SL James
Aug 22 2005, 08:39 PM
Do Adepts still get the skill bonuses from Centering, or is Centering just another term for "drain reduction"?
hahnsoo
Aug 22 2005, 08:41 PM
QUOTE (SL James @ Aug 22 2005, 03:39 PM) |
Do Adepts still get the skill bonuses from Centering, or is Centering just another term for "drain reduction"? |
Centering is just another term for Drain Reduction. Adepts can still take Centering to reduce the Drain from their powers.
Still, I don't think that the devs could totally throw away the "Centering to Reduce Penalties" idea... Maybe it's coming back in "Street Magic", along with the long list of all the rest of Metamagic.
maeel
Aug 22 2005, 08:45 PM
Adept powers with drain ?????
apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx
blakkie
Aug 22 2005, 08:50 PM
QUOTE (maeel @ Aug 22 2005, 02:45 PM) |
Adept powers with drain ????? apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx |
The SR3 Attribute Boost (not Attribute Increase) series of powers had drain. Some other use activated too i think, i don't recall them straight off. But ya, there weren't a lot of powers that did. Just like there weren't a lot of use activated powers.
maeel
Aug 22 2005, 09:02 PM
we are probably talkin 'bout the same thing, but i have the german version, meaning i have to retranslate it, which sometimes turns things to goo.
which brings me to another question, what are the effects of this 'turn-to-goo' spell?
hahnsoo
Aug 22 2005, 09:09 PM
QUOTE (maeel) |
we are probably talkin 'bout the same thing, but i have the german version, meaning i have to retranslate it, which sometimes turns things to goo. which brings me to another question, what are the effects of this 'turn-to-goo' spell? |
You get turned to goo. It's a messier form of Petrify, and possibly one of the most dangerous spells (for the targets, at least) in SR.
maeel
Aug 22 2005, 09:24 PM
and i am gonna luv it!!!
i used to use petrify to turn enemy street sams to merchandise (some water is all you need)...
SL James
Aug 22 2005, 10:11 PM
QUOTE (blakkie) |
QUOTE (maeel @ Aug 22 2005, 02:45 PM) | Adept powers with drain ????? apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx |
The SR3 Attribute Boost (not Attribute Increase) series of powers had drain. Some other use activated too i think, i don't recall them straight off. But ya, there weren't a lot of powers that did. Just like there weren't a lot of use activated powers.
|
Some of the Metamagics in State of the Art (Infusion for sure, and maybe Somatic Control) suffer drain after using them.
Bull
Aug 22 2005, 10:46 PM
QUOTE (reconsweden) |
QUOTE (Alvorn @ Aug 22 2005, 06:08 AM) | Can you explain magic loss a little further. In particular buying back magic after you have lost it. So I start with a Magic at 4. Add some cyberware, takes it down to 3. Earn me some karma during a session, I want to boost my Magic back up. Do I pay for it as though it was going back to 4 or up to 5 ? Can you just pay for it this way or do you need to do an ordeal ? Can I choose to "initate" even though I only have 3 magic ? |
Did someone answer this?
|
Magic Loss effectivly reduces your Attribute Cap. Your Magic Attribute Cap is effectigvly Essence+Initiate Levels.
Initiation gives you access to a metamagic ability and raises your Magic Attribute Cap, but does not raise your actual Magic Attribute, as noted by others.
If you lose essence, both your current magic attribute and your attribute cap drops. if your current magic rating drops to 0, you become mundane and lose all access to magic.
Bull
hahnsoo
Aug 22 2005, 10:52 PM
The question that hasn't been answered, though (and this is the one everyone wants to know): When you buy back your Magic attribute point, is it from the Current Magic Attribute in Karma or from the previous Magic attribute level before the loss?
Sharaloth
Aug 22 2005, 11:24 PM
QUOTE (Bull @ Aug 22 2005, 05:46 PM) |
Magic Loss effectivly reduces your Attribute Cap. Your Magic Attribute Cap is effectigvly Essence+Initiate Levels.
