Heh, ninja'd by Reaver.
Being thorough here. Why should a spell like Physical Camouflage not get impacted the same way Concealment does when it comes to the opposed Perception test? BGC isn't penalizing the same test twice in this case; there's two different tests (the 'double dip'), Spellcasting and Perception, and in the later Perception test Physical Camouflage applies a negative dice pool just as Concealment does.
Besides, reduced Force isn't necessarily going to mean reduced [net] hits. Reagents can be spent to replace Force as a Limit, and if Edge is spent for the initial Spellcasting test then there is no Limit at all.
Ok,
IF I understand correctly: (and thanks SpellBinder!)
you are saying/asking why a mage gets hit with a DP modifier to the spell casting, and then an other modifier to the sustained spell?
Well, right from the source: (SG page 30.)
Background count affects the Awakened, by making
drawing mana more difficult. Magic just feels sluggish,
like slurping a milkshake through a, in more extreme
cases, like slurping gelatin). That alone makes them
troublesome for spellcasters and adepts, but then you
have the additional danger of aspected domains, where
magic might be harder for you to grab, but the person
with the proper alignment can draw it faster. Facing opponent
mages is hard enough; facing mages with a distinct
home-court advantage is even more challenging.
Another combined challenge and opportunity that
areas with background count provide is that astral entities
can use high background counts to avoid being
tracked or chased in astral space. The challenge areas
with higher background counts present to assensing
and astral perception means that spirits and other astral
entities may duck into these areas to stay hidden. The
advantage is they’ll be tough to see; the disadvantage
is if they’re seen, they likely will have reduced magical
abilities to draw upon in their defense.
Then on page 32 we have the rules (in bullet form)
* A background count impose a negative dice pool penalty
equal to its rating for all tests linked in any way to magic (such
as spellcasting, summoning, and skill tests that use active adept
powers such as Killing Hands or Improved Sense)
*Dual-natured creatures
or purely astral creatures take a negative dice pool penalty to all
actions equal to the background count.
*Pre-existing active foci, sustained spells, quickened/anchored
spells and rituals are reduced by the background count. If they are
reduced to 0 or less, spells fizzle, wards and rituals collapse, foci
deactivate. A foci cannot activate while under the influence of the
background count. Anchored rituals and quickened spells if they
have not expired revive themselves at 1 point of Force per hour,
up to their preexisting Force. Preparations triggered while within
a background count have their potency immediately reduced by
the background count. Adepts may use a Simple Action to turn on
or off a passive power in cases where penalties from background
counts might exceed bonuses from their powers.
*Background count makes Assensing, Astral Perception, and
Astral Combat more difficult to do. Impose a negative dice pool
penalty for tests associated with these skills.
Yes, back ground counts suck ass. Hence why no one wants to be around one.... But there are steps one can take to limit their effects long term.