tisoz
Sep 3 2003, 08:55 PM
I thought a shaman could only set up his lodge in an environment appropriate to his totem. How many have jungle? 5%?
Sphynx
Sep 3 2003, 09:19 PM
I suppose you could interpret it that way, but that's not how our groups have interpreted it. Page 163 of SR3 (BBB) reads like this:
QUOTE |
Totems are divided into wilderness and urban environments. Wilderness totems are animals found in the wilds of nature, while urban totems are animals found in the cities. Some totems fall into both categories and are found almost anywhere. A totem may have a preferred domain within the wilderness or urban environment, such as Bear preferring the forest or Eagle the mountains. A totem's environment affects where lodges devoted to that totem can exist. |
They differentiate clearly (IMHO) between Environment and Preferred Environment. There are only 2 Environments, Wilderness and Domain. Only 5% have a Preferred Environment of Jungle, sure, but any Wilderness Totem can (by our interpretation) have a lodge in a Jungle.
Sphynx
[Edit]Fixed Typos[/Edit]
phelious fogg
Sep 3 2003, 10:21 PM
Mages grow faster with Karma, but they only advance in magic. So a mage with 6 spellcasting is pretty much always going ot have it. Granted they will be increasing in spells and such, but they wont be gaining skills or attributes. Skills and Attributes cost a ton, but Gear which is always needed costs money. While the mage is off spending karma on spells and initiation, the rest of the team should be buying toys to augment their performance.
As far as finding spell formual, remember that anything over force 3 is illegal, so its not like you can find a legit intructor for it.
Anyways, if you want to slow down a mage, give less karma. YOu talk about spending 30 karma when it might take 10 runs to get that karma, in which case you arent evolving that fast anyways. Yes you seem to evolve faster, but you would still be on par with everyone else.
Try playing in a game where the GM gives 1ky and 1 karma per mission
Talia Invierno
Sep 3 2003, 10:32 PM
I nearly choked when I read your dice stats, Sphynx
I thought I was pushing it when I learned a Force 20 spell. (Don't ask how long that took.)
One hopes that no critters in the jungle decide that parts of the shamanic lodge are tasty ... or that the magician is. Given starting PCs in the priority system, average starting attributes for the magician will be lower by at least 3 total (6 if either a power or weapon focus is taken): therefore the magician's starting BD - that thing used to resist damage - will probably be lower
on average than that of mundane PCs. (The magician's starting skills will be lower by 10/16 for the same reason.) Fewer initial points ... a lag which, if it to be made up, will cost that much more karma.
It's absolutely true that a magician has more options within which to spend karma. In an infinitely long game, the magician will be the most versatile PC. In a somewhat shorter game with a relatively strong sense of teamwork, a magician in a team is expected to spend that karma at least to some extent in ways that will benefit the team as a whole. Most likely, those ways will involve enhancing the magician's magic or spell repetoire ... which represents karma that will not be spent on making up the starting skill and attribute lag. How many people here have played in a campaign which has spanned more than five game-years?
I didn't specify the type of rebounding wrt mistreating spirits of various types. To some extent, that's for the GM to decide, based on interpretation of various sections of the sourcebooks. Of course, one could always choose not to min-max allies and other spirits, and thus never to improve allies to a point where they actually run a chance of going free. No freedom, no consequences, right?
Just one quick direct comparison:
Offensive grenade: 10S damage, 30
, too common, 96 hours
Powerball Force 10: 10S damage, 6S drain, 5000
, 10/72 hours
RedmondLarry
Sep 3 2003, 11:06 PM
QUOTE (Talia Invierno) |
I thought I was pushing it when I learned a Force 20 spell. |
If several characters attempted it, each managing to roll 180 dice for their Sorcery skill every 20 days, they would average about 3 years each to learn the spell. How long did it take your character?
Fortune
Sep 3 2003, 11:23 PM
QUOTE (phelious fogg) |
As far as finding spell formual, remember that anything over force 3 is illegal, so its not like you can find a legit intructor for it. |
Just a note that anything over the Force of 2 is illegal, and would require a permit to acquire legally.
