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Message no. 1
From: Mach <mach@****.CALTECH.EDU>
Subject: Re: FYI .. >>A Retraction<<
Date: Mon, 14 Sep 1998 18:43:52 -0700
The only thing that grates me more than when someone argues something to
my face when I know they are wrong is when I go and argue about something
and get my facts screwed up.

Since nobody caught this and flamed me for it, I'll practice a little
self-imoliation here.

Starting with an earlier message:

> Personally, (as a house rule) I would be willing to allow "Elementalists"
> to use spells from their benefitted class _AND_ only elemental
> manipulation attacks associated with their element. That way a Fire
> Elementalist can toss fireballs as well as mana-bolts (otherwise, where's
> the fun in that? And remember originally they were limited to Combat
> spells associated with fire.), Water and Air Elementalists can protect
> themselves (but typically with non-leathal spells), but you won't have an
> Earth Elementalist tossing any Damaging manipulation they can get their
> paws on since they are stuck with Earth Elemental attack spells.

I spoke too soon. It seems that this _was_ the rule, as per Grimoire II,
but the ability to cast manipulations spells within one's element was
removed in SR3.

Also, IIRC (I.E. Damn, I forget, so check for yourselves) they removed the
further restriction on Earth Elementalists such that they can cast _all_
manipulations.

p.33> "The [Elemental] adept may only cast spells or conjure spirits
associated with that element (for example, a fire adept may only cast
elemental effect (fire) combat or _damaging manipulation_ spells, conjure
fire elementals, and so on)."

Plus, I ranted about the fact that Water should go with illusion and Air,
detection...duh, that's the way it was supposed to be:

"Air--Detection
Earth--Manipulation (physical, matter based only)
Fire--Combat(any, as long as no elemental effect other than fire is
involved)
Water--Illusion"

And here's the kicker that I forgot:

"Elemental Adepts have full and normal access to astral space (both
_projection_ and perception)."

NB: all aspected magicians, including Elementalists and Shamanic Adepts
lose their ability to astrally project.

Now for STk, people have long noted the amazing proponderance of
full-magicians rather than the cannonical greater number of Adepts (&
Aspected Magicians to use the SR3 parlance), so this may not be a big
deal, but I figure there has to be a few of you out there playing Adept
characters.

On Fri, 11 Sep 1998, Mach wrote:

> On Fri, 11 Sep 1998, Erik Jameson wrote:
>
> Unfortunately, the GrimoireII was inconsistant: one page claimed Damaging
> Manipulations could not be sustained, then they said that if you added +1
> Drain +1 Power you could sustain a Damaging Manipulation and put them in
> the back.

Okay, this much is true.
Grimoire II:

p. 118> "Combat spells and damaging manipulation spells, those that
channel and focus significant amounts of lethal energy in a split second,
cannot be sustained."

p. 121> Elemental Effect Modifiers: Sustained Spell +1 Drain Target,
Damaging Manipulation is Sustained +1 Drain Level.

> That was my initial question, and it seems to have been answered by you
> unofficially: Elemental Effects are now completely disassociated from
> Combat Spells.

That and they seem to now obey the original rule that damaging
manipulations cannot be sustained. But we will have to wait for _MitS_
to know if that is true or not.

> I have a good deal of respect for SR as a
> well-thought-out RPG, and with any overhaul, I hope it will be for the
> better but have seen what can happen.

I'd like to hear a little debate here. It seems that of the new
sourcebooks coming out, _Magic in the Shadows_ seems to have the most
potential to change the "way in which the world works" moreso even than
SR3, which is mostly rules minutiae for RPGing. Enough, that I would like
to push back the "conversion" of ShadowTk to "3rd Edition Rules" until
after the release of _MitS_. Yes, this is a long time, but I think it
will be worth it so that we don't do our conversion piecemeal and only
partway. Truth be told, there isn't much in SR3 that will effect anything
that goes on in STk (other than the fact that "stun" rounds are no longer
listed and only Gel rounds remain), but the changes that are being made to
the Magic system may significantly effect what magical characters know,
own, or can do.

