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nick012000
QUOTE (NightRain)
QUOTE (Fortune @ Oct 2 2005, 02:43 PM)
I vote 'no' as well. I feel that there is no real way to improve the aim of the spell without other magical means.

What a wonderful idea for a new form of metamagic

Maybe something like Dragonball Z, where yopu just stand there, building up the magical energy in your hand until you shoot it out.

"Ka...me...ha...me...HA!!!!"
Azralon
QUOTE (nick012000 @ Oct 2 2005, 11:01 PM)
QUOTE (NightRain @ Oct 2 2005, 02:28 AM)
QUOTE (Fortune @ Oct 2 2005, 02:43 PM)
I vote 'no' as well. I feel that there is no real way to improve the aim of the spell without other magical means.

What a wonderful idea for a new form of metamagic

Maybe something like Dragonball Z, where yopu just stand there, building up the magical energy in your hand until you shoot it out.

"Ka...me...ha...me...HA!!!!"

How 'bout no?

Someone please play a DBZ-themed mystic adept in my game so I can demonstrate the awesome lethality of aimed called shots and the panther cannon.
Siege
I always preferred a dragon punch myself.

It's a schtick and if magic does manifest in forms familiar to the user, I expect a lot of superheroes and video game adepts would start cropping up, considering our fascination with both mediums.

Frag, there should be at least one Sailor Moon mage running around somewhere and a spikey-haired kid muttering to the Pharoh as he throws down card-shaped Foci to invoke his spells.

I draw the line at spells taking the form of small, cute animals that then cast the spells, however. biggrin.gif

-Siege
warrior_allanon
i havent tried anything around DBZ, i dont like the anime, i have however made a Yu Yu Hakusho based character for SR3 that didnt turn out to bad...was a phys mage with a force 6 manabolt spell but only one point in magic, so he could only currently cast it at force one or at most force two without getting a power focus, i only played him in one game but he worked out alright

what about that character concept seige
Ranneko
QUOTE (Siege)
I draw the line at spells taking the form of small, cute animals that then cast the spells, however. biggrin.gif

Seige, clearly those are just bound spirits.

Doesn't quite explain the cap of 6 those, I guess they all just have the same charisma.

=P
Azralon
QUOTE (Siege)
It's a schtick and if magic does manifest in forms familiar to the user, I expect a lot of superheroes and video game adepts would start cropping up, considering our fascination with both mediums.

Frag, there should be at least one Sailor Moon mage running around somewhere and a spikey-haired kid muttering to the Pharoh as he throws down card-shaped Foci to invoke his spells.

I draw the line at spells taking the form of small, cute animals that then cast the spells, however.  biggrin.gif

Once again, I find myself agreeing with Siege. Thematics and schticks are what make magic "comfortable," just like it made custom Matrix icons fun to design.

I even had a guy who wanted his character to follow the "Jedi" tradition once; now with SR4 flexbility, maybe he could resist drain with Intuition + Willpower. Cross-genre concepts is one of Shadowrun's appealing elements to me; cross-continuity concepts ain't. I told him he could think he was a Jedi, but he'd still be using magic. He can call it the Force all he wants.

Perhaps I shall make a go-gang with an anime theme so as to inherently generate animosity (pun intended) and loathing from my more serious players. Complete with verbal announcements of when they cast spells and use particular martial arts moves. embarrassed.gif
Azralon
Spellcasters with Bear as a mentor get +2 to resist physical damage; troll adepts rejoice in your further indestructibility.

But what happens to spellslingers who are overcasting? Do they get +2 dice to resist the physical damage done by the drain associated with casting a spell at a higher Force than their Magic?

Or shall I (happily) assume that there is enough distinction between physical drain and physical damage to where the +2 does not apply for overcasting?

If not, then I forsee many Bear magicians overcasting quite a bit and then turning around to heal (with their +2 bonus on Health spells) the physical damage that they so easily resisted. Slap on Quick Healer while you're at it. nyahnyah.gif
FrankTrollman
QUOTE (Siege)
Frag, there should be at least one Sailor Moon mage running around somewhere

-Siege

Not a problem. In SR3 this was handled game mechanically by being a Houngan. You did your Sailor Senshi transformation sequence (which was summoning a spirit and being possessed by it), after which you didn't really look any different but noone recognized you. While in your Scout form you got access to a number of specific powers that you could use over and over again, and when you finally turned back into your normal self you were totally exhausted. And of course, eventually you learned how to do your super transformation, which gave you an even spiffier outfit and some extra powers - which game mechanically meant that you initiated and learned Invoking.

