No problem - I'm just trying to figure out what I can and can't do with karma (EDIT:
and cash) so our next game doesn't take forever to start up. Anything we should know on that front? I'm concerned because my ability to spend karma takes a lot of time and PITA (I've got 20+ karma sitting unspent).
Additional questions before you get back from work:
1) How common are high-force (6+) astral mana barriers? I ask for two reasons. First, if they're common at all, being dual-natured creatures, both myself and Brian's character are screwed (since simply passing through them alerts the caster, we'd basically always be setting them off even on a successful pass-though). Second, if they're common, the Quickening metamagic becomes largely useless at best, and an active waste of Karma at worst (since it takes karma equal to the F of the spell to quicken something, and they can be blown out by any F2+ barrier).
2) Can you Quicken a spell that requires a target, or only one that targets you? For example, the
Control Emotions spell is sustained. If I were to Quicken it on myself, would I basically have that spell "active" to use whenever I wanted? The Quicken entry simply says that Sustainable spells may be Quickened.
3) Counterspelling Metamagic assists in Counterspelling Tests. Do the dice this metamagic grant also apply to the "cover the team" counterspelling option?, or only for active "I'm deliberately going to try to counter your spell" Tests?
4) Just to be clear, spending karma to initiate and increase my Magic Attribute, would require 13 karma for the Initiation (10x[gradex3]), and then an additional
30 Karma for the increase of Magic Attribute to Rating 6? I ask because initiation in 3e gave you a bonus +1 to your Magic Attribute in exchange for the karma cost to initiate...it didn't simply raise the maximum value and then expect you to buy it up yourself in addition to the punitive Initiation cost.
5) We briefly discussed this a LONG time ago: would wiping out a next of Bug Spirits have counted as a Deed for Initiation Ordeal Reduction? I ran the maths on the Meditation thing: it will statistically take me 73 attempts (and approximately 180 days) to use the Meditation Ordeal as written, due to the whole "you only have 4 days available to you to try at Grade 1, and the interval for tests is 1 day. On the first Extended Test, for example, I'm rolling 8 dice (Body + Will) and need to get 14 successes. I can test once per day, and have 2 days to accomplish it. So I have to get 7/8 successes...twice. And that's just to beat the 1st test.
6) How far along
this shopping list did we get? I've got stuff written on my sheet through Day 20 (the ammo), but I can't recall if I ended up with the Lodge or not...I was holding off writing that down until I could track down a record sheet for magic lodge logistics.
7) Lastly, again, do we have any concept of
roughly (approx 3 days? approx 3 weeks? 3 months?) how much downtime we'll have? Just trying to plan ahead for the session.
LAST QUESTION: What the hell's "Arcana"? That's not anywhere in the SR4A rulebook AFAIK.