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Message no. 1
From: steven mancini <mancinis@******.CC.PURDUE.EDU>
Subject: More Questions
Date: Sat, 10 Jul 1993 18:38:31 EST
1. Can a magician cast NON-combat spells at Spirits?

2. Are Bound spirits (Elementals/Spirits) considered voluntary targets
for the magician who has bound them?

3. Explain Turn to Goo:

If the 'goo' is retained and the spell is dropped, does the
person revert to original form?

Has anyone considered turning this spell to non combat spell?
ie Magician turns self to Goo, then splits through the sewer
to escape capture.

If so, can you redesign it so the 'goo' can control its coherence
and provide it a rate of mobility. (Sorry, best example is the
T2 liquid metal robot.). Whatcha think + drastic effect?

4. Do you folks allow mages who have lost cyberware to install cyberware
upto that 'lost' point for 'free' or does it cost them another magic
point? <FREE> <COST MORE MAGIC>

5. Does someone who self-initated need to establish an Astral Contact
as per the rules in the Grimoire ? <YES> <NO>

6. How does the physical adept who is initiating 'connect' to an astral
contact if they do not have astral perception?

7. If someone enter the Area of Effect for a Sustained Spell (ie Chaotic
World) do they become subject to the effects? <YES> <NO>

8. What if the effects are contigent upon the magician's interest?
(ie A mob mind spell- does the person, who fails to resist, begin
to perform whatever actions the magician has the others performing)
<YES> <NO>

9. Could such a spell be locked? <YES> <NO>

10. Could it be Quickened? (ie Mob Mood- Fear) <YES> <NO>

11. Could someone, using a datajck, control a pair of custom cyberlimbs
that are not attached to a meat body? (ie robotic arms for an
assembly line? Disarming a bomb via cameras from a distance? )
<YES> <NO>

12. Given a Comlink 10, a headware telephone, and some memory do ya think
you could run one of those Cheesy (900) lines from you head? :)

Da Minotaur


+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
| Steve Mancini | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancinis@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| "My Behaviour is Addictive Functioning in a Disease Process of Toxic |
| Co-dependency! I need holistic healing and Wellness before I'll |
| accept responsibility for my actions!" -Calvin, 1/21/93 |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
Message no. 2
From: steven mancini <mancinis@******.CC.PURDUE.EDU>
Subject: More Questions
Date: Sun, 10 Oct 1993 21:37:34 EST
Okay, so there is no answer to my questions about burst fire composed
of various sorts of ammo. Here are a few simplier ones that I think
I know but cannot cite. Perhaps some enlightened soul out there can.

1. What is the range on an Illusion spell? More specifically, we have
a team shaman who has Invisibility AOE, so as to take her members
with her. How far can these folks move away from her before losing
"touch" with the spell?

2. If I volunteer for a spell, then revoke my acceptance, does the
spell drop or is this control left upto the magician? ie I
submit to a critterform spell but then decide I don't wanna
be a flourescent green ferret anymore... does the spell drop?

3. Can people with alpha/beta eyes pack more into them? ie a cyber
eye can hold so much addition 'ware without costing additional
essence- if the eyes are alpha/beta can they "pack" more into
the eye?

4. How long is ambush:
can mage cast area of effect spell <YES> <NO>
can sam throw a grenade <YES> <NO>

7. Can an ally be considered an independent member of a ritual team?
<YES> <NO>

8. Can a magicians cast spells or provide Spell Defense through his
Sense Link with his/her ally? <YES> <NO>

9. How long does it take for a toxin exhaler to 'recharge' ? _________

10. Where does the use of a toxin exhaler fall:
Complex ___
Simple ___
Free ___

11. Can an ally that has Homonoculus have multiple forms? <YES> <NO>
What about an inhabited ally? <YES> <NO>


WELL THAT'S ALL FOR NOW. NO I AM NOT SHOUTING. I JUST WONDER
SOMETIMES WHY PEOPLE GET SO BENT OUT OF SHAPE OVER ALL CAPITAL
LETTERS? :)

Da Minotaur
Message no. 3
From: Dave Sherohman <esper@*****.IMA.UMN.EDU>
Subject: Re: More Questions
Date: Sun, 10 Oct 1993 22:47:03 -0500
>1. What is the range on an Illusion spell? More specifically, we have
> a team shaman who has Invisibility AOE, so as to take her members
> with her. How far can these folks move away from her before losing
> "touch" with the spell?
>
>2. If I volunteer for a spell, then revoke my acceptance, does the
> spell drop or is this control left upto the magician? ie I
> submit to a critterform spell but then decide I don't wanna
> be a flourescent green ferret anymore... does the spell drop?

