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Message no. 1
From: Rand Ratinac docwagon101@*****.com
Subject: Astral Grounding AND Unique Foci
Date: Wed, 20 Oct 1999 22:02:20 -0700 (PDT)
> :How about this:
> :
> :SIPHONING FOCUS
> :
> :Cost: 100,000 x Force
> :Bonding: 3 x Force in Karma
> :
> :Effect: <snip> The force of any spell effect
directed at or coming from the wearer of the focus is
reduced by the rating of the focus.
>
> Some technical details still unanswered. First,
who can bind this focus type? Full, aspected, or
adept awakened characters? I'd think it would have to
be somebody who can normally cast spells, since it
affects spells.

Bind, yes, you'd need a mage, but I think it'd be like
ye olde spell lock, or an anchoring focus. The
magicker can bind it to a non-magical person.
Otherwise it loses most of its use (if I'm not
mistaken, the idea is to give mundanes a healthy
defense against spells).

> If is like most foci, it could only be active if the
binding character were to carry it- the only foci type
that can be active while not in contact with its owner
is the sustaining focus.

Anchoring focus.

As I said, this one would have to be an exception to
the rules.

Actually, I think the reason that none of the other
foci work without the owner touching them is because
they all (apart from the weapon focus, which is really
a special case) effect ACTIVE uses of magic. This is a
passive use - more closely related to a sustaining
focus or an anchoring focus (once those two are
started up, they're not having any effect on the
owner's magical abilities, they're just sustaining a
spell etc.). Which is one argument for having this
still work after being given to someone else.

> In any case, I think the above focus is probably
a bit cheep to bind.

You've got my agreement there. I'd make it as
expensive as a power focus.

> Make it higher, in the event it might fall into PC
hands- who cares about NPC karma costs? Its also a
rather bizarre function for a focus- it doesn't
"focus" any ability the character has, it works all on
its own!

Which, as I've already said, is just how sustaining
and anchoring foci work, although they accept a kind
of "input" from the mage.

Really, though, the concept is just adapting spell
defense from a metamagic to a device. Which is how I'd
treat it. Give it the shielding capabilities of an
initiate whose rank is equal to the focus' force. Make
it only creatable or bindable by mages who know the
shielding metamagic. At the very least.

> It might fall into the category of a "unique" focus
pretty well, but in that case I'd make bonding it a
REAL challenge, likely involving an astral quest at 2x
rating, or leering to use the focus as a metamagical
technique (finding a teacher could be interesting).
I'd also be leery of any focus whose power does not
seem to come form the user...
> Mongoose

Yeah, but you're the AntiMage, Mongoose. :)

Then again, I don't think I'd allow it in my games
except as an one-off.

Speaking of which...who's ever created a unique
magical item? What was it and what did it do?

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow)

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Message no. 2
From: Raije murk@****.org.au
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 21:53:27 +1000
>
> Speaking of which...who's ever created a unique
> magical item? What was it and what did it do?


That's how this all started...the run is morphing around it as we 'speak'.
Hmm...need more raw meat...

"Dragon: the other white meat"

_____________________sabrepunk@**********.net_
Raije
sabrepunk@**********.net
UIN-2799894
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http://gateway.to/cyberpunk/
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Message no. 3
From: Lee Decker deckerl@******.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 08:51:29 -0400
> > Speaking of which...who's ever created a unique
> > magical item? What was it and what did it do?
>
>
> That's how this all started...the run is morphing around it
> as we 'speak'.
> Hmm...need more raw meat...
>
> "Dragon: the other white meat"
>

Heh...now that is a bumpersticker....I think my players will see that on
their next run. :)
To stay on topic....I usually have players come up with semi-unique
enchantments at one time or another. Weapon Foci with a fire enchantment,
the classic bracers of defense (anchored barrier spell) etc. Alot of classic
AD&D magic items get made over the long term.
And of course the classic evil villians usually have something creative as
well.

As a side note since I missed the early part of this discussion.....
Grounding does exist in my SR3 campaign as a metamagical ability. Keeps the
players on their toes.
Message no. 4
From: Gordon McCormick gmcc@*********.ie
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 14:54:10 +0100
Lee Decker wrote:

> As a side note since I missed the early part of this discussion.....
> Grounding does exist in my SR3 campaign as a metamagical ability. Keeps the
> players on their toes.