Of course, all the Sailor Scouts had access to a number of powers that were usable while in their human forms (such as Usagi's Physical Mask and Ami's Analyze Device), so they were clearly Full Mages, Aspected Traditionalists, or Physical Mages (Personally, I'd go with Aspected Traditionalists, as I think Usagi can only use Illusion and Helth spells while in human form). Super Heroes who actaully can't use powers while in human form (such as Captain Marvel or Thor) are simply Aspected Conjurers.

With SR4's open tradition system, it's going to be even easier once Possession comes back as an option in Street Magic. I have a working version here:

http://forums.dumpshock.com/index.php?showtopic=9822

Which means that Sailor Mercury is simply an Aspected Traditionalist of a Possession Tradition that associates Water Spirits with Detection Spells. So she can possess herself with Water Spirits and cast Detection Spells. Of course, this means that she can also reanimate corpses as Zombie Mercuries, but we can assume that she's enough of a good guy that she doesn't. She probably doesn't even have a binding skill.

-Frank
RunnerPaul
Frank, I want you to know, you officially scare me.
Azralon
*cries*
blakkie
QUOTE (RunnerPaul)
Frank, I want you to know, you officially scare me.

Because he has ever considered Sailor Moon and SR in the same moment in time? Or because he's watched Sailor Moon enough to have that sort of detail on it? wink.gif
Azralon
Both valid points.
blakkie
QUOTE (Azralon)
Both valid points.

It could be worse; The Thin H Line Fighting Evil By Moonlight.

P.S. No i'm not going to link. wink.gif
FrankTrollman
Any other magic-types people want converted? It isn't very hard.

-Frank
Azralon
I quote the moral from many sci-fi tragedies:

"Just because you can do a thing, does not mean you should do a thing."

biggrin.gif
Gothic Rose
QUOTE (FrankTrollman)
QUOTE (Siege @ Oct 2 2005, 11:12 PM)
Frag, there should be at least one Sailor Moon mage running around somewhere

-Siege

Not a problem. In SR3 this was handled game mechanically by being a Houngan. You did your Sailor Senshi transformation sequence (which was summoning a spirit and being possessed by it), after which you didn't really look any different but noone recognized you. While in your Scout form you got access to a number of specific powers that you could use over and over again, and when you finally turned back into your normal self you were totally exhausted. And of course, eventually you learned how to do your super transformation, which gave you an even spiffier outfit and some extra powers - which game mechanically meant that you initiated and learned Invoking.

Of course, all the Sailor Scouts had access to a number of powers that were usable while in their human forms (such as Usagi's Physical Mask and Ami's Analyze Device), so they were clearly Full Mages, Aspected Traditionalists, or Physical Mages (Personally, I'd go with Aspected Traditionalists, as I think Usagi can only use Illusion and Helth spells while in human form). Super Heroes who actaully can't use powers while in human form (such as Captain Marvel or Thor) are simply Aspected Conjurers.

With SR4's open tradition system, it's going to be even easier once Possession comes back as an option in Street Magic. I have a working version here:

http://forums.dumpshock.com/index.php?showtopic=9822

Which means that Sailor Mercury is simply an Aspected Traditionalist of a Possession Tradition that associates Water Spirits with Detection Spells. So she can possess herself with Water Spirits and cast Detection Spells. Of course, this means that she can also reanimate corpses as Zombie Mercuries, but we can assume that she's enough of a good guy that she doesn't. She probably doesn't even have a binding skill.

-Frank

*Blink. Blink Blink. Blink.*

That is...so...cool....
Eyeless Blond
Have you considered doing Ally spirits Frank?
FrankTrollman
QUOTE (Eyeless Blond)
Have you considered doing Ally spirits Frank?

Yeah, I should probably do that.

By which I mean, I just wrote the prototype. Karma costs have been slightly tweaked and the rules for creation have been somewhat streamlined (when was the last time you saw someone fail the TN 3 Conjuring test?) in keeping with the design principles of SR4.

-Frank
elbows
I had to do a quick version of ally spirits to convert an SR3 character in my campaign. I basically decided that ally spirits are ordinary spirits that are bound permanently. They can't cast spells anymore, and their manifest forms have to fit with the type of spirit.

The character I was converting had an ally spirit that manifest as a cat (2 forms: housecat and panther), and she had never really developed the sorcery powers -- the spirit only knew the 1 spell it started with. So I converted it as a permanently bound beast spirit of the same force.

Of course, this is a lot different than the old version of ally spirits, and it won't let you make dikoted AVS ally spirits smile.gif
But it's very streamlined and avoids introducing a whole new type of spirit with different powers.

I didn't do creation rules since I was just converting a character, and I haven't really thought about how ally spirit improvement will work yet.
Feshy
QUOTE
It could be worse; The Thin H Line Fighting Evil By Moonlight.


Wow, someone else who remembers it from when it was The Thin H Line, and not it's current incarnation, Sexy Loosers.

