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Jérémie
How do you limit the Influence Spell ? What kind of things a mage can or can't do with it, in your opinion ?
LinaInverse
"These aren't the drones you're looking for...move along..." biggrin.gif

My GM and I got into a brief discussion on this recently. The big caveat to remember about Influence is that, while it's very flexible, once it fires off, the spell is over. I don't have my books w/ me, but the spell's description says this. So you can't make a permanent, continuous effect. We also were led to believe that one can't stack multiple Influences on a single person, though someone here might dispute this.

As for what it can do, I'd say the same as Control Thoughts; pretty much anything, but anything that directly contradicts the victim's moral, ethical or personal beliefs or self-preservation (ie, killing self, friends, etc), would give a Will check vs the spell's Force. That means that if the mage isn't present, only 1 success would prevent it, but if the mage was present, they'd have to beat the mage's successes.
Jérémie
What about the degree of complexity ? In your opinion, can you make someone in 126 days 14 hours 31 minute 22 seconds log onto the first computer he'll see and enter the matrix-equivalent of 2 full page of code he didn't understand while singing yellow submarine ? wobble.gif
LinaInverse
All my opinion; rule ninjas feel free to jump in...

I don't think one could make something keyed into something that specific in time (126 days, etc) because the average human being can't track seconds that precisely. The one caveat I would allow (if it were me) is if the victim was someone who had a continuous clock in their eyesight (ie, cyber eye option, I think).

Also, this suggestion would likely fail if at the appointed time, no computer was available (ie, if person was in the boondocks).

Entering code: If the victim had photographic (or headware) memory, then perhaps. If not, then prepare for a ton of syntax errors.

Sing Yellow Submarine, sure why not.

Make all the above happen? Up to your GM. If it were me, with the above caveats, then yes; however, if any preconditions fail (ie, no computer in sight, no recollection of the code, etc), then the whole thing would fail. Basically, Influence works best if the suggestion is relatively simple. When you attach pre-conditions, you are risking failure.
BitBasher
<my opinion>
No, Influence plants a single idea in the victim's head. There is nothing to indicate it happens other than right when the spell is cast. This doesn;t mean the victim will do it.

When working on a boring job someone might have the thought "I should just go home sick and tell the boss I'm not feeling well". That doesn't mean he's going to, it just means he had the thought.

Influence just impplants the thought, unlike control actions or control thoughts which forces them to carry it out. I see influence as being a far more subtle spell.

If you influence someone into somehting they were likely to do anyway, it'll work. For example, if two guards are in a guard booth and one was a porn hound, you could influence the partner to go to the bathroom right now, and influence the other to surf porn for a few minutes while his buddy is away. These are things these people would do. Trying to influnece a guard to unoad his weapon or shoot his buddy would be just like a passing strange thought and blown off. Spell suceeded, he had the thought, but it didn't have a chance of actually doing anything.
</my opinion>

If you want someone to absolutely do something, that's what control thoughts is for.
GrinderTheTroll
QUOTE (BitBasher)
If you want someone to absolutely do something, that's what control thoughts is for.

Right. Check the Social Test modifiers for things like negotiation and interrogation and you see that Influnce only gets +1 towrds the Open Test for each success.

It's like a watered down Jedi Mind-Trick.
Crimson Jack
I agree with Bitbasher.

The misunderstanding of how the spell works (ie place a thought in one's head vs. controlling the actions of a NPC) came up in a game once. The caster and team was pinned down in a trench with heavy bushes and foliage growing overhead. A team of mercs were firing blindly into the bushes. As long as the team kept their heads down, they were safe. Needing a diversion, the mage decides to crawl out of the trench until he can see one of the mercs firing at him. He tells me, "I cast Influence on merc X. I want him to stop firing, stand up and yell 'I'm Starman!'"

I look at him quizzically. "okayyyy."

So he casts the spell and I don't make the merc doing any of that stupid shit... because it was stupid shit. The merc had a fleeting brain fart during combat and quickly dismissed it so that he could concentrate on blowing the group away.
Sharaloth
That's not what the spell description says, BitBasher and CrimsonJack.

QUOTE (SR3 pg 196)
The spell implants a single suggestion in the victim's mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.


Emphasis mine. This shows clearly that the Merc would indeed have stood up and shouted 'I'm starman!', no matter how stupid it was. It's not just a random brain-fart, it's a command that the target will follow, probably without even thinking about it unless someone else brings it to their attention, or it violates deep seated moral codes or such. It's not a thought the spell implants, it's a command.
Jérémie
QUOTE (SR3 pg 196)
The spell implants a single suggestion in the victim's mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.