--My apologetic two yen

Jeff
Message no. 2
From: Erik Jameson <erikj@****.COM>
Subject: Re: FYI .. >>A Retraction<<
Date: Tue, 15 Sep 1998 15:22:30 -0400
Well damn it to hell Jeff, I can't believe you made those mistakes. You
should be ashamed! ;-)

Or maybe not. I think it just shows that TKers aren't rules lawyers for
the most part. I know in my own game I ignore plenty of rules and make
stuff up on the spot just to make the story work and flow. Same here on TK
I suppose.

>I'd like to hear a little debate here.

Hopefully with more than just me responding. Come on folks. AVENGER!!!
Pete, surely you must have some thoughts on this. Mark?

>It seems that of the new
>sourcebooks coming out, _Magic in the Shadows_ seems to have the most
>potential to change the "way in which the world works" moreso even than
>SR3, which is mostly rules minutiae for RPGing. Enough, that I would like
>to push back the "conversion" of ShadowTk to "3rd Edition Rules"
until
>after the release of _MitS_. Yes, this is a long time, but I think it
>will be worth it so that we don't do our conversion piecemeal and only
>partway.

First key note: Magic in the Shadows is currently scheduled for release in
February. This is later than what is on their web page, but that is direct
from Mike Mulvihill, in a note sent to SR3 (core rules) playtesters with
their complimentary softcover of SR3. That same note, FYI, also talked
about their new games, Crimson Skies and Carniverse.

Well, for the most part, MitS is, by rumor and by statements from Steve
Kenson himself (the author and FASA's magic man), a compilation of much of
what was in the Grimoire and Awakenings. Plus new stuff to make it all
worth it, but it appears that we can rest assured that stuff like
Initiation and Quickenings and the like will appear in MitS.

With luck, MitS will really only bring much more depth and complexity to
magic in SR. Which would mean that after it's release, we will have
magicians that are will be in need of some revising for various reasons.
Example: A rumor that I have heard and I think this is from both Steve and
Mike M. from GenCon, is that some form of "Gradual Initiation" will be
instituted. If so, this *does* mean that some magicians will lose some
metamagical powers. And this could be problematic. But if your magicians
haven't yet used a particular power, then it's easy to drop that one. But
even still, I'm sure we can find some sort of dodge, storytelling-wise, to
explain it. I mean, the revised nature of the astral plane and the ability
to pass through living beings with SR3 is going to need some thought when
it's first employed on TK especially if done by a PC that hasn't been able
to do that before.

>Truth be told, there isn't much in SR3 that will effect anything
>that goes on in STk (other than the fact that "stun" rounds are no longer
>listed and only Gel rounds remain), but the changes that are being made to
>the Magic system may significantly effect what magical characters know,
>own, or can do.

Well, the magic changes in basic SR3 are fairly significant. Those are the
major alterations that would affect TK. Altering the Skills may be
problematic for some people who maintain actual stats for their TK PCs, but
still not a big deal.

Let's not also forget that Man & Machine (cyberware and bioware; rumor is
that Mike M. is very unhappy with how bioware works, so there may be
significant changes there) and the Cannon Companion (yes, a gun book) may
also predicate changes to the game world and to PCs also, and those books
are due for many months from now (M&M for Spring I think and CC for Summer
is current rumor). Cyberware may be eliminated. Guns may be changed.
Bioware may not screw over magicians, or at least not as bad (one of Mike
M.'s reported complaints about bioware).

These changes could be fairly significant also, and I don't think that TK
should delay for a year waiting for these books to be released. Yes, that
does mean a somewhat piece-meal process of SR3 conversion over the next
year, but I really don't see anyway around it. On the one hand, it's
bothersome that SR3 has so many changes. On the other hand, many of those
changes were needed and are positive.

I say we press forward.

Erik J.


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