Uh.. I mean... You are one sick puppy, reading that stuff which I have never heard of, being such a decent and honorable human being. Yep, that's my story, I'm sticking to it.


On an actually related note, I too would like to seem some clarification on the Bear totem. Following it to the letter means bear shamans always overcast, then always heal themselves, and get bonuses to both. Scary stuff.
Azralon
QUOTE (Feshy)
I too would like to seem some clarification on the Bear totem. Following it to the letter means bear shamans always overcast, then always heal themselves, and get bonuses to both. Scary stuff.

Oh, bless you for moving the thread back on track.
FrankTrollman
I seriously don't see how you can even make the argument that Bear gives you bonuses to resist overcasting drain. The procedure for drain is that you make a drain resistance check against the Drain Value, and the Drain Value is subsequently applied as damage. At no time do you ever make a damage resistance test, so bonuses to resisting damage are useless. The Bear Totem no more assists in drain reduction than bone density augmentation does.

-Frank
Feshy
QUOTE (FrankTrollman)
I seriously don't see how you can even make the argument that Bear gives you bonuses to resist overcasting drain. The procedure for drain is that you make a drain resistance check against the Drain Value, and the Drain Value is subsequently applied as damage. At no time do you ever make a damage resistance test, so bonuses to resisting damage are useless. The Bear Totem no more assists in drain reduction than bone density augmentation does.

-Frank

Hmmm... let's look at that suggestion.

Bone Density says:
QUOTE
Increase the recipient's Body by the bone density rating for damage resistance tests.


vs Bear Totem's

QUOTE
+2 dice for resisting Physical damage.


and the drain test reads:

QUOTE
Magicians roll [tradition appropriate dice] to resist Drain.  Each hit on the Drain Resistance Test reduces the Drain value by one.  Note that wound modifiers or sustained spells have no effect on the character's dice pool for Drain Resistanc Tests (never noticed thab before, good to know).  Drain damage for spells is Stun damage unless overcasting.


Implied then is that when overcasting it is Physical damage.

When looking up damage resistance tests, you find:

QUOTE
Damage Resistance Tests


Which is a specific type of test, the mechanics of which I don't think I need to type out. (Though, interestingly, it mentions that wound penalties do not apply to it, but sustained spells are not mentioned here.)

Thus, if you are extraordinarily pedantic, you can claim that while the drain test is most certainly NOT a Damage Resistance Test, it IS a test to reduce physical damage (while overcasting). After all, the bear totem does not add dice to any specific test type (Drain Resistance nor Damage Resistance) but to a specific damage Type (Physical vs. Stun). And that damage type is a possibility in both test types. Claiming it doesn't apply to a Drain test (because it is not mentioned) is about as valid as claiming it doesn't apply to a Damage Resistance Test (because it also isn't mentioned).

I *think* what was meant was instead that the bear bonuses would apply to a more limited number of Damage Resistance Tests (specifically, those that resist physical damage) but as written *could* be interpreted otherwise. Maybe it's even meant to be interpreted otherwise -- would a Bear shaman get those dice when resisting black IC? What about poisons? Neither of those cases is a damage resistance test (and bone density surely doesn't apply). But maybe bear totem is meant to?

Really, it's hard to tell from the sparse wording.
Eyeless Blond
It's not damage until the Drain Resistance test is already done. The text pretty clearly states that you do the Drain Resistance test to lower the drain value, and whatever is not resisted is applied directly as either Stun or Physical damage. A Drain Resistance test is not a damage resistance test, because the Drain doesn't become actual damage until after the Resistance test.

It's a subtle distinction, yes, but it's pretty clearly stated in the rule excerpt you quoted.

Oh, and the reason that Bone Density is worded differently is because it applies against Stun damage resistance tests as well.
Azralon
Feshy, I thank you for typing out the exact adventure in rule-seeking that I went on. smile.gif I also appreciate that you ended up in the same place that I did.

I could thematically justify the ability to overcast with less risk by saying Bear is just that tough or otherwise heedless of his personal safety. He's a berserker, after all. From a game-balance standpoint, it'd make a Bear healer really darn good in a clutch healing situation.

As I (think I) mentioned, I'm fine with summarizing the situation to my players with "Drain Resistance is not Damage Resistance." Bear is fine with keeping you alive when you've been shot, but if you're melting your own brain that's your problem.

I just wanted to make sure that line of reasoning wouldn't bite me in the ass later.
FrankTrollman
now, from a game balance point of view, I honestly don't have a problem with Bear giving you extra drain resistance dice for the purposes of Overcasting. It's 2 dice, which only has a 5/9 chance of reducing the drain you actually suffer in any way.

