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SR3R Master Thread

Jon’s Glorious Karma Character Generation System (S3CKS)

Decking

Ranged Combat

New Gear

Cyberware

Time, Pool, and the Flow of Combat
_________________________________________________
Decided:
(All of these are subject to reopening for discussion should there be any strong argument for a different path)


_________________________________________________
In progress:

_________________________________________________

Proposed changes:

1) The Astral Form

When a projecting mage leaves his or her body, they lose contact with it entirely. Damage suffered by the body is not felt by the projecting mage, nor does damage to the astral form appear on the body. When an injured astral form returns to the body, the damage incurred by the astral form expresses on the body in a dramatic fashion—likewise, damage incurred by the body is immediately transferred to the astral form upon recombination. A body may die, leaving the projecting mage stranded in astral space, or the astral form may die leaving a functioning shell with no higher brain function.

The astral form does not feel pain, though astral injuries do affect operation.

2) The nature of Essence

Essence is an attribute of the astral form, not the body. As such, a mage whose body has died will run out of Essence and die in a few hours.

Cyberware and drug use can cause damage to Essence, which is expressed on the astral form. For example, a mage with a cyberarm may appear either wholly armless or with a shriveled and horribly damaged arm on the astral. Full-borg mages are truly a horrific sight on the astral.

This damage to the astral form does not, curiously enough, impede functioning.

3) The permeability of living beings In light of the strength of arguments against it, Proposal 3 has been withdrawn.

Complex organisms act as barriers to astral forms, and cannot be passed through. As a rough guideline, most macroscopic organisms are impenetrable—some exceptions (like Proteans) exist.

Ladies and gentlemen, start your flamewars. Opinions? Other areas that need to be addressed here?

~J
Sabosect
How about how Essence and Mana interact?
Kagetenshi
Expand on what you mean?

(For those keeping score, the fact that we're separating the "self" (astral form) from the body necessarily means that we're rejecting modern psychology and the biological model for personality. I'm sad about this too, but I think it's the option that leads to better gameplay.)

~J
SirBedevere
I think that these are changes that needed making. I particularly agree with number 3) The permiability of living beings. I house-ruled that astral forms could not pass through living beings when SR3 came out.

I like the appearance changes of cybered astral forms. I hope to gross out some of my players with cybered mages.

So what if you're rejecting modern psychology smile.gif Modern psychology doesn't deal with the astral. I think this could be interpreted as the meat body being just a shell for the astral personality. Essence is what ties a personality to, for want of a better phrase, the Prime Material Plane. When the Essence of an astral form runs out they go to wherever it is dead creatures go to, the Plane of Man? That's how I played it in my campaigns.

Edited for spelling errors. That'll teach me to use the spell checker embarrassed.gif
Ryu
I propose reducing the problem of cybered magicians/adepts by making initiation cheaper and not increasing magic (20 or something Karma per point of magic would stay in effect).

On that note, make all geasa taken against magic loss from bio- or cyberware count against all the adepts powers, not just one point.

I will try to get 2&3 houseruled. Thank you.
Dawnshadow
I don't like the astral damage expressing suddenly on the physical form.

What I'd prefer:

When a mage projects, all stun damage remains as physical damage on the astral self. Spells cannot be cast at force higher than magic on the astral -- and all drain is "physical".

When the mage returns to the body, all the physical damage on the astral form replaces the stun damage on the body-- and stun damage on the astral form is added to it.

Sharaloth
I don't like 3, and I don't like 1. 2 is okay, but I'd use a wholly different explanation for Essence myself.

Bodies not on the astral themselves should be completely permeable. That is, any aura can be passed through like air, but any dual-natured or wholly astral being would remain impenetrable. Mother Earth, on the other hand, is a big dual-natured planet, and thus impenetrable. A mage being unable to pass easily through a crowded room or zip through a forest is idiotic when they're on the astral. Auras on the astral are not themselves astrally present beyond a kind of 'experession effect' that tints the mana around them into certain patterns based on their emotions and the state of their bodies. Instead of being solid barriers, they're more like a fine mist with an image projected onto it, quite visible and possibly very vivid and bright, but intangible.

A Projecting magician is not wholly disconnected from their body. They are simply seperating their mental self from their physical self for limited periods of time. For either to function properly both must be in alignment with each other, but magicians can use their command of mana and the astral to maintain a long-distance link with their body that allows them to maintain a living, functioning self while these halves are seperated. As such the Astral form knows when the Physical form is wounded, and expresses those wounds itself (though it does not necessarily impede performance) and the physical form expresses wounds that the astral form has suffered (usually in the form of internal ruptures, snapped tendons and other nasty, nasty injuries that don't require an actual knife to be taken to the body). If the body dies while the Astral form is missing, the Astral form can sustain itself for only a short period of time before it collapses itself. If the Astral form dies, the physical form is quick to follow, unless kept on serious life support (just in case some errant Shedim really needs a body or something).

Also, Though I have no real problems with 2, it does present an interesting point about cyberware. If Essence is an attribute purely of the Astral Form, why do mundanes die when they get more cyber implanted than their essence limit? Why Cybermancy? Obviously, Essence is tied to the body in some way as well.
SFEley
QUOTE
1) The Astral Form
When a projecting mage leaves his or her body, they lose contact with it entirely. Damage suffered by the body is not felt by the projecting mage, nor does damage to the astral form appear on the body.

I disagree with this for purely dramatic reasons. Allowing the mage to feel damage to the body is cooler because it gives him something more to worry about.

("So, after four hours of ritual tracking, you've found the don. He's at a table with both Yakuza oyabuns, and he's taking something out of his briefcase... Wait, what's that tingling in your leg? Must be your physical body! You remember something about Jimmy the Snitch promising to saw your leg off next chance he got. What do you do?")


QUOTE
The astral form does not feel pain, though astral injuries do affect operation.

Why shouldn't that "affected operation" be expressed as pain?


QUOTE

3) The permeability of living beings
Complex organisms act as barriers to astral forms, and cannot be passed through. As a rough guideline, most macroscopic organisms are impenetrable—some exceptions (like Proteans) exist.

