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Message no. 1
From: Stephen Delear <shadow@***.com>
Subject: Mageware
Date: Thu, 6 Jun 1996 17:21:25 -0500 (CDT)
I got to thinking on what types of cyberware a mage would have (other
then none). Here's a list of what I think mages would use (keep in mind
few mages will have over 1 point of essence in cyberware). It's also my
opinion that several corps will make made to order mageware (i.e. alpha
and beta grade, and even delta grade on some really common items). Ok so
here's the list and my comments.

Bioware

Trauma Damper: If the GM allows this to take a box off of drain (and I
don't see why not) this item becomes incredibally valuable to most magi
(though it could present a problem if said mage gets shot alot).

Synaptic Accelerator 1: Highly popular, even more popular if the GM
allows it to be cultered.

Cyberware

Orientation System: This is only usefull if the GM allows the mage to use
it when in Astral Space to find the location of the mages body. If this
is allowed this is a highly popular item coming in all grades including
delta. If not then treat as normal cyberware.

Cybereyes: These things come in all grades. Popular enhancements are
Optical Vision Magnification, Flare compensation and thermographic
vision. Also the GM may allow the mage to have a polarizing feature
(.2e) that allows him to see through most reflections (in other words
highly reflective glass can be cast through).

Boosted Reflex: This (along witht he synaptic accelerator) above is only
popular if the GM allows spells to be grounded through quickened spells
(if not then quickened magical agumentation takes the place of this).
While it has a higher essence cost the accalerators it dose how ever cost
less and presents less problem with magical healing. Also from reading
the discription I'm not sure if it's even possible to get this in grades
other then standard. If so then there may be a market for beta grade
Level 2 boosted reflexes (delta grade being illegal).

Dermal Sheathing: More expensive then plating yet more effective and with
a lower essence costs. Alpha and Beta grades simi-legal.

Cyberarm Gyromount: Lone Stars thinking about putting Beta grade versions
of these on some of there mages. It's highly unlikely that a runner mage
would have either the money or the inclination to get one of these.

Smartlink II: This comes in regular alpha and beta grades. Again another
think only a combat mage would have a use for.

Internal Air Tank: After Chicago these things became really popular among
just about every one. A bill is currently pending in the UCAS senate to
ban this as well as most forms of SCUBA gear for just such a reason.

Datajack: A mageware version of the level 1 jack can be found in all grades.


Keep in mind that most magi will not have over 1 essence point tied up in
cyberware. In fact most magi are more likely to look for magical
alternatives to cyberware. How ever you can't ground a spell through
cyberware...

Stephen
Message no. 2
From: mike.paff@*****.com
Subject: Re: Mageware
Date: Thu, 6 Jun 1996 15:40:02 -0700
> From: Stephen Delear <shadow@***.com>
>
> [snip]
>
> Bioware
>
> Trauma Damper: If the GM allows this to take a box off of drain (and I
> don't see why not) this item becomes incredibally valuable to most magi
> (though it could present a problem if said mage gets shot alot).
>
I would probably rule that this item is potentially damaging to the mage's
Magic Attribute like Stim Patches. I'd use the Awakening's optional rule
for Stim Patches and keep track of the number of times the Trauma Damper
reduced drain, and then at the end of the day have the mage make a check
for lost magic as if he had used that number of points of Stim Patches.

> Synaptic Accelerator 1: Highly popular, even more popular if the GM
> allows it to be cultered.
>
AFAIK a Synaptic Accelerator is considered Neural Bioware, and as such is
already considered to be cultured.

> Cyberware
>
> [snip]
>
> Datajack: A mageware version of the level 1 jack can be found in all grades.
>
A Chipjack (+ Encephalon?) is also useful to add knowledge skills and languages.

> Keep in mind that most magi will not have over 1 essence point tied up in
> cyberware. In fact most magi are more likely to look for magical
> alternatives to cyberware. How ever you can't ground a spell through
> cyberware...
>
> Stephen
>
Mike
Message no. 3
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 00:48:15 -0500 (CDT)
On Thu, 6 Jun 1996 mike.paff@*****.com wrote:

> > From: Stephen Delear <shadow@***.com>
> >
> > [snip]
> >
> > Bioware
> >
> > Trauma Damper: If the GM allows this to take a box off of drain (and I
> > don't see why not) this item becomes incredibally valuable to most magi
> > (though it could present a problem if said mage gets shot alot).
> >
> I would probably rule that this item is potentially damaging to the mage's
> Magic Attribute like Stim Patches. I'd use the Awakening's optional rule
> for Stim Patches and keep track of the number of times the Trauma Damper
> reduced drain, and then at the end of the day have the mage make a check
> for lost magic as if he had used that number of points of Stim Patches.

Interesting but since a mage pays the bod (and essence) shouldn't it be
considered a natural resistance to drain (I'm sending a copy of this to
FASAMike for an official rulling)

>
> > Synaptic Accelerator 1: Highly popular, even more popular if the GM
> > allows it to be cultered.
> >
> AFAIK a Synaptic Accelerator is considered Neural Bioware, and as such is
> already considered to be cultured.
>
> > Cyberware
> >
> > [snip]
> >
> > Datajack: A mageware version of the level 1 jack can be found in all grades.
> >
> A Chipjack (+ Encephalon?) is also useful to add knowledge skills and languages.

I would think far fewer magi would want a chipjack and all the other little
essence killers that come with it then would want a data jack (at least
outside the shadows anyway).

>
> > Keep in mind that most magi will not have over 1 essence point tied up in
> > cyberware. In fact most magi are more likely to look for magical
> > alternatives to cyberware. How ever you can't ground a spell through
> > cyberware...
> >
> > Stephen
> >
> Mike
>
Stephen
Message no. 4
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 08:48:49 GMT
Stephen Delear writes

>
> I got to thinking on what types of cyberware a mage would have (other
> then none). Here's a list of what I think mages would use (keep in mind
> few mages will have over 1 point of essence in cyberware). It's also my
> opinion that several corps will make made to order mageware (i.e. alpha
> and beta grade, and even delta grade on some really common items). Ok so
> here's the list and my comments.
>
> Bioware
>
> Trauma Damper: If the GM allows this to take a box off of drain (and I
> don't see why not) this item becomes incredibally valuable to most magi
> (though it could present a problem if said mage gets shot alot).
>
Yes but it eats through body index, but as you say two less successes
needed to get no drain is very useful.

> Synaptic Accelerator 1: Highly popular, even more popular if the GM
> allows it to be cultered.
>
As commented, this is neural, that would be an overly kind GM.
Hoverever this thing is compatible (at least 'by the book') with
increase reflexes spells, +5D6 anyone?

> Cyberware
>
> Orientation System: This is only usefull if the GM allows the mage to use
> it when in Astral Space to find the location of the mages body. If this
> is allowed this is a highly popular item coming in all grades including
> delta. If not then treat as normal cyberware.
>
Even so there are far better ways to spend 1 essence.

> Cybereyes: These things come in all grades. Popular enhancements are
> Optical Vision Magnification, Flare compensation and thermographic
> vision. Also the GM may allow the mage to have a polarizing feature
> (.2e) that allows him to see through most reflections (in other words
> highly reflective glass can be cast through).
>
Superb, work very well with phsads as you can get about three mods
for .2 essence not .75 magic. Flare compensation for the spell
casters is also dead handy although with awakenings you might manage
that with magic.

> Boosted Reflex: This (along witht he synaptic accelerator) above is only
> popular if the GM allows spells to be grounded through quickened spells
> (if not then quickened magical agumentation takes the place of this).
Very popular in lower speed situations as its cheap and only 0.5
essence. The solution to grounding though is masking so in games with
wired2 etc this will lose out to the synaptic accelerator that stacks
with magic.

> While it has a higher essence cost the accalerators it dose how ever cost
> less and presents less problem with magical healing. Also from reading
> the discription I'm not sure if it's even possible to get this in grades
> other then standard. If so then there may be a market for beta grade
> Level 2 boosted reflexes (delta grade being illegal).
>
level two is not worth .75 extra essnec especially now you can visit
cybertechnology for reaction enhancers, even before that enhance
articulation was the ticket. But even so if you want to stay <1
essence loss only the basic boosted is on.