Since overcasting a spell doesn't normally produce less drain than not overcasting it does, any follower of Bear who might be tempted to overcast for the extra drain resistance wouldn't need those extra two dice to cast the spell normally without suffering drain. All in all, it seems a tempest in a teapot. If you want to allow Bear Mentors to give bonus dice to resist drain, go for it. In fact, the rules for berserking are so bad (and always have been), that I seriously have not seen any player character actually have a Bear Totem since first edition. Bear needs all the help it can get.

I just don't think that the RAW actually supports them having that ability. (but I'll probably let them have it in any game I run)

-Frank
Shemhazai
Heal Spell Clarifications and Exploits

QUOTE
Permanent spells must be sustained
for a short time, after which their effects become “natural”
and no longer require magic or concentration to maintain.
The time required to make a spell’s effects permanent is equal to
twice the Drain Value in Combat Turns., 4E Core, P. 195.



QUOTE
Heal
Type: M • Range: T • Duration: P • DV: (Damage Value) – 2
Heal repairs physical injuries. It heals a number of boxes of
Physical damage equal to the spell’s hits from the Spellcasting
Test. Hits can also be used to reduce the base time for the spell to
become permanent; each hit spent this way shaves off 1 Combat
Turn (hits can be split between healing and reducing time as the
caster desires).
A character can only be magically healed once for any single
set of injuries., 4E Core, P. 200.


Clarification 1: What is the force of the spell? The number in the parentheses for other spells is (F ÷ 2).

This is important to know for several reasons. First, one needs to know how long to sustain the spell. Second, if someone has low Magic, will they be able to heal someone with high damage and if they can will it cause Physical drain. We need to know these numbers.

Clarification 2: Is it possible to reduce the number of Combat Turns needed to make the spell permanent to zero?

Exploit 1: Overcast a spell taking 4 points of physical drain. Cast Heal on yourself back to full health. Resist drain. Get two successes. No drain.

This has been pointed out already in the Bear Mentor Spirit example, but any magician with decent stats can pull this off with ease.

Exploit 2: Do the same thing to every team member every chance you get. You get less dice to heal your cybered teammates but that does not affect getting off mostly drain-free every time you do this. Wating until a character is almost dead will give you a pile of drain, however, so heal early and heal often.

Some would say that the touch aspect of the spell makes this harder to pull off, and it does, slightly. Just be bold and run into the battle allong with the street samurai. You are more bullet and spell-proof than you think.

Magicians are still seriously too powerful. I can go into detail later about how magical benefits can create a synergy that unbalances the whole game. All it takes is initiation and a nice chunk of Karma.
Eyeless Blond
Re: Clairification 1: The Force of the Heal spell is whatever you want it to be. In this case all it alters is the maximum number of hits and whether Drain is physical or stun. Note that it doesn't have anything to do with how long the spell must be sustained; as your quote indicates that's the domain of the Drain Value (DV), not the Forse (though those are usually connected).

C-2: I dunno; isn't there a minimum Drain Value? I don't think the designers allow Drain to go to 0; it probably bottoms out at 1, which means 1 CT to sustain before becoming permenant.

E-1: Yes, and you'd be (mostly) out of the combat for 3 Combat Turns to pull this off as well. One CT to cast; 2 more to sustain. Well, the second 2 CTs you can put the spell into a focus, or a bound spirit, or just take -2 dice to all actions, but it's still a consideration. What's the problem with that?

E-2: Yeah, well at touch range this is a bit impractical. It's especially bad as most of your team won't want to cluster too close unless they want to get grenaded. If you want I suppose you can design an LOS Heal spell with a higher DV, but then you're not getting as much benefit from it, and you have to spend Karma on that spell as well.

So, yeah. Of course mages with 5+ initiate grades are going to be powerful; given how much you have to pay in karma for that the mundanes will have all attributes at 6 and most skills doing all right.
Shemhazai
Thank you for that! Now if I clarify myself we will be on the same page.

C-2 was about using hits from the Sorcery + Magic test to lower the number of turns needed to sustain it. I was just wondering if skilled sorcerers could make it effectively an instant spell with permanent effects.

E-1: The overcast spell was something like a Stunball at level 12. 12 / 2 + 1 = 7, with a drain resistance roll of 3 successes. Physical drain of 4 points. Round 1 of being out of combat is casting Heal on yourself. With your info, I decide to cast it at force 12 as well. With 12 dice I hope I can get 4 successes. If not, I am still a tad wounded. If I get more, I shorten the amount of time I need to sustain the spell. That drain is 4 - 2 = 2 (the minimum drain is 2, by the way). I think I can get two successes on drain resistance. I do have -2 two dice for four turns, though unless I was lucky.

It's not as bad as I thought. The example shows how hard it is to dramtically heal a character.

E-2: You are totally right about this. I was thinking I could make touch-only attacks on my teammates, but that does leave us vulnerable.