Er, isn't this the way it works now? I could have sworn that was the current rule.
SFEley
QUOTE (Sharaloth)
A mage being unable to pass easily through a crowded room or zip through a forest is idiotic when they're on the astral.

I don't think so. Again, it's more dramatic this way. You can always fly over the crowd, or over the forest if you don't need to be in it to find something. If you change this rule then a lot of things stop working, like FAB barriers and dense ivy as building security.

Besides, it makes for some cool limitations. Since you can't move anything in the physical world, a lot of things become more dangerous... Imagine an astral fight in that forest, taking Knockback, and then having to resist damage because you were impaled by a leaf on a low-hanging branch. >8->


Kagetenshi
I just wanted to say that there's a lot here I'm going to respond to, but having just had oral surgery today is probably not the time to say it. In the meantime, carry on your discussion.

~J
Sabosect
QUOTE (Kagetenshi)
Expand on what you mean?

(For those keeping score, the fact that we're separating the "self" (astral form) from the body necessarily means that we're rejecting modern psychology and the biological model for personality. I'm sad about this too, but I think it's the option that leads to better gameplay.)

~J

Well, I figured that Essence affects how the body can channel Mana, which would explain why a magician loses magical power as they lose essence. The one item I was wondering is how you plan to have mana and essence interacting. This also has an affect on background counts, space, etc.
hyzmarca
QUOTE (SFEley)
QUOTE (Sharaloth)
A mage being unable to pass easily through a crowded room or zip through a forest is idiotic when they're on the astral.

I don't think so. Again, it's more dramatic this way. You can always fly over the crowd, or over the forest if you don't need to be in it to find something. If you change this rule then a lot of things stop working, like FAB barriers and dense ivy as building security.

Besides, it makes for some cool limitations. Since you can't move anything in the physical world, a lot of things become more dangerous... Imagine an astral fight in that forest, taking Knockback, and then having to resist damage because you were impaled by a leaf on a low-hanging branch. >8->

You wouldn't have to resist damage unless the leaf engages you in astral combat. There is no inertia on the astral plane.
SFEley
QUOTE (hyzmarca)
You wouldn't have to resist damage unless the leaf engages you in astral combat. There is no inertia on the astral plane.

Good point. Thanks.
Nyxll
QUOTE (Sabosect)
QUOTE (Kagetenshi @ Aug 25 2005, 12:34 AM)
Expand on what you mean?

(For those keeping score, the fact that we're separating the "self" (astral form) from the body necessarily means that we're rejecting modern psychology and the biological model for personality. I'm sad about this too, but I think it's the option that leads to better gameplay.)

~J

Well, I figured that Essence affects how the body can channel Mana, which would explain why a magician loses magical power as they lose essence. The one item I was wondering is how you plan to have mana and essence interacting. This also has an affect on background counts, space, etc.

This is reflected in the loss of magic rating. If you geas the loss, then you learn to channel it differently by making a sacrifice in some other area. I think magic rating is more important than essence in the astral.
Sharaloth
QUOTE (SFEley)
I don't think so. Again, it's more dramatic this way. You can always fly over the crowd, or over the forest if you don't need to be in it to find something. If you change this rule then a lot of things stop working, like FAB barriers and dense ivy as building security.

Besides, it makes for some cool limitations. Since you can't move anything in the physical world, a lot of things become more dangerous... Imagine an astral fight in that forest, taking Knockback, and then having to resist damage because you were impaled by a leaf on a low-hanging branch. >8->

But it's not more dramatic that way, it's just dumb. The earth is one big crowded biomass in any area that a Shadowrunner is likely to be in, and the rest has a background count making Astral Projection a difficult task at best, and outright damaging at worst. Moving at astral speeds, a magician would only be able to travel at 1km+ heights, to be sure of not ramming into something and thus coming to a complete stop, to say nothing of trying to move anywhere in a city. No, non-astral entities are completely permeable on the astral.

As to FAB and dense ivy. Ivy doesn't block astral travellers unless it's awakened, FAB does. FAB does, not because it's alive, but because it's dual natured. It exists on the Astral Plane, and is therefore solid there.

And instead of getting impaled on a leaf of all things, or having the mundanes able to knock about an astral form they can neither see nor perceive in any way, just by swinging their arms in the right area . . . just dumb. Instead of that, you can have astral fights where the combatants use people as cover against LOS. Auras are visible on the Astral, and though not solid, a game of cat-and-mouse between two astral magicians in a forest that they can move through at will is way cooler and more dramatic than taking damage from falling on a leaf.

Also, if non-astrally active Auras were solid, an Astral magician could touch and manipulate them like they could Active Foci in normal SR3 rules now. When your Astral mage starts picking the (mundane) bad guy up and dropping him from thirty stories, you've unbalanced your game.

To reiterate: Auras are better left intangible.
Nyxll
QUOTE (Sharaloth)
Astral Projection a difficult task at best, and outright damaging at worst. Moving at astral speeds, a magician would only be able to travel at 1km+ heights, to be sure of not ramming into something and thus coming to a complete stop, to say nothing of trying to move anywhere in a city. No, non-astral entities are completely permeable on the astral.

As to FAB and dense ivy. Ivy doesn't block astral travellers unless it's awakened, FAB does. FAB does, not because it's alive, but because it's dual natured. It exists on the Astral Plane, and is therefore solid there.

And instead of getting impaled on a leaf of all things, or having the mundanes able to knock about an astral form they can neither see nor perceive in any way, just by swinging their arms in the right area . . . just dumb.