> Dermal Sheathing: More expensive then plating yet more effective and with
> a lower essence costs. Alpha and Beta grades simi-legal.
>
Not worth the essence, mask a +4 body spell, that gets the target
numbers of incoming fireballs as well. :)

> Cyberarm Gyromount: Lone Stars thinking about putting Beta grade versions
> of these on some of there mages. It's highly unlikely that a runner mage
> would have either the money or the inclination to get one of these.
>
eek.. have a look at the costs, to get essence low enough the costs
going to be >1 million, sorry i can do far better for a lot less.
This is a gun maniacs only bit of kit (works nicely with strength
recoil rules, troll GV4 and Franchi spass loading IPE.)

> Smartlink II: This comes in regular alpha and beta grades. Again another
> think only a combat mage would have a use for.
>
If you are going to use guns as a backup smartguns, esp alpha are
worth it.

> Internal Air Tank: After Chicago these things became really popular among
> just about every one. A bill is currently pending in the UCAS senate to
> ban this as well as most forms of SCUBA gear for just such a reason.
>
Navy got problems :)

> Datajack: A mageware version of the level 1 jack can be found in all grades.
>
handy.
>
> Keep in mind that most magi will not have over 1 essence point tied up in
> cyberware. In fact most magi are more likely to look for magical
> alternatives to cyberware. How ever you can't ground a spell through
> cyberware...
>
> Stephen
>
Overall nice idea.
Cyber eyes are one of the first things to load for flare comp and
thermo so you don't need to put astral up to see in the dark.
In low initative games boosted 1 is super
Smartguns, as they are cheap in the best grade you can get wonderful.
Datajack, you can put certain types of skillsoft in direct, interface
with cars and computers (but thanks the magic attribute penalty no
longer deck effectively)

If you have any change from 1 essence after the above you are doing
well. With high initative etc
Synaptic 1, .6 body
cyber eyes, beta, 0.12
smartgun, delta, 0.25 thats 0.6 body + .37 essence = 0.97 loss
looks good.

I once did build a cybered mage on the 1 essence lines, it was eyes,
smartgun, boosted 1 (to aviod any astral links at all) with alpha and
beta as required.

Mark
Message no. 5
From: Faux Pas <fauxpas@******.net>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 02:57:01 -0500
At 05:21 PM 6/6/96 -0500, you wrote:
>
>I got to thinking on what types of cyberware a mage would have (other
>then none).

>Boosted Reflex: This (along witht he synaptic accelerator) above is only
>popular if the GM allows spells to be grounded through quickened spells
>(if not then quickened magical agumentation takes the place of this).

I'm not certain what you mean by the above statement. Can you clarify that,
please? How does grounding through quickening have any bearing on whether
or not a mage decides to get boosted reflexes?

>While it has a higher essence cost the accalerators it dose how ever cost
>less and presents less problem with magical healing.

The accelerators? That's the synaptic accelerator, right? I don't have
Shadowtech, can anyone tell me what the synaptic accelerator does?

>Also from reading
>the discription I'm not sure if it's even possible to get this in grades
>other then standard. If so then there may be a market for beta grade
>Level 2 boosted reflexes (delta grade being illegal).

My own thoughts on Boosted Reflexes is that it reads more like bioware than
cyberware. After all, the description specifically says that BR doesn't
have some of the cyber that's found in Wired. If Boosted is basically an
electro-chemical bath, why couldn't there be beta and delta grades? Simply
a different combination of chemicals to produce a similar effect.

FWIW, I'm playing an elemental adept with Boosted Reflexes 2 and a Power
Focus to make up for the loss of essence/magic. The reflexes allow my
character to move just a bit faster, a slight advantage to allow me to cork
off a spell faster than the average fire elementalist. Sometimes two in a
round. Then again, he passes out quite often.




-Thomas Deeny
Cartoonist At Large

"Maybe, just maybe, my boys'll hold 'em off. Yeah, and maybe I'm a Chinese
jet pilot."
-Ash, _[Bruce Campbell vs.] The Army Of Darkness [The Ultimate Adventure in
Medieval Horror]_
Message no. 6
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 11:22:00 +0100
Stephen Delear said on 17:21/ 6 Jun 96...

> Synaptic Accelerator 1: Highly popular, even more popular if the GM
> allows it to be cultered.

Neural bioware _always_ has to be cultured, and that's already included in
its Body and nuyen costs. You cannot get a cultured version of a synaptic
accelerator for this reason.

> Boosted Reflex: This (along witht he synaptic accelerator) above is only
> popular if the GM allows spells to be grounded through quickened spells
> (if not then quickened magical agumentation takes the place of this).
> While it has a higher essence cost the accalerators it dose how ever cost
> less and presents less problem with magical healing. Also from reading
> the discription I'm not sure if it's even possible to get this in grades
> other then standard. If so then there may be a market for beta grade
> Level 2 boosted reflexes (delta grade being illegal).

Why is delta grade illegal? I don't believe quality of construction has
anything to do with how legal an item is, only its purpose will affect
that. Although I do think boosted refs can be had in alpha, beta, and
delta grades.

> Smartlink II: This comes in regular alpha and beta grades. Again another
> think only a combat mage would have a use for.

Physads too, probably.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
We want to see you lead a normal life.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 7
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 10:24:02 +0100 (BST)
|I got to thinking on what types of cyberware a mage would have (other
|then none). Here's a list of what I think mages would use (keep in mind
|few mages will have over 1 point of essence in cyberware). It's also my
|opinion that several corps will make made to order mageware (i.e. alpha
|and beta grade, and even delta grade on some really common items). Ok so
|here's the list and my comments.
|Cyberware
|
|Orientation System: This is only usefull if the GM allows the mage to use
|it when in Astral Space to find the location of the mages body. If this
|is allowed this is a highly popular item coming in all grades including
|delta. If not then treat as normal cyberware.

Errrrrrr. How does he get access to this cyberware when he's astral?
He isn't *in* his body, and it's only the body that gets access to cyber or
spells on the body.....

|Cybereyes: These things come in all grades. Popular enhancements are
|Optical Vision Magnification, Flare compensation and thermographic
|vision. Also the GM may allow the mage to have a polarizing feature
|(.2e) that allows him to see through most reflections (in other words
|highly reflective glass can be cast through).

Pretty obvious really. I've had loads of mages who have cybereyes...

|Boosted Reflex: This (along witht he synaptic accelerator) above is only
|popular if the GM allows spells to be grounded through quickened spells
|(if not then quickened magical agumentation takes the place of this).
|While it has a higher essence cost the accalerators it dose how ever cost
|less and presents less problem with magical healing. Also from reading
|the discription I'm not sure if it's even possible to get this in grades
|other then standard. If so then there may be a market for beta grade
|Level 2 boosted reflexes (delta grade being illegal).

Never. My enhance reflexes and reaction spells would cost too much to cast,
and I'd get more benefit from the spell anyway.

|Dermal Sheathing: More expensive then plating yet more effective and with
|a lower essence costs. Alpha and Beta grades simi-legal.
|
|Cyberarm Gyromount: Lone Stars thinking about putting Beta grade versions
|of these on some of there mages. It's highly unlikely that a runner mage
|would have either the money or the inclination to get one of these.

I certainly wouldn't! An eye is one thing, but a whole ARM?

|Smartlink II: This comes in regular alpha and beta grades. Again another
|think only a combat mage would have a use for.

Yep. Loads of my mages have gone for the SmartGun link. (I've never actually
seen a smartlink II though)

|Internal Air Tank: After Chicago these things became really popular among
|just about every one. A bill is currently pending in the UCAS senate to
|ban this as well as most forms of SCUBA gear for just such a reason.
|
|Datajack: A mageware version of the level 1 jack can be found in all grades.

