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Message no. 1
From: David Cordy DCordy@****.com
Subject: Couple of questions
Date: Fri, 23 Jul 1999 08:30:36 -0700
Ok, here they are:
1) Can a dwarf have his legs replaced with human sized cyber legs, troll
size? Would this increase his movement rate?
2) The dwarf from above wins the lottery, so decides to replace his whole
body (arms, legs, torso), can he get this new body in whatever size he
wants?
3) I was thinking about the datajack in different location issue, and how
much additional essence this would cost and I came up with the following
number and reason: Essence Cost would be 0.1 per meter from the brain to
the new datajack location. how did I come up with this number? I was
thinking about the Smartgun Link. It costs 0.5 essence in a meat arm, and
.25 if it is installed in someone with a cyber arm. So, the connection from
the shoulder to the induction pad costs .25 essence as well. I took off .15
for the induction pad, and that left me 0.1 essence for the wire running the
length of the arm. So does that make sense? Any obvious flaws in my logic?
Comments?

DavidC
Message no. 2
From: Geoffrey Haacke knight_errant30@*******.com
Subject: Couple of questions
Date: Fri, 23 Jul 1999 14:20:29 CST
>From: David Cordy <DCordy@****.com>
>Ok, here they are:
>1) Can a dwarf have his legs replaced with human sized cyber legs, troll
>size? Would this increase his movement rate?

I don't see why not. He'll look like a royal dunce and he would have to
learn how to walk again. BTW Trolls don't run as fast as human AFAIK.

>2) The dwarf from above wins the lottery, so decides to replace his whole
>body (arms, legs, torso), can he get this new body in whatever size he
>wants?

Again, I don't see why not, but why would he do it??? Also, he would
probably lose some of his racial modifiers.

>3) I was thinking about the datajack in different location issue, and how
>much additional essence this would cost and I came up with the following
>number and reason: Essence Cost would be 0.1 per meter from the brain to
>the new datajack location. how did I come up with this number? I was
>thinking about the Smartgun Link. It costs 0.5 essence in a meat arm, and
>.25 if it is installed in someone with a cyber arm. So, the connection
>from
>the shoulder to the induction pad costs .25 essence as well. I took off
>.15
>for the induction pad, and that left me 0.1 essence for the wire running
>the
>length of the arm. So does that make sense? Any obvious flaws in my
>logic?
>Comments?

Look in Cybertechnologies (or M&M when it comes out). It shows a coulpe of
datajacks in different places and their essence cost.


Geoff Haacke
"If you not part of the solution then you are part of the precipitate."
"Never underestimate the power of stupid people in large groups."


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Message no. 3
From: Richard L. Riessen chrome@********.org
Subject: Couple of questions
Date: Fri, 23 Jul 1999 16:59:20 -0400
> >3) I was thinking about the datajack in different location issue, and
how
> >much additional essence this would cost and I came up with the following
> >number and reason: Essence Cost would be 0.1 per meter from the brain to
> >the new datajack location. how did I come up with this number? I was
> >thinking about the Smartgun Link. It costs 0.5 essence in a meat arm,
and
> >.25 if it is installed in someone with a cyber arm. So, the connection
> >from
> >the shoulder to the induction pad costs .25 essence as well. I took off
> >.15
> >for the induction pad, and that left me 0.1 essence for the wire running
> >the
> >length of the arm. So does that make sense? Any obvious flaws in my
> >logic?
> >Comments?


Now, I thought I had read someplace that the typical positioning of the
datajacks for Deckers and Riggers were related to their function. The
temple for Deckers and behind the ear for Riggers, each closest to the part
of the brain that performs the related function (decking uses one part more
than others and rigging the same) Can anyone back me up on this as I have
no idea where I read it.

In either case, I can see latency forming the further you move away from the
brain or even the desired location in the brain. The closer to the brain,
the quicker the impulse reaches the brain.

CT
Message no. 4
From: 00DNA mcmanus@******.albany.edu
Subject: Couple of questions
Date: Fri, 23 Jul 1999 17:14:08 -0400
At 04:59 PM 7/23/99 -0400, Richard L. Riessen wrote:
>Now, I thought I had read someplace that the typical positioning of the
>datajacks for Deckers and Riggers were related to their function. The
>temple for Deckers and behind the ear for Riggers, each closest to the part
>of the brain that performs the related function (decking uses one part more
>than others and rigging the same) Can anyone back me up on this as I have
>no idea where I read it.