Initiation gives you access to a metamagic ability and raises your Magic Attribute Cap, but does not raise your actual Magic Attribute, as noted by others.
If you lose essence, both your current magic attribute and your attribute cap drops. if your current magic rating drops to 0, you become mundane and lose all access to magic.
Bull |
Whoa, okay, so Initiating doesn't give you a shiny new magic point, but instead raises the MAX magic points you can have? As in, a 6th Grade Initiate would have a max total magic of 12? Also, once you raise this cap, you actually have to pay MORE karma to raise your magic up to the new cap?
Example: Mage A has a starting Magic of 6, he's at the cap 'cause he's a converted SR3 (or whatever) but he's just earned enough Karma for his first initiation. He collects his metamagic, and looks forward to being able to cast force 14 spells when he needs to, but first must raise his Magic attribute to the superhuman level of 7 with Karma he's not likely to get for a good long while.
Years later Mage A has initiated 14 straight times, and raised his magic attribute to a staggering 20. He then loads up on 5 Essence points of cyber and bio, and ends up with a final effective Magic rating of 15, still more than enough to toast any puny mortal who stands in his way . . . especially now that he goes 4 times a turn.
Is this right? Or is the Magic Att still capped at 6 (or 7, I guess) with Initiation adding its rating for dice purposes and physical/stun purposes?
the_dunner
Aug 22 2005, 11:37 PM
QUOTE (Sharaloth) |
As in, a 6th Grade Initiate would have a max total magic of 12?
|
That's correct.
QUOTE |
Also, once you raise this cap, you actually have to pay MORE karma to raise your magic up to the new cap?
|
That's also correct.
Which is also correct. Mind you, that character will take quite a bit of essence to develop to that level, and since he's sunk every point of karma he has into initiating, he might, uh, be limited in some other respects.
Autarkis
Aug 22 2005, 11:51 PM
But he also doesn't have to sink karma into spells for additional force. So, instead of buying 6 levels of initiation and Hellfire 12 and Treat 12 (and any iterations before i.e. Force 7, 8....12), you buy 6 levels of initiation and 6 levels of magic, effectively upping your spells to Force 12. This also allows you to up the effective force of the spell to 24 (and maybe die from drain
)
I have to say, Magic is not the Karma sink it used to be.....or at the very least has leveled out.
But, I will wait to officially cheer, cry or what-not once I am able to view my own copy of SR4.
Sharaloth
Aug 22 2005, 11:52 PM
QUOTE (the_dunner) |
Mind you, that character will take quite a bit of essence to develop to that level, and since he's sunk every point of karma he has into initiating, he might, uh, be limited in some other respects. |
By essence I assume you mean Karma, and yes, he will likely be deficient in most other areas . . . which means jack all when he can weild his mighty force 10 + spells like jackhammers against all the problems he's faced with in the world. The only difficulty he'd have is in finding the karma to bond sustaining foci for all his incredible Increase Attribute spells. The very thought of some being acheiving such a level of personal power would be wet-your-pants scary to people like Street-Sams who are limited to mortal levels of competence by the skill and attribute caps. Hell most highly competent magicians will run screaming when this juggernaut arrives on the scene, spewing death and torment all about him. This is a guy who could kill almost anything alive simply by
autosuccessing a combat spell at force 10 (DV 15 if I'm reading the rules posted in these forums right, and assuming a Spellcasting skill of 5 with no Edge added).
Holy god mages are now 'Teh UbeR!'
.... You know what, I think I like this.
Autarkis
Aug 22 2005, 11:55 PM
No auto-successes on "stressful" rolls..which I assume covers combat and binding a small god..er...spirit... to your will.
blakkie
Aug 23 2005, 12:18 AM
I think that the high grade Initiate is eventually going to have drain issues even casting his highest Force Stun drain muchless overcasting. Especially if he didn't developed the rest of his character to max out Will*, Cha/Log, and Edge. Even with Centering as one of the metamagics to give (Grade) extra drain resist dice, unless he sticks to very drain friendly spells i get the impression he'll have a lot of base drain boxes and at an average of 1 hit/3 dice it seems that the drain growth will outpace most drains of the top Force for Stun. Centering drops an average of 1 box/3 grades, drain adds 1 box/2 Force.