Hmmmm. It all depends on how much essence you've got left.
I'd never take a mage below 5.

|Keep in mind that most magi will not have over 1 essence point tied up in
|cyberware. In fact most magi are more likely to look for magical
|alternatives to cyberware. How ever you can't ground a spell through
|cyberware...

So? You can't ground though quickening either.
(Quickly dons flame proof underwear as that little demonic subject rears
it's ugly head again.....)
--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 8
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 11:05:29 +0100 (BST)
|
|At 05:21 PM 6/6/96 -0500, you wrote:
|>
|>I got to thinking on what types of cyberware a mage would have (other
|>then none).
|
|>Boosted Reflex: This (along witht he synaptic accelerator) above is only
|>popular if the GM allows spells to be grounded through quickened spells
|>(if not then quickened magical agumentation takes the place of this).
|
|I'm not certain what you mean by the above statement. Can you clarify that,
|please? How does grounding through quickening have any bearing on whether
|or not a mage decides to get boosted reflexes?

I think what he's getting at is.....
If you have a quickening that can be grounded through, it's a lot safer to
have boosted reflexes.....

--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 9
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 11:26:45 GMT
Faux Pas writes

>
> I'm not certain what you mean by the above statement. Can you clarify that,
> please? How does grounding through quickening have any bearing on whether
> or not a mage decides to get boosted reflexes?
>
simple, if the spell can be grounded through use ware because it does
not result in - oh drat the mage just truned into a hellblast problems

> >While it has a higher essence cost the accalerators it dose how ever cost
> >less and presents less problem with magical healing.
>
> The accelerators? That's the synaptic accelerator, right?
Yep
> I don't have
> Shadowtech, can anyone tell me what the synaptic accelerator does?
>
neural bioware, cultured plus cost already figured in.
adds +1D6 to intiative, and costs 0.6 i think body index.
According to FASA not compatible with cybernetic boosts to
initiative, says nothing about compatatibility with non cyber
enhancements.

> If Boosted is basically an
> electro-chemical bath, why couldn't there be beta and delta grades? Simply
> a different combination of chemicals to produce a similar effect.
>
No reason wht not.


Mark
Message no. 10
From: Nick Jackson <nij@****.co.uk>
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 17:19:14 +-100
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----------
Subject: Re: Mageware

|At 05:21 PM 6/6/96 -0500, you wrote:
|>
|>I got to thinking on what types of cyberware a mage would have (other
|>then none).

My longest running character is an Amerindian Wolf shaman, Lupus, technically a
burned-out mage (SR1 or Contacts booklet). Magic of 3, with Cybereyes, smartlink,
dermal (1) and retractable spurs. He's not fast, but his favourite spell is shapechange
personal into, you guessed it, a wolf (he's used a crow, squirrel and orang-utan before
when needed!!). OK, he suffers the +2 T# for sustained when in animal form, but he
can rip the throat out of anything that wants to mix it with him.
He can still slam a killer manabolt/ball, overcasting, but hardly ever takes physical
drain,
because he has enough dice to resist. When he does take drain, he uses his heal spell.
(Yes,Treat would have been easier, but he never had the chance to learn it)
My GM allows the dermal and cybereyes to be active when in animal form - they've been
paid for with essence, so they *are* a part of his body. Obviously smartlink and spur
are useless in animal form, although I suppose one could argue that a primate could
hold a gun and use the smartlink, but the question never arose.

Someone else asked where groups are based:
We still play out of Seattle, although we've got all the location source books between us.
Our current GM has made it nasty. We're starting street-kids, no skill above 4, max of
20K
in equipment, no spells above 4. He's downscaled the starting stats appropriately, and I
think it works well. We're in the barrens and all I've got is my lined coat and
a light pistol (and a bike, car, computer - the essentials for a rigger/decker wannabe).
At this level, the 50Y a month lifestyle really begins to eat into your money...
We go shopping and have to decide whether to buy the catering-size
double-caffeine coffee or a new padlock for the door of the squat... fun.
Guess we'd better become shadowrunners and earn some big nuyen, neh? ;-)

We played one short campaign in New Orleans (with Seattle characters), and
have done half of the Harlequin set (the Orangutan was used to scale the
castle cliff in Germany). I was going to base a game in Britain, but haven't
had the time yet.

Neuro-Jester


Nick Jackson
(new to the list and drowning in 79 messages today already!!)

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------ =_NextPart_000_01BB5495.749FA360--
Message no. 11
From: mbroadwa@*******.glenayre.com (Sticks to Teflon)
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 11:24:43 -0500
>When he does take drain, he uses his heal spell.
>(Yes,Treat would have been easier, but he never had the chance to learn it)

Well, neither of these work at all since no spell heals stun damage.

Mike Broadwater
"An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
Midnight Bomber What Bombs at Midnight
http://www.olemiss.edu/~neon
Message no. 12
From: Nick Jackson <nij@****.co.uk>
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 17:42:00 +-100
I wrote:
>>When he does take drain, he uses his heal spell.

>>(Yes,Treat would have been easier, but he never had the chance to learn it)

Mike Broadwater wrote
>Well, neither of these work at all since no spell heals stun damage.

Sorry, should have said that I meant when he took PHYSICAL drain
from casting a spell of a higher force than his magic of 3. Which happens a
lot with this character, since he has manabolt 6.

Nick
Message no. 13
From: Joel Nesbitt <joel.nesbitt@******.oxford.ac.uk>
Subject: Re: Mageware
Date: Fri, 07 Jun 1996 17:38:21 +0100
Mark Steedman wrote:
>
> > Dermal Sheathing: More expensive then plating yet more effective and with
> > a lower essence costs. Alpha and Beta grades simi-legal.
> >
> Not worth the essence, mask a +4 body spell, that gets the target
> numbers of incoming fireballs as well. :)
>

I think dermal plating/sheathing both increase target numbers for Power Bolts,
Fireballs, etc. From the argument about 'paying with Essence and so it becomes a
part of you.'

I do like cybermages, though. Has no-one mentioned the Cerebral Booster yet? You
only have to look at the Shadowtalk to see one of the advantages.
--

* Joel Nesbitt, Exeter College, Oxford *
* "I hummed this tune to all the girls I'd known, *
* Should I care about the chances I've blown?" *
Message no. 14
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 14:48:32 -0500 (CDT)
On Fri, 7 Jun 1996, Faux Pas wrote:

> At 05:21 PM 6/6/96 -0500, you wrote:
> >
> >I got to thinking on what types of cyberware a mage would have (other
> >then none).
>
> >Boosted Reflex: This (along witht he synaptic accelerator) above is only
> >popular if the GM allows spells to be grounded through quickened spells
> >(if not then quickened magical agumentation takes the place of this).
>
> I'm not certain what you mean by the above statement. Can you clarify that,
> please? How does grounding through quickening have any bearing on whether
> or not a mage decides to get boosted reflexes?

If they use magical increased reflexes it dosn't cost them any essence
(though it dose take Karma). However few magi like being a sitting duck
in the astral (at least any more then they can help it) so they'd more
likely go the cyber rout then hope there maskings hold.

>
> >While it has a higher essence cost the accalerators it dose how ever cost
> >less and presents less problem with magical healing.
>
> The accelerators? That's the synaptic accelerator, right? I don't have
> Shadowtech, can anyone tell me what the synaptic accelerator does?

Level 1 +1d6 to init bod(essence) cost .3 $40,000
>
> >Also from reading
> >the discription I'm not sure if it's even possible to get this in grades
> >other then standard. If so then there may be a market for beta grade
> >Level 2 boosted reflexes (delta grade being illegal).
>
>
> FWIW, I'm playing an elemental adept with Boosted Reflexes 2 and a Power
> Focus to make up for the loss of essence/magic. The reflexes allow my
> character to move just a bit faster, a slight advantage to allow me to cork
> off a spell faster than the average fire elementalist. Sometimes two in a
> round. Then again, he passes out quite often.