Cain
Sep 4 2003, 12:30 AM
QUOTE |
The problem in your example is, the Sam devoted everything to information gathering... The mage spent maby 18-30 karma on detection spells. The mage in your example is i'll say, 65%? as strong as the sam, in some situations even better. And he paid AN ORDER OF MAGNITUDE LESS for this. That's my beaf, and the real point of this thread. Its not that other characters can't be as strong as mages in a speciality... Its that a smart mage can be 50%+40%+80% (say, information gathering, combat, stealth and intrusions). The mage is thus at 170%, while most other characters are possibly 110% in their specialties, 10% for various utility. These numbers are fairly artibrary and pulled out of my electronic ass, but do you see the point I'm making? You can't look at a mage in only one area: Look at a full mage in ALL area's. The sum is more than the parts, exponentially more. Add in how fast they grow, and you can see the problem. |
I see what you're driving at, but the balance comes at chargen. The rigger/decker/sam I suggested could be easily made using Resources A, Skills B, and Attributes C. A mage would have to use at least one of those priorities on magic, thus taking a hit in other areas. So, he's spent an "order of magnitude" to get those abilities.
When covering all areas-- combat, intel, stealth, intrusions-- the super-versatile type would be at least equal to the mage for the most part. The mage does have some significant edges, but so does the rigger/sam. In intel, the mage will beat the cyberboy in anything astral; but anything technological, and the cyber will beat him hands down, every time. (Don't underestimate the information-gathering power of a decker.) In intrusions, the mage could have spells that will bypass cameras, but the techie will have the Electronics B/R skills to get the doors to open, and possibly even the ability to take control of a CCSS system. In stealth, the Improved Invisibility spell is quite powerful, but a rigger operating a stealth drone doesn't have nearly as much to worry him if he's caught.
And in combat, well... riggers are the 800-lb gorillas of Shadowrun combat. Not only can they control a small army of drones, but they'll be packing AV munitions as standard-issue. Trying to hurt a drone with magic is problematic at best; but hurting a mage with a Great Dragon ATGM is no problem at all.
While a mage can grow very powerful in Magic, if he chooses to grow in other areas, he won't advance any faster than anyone else would with the same amount of karma/cash. The mage needs karma to initiate, to raise skills and attributes, to bond foci, and possibly for an ally spirit. A mundane only needs karma to raise skills and attributes.
Also, don't forget about Drain. While a mage's spells are a powerful edge, it's the only such edge that carries a risk of being hurt for using it. True, mages with Centering and a high willpower will be able to soak most Drain, but if they're sustaining a lot of spells, it becomes much harder to pull off.
Realistically, I have a harder time controlling uber-sams and riggers than I do mages. Back in the days of 1st Ed, no matter what the opposition, a ripple of free-flight rockets would take it apart. If you want to limit mages, start enforcing the Background count rules more heavily-- as a battle progresses, the very violence and death of combat can easily cause a background count of 1.
Talia Invierno
Sep 4 2003, 12:44 AM
QUOTE |
(Don't ask how long that took.) - Talia Invierno
If several characters attempted it, each managing to roll 180 dice for their Sorcery skill every 20 days, they would average about 3 years each to learn the spell. How long did it take your character? - OurTeam |
So of course the first thing (he? she?) does is ask ...
One game year, almost exactly. The person who designed it for me was killing themself laughing by the end of it - we half-roleplayed the interval rolls. At least that time I wasn't learning it under SR2 rules with a Magic Theory of 2 ...
How many people here use the Rule of 1? I'm asking because there seem to be quite a few people suggesting Force 1 spells. Every group I ever played in learned very quickly never to do that.
RedmondLarry
Sep 4 2003, 12:55 AM
QUOTE |
So of course the first thing (he? she?) does is ask ... |
Of course! You were just inviting it, weren't you?
Regarding Force 1 spells, perhaps you're neglecting that a spellcaster rolls his/her Sorcery Skill to cast a spell, not the Force of the spell. The Rule of 1 rarely comes into play with a decent Sorcery skill. The Force affects not how many dice you roll, but typically either a limit on how beneficial the results might be or the TN for the resistance roll of the target(s).