The conditions only apply at the time of casting - they enable the
spell to find its target; once the spell has found the target and takes
effect, it no longer needs the help finding it, right?

The AOE on the Invisibility causes a problem, though. The spell would,
IMO, follow around a single person or object (a single spell can only
take effect at/from a single locus) and turn everything within the area
(Magic Rating meters) invisible. Though the (Very) Restricted Target and
Voluntary Subject modifiers are available for illusion spells, I'd say
they apply to who sees the illusion - so they wouldn't allow you to pick
and choose which people (or objects) within the AOE turn invisible. I can
see it - "Hey, Joe, think tha we might have some intruders over there
where the floor just disappeared?"

>3. Can people with alpha/beta eyes pack more into them? ie a cyber
> eye can hold so much addition 'ware without costing additional
> essence- if the eyes are alpha/beta can they "pack" more into
> the eye?

Not in my game, they can't. Anything put into them would have to be of
the same grade as the base eye, but the Essence discount only applies to
items which take their Essence off the character's. What's the point of
a superior biological interface capability for something that's just going
to be plugged into another piece of hardware?

>4. How long is ambush:
> can mage cast area of effect spell <YES> <NO>
> can sam throw a grenade <YES> <NO>

I'm assuming you're talking about the Surprise rules. In a nutshell, what
they say is that if I get more successes than you on the Surprise Test,
you can't take any action against me or react to anything I do until _after_
your first action. Of course, if my pal standing next to me didn't do as
well as you, you can throw an AOE spell at him, and if I get caught in the
AOE, I'll be affected by it normally. You just can't target the spell at me
directly. Same goes for grenades.

>7. Can an ally be considered an independent member of a ritual team?
> <YES> <NO>

(What happened to 5 and 6?) My gut reaction is an emphatic "No", but I
can't produce much in the line of reasoning to support either viewpoint.

>8. Can a magicians cast spells or provide Spell Defense through his
> Sense Link with his/her ally? <YES> <NO>

No. However, the ally has its own Sorcery skill and can provide defense
in that manner.

>9. How long does it take for a toxin exhaler to 'recharge' ? _________

Hmm... Good question... I think I'd say 5 minutes or so. (ie short
enough that you don't have to worry about keeping track of it, but not so
short that you can use it more than once per combat.) Also keep in mind
that if someone knows about it, they're likely to do things like hold
their breath when you take a deep breath, thus preventing yor attack from
being effective.

>10. Where does the use of a toxin exhaler fall:

I'd call it a Complex Action, same as any other melee attack.

>11. Can an ally that has Homonoculus have multiple forms? <YES> <NO>
> What about an inhabited ally? <YES> <NO>

No and no. "A spirit can _manifest_ in any of its forms" (Grim2 p. 69,
emphasis mine), however, "Allies with inhabiting power cannot manifest".
(p. 67) (A homunculus is just one form of Inhabiting, BTW.)

esper@***.umn.edu
Message no. 4
From: "Brian D. Neumann" <Brian.D.Neumann@**.GETTYSBURG.EDU>
Subject: Re: More Questions
Date: Sun, 10 Oct 1993 23:33:42 -0400
1. What is the range on an Illusion spell? More specifically, we have
a team shaman who has Invisibility AOE, so as to take her members
with her. How far can these folks move away from her before losing
"touch" with the spell?
In theory I would say they would have to remain in line of site.
In this case it would be an astral line of site.

2. If I volunteer for a spell, then revoke my acceptance, does the
spell drop or is this control left upto the magician? ie I
submit to a critterform spell but then decide I don't wanna
be a flourescent green ferret anymore... does the spell drop?