I wonder if Street Magic will address that with Drain Foci, or if you get to use Power Foci to add dice to your drain resist pool?
* So far here i've seen Magic + Cha/Log given for resisting conjuring drain, and Will + Cha/Log given for resisting casting drain. Are they suppose to be different, and for casting double weight the Will attribute (but ultimately give smaller drain resist pools for Initiates) since the Stun monitor max is based on Will?
tisoz
Aug 23 2005, 12:39 AM
Has anyone mentioned that summoning drain is based on twice the hits the spirit gets, minimum 2?
Binding drain value is twice the number of hits the spirit got on the binding test which used 2* the spirits Force, again minimum 2DV.
blakkie
Aug 23 2005, 12:54 AM
QUOTE (tisoz @ Aug 22 2005, 06:39 PM) |
Has anyone mentioned that summoning drain is based on twice the hits the spirit gets, minimum 2?
Binding drain value is twice the number of hits the spirit got on the binding test which used 2* the spirits Force, again minimum 2DV. |
I saw the Force and Force x2 for dice pools, but I don't remember being told it was 2 boxes/hit. A Force 6 spirit is going to -average- 4 boxes summoning and 8 boxes binding. Not the worst, but binding is going to smart a bit. A Magic (6), Cha/Log (6) mage is going to avoid summoning drain a little better than 1/2 the time but he is nearly guaranteed to suffer drain binding without extra help there.
I guess it also means that there won't be a huge drain difference summoning anything from around Force 4 and down, unless they get a really good roll.
When does the drain switch from Stun to Physical? What did they end up setting for the limits on unbound and bound spirits you can maintain at any given time?
Can spirits use their Edge to Oppose summoning/binding if the GM judges the spirit to have a particularly strong motivation for disliking the conjurer?
Bull
Aug 23 2005, 01:20 AM
Well, remember, Binding is a ritual, and it takes a while anyways. It's the same as what Mages did with Elementals in SR3. Generally, unless you're risking physical drain, you're doing this in downtime anyways. The only real risk is possibly losing control of it. But shouldn't be an issue if you play it smart
tisoz
Aug 23 2005, 01:23 AM
Damn, I can't say anything right.
It is based on hits, resulting from 2*F for summoning.
blakkie
Aug 23 2005, 01:27 AM
QUOTE (tisoz @ Aug 22 2005, 07:23 PM) |
Damn, I can't say anything right.
It is based on hits, resulting from 2*F for summoning. |
So summoning drain and binding drain are the same? EDIT: Or summoning drain is based on the F*2 opposing dice pool roll with 1 box/hit? That is still the same average damage of 4 boxes for a Force 6 spirit, but a lot more room for variance.
Alvorn
Aug 23 2005, 01:50 AM
So Bull any word on that when you up ypur Magic attribute after putting in some cyber is the Karma based of your current attribute or your "real one" question ?
Bull
Aug 23 2005, 02:03 AM
It doesn't really specify it, but it does say you spend karma to raise the "Natural" attribute, which I read to mean your original, unmodified attribute.
I could be wrong, but i'd say use the "Pre-Essence Loss" attribute for calculating karma costs.
Bull
Kyoto Kid
Aug 23 2005, 02:07 AM
"Turn to Goo" is back...that was one of my favourite spells.-
Kyoto Kid
Aug 23 2005, 02:27 AM
Since Magic attribute is now purchased like other attributes during character creation, how do starting adepts go about getting their initial powers? In comparison to SR3, Do they cost more? Less? The same?
tisoz
Aug 23 2005, 02:43 AM
QUOTE (SR4.264) |
IMPROVING ATTRIBUTES A character can increase Physical or Mental Attributes, Magic, Resonance, or Edge by 1 point at a time. The cost of improving a natural attribute rating is the new rating x 3. For example if a character wants to improve her Agility from 4 to 5, the cost is 5 x 5, or 15 Karma). |
There is obviously a typo or 2 because it should be 5 x 3 and there is a ( missing.