Here are two more things for the magic thread:

Exploit 3: You (the sorcerer) and your team blitz the enemy army. (This is because my gamemaster would always have the enemy army hiding behind trash cans, bushes or in shadows. Otherwise I would always knock them out as my first action.) By bum-rushing them you can get a look at them, because their cover is blown. Then you cast the mother of all stunballs while everyone is engaged in melee combat, right on top of their team your team and yourself. You counterspell for the good guys. If they have a counterspeller this will not work.

Remember, a level 3 combat counterspelling focus can be bound at character creation for only 6 BP!! And with the skill, and maybe even shielding, that could be 9 or more additional dice each character for everybody you want (and can see) to resist spells!

Exploit 4: Spend NO points at character creation on Physical or Mental attributes. Get all the raise attribute and initiative spells. Cast them after you have initiated to level 1 (choose quickening). Have 7 Karma available. Conjure and bind a spirit. Then cast the spell, rolling edge, and using the Aid Sorcery task. Many dice, rerolling sixes. With a little luck, you have have 9 or more hits (edge dice unrestricted by force of spell, page 172), raising your 1 stat to 9. Repeat whenever you get 7 Karma until you have maximum in everything. You did this spendind something like 100 Karma, and zero BP. Here is the kicker, the number of dice your spell gets to resist dispelling attempts is Force + Karma spent + Magic. Their net successes counteract your successes. Then they roll drain. This one is really sick. I think it should be made less useful by making people spend at least 1/4 BP on physical and mental attributes.
elbows
QUOTE (Shemhazai)

Exploit 4: Spend NO points at character creation on Physical or Mental attributes. Get all the raise attribute and initiative spells. Cast them after you have initiated to level 1 (choose quickening). Have 7 Karma available. Conjure and bind a spirit. Then cast the spell, rolling edge, and using the Aid Sorcery task. Many dice, rerolling sixes. With a little luck, you have have 9 or more hits (edge dice unrestricted by force of spell, page 172), raising your 1 stat to 9. Repeat whenever you get 7 Karma until you have maximum in everything. You did this spendind something like 100 Karma, and zero BP. Here is the kicker, the number of dice your spell gets to resist dispelling attempts is Force + Karma spent + Magic. Their net successes counteract your successes. Then they roll drain. This one is really sick. I think it should be made less useful by making people spend at least 1/4 BP on physical and mental attributes.


Accidentally walk through a ward, and watch your 100 karma worth quickened spells vanish...
Also, you're going to have a hard time living long enough to initiate with all attributes at 1. You'll have a maximum of 1 die to dodge, 3 dice to resist damage, and 2 to resist drain.
Not to mention being completely incompetent at all non-magical tasks.
hyzmarca
QUOTE (FrankTrollman)
Any other magic-types people want converted? It isn't very hard.

-Frank

Ninja sexcraft and Shikima demons?
Shemhazai
The idea is to get skills that add dice to most of the things you do. I haven't gone over a list of all the attribute-only rolls, so it may be infeasible.

Dodge for ranged attacks is Reaction + Dodge. Defending melee attacks is Raction + Weapon Skill (if armed) or Reaction + Unarmed Combat or Reaction + Dodge. Full dodge adds Dodge again to that number. Full Parry adds their appropriate combat skill. Gymnastics Dodge adds gymnastics rating.

Drain would be a serious bitch starting off. Maybe the character should have either Logic or Intuition to one point less than max (and get some free knowledge skill points at the same time.)

It is the attribute-only tests that would suffer the most initially. Like rolling Body to resist damage.

Thank you for bringing up those points, and especially the one about the spells ending unexpectedly. They get additional dice equal to the Karma spent to quicken them. The Karma limit is double the Force of the spell. So a force 7 spell would get from 14-21 resistance dice depending on how much Karma was spent (7-14). For dispelling tests add you Magic rating to that pile of dice. That's for each spell.

QUOTE

In some cases, a spell, focus, spirit, or even a character may be unintentionally forced into a situation where either they or the barrier must give. For example, a character who unknowingly walks through a mana barrier carrying an active focus, or a dual being in an elevator that passes through a ward on its way up. In this case, make the same Opposed Test described above [against the barrier's Force x 2] (using Force x 2 for spells, spirits, foci, etc)., 4E Core, P. 186.


For quickened spells, that would be (Force x 2) + Karma Spent.

Since Mana Barrier Force is equal to net hits in the Sorcery + Magic test and Wards have a maximum force of Magic x 2 (thus making the theoretical maximum dice for the Ward Magic x 4) I think that the spell succeeding is quite likely. Also a magical lodge would have to be of quite high level to stand a good chance of winning. If you are walking through Gostwalker's Hoard, all bets are off. smile.gif Maybe play it safe and cast your spell at max level and spend more karma to give it 36-48 dice!! That would be a level 12 spell quickened with 12-24 Karma. Steep price but damn near permanent unless your GM wants the spells gone. Then nothing could have saved them anyway.
hyzmarca
The real problem with quickened spells isn't wards or beings who might try to dispell it. No, the real problem can be summed up in three little words. Routine traffic stop.

