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Mailing List Logs for ShadowRN

Message no. 1
From: Jeffrey Riordan <JRIORDAN@***.gov>
Subject: Magic Modifiers
Date: Mon, 17 Jun 1996 08:44:40 -0400
Here is something that I recently thought about that
had never really occured to me in the 3 years I've
been playing/running SR. Besides the standard target
number modifiers for wounds, sustaining spells and
background counts, do you apply other modifiers such
as movement modifiers, smoke, cover, etc... from the
combat section to Spell casting? I realise Astral
perception will circumvent MOST of the sight mods but
not all mages care to use astral percept every time
they wiz a spell off. I also forget if Sorcerer Adepts
even get astral sight. Anyone have any answers?
(definitive or otherwise?)
Message no. 2
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Magic Modifiers
Date: Mon, 17 Jun 1996 16:11:33 GMT
Jeffrey Riordan writes

> had never really occured to me in the 3 years I've
> been playing/running SR. Besides the standard target
> number modifiers for wounds, sustaining spells and
> background counts, do you apply other modifiers such
> as movement modifiers, smoke, cover, etc... from the
> combat section to Spell casting?
Yes. You can avoid some occasionally, like astral or levitate person
movement won't pick up movement mods, but the bad guy hiding behind a
wall sure gets partial cover.
On the subject flash grenades vx magicians are rather effective, lots
less flare comp cyber eyes.

> I realise Astral
> perception will circumvent MOST of the sight mods but
assuming they are lighting based.

> not all mages care to use astral percept every time
> they wiz a spell off. I also forget if Sorcerer Adepts
> even get astral sight.
No they don't, which really hurts but then thats a B priority for
you. The elemental and shamanic adepts do however.

> Anyone have any answers?
> (definitive or otherwise?)
>
>

Mark

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