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From: Manolis Skoulikas great_worm@*****.com
Subject: Spells above Force 6
Date: Sun, 25 Jun 2000 17:26:33 +0300
Aristotle wrote:
>
> Greetings -n- Salutations,
>
> Now I'm not a total newbie. I know what is required to cast a spell above
> force 6, and what is required to learn a spell above force 6. What I do
> wonder about is the frequency of spells above force 6. In your campaigns
> how frequently to characters have access to spells with a force higher than
> 6? How many of those characters were PC's?
>
I have never used a spell higher than force 8 on my players. It could
potentially prove deadly (and we don't want that top happen now do we?
They have to be coscious to feel the pain!) :)

As a player I once researched manaball at force 8 in SR2 but saw no
meaning in this first attempt of powerplay because it was actually not
so useful in the end (resisting force 8 is not so diffrent than force 6)
so I didn't bothe anymore.

In SR3 force became more important and my snake shaman has:
a force 8 Heal,
a force 7 levitate (to fly around faster than he (or any sammie) could
run),
a force 9 smoke cloud (actually a research variant called "Breath of the
Asp" without the elemental effects and based on air delivered contact
poison)
and a killer force 11 (eleven) Spiritblast. this was called for because
we tend to come up agaist high force spirits and those mothers eat up
your hard earned successes like candy :)

the wiz

btw. For those interested, the story behind this outrageous force 11
spiritblast is this.

After getting our hoops kicked by two force 9 spirits in the arcology
(that's Renraku arcology) I always wanted a BIG spirit killer.
Yet I never had the guts for a force 9 or 10 spell.
TN of 18+, yeah sure!
By that time, HHackerH (Keith for friends) was ranting about anybody
being able to get as big a TN he wanted if he gave it a hard try.
So when our team met with a strange shaman/mage that held a strange
technique of learning spells at -2 learning TN (and some other obscure
stuff on force increase and spell resistance our "evil" GM seems to have
pillaged from "Threats"-I dread the day when we are going to pay for
that boon!), I said what the heck!
I decided on a force 11 spiritblast. It was as near the "number 12" cap
as I could possibly get. I made a force 9 astral quest,designed the
formula for fixed serious damage, and sat down to make the roll after
being istructed by the mysterious mage/shaman. After rolling 19 dice (10
for magic and 9 from the quest) for five times (using up 10 karma pool)
against a modified TN 20, I managed to roll 5 16s, 2 17s, and on my
last roll I finally roll my third 6 for an 18. I now only neede a 2+ to
get the long awaited superspell.
My game master evilly looked at me with his infamous jinx look and
smiled...
I looked back at him with my infamous "you can't get me!I am invincible
Mr Bond!" look and promised that if I rolled a "one" I would strangle
him!
I then rolled the die and procceded to roll a "one"!
After a brief chase around the gaming table and a aborted first degree
by strangulation, he promised to let me reroll the die if I burned a
permanent karma pool, which I procedded to do making it my third one
after the other two I burned at the arcology). I rolled a four and he
got away with his life and most of his bodily functions intact. :)
Thus i have my precarious spirit blast 11, which I don't use very often
cause I 've seen him scribble some obscure remarks behind his screen
every time I cast it like he's keeping a score or something, making all
kinds of funny noises like suppressed laughter or something!

If the spirit is force 8 or less I use my version of the spell at force
6.

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