For the two ideas of Essence... we're bringing that up again? I thought we agreed to arbitrarily call Essence an attribute of the astral body? Oh well:
B) Essence is an attribute of...
-1) ...the astral form, and astral form's link with body, not of the body itself. Possible connection with A-1?
-2) ...the physical body, which uses this energy to create a "temporary body" for the mind/soul (the astral form). Possible connection with A-2?
J-6) Spontaneous appearance of wards around areas...
--a) ...w/ strong sense of community, togetherness. Eg. close-knit family homes, mom-and-pop stores, churches.
--b) ...w/ strong sense of suspicion, distrust of outsiders. Eg. cult meeting houses, racist homes, gang territories.
Updates made to list. For reference, the list looks like:
A) Astral Projection, and astral bodies
-1) When a mage projects, he loses contact with his body completely.
--a) Mages don't feel injuries taken by their meatbod until they return.
--b) Mages have to track to find their bodies if they don't remember where their body is, or if it's been moved while they were out.
--c) No "snap-back" effect if a mage loses consciousness while projecting.
-2) When a mage projects, there is still a lingering connection to his body, one felt mainly unconsciously.
--a) Lingering connection means that mages are affected immediately by injuries (wound penalties, etc), but aren't immediately aware of how they're injured.
--b) "Snap-back" effect; when a mage is knocked out, his spirit immediately "shortcuts" back to his body, even through wards, much like a spirit can use a metaplanar shortcut to bypass wards.
-3) Astral plane changes
--a) Add a new set of astral-only critters, to make the astral plane more like an alien ecosystem.
--b) Nonliving matter cannot be seen from the astral unless the mage is manifesting.
--c) Changes to Search and Patrol functions available to spirits--see D:Spirit Changes.
--d) "I'd love to make the Astral Plane like the Alien World from Darkseed" --don't know what this means.
--e) Metaplanar travel is harder/requires more preparation.
--f) Interaction between astral and physical--see E:Grounding Revisited.
--g) Impede ability to exactly gauge distances and positions for non-living things
--h) No sound penetration from astral<->physical unless manifest.
--i) Mundanes can sense unmanifested spirits more easily, and at range. (See D-6)
B) Essence is an attribute of...
-1) ...the astral form, and astral form's link with body, not of the body itself. Possible connection with A-1?
-2) ...the physical body, which uses this energy to create a "temporary body" for the mind/soul (the astral form). Possible connection with A-2?
-3) Cyberpsychosis; low-Essence characters' social/healing problems caused by low connection between astral body/physical body, not just presence of chrome as described in books.
--a) Body kept at low Essence while projecting; too much projection may cause same effects as cyberpsychosis?
-4) Low connection to body == difficult to affect w/ wpells.
--a) Add TN of Essence Loss (or Essence Loss / 2) to all spellcasting TNs/spirit power TNs, other than indirect combat spells etc.
C) Spell/Sorcery Changes
-1) Direct/Indirect Detection Spells
--a) Indirect Detection spells not resisted, or resisted only by person using the sense rather than targets, much like indirect illusion spells.
--b) Detect X/Combat Sense *are* resisted, while things like Nightvision/Clairvoyance are not.
--c) No such thing as "Improved Area" for Spell Creation; if you want to improve your area, increase Force (see 2)
--d) No change to totem mods/etc; Detection still treated like one "school"
-2) Force of spells == area, not Magic Attribute
-3) Limit spellcasting successes to Force
--a) Net successes only?
--b) Total successes?
-4) Spell Defense comes from Spell Pool only?
--a) No Spell Defense specialization for Sorcery
-5) Magic more subtle? Less subtle?
-6) Spell ranges? Casting spells further away == penalties to cast.
--a) Grimoire had penalties for extreme ranges due to visibility.
150 m or less: no penalty
151-300m: +2
301-600m: +4
601-1250m: +6
1251-2500m: +8
2501-5000m: +10
5001m: no valid target
--b) Short(TN+0)/Medium(TN+1)/Long(TN+2)/Extreme(TN+5), as with SR3 ranged weapons
--c) Cover+Concealment applies to spells
-7) Remove spells that create matter to avoid having to debate laws of conservation of mass and energy (this only impacts two or three spells and spirit powers)
-
Manipulation as a category is too broad
--a Move elemental manipulation to Combat spells
--b Break Manipulation into two new categories, Physical Manipulation (telekinetic and transformational) and Control Manipulation (as it stands)
-9) What is the result of casting THROUGH a background count?
--a) Use the highest of the two endpoints (not the middle)
--b) For elemental manipulations, use only the caster's BG, since the spell travels in the physical
--c) Use the highest rating between the two endpoints inclusively
-10) Drop invisibility and improved invisibility, replace with concealment or SEP field (adds successes to TN to spot)
-11) Increase Reflexes--replace Increase Reaction, and Reflexes I, II, III
--a) Changed to +1d6INI per successes
--b) Changed to +1 Reaction/two successes, plus +1d6INI per three successes.
--c) Change TN:Reaction, Drain:+1(D)
--d) combine with Force == max successes rule. See C-3.
D) Spirit changes
-1) Watchers suck/use different rules than normal spirits
--a) Watchers use same Search rules as other spirits (see 2), but have additional penalties for finding non-astral targets.
--b) Allow cheap "Bind as guard" option, as elementals have, to replace expensive and useless long-term summon option. Watchers can only guard astral space.
--c) Watchers must make a test to stay interested in mundane affair, even under orders.
-2) Search is odd
--a) Wider area == higher TN
--b) Communicating what to search for is nontrivial
--c) Dependent on communication between spirit and summoner (summoner's Int? Spirit's Int? Some sort of description skill?).