Yes, you're correct. You can find it at least in Rigger 2. Near the
beginning somewhere where it mentions how certain cyberware affects a
Rigger. There's a section on Datajacks and talks about that.


>In either case, I can see latency forming the further you move away from the
>brain or even the desired location in the brain. The closer to the brain,
>the quicker the impulse reaches the brain.

Negligible. I believe in the Cybertechnology book they have alternate
location datajacks, one in a finger maybe...anyway, with advances in wire
technology there wouldn't be any noticeable latency.


--00DNA
"...user connection terminated."
Message no. 5
From: David Cordy DCordy@****.com
Subject: Couple of questions
Date: Fri, 23 Jul 1999 14:22:36 -0700
> Negligible. I believe in the Cybertechnology book they have alternate
> location datajacks, one in a finger maybe...anyway, with advances in wire
> technology there wouldn't be any noticeable latency.
>
The only alternate location that I remember being in Cybertechnology was the
eye-jack. Were there others?

> --00DNA
>
DavidC
Message no. 6
From: Richard L. Riessen chrome@********.org
Subject: Couple of questions
Date: Fri, 23 Jul 1999 17:21:49 -0400
> Yes, you're correct. You can find it at least in Rigger 2. Near the
> beginning somewhere where it mentions how certain cyberware affects a
> Rigger. There's a section on Datajacks and talks about that.

Thank you. I will have to reread it just for piece of mind.


> Negligible. I believe in the Cybertechnology book they have alternate
> location datajacks, one in a finger maybe...anyway, with advances in wire
> technology there wouldn't be any noticeable latency.

Good point.

CT
Message no. 7
From: Geoffrey Haacke knight_errant30@*******.com
Subject: Couple of questions
Date: Fri, 23 Jul 1999 15:54:08 CST
>From: David Cordy <DCordy@****.com>
>The only alternate location that I remember being in Cybertechnology was
>the
>eye-jack. Were there others?

Yes, a fingertip jack.

Geoff Haacke
"If you not part of the solution then you are part of the precipitate."
"Never underestimate the power of stupid people in large groups."


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Message no. 8
From: lomion lomion@*********.escnd1.sdca.home.com
Subject: Couple of questions
Date: Sat, 24 Jul 1999 02:59:20 -0700
At 03:54 PM 7/23/99 -0600, you wrote:
>>From: David Cordy <DCordy@****.com>
>>The only alternate location that I remember being in Cybertechnology was the
>>eye-jack. Were there others?
>
>Yes, a fingertip jack.

I think i read somehwere about putting a datajack in the wrist as well,
also in a cyberlimb.

I would think latency would be a non-issue since they equiment needs to
function at speeds at least as fast as a person's nervous system, and i
mean the autonomous functions not conscious functions.


--Larry
Message no. 9
From: Scott Wheelock iscottw@*****.nb.ca
Subject: Couple of questions
Date: Fri, 23 Jul 1999 19:33:07 -0300
"And now, a Channel 6 editorial reply to Geoffrey Haacke."
] I don't see why not. He'll look like a royal dunce and he would have to
] learn how to walk again. BTW Trolls don't run as fast as human AFAIK.

Only in that their Quickness is reduced. Their running multiplier is
3, same as humans (in 3rd Ed.).

-Murder of One
Message no. 10
From: Xyron-II markus.meisen@****.uni-muenchen.de
Subject: Couple of questions
Date: Sat, 24 Jul 1999 00:52:10 +0200
David Cordy wrote:
>
> Ok, here they are:
> 1) Can a dwarf have his legs replaced with human sized cyber legs, troll
> size? Would this increase his movement rate?

I would think yes, but he would really have to learn to walk again.
As for Troll-size legs, I don't think Trolls have much longer legs than humans;
they have bigger bodies (torsos) and quite a bit longer arms, but (relatively)
short legs.

> 2) The dwarf from above wins the lottery, so decides to replace his whole
> body (arms, legs, torso), can he get this new body in whatever size he
> wants?

Yep, but coordination will be a problem for a while (as will be all the
aspects of Cybermancy required to pull off such a stunt...)

> 3) I was thinking about the datajack in different location issue, and how
> much additional essence this would cost and I came up with the following
> number and reason: Essence Cost would be 0.1 per meter from the brain to
> the new datajack location. how did I come up with this number? I was
> thinking about the Smartgun Link. It costs 0.5 essence in a meat arm, and
> .25 if it is installed in someone with a cyber arm. So, the connection from
> the shoulder to the induction pad costs .25 essence as well. I took off .15
> for the induction pad, and that left me 0.1 essence for the wire running the
> length of the arm. So does that make sense? Any obvious flaws in my logic?
> Comments?

