QUOTE (Seriously Mike @ Sep 8 2011, 08:48 AM)

Hmh, I'm still not sure if "critters can use Unarmed Combat skill instead of Astral Combat if they don't have it" applies to things that usually aren't dual natured, like people on Tempo. Common sense might tell that while paracritters like Barghests and Devil Rats can naturally spot and fend off spirits, some random goon snorting rainbows will not know how to clock an astral form with his fists all of a sudden.
I think Unarmed combat works fine with duel natured creatues and Astral Combat works well with purly astral creatures. I'm cool with imposing an additional penalty(probably -2), but I think "I punch it" is kind of a universal truth in combat. Especially for those trained in combat.
QUOTE (Seriously Mike @ Sep 8 2011, 08:48 AM)

As for grabbing guns - they can't do anything to an astral form, correct, but if an astral form strolls in to look around, his body and buddies most probably aren't far away, so the goons might as well go out, look around and shoot them up if they find them.
QUOTE (KeyMasterOfGozer @ Sep 8 2011, 08:55 AM)

Correction here... Grabbing a weapon would not be more effective, but it would certainly make sense. Guys who aren't used to doing astral combat might very well do that. Especially if they are tripping balls. If you saw a big glowy monster come through your wall and there were weapons around, I would think it would be your inclination to grab for weapons, even if it may not really be more effective for you. If you don't have the knowledge and experience fighting on the astral, and your mind is clouded with drugs, I don't think you would make logical leaps in a surprise combat situation.
The other players won't be around. They'll be elsewhere waiting for the mage to come back with his assessment of the situation(i.e. the other players will be fiddling around on their phones)
I could describe what the goons are doing, but unless it directly affects the mage he won't care. Me: "The goons are grabbing guns." Mage: "I don't care. I look for the thing." Me: "They're running into the streets, freaking out shooting at you." Mage: "Do they hit me?" Me: "No." Mage "I don't care. I look for the thing."
While it might or might not be something they'll do, it is irrelevant to the scenario because it wouldn't affect the participant. I'll probably have them make a Composer test at a penalty to describe the scene, but my players will most likely just ignore people who aren't a threat.
QUOTE (Seriously Mike @ Sep 8 2011, 08:48 AM)

Also, what Tempo is made of. Things will get much funnier if one guy pukes out a Shadow Spirit or simply gets possessed to smack Mr Mojo around on the astral.
Way to early in my narrative structure to make that reveal. They just found out about the stuff 2 sessions ago and have a whole year's worth of interaction with the drug to do. The baddies are First Nations, so having some weird spirit just hanging out feeding off the bad vibes might be a neat idea, though. Another neutral party that will get into the fray, but won't choose any side other than his own.
QUOTE (KeyMasterOfGozer @ Sep 8 2011, 08:55 AM)

You must have never been around people hallucinating from drugs. They could easily hallucinate something like that, however, they would not think it was a hallucination, even it if was a hallucination.
I don't think tempo has hallucinatory effects outside of the astral. In any event, this is a drug house. These guys have been told to keep an eye out for Lone Star cops astrally snooping around and rival gangs encroaching on their turf so they won't be caught entirely unaware. But making a Composuer test might be a good idea. thanks.
EDIT: Besides, having the bad guys do nothing because they are too freaked out is exactly the same as having the bad guys do nothing because they can't see him. It provides no impediment to the player's goals.
QUOTE (Ascalaphus @ Sep 8 2011, 09:04 AM)

I'd say relax the "no defaulting" restriction on Astral Combat a little, but don't let them use Unarmed Combat either, since they're not really used to the astral plane either. Don't let them act too coherently, more like a mob of mean drunks. Let them try to pile on to him.
While that was the plan(BC is part of the plan too, I just didn't think in relevant to mention for the questions I had), the mage could then open his book and say "No! They can't attack me because you can't default on Astral Combat!" and if I'm just making up or ignoring rules at my whim then I'm not being a neutral GM. FAQs say duel natured creatures default to Unarmed Combat, then that's what I have to go with. Otherwise every player at my table will think he has a better way to interpret the rules than I do and will think I'm being unfair, in which case no one is happy.
Besides, these guys don't have a boat load of Unarmed Combat anyway and their Willpower has already been reduced by the Tempo, so it's still just like 3 or 4 dice per guy. No one is a threat individually, but as a group these mooks can be impactful if the mage goes in alone. If the group decides to take them on as a team(i.e. with no one fiddling with their phones) then they don't stand a chance.