From: | Aerio Chrome aeriochrome@****.com |
---|---|
Subject: | MITS/Magic questions |
Date: | Sun, 9 May 1999 03:16:41 -0500 |
astrally perceiving?
2. For manifested spirits, it says in SR3 that they get armor equal to
twice their force for physical attacks, and the power must exceed that
number in order to affect them. It doesn't have the old SR2, "must use
willpower to attack spirits" clause. Does that mean that a character
firing an assault rifle at a spirit gets to use his skill and add combat
pool and other bonus dice (customized weapon, enhanced articulation, or
reflex recorders), and get the advantages from smartlinks on the attack
test? A force 6 spirit taking a 10 round auto fire from an ares alpha is
dust. Twice their force is 12, the attack has a power of 18, the spirit
needs 6's on its resistance test. If the character is rolling 6 skill
dice, 6 combat pool dice, a bonus die from a customized weapon and a
bonus die from his reflex recorder, and needs to get 2's on the attack
test (smartlink bonus, no other modifiers) scratch one spirit. Of course
if you treat the armor as hardened, then the base power isn't higher than
a 12 and the attack has no effect. That also means that there's only a
handfull of weapons that will affect the spirit, making them practically
invincible against mundane characters. So is there a middle ground?
3. Has anyone else noticed the potential for exploiting the new geas
rules? A mage character can now take 5 essence worth of cyber, and 5
geas, and have all the benefits of being a samuri and a full mage? (Yes
he can only stay astral for 1 hour, but for some, or if he's aspected,
it's worth it). Alpha Wired 1, Alpha Reaction enhancer 6, Muscle
Augmentation 2, and a few other fun things. Along with casting force 6
manabolts and summoning force 6 spirits. Kinda scary.....
Aerochrome
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