Well, not too obvious flaws... :)

I would think the Essence cost of the Smartlink is composed this way:
0.25 induction Pad
0.25 electronics in the Head (Direction of sight and all that)
0.00 the cable (more like a optic fiber, likely) running from hand to head
would be negligible, IMO.

So the issue of a datajack in other locations isn't much of an issue because
most of the (relevant) cyber is in the head and the cable running there could
be ignored, Essence-wise. Maybe an additional 0.1 or 0.05 for the actual jack
(like for a fingertip compartment)

hope I coukd be of help,

/> Xyron II
/< (not the first, for whatever reason)
O[\\\\\\(O):::<==========================================-
\< "You always find something the last
\> place you look."
Message no. 11
From: Ereskanti@***.com Ereskanti@***.com
Subject: Couple of questions
Date: Fri, 23 Jul 1999 21:55:39 EDT
In a message dated 7/23/1999 5:53:07 PM US Eastern Standard Time,
markus.meisen@****.uni-muenchen.de writes:

> I would think the Essence cost of the Smartlink is composed this way:
> 0.25 induction Pad
> 0.25 electronics in the Head (Direction of sight and all that)
> 0.00 the cable (more like a optic fiber, likely) running from hand to head
> would be negligible, IMO.
>
> So the issue of a datajack in other locations isn't much of an issue
because
> most of the (relevant) cyber is in the head and the cable running there
> could
> be ignored, Essence-wise. Maybe an additional 0.1 or 0.05 for the actual
> jack
> (like for a fingertip compartment)

I like this entire thing except for ONE thing in particular. The interface,
IMO, would be better off if it were connected to the Motor Cortex or at least
the Voluntary Muscle control centers somewhere in the hand itself. The
actual "targetting image" being displayed on the person's retina to me, would
require more, and would be the "optic line" running from the unit in the hand
all the way the length of the appendage to the desired headware.

-K
Message no. 12
From: Starrngr@***.com Starrngr@***.com
Subject: Couple of questions
Date: Sat, 24 Jul 1999 01:20:42 EDT
In a message dated 7/23/99 2:12:58 PM Pacific Daylight Time,
mcmanus@******.albany.edu writes:

> Negligible. I believe in the Cybertechnology book they have alternate
> location datajacks, one in a finger maybe...anyway, with advances in wire
> technology there wouldn't be any noticeable latency.

There are Two alternate locations listed in CT. One is in a fingertip
compartment and costs no extra essance, the other is in the eye. and may or
may not cost extra essence. The really spiff one in that reguard is the
optical scanning jack. .3 essance, and an special emmiter that plugs into
the Jack itself, but then the info is transmitted on IR beams from the eye to
the emmitter. No cables required.
Message no. 13
From: Gurth gurth@******.nl
Subject: Couple of questions
Date: Sat, 24 Jul 1999 11:50:17 +0200
According to David Cordy, at 8:30 on 23 Jul 99, the word on
the street was...

> 1) Can a dwarf have his legs replaced with human sized cyber legs, troll
> size? Would this increase his movement rate?

If you really want to, I'd say this is a possibility, yes. They'd increase
the movement rate to that of the race whose legs you use, IMHO -- thus,
they'd give a x3 running multiplier. I'd also make troll legs give a -1
Quickness (for movement purposes only) to reflect their much higher mass.

Although I also have a feeling kind of replacement this would lead to
unexpected stresses on the dwarf skeletal/musculature structure that could
cause long-term side-effects.

> 2) The dwarf from above wins the lottery, so decides to replace his whole
> body (arms, legs, torso), can he get this new body in whatever size he
> wants?

Again, IMHO, yes. If you take four cyberlimbs, a cybertorso, and a
cyberskull, all you have left are your internal organs. Though fitting
troll-sized organs into a human-sized torso would be difficult, a dwarf's
torso and head are roughly the same size as that of a human, so I wouldn't
see (m)any problems here either.