I suggest you get shadowtech and read about the Trauma dampener.
>
>
>
>
> -Thomas Deeny
> Cartoonist At Large
>
> "Maybe, just maybe, my boys'll hold 'em off. Yeah, and maybe I'm a Chinese
> jet pilot."
> -Ash, _[Bruce Campbell vs.] The Army Of Darkness [The Ultimate Adventure in
> Medieval Horror]_
>
>

Stephen
Message no. 15
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 14:55:33 -0500 (CDT)
On Fri, 7 Jun 1996, Gurth wrote:

> Stephen Delear said on 17:21/ 6 Jun 96...
>
> > Synaptic Accelerator 1: Highly popular, even more popular if the GM
> > allows it to be cultered.
>
> Neural bioware _always_ has to be cultured, and that's already included in
> its Body and nuyen costs. You cannot get a cultured version of a synaptic
> accelerator for this reason.

I didn't read the definition closely enough so wasn't sure if it was
neural or not.

>
> > Boosted Reflex: This (along witht he synaptic accelerator) above is only
> > popular if the GM allows spells to be grounded through quickened spells
> > (if not then quickened magical agumentation takes the place of this).
> > While it has a higher essence cost the accalerators it dose how ever cost
> > less and presents less problem with magical healing. Also from reading
> > the discription I'm not sure if it's even possible to get this in grades
> > other then standard. If so then there may be a market for beta grade
> > Level 2 boosted reflexes (delta grade being illegal).
>
> Why is delta grade illegal? I don't believe quality of construction has
> anything to do with how legal an item is, only its purpose will affect
> that. Although I do think boosted refs can be had in alpha, beta, and
> delta grades.
>

Game balance mostly. Then again from the discription of Boosted maybe I
should just have said that it's to hard to do in Delta to make it
profitable for such a small market.


> > Smartlink II: This comes in regular alpha and beta grades. Again another
> > think only a combat mage would have a use for.
>
> Physads too, probably.
>
> --
> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> We want to see you lead a normal life.
> -> NERPS Project Leader & Unofficial Shadowrun Guru <-
> -> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-
>
> -----BEGIN GEEK CODE BLOCK-----
> Version 3.1:
> GAT/! d-(dpu) s:- !a>? C+(++)@ U 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?
> ------END GEEK CODE BLOCK------
>

Stephen
Message no. 16
From: Hairy Smurf <ab130f92@*******.adelphi.edu>
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 16:03:16 -0400 (EDT)
At 17:19 6/7/96 +-100, you wrote:
>
>Neuro-Jester
>
>
>Nick Jackson
>(new to the list and drowning in 79 messages today already!!)
>
>Attachment Converted: C:\NET\EUDORA\REMagewa
>

See that final line? That is a bad thing. A good number of people on this
list don't like attachments, myself included, for various reasons. Some of
them also respond quite negatively to it. It seems you are using a windows
based system. (At least that much I could tell from the binary gibberish
that the attachment came out as.) You need to look at the options or
settings on your system and fix it. If you are using Win95 (Stpid System)
then its not unusual that this is happening. Fix it. I don't know, or like,
the Win95 system so i wouldn't be able to tell you how. There are others on
the list who can. If you don't fix it or can't you will get flamed by
somebody eventually. So please see what you can do.

Sasquatch

---------------------------------------------------------------------
| |
| Psychiatrists say that one out of four people are mentally ill. |
| Check three friends. If they're OK, you're it. |
| |
| ab130f92@*******.adelphi.edu |
| tech@*******.adelphi.edu blair@*****.adelphi.edu |
| No Website (yet) |
---------------------------------------------------------------------
Message no. 17
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 15:09:01 -0500 (CDT)
On Fri, 7 Jun 1996, Spike wrote:

> |I got to thinking on what types of cyberware a mage would have (other
> |then none). Here's a list of what I think mages would use (keep in mind
> |few mages will have over 1 point of essence in cyberware). It's also my
> |opinion that several corps will make made to order mageware (i.e. alpha
> |and beta grade, and even delta grade on some really common items). Ok so
> |here's the list and my comments.
> |Cyberware
> |
> |Orientation System: This is only usefull if the GM allows the mage to use
> |it when in Astral Space to find the location of the mages body. If this
> |is allowed this is a highly popular item coming in all grades including
> |delta. If not then treat as normal cyberware.
>
> Errrrrrr. How does he get access to this cyberware when he's astral?
> He isn't *in* his body, and it's only the body that gets access to cyber or
> spells on the body.....

Depends how you view astral projection as working. If you consider that
the orientation system is a natural direction sence once the character
has paid the essence for it and that the character take all his sences
into astral space with him then this could work (and since the
orientation system is GPS based the mages 'direction sense' is stuck
locked onto the location of his body)>

>
>
> |Dermal Sheathing: More expensive then plating yet more effective and with
> |a lower essence costs. Alpha and Beta grades simi-legal.
> |
> |Cyberarm Gyromount: Lone Stars thinking about putting Beta grade versions
> |of these on some of there mages. It's highly unlikely that a runner mage
> |would have either the money or the inclination to get one of these.
>
> I certainly wouldn't! An eye is one thing, but a whole ARM?

Your a merc mage fighting your way through some small south american hell
hole. The vegitation has visibility down to zip the 'peoples freedom
army' is stalking you through the jungle and your survival may just hinge
on how many rounds you can put into a bush.

>
> |Smartlink II: This comes in regular alpha and beta grades. Again another
> |think only a combat mage would have a use for.
>
> Yep. Loads of my mages have gone for the SmartGun link. (I've never actually
> seen a smartlink II though)
>

It's in fields of fire

>
> So? You can't ground though quickening either.

Depends who the GM is.

> (Quickly dons flame proof underwear as that little demonic subject rears
> it's ugly head again.....)
> --
> ______________________________________________________________________________
> |u5a77@**.keele.ac.uk | |
> |Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
> |Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
> |Comp Sci & something | - Father Jack in "Father Ted"
|
> ------------------------------------------------------------------------------
> |GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
> |X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now!
>*SULK*<|
> ------------------------------------------------------------------------------
>
Stephen
Message no. 18
From: mbroadwa@*******.glenayre.com (Sticks to Teflon)
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 15:13:37 -0500
>Fix it. I don't know, or like,
>the Win95 system so i wouldn't be able to tell you how. There are others on
>the list who can. If you don't fix it or can't you will get flamed by
>somebody eventually. So please see what you can do.

I do use Win95, and, never having had this problem myself, am pretty sure
that that isn't the problem. There is probably a switch setting in whatever
mailer you are using, however, that says something along the lines off "send
original as attachement?" or something stupid. Turn that off. I could be
completely wrong however.

Mike Broadwater
"An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
Midnight Bomber What Bombs at Midnight
http://www.olemiss.edu/~neon
Message no. 19
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 15:17:25 -0500 (CDT)
On Fri, 7 Jun 1996, Mark Steedman wrote:

> Faux Pas writes
>
> >
> neural bioware, cultured plus cost already figured in.
> adds +1D6 to intiative, and costs 0.6 i think body index.
> According to FASA not compatible with cybernetic boosts to
> initiative, says nothing about compatatibility with non cyber
> enhancements.

Um I have shadowtech right in front of me and the body cost is .3 (unless
FASA changed in in a later printing)
>
>
>
> Mark
>

Stephen
Message no. 20
From: mbroadwa@*******.glenayre.com (Sticks to Teflon)
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 15:24:20 -0500
>Depends how you view astral projection as working. If you consider that
>the orientation system is a natural direction sence once the character
>has paid the essence for it and that the character take all his sences
>into astral space with him then this could work (and since the
>orientation system is GPS based the mages 'direction sense' is stuck
>locked onto the location of his body)>
It's not a 'natural direction sense' it's a piece of electronics that tells
you where you are, and if you have a map chip, where you are on it. If I
have cybereyes w/ thermo imaging, can I see thermographic in astral? No.
If I'm blind in the real world, can I see in astral? Yes. Real world and
astral senses aren't connected.

>> So? You can't ground though quickening either.
>
>Depends who the GM is.
According to Mike Mulvihill, you can't ground through quickenings.