That's quite true.

So, despite that Control Thoughts has something to say about silly orders and Influence don't, would you allow it to do whatever ? Like jumping off the 20th floor ?

What about complexity, or time issue ? Would it be carried when the spell take effect, or can it be "in one week (or day, or year ?) do something" ?
BitBasher
QUOTE (Sharaloth)
That's not what the spell description says, BitBasher and CrimsonJack.

QUOTE (SR3 pg 196)
The spell implants a single suggestion in the victim's mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.


Emphasis mine. This shows clearly that the Merc would indeed have stood up and shouted 'I'm starman!', no matter how stupid it was. It's not just a random brain-fart, it's a command that the target will follow, probably without even thinking about it unless someone else brings it to their attention, or it violates deep seated moral codes or such. It's not a thought the spell implants, it's a command.

I don't care what the book says, I quite explicitly put <my opinion> tags around my post. That means that's the way I do it. smile.gif
Crimson Jack
The "someone" who pointed out what the NPC was doing was wrong, was the NPC himself. The problem with the Starman example is that its so unbelievable, that it would be easy to think, "man, that's just a lame idea. There's no way in hell that I'm doing that."

The spell is more plausible as what the title implies, an influence. Subtlety. Much cooler than Starman.
Sharaloth
Why take the spell at all then? It's fairly useless the way you've got it worked out. If you were going to have the spell be that rediculously underpowered, at least make it sustained and drop the drain code a bit, so the magician can keep adding thoughts (that do not have to be acted upon, and are just kinda annoying in a small way), and maybe earn some distraction points or something.

The way the spell is Crimson Jack, it works like a post-hypnotic suggestion, the merc would not realize that he was doing something stupid because he'd be acting on the impulse as if it were his own idea. He'd need an outside force to get him to realize that it wasn't as good an idea as it seemed when it was implanted. Have you ever seen people who've had hypnotic suggestions implanted? They don't even realize that what they're doing is out of the ordinary. The deal with the spell works like that, and it has the added bonus of being useable on anybody, unlike hypnosis (though difficult at higher willpowers). Sure the Starman thing was idiotic, but the merc wouldn't realize that until well after he did it. The only way he'd not follow through with the command is if he succeeded on the reistance test, or the spell's successes failed to pass the threshhold, at which point the spell failed anyways.

That's the way it works. Turning influence into a single, easily ignored idea makes the spell worthless.
BitBasher
It's not useless at all, far from it. The fact that's it's NOT obvious makes it worth tons for doing things you dont want discovered. Subtlety is worth its weight in gold in many circumstances. There are a lot of reasons to take this spell the way it's run in my games over a control thoughts, stealth being the main one. The other being that it's permanent and not sustained.
Herald of Verjigorm
Subtlety is a great value of influence, but declaring that the spell only works if the person was already going to perform that action sometime damages the spell. What you want would be the +1L "incur friendly whim" spell.
It takes 45 seconds to make an effect stick, and has serious drain. If a spell like that can only create mild impulses (which get discarded whenever the GM doesn't want it to happen), then you need to redefine stunbolt to only do force/2 power and only work when the GM has just been given a cookie by the spellcaster's player.
Dawnshadow
QUOTE (BitBasher)
It's not useless at all, far from it. The fact that's it's NOT obvious makes it worth tons for doing things you dont want discovered. Subtlety is worth its weight in gold in many circumstances. There are a lot of reasons to take this spell the way it's run in my games over a control thoughts, stealth being the main one. The other being that it's permanent and not sustained.

And every single one of the reasons in your game is also in the canon game.... plus a few others. You've taken some of the usefulness and versatility out of the spell, defined it as 'more subtle', but I don't see any benefits or making the spell easier to cast, even though it's been made less useful.

Given the choice between something subtle, a sledgehammer, and something that can be used subtlely with a little skill but can be used to power through situations that require it, I'll take the third choice every time -- barring mitigating circumstances of course.

"Subtle" can be worth it's weight in gold, but "versatile" is always worth its weight in gold.
BitBasher
Hey, people, Im not asking you to like it. I clearly stated it was a house rule. cope. If you don't like it, don't use it! wink.gif

The fact is my players lobbied for that change after the spell was used against them. Everyone in the game thought it was entirely too powerful as written. The power of this spell is literally insane if used as written. There's little if any reason to use any mind altering or control spell other than this one.
Sharaloth
This is how I'd work it. The spell is like a powerful post-hypnotic command, just as in the spell description. And just like a post-hypnotic command, it can make you do all sorts of wacky stuff, but not something you are fundamentally opposed to doing. 'Shoot your friends' is not a valid command, unless you happen to be crazy (which actually makes a lot of Shadowrunners prime targets for such a thing). 'you need to go pee NOW', on the other hand, is. As is 'stand up and say that you're Starman!' because nobody's really fundamentally opposed to saying they're starman.