> 3) I was thinking about the datajack in different location issue, and how
> much additional essence this would cost and I came up with the following
> number and reason: Essence Cost would be 0.1 per meter from the brain to
> the new datajack location. how did I come up with this number? I was
> thinking about the Smartgun Link. It costs 0.5 essence in a meat arm, and
> .25 if it is installed in someone with a cyber arm. So, the connection from
> the shoulder to the induction pad costs .25 essence as well. I took off .15
> for the induction pad, and that left me 0.1 essence for the wire running the
> length of the arm. So does that make sense? Any obvious flaws in my logic?

Seems like a good enough value to me.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Cooking with the devil, frying down in hell.
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 14
From: owen@***.edu.au (Owen McKerrow)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 09:49:51 +1000
Hi All,

OK a couple of issues came up in my game on Saturday and thought I
would pass them along to see what you guys think

1) When checking if a weapon is powerful enough to damage a spirt
through its immunity to normal weapons, do you just use the base damage
of the weapon or can you used it staged up damage caused by things like
burst fire, full auto or chuck salsa effect of grenades ?
2) Do manabolt and manaball effects spirits ? I believe the wording is
"living and magical targets" ? If so then why do we have Spirit bolt ?
3) When you look at something like a Fly Queen Spirit it has Immunity
to Normal weapons ( due to it being a spirit ) but it also has an Armor
state next to its body. Do these values stack ? i.e. Force 10 Queen,
gives it 20 Armor from Immunity to Normal Weapons and 10 ( I think )
Armor from its armor stat. Is that correct ? So if you have a weapon
that has a power over 20 ( to even be able to effect it ), you then
take away 20 for the Immunity and then 10 for her Armor meaning you
would really need a weapon with a damage code of 30 + to hurt her (
thus my reason for Question 1 ).

Thanks
Owen



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - -
People who prefer typing to pointing then seem to prefer acronyms to
save typing :-)
-Denis Stanton, On people using Command Line Interfaces
Message no. 15
From: maxnoel_fr@*****.fr (Max Noel)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 01:16:56 +0100
On Oct 11, 2004, at 00:49, Owen McKerrow wrote:

> Hi All,
>
> OK a couple of issues came up in my game on Saturday and thought I
> would pass them along to see what you guys think
>
> 1) When checking if a weapon is powerful enough to damage a spirt
> through its immunity to normal weapons, do you just use the base
> damage of the weapon or can you used it staged up damage caused by
> things like burst fire, full auto or chuck salsa effect of grenades ?

The description of this power has always been fuzzy. However,
according to the FAQ the final word on the subject is that you use the
weapon's base power.
Personally, I find this makes spirits overpowered, and use the
augmented power of the attack (note that I do the same for vehicles and
hardened armor). Because calling upon all your willpower and screaming
all your rage as you empty all your clip into a spirit conjures a
mental image that's cool enough to kill a spirit. ^^

> 2) Do manabolt and manaball effects spirits ? I believe the wording is
> "living and magical targets" ? If so then why do we have Spirit bolt ?

Yes, they do. Stunbolt and stunball do, too (yet another reason why
any mage worth their salt should know stunball). Spiritbolt/spiritball
are highly specialized versions of stunbolt/stunball which work only on
spirits. As a result, their drain codes are much lower ( respectively
-1(DL-2) and -1(DL-1) IIRC ).
Yes, a spiritbolt 6D (or lacking that, a stunbolt 6S) is the best way
to disrupt a spirit.

> 3) When you look at something like a Fly Queen Spirit it has Immunity
> to Normal weapons ( due to it being a spirit ) but it also has an
> Armor state next to its body. Do these values stack ? i.e. Force 10
> Queen, gives it 20 Armor from Immunity to Normal Weapons and 10 ( I
> think ) Armor from its armor stat. Is that correct ? So if you have a
> weapon that has a power over 20 ( to even be able to effect it ), you
> then take away 20 for the Immunity and then 10 for her Armor meaning
> you would really need a weapon with a damage code of 30 + to hurt her
> ( thus my reason for Question 1 ).

I think that's the way it works, yeah. Except that the armor isn't
hardened, and that it is applied after the immunity to normal weapons,
IIRC. Thus, you only need a weapon with a power of 21 to attack a Force
10 Fly Queen. It will then resist normally, rolling against 2's.
Now, I'm not even sure there are man-portable weapons with Power
ratings above 20 (assault cannons do 20D), hence my answer to question
1 (using my house rules, a HV machine gun or an Ares Victory will do
the trick -- cool, ne?).