Mike Broadwater
"An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
Midnight Bomber What Bombs at Midnight
http://www.olemiss.edu/~neon
Message no. 21
From: Faux Pas <fauxpas@******.net>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 15:41:03 -0500
At 11:05 AM 6/7/96 +0100, you wrote:

>|>Boosted Reflex: This (along witht he synaptic accelerator) above is only
>|>popular if the GM allows spells to be grounded through quickened spells
>|>(if not then quickened magical agumentation takes the place of this).
>|
>|I'm not certain what you mean by the above statement. Can you clarify that,
>|please? How does grounding through quickening have any bearing on whether
>|or not a mage decides to get boosted reflexes?
>
>I think what he's getting at is.....
>If you have a quickening that can be grounded through, it's a lot safer to
>have boosted reflexes.....

Okay, I see what whoever wrote the original Mageware post was getting at.
But also consider this: starting mages/adepts don't have access to
quickened increase initiative (or reaction) spells. Those pre-initiatory
runs, the mage/adept is going to want an edge. 'Specially an elemental
adept who doesn't have access to Health spells, like my fire elementalist.

-Thomas Deeny
Cartoonist At Large

"I love the smell of me in the morning."
-Mick "Napalm" Kozmeyer, my SR character
Message no. 22
From: dbuehrer@****.org (David Buehrer)
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 15:26:36 -0600 (MDT)
Sticks to Teflon (aka Mike Broadwater) wrote:
|
[sniped and out of context]
|
|I could be completely wrong however.

That was the Seventh Sign! The World is about to come to an End!

<grin> I know I'm being childish, but it's Friday and my weekend starts as
soon as I hit the send key for this one.