Glyph
Sep 4 2003, 01:13 AM
On the subject of mistreating spirits, I only remember a little snippet in one of the earlier magic books. It was in the shadowtalk, someone describing an incident where someone had a low-force elemental manifest in a room, then grounded a spell (fireball or manaball, some such) through it and blasted everyone in the room (this was when you could ground spells through astrally active objects onto the physical plane, which was removed in Third Edition). A listener got very indignant, and said that the mage who did that would have a lot of problems getting elementals to mind him in the future. As far as actual in-game repurcussions:
Elementals, Zombies, and Watcher Spirits: none. They are not even particularly intelligent. Now, if an elemental becomes a free spirit, it might remember if it was mistreated. Zombies who become free spirits seem to bear enmity to their summoner no matter how they were treated.
Nature Spirits and Spirits of the Elements: none. However, shamans always have to watch how the conduct themselves, because they can lose their abilities if they displease their Totem.
Loa Spirits: They are far less controlled than other spirits, and a voudoun who mistreats the Loa is likely to lose his magical abilities.
Ally Spirits: Even if they are kept too weak to break free, it is probably a good idea not to alienate them. They can probably do all kinds of subtle things to sabotage the plans of their master if they are mistreated.
Person 404
Sep 4 2003, 02:13 AM
QUOTE (Glyph) |
Elementals, Zombies, and Watcher Spirits: none. They are not even particularly intelligent. Now, if an elemental becomes a free spirit, it might remember if it was mistreated. Zombies who become free spirits seem to bear enmity to their summoner no matter how they were treated. |
Actually, I seem to remember canon references to elementals sometimes following the letter of commands rather than the spirit, in apparently intelligent attempts to harm the conjurer within the bounds of their TOS. Not quite sure where, though.
Curugul
Sep 4 2003, 02:49 AM
QUOTE |
And in combat, well... riggers are the 800-lb gorillas of Shadowrun combat |
Sweet jebus are you right. We recently had a rigger (our first ever really) roll out Steel Lynx (? not sure if that's the name) drone, which proceded to kick the crap out of all all opposition. Mages, for all my bitching, are pretty easy to balance in a game: Step-up nuyen and magical opposition, cut down on karma, and change the cost of learning new spells (say, 2x force instead of force)... but Riggers....
Someone with more experience tell me, how do you deal with riggers dominating combat? I'm sure there are downsides and things to exploit against them, not sure what those are however.
Curugul
Greyfoxx
Sep 4 2003, 02:58 AM
Im not veteran, and this advice probably wont help but its the first thing that came to mind...
...EMP!!!
Cain
Sep 4 2003, 03:29 AM
Curugul: It's hard to balance riggers unless you really want to go into the minutae of the R3 rules, but Electronic Warfare can really ruin a rigger's day. Otherwise, just occasionally toss in situations where the Steel Lynx isn't as useful-- tight corridors, intelligent tactics, and so on. You can also use the Optempo and SOTA rules to keep them in check, over the long haul.
The thing I have the most trouble with is balancing the Great Dragon ATGM. With a relatively low availiability and low cost, plus an extreme effect, it makes mincemeat out of nearly everything. However, if you take it out, then riggers lose some of their ability to actually hurt an armored vehicle. Riggers *should* be equipped for vehicle-to-vehicle combat, but it's when the ATGM goes after soft targets that things get nutty.
But seriously, I don't see mages as any worse than a rigger with an Ares Guardian or a Strato-9. Equip either of them with a few ATGM's, and they're a match for a combat troll on kamikaze.
Kurukami
Sep 4 2003, 06:12 AM
QUOTE (Cain @ Sep 4 2003, 12:30 AM) |
Trying to hurt a drone with magic is problematic at best; but hurting a mage with a Great Dragon ATGM is no problem at all. |
Actually, the mages in the campaign I was playing in had very little trouble with them. They were, of course, all shamans. Summon nature spirit, spirit uses Accident power on drone, drone goes crashing into a nearby accident and gets wrecked quite quickly....
