QUOTE (Demonseed Elite @ Jul 5 2011, 02:48 PM)
I am mostly comfortable with the idea that background count alters spells cast into it from outside, even though that wasn't my intention when writing it. And it doesn't conflict with RAW, really, so even a GM who feels bound by RAW can easily make that ruling. I do still have an issue with the ritual magic aspect because that interpretation seems to kill the point of doing a ritual within an aspected domain.
I'm not so bothered by it as the mana conditions at the caster(s) and the recipient locations *SHOULD* have an affect. They do when adjudicating mundane actions. Should work the same for magic too.
Logically, do you really want to attack your opponent while they are in a position of strength? So your spotter has you wait until the target moves into a less advantageous location.
In the event of a target with Astral Hazing, you simply have to deal with it.
QUOTE (Demonseed Elite)
I have major issues with the Astral Hazing negative quality, to the point where I wouldn't allow it in my games. Not without a substantial rewrite of how it works. And yes, even in the case of cyberzombies, astral hazing needs an upper limit on how far the hazing will expand because otherwise it can get ridiculous. Hell, don't put any legs on your cyberzombie and you have a background count generator.
The simple solution IMO would be to have it tied to the absolute value of the CZ's essence. Rating = Absolute Value of negative Essence. Have the starting range be the same value and it can grow up to 10x the absolute value. Yes, it does make it easier to track it down since it's a smaller area but at the same time, it only gets so big before the overpowering strength of the Earth's manasphere begins to normalize it.
QUOTE (Demonseed Elite)
And there's still the question about whether cyberzombies generate mana fields and what happens when a cyberzombie is within an area of more extreme background count than their hazing effect. Do they really totally ignore ambient mana levels or would a mana void or mana warp possibly tear a cyberzombie apart like they do to spirits.
I would handle this like so:
Take the ambient mana field and subtract the absolute value of the haze. Then have the CZ make the resistance test (I think it's mentioned in SM) but with bonus dice equal to the haze rating.
Example:
Haze rating: 4
Ambient Mana: 10
Subtract like so... 10 - 4 = 6
Base the resistance test against the result.
Reasoning: The rituals used are to ensure the spirit stays so it stands to reason that anything that would try to disrupt that would be actively resisted by said enchantments.