Is there any reasons given to why grounding used to work (it's mentioned
a few times in Burning Bright for instance) and now doesn't?

I assume it's just a reality shift type thing - that never *really*
happened, but just in case there's a reason given...

gordon
Message no. 5
From: Lee Decker deckerl@******.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 10:12:28 -0400
>
>
> Lee Decker wrote:
>
> > As a side note since I missed the early part of this discussion.....
> > Grounding does exist in my SR3 campaign as a metamagical
> ability. Keeps the
> > players on their toes.
>
> Is there any reasons given to why grounding used to work
> (it's mentioned
> a few times in Burning Bright for instance) and now doesn't?
>
> I assume it's just a reality shift type thing - that never *really*
> happened, but just in case there's a reason given...
>

I don't think there has ever been a formal explanation, although David had a
pretty decent
idea comparing a magic to water flowing over a stone that I thought was
good.
When they restructured the magic rules for 3rd Ed, the removed that bone of
contingency.
Personally I never minded and it served many times to keep foci and such in
check. So
it fits perfectly in the Metamagical framework now to me.
Message no. 6
From: BRUCE gyro@********.co.za
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 16:21:35 +0200
-----Original Message-----
From: Gordon McCormick <gmcc@*********.ie>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: 21 October 1999 04:16
Subject: Re: Astral Grounding AND Unique Foci


>Lee Decker wrote:
>
>> As a side note since I missed the early part of this
discussion.....
>> Grounding does exist in my SR3 campaign as a metamagical ability.
Keeps the
>> players on their toes.
>
>Is there any reasons given to why grounding used to work (it's
mentioned
>a few times in Burning Bright for instance) and now doesn't?
>
>I assume it's just a reality shift type thing - that never *really*
>happened, but just in case there's a reason given...
>
>gordon

I presumed that grounding was dropped due to the barrier between the
Astral and physical being strenghted and emphasised in the SR3 rules.
Personally, I am soooo happy grounding was removed as it never was
never really explained how energy was brought over from the Astral and
couldnt be taken the other way.

Bruce <gyro@********.co.za>
RULE NO 1:
DONT GET CAUGHT
Message no. 7
From: Lee Decker deckerl@******.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 10:24:13 -0400
<SNIP>
>
> I presumed that grounding was dropped due to the barrier between the
> Astral and physical being strenghted and emphasised in the SR3 rules.
> Personally, I am soooo happy grounding was removed as it never was
> never really explained how energy was brought over from the Astral and
> couldnt be taken the other way.
>

Heh...I'll work with you on the explanation point, but hell this game isn't
totally grounded in reality anyway. (Look at the firearms rules). Grounding
although controversial, to me kept the players and GM on their toes, and
made it convient for removing those extra foci that you didn't want the
players keeping, or didn't want them finding on the villian.
Under 3rd Ed, the best a player can normal do it remove the astral
connection, but not permanently destroy it. Not nearly as much fun.
Sometimes controversy is good.
Message no. 8
From: BRUCE gyro@********.co.za
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 16:36:10 +0200
-----Original Message-----
From: Lee Decker <deckerl@******.com>
To: 'shadowrn@*********.org' <shadowrn@*********.org>
Date: 21 October 1999 04:33
Subject: RE: Astral Grounding AND Unique Foci


><SNIP>
>>
>> I presumed that grounding was dropped due to the barrier between
the
>> Astral and physical being strenghted and emphasised in the SR3
rules.
>> Personally, I am soooo happy grounding was removed as it never was
>> never really explained how energy was brought over from the Astral
and
>> couldnt be taken the other way.
>>
>
>Heh...I'll work with you on the explanation point, but hell this game
isn't
>totally grounded in reality anyway. (Look at the firearms rules).
Grounding
>although controversial, to me kept the players and GM on their toes,
and
>made it convient for removing those extra foci that you didn't want
the
>players keeping, or didn't want them finding on the villian.
>Under 3rd Ed, the best a player can normal do it remove the astral
>connection, but not permanently destroy it. Not nearly as much fun.
>Sometimes controversy is good.