You do not have to worry about hitting an object at high speeds on the astral. Physics do not work the same there. You would not get impaled on the leaf. It is not the actual act of hitting someone on the astral that does damage ... it is the "will" behind it that does the damage. Fab bullets do not hurt. I think non-intersecting auras makes a mage pay attention to where they are going, and makes some areas off limits from the mage. You are describing the incorpreal nature, not astral travel.
Sharaloth
Not doing damage is irrelevant, as I never said it would. It would, however, bring you to a complete stop. And we know that it's not just the 'will' behind it that does damage (Though that is a major component of astral combat). Being forced through an astral barrier can cause damage, without an attack being initiated or an effort of 'will' on either side. As towards incorporeality vs astral travel, I AM actually describing astral travel. Incorporeal entitites cannot interact with other incorporeal entities (being incorporeal and all), Astral entities, on the other hand, can interact with other astral entities, but not physical entities. The Astral is a reflection of the physical, but it is NOT the physical, physical things do not affect astral things (Beyond the normal astral-physical interaction of mana expressing, either as emotional background count or magical effect) and the astral does not affect the physical. When you're dual natured, you're both at once.

That's Astral Travel, not incorporeality.

This is one section of SR3 that most emphatically does NOT need to be fixed.
Catsnightmare
Personally I think none of the above rulings need to be instituted whatsoever, those parts of SR3 are just fine the way they are in the books.

Don't be like FanPro and try to fix what isn't broken with the astral part of the magic system.
Kagetenshi
It is already broken. Just try to find a logic behind the current system.

~J
John Campbell
QUOTE (SFEley)
QUOTE (Sharaloth)
A mage being unable to pass easily through a crowded room or zip through a forest is idiotic when they're on the astral.

I don't think so. Again, it's more dramatic this way. You can always fly over the crowd, or over the forest if you don't need to be in it to find something. If you change this rule then a lot of things stop working, like FAB barriers and dense ivy as building security.

The "change" you're objecting to is actually a non-change. This is the way things currently work in SR3. Normal life is visible but insubstantial on the astral. In order to affect anything on the astral, you have to be on the astral yourself. FAB barriers work because FAB (at least the kinds that can form an actual barrier) is dual-natured, present on both the physical and the astral. Ivy barriers do not work, and have not since SR2. (Unless it's Awakened dual-natured ivy, of course.)

I don't like life blocking astral travel for two reasons. Firstly, in order to be consistent, if non-astral life can affect the astral plane, the astral plane should be able to affect non-astral life. With, say, manabolt. Big game balance problem, bad idea. Better and more consistent to say that they're separate and never the twain shall meet.

Secondly, the manasphere is full of life. If you don't limit these effects to macroscopic life, anyone trying to go astral will instantly die from being perforated by microbes. If you do limit the effects to macroscopic life, you're, again, being inconsistent, and also making the FAB concept a bit iffy.

Oh, and, thirdly, I don't see that the current handling of the situation is broken, so I don't think it should be fixed.
Herald of Verjigorm
1) A full disconnect would make it nearly impossible to discover the adjusted location of your meat body if it moved while you were out. The "dramatic" expression of injuries is arbitrary and lacks any real reason except to make it easier for a medic to try to diagnose and repair injuries. A "logical" consequence of the recombined health bars would result in the damage mostly expressing itself in the body suddenly and harshly reacting to the stimulus of the injuries, sharp muscle contractions and blood pressure jumps resulting in torn muscles, internal bleeding, and similar consequences.

2) Completely arbitrary, but no more so than the description in any of the books.

3) No, I do not like the SR2 tactic of mundane vines making a building astrally impermeable. Life is far too common at ground levels to function as an astral barrier without limiting astral projection to thinner altitudes.
Kagetenshi
QUOTE
Also, Though I have no real problems with 2, it does present an interesting point about cyberware. If Essence is an attribute purely of the Astral Form, why do mundanes die when they get more cyber implanted than their essence limit? Why Cybermancy? Obviously, Essence is tied to the body in some way as well.

The idea would be that everyone has an astral form (aura), but that only mages can detach it from their bodies. Thus, the question of which "half" holds Essence is only important for projecting mages.

Note that having an astral form and being astrally active would be two different things. The phrasing would be cleared up to be less confusing for the release.

Ok, now that I'm generally back in my right mind, let's try this again.

Each of these changes is a response to a specific problem that has occurred during gameplay, or with a problem that has arisen while attempting to address a different problem. I'll run through what the problem faced was and how each of the proposed solutions fixes that problem.

QUOTE
1) The Astral Form

Problem encountered: the rules never quite remember whether the projecting mage is in touch with his/her body or not. Damage incurred to one dramatically expresses on the other (in SR3 canon, mind you), and if a mage goes unconscious they somehow instantly return to their bodies—but they can get lost on the Astral and are unable to instantly return to their bodies by choice. There's no rational explanation of this. There are two possible directions to go: either the mage is always in contact with their body, things can affect both of them, the mage can always return, etc. or
QUOTE
When a projecting mage leaves his or her body, they lose contact with it entirely. Damage suffered by the body is not felt by the projecting mage, nor does damage to the astral form appear on the body.

It is my personal belief that astral projection should be both powerful and dangerous, and so my inclination is to separate the two. The Herald brings up a point I had not considered, however, regarding the difficulty of locating one's body. If anyone has suggestions I'd appreciate them, otherwise I'll try to think of a solution.
QUOTE
When an injured astral form returns to the body, the damage incurred by the astral form expresses on the body in a dramatic fashion—likewise, damage incurred by the body is immediately transferred to the astral form upon recombination. A body may die, leaving the projecting mage stranded in astral space, or the astral form may die leaving a functioning shell with no higher brain function.

The astral form does not feel pain, though astral injuries do affect operation.

These items are both flavour based in SR3 canon. The first maintains the dramatic expression of the current treatment, merely timeshifting it, while the second…

Well, scrap that. The second was originally intended to reflect the lack of stun damage on the Astral, but the evidence supporting it was misremembered—specifically, the vignette on page 177, which I had thought only had Tweezil suffering pain once he returned to his body. This turns out not to have been the case, so pain on the astral is still in.

I'll address the others momentarily.

~J
Kagetenshi
QUOTE (Kagetenshi @ Aug 25 2005, 12:21 AM)
2) The nature of Essence

Essence is an attribute of the astral form, not the body. As such, a mage whose body has died will run out of Essence and die in a few hours.

