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Mailing List Logs for ShadowRN

Message no. 1
From: Stephane Lafrance <Stephane.Lafrance@***.ULAVAL.CA>
Subject: I'm new and I have questions
Date: Tue, 20 Sep 1994 09:24:28 EDT
Hi all!

I'm new here. I see it's a *god* place for questions. And I got
three of them (probably already asked...anyway...).

1- One person (A) is running and want to stealth to evade his
pursuer (B).
1st case: (A) has Stealth (5) and (B) has Intelligence(4) for
perception.

2nd case: (A) has no stealth but has Quickness (10) and (B) has
Intelligence(4)

Question: How do you resolve an opposed test?


2- When a mage wants to *ShapeChange*, what happens to his cyberwear
(smartgun link, cybereyes and cyberears)?

It seems to me it would harder for the mage to achieve the change
with the cyberwear.

Could it kill him if the cyber doesn't *want* to change?

3- If the mage is WILLING to *Shapechange*, why does he have to
fight against his Willpower?

Stephan
Message no. 2
From: The Powerhouse <P.C.Steele@*********.AC.UK>
Subject: Re: I'm new and I have questions
Date: Tue, 20 Sep 1994 15:07:47 +0100
In reply to Stephane Lafrance .....

Well firstly there are no hard and set rules as given by FASA for what you
want to do, so most people make up their own system. This is what I do.

> 1- One person (A) is running and want to stealth to evade his
> pursuer (B).
> 1st case: (A) has Stealth (5) and (B) has Intelligence(4) for
> perception.

Decide on an average difficulty number for person B to spot person A, this will
take into account environmental conditions and the condition of the various
people involved. Decide against a general diffiuclty number as to how hard it
is to be stealthy for person A, again look at the various conditions. Get
person A to make a stealth test against this number, for every success add 1
to the target number for the other person to spot them.

> 2nd case: (A) has no stealth but has Quickness (10) and (B) has
> Intelligence(4)

As above but use the +2 modififer as you're defaulting to stealth from
quickness.

> Question: How do you resolve an opposed test?

Person A rolls a skill or attribute against some target number. Person B rolls
a skill or attribute against some target number <usually the same, but it
depends on the situation>. The person with the most successes wins, draws
mean you get to try again.

> 2- When a mage wants to *ShapeChange*, what happens to his cyberwear
> (smartgun link, cybereyes and cyberears)?

> It seems to me it would harder for the mage to achieve the change
> with the cyberwear.

> Could it kill him if the cyber doesn't *want* to change?

Cyber is part of the body because you've paid essence for it, hence it
changes when you cast shapechange. Cyber doesn't have a willpower so it
doesn't get the opportunity to decide if it wants to be changed or not.

> 3- If the mage is WILLING to *Shapechange*, why does he have to
> fight against his Willpower?

Because the natural instinct is to stop the change ? Beats me, I could never
understand this point either.

Phill.
--
Phillip Steele - P.C.Steele@***.ac.uk - University Of Newcastle Upon Tyne
Message no. 3
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: I'm new and I have questions
Date: Wed, 21 Sep 1994 00:31:28 +1000
The Powerhouse writes:

> Decide on an average difficulty number for person B to spot person A, this will
> take into account environmental conditions and the condition of the various
> people involved. Decide against a general diffiuclty number as to how hard it
> is to be stealthy for person A, again look at the various conditions. Get
> person A to make a stealth test against this number, for every success add 1
> to the target number for the other person to spot them.

You could also carry it out as an opposed test. That way whoever gets the
most successes wins.

> As above but use the +2 modififer as you're defaulting to stealth from
> quickness.

+4 is what the skill web has.

> Person A rolls a skill or attribute against some target number. Person B rolls
> a skill or attribute against some target number <usually the same, but it
> depends on the situation>. The person with the most successes wins, draws
> mean you get to try again.

In some cases, such as melee combat, a tie goes in favour of the person who
caused the roll to be made, ie the attacker in that example.

> Because the natural instinct is to stop the change ? Beats me, I could never
> understand this point either.

Well, it's not a resisted spell (it doesn't have the little R next to the
target number), so the mage isn't really resisting, it's just that Will is
the target number for the spell. Now why Will was chosen I have no idea;
seems rather silly to me. I would have said some base target number, like
six as they have for barrier spells for example.

--
Damion Milliken University of Wollongong e-mail: u9467882@***.edu.au

(GEEK CODE 2.1) GE -d+(d) H s++:-- !g p? !au a18 w+ v(?) C+(++) US++ P? L !3 E?
N K- W+ M@ !V po@ Y(+) t+ !5 !j R+(++) G(+)('') !tv(--)@ b++ D+
B? e+ u@ h* f(+) !r n--(----) !y+

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