I agree that grounding kept players and GMs on their toes. Problem was
that thrill gang mages would regularly blow sh*t up all over the show
by grounding nasty spells through any random active focus they could
find. Not good.

Are there not rules for destrying a focus in (astral) combat in SR3?
If I read you correctly above, I geuss there is not. :( Pity.

Bruce <gyro@********.co.za>
RULE NO 1:
DONT GET CAUGHT
Message no. 9
From: BRUCE gyro@********.co.za
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 16:40:12 +0200
-----Original Message-----
From: Lee Decker <deckerl@******.com>
To: 'shadowrn@*********.org' <shadowrn@*********.org>
Date: 21 October 1999 04:33
Subject: RE: Astral Grounding AND Unique Foci


><SNIP>
>>
>> I presumed that grounding was dropped due to the barrier between
the
>> Astral and physical being strenghted and emphasised in the SR3
rules.
>> Personally, I am soooo happy grounding was removed as it never was
>> never really explained how energy was brought over from the Astral
and
>> couldnt be taken the other way.
>>
>
>Heh...I'll work with you on the explanation point, but hell this game
isn't
>totally grounded in reality anyway. (Look at the firearms rules).
Grounding
>although controversial, to me kept the players and GM on their toes,
and
>made it convient for removing those extra foci that you didn't want
the
>players keeping, or didn't want them finding on the villian.
>Under 3rd Ed, the best a player can normal do it remove the astral
>connection, but not permanently destroy it. Not nearly as much fun.
>Sometimes controversy is good.

SR3 page 176.

"To destroy the object, the Force must be reduced to zero, and the
attacker must then make a Charisma Test against twice the object's
original Force. Only one success is necessary to destroy the object"

Bruce <gyro@********.co.za>
RULE NO 1:
DONT GET CAUGHT
Message no. 10
From: Lee Decker deckerl@******.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 10:51:16 -0400
>
> I agree that grounding kept players and GMs on their toes. Problem was
> that thrill gang mages would regularly blow sh*t up all over the show
> by grounding nasty spells through any random active focus they could
> find. Not good.
>
> Are there not rules for destrying a focus in (astral) combat in SR3?
> If I read you correctly above, I geuss there is not. :( Pity.
>

I think there are rules for destroying them, but its not nearly the same
effect. (FOlks used to be leary of standing too close to the mage in combat
:)).

If you walk around with a foci powered up, and not masked, and somebody
chucks a spell at it, whose fault is it. Leave it masked, powered down, or
have a a spirit/ally spirit keeping
an eye out for things like this.
Smart runners living longer.
Message no. 11
From: Strago strago@***.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 11:55:06 -0400
Lee Decker wrote:

> >
> >
> > Lee Decker wrote:
> >
> > > As a side note since I missed the early part of this discussion.....
> > > Grounding does exist in my SR3 campaign as a metamagical
> > ability. Keeps the
> > > players on their toes.
> >
> > Is there any reasons given to why grounding used to work
> > (it's mentioned
> > a few times in Burning Bright for instance) and now doesn't?
> >
> > I assume it's just a reality shift type thing - that never *really*
> > happened, but just in case there's a reason given...
> >
>
> I don't think there has ever been a formal explanation, although David had a
> pretty decent
> idea comparing a magic to water flowing over a stone that I thought was
> good.
> When they restructured the magic rules for 3rd Ed, the removed that bone of
> contingency.
> Personally I never minded and it served many times to keep foci and such in
> check. So
> it fits perfectly in the Metamagical framework now to me.

OOH OOH OOH! Keep grounding, but make it a Metamagic, I like that! Plus, with
the fact that when you initiate you get 1 Metamagic, that'd be PERFECT! Makes
the player think "Do I want to blow up Foci and people standing around it, or do
I want to hide my aura, or do I want to..." More options means more trouble when
you can only choose 1 ;^P. *grin*
Message no. 12
From: Lee Decker deckerl@******.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 12:42:35 -0400
>
> OOH OOH OOH! Keep grounding, but make it a Metamagic, I like
> that! Plus, with
> the fact that when you initiate you get 1 Metamagic, that'd
> be PERFECT! Makes
> the player think "Do I want to blow up Foci and people
> standing around it, or do
> I want to hide my aura, or do I want to..." More options
> means more trouble when
> you can only choose 1 ;^P. *grin*
>

I can't take all the credit. We first came up with the idea during
playtesting of MITS, and I think I remember a few other folks on the RN list
having the same ideas. Kinda wish it had made it into cannon, but I've never
had players argue with me about it being a house rule.
Message no. 13
From: Gurth gurth@******.nl
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 20:57:01 +0200
According to Gordon McCormick, at 14:54 on 21 Oct 99, the word on the
street was...

