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Herald of Verjigorm
QUOTE (Sphynx)
Is Astral Projection worth the whole 3 BPs it's calculated to be worth?

I must compliment your blatant self-advertisement.
Zazen
QUOTE (Backgammon)
QUOTE (Zazen @ Mar 23 2004, 12:26 PM)
On spell defense, the astral mage could only protect subjects who were astrally present; they must share a plane for spell defense to work.


Thanks, didn't know that. Will make a big differance in my current campaign.

I aim to please smile.gif
Sphynx
QUOTE (Mardegun)
Sphynx
QUOTE
1) You've never been ambushed by a group of watchers (doesn't matter if you're Dual Natured or not)


How is a astral mage better than a physical mage when dealing with watchers?

QUOTE
2) If 1 character ability was that much better than anything else, the game would be insane.


That isn't what I am asking at all. I am only asking the question to see why people feel that astral projection is so great. So far there is only one really good reason.

My places don't have any magical protection.

Well, don't twist my words, my comment about not having been attacked by watchers was in reference to your "is that astral mage really that useful?". Absolutely. His area-effect Spirit Blast, his multiple cross-domain nature spirits (Invoking), his Astral Armour, and he rules the astral plane. A physical mage has alot of stuff to do without wanting to worry about spirits, barriers, etc. It's like having both a marksman and a streetfighter on your team, 2 completely seperate areas that could be covered by one, but is better when covered by 2 specialists.

As for if "Astral Projection is so great", never said it was, never said WiredReflexes 3 was great either, but it's a nice "boost". There are many times I wish'd my Sorcerer had the ability to Project (searching for things is tons easier, and of course the ever persistent rules about "Astral Patrol" are nice when abuseable by a player as well as the GM).

Sphynx
Sphynx
QUOTE (Herald of Verjigorm)
QUOTE (Sphynx @ Mar 23 2004, 05:11 PM)
Is Astral Projection worth the whole 3 BPs it's calculated to be worth?

I must compliment your blatant self-advertisement.

And I must thank you for quoting it so that it gets even more advertisement. I'll send you your bonus points shortly (don't forget my signature advertisement either). wink.gif

Sphynx
Frag-o Delux
QUOTE (blakkie)
QUOTE (Frag-o Delux @ Mar 23 2004, 05:40 PM)
Being able to sneak a peak at a distance is good. Another cool thing is if yo have cyberware or physical adept powers they are functionalable while useing that spell. Meaning you can use your Low light or thermo with that spell. It is good when you sneak a peak in an office and all the lights are out. go Low Light and you are good.

Physsie yes, but cyber eyes/ears? I don't have my manuals with me right now, but that doesn't sound right.

Yes, if you look at p.192 of the Main Rulebooks, in parentesis natural or cybernetic), besides if you can cast spells through Cyber why not be able to use this spell.

Clairaudience, on other hand does not specify, but I would assuem it would also.

Sorry for the time between responces just got home from work.
Mardegun
This thread has digressed Can we get back to my original question?

What kind of information can a mage get from astral projection?

1) General layout of building. However unless the mage can record his astral flight, it is all in memory ... could you imagine yourself trying to remember the layout a building, especially if you are traveling at light spell?
2) Enemy positions. Again this is certainly useful.
3) Get emotion imprints, which vary in the degrees of usefulness.
4) Look for mundane objects with a +2 moodier
5) With the use of a ally spirit or clairvoyance a caster can see normally from the astral plane.
6) Detect magical security

I know I am missing some things, but it is early and I haven't had any caffeine yet. smile.gif

Here again are some of the major bad points
1) Gone from the meat body too long and you die
2) You can't provide any physical assistance to buddies. This include spell defense.
3) You can't summon spirits or do any other exclusive action
4) You can't banish spirits while projecting, because it is a exclusive action
5) You body is a sitting target
6) If your body is moved, you could become lost.

On a side note, I don't see how a projecting mage is better than a physical mage when dealing with spirits. A physical mage can
a) Banish them
b) Summon spirits to help
c) Can cast the same spells a astral mage can to attack the spirit.