I would tend to say that once you submitted to the spell you are
stuck with it untill the mage drops it. I do not have anything to back
this up though and is only an opinion

3. Can people with alpha/beta eyes pack more into them? ie a cyber
eye can hold so much addition 'ware without costing additional
essence- if the eyes are alpha/beta can they "pack" more into
the eye?
The rule sais they can put up to .5 essence worth of additional
eye enhancements into the eye. My understanding of Alpha/Beta grade is
that it is significantly higher tech, and has a better interface with the
body. It would seem logical to me to say that they could pack more into
their eyes, but I would also put the proviso that it would ALL have to be
the same grade of cyberware. No combining a basic eye with Beta Optical
Enhancement lvl 3. They just wouldn't interface correcty.

4. How long is ambush:
can mage cast area of effect spell <YES> it is just another spell
can sam throw a grenade <YES> if the grenade was in hand

We usually consider an ambush to give one free action before
rolling initiave. This would be one complex or two simple actions.

7. Can an ally be considered an independent member of a ritual team?

We always considered an ally to be an extra member as they have
sorcery skill. If you have hit your limit though they could just add to
thier "owners" dice. While not as effective as being another member it
still helped. An example was with an extremely high powered group with
one Hermetic Mage with his ally and our conjuring adepts ally (also
hermetic origin) being considered a circle of 3 mages for the ritual. The
ally from our Shaman could not participate in this circle as he was of
shamanic origin, but could aid the Shaman in any of his ritual magic. (ps
this was under SR1 rules)

8. Can a magicians cast spells or provide Spell Defense through his
Sense Link with his/her ally?

Spell defence - Yes but at a reduced ability we said 1/2 as reasonable.

Spells. Only if looking at a physical target. In both cases the
reciepient (sp) had to be in the magicians own line of site.

9. How long does it take for a toxin exhaler to 'recharge' ? _________

10. Where does the use of a toxin exhaler fall:
Complex ___
Simple XXX
Free ___

11. Can an ally that has Homonoculus have multiple forms? <NO> they are
bound to the one body and can not have the other forms

What about an inhabited ally? I am not sure this is possible.


WELL THAT'S ALL FOR NOW. NO I AM NOT SHOUTING. I JUST WONDER
SOMETIMES WHY PEOPLE GET SO BENT OUT OF SHAPE OVER ALL CAPITAL
LETTERS? :)

Da Minotaur
Message no. 5
From: "GCS/MU d? -P+ c++ l u-(+) e+(++) m(+)(*)@ s/+ n-(---) h f+@ w+
Subject: Re: More Questions
Date: Mon, 11 Oct 1993 09:14:43 -0400
]>9. How long does it take for a toxin exhaler to 'recharge' ? _________
]
]Hmm... Good question... I think I'd say 5 minutes or so. (ie short
]enough that you don't have to worry about keeping track of it, but not so
]short that you can use it more than once per combat.) Also keep in mind
]that if someone knows about it, they're likely to do things like hold
]their breath when you take a deep breath, thus preventing yor attack from
]being effective.
--Well, in the campaigns I've been in, I think it recharged in 5
seconds (one full combat turn).

]>10. Where does the use of a toxin exhaler fall:
]
]I'd call it a Complex Action, same as any other melee attack.
--Umm... 'scuse me, but how long does it take to breathe? Hmm...
controlled breathing... sounds like a simple action to me.

--Short Fuse

"Umm, 'scuse me Mr. GM, but, uh, put some of those dice down before you
roll, will ya?"
Message no. 6
From: "Dark Thought Publications." <JEK5313@*****.TAMU.EDU>
Subject: Re: More Questions
Date: Tue, 12 Oct 1993 09:58:46 -0500
--Short Fuse Responds to questions:
]]>9. How long does it take for a toxin exhaler to 'recharge' ? _________
]]
]
] --Well, in the campaigns I've been in, I think it recharged in 5
]seconds (one full combat turn).

Excuse me?!?!?! I don't think so, chummlichen. The cells of the interior of
the sac are genetically programmed to produce a particular poison (enough p's
for you?). That means that they do it through what is (to them) a normal
cellular procedure. I don't know many (if any) cellular procedures which
_ever_ occur as quickly as 5 seconds. Days, perhaps, but not seconds. This
was designed as a weapon of last resort, not as a mainstay of combat. You're
obviously mistaking poison aeresol breath and mere halitosis.