> Is there any reasons given to why grounding used to work (it's mentioned
> a few times in Burning Bright for instance) and now doesn't?
>
> I assume it's just a reality shift type thing - that never *really*
> happened, but just in case there's a reason given...

It's probably just like wandering shops: they appear somewhere, and have
always been there from that moment on. Grounding was possible in the past,
then the rules were changed and it was never possible.

For continuity, though, as well as to keep players worrying (and
incidentally give them an extra weapon to use against NPCs), in our
campaign grounding is still possible using all the rules from SRII.

--
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not available anywhere." --Gemini RPG, p. 100
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Message no. 14
From: Sebastian Wiers m0ng005e@*****.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 18:31:30 -0500
:> Make it higher, in the event it might fall into PC
:hands- who cares about NPC karma costs? Its also a
:rather bizarre function for a focus- it doesn't
:"focus" any ability the character has, it works all on
:its own!
:
:Which, as I've already said, is just how sustaining
:and anchoring foci work, although they accept a kind
:of "input" from the mage.

Anchoring also requires a new type of metamagic to use.

:Really, though, the concept is just adapting spell
:defense from a metamagic to a device. Which is how I'd
:treat it. Give it the shielding capabilities of an
:initiate whose rank is equal to the focus' force. Make
:it only creatable or bindable by mages who know the
:shielding metamagic. At the very least.

It does make sense to "normalize" the focus's effect. I mean, if it
"siphons" astral energy (reduces spell force), would it protect form killing
hands / distance strike / spirit attacks / paranormal powers? What happens
if you put one on a dual natured creature?
MiTS already has both a Spell Defense focus and a Shielding focus. The
shielding focus doesa require the user / creator know shielding. This does
(much) more. So yeah, at the very least....

:> It might fall into the category of a "unique" focus
:pretty well, but in that case I'd make bonding it a
:REAL challenge, likely involving an astral quest at 2x
:rating, or leering to use the focus as a metamagical
:technique (finding a teacher could be interesting).
:I'd also be leery of any focus whose power does not
:seem to come form the user...


:Yeah, but you're the AntiMage, Mongoose. :)

*Mongoose wipes tear from eye.
Thank you, that's a title I'll treasure

Actually, I play a mage. Hell, half my characters have been magically
active. They just tended to die in ugly ways...

:Then again, I don't think I'd allow it in my games
:except as an one-off.

That's all I was getting at, I was just poking around for some reasons
it would be a 1 off, and a way to keep it as such.

:Speaking of which...who's ever created a unique
:magical item? What was it and what did it do?

We had one in our game that we spent a hellish long time chasing down.
I don't know exactly what it did, but I think it was a unique spirit focus
for some toxic free spirit, maybe a free version of one of those things with
the tentacles and binding power and... well, more would require a spoiler.
Our mage destroyed it; I wanted to keep it an give it to my Nosferatue buddy
(like I had a choice...).
That one did require an astral quest to use, but I think that is because
you had to learn the spirits free name. Having the focus provided enough
info to let you do the quest, I guess.

Mongoose
Message no. 15
From: Rand Ratinac docwagon101@*****.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 17:53:08 -0700 (PDT)
> :Which, as I've already said, is just how sustaining
> :and anchoring foci work, although they accept a
> kind
> :of "input" from the mage.
>
> Anchoring also requires a new type of metamagic
> to use.

Discounting that fact...:)

But I kinda covered that in the restrictions I
suggested below.

> :Really, though, the concept is just adapting spell
> :defense from a metamagic to a device. Which is how
> I'd
> :treat it. Give it the shielding capabilities of an
> :initiate whose rank is equal to the focus' force.
> Make
> :it only creatable or bindable by mages who know the
> :shielding metamagic. At the very least.
>
> It does make sense to "normalize" the focus's
effect. I mean, if it "siphons" astral energy
(reduces spell force), would it protect form killing
hands / distance strike / spirit attacks / paranormal
powers? What happens if you put one on a dual natured
creature?