Control thoughts on the other hand allows you to make people do things like shoot their friends, and though the target of the spell gets a resistance check whenever you make them do this stuff, if that check fails they GOTTA do it, and no amount of "hey buddy, why are you pointing that gun at your best pal?" is going to even slow them down.

If the mage casting the spell has the skill to overcome the target's willpower (avg. willpower of 3 makes it easy on mooks, you'd need at most 4 successes, but against the Shadowrunner average of 4/5 you need 8 successes to be sure of making the spell stick, often more), and the fortitude to take the drain the spell should have a fairly solid effect.
Crimson Jack
QUOTE (BitBasher)
Hey, people, Im not asking you to like it. I clearly stated it was a house rule. cope. If you don't like it, don't use it! wink.gif

The fact is my players lobbied for that change after the spell was used against them. Everyone in the game thought it was entirely too powerful as written. The power of this spell is literally insane if used as written. There's little if any reason to use any mind altering or control spell other than this one.

Indeed. My group and I are in agreement on this one. Influence is too powerful.

To illustrate the point (when the mage started bitching about it), I ran a mock combat with them, up against two mages with Influence 6 (as Equal NPC's). They owned the group by casting it on the right people. After that massacre, no one had a problem with a house rule caveat... once they knew that I'd never do that to them again.

And Sharaloth, everyone does not respond to hypnosis the way Hollywood or TV portrays it. I've read some about the subject and its anything but total mind control. So, saying that the spell works like a powerful post-hypnotic command that the subject will carry out, doesn't really mean all that much to me, considering that it doesn't work that way in reality. We don't house rule all that much, but this was one that we tinkered with.
kackling kactuar
QUOTE
To illustrate the point (when the mage started bitching about it), I ran a mock combat with them, up against two mages with Influence 6 (as Equal NPC's). They owned the group by casting it on the right people. After that massacre, no one had a problem with a house rule caveat... once they knew that I'd never do that to them again.

How did that combat play out, exactly? Influence needs to be sustained for 15 turns before it takes effect, and by all logic, the enemy mages should've been fried by the team by then.

Influence is really only deadly as an assassination tool. Of course, that doesn't mean you can't pull off some other fun stuff with it as well.
Dawnshadow
Most of the hypnosis I've seen worked pretty much perfectly -- on those who actually went under. About a third of the people it just didn't work at all on. Admittedly this wasn't a major study or anything, it was I think 30 people picked at random from a high school for mass hypnosis, but 66% being hypnotised as a group still gives a fairly good indication of how successful hypnosis can be.

There may be something to the point that it's entirely too powerful -- I don't know, but I think just being reasonable on both sides is a better solution. Making the spell only put a thought in the head seems like an overcompensation for how much it can do (personal opinion). Making the spell put the thought in the head and influence the reasoning to make the person come up with their own justifications for or against it? Might be more reasonable. Harder to do with NPCs -- depends entirely on the roleplaying abilities. But, so does "random" thoughts popping into the head.

Example being: influence the guard not to set off the alarm.. so he takes out his gun and investigates the disturbance directly instead, because the supervisor was in a really lousy mood and was going to tear his hide out if it's a false one, which it probably is, because 'I've worked here for 2 years and there's been dozens of false alarms compared to the once we were broken into'..

Another example 'Protect us!'.. so the corp security team leader starts shouting 'We need one alive!' and using nonlethal weapons.. because there might be a bonus if they take one alive enough to get what info they can about the Johnson.
Crimson Jack
Oh, I agree. Finding the middle ground is where it works best... and is also something that we (myself and group) can all agree upon. There are plenty of suggestions that could have been implanted into a merc's mind that would have bought the team time (virtual merc elimination). For example, if the mage needed more time, he could easily have suggested that the merc he spotted make a long round-about trip around the fire zone in an effort to flank the runners. This would've bought more than enough time for the team to start wiggling out of their position with one to two less mercs gunning at them (if the mage cast this again on another merc, and so on). Having him do something completely against his core, like jumping out of cover and screaming "I'm Starman", is not this type of example. It was on this point that I made the merc decide if this course of action was warranted or not.