TheScamp
Sep 4 2003, 12:34 PM
QUOTE |
Offensive grenade: 10S damage, 30 , too common, 96 hours Powerball Force 10: 10S damage, 6S drain, 5000 , 10/72 hours |
The powerball's not even as effective as the grenade. It won't affect anything the mage can't see, and even worse, anything and everything the spell does affect is going to have the mage's astral fingerprints all over it.
motorfirebox
Sep 4 2003, 12:55 PM
on the other hand, the powerball does 10S over its entire area of effect, whereas the grenade loses a point of power every meter or two. then, the grenade has a larger area of effect than most powerballs. but the powerball likely stages better, given that most spellcasters have 6+ dice for casting.
it's a tradeoff. i wouldn't define either as being "more powerful", only "more (or less) effective, given the current circumstances".
TheScamp
Sep 4 2003, 01:10 PM
True, most people don't put a whole lot into Throwing weapons, but even with a skill of 4, you're still tossing 8 dice.
[edit]
There's also the decent possibility that the grenade is at least going to score a Medium wound. The spell is an all or nothing deal.
[/edit]
Talia Invierno
Sep 4 2003, 01:43 PM
QUOTE |
Of course! You were just inviting it, weren't you? - OurTeam |
... although not intentionally.
Re Sorcery skill - did take that into account. Then again, most of the Awakened types in our games (except elemental and sorcery adepts) traditionally did not start with Sorcery 6. On average, those adepts tended to be much more powerful than the full magicians! Like motorfirebox says, it's always a tradeoff. Advantages and disadvantages to all things, yes?
Glyph: that's one that was directly cited in our group, but it was before I owned the books, so I never knew it was from printed shadowtalk. I'm more canon-familiar with Person 404's "letter of the command", but I couldn't point to that in the books just now either.
Another quick point of comparison:
Ares Predator: 9M damage, 450 ¥ for the pistol, 2 ¥ per standard round, 2/24 hours
Manabolt Force 9: 9M damage, 5M drain, 4500 ¥ for the spell formula (edit: corrected to 900 ¥ for a maximum M drain spell), 9/72 hours
And I'll definitely agree that riggers can become absolutely grotesque, very quickly ... although still not unbalanced: they have a very specific function within the team, and can frequently be limited when stepping outside that function. Still, it's the GM's job to limit available Steel Lynxes
Curugul
Sep 4 2003, 08:35 PM
QUOTE |
Ares Predator: 9M damage, 450 for the pistol, 2 per standard round, 2/24 hours Manabolt Force 9: 9M damage, 5M drain, 4500 for the spell formula, 9/72 hours |
You're comparing a force 9 Manabolt to a heavy pistol?
ROFL.
Curugul
Talia Invierno
Sep 4 2003, 08:42 PM
And yet you never manage to explain why.
Glyph
Sep 4 2003, 09:38 PM
I'll take this one...
They may have a similar base damage, but the similarities between a manabolt and a heavy pistol end there. For one thing, the guy with the pistol can't decide "This is an all-or-nothing situation where I
have to get past this guy to escape. I'd better shoot my gun at 9D instead of 9M." Also, the mechanics are completely different. The mage casting the manabolt can use sorcery and Spell Pool dice, while the target only has Willpower to resist. The mage's TN is the target's Willpower, while the target resists a TN of 9. So, unless that target is an albino gnome otaku with the Magic Resistance: 4 Edge, I would say the odds tend to favor the mage. It gets even worse when you add Totem bonuses and foci to the mix. Ranged combat, by contrast, is more even. It is pistols skill versus Body, with both sides able to use Combat Pool, and with all of the targetting modifiers and the likelihood of the target wearing ballistic armor, the Target Numbers will be more even for both sides, too.
However, a heavy pistol
can usually kill an albino gnome otaku with the Magic Resistance: 4 Edge fairly easily.
TheScamp
Sep 4 2003, 09:49 PM
Then again, everyone and their mom has a heavy pistol. The wielder of a Force 9 manabolt is going to be slightly easier to find afterwards.