Cyberware and drug use can cause damage to Essence, which is expressed on the astral form. For example, a mage with a cyberarm may appear either wholly armless or with a shriveled and horribly damaged arm on the astral. Full-borg mages are truly a horrific sight on the astral.

This damage to the astral form does not, curiously enough, impede functioning.

After arriving at change #1, we were left with the dilemma: if the body and spirit are separate, and the body holds Essence, a mage that projects too long will have their body die. What, however, keeps them from continuing to exist as disembodied astral forms? We've already tentatively decided that the astral form is the "self", so it makes sense for that half to be the one that dies.

The secondary issue is that we needed to define Essence. A fixed definition of Essence doesn't need to be present in the rules that the players read, but it must exist in the minds of the design team in order to make appropriate rules relating to it (for example, see the "nervous system connection vs. bone lacing costing Essence" issue). As you can tell, we went with a modified astral template approach.

The third issue is that flavour contradicts mechanics. In flavour, cyberware is frowned on by many Awakened, but there's no real reason why—for many the magic loss is unimportant, especially for those who adhere to legal limits on spells and spirits. This answers it by causing dramatic and unpleasant changes in appearance of the astral form for mages who have given too much of their flesh for metal. Nonetheless, we didn't want to increase the "tax" for cyberware, so no mechanical penalty for this.

~J
Kagetenshi
QUOTE (Kagetenshi @ Aug 25 2005, 12:21 AM)
3) The permeability of living beings

Complex organisms act as barriers to astral forms, and cannot be passed through. As a rough guideline, most macroscopic organisms are impenetrable—some exceptions (like Proteans) exist.

The fundamental issue being addressed here is simple: mundane countermeasures to magical intrusion. As it stands, you can't counteract astral projection without magic, which leaves one of three choices:

1: Wards/FAB/glowmoss absolutely everywhere.

2: Extremely little information of importance about the mundane non-living world is available from the astral.

3: Mundanes are just helpless against astral scouting. This is, to me, a complete non-starter.

4: Offer a countermeasure.

This method, already used in SR2, seems to be the best. My first objection was "why don't bacteria count?", but the complexity requirement sidesteps that and allows us to mostly just say "macroscopic stuff is solid". As for running into things, it would be assumed that astral forms are inertialess and as such would just slip right through a forest unless they hit something perfectly dead on (tiny chance), in which case they'd just stop dead. It might take some work to move in a perfectly straight line, but that's acceptable to me.

Thoughts?

~J
Conskill
QUOTE
The fundamental issue being addressed here is simple: mundane countermeasures to magical intrusion. As it stands, you can't counteract astral projection without magic, which leaves one of three choices:


You're correct, though I guess I've never seen where that's a problem given how cheap wards and watcher spirits are, how prolific Awakened are (1% of the population? Yikes.), and how generally meaningless distance is in astral travel.

In my games, I always figured wards were common ("Happy Injun's Home Ward Service, 100 nuyen an hour! Isn't your privacy worth that much?"), and pointy-end security usually handled by spirits with a magical response team available for real incursion. Remember, a comapny needs just one team for any given region, more only if they feel they'd need to field more magicians simultaneously. If sieges go on for too long, you could be seeing reinforcements from across the state or country.

QUOTE
As for running into things, it would be assumed that astral forms are inertialess and as such would just slip right through a forest unless they hit something perfectly dead on (tiny chance), in which case they'd just stop dead. It might take some work to move in a perfectly straight line, but that's acceptable to me.


You might be underestimating how thick even complex life gets at times. Even with full 3D movement, It'd be incredible to get more than a dozen feet through the trees outside my house without brushing something aside. Astral projection in even denser biomes, such as the Amazonian jungle, would be entirely impossible. I wouldn't place much of a bet about underwater projection, either, especially in tropical water.

One other consideration: what happens when life runs into the projected mage. Could a magician get trampled under heavy urban traffic? Trapped under a fallen tree? Pushed around like a balloon by a swarm of angry bees?
Sharaloth
QUOTE (Kagetenshi)
QUOTE (Kagetenshi @ Aug 25 2005, 12:21 AM)
3) The permeability of living beings

Complex organisms act as barriers to astral forms, and cannot be passed through. As a rough guideline, most macroscopic organisms are impenetrable—some exceptions (like Proteans) exist.

The fundamental issue being addressed here is simple: mundane countermeasures to magical intrusion. As it stands, you can't counteract astral projection without magic, which leaves one of three choices:

1: Wards/FAB/glowmoss absolutely everywhere.

2: Extremely little information of importance about the mundane non-living world is available from the astral.

3: Mundanes are just helpless against astral scouting. This is, to me, a complete non-starter.

4: Offer a countermeasure.

This method, already used in SR2, seems to be the best. My first objection was "why don't bacteria count?", but the complexity requirement sidesteps that and allows us to mostly just say "macroscopic stuff is solid". As for running into things, it would be assumed that astral forms are inertialess and as such would just slip right through a forest unless they hit something perfectly dead on (tiny chance), in which case they'd just stop dead. It might take some work to move in a perfectly straight line, but that's acceptable to me.

Thoughts?

~J

You see, I can handle the oddness of 1 and 2, though they run counter to how I always envisioned Shadowrun magic to work (and starts to create problems along the way), but this, this is something you shouldn't even consider changing.

Astral scouting is exactly as it should be. You get locations, possibly cyber content, possibly awakened-ness (but neither necessarily), ward locations and emotional/health analysis. Other than that, nada. Very little non-magical information is acessible from the astral. No secret documents can be read, no cameras can be shut off, no computers hacked into, no doors opened, etc, etc, etc.

Astral scouting is useful, but very, very limited. So condition 2 already applies. The important places already have condition 1 applied to them, and the average or not-so-important places wouldn't be expected to have it anyways. (why would grandma patterson down the hall have biofiber coating her walls? Hmmm, methinks she is not what she seems). As to 3, mundanes ARE just helpless to astral scouting, just like the average citizen is HELPLESS against a malicious decker, or a vicious Cybered-up killer! But unlike the first two, the worst an astral scout could do is WATCH them, maybe get a good eyeful of that cold you've caught, or the datajack in your head. Maybe, if he's lucky, he might even get to watch you screw somebody. This ain't a problem (except in the ethical sense).