]]>10. Where does the use of a toxin exhaler fall:
]]
]]I'd call it a Complex Action, same as any other melee attack.
]
] --Umm... 'scuse me, but how long does it take to breathe? Hmm...
]controlled breathing... sounds like a simple action to me.

Use of the toxin exhaler is not controlled breathing. It is breathing which,
following certain already-established paths, triggers the toxin exhaler and the
means to expel it. In other words, once you have given the sign, the program
takes over; you inhale, the top of the sac opens slightly, and you exhale all
over someone's petunias. Thus, I would also make the use of said item a
complex action.

--Flare <NULLSIG COURTESY OF DOOM>

Dark Thought Publications & Doom Technologies, Inc.
>>> Working on solutions best left in the dark.
Message no. 7
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: More Questions
Date: Tue, 12 Oct 1993 16:27:01 -0700
Questions answered!

1. What is the range on an Illusion spell? More specifically, we have
a team shaman who has Invisibility AOE, so as to take her members
with her. How far can these folks move away from her before losing
"touch" with the spell?

Illusion spells are generally LOS for casting. Once cast the spell can be
maintained indefinately. Note: I really don't think a Invisibility AOE would
work the way you want it to. Every eligible target in range would be affected,
including bad guys, cars, buildings!

2. If I volunteer for a spell, then revoke my acceptance, does the
spell drop or is this control left upto the magician? ie I
submit to a critterform spell but then decide I don't wanna
be a flourescent green ferret anymore... does the spell drop?

Once the spell is cast, it is cast. It will stay up until the caster drops it.

3. Can people with alpha/beta eyes pack more into them? ie a cyber
eye can hold so much addition 'ware without costing additional
essence- if the eyes are alpha/beta can they "pack" more into
the eye?

No, you cannot "pack" more stuff into the eye because it is alpha/beta grade.
Cybereyes accept .5 Essence worth of cyberware. Custom cyberware reduces the
cost to the character, not the base essence value of the item.

4. How long is ambush:
can mage cast area of effect spell <YES> <NO>
can sam throw a grenade <YES> <NO>

I forget the rules on surprise and left my book a home.

7. Can an ally be considered an independent member of a ritual team?
<YES> <NO>

Yes. The ally has his own sorcery skill and is thus his own spell caster.

8. Can a magicians cast spells or provide Spell Defense through his
Sense Link with his/her ally? <YES> <NO>

No. You are out of line-of-sight, just like with clairvoyance.

9. How long does it take for a toxin exhaler to 'recharge' ? _________

Only god and the DLOH knows for sure :)

10. Where does the use of a toxin exhaler fall:
Complex ___
Simple ___
Free ___

Is it considered to be a melee or ranged attack? If melee, complex. If
ranged, simple.

11. Can an ally that has Homonoculus have multiple forms? <YES> <NO>
What about an inhabited ally? <YES> <NO>

Inhabiting allies (include homoculus) manifest in a form the same as their
host body. They can not change forms, unless you buy them the Shapechange
spell :)

See Ya in Shadows, "I can count the number of days I've worked
Jason J Carter since graduation on one hand." - ME!
The Nightstalker Carter@***.EDU
Message no. 8
From: Christopher Higgins <as812@*******.CARLETON.CA>
Subject: More questions
Date: Mon, 16 May 1994 10:17:02 -0400
Since I got so many great replies to my quickening question, here's
some more for you:
1> In Fields of Fire, Smartlink II supposedly reduces the called shot
penalty to +4, but the penalty was +4 to begin with. Which book has the
error and what are the real penalties?
2> Can a spell lock be attacked if it's inactive (bonded but not
currently activated)?
3> Can any foci be attacked if it's successfully masked by an initiate?
3b> Can a non-initiate throw a spell hoping to hit a foci he
suspects is there but cannot actually see?
4> How does FASA and The DHoL feel about KaGe and NAGEE?
5> How do I get copies of NAGEE?
6> Is FASA ever going to put out a manual which differentiates between
martial arts styles
Just some random thoughts,
Christopher Higgins.
Message no. 9
From: Gurth <jweste%smtp@******.HZEELAND.NL>
Subject: More questions - Reply
Date: Tue, 17 May 1994 12:49:26 +0200
> 1> In Fields of Fire, Smartlink II supposedly reduces the called
>shot penalty to +4, but the penalty was +4 to begin with. Which book has
>the error and what are the real penalties?