-David

/^\/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking alliances like
underpants in a dryer without Cling Free."
~~~~~~http://www.geocities.com/TimesSquare/1068/homepage.html~~~~~~
Message no. 23
From: "Sam" <polan881@******.edu>
Subject: RE: Mageware
Date: Fri, 7 Jun 1996 14:51:45 +0000
I had the same problem with Internet Exchange for Win95. I fixed it
by getting Pegasus, with a little help from Gurth. It's a much
better mailer anyway. Let me know if you are still having problems.
I know what it's like getting flamed for this rediculous crap.

***Sparhawk***
Message no. 24
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 23:19:41 +0100 (BST)
|On Fri, 7 Jun 1996, Spike wrote:
|
|> |I got to thinking on what types of cyberware a mage would have (other
|> |then none). Here's a list of what I think mages would use (keep in mind
|> |few mages will have over 1 point of essence in cyberware). It's also my
|> |opinion that several corps will make made to order mageware (i.e. alpha
|> |and beta grade, and even delta grade on some really common items). Ok so
|> |here's the list and my comments.
|> |Cyberware
|> |
|> |Orientation System: This is only usefull if the GM allows the mage to use
|> |it when in Astral Space to find the location of the mages body. If this
|> |is allowed this is a highly popular item coming in all grades including
|> |delta. If not then treat as normal cyberware.
|>
|> Errrrrrr. How does he get access to this cyberware when he's astral?
|> He isn't *in* his body, and it's only the body that gets access to cyber or
|> spells on the body.....
|
|Depends how you view astral projection as working. If you consider that
|the orientation system is a natural direction sence once the character
|has paid the essence for it and that the character take all his sences
|into astral space with him then this could work (and since the
|orientation system is GPS based the mages 'direction sense' is stuck
|locked onto the location of his body)>

If you were going to get a direction from the thing, it would still be
centred on your body, and you'd have no frame of reference apart from which
direction your body was currently facing....
I don't think anyone on the list would agree to the use of any cyber while
astral....
Comments?

--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 25
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 23:25:19 +0100 (BST)
|
|Sticks to Teflon (aka Mike Broadwater) wrote:
||
|[sniped and out of context]
||
||I could be completely wrong however.
|
|That was the Seventh Sign! The World is about to come to an End!
|
|<grin> I know I'm being childish, but it's Friday and my weekend starts as
|soon as I hit the send key for this one.

But we had the seventh sign months ago when Mike agreed with someone.....
Didn't we?
>Looks up at the very stormy sky<
--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
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Message no. 26
From: Ubiquitous <weberm@*******.net>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 18:39:08 -0400 (EDT)
At 11:19 PM 6/7/96 +0100, you wrote:
>|On Fri, 7 Jun 1996, Spike wrote:

>|> |Orientation System: This is only usefull if the GM allows the mage to use
>|> |it when in Astral Space to find the location of the mages body. If this
>|> |is allowed this is a highly popular item coming in all grades including
>|> |delta. If not then treat as normal cyberware.
>|>
>|> Errrrrrr. How does he get access to this cyberware when he's astral?
>|> He isn't *in* his body, and it's only the body that gets access to cyber or
>|> spells on the body.....
>|
>|Depends how you view astral projection as working. If you consider that
>|the orientation system is a natural direction sence once the character
>|has paid the essence for it and that the character take all his sences
>|into astral space with him then this could work (and since the
>|orientation system is GPS based the mages 'direction sense' is stuck
>|locked onto the location of his body)>
>
>If you were going to get a direction from the thing, it would still be
>centred on your body, and you'd have no frame of reference apart from which
>direction your body was currently facing....
>I don't think anyone on the list would agree to the use of any cyber while
>astral....
>Comments?

Of course it wouldn't! You wouldnm't be able to use an internal head phone,
so why this? (It's just a specialized phone for all practical purposes)

--
"I remember my first sexual encounter because I kept the recipe."
- Jeff Dahmer
Message no. 27
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Fri, 7 Jun 1996 18:21:28 -0500 (CDT)
On Fri, 7 Jun 1996, Sticks to Teflon wrote:

> >Depends how you view astral projection as working. If you consider that
> >the orientation system is a natural direction sence once the character
> >has paid the essence for it and that the character take all his sences
> >into astral space with him then this could work (and since the
> >orientation system is GPS based the mages 'direction sense' is stuck
> >locked onto the location of his body)>
> It's not a 'natural direction sense' it's a piece of electronics that tells
> you where you are, and if you have a map chip, where you are on it. If I
> have cybereyes w/ thermo imaging, can I see thermographic in astral? No.
> If I'm blind in the real world, can I see in astral? Yes. Real world and
> astral senses aren't connected.
>
> >> So? You can't ground though quickening either.
> >
> >Depends who the GM is.
> According to Mike Mulvihill, you can't ground through quickenings.

According to Corporate Security you can.

Stephen
>
> Mike Broadwater
> "An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
> Midnight Bomber What Bombs at Midnight
> http://www.olemiss.edu/~neon
>
>
Message no. 28
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 00:32:39 +0100 (BST)
|> >> So? You can't ground though quickening either.
|> >
|> >Depends who the GM is.
|> According to Mike Mulvihill, you can't ground through quickenings.
|
|According to Corporate Security you can.

NOT AGAIN!!!!
We had an official ruling from fasaMike. The things in the corp sec handbook
were things said in character by runners. Either the person who said it
didn't know what he was saying, or he was spreading misinformation to make
rival mages more nervous about quickenings....
--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 29
From: wilsonpj@******.STCLOUD.MSUS.EDU (Peter)
Subject: RE: Mageware
Date: Fri, 07 Jun 1996 23:07:49 -0600
Mike Broadwater wrote:

>>When he does take drain, he uses his heal spell.
>>(Yes,Treat would have been easier, but he never had the chance to learn it)
>
>Well, neither of these work at all since no spell heals stun damage.
>

Hey Mike try reading the entire post.

Nick Jackson wrote:

> He can still slam a killer manabolt/ball, overcasting, but hardly
> ever takes physical drain, because he has enough dice to resist.
> When he does take drain, he uses his heal spell.

Earlier in the post he ststed that the burnt out mage had a magic
rating of 3. Therefore if he is casting a "killer manabolt/ball"
his drain would be _Physical_ not stun.

Piatro

P.S. How about naming the source of your quotes. The only thing more
annoying than searching for a post in order to correct a quotation, is
not knowing who the quote is from. Remember, this is a public forum,
not your private correspondence with one individual.
Message no. 30
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 11:58:11 +0100
Mark Steedman said on 11:26/ 7 Jun 96...

> > The accelerators? That's the synaptic accelerator, right?
> Yep
> > I don't have
> > Shadowtech, can anyone tell me what the synaptic accelerator does?
> >
> neural bioware, cultured plus cost already figured in.
> adds +1D6 to intiative, and costs 0.6 i think body index.
> According to FASA not compatible with cybernetic boosts to
> initiative, says nothing about compatatibility with non cyber
> enhancements.

Apart from move by wire systems -- Cybertechnology specifically states
that an SA rating 1 can be incorporated with MBW systems, so you can get
+8+5D6 initiative *drool*

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Exit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 31
From: "Gurth" <gurth@******.nl>
Subject: RE: Mageware
Date: Sat, 8 Jun 1996 11:58:11 +0100
Nick Jackson said on 17:19/ 7 Jun 96...

> (new to the list and drowning in 79 messages today already!!)

Welcome, don't get scared of the mailflow, and please get rid of that
Microsoft mailer... :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Exit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 32
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 11:58:11 +0100
Joel Nesbitt said on 17:38/ 7 Jun 96...

> I think dermal plating/sheathing both increase target numbers for Power Bolts,
> Fireballs, etc. From the argument about 'paying with Essence and so it becomes a
> part of you.'

I rule they don't -- I let characters resist with their natural Body
against those spells, except maybe for bioware-induced modifiers (like
someone with a suprathyroid gland).

> I do like cybermages, though. Has no-one mentioned the Cerebral
> Booster yet? You only have to look at the Shadowtalk to see one of the
> advantages.

Wasn't the CB one of the things that got modified in a later print of
Shadowtech? (There seem to be at least two print runs of ST, with slight
differences in the way certain pieces of bioware and cyberware affect
magicians and astral travel.)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Exit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 33
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 11:58:12 +0100
Stephen Delear said on 15:09/ 7 Jun 96...

> > So? You can't ground though quickening either.
>
> Depends who the GM is.

FASA Mike said a few months ago that you cannot ground through
quickenings. You don't get more official than that, although naturally
you're free to ignore it.

And later:

> According to Corporate Security you can.

Yes, but Mike's ruling came *after* CorpSec came out, so it supersedes it
as far as I'm concerned. BTW, is the text in the CSH in a rules section or
in shadowtalk? If it's in the latter, it can be just someone trying to
look impressive and scaring the hell out of mundanes.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Exit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 34
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 11:58:12 +0100
Stephen Delear said on 14:55/ 7 Jun 96...

> > Neural bioware _always_ has to be cultured, and that's already included in
> > its Body and nuyen costs. You cannot get a cultured version of a synaptic
> > accelerator for this reason.
>
> I didn't read the definition closely enough so wasn't sure if it was
> neural or not.

"Synaptic," AFAIK means it has to do with the neural system... It is ab it
of an omission on FASA's part not to include which bioware systems are
neural, so I took a look at each one and made a decision for myself:

Cerebral Booster, Damage Compensator, Mnemonic Enhancer, Pain Editor,
Reflex Recorder, Synaptic Accelerator, and Trauma Damper are all neural
bioware, if you ask me. The rest of Shadowtech's bioware isn't.

> > Why is delta grade illegal?
>
> Game balance mostly. Then again from the discription of Boosted maybe I