"Please present your license and registration.... *Hand goes to gun* " and your spell permits."

All it takes is one astrally active beatmage you, depending on your response you may be in prision, you may be dead, or you have John Walsh's chained ghost narrating a dramatization of your escapades on international trideo that Saturday after Cops Aztlan.
Fortune
Rating 4 Fake Magic License - 400 nuyen.gif

Don't leave home without it. wink.gif
FrankTrollman
QUOTE (hyzmarca @ Oct 16 2005, 08:32 AM)
QUOTE (FrankTrollman @ Oct 10 2005, 01:11 PM)
Any other magic-types people want converted? It isn't very hard.

-Frank

Ninja sexcraft and Shikima demons?

You are a terrible person.

But here goes:

Miroku Clan Ninjas are aspected Traditionalists from a Threat Tradition that espouses blood magic. Their allowed spells are Health and Manipulation, their allowed spirits are Spirits of Man, and their bonus abilities for being a threat tradition are Essence Drain and Toxin.

Miroku magic revolves around the Toxin spell (the opposite of the Detox spell), which they use to mimic the effects of Gamma Scopolamine and Addictive Mood Enhancers. They also make a good deal of use of Control Manipulations, especially on victims that they have paralyzed with their Gamma Scopolamine mimicry.

Shikima are Spirits of Man from a Blood Threat Tradition, and have Influence as well as Essence Drain. This is why their attentions are addictive. Miroku Ninjas do not have access to combat spells, although they do have manipulation spells that transform parts of their body into weapons. Miroku cannot astrally project, although some of the more powerful gain the Gateway metamagic that allows them to travel bodily to metaplanes, the most usual of which is the "Shikima Realm", which is of course filled with Spirits of Man who feast on human emotions.

All in all, the Miroku tradition makes heavy use of the addiction rules, with spells, spirit abilities, and even encouraged mundane poison use that all have addictive properties. That combined with layered Influences from spells and spirits can turn even the most hostile of enemies into a tractible servant (at least until someone comes along with some heavy healing spells). Many Miroku learn control manipulations with a touch range to conserve on drain.

Example: A Miroku Ninja encounters a secretary who has information the ninja wants. The Miroku hits the secretary with a Toxin spell that paralyzes the secretary and reduces her willpower by three (!). If the secretary has any willpower left, the Miroku then hits her with another Toxin effect that reduces her willpower further and addicts the secretary to the Miroku's spells. Then secretary is thus completely helpless against the Miroku, who then uses a touch range influence on her repeatedly. When the secretary finally comes to, she will be as helpful to the Miroku as she can figure out how to be...

-Frank
hyzmarca
Absolutly brilliant.
Azralon
Regarding the Heal spell: It confounded me, too, until I stopped trying to treat it as a normal spell.

Normal spells get their drain code calculated off of Force, divided by 2, then a positive or negative modifier is added. Minimum 1.

Heal doesn't do that. Heal's drain code is radically different. You take the total (previously untreated, but that's a different thread) DV of the current set of injuries you're trying to heal, subtract 2 from that, and that's your drain code.

So if my buddy Meatshield has 6P damage in the particular set of wounds I'm trying to heal, then my drain code is 4S. Here's the trick: It doesn't matter at what Force I'm casting the Heal. Surprisingly, the drain code doesn't care.

So, that's right... if Meatshield is a troll who's racked up 16P damage and is looking at me to heal him, then I can theoretically cast a Force 1 Heal and be looking at a 14S drain code coming at me. Or if he's got just 3P damage and I have a 6 Magic then I could overcast the thing at 12, taking only a 1P drain code.

Now, that begs the question of "What the hell does the Force do for me, then?" Well, remember that the Force of the spell caps the number of possible hits you can achieve with it. If you cast a Heal at Force 1, then the highest number of boxes you'll be healing is exactly 1. If you're a level 4 initiate who can cast it at 20, then you can toss out up to 20 boxes of healing in one go. Or, of course, you can spend some of those hits on decreasing the sustain time.

Basically what this means is that you should look at your Magic + Spellcasting pool, divide it by 3, and realize that's about how many boxes of damage you'll be healing on average. Then cast all of your Heals at that level.... or maybe a little higher, if you're feeling lucky (or Edgy).

For instance, if you have Magic 5 and Spellcasting 4, then odds are you'll be making about 3 hits per roll. Ergo, you're pretty safe to cast all of your Heals at Force 3 from a statistical average point of view.