Plus, a physical mage doesn't have to worry about astral combat, which could lower his magic rating.

The critical question that I can't remember the answer to is ... Can a spirits on the astral plane use their power on people in the physical plane? I assume not, so unless the spirit materialize, the worst it can do is sound the alarm ... which of course is bad, but a astrally perceiving mage can handle the spirit.
Sphynx
QUOTE (Mardegun)
On a side note, I don't see how a projecting mage is better than a physical mage when dealing with spirits. A physical mage can
a) Banish them
b) Summon spirits to help
c) Can cast the same spells a astral mage can to attack the spirit.

Plus, a physical mage doesn't have to worry about astral combat, which could lower his magic rating.

Well, I asked out main guy why he always projects when he's providing our Astral Overwatch, and his reply was that he's a fox ShapeShifter Shaman, he heals physical damage (as done by spells) faster than he heals drain. nyahnyah.gif

However, his comment on Astral Projection as a whole was that it's superior for scouting. Read the rules on Astral Patrol, then reverse-logic it for players. He doesn't want his little 2-Body, 2-Str, 2-Qui to bog him down, and a physically-there mage has to worry about things he doesn't have to worry about (like bullets, since the minimum TN to resist bullet damage is NEVER lower than 2, even with all the armour in the world, a well places shot can take you down).

Astral Projection is as great defensively as being able to be ethereal, and just as much 'danger' as if you were perceiving. Considering the defensive value (mundane threats aren't a threat) it's worth the points.

Sphynx
TheScamp
QUOTE
1) General layout of building. However unless the mage can record his astral flight, it is all in memory ... could you imagine yourself trying to remember the layout a building, especially if you are traveling at light spell?

Well, you don't have to be travelling at light speed the whole time. The hours of astral time alloted to you should be plenty to get a really good idea of the place's layout. If it's not enough time, just pop back to your body for a few minutes and come back.
toturi
Edit: Off-topic
Frag-o Delux
How about if you checked out the building and then used a trid phastasm spell to reproduce the images you have seen. If you allow tht then you can take images of that. Technically all yo have to so is ahve seen something before to use Trid phantasm, not remember every detail. smile.gif
Darkest Angel
QUOTE
QUOTE (Darkest Angel)
the real benefits come after initiation with access to the metaplanes
I don't know what benefits you are thinking of. Metaplane access doesn't help with astral scouting, and astral scouting rocks, as Rev described.


Astral scouting has it's uses, but as I've already pointed out, there's plenty of other ways to skin that particular cat.

As for the benefits of metaplane access, they are many and they are good, but yes have nothing to do with astral scouting - I was merely commenting on how metaplanar access is good, and it can be only commonly obtained by projection.

QUOTE
QUOTE (Darkest Angel)
[The essence reduction while in astral space causes you to take] physical drain from those spell walls you're casting, as well as their area of effect being diminished from the moment you project [because your essence is getting reduced]
The Essence of the magician's astral form does not get reduced during an astral mission. (While you were out, SR3.173)


That'll teach you for putting words in my mouth, what I meant was - you take physical drain from casting in the astral which is bad enough on it's own, but for every hour you're in the astral your essence, and thus your magic reduces by 1, consequently impeding your magic.

[Edit] I just checked your reference, I hadn't noticed that bit before.

QUOTE
QUOTE (Darkest Angel)
a Shaman who conjured a Hearth Spirit at home and put it on Standby...
If the Shaman leaves that Hearth Domain (say to drive down the street) then the spirit no longer owes the Shaman any services (Domains, SR3.184).