Talia Invierno
Sep 4 2003, 09:53 PM
I did misprice the spell formula - should have been 100
per Force level (for a maximum M Force spell) instead of 500
per level (for a maximum S Force spell). So while I'd already allowed for the person with the gun not being able to shoot above 9M and changed most of the spell accordingly, I forgot to do the same for the cost of the formula. Sorry about that.
But you think the odds favour the mage, against someone with a 5 or 6 WL, an equivalent level of Pistol skill and Combat pool, and appropriately heightened reflexes? Try it! Even with regular ammunition!
Edit (to finish the post):
Certainly some of the mechanics are different. Some, also, can be reasonably compared: Pistol / Sorcery skills; Combat / Spell pools. Totem bonus? Specialisation. Centring or elemental to reduce TN? Smartlink. The signature and other distinctiveness has already been (indirectly) noted. I used a 9 Force for straight comparison, but it isn't really: certainly seems as though the vast majority of Dumpshockers use a much lower Force level and rely on Sorcery skill to make up the difference. WL may usually be lower than BD, but that practice also makes for a much lower number for the target to resist against.
I would add that unlike spellcasting, shooting a firearm is a simple action: two actions per action phase to the mage's one.
Fortune
Sep 4 2003, 10:21 PM
QUOTE (Talia Invierno) |
I did misprice the spell formula - should have been 100 per Force level (for a maximum M Force spell) instead of 500 per level (for a maximum S Force spell). |
The problem is that it's not a 'maximum M Force spell'. Combat spells can be cast any any damage level the caster chooses at the time of casting.
Talia Invierno
Sep 4 2003, 11:33 PM
True. And I should never try to post when rushed. (It's not as though I haven't had that lesson here before ... I seem to be a slow learner.) So fair enough if I concede that point?
But a person with a pistol can always choose their ammunition. Simple action to change the clip to something more or less powerful, something explosive, something armour-piercing, something gel or rubber for stun damage. That would accomplish the same end you suggest - and both changing the clip and firing could occur in the same phase, still allowing that choice of damage within the time required for a single spellcasting.
And I mispriced and misquoted yet again: variable Force spell formulas are always purchased as though they were Deadly Drain (9000 ¥, 9 /7 days). I hope that's correct, now.
Person 404
Sep 5 2003, 12:36 AM
QUOTE (TheScamp) |
True, most people don't put a whole lot into Throwing weapons, but even with a skill of 4, you're still tossing 8 dice.
[edit] There's also the decent possibility that the grenade is at least going to score a Medium wound. The spell is an all or nothing deal. [/edit] |
Grenades get more deadly if you allow them to stage themselves via the optional rules in SR3 (which I do), and even moreso if you use overdamage rules (which I do). The average grenade will stage into one-over-deadly against anyone with body under 7, and they have the potential to get much higher. This is just dealing with the standard cheapo ones, too, not IPE or the like. Due to the weirdness of the shadowrun damage rules, even a 1 one-over-deadly attack is pretty dangerous.
Adarael
Sep 5 2003, 01:06 AM
The balance I've always found between AoE spells and grenades is this:
Grenades generally do much higher damage if you use IPE, and if you're using the MGL 6 or 12, you can lob 2 in one action. 15S max with IPE Offensive. They're more easily resisted by armor and body, plus you can use combat pool to get the hell outa the way.
Spells generally do less damage than grenades, at least numberically - they can be staged up easier, since Joe Average doesn't have as many dice to resist and can't use combat pool in *general* (though AoE manipulations break this rule).. And most importantly, there's no scatter on a spell. It goes off with the center exactly where you put it. But! Spells are a complex action and ensuring you let off an AoE with no drain will use all of your magic pool dice on the first pass.
TheScamp
Sep 5 2003, 12:20 PM
QUOTE |
Grenades get more deadly if you allow them to stage themselves via the optional rules in SR3 (which I do), and even moreso if you use overdamage rules (which I do). |
*shrug* Six of one, half a dozen of the other. Whether you use skill or 1/2 Power to stage, it's generally going to be a wash on average. In a chunky salsa situation, the optional staging rules will work out better. Otherwise, you're going to get better results using skill + combat pool.