This also means that whenever you throw a Heal, you need to consider the efficiency of what you're doing. If healing your buddy about 3 boxes is going to probably cost you a dozen boxes of physical yourself... it might be better just to use First Aid on the poor bastard.
blakkie
QUOTE (Azralon)
Here's the trick: It doesn't matter at what Force I'm casting the Heal.

Sure it matters. For example it must be sustained, what happens if someone tries to dispel it before the healing is complete? Also the number of hits is limited by the Force. Because hits can also be used to reduce time someone with Magic 4 may indeed want to use more hits than 4, namely 5 hits, to reduce the time to sustain the spell down to 1 Combat Turn. So they might want to overcast it, which brings us to the Drain.

I don't see where it actually says Drain is always Physical. By default the Force the caster selects compared to the caster's Magic is what determines Physical vs. Stun.
Azralon
I agree, Blakkie, and in fact I touched upon the points you mention. I might have been unclear in my wording.

For instance, when I said it didn't matter at what Force you cast the Heal I meant that only in regards to the numeric part of the drain code. I went on to offer examples as to how the Force does in fact affect possible outcomes.
Azralon
QUOTE (Shemhazai)
Magicians are still seriously too powerful. I can go into detail later about how magical benefits can create a synergy that unbalances the whole game. All it takes is initiation and a nice chunk of Karma.

All ears.
RunnerPaul
QUOTE (Azralon)
QUOTE (Shemhazai @ Oct 15 2005, 10:28 PM)
Magicians are still seriously too powerful.  I can go into detail later about how magical benefits can create a synergy that unbalances the whole game.  All it takes is initiation and a nice chunk of Karma.

All ears.

I am interested in your ideas and would like to subscribe to your newsletter.
PlatonicPimp
All right, Frank. I'd like to see A: a tradition in which the practicioner is convinced they are a comic book superhero. Both generic would be good, as well as specifically those who beleive they are X-men Style Mutants. Create Mentor spirits as required.

Also, B: I'd like to see traditions that use Will + a physical stat to reduce drain, if that's not disallowed by the rules. (If it is, I missed it.)

I have my own ideas, but I like seeing you at work.
Azralon
A: Perhaps a dedicated "Alternate Traditions" thread would be in order?

B: It is expressly disallowed in the RAW, yup.
Shemhazai
It seems the optimal force levels for Heal are either your Magic attribute or Magic x 2, if you have many dice and you need to risk physical drain. Another consideration might be if you for some reason needed people not to notice you were casting.

Here is the latest issue of the newsletter:

Exploit 5: The Heal Train

This requires two spellcasters. The first one should have the larger dice pool to cast Heal, the second should have the larger dice pool to resist drain.

Sammie got shot up badly on the way into a building. Your group is pretty confident that reinforcements will have arrived when it's time to leave, so will need him on the way out. He has, say, 10 boxes of damage.

Caster #1 casts the spell at twice his Magic. He has a very big dice pool, maybe a specialization, maybe a mentor bonus, maybe a health spell focus, maybe a bound spirit-- and he definitely rolls Edge on this one. He has, say 20 dice after all is said and done, rerolling sixes. With a little luck he gets 7 hits and Sammie feels way better in no time. On the drain roll, the base drain is 10 - 2 = 8. He only manages to get 2 hits, which reduces that to 6 boxes of physical damage. Ouch!

Caster #2 casts the spell on Caster #1 at her Magic, which is 5. Her dice pool isn't that great-- 9 dice. She gets only 3 successes. Her Willpower and Logic are pretty good, however, and she totally eliminates the 4 boxes of base drain.

So now Sammie only has 3 boxes of Physical, Caster #1 now has 3 Physical, and Caster #2 is unscathed. Caster #1 needs a little more Willpower and Logic. Caster #2 needs to study Sorcery some more. In time they will be able to pull this stunt with no damage to either of them.
Shemhazai
Exploit #6: The Largest Army Ever Assembled

Jessica Alba is an Elven Conjurer with Exceptional Charisma 9(13). She has vowed to take down a crime family that routinely does things that should not be mentioned in this forum. She does her due dilligence and learns of a mandatory meeting of the family leadership. There will obviously be massive security precautions.

She goes to work conjuring and binding 13 of the strongest spirits she can muster. This costs a fortune, of course, which is a major downside to this plan.