My bad, there's an ambiguous sentence in MitS that implies you can, but SR3 is a lot clearer than I remember.
Darkest Angel
QUOTE (Frag-o Delux @ Mar 24 2004, 03:40 PM)
How about if you checked out the building and then used a trid phastasm spell to reproduce the images you have seen. If you allow tht then you can take images of that. Technically all yo have to so is ahve seen something before to use Trid phantasm, not remember every detail. smile.gif

It'd look all fuzzy and grey with weird coloured twinkly lights in and around it, that'd confuse the hell out of all the mundanes you're trying to help once they actually got inside and saw what it was really like. "Hey weren't there supposed to be pink fairy lights on this floor?"
Frag-o Delux
Well a mage who very adept at asral scouting might be able to creat the illuson then use the illusion to creat a better representation of what he saw. Like say he had a sustaining foci crated the illusion, sustained it then created a "artist" redition of wha the intereptups from the illusion of what he saw. Just a thought. If his team is use to working with the astral adept maybe they could start making interpretations. Like a group of satellite photo researchers. You know the guys that look at out of focus and grainy photos then determine wha they are looking at. Soemtimes they are on the money, sometimes way off, but generally close enough. Again just a thought.
Darkest Angel
Hmm I did intend it as a joke, but on the other hand I can see where things such as colour and lighting might make things very difficult for an accurate enough representation, either through illusion, inference in drawing from memory and even worse description, especially when labled doors and direction signs become an issue. A non tech savvie mage would have even more difficulty when trying to describe some machine component he never saw in his life before.
hobgoblin
say they have some spirit doing walkaround guard duty with orders to report to guardhouse the moment it spots someone without the correct id badge outside of visiting hours. the only one fast enough to stop that spirit is a astraly projecting mage. anyone else can at best cast a spell but that will not hold back a spirit unless we are talking creative use of the astral barrier spell...

3 things make astral projecting useful, speed, manuverability and the fact that he isnt on the same plane as the rest of the world smile.gif spells have the bad habbit of leaving drain damage, if your fast you will not even get a drop in essence when projecting.

basicly projection is only as useful as you want it to be. if you like useing spells and spirits to get the job done do so, others like doing it in person smile.gif
Rev
Banishing is a very good way way to eliminate a spirit giving it no chance to escape. Each round the winner gets to choose if the banishing continues, the looser cannot flee. A very good way to eliminate a spirit guard without projecting (can't banish while projecting, but astral combat works pretty well there).
crone
I usually use projection for scouting in the legwork phase of the run, so that I can still go in with the team. Being spotted by spirits is a hassle, but you can try hiding behind things. Any legwork you do risks alerting the opposition, so I don't mind that aspect too much. What I really like about it is you can just do it on the spur of the moment. If there is a ward, or astral guards, rethink, if not you can scout at your leisure. We don't have a decker, and me scouting is the quickest way to get information.

Knowing what astral security a place is useful, as spirits and wards can ruin your day on the physical too.

I've also used it to manifest in front of someone, and talk to them, both teammates, and others (yes, it tends to freak them out).

It's also a good way to eavesdrop.

Some runs, I use it a lot, and some not at all. But before I made that character, it came up often enough that we wished we had someone with astral projection that I was always going to take it.
hobgoblin
QUOTE (Rev)
Banishing is a very good way way to eliminate a spirit giving it no chance to escape. Each round the winner gets to choose if the banishing continues, the looser cannot flee. A very good way to eliminate a spirit guard without projecting (can't banish while projecting, but astral combat works pretty well there).

if you can start the banishing in time that is. a spirit in astral space means that you will have to go into perception to even figure out its there and then start the banishing, more then enough time for a astral spirit to get out of there. banishing is for when your under attack, stral projection is for when you want to intercept it...

as for anyone thinking that magic rating goes down as you spend time in the astral, wrong. while your body looses essence (the spirit is gone, mutch like the problem of cybermancy) the spirit keeps its essences and therefor its magic rateing topped of, its only when you return that you will notice the loss...
Jpwoo
Mardegun,

Without chopping the issue into minutia an easy measure of the usefulness of projecting is just keep track of how often it happens in a game. It is by no means the most amazing ability of a mage, and you wouldn't want to make an adept whose only ability was to astrally project, but there are definate times when it is useful.

Like anything in SR its usefulness is appropriate to the circumstances. You don't want to astrally project in the middle of a car chase for example. Though astrally projecting when you have someone to watch your body makes sense.

Your argument could be made on any number of subjects. One could argue that guns in shadowrun are overated, or riggers, or anything. So I am not really sure what you are looking for.