The reason it was changed from SR2 to SR3 was probably because it really didn't work in SR2. It creates too many problems and inconsistencies, while the current system works totally fine.
hahnsoo
How about this: The ability for a living thing to impede the movement of an astral-only body depends on the fact that the cells in living tissue are "connected" astrally. The little invisible connections that bind an organism's aura together synergize to create an overall "mass" aura, much like knitting a sweater out of loose bits of yarn. Thus, more complicated creatures (creatures with metahuman-level Essence) are more likely to impede astral movement than lesser creatures (single-cell organisms or simple multi-cellular organisms like yeast). This is also why using tissue samples from an organism can be used to track the organism, or even vice versa (reverse Ritual tracking).

This is also important as far as astral tracking is concerned. The lower a person's Essence, the "fewer" the connections in the mass aura and the lower the integrity of a person's astral connections (the invisible yarn that binds his aura together). Thus, tissue samples from individuals with lower Essence have ties that unravel faster, and are less useful for astral tracking (degrade in Essence hours). Because a person's Essence also determines how long they can stay in the Astral plane, the Essence degradation represents the person's extended aura "unraveling" the longer it stays away from its "home".

With FAB, it depends on whether or not you are using the "new" or the "old" model. In the Corporate Security Handbook (SR2 rules), FAB was not dual-natured. You could justify FAB as bacteria that artificially produces the "astral ties" needed to impede astral movement between individual colonies, through some product (probably accidental) of gene engineering. In Magic in the Shadows (SR3 rules), FAB is dual natured, and thus is "solid" as far as astral travelers are concerned.

I've always liked the ability for Ivy and biomatter and other "mundane" ways to counter an astral scout. However, running things as SR2's magical universe is a complete shift from SR3 (just as SR3 was a complete shift from SR2), and I honestly don't think that is completely in tune with the goal of SR3R (providing a revised ruleset without completely overhauling the overall spec of the rules).
Taran
QUOTE (Sharaloth)
Astral scouting is exactly as it should be. You get locations, possibly cyber content, possibly awakened-ness (but neither necessarily), ward locations and emotional/health analysis. Other than that, nada. Very little non-magical information is acessible from the astral. No secret documents can be read, no cameras can be shut off, no computers hacked into, no doors opened, etc, etc, etc.
Astral scouting does let you find all the living things in an area, which is very powerful in my experience. Being able to spy undetectably on all the guards and potential witnesses is very handy. Also, it's an easy way to check the true layout of the building, regardless of what the filed plans say. If your target is a person (extraction, assassination, whatever), you can't necessarily identify them from the astral but you surely can make a start of it. In short, I think you're underestimating the ability to spy undetectably on living things and fixtures.

QUOTE (Conskill)
In my games, I always figured wards were common ("Happy Injun's Home Ward Service, 100 nuyen an hour! Isn't your privacy worth that much?"), and pointy-end security usually handled by spirits with a magical response team available for real incursion.
This is the approach I've taken in practice, but it doesn't satisfy. First, wards are terribly expensive to keep running at those rates: supposing that the service maintains all your wards for that price, the price to protect one building for one year is 876000 nuyen.gif . If that price is per ward, then of course the total cost multiplies ferociously. For the corporate headquarters it's reasonable to spend 100 times that, but for each research lab and monitoring station it's a painful expense, and completely out of the question for almost all private homes. This analysis doesn't even include the mage's retainer, though it probably washes out in the cost of the wards anyway. The other problem with this approach is that it leaves any dual-natured PCs out in the cold, as they can't enter the target building without tripping all the astral security.

With all of that said...hahnsoo makes a lot of sense. I like life-as-barrier, and will probably add it to my game, but it's a big shift for SR3R, and it's not as important to the underlying logic of magic that we're trying to establish as the other two points are. Can we hear more debate on those?
Kagetenshi
Proposal #3 has fallen to the arguments against it. I think regarding point #1 that the implications of separation are still preferable to the implications of linkedness, but Herald of Verjigorm brought up a point regarding difficulty of locating a moved body that is unaddressed.

More as things evolve, and as always comments are welcome.

~J
lorthazar
I'm always amazed how people can take something easy to understand and then make it difficult to grasp. There is nothing wrong with the Astral rules the way they are. The implications of what you are doing makes everything just a little more unbalanced.

After all basically you are allowing any astral projecting person to essentially knock out or kill any mundane without anything more than his astral fists or weapon focus. How long is even a maxed out troll going to live against an opponent he cannot see, can by pass his armor, and he is unable to out maneuver? Becuase that is the can of worms you are opening by aking living object solid on the astral.
Kagetenshi
That's based on a false extrapolation of rulings based on a proposal that has been canned. Next?

~J
lorthazar
No, it is based off reality. If something is solid you can hit it. If it can be hurt based on how hard you hit it, you can destroy it evenutally. Simple and quite effective. I may miss ground to manifestation, but the 'pane of glass' is prefferrable to have the mage gain even more power.

The way I see it, you don't like astral reconnisance, but are too lazy to work all the nice inexpensive ways of dealing with it.

1. Bound Elemental: For a trivial cost a force 6 elemental will watch an entire floor of a building forever.
2. Astral mages: Fight fire with fire.
3. Dual natured paracritters: hellhounds are your friends
SFEley
QUOTE (lorthazar)
No, it is based off reality. If something is solid you can hit it. If it can be hurt based on how hard you hit it, you can destroy it evenutally. Simple and quite effective. I may miss ground to manifestation, but the 'pane of glass' is prefferrable to have the mage gain even more power.

You're confused, man. Even in SR2 style astral projection (which I liked, and which is what Kage was trying to bring back here) beings on the astral couldn't affect beings on the physical plane. The 'solidness' was strictly one way.
Kagetenshi
The problem we were trying to address was that this was a "you can't fight fire with anything but fire" situation. There were, and are, no non-magical countermeasures to astral projection.