And if they can see a mage casting, I think it's appropriate for the characters to try a Dodge test of some sort to try and get out of sight, or at least behind some cover.
Kurukami
Sep 5 2003, 06:02 PM
How easy is it to notice a mage casting a spell, anyways? I know that there's the geasa which can make it far more obvious, but what about normally?
I ask because of a situation which I may have mentioned earlier in this thread -- where a mage, caught by surprise and covered by numerous guns ready to shoot if he made a false move, still managed to get off a stunball at his assailants before they could shoot.
TheScamp
Sep 5 2003, 06:56 PM
Technically, mages can cast spells without really any obvious signs of the casting itself.
In your example though, I hope the mage kept some Spell Defense aside so he didn't get nailed by his own Stunball. That's just embarrassing.
Glyph
Sep 5 2003, 07:07 PM
QUOTE (TheScamp) |
Then again, everyone and their mom has a heavy pistol. The wielder of a Force 9 manabolt is going to be slightly easier to find afterwards. |
Guns can be traced by fingerprints and ballistics. But if a mage takes a few minutes to clean up his astral signature, then there is almost no evidence of the crime.
Now, the heavy pistol is a fine weapon, and can be extremely effective in many circumstances, but manabolt still usually has a better one-shot takedown capability (along with a lot of downsides, of course). But manabolt is the top of the line, spell-wise (although there are a few times where a damaging manipulation will work better). I would rather compare it to an Ares Alpha. Both of them can take down most targets if the attacker sacrifices a lot of dice pool to do so.
RedmondLarry
Sep 5 2003, 07:09 PM
See "Noticing Magic" on page 162 in SR3. Unless you are paying close attention, you're likely to miss the subtle hints that a magician is taking on that intense concentration necessary to cast a difficult spell. But if guards with Delayed Actions are paying close attention it is quite risky to cast a high-force spell.
Standard target number for someone paying attention to the magician is base 4 + caster's magic attribute - Force of Spell. This is a perception test, using situational modifiers and visibility modifiers (top of p. 232). Also apply modifiers from the table "Noticing Spellcasting Modifiers Table" (p. 162). The number of successes determines how well the viewer has identified what's happening (Perception Success Table, bottom of p. 232).
As a GM, I definately run that the concentration necessary to draw magical power together for spellcasting can be noticed before the spell is cast. Those with Delayed Actions and who observe it can take their action prior to the spell being cast. I would run that any guard who suspects the character is a magician is likely to take action on only 1 success (either to duck and hide or to shoot, depending on the corp's policies and the individual guard's inclinations). More successes will make shooting more likely. Different guards may have different numbers of successes. Guards trained in dealing with magicians should have been taught to tell suspects "Close your eyes", "Lay face down on the floor", or "Turn and face away from me with your hands clearly visible!" followed by "You so much as twitch and I'll splatter you all over the wall!"
TheScamp
Sep 5 2003, 09:19 PM
QUOTE |
Guns can be traced by fingerprints and ballistics. |
They can be, sure. But in a world where heavy pistols are throwaway items as they are in SR, one can easily afford to toss it in the river or the harbor every time you use it. Also, astral signatures are unique to the individual casting the spell. Guns are not.
QUOTE |
But if a mage takes a few minutes to clean up his astral signature, then there is almost no evidence of the crime. |
In a few minutes, a mage is going to have bigger problems than an astral signature. Problems like high-threat response teams automatically called in by the wrist monitor on the dead guard.
Sphynx
Sep 6 2003, 08:58 AM
Unlikely. Wrist Monitor might call DocWagon, but not a HTR team, especially in a nice secure environment like a Corp where the DocWagon waits outside the perimeter until the Corp ok's their entrance.
Maybe the HTR which response to the PanicButton pushed by the guard before he died, (assuming the decker/rigger did their piss poor job of not deactivating it), but not a WristMonitor.