> should just have said that it's to hard to do in Delta to make it
> profitable for such a small market.

Then again, there are 5 or 6 delta clinics in the world, so it would be
expensive, custom-made stuff anyway.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Exit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 35
From: Mike Hartmann <100321.3617@**********.COM>
Subject: Re: Mageware
Date: 08 Jun 96 08:01:56 EDT
>"Synaptic," AFAIK means it has to do with the neural system... It is ab it
>of an omission on FASA's part not to include which bioware systems are
>neural, so I took a look at each one and made a decision for myself:

Simply look in the Table of Contents of Shadowtech... it has an own section
neural bioware..:-)

Greetings Mike
Message no. 36
From: Mike Hartmann <100321.3617@**********.COM>
Subject: Re: Mageware
Date: 08 Jun 96 08:01:59 EDT
>Apart from move by wire systems -- Cybertechnology specifically states
>that an SA rating 1 can be incorporated with MBW systems, so you can get
>+8+5D6 initiative *drool*

We in general rule that no initiative enhancing system, be it magic, cyber or
bio, can be used in conjunction with any other (even if Cybertechnology states
it otherwise). And we believe that it is a good solution...:-)

Greetings Mike
Message no. 37
From: Faux Pas <fauxpas@******.net>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 07:12:58 -0500
At 02:48 PM 6/7/96 -0500, you wrote:
>> FWIW, I'm playing an elemental adept with Boosted Reflexes 2 and a Power
>> Focus to make up for the loss of essence/magic. The reflexes allow my
>> character to move just a bit faster, a slight advantage to allow me to cork
>> off a spell faster than the average fire elementalist. Sometimes two in a
>> round. Then again, he passes out quite often.
>
>I suggest you get shadowtech and read about the Trauma dampener.

Actually, I'm the main GM for the group. One of my players (that's right,
they're mine! Mine! MINE!) wanted to run an adventure and I just whipped
up Napalm. I've seen Shadowtech, wasn't impressed. There were only four or
five things of interest to me in the book.

While we're in the same subject line:

On Fri, 7 Jun 1996, Mark Steedman wrote:

> Faux Pas writes
>
> >
> neural bioware, cultured plus cost already figured in.
> adds +1D6 to intiative, and costs 0.6 i think body index.
> According to FASA not compatible with cybernetic boosts to
> initiative, says nothing about compatatibility with non cyber
> enhancements.

That wasn't me. 'Twas Mark or Stephen.

-Thomas Deeny
Cartoonist At Large

"Maybe, just maybe, my boys'll hold 'em off. Yeah, and maybe I'm a Chinese
jet pilot."
-Ash, _[Bruce Campbell vs.] The Army Of Darkness [The Ultimate Adventure in
Medieval Horror]_
Message no. 38
From: Faux Pas <fauxpas@******.net>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 07:13:01 -0500
At 11:58 AM 6/8/96 +0100, you wrote:
>Apart from move by wire systems -- Cybertechnology specifically states
>that an SA rating 1 can be incorporated with MBW systems, so you can get
>+8+5D6 initiative *drool*

And you're a burnt out corpse within, oh, four, maybe six months.

-Thomas Deeny
Cartoonist At Large

"Maybe, just maybe, my boys'll hold 'em off. Yeah, and maybe I'm a Chinese
jet pilot."
-Ash, _[Bruce Campbell vs.] The Army Of Darkness [The Ultimate Adventure in
Medieval Horror]_
Message no. 39
From: Joel Nesbitt <joel.nesbitt@******.oxford.ac.uk>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 14:01:29 +0100 (BST)
On Sat, 8 Jun 1996, Gurth wrote:

> > I do like cybermages, though. Has no-one mentioned the Cerebral
> > Booster yet? You only have to look at the Shadowtalk to see one of the
> > advantages.
>
> Wasn't the CB one of the things that got modified in a later print of
> Shadowtech? (There seem to be at least two print runs of ST, with slight
> differences in the way certain pieces of bioware and cyberware affect
> magicians and astral travel.)

I must have the older version then. Can anyone enlighten me as to the
differences in the newer print run? And about the Encephalon, do you
think that affects Astral? If I remember, it says it affects magical
ability, but it seems a bit anomalous to allow cyber to affect an
diembodied aura which could be miles away. Maybe it could affect Astral
Perception, but not Projection. Of course, a high intelligence is always
useful to Magicians, anyway, as is that Task Pool.


* Joel Nesbitt, Exeter College, Oxford *
* "I hummed this tune to all the girls I'd known, *
* Should I care about the chances I've blown?" *
Message no. 40
From: bsingley@*****.com (Ben Singley)
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 12:10:19 -0400
Hello all,

>|> >> So? You can't ground though quickening either.
>|> >
>|> >Depends who the GM is.
>|> According to Mike Mulvihill, you can't ground through quickenings.

I agree that you can't ground through quickened spells. They can be
dispelled, of course, as can anchored spells. In the case of anchored
spells, as they are dispelled, whatever the spell was takes affect on the
physical plane at ground zero. (anchor a damaging manipulation into that
sword focus to increase its damage in melee? Boom. hehehe) I don't
believe that affect also occurs when dispelling through quickened spells,
though.

Remember that you can undertake an astral quest to hide the astral links of
your foci to prevent (to some extent) that nasty stuff from happening.

Ben
Message no. 41
From: kumquat@*****.com
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 14:09:50 -0500
Uh oh.... Grounding through quickenings...

DO NOT START THIS THREAD AGAIN!!!!!

This @#%$^ thread has come up quite a few times, and I believe that the
word "quickening" is the key word activating a deadly virus which eats
all of our bandwidth and threatens to conuse the volume of the list!

(The Crash of 29 was started by the grounding through quickeningfs
debate, you know<smirk>)

Just My Two Pence.
The Kumquat.

Suuport Whirled Peas.
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Message no. 42
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 18:21:16 -0500 (CDT)
On Sat, 8 Jun 1996, Gurth wrote:

> Joel Nesbitt said on 17:38/ 7 Jun 96...
>
> > I think dermal plating/sheathing both increase target numbers for Power Bolts,
> > Fireballs, etc. From the argument about 'paying with Essence and so it becomes
a
> > part of you.'
>
> I rule they don't -- I let characters resist with their natural Body
> against those spells, except maybe for bioware-induced modifiers (like
> someone with a suprathyroid gland).

Either way if the mage has a Dermal Sheath and is masked very few people
are going to think he's a mage (as long as he lays off on the chanting
and DMs).

>
> > I do like cybermages, though. Has no-one mentioned the Cerebral
> > Booster yet? You only have to look at the Shadowtalk to see one of the
> > advantages.
>
> Wasn't the CB one of the things that got modified in a later print of
> Shadowtech? (There seem to be at least two print runs of ST, with slight
> differences in the way certain pieces of bioware and cyberware affect
> magicians and astral travel.)

So that's why my book has a different value for the accelerator! Anyone
know if Dikote was changed?

Stephen
>
> --
> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> Exit.
> -> NERPS Project Leader & Unofficial Shadowrun Guru <-
> -> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-
>
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>
Message no. 43
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 18:24:58 -0500 (CDT)
On Sat, 8 Jun 1996, Gurth wrote:

> Stephen Delear said on 15:09/ 7 Jun 96...
>
> > > So? You can't ground though quickening either.
> >
> > Depends who the GM is.
>
> FASA Mike said a few months ago that you cannot ground through
> quickenings. You don't get more official than that, although naturally
> you're free to ignore it.
>
> And later:
>
> > According to Corporate Security you can.
>
> Yes, but Mike's ruling came *after* CorpSec came out, so it supersedes it
> as far as I'm concerned. BTW, is the text in the CSH in a rules section or
> in shadowtalk? If it's in the latter, it can be just someone trying to
> look impressive and scaring the hell out of mundanes.

It's a comment in the main KE text (then again I can belive the corp
lied). I wish they'd put it into a book somewhere though most GM's with
out internet access tend to belive the book over the players ('but
FASAMike said...').

Stephen


>
> --
> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> Exit.
> -> NERPS Project Leader & Unofficial Shadowrun Guru <-
> -> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-
>
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>
Message no. 44
From: Stephen Delear <shadow@***.com>
Subject: Re: Mageware
Date: Sat, 8 Jun 1996 18:33:58 -0500 (CDT)
On Sat, 8 Jun 1996, Gurth wrote:

>
>
> Then again, there are 5 or 6 delta clinics in the world, so it would be
> expensive, custom-made stuff anyway.

Yes but the idea of Mageware is that this is the stuff that enough mages
want at as low an essence cost as possible to make it profitable in
grades other then standard. For instance lots of mages want cybereyes
and the tech in them is fairly well know. Hence some corps make this
particular item avalible is special issue delta grade. There are only 6
clincs capable of making cyberzombies but there are about 20 capable of
making Delta grade cyberware, and about 100 or so capable of doing a few
special order Delta grades of common stuff.

Stephen

>
> --
> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> Exit.
> -> NERPS Project Leader & Unofficial Shadowrun Guru <-
> -> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-
>
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>
Message no. 45
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sun, 9 Jun 1996 10:50:07 +0100
Stephen Delear said on 18:24/ 8 Jun 96...

> It's a comment in the main KE text (then again I can belive the corp
> lied). I wish they'd put it into a book somewhere though most GM's with
> out internet access tend to belive the book over the players ('but
> FASAMike said...').

Ask someone to forward you a copy of the message (I lost mine -- at least
until I figure out a way to retrieve the messages that must still be
sitting in my crashed mail folder) and show it to the GM.

Of course he can then still choose to ignore it, but at least you'll have
some evidence of FASA Mike saying what he said :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
They go on these little escapades to escape their own crippled lives.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 46
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Sun, 9 Jun 1996 10:50:07 +0100
Mike Hartmann said on 8:01/ 8 Jun 96...

> >"Synaptic," AFAIK means it has to do with the neural system... It is ab
it
> >of an omission on FASA's part not to include which bioware systems are
> >neural, so I took a look at each one and made a decision for myself:
>
> Simply look in the Table of Contents of Shadowtech... it has an own section
> neural bioware..:-)

You're right, it does (I don't normally use the table of contents, so I
haven't noticed before :) Anyway it would have been nice if it had been
indicated on the pages in question as well.


Joel Nesbitt said on 14:01/ 8 Jun 96...