You're right that changing it does change a whole host of other things that we weren't expecting (even if it doesn't change what you think it's changing). That would be why we're posting our proposals here and asking other people to comment on it.

~J
Shockwave_IIc
QUOTE (Kagetenshi)
Proposed changes:

1) The Astral Form

When a projecting mage leaves his or her body, they lose contact with it entirely. Damage suffered by the body is not felt by the projecting mage, nor does damage to the astral form appear on the body. When an injured astral form returns to the body, the damage incurred by the astral form expresses on the body in a dramatic fashion—likewise, damage incurred by the body is immediately transferred to the astral form upon recombination. A body may die, leaving the projecting mage stranded in astral space, or the astral form may die leaving a functioning shell with no higher brain function.

The astral form does not feel pain, though astral injuries do affect operation.
Ok i like the idea of nnot feeling what happens to your body while you are out. However i also think that the damage should exsist for both forms. Ie your Body takes a Serious while your out, your astral form takes a serious while away also. you've got 12 boxes of damge when you rejoin with your body. Thus so as you don't get too shocked when you come back to your body, it becomes a good idea to assence for wounds upon return.

QUOTE
2) The nature of Essence

Essence is an attribute of the astral form, not the body. As such, a mage whose body has died will run out of Essence and die in a few hours.

Cyberware and drug use can cause damage to Essence, which is expressed on the astral form. For example, a mage with a cyberarm may appear either wholly armless or with a shriveled and horribly damaged arm on the astral. Full-borg mages are truly a horrific sight on the astral.

This damage to the astral form does not, curiously enough, impede functioning.

I like this one. helps to explain Cyberzombies a bit as well.

QUOTE
3) The permeability of living beings

Complex organisms act as barriers to astral forms, and cannot be passed through. As a rough guideline, most macroscopic organisms are impenetrable—some exceptions (like Proteans) exist.

Ladies and gentlemen, start your flamewars. Opinions? Other areas that need to be addressed here?

~J

Don't like this one at all.

The ability to fly through trees and such as previously mentioned should be allowed. Thats not including the likes of various forms of (mundane) astral detection get removed from the game.
Taran
QUOTE (lorthazar)
No, it is based off reality. If something is solid you can hit it. If it can be hurt based on how hard you hit it, you can destroy it evenutally. Simple and quite effective. I may miss ground to manifestation, but the 'pane of glass' is prefferrable to have the mage gain even more power.
You're assuming that astral space has a concept of inertia. It doesn't. If an astral form tries to move someplace it can't, it comes to a perfect stop. When the projecting mage tries to punch Mr. Mundane in the nose, his fist stops right where the guy's nose begins, with no harm to either party. If you've read Snow Crash, think back to the way that the motorcycles worked in the Metaverse; it's the same idea.

That's how I would run it, anyway. The above is not SR3R canon, since
QUOTE (Kagetenshi)
Proposal #3 has fallen to the arguments against it.


QUOTE (Shockwave_IIc)
Ie your Body takes a Serious while your out, your astral form takes a serious while away also. you've got 12 boxes of damge when you rejoin with your body.
That's how it would work according to Kagetenshi's proposal. If your astral form takes a serious, and your physical form takes a serious, then on recombination you're into overdamage. Hope Body wasn't your dump stat...
hyzmarca
This may seem like a silly idea, but I will offer it as an alternative to solid auras.

Maybe the "pane of glass" between Astral and physical isn't fully transparent. Maybe it is more like frosted glass, distorting and obscuring the mirror image of the physical world that is projected onto the astral plane. Perhaps viewing purely physical object from astral is like looking through the mother of all funhouse mirrors.

Maybe a dense concentration of overlapping auras interferes with astral sight the same way the glare from bright lights interferes with physical sight. Maybe when auras are too dense a mage mas to make an assensing test to tell one from another.

This would reduce the usefulness of astral recon while allowing astral beings to retain their free movement. In dense foliage, an astral being will have difficulty telling the difference between a plant, a metahuman, and a raccoon. Put a few dozen potted plants in the guard barracks and the Astral mage can't be sure to make an accurate head count.

Against nonliving objects the mage is even more fragged. Unless he makes the perception test he can't tell the difference between a garden sprinkler and a minigun turret. He can't be sure if the secret corporate hanger contains a lightly armed rotodrone, a helicopter, or a kilometer-wide heliofortress.
Link
On the idea of the frosted plane of glass, the astral perception modifiers from MitS simulate this to a degree.

QUOTE
This would reduce the usefullness of astral recon while allowing astral beings to retain their free movement. In dense folliage, an astral being will have difficulty telling the difference between a plant, a metahuman, and a raccoon. Put a few dozen potted plants in the guard barracks and the Astral mage can't be sure to make an accurate head count.


Crowded biomass eg. a busy dancefloor, water 50m deep or less +2
or
Packed biomass eg. thick jungle, packed subway train +4

QUOTE
Against nonliving objects the mage is even more fragged. Unless he makes the perception test he can't tell the difference between a garden sprinkler and a minigun turret. He can't be sure if the secret corporate hanger contains a lightly armed rotodrone, an helicopters, or a kilometer-wide heliofortress.


Looking for mundane, physical object +2

Astral
Light fog/smoke +1
Thick fog/smoke +2
Open flame +2
Intense flame eg. inside a blast furnace +3
Looking for mundane, physical object +2
Background count +level
Crowded biomass eg. a busy dancefloor, water 50m deep or less +2
Packed biomass eg. thick jungle, packed subway train +4
Crusher Bob
Another bit to worry about is you can hear spoken words just fine, so listening to the secret corporate plot (or whatever is quite easy). Of course, a lot of business meetings would be held in the matrix instead, to no spoken words would be involved.
Eyeless Blond
Well, my 2 cents:

Option 1&2 is a whole lot of work just to make it possible for a mage to get himself lost while projecting. Honestly I don't think any of the changes are really necessary at all; all you need to change is the theory a little.