On the day of reckoning she casts one more unbound spirit and as many watcher spirits as her Logic allows. The bound spirits go to smash, burn, engulf, bind and drown everyone they see while the some of the watchers heckle and distract the opponents. The spirits would team up to defeat any wards or mana barriers. Some of the watchers are instructed to inform her (telepathically) if anything astral starts coming her way. The unbound spirit stays behind to aid in Jessica's defense. At the end of it all, Jessica instructs her lone guardian air elemental to manifest and fly to the meeting carrying a massive bomb. With whirlwind speed the explosive is dropped and whatever is left blows sky-high. She needs to get on her Dark Angel motorcycle and hightail it to the meeting herself so that the spirit can make the bomb drop. Maybe she can start launching all kinds of spells at this point, too. Almost all of those spirits would be gone by that time, either defeated in combat or successful and free of any more services owed. She won't have those insufferable -2 dice pool modifiers when the battle is almost over. If the criminals send a bunch of spirits after her she might be toast, so maybe she will keep a couple more by her side for good measure. She could cast an astral Mana Barrier around herself before she calls upon the bound spirits.

The moral of the story is that one single magician can pull off more than some people think.
Fortune
QUOTE
Exploit 5: The Heal Train


And if they'd have been smart and used First Aid before using Magic, not only on the Sammy, but also on the first mage, they'd probably all be totally wound-free.

In fact, you probably wouldn't even need a second mage at all. A decent application of First Aid will bring the set of wounds down to a more reasonable level, which then lowers the need for a higher Force spell. Nothing bars the use of First Aid in healing Drain damage, so it should always be applied before Heal there as well.
FrankTrollman
QUOTE (PlatonicPimp)
All right, Frank. I'd like to see A: a tradition in which the practicioner is convinced they are a comic book superhero. Both generic would be good, as well as specifically those who beleive they are X-men Style Mutants. Create Mentor spirits as required.

OK. The "generic" superhero works very differently from the X-Mutant. The X-Mutant is usually just a "regular guy" who has one or two really cool tricks that set them apart from the "homo sapiens". That means that X-Men are generally Adepts, and the more powerful X-Men just have higher magic attributes. Exceptions exist, of course: all of the "Psychics" as well as Scarlet Witch and Magneto are Aspected Sorcerers whose drain is resisted by Willpower and Logic.

Meanwhile, the classical superhero usually operates in the opposite fashion. Rather than having spells like Barrier, Levitate, and Telekinesis like Magneto does, most superheroes wander around as ordinary people who "power up" by transforming into their superheroic identity. In game terms, that means that they possess themselves with spirits. A generic caped flyer is going to summon an Air Spirit and taking the optional power of Elemental Attack. Then they are going to fly around and shoot energy blasts out of their hands or eyes or something while they stay in their superhero form. Unlike the "psychics" of X-Continuity, a standard Superhero resists drain with Charisma.

So Quicksilver is an Adept who spends all of his power points on speed related powers: Reflexes, Combat Sense, Enhanced Agility, Reaction and Athletics, Improved Running.

Jean Grey is an Aspected Sorcerer who resists drain with Logic and Willpower and knows spells like Mind Probe, Magic Fingers, and if you pay attention to the thrice damned Phoenix Saga: Fire Storm.

Pulsar is an Aspected Conjurer who resists drain with Charisma and Willpower and follows a possession tradition. He traditionally invokes an air spirit, which makes him fly, resist bullets, and shoot energy bolts.

QUOTE
Also, B: I'd like to see traditions that use Will + a physical stat to reduce drain, if that's not disallowed by the rules. (If it is, I missed it.)


That is, indeed, against the rules. There is good reason for this for that matter. The weak sister physical attributes are Body and Strength, so having them resist drain in addition to what they currently do is not really a big deal. Unfortunately, those are also the stats that Trolls get a +4 bonus to. Now, a Troll gets those bonuses because those stats aren't that great and havign huge piles of them isn't game breaking - but as soon as they could act for Drain, those bonuses would become unbalancing. Of course, Reaction and Agility are already awesome, so letting them resist drain is kind of crazy.

-Frank
Shemhazai
Fortune,

Thanks for that. I had it backwards. I thought the magic had to come before the first aid.

In reading more about it, I am amazed that First Aid can remove blocks of stun damage as well as physical. I wonder if that needs to be declared before the the test is made or if you can decide to spend net successes as you choose.
Azralon
It'd be simplest to say that you're either healing Stun or you're healing Physical with any given First Aid test.

I don't know if that's how it's supposed to be or if that's even a good idea, but it'd definitely be simpler.
Dancer
QUOTE (Shemhazai)
Then cast the spell, rolling edge, and using the Aid Sorcery task. Many dice, rerolling sixes. With a little luck, you have have 9 or more hits (edge dice unrestricted by force of spell, page 172), raising your 1 stat to 9.

My intepretation of the rule on pg172 is that only the hits on your edge dice are unrestricted. So you might roll 15 ordinary dice, rolling 5 hits and only being able to keep 1, and 4 edge dice, rolling 2 hits and totalling 3 applicable hits. You will of course keep casting the spell every session until you roll a whole bunch of hits on your edge dice, then Quicken it, but the process it slower and less godlike than you proposed.
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