It continues:
QUOTE |
Characters can only improve Physical or Mental attributes up to their natural metatype maximum (6 plus metatype attribute modifiers), unless they possess the Exceptional Attribute quality for that attributte (see p.78). Magic or Resonance may only be improved up to 6 plus the character's initiation/submersion grade.
Raising a natural attribute may raise the augmented attribute value, up to the augmented attribute maximum (natural maximum x 1.5). |
tisoz
Aug 23 2005, 02:48 AM
QUOTE (Kyoto Kid) |
Since Magic attribute is now purchased like other attributes during character creation, how do starting adepts go about getting their initial powers? In comparison to SR3, Do they cost more? Less? The same? |
They get power points equal to their Magic attribute, which starts at one and can be bought up as stated elsewhere.
Astral perception is half as much, the rest look about the same.
Mystic Armor now counts as Ballistic and Impact and works against astral combat.
tisoz
Aug 23 2005, 02:57 AM
Projecting magicians time is now linked to Magic not essence.
Astral forms no longer are able to pass through earth.
Manifesting characters are vulnerable to mana-based effects on the physical plane. I do not see a restriction about casting only mana-based spells on the astral, so it looks like grounding is back. I found the last part in the black box section under Theories on the nature of magic.
blakkie
Aug 23 2005, 03:11 AM
QUOTE (tisoz @ Aug 22 2005, 08:57 PM) |
I do not see a restriction about casting only mana-based spells on the astral, so it looks like grounding is back. |
Could be you can techinally cast them all you want, but they don't actually affect anything? They do say that Physical spells only affects things on the Physical plane? I'd see that as an oversight, but not so much for people that don't have a history of grounding (played SR2 or SR3 with grounding house rules). I wouldn't assume grounding is back based on that alone as that implies there is a conduit (especially for AoE spells) back to the Physical plane.
It is just as easy to assume that you have LOS (with perception penalties) to the physical plane, and that physical plane only dwellers are at the complete mercy of astral only spell casting entities. Besides the obvious balance issues.
P.S. Did you see anything about the old exclusive action restrictions i listed earlier such as sustaing a spell while going into or out of astral projection?
tisoz
Aug 23 2005, 03:30 AM
QUOTE (blakkie) |
P.S. Did you see anything about the old exclusive action restrictions i listed earlier such as sustaing a spell while going into or out of astral projection? |
I have not noticed any exclusive actions.
tisoz
Aug 23 2005, 03:50 AM
Sustaining foci now cost 2*Force to bond.
Since there is not yet mention of exclusive actions, characters could use ritual magic to cast spells (increase hits) and use foci to sustain them. Could be quite useful with spells like Analyze device (rewritten to be useful as now each success over the object res. is a die while operating the device, like a gun, and can ignore defaulting modifiers), Increase Reflexes (where threshold 4 Gives +3 initiative, +3 passes) or Invisiblity.
Toshiaki
Aug 23 2005, 04:15 AM
Speaking of Ritual Spellcasting, how does it work now?
reconsweden
Aug 23 2005, 09:15 AM
Magical barriers/armor: how do they work? Does EXex/APDS and/or volume of fire affect them? Can I make a barrier like a bridge and walk on it?
Can I dikote my ally spirit(and what do I roll to have sex with it)?
Toshiaki
Aug 23 2005, 09:21 AM
QUOTE (reconsweden) |
Can I dikote my ally spirit(and what do I roll to have sex with it)? |
Come to think of it, I'm completely amazed that nobody has asked that yet.
I'll bet that we have to wait until Street Magic to get the full rules for pimpin' out the Spirit Harem.
nezumi
Aug 23 2005, 10:23 AM
Yeouch, magic is the only attribute without a cap, huh? Every character caps out at 15 dice in attribute and skill in their particular field of choice EXCEPT the mage, who can go on to 1500.