(in all fairness though, it's worth noting that an adept with a weapon
focus or Killing Hands and a high enough skill -- or even worse, dual
wielding weapon focuses -- should be able to kick the spirit's ass)

-- Wild_Cat
maxnoel_fr at yahoo dot fr -- ICQ #85274019
"Look at you hacker... A pathetic creature of meat and bone, panting
and sweating as you run through my corridors... How can you challenge a
perfect, immortal machine?"
Message no. 16
From: owen@***.edu.au (Owen McKerrow)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 10:22:27 +1000
On 11/10/2004, at 10:16 AM, Max Noel wrote:

>> Hi All,
>>
>> OK a couple of issues came up in my game on Saturday and thought I
>> would pass them along to see what you guys think
>>
>> 1) When checking if a weapon is powerful enough to damage a spirt
>> through its immunity to normal weapons, do you just use the base
>> damage of the weapon or can you used it staged up damage caused by
>> things like burst fire, full auto or chuck salsa effect of grenades ?
>
> The description of this power has always been fuzzy. However,
> according to the FAQ the final word on the subject is that you use the
> weapon's base power.
> Personally, I find this makes spirits overpowered, and use the
> augmented power of the attack (note that I do the same for vehicles
> and hardened armor). Because calling upon all your willpower and
> screaming all your rage as you empty all your clip into a spirit
> conjures a mental image that's cool enough to kill a spirit. ^^

Yeah thats the way I played it on the Weekend. Although it was chuck
salsa grenade that did it in the end.

>
>> 2) Do manabolt and manaball effects spirits ? I believe the wording
>> is "living and magical targets" ? If so then why do we have Spirit
>> bolt ?
>
> Yes, they do. Stunbolt and stunball do, too (yet another reason why
> any mage worth their salt should know stunball). Spiritbolt/spiritball
> are highly specialized versions of stunbolt/stunball which work only
> on spirits. As a result, their drain codes are much lower (
> respectively -1(DL-2) and -1(DL-1) IIRC ).
> Yes, a spiritbolt 6D (or lacking that, a stunbolt 6S) is the best way
> to disrupt a spirit.

Ahh Ok thanks.

>
>> 3) When you look at something like a Fly Queen Spirit it has Immunity
>> to Normal weapons ( due to it being a spirit ) but it also has an
>> Armor state next to its body. Do these values stack ? i.e. Force 10
>> Queen, gives it 20 Armor from Immunity to Normal Weapons and 10 ( I
>> think ) Armor from its armor stat. Is that correct ? So if you have a
>> weapon that has a power over 20 ( to even be able to effect it ), you
>> then take away 20 for the Immunity and then 10 for her Armor meaning
>> you would really need a weapon with a damage code of 30 + to hurt her
>> ( thus my reason for Question 1 ).
>
> I think that's the way it works, yeah. Except that the armor isn't
> hardened, and that it is applied after the immunity to normal weapons,
> IIRC. Thus, you only need a weapon with a power of 21 to attack a
> Force 10 Fly Queen. It will then resist normally, rolling against 2's.
> Now, I'm not even sure there are man-portable weapons with Power
> ratings above 20 (assault cannons do 20D), hence my answer to question
> 1 (using my house rules, a HV machine gun or an Ares Victory will do
> the trick -- cool, ne?).
>
> (in all fairness though, it's worth noting that an adept with a weapon
> focus or Killing Hands and a high enough skill -- or even worse, dual
> wielding weapon focuses -- should be able to kick the spirit's ass)
>

Im not sure I get your example, you say you would need weapon of Power
21 to effect the Queen, but then you say you would roll normally
against 2's. But wouldn't her natural armor of 10 then come into play ?
I.e. Power 21 gets past her immunity to normal weapons but her natural
armor is then gonna bounce the damage ?


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - -
People who prefer typing to pointing then seem to prefer acronyms to
save typing :-)
-Denis Stanton, On people using Command Line Interfaces
Message no. 17
From: maxnoel_fr@*****.fr (Max Noel)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 01:32:58 +0100
On Oct 11, 2004, at 01:22, Owen McKerrow wrote:

> Im not sure I get your example, you say you would need weapon of Power
> 21 to effect the Queen, but then you say you would roll normally
> against 2's. But wouldn't her natural armor of 10 then come into play
> ? I.e. Power 21 gets past her immunity to normal weapons but her
> natural armor is then gonna bounce the damage ?