Here's how I think of it: In magic, everything is connected. Bits of bricks are connected to buildings; leaves are connected to trees that spawned them, and an astral form is connected to the body that spawned it. This is true whether that astral form is a nature spirit or elemental, a watcher, an ally, even the major astral form a mage creates while projecting. This is why ritual magic works, why allies and other spirits can be called through weird shortcuts in the metaplanes to their masters, why an astrally projecting mage is aware of wounds to his meatbody and can be "snapped" back to his body if he is disrupted. In fact, it probably works through the same sort of metaplanar shortcut a free spirit is sucked through when someone says its name. Unfortunately for the mage he can't just snap his way back to his body any time he pleases, no more than a free spirit can snap his way anywhere he damn well pleases as if someone said his name in that spot. Call it an unconscious reflex, call it an unknown natural process, call it rules of magic, whatever you like, but that's just how it works.

Does that make sense, or am I speaking Greek here? I just really don't think any of these changes are really necessary; they certainly make no more sense this way than they do the SR3 way, at least IMHO.
Fortune
Sorry, but I have to agree with Eyeless (and others) in that I do not believe any of the changes listed in the first post are necessary, or even warranted.
Kagetenshi
I'll have to think on Eyeless' suggested explanations—something in me rebels against the idea that things are mysteriously different when one is rendered unconscious than when one is conscious, but I could be convinced.

With that said, are there any inconsistencies or areas in the rules for the above that people would like to see addressed?

~J
Juggernaut125
I'm with the group that says that these rules aren't broken. I can understand a microscopic strand of connection from the body to the astral form that is always there. It is the ambilical connection that keeps them both alive. In astral combat, if you get a black eye, I can imagine your physical body automatically reflecting this by getting a black eye. Anyone pulling guard duty over your meat body would know that you've met something bad. And if your friend who is guarding you is tickling your feet, you can feel that sensation in your astral form.

QUOTE
SR3 page 173. Your physical body loses 1 point of Essence at the end of every hour you are astrally projecting. If its Essence is reduced to 0, you die.


So cybered mages are (minimally) limited in this respect. Even a Level 12 cybered mage with only .2 Essence left can only Project for a maximum of 10 minutes before he dies.

The circumference of the earth is roughly 40,000 km at the equator. At a maximum speed of 6,000 km per hour for a non initiated awakened character, the person would die if he tried to circle the earth astrally.

Now, in regards to the transparency of the astral planes, "Physical things are intangible" (not transparent). Non-astrally active beings and mundane barriers can be passed through, but not seen through. So, if you have to travel through a thick forest to get to the other side, only astrally active "things" might impede your progress. But if you have to actually find something mundane in that forest, you can't just look into the woods while hovering above it and go "Hey! There it is!"

And yes, it leaves the mundane world more susceptible to astral scouting, but, as an average mundane myself, I have nothing to hide from spying eyes, and they'd be unlikely to care about my every day goings on. If you've got something valuable enough to hide, then you've just got to fork over the cash to buy the ward. Or buy yourself a paranormal pet to guard it. But, remember the lessons of Pandora. Hiding something only invites others to come find it.
Eyeless Blond
QUOTE (Kagetenshi)
I'll have to think on Eyeless' suggested explanations—something in me rebels against the idea that things are mysteriously different when one is rendered unconscious than when one is conscious, but I could be convinced.

Well why not? There is strong evidence that the conscious and unconscious mind are very different. Conscious memory, for instance, works by forgetting vast chunks of your experiences and instead focusing on the connections between events and ideas. Some theorize this is where our intelligence comes from, and that it's only really possible to think about events by forgetting about them. Unconscious memory, on the other hand--the kind of memory that can be drawn out through hypnosis and the like--is exacting in the detail it can recall to the point where people in trances can sometimes notice details that they weren't ever paying conscious attention to. For this reason I have no problem believing that an awakened mind would interact very differently to being projected from the body once it loses consciousness.
Eyeless Blond
*bump* and...

As long as we're thinking of changing things that don't really need to be changed, I've got a list of little bits from the magic section that could use some work:

1) Change "Detection spells" to allow directed and indirect subcategories, mch like illusion spells. Directed detection spells, like Detect(Object) and Mindprobe are resisted, but indirect ones like Nightvision and Clairvoyance are not resisted.
2) Make Invisability and the like, instead of being so all-or-nothing as they currently are, merely provide some kind of a bonus to whatever we finally decide to do with Stealth tests.
2a) Er, we ARE getting rid of Open Tests, aren't we?
3) Find some way to allow Ritual Tracking with only one person. In the books it is implied in some places that people have done ritual tracking all by their lonesome (example: that bounty hunter in SOTA '63 using reverse tracking to find someone) but by the current rules it's impossible, which is pretty stupid.
4) Fix Adept Geasea to actually be meaningful, rather than free stuff.

Anything else?
Kagetenshi
QUOTE (Eyeless Blond @ Sep 12 2005, 10:46 AM)
As long as we're thinking of changing things that don't really need to be changed

*Ahem* nyahnyah.gif

For what it's worth, I have not proposed a single change that I didn't think needed to be made. I may have later changed my mind in the face of counterarguments, but every change is proposed based on an apparent flaw of the system.
QUOTE
I've got a list of little bits from the magic section that could use some work:

1) Change "Detection spells" to allow directed and indirect subcategories, mch like illusion spells. Directed detection spells, like Detect(Object) and Mindprobe are resisted, but indirect ones like Nightvision and Clairvoyance are not resisted.

For clarity's sake this sounds like a good idea, but the primary value would be organizational, and we can't exactly do a full print of SR3R.
QUOTE
2) Make Invisability and the like, instead of being so all-or-nothing as they currently are, merely provide some kind of a bonus to whatever we finally decide to do with Stealth tests.

Mm. Definitely a possibility, but as you say that'll largely have to wait until we determine what happens with stealth tests.
QUOTE
2a) Er, we ARE getting rid of Open Tests, aren't we?