--d) Dependent on summoner's knowledge of the target.
--e) Should be the same rules for Watchers and other spirits? Similar but with special restrictions for the Watchers? Maybe non-Watcher spirits can search for physical objects more easily than Watchers?
--f) Adapt SR4's Search rules?
-3) Astral Patrols
--a) Base area changed to 10x sizes given in MitS.
-4) Immunity to Normal Weapons needs changing
--a) Changes should be made to hardened armor as well.
--b) Provides (F) impact armor and complete immunity to bombs and bullets.
-5) Contest of Wills needs changing
--a) Eliminate reach bonuses (Fishing Pole of Elemental-squishing +2!), and replace with something more sensible.
--b) What would you say about mundanes and Manifesting mages being able to have a Contest of Wills?
-6) Make it easier for mundanes to detect astral beings
--a) TN of 12 (9 maybe?) minus the astral being's Force or Magic Attribute to detect within (Essence) meters.
--b) TN of 12 - the perceiving character's Essence - the spirit's Force/Magic
--c) How to make Geasea+Conjuring work?
-7) Ally spirits
--a) Should not cost more (or at least much more) to upgrade than create.
--b) Stats should not be independent of Force, even after creation.
E) Grounding Revisited
-1) Max Force of spell == max Force of astral-physical link.
-2) Spells only travel in opposite direction to link (eg. Perceiving mage can only ground astral-cast spell to physical plane; materializing spirit can only ground physical-cast spell to the astral plane).
-3) Simplify Grounding rules to be more like Masking through a ward (synch aura, etc)
-4) Grounding as Metamagic technique?
F) Revamping geasea
-1) Gesture/Talisman/Incantation Geasea require a Free Action
during your turn devoted to each geas before using any magical skill. This means someone with more than one of the three will be forced to waste a pass chanting or waving their hands around before casting a spell, for instance.
-2)
Maybe we can cross-pollinate the aspected abilities of Aspected Mages, and the limitations of the different Geasea? I imagine a guy taking a Sorcery-only Geas after losing a lot of Essence to a single cybersurgery, for instance, or an Aspected Mage who can only use his magic at night, rather than the limited range of canon limitations for aspected mages.
-3) Geasea apply to specific spells/spirits
--a) No more Magic Loss from Deadly wounds
--b) Would work like fetish/exclusive limitations on spells.
-4) Scrap Geasea altogether
G) Ritual Tracking should be doable by one person.
H) Magic
EATING PUPPIES -1) Initiation eating puppies: astralpsychosis, or people going crazy from too much magic.
--a) Mania: (total initiate grades gained in past decade)/2 to all social TNs.
--b) Low Pain Threshold: When injured, add (total initiate grades gained in past decade/2, round down) to condition monitor to determine would penalties.
--c) Mental break: If gaining more than one initiate grade in (Initiate grade) years, roll Willpower vs. TN of Grade. TN=2*Grade if less than (Initiate grade) months. Failure means you gain a neurosis.
-2) Spells eating puppies: astral spell pollution causing background count?
-3) Spirits eating puppies: summoning spirits requires stealing life force from surrounding life. Temporary Essence Drain-like effect on everyone nearby (especially the mage); resistance is harder/permenant as Force increases?
-4) Wards/enchanting eating puppies: ward creation/item creation requires bloodletting?
-5) Condition Geas: Must club baby seal before casting spell.
I) Foci
-1) Make Addiction stick to people more? Remove it entirely?
-2) Remove combat with foci/astral objects
J) Ward-making
-1) Mundanes can learn a Ward Creation knowledge skill, similar to Talismongering?
--a) As can Awakened, allowing them to create wards that exceed their Magic rating.
-2) Vehicle warding, the definitive answer.
-3) Use SR4's idea, of a ward being a barrier projecting from an object.
--a) If warded object moves, but walls move with it (ie. warded vehicle; object in vehicle), ward stays intact.
--b) If warded object moves
relative to barrier walls then ward is destroyed.
-4) Wards contacting other wards; do they fight?
-5) Wards inside other wards. Can it be done?
-6) Spontaneous appearance of wards around areas...
--a) ...w/ strong sense of community, togetherness. Eg. close-knit family homes, mom-and-pop stores, churches.
--b) ...w/ strong sense of suspicion, distrust of outsiders. Eg. cult meeting houses, racist homes, gang territories.
--c) Enhance effect w/ Feng Shui knowledge skill?
K) Initiation
-1) Reduce cost of initiation, but it does not increase the magic rating (to combat cybered mages)
--a) Magic Rating boosted like other attributes; "racial" max == Essence+Initiation Grade.
--b) Essence Loss acts as a penalty, so raising Magic costs more for less benefit with cyber.
-2) To join an initiation group, candidate rolls Magic or highest magic skill vs. TN 4 + (size of group/10) + 1 per pt of magic lost - 1 per initiate grade. Group may spend karma pool on behalf of candidate.
--a) Alternatively - divide size of group by 5
--b) Alternatively - increases based on the highest grade within the group
--c) Alternatively - allow for EITHER above and first idea based on style of group(cult of personality vs. communal paradise)
--d) Alternative 6 which lost me (TN based on Group Size Factor, based on highest Initiate Grade/2 + grades of highest graded individuals/2)
--e) Alternatively, Mag. Theory or Etiquette(Magic) roll vs TN of 4 + members of group/5, +2 for not being initiated
-3) You cannot get more initiate grades than your original magic rating (natural max of 12, 10 with 1 point of cyber, etc.)
-4) Add metamagic to allow a caster to sustain a spell with spell pool