This is displeasing.
blakkie
Aug 23 2005, 10:31 AM
QUOTE (nezumi) |
Yeouch, magic is the only attribute without a cap, huh? Every character caps out at 15 dice in attribute and skill in their particular field of choice EXCEPT the mage, who can go on to 1500.
This is displeasing. |
Ya, So although subdued, the old SR3 issue of caster demigods over the longterm is still around. They set it up so mages have to buy in two steps to raise each Magic point past 6. At 10 + 3*Grade to initiate plus the normal Attribute raising it costs a total in the mid-twenties for 6 -> 7, and an even 40 for 7 -> 8.
The bad news is Magic Loss only occurs on a voluntary basis, with the implant of 'ware.
tisoz
Aug 23 2005, 12:51 PM
QUOTE (Toshiaki) |
Speaking of Ritual Spellcasting, how does it work now? |
Easier than before.
Can do it solo.
Hits on magic + ritual spellcasting determine success. Additional members of the team, same tradition, hits grant bonus dice to leader.
Team must all know spell, size is limited to lower of Force of lodge or Lowest ritual spellcasting skill of the team.
Still have targeting if out of LOS. I think you now have to make sure the spotter has enough time to stay astrally projected, but a bound spirits can be used as spotters. Spotter must be able to assense the target.
The leader's Magic + Ritual Spellcasting forms the base dice pool. Spell Force is limited by leader's Magic attribute. If the force is higher than leaders Magic, the entire team resists Physical drain.
Takes 12 hours minus leader's Magic, minimum 1 hour.
Individuals may use foci to supplement their own tests. It isn't stated in the same place, but it mentions individuals may use foci or bound spirits who are not otherwise occupied to resist drain. So I assume a spirit could be used to Aid Sorcery. In fact, Ritual Sorcery is listed under the Aid Sorcery section.
Note too, only one focus may contribute to a single dice pool, so no ritual focus + power focus + power focus. But dice pool + focus + spirit aid sorcery power seems legit for the ritual casting for each member and the same combo again for drain.
hobgoblin
Aug 23 2005, 12:57 PM
QUOTE (tisoz) |
QUOTE (Toshiaki @ Aug 22 2005, 10:15 PM) | Speaking of Ritual Spellcasting, how does it work now? |
Easier than before.
Can do it solo.
|
you could allways do it solo. just as long as you dont need a ritual tracking to locate the target first
Magnus Jakobsson
Aug 23 2005, 02:13 PM
The new armor rules will probably make stun damage more widespread. Is it still impossible to heal stun damage with magic?
QUOTE (Bull) |
Initiation gives you access to a metamagic ability and raises your Magic Attribute Cap, but does not raise your actual Magic Attribute, as noted by others. |
Does this mean that after earning his first 6 power points (the ones he started with in SR3), the adept must pay 34, 40, 46 etc. karma for more powers?
Sorry for nitpicking, but I just wanted to be clear on this.
- Magnus
hahnsoo
Aug 23 2005, 02:20 PM
QUOTE (Magnus Jakobsson @ Aug 23 2005, 09:13 AM) |
The new armor rules will probably make stun damage more widespread. Is it still impossible to heal stun damage with magic? |
Yes, you still cannot heal stun damage. It even specifically says so in the Spell catalog (along with Psychological illnesses).
QUOTE |
Does this mean that after earning his first 6 power points (the ones he started with in SR3), the adept must pay 34, 40, 46 etc. karma for more powers? |
An adept may not necessarily start with 6 power points in SR4, since Magic is bought just like any other attribute. Your other assessment is correct. An Adept, once they hit the Magic Attribute 6 cap, must Initiate first, then purchase the next point of Magic to hit 7 and get another point of powers. Note that you don't have to wait until then to get your first Initiate grade... as long as your Initiate Grade (in this case, 0) is less than your Magic Attribute, you may Initiate.
tisoz
Aug 23 2005, 03:18 PM
QUOTE (hobgoblin @ Aug 23 2005, 06:57 AM) |
QUOTE (tisoz @ Aug 23 2005, 02:51 PM) | QUOTE (Toshiaki @ Aug 22 2005, 10:15 PM) | Speaking of Ritual Spellcasting, how does it work now? |
Easier than before.