If you want them gone you'd better hop over to the main SR3R thread and start making your case, because I like them and none of the arguments against them I've heard yet have held water.
QUOTE
3) Find some way to allow Ritual Tracking with only one person. In the books it is implied in some places that people have done ritual tracking all by their lonesome (example: that bounty hunter in SOTA '63 using reverse tracking to find someone) but by the current rules it's impossible, which is pretty stupid.

I'm more inclined to toss the fiction than alter ritual tracking, but I'd listen to arguments in favor of single-person tracking.
QUOTE
4) Fix Adept Geasea to actually be meaningful, rather than free stuff.

My personal inclination is to ditch Geasa entirely for everyone. EDIT: except voluntary geasa to reduce power cost or as a cost/drain reducer for spells similar to fetishes or Exclusivity.
QUOTE
Anything else?

Other than the fact that I still have to make up my mind, that'll probably do for now…

~J
hahnsoo
QUOTE (Kagetenshi)
QUOTE
2a) Er, we ARE getting rid of Open Tests, aren't we?

If you want them gone you'd better hop over to the main SR3R thread and start making your case, because I like them and none of the arguments against them I've heard yet have held water.

I personally think that Open Tests should have been dumped back in SR2. They were kinda cute for the Rocker and Reporter rules in Shadowbeat, but other than that, they are probably one of the most unbalanced and awful elements of the SR3 system. They violate the main mechanic (roll xd6 vs. a TN) and only serve to create exceptions to rules, and contributes to the "one game: many systems" syndrome that Shadowrun suffers from. But enough about Open Tests, that's not what I wanted to talk about...
QUOTE
QUOTE
3) Find some way to allow Ritual Tracking with only one person. In the books it is implied in some places that people have done ritual tracking all by their lonesome (example: that bounty hunter in SOTA '63 using reverse tracking to find someone) but by the current rules it's impossible, which is pretty stupid.

I'm more inclined to toss the fiction than alter ritual tracking, but I'd listen to arguments in favor of single-person tracking.
The reason you cannot use Ritual Tracking as presented in MitS is the fact that you need both a material link AND a spotter, and one person can't do both. The explanation is that you use the material link to create the astral link (per standard "Linking" tests), and the spotter follows the astral link (like following a very long arrow) to the target.

The way around this for a single mage is rather simple, due to the way Astral Tracking (as opposed to Ritual Tracking) works. Simply cast a "harmless" sustained spell through standard Ritual Sorcery (which only requires a material component, and doesn't need a spotter), have it sustained by the ritual for a couple of hours, then use Astral Tracking to trace your own spell, using the standard Astral Perception (4) test (base time 6 hours). SR3 p177. Instead of following the link back to its source, you follow your own link back to the spell. Still, this process is a bit counterintuitive... the Ritual Tracking rules should incorporate this so that it's a simpler mechanic, seeing as you can do it through Ritual Sorcery anyway.
Eyeless Blond
QUOTE (Kagetenshi)
QUOTE (Eyeless Blond @ Sep 12 2005, 10:46 AM)
As long as we're thinking of changing things that don't really need to be changed

*Ahem* nyahnyah.gif

For what it's worth, I have not proposed a single change that I didn't think needed to be made. I may have later changed my mind in the face of counterarguments, but every change is proposed based on an apparent flaw of the system.

My apologies. I should've put a smiley there so you knew I wasn't being serious. smile.gif

QUOTE
QUOTE
1) Change "Detection spells" to allow directed and indirect subcategories, mch like illusion spells. Directed detection spells, like Detect(Object) and Mindprobe are resisted, but indirect ones like Nightvision and Clairvoyance are not resisted.

For clarity's sake this sounds like a good idea, but the primary value would be organizational, and we can't exactly do a full print of SR3R.

Well the main point here is to create more of an even split between detection spells that allow resistance and those that don't. As it currently stands only Combat Sense is not resisted (and ironically I almost think that one *should* be) when there should really be far more that aren't resisted, IMO.

QUOTE
QUOTE
2a) Er, we ARE getting rid of Open Tests, aren't we?

If you want them gone you'd better hop over to the main SR3R thread and start making your case, because I like them and none of the arguments against them I've heard yet have held water.

Hm. Well the only real reason I have is open tests add needless complexity to the system, but that's a difficult argument to make really. It ultimately boils down to the debate of whether a simple streamlined system is better than a more complicated yet more accurate one, and that's a holy war noone's going to win any time soon. smile.gif

QUOTE
QUOTE
3) Find some way to allow Ritual Tracking with only one person. In the books it is implied in some places that people have done ritual tracking all by their lonesome (example: that bounty hunter in SOTA '63 using reverse tracking to find someone) but by the current rules it's impossible, which is pretty stupid.

I'm more inclined to toss the fiction than alter ritual tracking, but I'd listen to arguments in favor of single-person tracking.

Well the main argument here is that I wanna be able to do it (biggrin.gif) but maybe someone else has a better one?

QUOTE
QUOTE
4) Fix Adept Geasea to actually be meaningful, rather than free stuff.

My personal inclination is to ditch Geasa entirely for everyone. EDIT: except voluntary geasa to reduce power cost or as a cost/drain reducer for spells similar to fetishes or Exclusivity.

Hm, not a bad idea. Beats the heck out of my old idea of weaving it together with Aspected Magery.


Oh, and while I'm dragging up old dead threads, remember this? Any possability of adding any of that into SR3R? I mean, as long as we're fixing really stupid bits inherent in the system...
hyzmarca
QUOTE (Kagetenshi)
QUOTE
1) Change "Detection spells" to allow directed and indirect subcategories, mch like illusion spells. Directed detection spells, like Detect(Object) and Mindprobe are resisted, but indirect ones like Nightvision and Clairvoyance are not resisted.

For clarity's sake this sounds like a good idea, but the primary value would be organizational, and we can't exactly do a full print of SR3R.

I would think that one of the major benefits would be to let sense-enhanced mages look at albino gnomes without going blind.
Kagetenshi
I misunderstood the implication, having forgotten that Nightvision was resisted.

~J
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