Kackling Kactuar: Permanent spells are the same as sustained spells (p. 178, SR3 ~ Duration:Permanent). The caster keeps the spell sustained, until he need not any longer. No where in the description of Permanent Spells does it say that the effects are not present until after the required time has passed (in this case a base time of 15 turns). They are just sustained until that point.

And to answer your question, the way that combat played out was by the first Influence caster suggesting that the team mage cast manaball on the epicenter of his team, while the second Influence mage suggested that the wujen cast a manaball into the remaining (and slightly overlapping) core of runners. As they were surprised (as in the merc scenario), things got messy immediately.
Dawnshadow
I think that's a fairly hefty proof for why reasonableness is a must.. although I can't say it's a proof for why the core is too powerful, because I don't think it reads enough that you can frag your teammates (and possibly yourself).

I mean... I've done a similar stunt in combat, but I knew it wasn't going to affect my character or the other two with him, he had enough injury mods that he wasn't going to be able to score more than 1 success high enough.. and at force 4, that's almost ignorable.

What I'm noticing though, is that it seems like the tendency of people is to take something they've seen exploited excessively well, and overcompensate a little. Not always a lot, but the way it looks is that they take something down to a reasonable detweak.. and then a bit further because they really didn't like what they saw.

It definately works for the purpose of removing the problem, I just see it as being too much. Personal opinion though, since I've never been hit by influence.. just a force 10 control actions on will 6, with 3 successes.
kackling kactuar
Permanent spells are the same as sustained spells (p. 178, SR3 ~ Duration:Permanent). The caster keeps the spell sustained, until he need not any longer. No where in the description of Permanent Spells does it say that the effects are not present until after the required time has passed (in this case a base time of 15 turns). They are just sustained until that point.

Huh, you're right. In the case of Influence, that rule's basically a loophole that makes it a viable combat spell, because it doesn't have a permanent effect after the suggested action is carried out and the spell fades. Therefore, there's no need for the mage to sustain it at all.

I never realized this 'cause all the other permanent spells do need the caster to sustain it for the required length of time before they become useful. That's so fucked up.

It still doesn't make it any worse than Control Thoughts though, since you'll need to keep casting it every phase to achieve the same effect. Do you house rule that too?
Crimson Jack
It's not like I nerfed this in-game. This was house-ruled at the onset, written in the House Rules that I handed out to everyone at the onset of the campaign (some 2-3 years ago). I had to pull it back up so the mage could actually read that we had all discussed this way back when.
QUOTE
I think that's a fairly hefty proof for why reasonableness is a must.. although I can't say it's a proof for why the core is too powerful, because I don't think it reads enough that you can frag your teammates (and possibly yourself).

I'm not sure I'm following you. Please elaborate, if you care to.
QUOTE
What I'm noticing though, is that it seems like the tendency of people is to take something they've seen exploited excessively well, and overcompensate a little. Not always a lot, but the way it looks is that they take something down to a reasonable detweak.. and then a bit further because they really didn't like what they saw.

No, in this case a player forgot about a house rule before anything could be exploited. On his side of the spell or the NPC's. Because it affects both sides the same, its really not that big of a loss.

I can't seem to stress enough that until that particular incident, no one had a problem with not being Influenced the way the spell is written in the book. No one. That speaks more volumes to me than my one munchkin player who really wanted the Starman trick to work more for humor reasons than keeping in character and understanding the way we tweaked the spell.

I'm not sure exactly why theres such a fuss about a house rule? Perhaps as you say, you haven't been hit with it in game? wink.gif
Crimson Jack
QUOTE (kackling kactuar)
It still doesn't make it any worse than Control Thoughts though, since you'll need to keep casting it every phase to achieve the same effect. Do you house rule that too?

The whole reason for the house rule is that Influence is easier to resist Drain than Control Thoughts and it omits the ability for the person under the Influence to make a Willpower Test to refuse obeying the command.

Influence was house-ruled so that it follows the same vein of rules that Control Thoughts does (ie, NPC gets the opportunity to resist the suggestion if it goes against his gut/moral fiber/sensibility/veteran merc training in the bush). There's no point in making an easier-to-cast version of Control Thoughts, with a burlier effect.

So to answer your retort, No, I haven't house ruled Control Thoughts as that was never the problem. The problem is with the player (whom I'll mention again as being my one munchkin in the group) having taking Influence (with the lower Drain) and trying to use it as Control Thoughts.

