (Digital Grimoire, pg. 11)
QUOTE (Falconer)
and claim that possession allows raising attributes over augmented maxes. When in SR4a it repeats... magic/tech, etc. can not raise an attribute above the augmented limit.
Possession doesn't allow raising attributes over augmented maximums. It
replaces stats with those of the combined entity. Street Magic came out over three years ago. If the FAQ is three years old, then that's not an issue. And the FAQ doesn't need to be an errata because there's nothing to errata. The FAQ simply clears up misunderstandings. You can cover your ears if you want to but it makes it very, explicitly clear that the intention and meaning of the rules is that Possession and Inhabitation attribute ratings are independent from the vessel's limitations:
QUOTE (Shadowrun Street Magic FAQ)
Q. When a spirit uses Possession or Inhabitation on a character, are the dual entity's attributes limited by the character's maximum augmented attribute values?
A. No. Both powers represent a merging (temporary with Possession, permanent with Inhabitation) of the character's physical body with the form of the spirit. For the duration of the possession/inhabitation, the dual entity's maximum augmented attributes are equal to (character's attribute + spirit's Force) x 1.5, rounded down.
You can't get more explicit than that. It even specifies that the resulting dual entity has new calculated maximums. You can rule differently in your game if you like, but it's neither rules as written nor rules as intended.
QUOTE (Falconer)
After this point... you start to run into a real problem as a GM... how do you challenge the possession player? Anything you can do which can realistically challenge him... will fry any other party member.
This is off topic for the actual thread, but it's fairly easy to challenge a Possession based PC. You just squeeze the group in ways that other players can handle but the magician can't. Cut off or limit their funds for a bit - maybe they have a couple of months in the wilderness on a run or a globe-trotting adventure like the Artifact series or parts of Ghost Cartels. The samurai will be able to handle securing bullets and reloading a lot more easily than the magician can get binding materials and carry out summoning rituals. Given them extended battles. If the target makes a get away in a car, the samurai, shrugs, holster's his gun and pulls it out again when they've caught up. The possession magician's spirit says: "I have protected you this battle as agreed. Now I go home". Similarly, if the guards come in three groups, the samurai's bullets will last but not the magician's spirits. A possessed magician is dual natured. Send a magician or a spirit with Innate Spell Casting against him floating just out of reach and straffing the Earth-bound magician with spellfire. Or have three Astral spirits, lowish force, attack the magician on the Astral plane where his friends can't protect him. He'd better have good Astral Combat abilities because he's out of luck otherwise. Have battles take place in public places where a magician suddenly turning into Linda Blair will cause problems. Set up ambushes where the delay in putting on your spirit armour becomes a big issue. If you're jumped by two gangers, what do you do? Stand there commanding your spirit and then stand there getting possessed whilst they wail on you with baseball bats? Or do you try to fight them as a mundane? Push the dual creature beyond the bounds of the magician's own body so that he can't stop fighting (ending the service) without falling over dead. Use the spirit's weaknesses against him - possessed by Fire Elemental? Hose him down. Play spirits as the intelligent entities they are - have the spirit disagree on tactics or basically outdo the player. Keep in mind that Channelling is only a truce with the spirit, not gaining a new PC.
There are lots of ways to challenge a possession based PC. Just don't let them dictate the terms of engagement.
QUOTE
Non-combat challenges are generally the only option left at this point. However, again, the character can be nigh impossible to kill once buffed... and this leaves only the old-fashioned surprise attack sniper route, or orbital cow drop type attacks.
Steel Lynx with high-velocity weapon. No problem. If you really can't beat the character, then no problem. Fall back. That's what you'd do in real life, right? You're not obliged to run the game like a D&D encounter. Let them steal the prototype from the lab then shoot them in the back on the way out. All you have to do is delay them until reinforcements arrive. Besides, you're arguing on the basis of high-force and powerful magicians. If that's what they are, then you need to be sending them against commensurate opposition.