> I must have the older version then. Can anyone enlighten me as to the
> differences in the newer print run? And about the Encephalon, do you
> think that affects Astral? If I remember, it says it affects magical
> ability, but it seems a bit anomalous to allow cyber to affect an
> diembodied aura which could be miles away. Maybe it could affect Astral
> Perception, but not Projection. Of course, a high intelligence is always
> useful to Magicians, anyway, as is that Task Pool.

My copy says "The encephalon does boost magical ability." on the last line
of its description. What exactly this means I don't know, apart from that
it implies it boosts your astral Quickness. IMO Intelligence is just as
important for a magician as it is for anyone else, and doesn't have a
particular significance for them that it doesn't have for mundanes.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
They go on these little escapades to escape their own crippled lives.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U 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?
------END GEEK CODE BLOCK------
Message no. 47
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Sun, 9 Jun 1996 11:12:45 +0100 (BST)
|
|Stephen Delear said on 18:24/ 8 Jun 96...
|
|> It's a comment in the main KE text (then again I can belive the corp
|> lied). I wish they'd put it into a book somewhere though most GM's with
|> out internet access tend to belive the book over the players ('but
|> FASAMike said...').
|
|Ask someone to forward you a copy of the message (I lost mine -- at least
|until I figure out a way to retrieve the messages that must still be
|sitting in my crashed mail folder) and show it to the GM.

Load it into a text editor like EMACS or something. It might take a while,
but at'll at least be possible to rescue the text.
(EMACS is a public domain program available on the net for almost any
computer. (Even the Sinclair QL))
--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 48
From: bsingley@*****.com (Ben Singley)
Subject: Re: Mageware
Date: Sun, 9 Jun 1996 13:49:49 -0400
>Uh oh.... Grounding through quickenings...
>
>DO NOT START THIS THREAD AGAIN!!!!!


Okay, Okay! Last word from me, I promise!!

Had a game last night and a rather lengthy discussion on grounding through
quickenings (after one of the astral bad guy insect shamans tried to ground
one through my quickened spell. He settled on grounding one through the
adjacent insect spirit. Toasty.)

Here it is, final word! (at least as far as our gaming group is concerned)

A quickened spell is essentially a permanently sustained spell. Permanent
until the quickening effect is dispelled, that is.

Grounding through a quickened spell is like trying to ground through a
sustained spell. Can't happen!!!!

Later Fellas.

Ben-who-hails-from-the-metaplane-of Virginia
Message no. 49
From: "Gurth" <gurth@******.nl>
Subject: Re: Mageware
Date: Mon, 10 Jun 1996 10:36:35 +0100
Spike said on 11:12/ 9 Jun 96...

[my crashed mail folder]
> Load it into a text editor like EMACS or something. It might take a while,
> but at'll at least be possible to rescue the text.
> (EMACS is a public domain program available on the net for almost any
> computer. (Even the Sinclair QL))

Tried that, but the prob is that the file is damaged -- somewhere it'll
just stop with an error message. Plus there's the trouble that Pegasus
marks the end of a message with an "End of File" marker -- try using "type
<foldername>.pmm" and you'll only see the first message that's in the
file.

I think I'm going to have to use a hex editor or something...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
They go on these little escapades to escape their own crippled lives.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U 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?
------END GEEK CODE BLOCK------
Message no. 50
From: "Spike" <u5a77@**.keele.ac.uk>
Subject: Re: Mageware
Date: Mon, 10 Jun 1996 11:26:50 +0100 (BST)
|
|Spike said on 11:12/ 9 Jun 96...
|
|[my crashed mail folder]
|> Load it into a text editor like EMACS or something. It might take a while,
|> but at'll at least be possible to rescue the text.
|> (EMACS is a public domain program available on the net for almost any
|> computer. (Even the Sinclair QL))
|
|Tried that, but the prob is that the file is damaged -- somewhere it'll
|just stop with an error message. Plus there's the trouble that Pegasus
|marks the end of a message with an "End of File" marker -- try using "type

|<foldername>.pmm" and you'll only see the first message that's in the
|file.
|
|I think I'm going to have to use a hex editor or something...

Norton Utilities?
It is one of the best disk doctors out there.....
--
______________________________________________________________________________
|u5a77@**.keele.ac.uk | |
|Andrew Halliwell | "ARSE! GERLS!! DRINK! DRINK! DRINK!!!" |
|Principal subjects in:-| "THAT WOULD BE AN ECCLESIASTICAL MATTER!...FECK!!!!|
|Comp Sci & something | - Father Jack in "Father Ted"
|
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! >*SULK*<|
------------------------------------------------------------------------------
Message no. 51
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Mageware
Date: Mon, 10 Jun 1996 13:32:00 GMT
Stephen Delear writes

[on synaptic accelerator]
>
> Um I have shadowtech right in front of me and the body cost is .3 (unless
> FASA changed in in a later printing)
> >
Well i was working from memory, and for some reason keep getting that
bit of kit wrong :(, i did say i thought just in case you know :)

Mark
Message no. 52
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Mageware
Date: Mon, 10 Jun 1996 13:48:28 GMT
Gurth writes

ref synaptic accelerators.
> >
> > neural bioware, cultured plus cost already figured in.
> > adds +1D6 to intiative, and costs 0.6 i think body index.
> > According to FASA not compatible with cybernetic boosts to
> > initiative, says nothing about compatatibility with non cyber
> > enhancements.
>
> Apart from move by wire systems -- Cybertechnology specifically states
> that an SA rating 1 can be incorporated with MBW systems, so you can get
> +8+5D6 initiative *drool*
>
The comment is true of Shadowtech, ok i forgot the later exception
but it is explicit that it superseeds shadowtech in this case and
this case only.

The above however has some serious problems, he he.

mind say 6 +1D6 add +8+5D6 is only 14+6D6, thats average 35, nasty
but you can get it to about average 43 or so! using jazz to boost
things i have seen an NPC hit 55 initative, needless to say the
situation was set up so the PC's lived (although they got seriously
spread round the scenery) and the NPC was kept out of the way after
that, 3 actions before everybody else and then make that four cause
the folks going in >25 were unconcious by then is not fair for
normality.

Mark
Message no. 53
From: Jeffrey Riordan <JRIORDAN@***.gov>
Subject: Re: Mageware -Reply
Date: Mon, 10 Jun 1996 09:03:46 -0400
>>> Stephen Delear <shadow@***.com> 06/07/96
07:21pm >>>

On Fri, 7 Jun 1996, Sticks to Teflon wrote:

> >Depends how you view astral projection as
working. If you consider that > >the orientation
system is a natural direction sence once the character
> >has paid the essence for it and that the character
take all his sences > >into astral space with him then
this could work (and since the > >orientation system
is GPS based the mages 'direction sense' is stuck >
>locked onto the location of his body)>
> It's not a 'natural direction sense' it's a piece of
electronics that tells
> you where you are, and if you have a map chip,
where you are on it. If I
> have cybereyes w/ thermo imaging, can I see
thermographic in astral? No.
> If I'm blind in the real world, can I see in astral?
Yes. Real world and
> astral senses aren't connected.
> > >> So? You can't ground though quickening
either.
> >
> >Depends who the GM is.
> According to Mike Mulvihill, you can't ground
through quickenings.

According to Corporate Security you can.

Stephen
<<<<<<<<<<<<<<<<<<<<

Just to nip this in the bud before it starts all over
again I just want to point out that It isn't spelled out in
any RULES section of the books if you CAN OR CAN'T
ground through. If you read the intro paragraph to all
the supplements (I am assuming it is in all the
supplements that is) in the section that FASA wrote
describing the purpose of the supplement. It should
say something like the book is divided into 2 parts the
runners conversation/info and the actual RULES for
the info they discuss. It also says that the information
the RUNNERS state MAY or MAY NOT be the truth.
I will always feel that it is up to the GM to decide on
things like this because it's the GM's world and no
one else's to decide the laws of nature and how they
apply.

Jeff
Message no. 54
From: mbroadwa@*******.glenayre.com (Sticks to Teflon)
Subject: Re: Mageware
Date: Mon, 10 Jun 1996 08:24:24 -0500
>> >Depends who the GM is.
>> According to Mike Mulvihill, you can't ground through quickenings.
>
>According to Corporate Security you can.
>
>Stephen

No, thats what it says in CS in the shadowtalk postings. That's not an
actual rule. In other words, that poster was wrong. Read the beginning of
the book sometimes about shadowtalk postings possibly being true, and
possibly being false. The _canon_ rule is that quickenings can't be
grounded through. If you want to have quickenings be grounded through, then
that's your house rule, but it's not an SR rule.

Mike Broadwater
"An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
Midnight Bomber What Bombs at Midnight
http://www.olemiss.edu/~neon
Message no. 55
From: mbroadwa@*******.glenayre.com (Sticks to Teflon)
Subject: RE: Mageware
Date: Mon, 10 Jun 1996 08:26:37 -0500
Piatro said: (and this is the only time I'm doing it, so don't get used to it
>P.S. How about naming the source of your quotes. The only thing more
>annoying than searching for a post in order to correct a quotation, is
>not knowing who the quote is from. Remember, this is a public forum,
>not your private correspondence with one individual.

My mailer doesn't automatically do it, and I don't feel like typing it in,
so you'll just have to live with it.

Mike Broadwater
"An object at rest cannot be stopped! Yeah, baby, yeah!" - The Evil
Midnight Bomber What Bombs at Midnight
http://www.olemiss.edu/~neon
Message no. 56
From: Joel Nesbitt <joel.nesbitt@******.oxford.ac.uk>
Subject: Re: Mageware
Date: Tue, 11 Jun 1996 17:38:07 +0100 (BST)
On Sat, 8 Jun 1996, Gurth wrote:

> "Synaptic," AFAIK means it has to do with the neural system... It is ab it
> of an omission on FASA's part not to include which bioware systems are
> neural, so I took a look at each one and made a decision for myself:
>
> Cerebral Booster, Damage Compensator, Mnemonic Enhancer, Pain Editor,
> Reflex Recorder, Synaptic Accelerator, and Trauma Damper are all neural
> bioware, if you ask me. The rest of Shadowtech's bioware isn't.

Isn't there a footer at the bottom of each page indicating the nature of
each bioware item? Neural, dermal, hepatic, renal, that sort of thing.


* Joel Nesbitt, Exeter College, Oxford *
* "I hummed this tune to all the girls I'd known, *
* Should I care about the chances I've blown?" *

Further Reading

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