In closing... this was a house rule. wink.gif

kackling kactuar
Personally, I think the +1 to drain power for Control Thoughts is easily offset by the need to recast the spell every time you want the target to do something. And the lack of a resistance check with Influence is balanced by the ability of someone using Control Thoughts to issue twice the number of commands in the same amount of time. But your game, your call.

QUOTE
Influence was house-ruled so that it follows the same vein of rules that Control Thoughts does (ie, NPC gets the opportunity to resist the suggestion if it goes against his gut/moral fiber/sensibility/veteran merc training in the bush).

From what you've said, it didn't seem like you even needed Starman to make a resistance check. The spell automatically failed because you thought it was a stupid suggestion. That alone completely gimps Influence and makes it significantly worse than Control Thoughts.
Dawnshadow
The manaball example: I'm not sure it should have been allowed to succeed, because most people are fundamentally opposed to killing their comrades until they do something to warrent it, and almost everyone is opposed to manaballing themselves. It is definately a good reason for why a spell like influence has to be treated reasonably, and the instructions kept reasonable, but I don't know if it's a strong reason for why it's an overpowered spell.

I think the debate is just for the fun of it -- I don't actually use any control spells on my shaman-adept, and it's a good way to figure out how other games are run.

As for spells being affected the same way for PCs and NPCs, I thought that was a given? I know I'd be ready to throttle a GM who decided that my spells followed one set of rules, and all the NPCs followed another. It's not an overall power loss for any one side in the game, just in the game itself -- which isn't necessairily a bad thing.
lorthazar
Control Thoughts, Sustainable spell and thus alterable. You can have some one tapdance for a fewrounds, shoot the president, sing show tunes, and set of HE grenades in their shorts. All in that order.

Influence, permanent, you could pull off one of these per casting
Crimson Jack
QUOTE (kackling kactuar)
From what you've said, it didn't seem like you even needed Starman to make a resistance check. The spell automatically failed because you thought it was a stupid suggestion. That alone completely gimps Influence and makes it significantly worse than Control Thoughts.

Despite your assumptions, which are based on a vague retelling of what happened in a game in which every player and GM agreed upon the house rule, the merc made a Willpower Test and succeeded admirably. Since you seem to be rather insatiably annoyed by another random person's house rule, it might settle your mind to know that his Willpower Test roll was accompanied by a negative target number modifier, as the suggestion went highly contrary with the veteran mercs training. No one has considered the spell "gimped", as you put it, as it works on the same power scale for the opposition and as we've been discussing, there is already another shades-of-the-same-exact spell in existance.

cough... house rule... cough. ohplease.gif
QUOTE (Dawnshadow)
The manaball example: I'm not sure it should have been allowed to succeed, because most people are fundamentally opposed to killing their comrades until they do something to warrent it, and almost everyone is opposed to manaballing themselves. It is definately a good reason for why a spell like influence has to be treated reasonably, and the instructions kept reasonable, but I don't know if it's a strong reason for why it's an overpowered spell.

Okay, for a bit more detail, I will explain. Since the only caveat to the spell forcing a player or NPC to do something that he knows is wrong, is if someone tells him so (and only then can he make his Willpower Test), then you have a problem when the group is surprised.
QUOTE
Characters who do not roll more successes than any member of the opposition suffer doubly.  If all opponents rolled more successes than that of the character, the latter is considered completely surprised and cannot take any actions, including Free Actions.

Since the group could only stand there with their jaws dropped, they weren't even allowed to talk amongst themselves as the spell took effect. Add to that, the fact that these spells are instantaneous. They're cast before anyone can interject.

Now the whole point of that scenario was to show how easy it was to completely disrupt play with one spell under a surprise situation (as was the case in the original merc encounter) with vastly underpowered and uneven (on the NPC's side) forces. When it became obvious that its not a very nice spell, everyone (mainly the original mage caster) acknowledged that it would be far better to keep the Influence spell house-ruled the way we had all agreed upon and use Control Thoughts for... well, controlling thoughts. Influence is house-ruled as a subtle version of the spell.

But you bring up an excellent point about how Influence has to be treated reasonably... which is why we came up with hard/fast rules on what is considered reasonable and what is not. We play that we'd rather have these kinds of arbitrations written down so no one gets pissed about something being "gimped" without their knowledge of the gimping.
QUOTE (Dawnshadow)
As for spells being affected the same way for PCs and NPCs, I thought that was a given?

