QUOTE (Jaid @ Aug 6 2010, 01:57 PM)
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as i recall, frank had a rough idea when he wrote up the rules what the rough sizes should be. i think it was something like force squared liters, or some such thing...
I'm a little dubious about force
2 liters as the proper limit. As a thought experiment, let's consider a spirit possessing a fairly average human.
According to the table on p72 of
SR4A, the average human weighs around 78kg (~172 pounds). Humans have an average density very close to water, which is why we have roughly neutral buoyancy. Since 1kg of water is 1 liter of water, we can extrapolate that the average human has a volume of roughly 78 liters.
The square root of 78 is approximately 8.83. Since we can only summon integer-Force spirits, we round that up to 9. So, using the limit you describe, it would require a Force 9 spirit to animate the average human body. That doesn't pass the sniff test, since nothing in the possession rules suggests that it requires such a powerful spirit to possess and control a human body. For example, the Corps Cadavre optional rule on p95 of
Street Magic says that a possession-tradition
watcher spirit can possess a corpse and animate it with a move of 10/25 (typical human speed, so it's not even a slow zombie). So, the rules specifically contemplate the very weakest Force 1 spirit animating an object with a typical volume of 78 liters and a mass of 78kg.
I've played around with various formulas (Force x 200kg, Force x 300kg, Force
2*200kg, among others), and haven't come up with anything that seems reliably consistent with both RAW and fluff. They tend to break at either high or low masses.
Maybe it would be better to base it on object resistance. The Animate spell Tanegar mentioned indicates that the object resistance threshold should be increased for objects over 200kg, but (frustratingly) doesn't suggest by how much. The spirit possessing the prepared Harley Scorpion in the example on p12 of
Digital Grimoire doesn't face any penalty, even though the bike is probably over 200kg. I also found in my noodling with formulas that linear increases tend to break down. How about adding 1 to the threshold every time the mass of the object to be animated doubles (beyond 200kg)? So, at 400kg, we add +1, then another +1 at 800, and so on?
The house the OP is considering is made of natural materials, so I'd give it a base object resistance of 2. Its extra mass adds another +2, so a possession spirit needs 4 hits on a success test to animate it. It's going to be a prepared vessel, so the spirit will get a dice pool of Fx2+6. A Force 2 spirit would average 3.3 hits on that test, so while it could animate the house if it makes it, it can't possess it very reliably (about a 44% chance). If you want to get up to ~75% reliability, you need a pool of at least 14 dice (which actually gives you about 74%). That takes a Force 4 spirit. F5 gives you 83%, and F6 gets you close to 90%.
A van, on the other hand, would start with a threshold of 5. With a mass of around 2000kg, we'd add +3 to the threshold, for a total of 8. To have an even chance of making it work, you're going to need 24 dice. Since it's probably not a prepared vessel, the spirit has to manage it on Force alone, so you'd need a Force 12 spirit. Even if it
is prepared, you'd need a Force 9. That seems a little excessive to me, given that a Force 12 spirit with the right spell could
levitate the van almost as reliably.
I begin to see why Frank didn't actually specify this stuff when he was writing. It's a royal pain. Personally, if I were GMing, I'd just set resistance thresholds arbitrarily. I'd give the hutmunculous a threshold of about 4, and the van about 6. The corpse of a (non-great) dragon, I'd set at about 12.