From: | Jeffrey Mach <mach@****.CALTECH.EDU> |
---|---|
Subject: | Re: Family business |
Date: | Wed, 21 Jan 1998 22:23:35 -0800 |
> *****PRIVATE: Faerie
<<SNIP>>
> there. I'll run some checking, there might be a real clunker
> semi-ballistic that I can follow, but most of them are too damn fast, once
> they get up to speed.
<<SNIP>>
> -- Michael <21:59:48/01-21-59 PST>
Actually, here's an interesting question that I'd like to ask for some
opinions on. Currently the only mention of the Astral speed limit is:
The magician chaaracter can move at his Magic Rating in kilometers per
action (roughly Magic x 1000km per hour).
--SR2 pp. 146
So, first question: if the mage were to be under the influence of an
initiative-boosting spell, which, on average gives them more than one
action per turn, would they go that much faster in overall speed. From
what has been discussed in the sourcebooks in regards to running, this
would seem to be so.
Second question is more problematic, and touches on the sticky wicket of
"vehicular aura." What if Michael were to go _inside_ a semi-balistic?
IIRC, in the NeoAnarchist's Guide to Real Life (which I don't have), they
are listed as being Mach 8-10 capable, which, depending on altitude can be
a rather wide range of actual velocities some of which are above that of
my mage character going top astral speed. Can an astral character "catch
a ride" on a vehicle by hanging onto a seat and be accelerated by the
vehicle, or a person, since living things are more "solid" in astral
space, or are they limited by their top speed and would be left behind if
the craft went faster than they would, effectively flying to keep up? I
don't suppose the airlines would be too happy about astral travelers
tagging along like this, although they can hardly charge full fare if you
aren't eating any peanuts, weighing down the plane, or even taking up any
usable space.
Thoughts, opinions?
--Catch you later
Jeff