It is a given. My point in bringing that up was due to the original caster wanting to do something ludicrous with Influence. When I showed him an alternatively ludicrous example (the twin Influence mage attack), he settled down. The understanding of how keeping it non-ludicrous all the way around the table seemed to drive the point home with him and the rest of the splinter universe dead team's corpses. smile.gif
kackling kactuar
QUOTE
Despite your assumptions, which are based on a vague retelling of what happened in a game in which every player and GM agreed upon the house rule, the merc made a Willpower Test and succeeded admirably.

A vague retelling which oddly became more and more specific and contradictory. But whatever. I'll take your word for it. nyahnyah.gif

QUOTE
Since you seem to be rather insatiably annoyed by another random person's house rule, it might settle your mind to know that his Willpower Test roll was accompanied by a negative target number modifier, as the suggestion went highly contrary with the veteran mercs training.

"Insatiably annoyed"? I think not. I just found this to be an interesting issue to discuss. There were a lot of good points you brought up that I haven't realized before.

But I guess some people here just can't avoid taking personal offense whenever they're challenged. smile.gif

Dawnshadow
Ah.. I hadn't realized that the 'knows is wrong' depended on someone telling him/her. I still think the situation as wonky -- you've got actions being taken by people who don't have any, but it does make a bit more sense now. Thanks for explaining.
Crimson Jack
QUOTE (kackling kactuar)
A vague retelling which oddly became more and more specific and contradictory. But whatever. I'll take your word for it.

To be honest, I didn't think it would spark this much enlightened discussion. I typically don't write in an extremely verbose form when I'm just shooting the shit about a topic. When conversation turns into debate, enter the specifics and "contradictions". Typically, posters don't write volumes on subjects that they don't feel need it. Case in point.
QUOTE (kackling kactuar)
"Insatiably annoyed"? I think not. I just found this to be an interesting issue to discuss. There were a lot of good points you brought up that I haven't realized before.

Huh, even on re-reading your posts, I'm finding it hard to read this tone that you're describing. If that's how it was though, then so be it. You were taking notes. Okay. Whatever.
QUOTE (kackling kactuar)
But I guess some people here just can't avoid taking personal offense whenever they're challenged.

Believe me, you've done absolutely nothing to personally offend me. I just didn't find any of your assumptions accurate. Feel free to challenge away. That's the reason why any of us post. To challenge each other, either directly or indirectly.

In any event, I have zero investment in you so I've not been damaged by your post... mentally or physically. Rest easy. devil.gif
kackling kactuar
QUOTE
Huh, even on re-reading your posts, I'm finding it hard to read this tone that you're describing. If that's how it was though, then so be it. You were taking notes. Okay. Whatever.

Have I ever attacked you as a GM? Have I ever said that you should change the way you game because of one of my opinions? I distinctly remember saying the exact opposite pretty explicitly, but maybe that's just me.

QUOTE
Believe me, you've done absolutely nothing to personally offend me. I just didn't find any of your assumptions accurate.

Except that I didn't make any assumptions whatsoever. Everything I said was aimed at something you stated previously. I can't help the fact that what you say keeps on changing with every post. nyahnyah.gif

QUOTE
In any event, I have zero investment in you so I've not been damaged by your post... mentally or physically. Rest easy. devil.gif

Damn, and I've already bought the chocolates and flowers.
Kesh
QUOTE (Sharaloth)
This is how I'd work it. The spell is like a powerful post-hypnotic command, just as in the spell description. And just like a post-hypnotic command, it can make you do all sorts of wacky stuff, but not something you are fundamentally opposed to doing. 'Shoot your friends' is not a valid command, unless you happen to be crazy (which actually makes a lot of Shadowrunners prime targets for such a thing). 'you need to go pee NOW', on the other hand, is. As is 'stand up and say that you're Starman!' because nobody's really fundamentally opposed to saying they're starman.

Except that example was standing up and staying he's Starman in the middle of combat. Somehow, I think that would be unreasonable, especially if they were trained for combat duty.
Sharaloth
See, I wouldn't have allowed the command to go through if said standing up would be likely to kill the Merc, that would be suicidal, and therefore something the merc was fundamentally opposed to. Getting the merc to shout out "I'm Starman!" without putting himself in the line of fire, however, is not. They'd do the shouting, they wouldn't do the standing. Similarly, I would have ruled that 'Manaball your friends' is an invalid command, and would be automatically ignored (especially if the manaball would have hit the mage himself, though exceptions could be made for the more psychotic of Shadowrunner magicians). A more valid command along the 'starman' lines would have to be phrased right: "When it looks like the coast is clear and you stand up to advance on the enemy position shout 'I'm starman!'". Then tell your chummers to hold their fire and wait until someone shouts that they are starman, then pop up and start blazing. That would be a tactical, intelligent use of the Influence spell that would also be accepted as something the Merc isn't fundamentally opposed to.
tisoz
QUOTE (Crimson Jack @ Apr 4 2005, 09:09 PM)
Permanent spells are the same as sustained spells (p. 178, SR3 ~ Duration:Permanent).  The caster keeps the spell sustained, until he need not any longer.  No where in the description of Permanent Spells does it say that the effects are not present until after the required time has passed (in this case a base time of 15 turns).  They are just sustained until that point.

