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10

So, as you said there are several cases. Lets go through them in turn: As a GM, how should I handle stealth vs. a spirit or astral projection? There is some information on this on the Shadowrun FAQ (Under the Astral subheading), although it speaks only of dual-natured or projecting characters. For dual-natured characters, it is an opposed ...


6

Stealth is applicable if there are plenty of astrally-interesting objects around. For example, if there are lots of plants, other people, etc., then an opposed test is reasonable (or if the spirit has a very large area to cover). Otherwise, no, if you're lit up like a torch, you can't really be "stealthy". Most things that a mage can do to a spirit (like ...


4

Dogs in the Vineyard DitV is great at handling escalation of conflict, especially with woogy demons. The process of conflict escalation can be mapped into spiritual conflict quite effectively. For that matter, most Lumpley's games can be mapped to this sort of subtle conflict. The video itself depicts stuff that I could trivally find in DitV, even the start ...


4

Can't spirit lend dice to spell casters to help them cast spells? I'm sorry if this is wrong in SR4, but in the earlier editions that I actually played, you could summon a spirit, and say the spirit had a force of 4. One of that spirit's services could be to help you cast a spell, adding 4 dice to your pool, but only certain spirits could help with certain ...


3

The fact is, "Non astral" is not the concern for visibility in Astral Perception. The Astral Vision perceives Essence, which permeates most of the Living world. Plants and unawakend humans, dogs, whatever, all have an aura, however small. Mages (through Astral projection or otherwise), Spirits, Spells have a brighter aura for their magic nature. The ...


3

Typically, I think the common answer would be yes, yes, and yes, with the primary issue being that spirits don't see what's going on with computers, so digital stuff is fine so long as there's not someone loitering suspiciously. This is sort of hit and miss, of course, based on spirit detection and whether or not it's been told to care, but probably all of ...


2

The Dresden Files The fate-powered Dresden Files RPG has very good rules for summoning, containing, and controlling spirits / faeries / ghosts / demons. Each of those three tasks - summoning, containing, and controlling - is dealt with in sufficient detail to be flavorful, but like most of the dresden-files rules, you can skip the boring parts. Is your ...


2

White Wolf's nWoD (particularly Werewolf: The Forsaken and Mage: The Awakening, afaik) has real extensive support for stories involving the spirit world(s) and spirits, well built rules that could easily be tweaked further to allow for homegrown settings independent of nWoD as well. (The old versions of these games would work great too, though the new one's ...



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