Hummm...yes for killing hands, or for a distance
strike/killing hands combo. Yes for direct attack
paranormal powers (such as lightning projection
directed at you specifically). No for anything else.
It should only be able to effect applications of many
applied directly to the user. Everything else you
mentioned is an indirect application.


> MiTS already has both a Spell Defense focus and
a Shielding focus. The shielding focus doesa require
the user / creator know shielding. This does (much)
more. So yeah, at the very least....

Ummm...Shielding and Spell Defense? Been a while - how
do those work again? And are either usable by people
BESIDES the owner (mundie or otherwise)?


> :Yeah, but you're the AntiMage, Mongoose. :)
>
> *Mongoose wipes tear from eye.
> Thank you, that's a title I'll treasure

I'm sure you will. :)

> Actually, I play a mage. Hell, half my
characters have been magically active. They just
tended to die in ugly ways...

Ah...then you're letting your GMishness come out too
much. :)

> :Speaking of which...who's ever created a unique
> :magical item? What was it and what did it do?
>
> We had one in our game that we spent a hellish
long time chasing down. I don't know exactly what it
did, but I think it was a unique spirit focus for some
toxic free spirit, maybe a free version of one of
those things with the tentacles and binding power
and... well, more would require a spoiler. Our mage
destroyed it; I wanted to keep it an give it to my
Nosferatue buddy (like I had a choice...).
> That one did require an astral quest to use, but
I think that is because you had to learn the spirits
free name. Having the focus provided enough info to
let you do the quest, I guess.
> Mongoose

Well, my turn. I actually created a couple for a few
stories of mine (big surprise). :) These are very
powerful items, so I wouldn't recommend using them in
games (EXCEPT in really high-powered games and then
only in a limited fashion). Oh, and they're
proprietary to my stories - so you can use them for
games, but not for stories of your own.

These two came from the hoard mentioned in
Dunkelzahn's will - they're the "swords and amulets"
that can be found at the "Place Where a Rock Meets the
Sky" - or something like that.

The first is an amulet that's only useful to mages.
Force 12 - for each point of force it can sustain AND
MASK any one spell of ANY force. It ALSO masks itself
and provides a penalty to any masking tests directed
at the owner.

Ouch.

The second is a matte-black katana, dubbed Shi-no-Ken
(roughly, Death's Blade) by the wielder. Thanks to
everyone who helped me with the translation. :)
Anyway, it's also force 12 and it's a weapon focus
that helps adepts and aspected mages most. Firstly,
it's an astral booster. It allows magically active
people who CAN'T project or perceive to perceive and
it allows people who CAN perceive, but can't project
to actually project. As with all weapon foci, it adds
its force to the appropriate weapon skill. It ALSO
adds its force to the power of the attack and does
base S damage - and is considered anti-vehicular. A
troll adept could conceiveably use it to open up an
MBT.

Ouch.

Lastly, it's a very good defensive item against magic.
It provides shielding or reflection to the wielder as
an initiate of grade equal to its force - so it
doesn't often pay to attack it on the astral. :)

Double ouch.

I TOLD you they were nasty. :)

*Doc' passes around the drool bucket...*

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow)

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Message no. 16
From: Rand Ratinac docwagon101@*****.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 17:57:01 -0700 (PDT)
> Hummm...yes for killing hands, or for a distance
strike/killing hands combo. Yes for direct attack
paranormal powers (such as lightning projection
directed at you specifically). No for anything else.
It should only be able to effect applications of many
applied directly to the user. Everything else you
mentioned is an indirect application.

Many?

MANA!

Dammit, I GOTTA start spell-checking my mail...:)

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow)

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Message no. 17
From: dghost@****.com dghost@****.com
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 19:50:37 -0700
On Thu, 21 Oct 1999 16:36:10 +0200 "BRUCE" <gyro@********.co.za> writes:
<SNIP>
> Are there not rules for destrying a focus in (astral) combat in SR3?
> If I read you correctly above, I geuss there is not. :( Pity.