I do not have effects happen until after the spell has become permanent. There was a big arguement over this quite a while ago and someone suggested I ask the FAQ. (Kind of silly to me because I rarely care what the FAQ says.) But here was the response:
QUOTE
Q When does a spell of Permanent Duration ( such as Treat or Influence) take effect? As soon as the magician casts it, at the end of the base time (perhaps divided by successes), or something else?

A At the end of the time it takes to become permanent (see p. 178, SR3).

:: Rob Boyle ::
Shadowrun Developer for FanPro LLC
info@shadowrunrpg.com ~ www.shadowrunrpg.com


My main reason for ruling that they do not have an effect until permanent can be seen in the example of Influence. The magician casts Influence in turn one, it succeeds, the target becomes a victim, the magician drops the spell because there is no longer a need to sustain it for 14 more turns. That seems to go against the reason for permanence. My ruling just means do not cast permanent duration spells during combat, or when counting down initiative, unless absolutely vital.
Tarantula
Tisoz, that directly contradicts the wording of Permanent on the page they cited. "If the caster stops sustaining the spell before the required time has passed, its effects disappear, the same as a sustained spell." Meaning the effects start as soon as the spell is cast.
tisoz
That is what everyone kept hitting me with.

Notice I said "I rule". I just don't see the effects even starting until it has become permanent. If it gets interrupted before the time it takes to become permanent, the mage wasted his time, nothing happens and the time he took doesn't get applied to his next attempt.

I am not saying this is backed by any wording in any book, just what makes sense to me. It makes sense to me based on duration. Instant happens instantly, sustained happens as long as sustained, permanent happens after it has gone through the mechanics to make it permanent. Those mechanics are said to be sustaining it for a number of turns. You may say that then it is a sustained spell until it becomes permanent, I (house) rule this is a simple way to explain the mechanic and does not change the spell from permanent to limited sustained followed by permanent.

Maybe this will be corrected in 4th edition. Someone can feel free to inquire.
BitBasher
It's FAQ answers like that that scare the bejesus out of me in regards to 4th edition. This man will quote a page reference that will absolutely directly contradict the line he just told you when you asked for clarification. This does not instill me with a sense of competence for building an entire edition of a game, no offense to anyone involved.

I've got a bad feeling about this.
Psiclops
QUOTE (Tarantula)
Tisoz, that directly contradicts the wording of Permanent on the page they cited.  "If the caster stops sustaining the spell before the required time has passed, its effects disappear, the same as a sustained spell." Meaning the effects start as soon as the spell is cast.


The way I read that section, it is open to interpretation.

The portion "its effects disappear" in this case could indicate that the influence ceases to exist, perhaps because it did not get fully formed. A permanent effect needs "the required time" to pass before it becomes a permanent effect. Is there a rule that states that the effect is fully permanent before the required time has passed?
BitBasher
QUOTE (Psiclops)
QUOTE (Tarantula)
Tisoz, that directly contradicts the wording of Permanent on the page they cited.  "If the caster stops sustaining the spell before the required time has passed, its effects disappear, the same as a sustained spell." Meaning the effects start as soon as the spell is cast.


The way I read that section, it is open to interpretation.

The portion "its effects disappear" in this case could indicate that the influence ceases to exist, perhaps because it did not get fully formed. A permanent effect needs "the required time" to pass before it becomes a permanent effect. Is there a rule that states that the effect is fully permanent before the required time has passed?

That interpretation doesn't hold water. Something that has no effects yet cannot have those effects "cease to exist". Somehting which does not yet exist cannot cease. Had it said "If the spell is dropped then the spell will not take effect" then it would be a different story.

The definition of cease is:
1) To come to an end; stop
2) To stop performing an activity or action; desist: “fold our wings,/And cease from wanderings” (Tennyson).