Use projection when appropriate.
blakkie
QUOTE (Darkest Angel @ Mar 24 2004, 03:17 PM)
QUOTE (Frag-o Delux @ Mar 24 2004, 03:40 PM)
How about if you checked out the building and then used a trid phastasm spell to reproduce the images you have seen. If you allow tht then you can take images of that. Technically all yo have to so is ahve seen something before to use Trid phantasm, not remember every detail. smile.gif

It'd look all fuzzy and grey with weird coloured twinkly lights in and around it, that'd confuse the hell out of all the mundanes you're trying to help once they actually got inside and saw what it was really like. "Hey weren't there supposed to be pink fairy lights on this floor?"

Photographic Memory. Best...Edge...ever. smile.gif

Or are you talking about the mage giving the view of how it looks from astral? That shouldn't be too bad, once the mundanes get used to seeing astral POV of the physical plane it won't be nearly as confusing. No worse than viewing a crappy CCTV security camera image on a cheapo 5" B&W screen. Not the greatest, but gets the point across.

EDIT:
QUOTE
Jpwoo
You don't want to astrally project in the middle of a car chase for example. Though astrally projecting when you have someone to watch your body makes sense.


Why not? Unless you are the driver you better at the very least Astrally Preceive. If you are chasing, you'll never throw an astrally projecting mage who is tailing you. If you are the one chasing you'll want to know about any spirits -before- the attempt to hide your prey, or crash your vehicle. Plus if they do give you the slip astral projection is pretty much your only chance in the near term of regaining the trail. Communication with your team/driver can be an issue, as well making sure you don't get lost from your body and have to search for it. But still having your vehicle hit a wall because of a Force 4 city spirit you didn't see coming sure as hell sucks too.
crone
How can an astrally projecting mage keep up with a speeding car? Slow movement is too slow and you can't keep track of the car if you're moving fast.
Lilt
I'd let the mage follow the cars, he can't assense something or observe in detail but if he's moving at relatively the same speed as the cars then observing them would probably not require observe in detail actions (unless you'd ask for observe in detail actions whilst the mage is following at the slow movement rate).
crone
Observe in detail = Perception check?
Frag-o Delux
blakkie wha tI meant is an astral mage could scout the building then come back to his mates and reproduce what he saw astrally with the illusion spell. Then give them a briefing or perhaps generate a permanent model of sorts, 3D graphics on a comp, or a mock up sand box like the military use.

I agree with the photographic memory edge. The character I have been playing has it and is a mage. I made him as a lone opperator that is now stuck with a team, it has been fun. The Gm suggested a lot of things and Photographic memory was one of them. So now he uses his skills for the team like checking out possible targets then briefign the team on the subject. USing affore mentioned technique.
simonw2000
QUOTE (blakkie)
Photographic Memory. Best...Edge...ever. smile.gif

Common Sense is better for new role-players. biggrin.gif
Lilt
QUOTE (crone)
Observe in detail = Perception check?
By the rules, you need to take a simple action to make a perception test and notice anything non-obvious. If the mage would normally, whilst using slow movement, take simple actions to see where the cars were (generic-looking cars on a crowded highway moving at the same speed as the rest of the traffic, ETC) then the mage is in trouble. If the chace is obvious (high-speed chaces much faster than the cars around them, sports-cars with turrets, or a chace on a deserted wilderness road) then I doubt the mage would me making perception tests much. It all depends what the GM considers to be 'obvious'.

Even if the mage does need to make perception tests usually/once in a while, he could still just slow to slow movement for a bit. It would also be possible for the mage to boost himself a bit further along the highway using fast movement once per round, slow and make his perception test, take some action, then repeat.
blakkie
Exactly, slow to look for details of the nonobvious nature as needed. The rest of the time going car speed, or faster to catch up. If there are spirits or other mages involved in the chase they should fall into the obvious unless Masked. Pop back into the physical if you need to communicate something really important to your driver. Or better yet have a spirit with you that can crash your opponent, cloak your car, speed up the car, or manifest for communication as needed.

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