In SR3, you can choose to suppress a focus or destroy it. Destroying it
can be difficult. After reducing it's force to 0 in Astral Combat, you
need to roll at least one success on a Charisma (2 x Focus Force Rating)
test. This doesn't destroy the focus (the object itself), only its
enchantment.

Interestingly, I didn't see anything after a quick skim about the creator
of a astral barrier sensing when the barrier is attacked or destroyed...
Didn't SR2 have that?

--
D. Ghost
Outside of a dog, a book is a man's best friend.
Inside of a dog, it's too dark to read.
-Groucho Marx

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Message no. 18
From: lomion lomion@*********.or
Subject: Astral Grounding AND Unique Foci
Date: Thu, 21 Oct 1999 18:21:41 -0700
At 07:50 PM 10/21/99 -0700, you wrote:
>On Thu, 21 Oct 1999 16:36:10 +0200 "BRUCE" <gyro@********.co.za>
writes:
><SNIP>
> > Are there not rules for destrying a focus in (astral) combat in SR3?
> > If I read you correctly above, I geuss there is not. :( Pity.
>
>In SR3, you can choose to suppress a focus or destroy it. Destroying it
>can be difficult. After reducing it's force to 0 in Astral Combat, you
>need to roll at least one success on a Charisma (2 x Focus Force Rating)
>test. This doesn't destroy the focus (the object itself), only its
>enchantment.

Hmm an interesting tangent with a metamagic technique how about subverting
it instead? Taking the focus over so to speak? IS that possible
theortically? Evil ideas are forming heh.

>Interestingly, I didn't see anything after a quick skim about the creator
>of a astral barrier sensing when the barrier is attacked or destroyed...
>Didn't SR2 have that?

yeah it did if i recall...makes sense to, since you know when you mojo is
being de-mojo'd


>--
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Message no. 19
From: Sebastian Wiers m0ng005e@*****.com
Subject: Astral Grounding AND Unique Foci
Date: Fri, 22 Oct 1999 03:03:57 -0500
:>Interestingly, I didn't see anything after a quick skim about the creator
:>of a astral barrier sensing when the barrier is attacked or destroyed...
:>Didn't SR2 have that?

Its explicitely stated on p. 89 of MiTS. I do recall it being
mentioned in SR2 or the grimoire, but can't find the reference.

:yeah it did if i recall...makes sense to, since you know when you mojo is
:being de-mojo'd

Also because you can allow anyone to pass through your wards at will;
therefore, it seems you "know" when sombody is trying to do so.

Mongoose
Message no. 20
From: dbuehrer@****.org dbuehrer@****.org
Subject: Astral Grounding AND Unique Foci
Date: Fri, 22 Oct 1999 07:49:39 -0600
\ :Speaking of which...who's ever created a unique
\ :magical item? What was it and what did it do?

I created three for my campaign: the Staves of Law.

Each staff is an ancient artifact predating Earthdawn. Each staff acts as
a rating 6 category spell focus: the first one, combat and manipulation
spells; the second one, detection and illusion spells; the third one,
health spells. Also, each staff is tempramental and may exhibit other
powers/abilities on an inconsistent basis.

Very few people know about the staves, but those that do want them, want to
control them, or want to destroy them.

A very ancient being wants to use the staves to destroy an artifact that he
is bound to, and has hired one of the runners to retrieve all of the
staves. He already has one staff (the staff of healing, formerly in the
possession of an Egyption Church of Ra (who's priests are very powerful
mages)). The combat/manifestation staff is owned by an ancient Great
Dragon. The detection/illusion staff is owned by a very powerful mage who
is the CEO of a megacorp that I created for my campaign.

The PC has wisely hid the first staff (had he chosen to use it he would
have caught the notice of several individuals and his life would have
gotten very "complicated" very quickly).

What the PC doesn't know yet, is that if the staves are successfully used
to destroy the artifact that is binding the immortal, the event will also
stop the flow of mana from the metaplanes to earth, killing all the
paranormal critters (including metahumans) and turning all the
mages/shamans into regular people. On the upside the Horror threat that's
due in 1000-2000 years will have been completely eliminated.

It's going to be a tough choice for the PCs when everything falls into
place <egmg>.

-Graht
--
"Wisdom has two parts: having a lot to say, and not saying it."

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