Something which is not started yet cannot cease.
Talia Invierno
Going back a bit, pre house rule discussion:
QUOTE
Why take the spell at all then? It's fairly useless the way you've got it worked out. If you were going to have the spell be that rediculously underpowered ... Turning influence into a single, easily ignored idea makes the spell worthless.
- Sharaloth

QUOTE
declaring that the spell only works if the person was already going to perform that action sometime damages the spell.
- Herald of Verjigorm

The major benefit of Influence imo is that the person sees the action completely as their own idea. That adds a great deal of force behind the extremes to which a person might be willing to go to carry out that action -- as their own idea, vs something they're fighting every step of the way. That makes it not only not underpowered, but quite the contrary. Influence + Alter Memory make a particularly dangerous combination, this way.

As to whether it's a limitation that the action be something already dwelling somewhere in the person's psyche, something to which the person is not utterly opposed: society frequently holds us back from some rather extreme imaginings -- and Influence can reduce or even negate the relative strength of those social bindings. (Haven't any of you ever imagined wanting to do something -- painful -- to that particularly annoying co-worker?) So there's really very little limitation on what you can get a person to do, provided you approach it appropriately (ie. from their pov).

Also, see Jung's concept of the Shadow vegm.gif
Crimson Jack
QUOTE (kackling kactuar)
Except that I didn't make any assumptions whatsoever. Everything I said was aimed at something you stated previously. I can't help the fact that what you say keeps on changing with every post.

Whatever. I'm not going to get into a semantic argument with you over what justifies an assumption. Had you asked about the process involved in the situation, you would have known that my decision to nullify the effects of the Influence spell were based on the rules in the book and our house rule. Instead you assumed that it was based upon me only thinking it was stupid and nothing else. That is an assumption. Regardless of whether you had all of the info.

And regarding the "changing with every post" comment, let me requote myself so you can read what I've already written on this same tired subject:
QUOTE (Me)
To be honest, I didn't think it would spark this much enlightened discussion. I typically don't write in an extremely verbose form when I'm just shooting the shit about a topic. When conversation turns into debate, enter the specifics and "contradictions". Typically, posters don't write volumes on subjects that they don't feel need it. Case in point.

On to other more pointed comments...
QUOTE (BitBasher)
It's FAQ answers like that that scare the bejesus out of me in regards to 4th edition. This man will quote a page reference that will absolutely directly contradict the line he just told you when you asked for clarification.

Indeed. Truth be told, I didn't know about the Influence FAQ piece, but considering the answer, I wouldn't go with it anyhow. Its easier to change the spell than to change the means by which Permanent and Sustained spells are defined for one spell. Ugh.
QUOTE (BitBasher)
Something which is not started yet cannot cease.

Our understanding as well.
kackling kactuar
QUOTE
Whatever. I'm not going to get into a semantic argument with you over what justifies an assumption. Had you asked about the process involved in the situation, you would have known that my decision to nullify the effects of the Influence spell were based on the rules in the book and our house rule. Instead you assumed that it was based upon me only thinking it was stupid and nothing else. That is an assumption. Regardless of whether you had all of the info.

Nice to know you're not going to get into a semantic argument over what justifies an assumption.

Oh yeah, and your decision to nullify the effects? And here I thought you said it was the decision of the dice. nyahnyah.gif
Crimson Jack
Oh Sweet Jesus of Dumpshock...

Read the quote that you just used:
QUOTE
my decision to nullify the effects of the Influence spell were based on the rules in the book and our house rule.
kackling kactuar
Relax, I was just messing with you. I already said I'll take your word for it, no? smile.gif
Herald of Verjigorm
This is Dumpshock, no one has a sense of humor except when it's their joke laughing at someone else. Not even smileys provide any comfort for those who can find a way to take offense at a comment. spin.gif
Fortune
QUOTE (Herald of Verjigorm)
This is Dumpshock, no one has a sense of humor except when it's their joke laughing at someone else. Not even smileys provide any comfort for those who can find a way to take offense at a comment.

That's taking generalization to the extreme, and I find it highly offensive! nyahnyah.gif
Crimson Jack
QUOTE (kackling kactuar)
Relax, I was just messing with you. I already said I'll take your word for it, no? smile.gif

Forgive me if I don't get your jokes. In reading over them again, they truly are the stuff of comedic legend. nyahnyah.gif
kackling kactuar
It's cool, I'll be here all week. And the week after that. And the week after that. Eventually I'll have you rolling on the floor clutching your sides and roaring with laughter just by walking into the room.

Oh, wait...
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