From: | "P. Steele" <P.C.Steele@*********.AC.UK> |
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Subject: | A few questions. |
Date: | Sat, 17 Oct 92 16:26:44 BST |
1) Our group has just acquired a shaman who on looking through the manual (S1)
noticed the resuable combat fetish. After searching for some more info on the
said item (both in the grimorie and in S1) all I could come up with is a small
description of fetishes in 'first run', that they add 1 to the force of spells.
This however was for resuable fetishes. The only other thing I could compare
resuable fetishes with was spell focuses but the prices vary so much that I'm
sure I'm wrong. Can anyone please tell me how to use them ?
2) This is really down to bad wording in S1 but it has caused some confusion
in our group as to what should be the case. A magician casting combat spells
only has 'force of spell' + 'magic pool' + 'sorcery skill' dice to roll. For
resisting he only has 'any remaining magic pool' + 'willpower' dice to roll.
This is excluding any power focuses etc.
3) The smart gun as described in S1 is a strange thing. In the target modifiers
section of combat it states that you get -1 for smart goggles and -2 for a smart
gun. But the equipment prices say -1 for a smart gun adaptor and -2 for an
integral smartgun. We had been asuming this meant a person with a cybered
smartgun link and some form of smart gun gets -2 while a person with smart
goggles or shades (very handy for the phys adept while walking the streets)
only gets -1. However it could also be taken to mean that a gun which was bought
with an integral smart gun gives -2 while a gun which has been adapted gives
-1. Myself I favour the second interpretation as I wear glasses sometimes and
contact lenses other times and imagine that if a dot could be projected onto
either I'd still have the same advantage.
Well sorry to ramble on so,
--- The Powerhouse (16:25:50/17.10.92)