Can do it solo.
|
you could allways do it solo. just as long as you dont need a ritual tracking to locate the target first |
Doing it solo wasn't part of the easier, but now you can do it solo and have a bound spirit do the tracking, (though I thought you could have an elemental do it in SR3. Not sure, rarely played hermetic.)
Easier was everyone being able to use foci and bound spirits. And no longer mention of it being an exclusive action so can be combined with other strategies to make it easier and more useful - like I said about using it for casting sustaining foci spells.
GunnerJ
Aug 23 2005, 03:47 PM
Is there a limit on how many Mentor Spirits a magician can ally himself to? I don't personally think it would be a problem to have more than one (like a dark mage having made several pacts with powerful spirits), as long as you can find a logical way of stacking bonuses/penalties (i.e., you can't have a mentor who requires blood sacrifice and a mentor who requires pacifism).
6thDragon
Aug 23 2005, 03:50 PM
I noticed in the other tread that combat spell formulae are Forbidden (as far as availability goes) How will this affect learning a spell at character creation or during gameplay? Will you still be able to write your own spell formulaes? Will the elemental manipulation spell be included in this too?
hobgoblin
Aug 23 2005, 03:57 PM
QUOTE (GunnerJ) |
Is there a limit on how many Mentor Spirits a magician can ally himself to? I don't personally think it would be a problem to have more than one (like a dark mage having made several pacts with powerful spirits), as long as you can find a logical way of stacking bonuses/penalties (i.e., you can't have a mentor who requires blood sacrifice and a mentor who requires pacifism). |
planing to pull a constantine are we?
(didnt he have so many contracts on his soul with beings downstairs that if he ever died he would start a war?)
hahnsoo
Aug 23 2005, 04:12 PM
QUOTE |
Is there a limit on how many Mentor Spirits a magician can ally himself to? |
Only one. p79
QUOTE |
I noticed in the other tread that combat spell formulae are Forbidden (as far as availability goes) How will this affect learning a spell at character creation or during gameplay? Will you still be able to write your own spell formulaes? Will the elemental manipulation spell be included in this too? |
As long as the availability is 12 or below, you can purchase it at character creation. Thus, combat spells can be learned at character creation. I think the reason they are Forbidden is not because they don't exist legally, but because any act of magic used for hurting others is automatically considered Assault, and any death is considered premeditated murder, but this is just speculation. "Elemental Manipulations" are now considered Indirect Combat Spells instead.
Ellery
Aug 23 2005, 05:25 PM
Can you magically heal physical damage taken from drain?
hahnsoo
Aug 23 2005, 05:30 PM
QUOTE (Ellery) |
Can you magically heal physical damage taken from drain? |
Good question! I can't honestly say. I've not seen anything under the Magic section (specifically, the Heal spell description) or the Health and Damage section to say with any certainty. From what I've read so far, you can heal damage from drain using Magic, but I could very well be wrong (and I'm looking as hard as I can here).
Ellery
Aug 23 2005, 05:32 PM
How about healing the same set of wounds more than once?
hahnsoo
Aug 23 2005, 05:35 PM
QUOTE (Ellery) |
How about healing the same set of wounds more than once? |
Not with Magical Healing. You can heal any single "set" of wounds once with First Aid and once with Magical Healing (in that order). First Aid is a very icky roll now (I think it's something like a Threshold 2 with net successes determining how many boxes are healed), but there is a new skill called "Medicine" that allows you to augment long-term healing (finally! Separating First Aid from Medicine). Very similar to the way it was in SR3.
Ellery
Aug 23 2005, 05:56 PM
Okay. I forsee a lot of one- and two-box physical wounds from spellcasting being healed completely and nearly immediately by first aid and/or more spellcasting. In fact, with only a one-die penalty to worry about, I'd probably recommend always overcasting, since the penalty's not bad and you'll be back on your feet sooner.