It would, if said armor was hardened. Non-hardened armor can reduce
the power of an attack, but it can not stop it entirely.
Here's how it's done:
- Let's consider an attack that does 21S.
- It first hits the Immunity to normal weapons. Its power is reduced by
20, bringing it to 1.
- After that, the 1 point that came through encounters the armor.
However, since armor can't bring the power of an attack below 2, it has
no effect.
- Final result: the spirit gets to resist 1S. Since no TN can be lower
than 2, it resists 2S.

-- Wild_Cat
maxnoel_fr at yahoo dot fr -- ICQ #85274019
"Look at you hacker... A pathetic creature of meat and bone, panting
and sweating as you run through my corridors... How can you challenge a
perfect, immortal machine?"
Message no. 18
From: zebulingod@*******.net (zebulingod@*******.net)
Subject: Couple of Questions
Date: Sun, 10 Oct 2004 22:31:31 -0700
Max Noel wrote:
>
> It would, if said armor was hardened. Non-hardened
> armor can reduce the power of an attack, but it can not stop
> it entirely.
> Here's how it's done:
> - Let's consider an attack that does 21S.
> - It first hits the Immunity to normal weapons. Its power is
> reduced by 20, bringing it to 1.
> - After that, the 1 point that came through encounters the armor.
> However, since armor can't bring the power of an attack below
> 2, it has no effect.
> - Final result: the spirit gets to resist 1S. Since no TN can
> be lower than 2, it resists 2S.
>

I don't think that's right. I think that the 1 should be applied to the
armor, and since the armor is higher in rating, it cannot harm the spirit at
all. That's how I've played it in my games, and the same goes for
practically any armor. Unless I missed the memo somewhere?

Zeb
Message no. 19
From: gurth@******.nl (Gurth)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 11:08:39 +0200
According to Owen McKerrow, on Monday 11 October 2004 01:49 the word on the
street was...

> 1) When checking if a weapon is powerful enough to damage a spirt
> through its immunity to normal weapons, do you just use the base damage
> of the weapon or can you used it staged up damage caused by things like
> burst fire, full auto or chuck salsa effect of grenades ?

The base damage. If you fire a burst from a 6M SMG at a force 3 spirit,
it's going to bounce off harmlessly, even though the burst's Power is
actually 9.

> 2) Do manabolt and manaball effects spirits ? I believe the wording is
> "living and magical targets" ? If so then why do we have Spirit bolt ?

Spirits are living beings, and so can be affected by mana-based combat
spells. The reason for spells like Spirit Bolt is that you can have less
drain from these: they're limited-target spells, and so reduce their Drain
Level compared to a version that will affect anything alive.

> 3) When you look at something like a Fly Queen Spirit it has Immunity
> to Normal weapons ( due to it being a spirit ) but it also has an Armor
> state next to its body. Do these values stack ?

Yep :)

> i.e. Force 10 Queen,
> gives it 20 Armor from Immunity to Normal Weapons and 10 ( I think )
> Armor from its armor stat. Is that correct ? So if you have a weapon
> that has a power over 20 ( to even be able to effect it ), you then
> take away 20 for the Immunity and then 10 for her Armor meaning you
> would really need a weapon with a damage code of 30 + to hurt her (
> thus my reason for Question 1 ).

The "extra" armor is not hardened, so to hurt that Force 10 queen, your
weapon would need to be Power 21 or higher, but anything less than 33 is
going to be reduced to Power 2 for the spirit's Resistance Test. This is
why even force 3 or 4 insect spirits are very hard to kill, except by
people armed with things like weapon foci or Killing Hands.

--
Gurth@******.nl - Stone Age: http://www.xs4all.nl/~gurth/index.html
Ik ben het beu
-> Possibly NAGEE Editor & ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Site: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 20
From: gurth@******.nl (Gurth)
Subject: Couple of Questions
Date: Mon, 11 Oct 2004 11:10:56 +0200
According to zebulingod@*******.net, on Monday 11 October 2004 07:31 the
word on the street was...

> I don't think that's right. I think that the 1 should be applied to the
> armor, and since the armor is higher in rating, it cannot harm the
> spirit at all. That's how I've played it in my games, and the same goes
> for practically any armor. Unless I missed the memo somewhere?

Only hardened armor works that way. If you shoot a 1L spitball at someone
wearing 20 points of non-hardened armor, they still have to roll a
Resistance Test against it (with a TN of 2). However, that same spitball
at someone with even 1 point of hardened armor will just bounce off.

--
Gurth@******.nl - Stone Age: http://www.xs4all.nl/~gurth/index.html
Ik ben het beu
-> Possibly NAGEE Editor & ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Site: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998

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