Sphynx
Solidcobra
Sep 6 2003, 10:34 AM
biomonitor, activate alarm and send team when the monitored guard dies, shouldn't that work? If someone gets "geeked" by a mage and then the silent alarm goes of, the high-sec team of cyberzombies and mages attack, and the poor magician standing there would just waltz away? HOW?
toturi
Sep 6 2003, 12:45 PM
Killing someone and triggering his bio-monitor and such? Yes, I would think that the HRT/SWAT might be scrambled but not so quickly as to be nearly instantaneous. I mean the dead guy must be right next door to the local cop station.
I usually follow the Lone Star/Doc wagon response time given in the source books.
TheScamp
Sep 6 2003, 12:47 PM
QUOTE |
Wrist Monitor might call DocWagon, but not a HTR team, especially in a nice secure environment like a Corp where the DocWagon waits outside the perimeter until the Corp ok's their entrance. |
Corps have their own HTR teams, dude. And in a world like SR, a guard's sudden death will likely warrant one.
Sphynx
Sep 6 2003, 12:59 PM
Sure, if you're hitting a doubleA or TripleA corp. But how often is that? And even then, that's not at all their compounds, only their main areas that hosts enough employment/resources to warrant the pay of an on-standby HTR Team, everyzhere and everyone else depends on the Paid Corp for Security to send out their HTR, such as KE or LS.
Sphynx
Greyfoxx
Sep 6 2003, 02:50 PM
That's not entirely exclusive to mages, though. Any character who kills a guard with biomonitor would likely trigger the same effect. Now i dont see why this has become an issue.
If you can finish the run without alarming anybody, more karma to you! Then again, not all runs involve sneaking around. That's what i think makes SR balanced.
hobgoblin
Sep 6 2003, 05:03 PM
to have a biomonitor call the on call secuirty backup just change the signal to send or whre to send it and so on, its not like some corp cnat afford to have biomonitors that signal not only theyre local medical staff but in the event that the triggerd biomonitor is worn by a on duty security guard it allso calls the barracks...
Curugul
Sep 7 2003, 11:25 PM
Not to bump this thread when all arguments have been played out, but I have one final thing to add:
Do you see threads like: Do sam's have it too easy? Or: Adepts with weapon foci too powerful? Or: Face's unbalancing sr? The fact that there is even a debate lends some credence to the fact that magic has balance problems, even if your specific game has taken care of them.
Curugul
ps. Your my hero Polaris, keep up the good work on the Sust. spell thread
Cain
Sep 8 2003, 02:17 AM
Oh, I see plenty of complaints about certain pieces of gear being unbalancing, and it's only because the rules are so technical that we don't see more riggers out there.
I see no spell that is nearly as unbalancing as a Great Dragon ATGM; there's the running debate about the Viper Slivergun, and if you so much as mention the CED to certain people, their heads will explode. There are plenty of specific pieces of cyber or gear that cause all kinds of problems. And really, you don't seem to have trouble with mages in general; it's in very specific areas where you seem to have issues with them as written.
Siege
Sep 8 2003, 03:32 AM
QUOTE (hobgoblin) |
to have a biomonitor call the on call secuirty backup just change the signal to send or whre to send it and so on, its not like some corp cnat afford to have biomonitors that signal not only theyre local medical staff but in the event that the triggerd biomonitor is worn by a on duty security guard it allso calls the barracks... |
Not to derail the thread, but...
I would imagine that this kind of biomonitor well...monitoring would be relatively commonplace.
What if you get a heart attack and can't activate your DocWagon card? What if you pass out and never realize what's going on? That's reason enough for the average joe to have one wired to a transmitter, especially if they have some sort of medical condition that makes one prone to attacks or seizures or something else equally life-threatening.
Besides the biomonitor making sure your rent-a-guard isn't asleep on his or her post, it's also an early warning mechanism for a "something's up...Bob's heart monitor just flat-lined..."
Of course, this would require some sort of internal signal receiver to ensure that Bob didn't just walk into a weak signal area and registered as asleep, dead or off-line. Which means another bit of security to crack before penetrating the site.
-Siege