From: | Sandman <SANDS@******.JUNIATA.EDU> |
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Subject: | I'm baaaaaack... |
Date: | Wed, 14 Sep 1994 09:50:56 -0400 |
insanity. Ahh, I've missed it. :)
Well, I've been reading over the last few days, and I've got a few notes
on things I saw. So, away we go...:
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]Is this possible? I always thought the maximum inititive dice you could get
]was 4. With this you could get about 7. Actually, would it be possible for a
]really high level initiate phys adept to get wired three, and have three
]dice from his phys adept abilities too? Also, sinse there are Increase
]Cybered Attribute spells, would it not be possible to make an Increase
]Cybered Inititive spell too? Then you could combine the spell, the wired
]three, and the phys adept ability and get, _how_many_ dice? Wow, I can see
]how it feels to be a munchkin now :-)
Hmm. Well, my GM's have always played that you can only get dice from one
source. Generally, if you have boosted or wired 'flexes, then spells (or
phys ad powers, if you were that silly) won't help you. It never came up,
but we might have allowed a spell to override phys ad powers if it was higher.
Errrr, more dice... you know what I mean. Of course, on the other hand, I
played a character on ShadowTK named Scythe (don't know if I'll have the time
for it this year) who was a phys ad with +3 dice, and one of the mages in his
initiatory group designed an Inc. Reflexes +3 spell specifically for him; it
was designed to work with the magic patterns of his powers, was usable only
by him, and cost her a bunch of time and energy. (And, of course, karma.
Gotta love those black holes named mages.) So, the only one I think is
feasable would be a phys ad with a spell on top of his power, and even then
I would make it _highly_ prohibitive.
------------------------------
]If you have a screwed essense, then I hope there is somebody with a good
]biotech down there, or that the shaman has a bit of karma spare... (Remember
]that you can spend your karma to affect the shamans rolls, as long as the
]rolls are affecting you)
Really? I didn't know you could spend your karma to help the doc/healer
(in this case) out... Is this a house rule, or did I miss something in
a book somewhere?
------------------------------
] I wouldn't think pheremones would help here. The bonus only
]applies to those able to sense the pheremones (there's a discussion of
]wind effects and propagation and I'll spare you a Gaussian Plume model of
]atmospheric transport discussion). "Charisma" the mental stat isn't really
]boosted, just enhanced by the pheremones that a spirit would not detect.
] Seems a bit munchkinous, otherwise.
Hehehe... munchkinous pheremones... From reading ShadowTech, it seems that
it says that if you get pheremones, and you get them as cultured bioware,
that their effect is doubled. My GM quickly shot down the sam who had a
charisma of 2, boosted to 6, and +4 dice for all social interactions.
(Pheremones (lvl 2) = +2 cha, +2 dice for social interactions. Times 2 for
being cultured... <grin>) And I had him set up to be the negotiator for
the group... :). (The GM did let him keep the pheremones, just with the
+2 cha, +2 dice.)
------------------------------
]> > If I were to lose essence on a magician, I'd spend that .3
]> > Essence for a bioware Trauma Damper, and say goodbye to Light Drain.
]> > Arguably the single most effective piece of bio/cyberware for magicians.
]
]Effective piece of cyberware, but very, very dangerous. Yeah you'll have
]a grand old time flinging around hellblasts and not even feeling
]it....until you pass out. Remember, when this baby is on you DON'T know
]what the condition of your ummm, health thingi(I'm at a sudden loss for
]words, how embarassing;). What does this also mean?? It means that the
]GM keeps track of it *evil GM's cackle*. And i'm not too certain about
]this part(benn a bit since i read shadowtech) but wouldn't the GM perform
]the drain resistence rolls in this situation as well?
Whoops! I think the response here, the second part, is, in fact, in
reference to that most dangerous piece of bioware, the Pain Editor. (I
think that's the name, anyway... Well, close enough.) That's the one that
keeps you from realizing how much you're hurt. The Trauma Damper does two
things: If you take a physical wound, it shifts one box of damage from
physical to stun. If you take a stun wound, it removes one box of damage
from the amount you took. My GM also ruled that this doesn't affect Drain,
and thus isn't nearly as nice for mages, but that would be a ruling
particular to each GM. If your's lets you do it, well... goodbye Light
Drain. :) Beware, though, GM's: Letting this go through _greatly_ increases
the amount and damage of spells that the mage(s) will be dealing out.
Forewarned is forearmed, eh?
------------------------------
]Well, from what I remember, Magicians run a high risk of losing Magic
]Attribute points when they use Trauma patches...<whips out rulebook>...well,
]I can't find it, but I'm pretty sure that I saw something about it.
You can't find it, because I believe you're looking for the wrong thing. It's
not the Trauma patches that cause the problem; no, mages can have their lives
saved that way just like anyone else. It's those all-too-common Stim patches
that force the magiker to roll their magic rating against the Stim rating to
see if they lose a magic point. My GM had this annoying habit of having
us be captured by Narcojet, or NeuroStun, or being knocked unconscious,
and then being revived with stim patches... I think I managed to always
avoid losing any magic, though. Good rolls, and the occasional use of karma
for that helpful reroll...
I'll have to think about my five favorite spells; the last couple chars I've
run have been mundanes, so I'm slightly out of the magic flow. Talk to you
all later!