I haven't got FoF yet (sold out, damned!), but since SRII came out
earlier, and its has the +4 penalty for called shots, I think FoF is
wrong is saying that smartlink II gives +4. Guess it should be +2 with
smartlink II, +4 without.

> 2> Can a spell lock be attacked if it's inactive (bonded but not
>currently activated)?

Don't think so.

> 3> Can any foci be attacked if it's successfully masked by an
>initiate?

If the attacker first identifies it (i.e. makes an Astral Quest), yes, I
think he could.

> 3b> Can a non-initiate throw a spell hoping to hit a foci he
>suspects is there but cannot actually see?

Can't hit something you can't see, especiall with magic.

> 4> How does FASA and The DHoL feel about KaGe and NAGEE?

KaGe is official, NAGEE isn't.

> 5> How do I get copies of NAGEE?

ftp to teetot.acusd.edu, and look in the directory pub/Beelzebub/Role-
Playing/Shadowrun/NAGEE.

> 6> Is FASA ever going to put out a manual which differentiates
>between martial arts styles

Don't know. I converted CP2020's melee combat system so it fit into SR
without changing skills or anything (hi Ivy!), and it works OK. You can
have different martial arts with the rules conversion, all with their own
advantages.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Gurth + "Ik kom u vrede en geluk brengen." +
+ (jweste%smtp@******.hzeeland.nl) + "MOOI! ZET MAAR IN DE GANG NEER!" +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Message no. 10
From: Paolo Marcucci <marcucci@***.TS.ASTRO.IT>
Subject: More questions - Reply (fwd)
Date: Tue, 17 May 1994 13:37:15 METDST
>
> > 1> In Fields of Fire, Smartlink II supposedly reduces the called
> >shot penalty to +4, but the penalty was +4 to begin with. Which book has
> >the error and what are the real penalties?
>
> I haven't got FoF yet (sold out, damned!), but since SRII came out
> earlier, and its has the +4 penalty for called shots, I think FoF is
> wrong is saying that smartlink II gives +4. Guess it should be +2 with
> smartlink II, +4 without.
>

DLoH is reported to say "+2!" (somewhere on GENIE)

Now I have to find a good fixer..:)

--
_______________________________________________________________________
Paolo Marcucci marcucci@***.ts.astro.it
http://www.oat.ts.astro.it/marcucci.html
"In the Earth's history, it is estimated
that 10^36 snowflakes have fallen." - Snomax fall 1993 newsletter
(1.0.1) GCS/GMU d-- -p+ c++ l- u+ e* m+ s n-- h* f+? g- w+/++ t+ r+ x+
Message no. 11
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: More questions - Reply
Date: Tue, 17 May 1994 10:05:23 -0400
>>>>> "Gurth" == Gurth <jweste%smtp@******.HZEELAND.NL>
writes:

Gurth> I haven't got FoF yet (sold out, damned!), but since SRII came out
Gurth> earlier, and its has the +4 penalty for called shots, I think FoF is
Gurth> wrong is saying that smartlink II gives +4. Guess it should be +2
Gurth> with smartlink II, +4 without.

There was some errata published on rec.games.cyber. It should be +2, not +4.

2> Can a spell lock be attacked if it's inactive (bonded but not
>> currently activated)?
Gurth> Don't think so.

Except that a bonded spell lock /is/ active, by definition. I think...

6> Is FASA ever going to put out a manual which differentiates
>> between martial arts styles
Gurth> Don't know. I converted CP2020's melee combat system so it fit into
Gurth> SR without changing skills or anything (hi Ivy!), and it works OK.
Gurth> You can have different martial arts with the rules conversion, all
Gurth> with their own advantages.

I doubt they will, simply because that could take up a large book in
itself, and even then it won't satisfy everyone.

\||| | | | | | | | | | | | | | | | | | | | | | | |||/
== Rat <ratinox@***.neu.edu> WWW Page: http://www.ccs.neu.edu/home/ratinox ==
== Players who insist on giving their characters "cutesie" names should be ==
== ritually killed as a warning to the others.--ALBEDO: The Roleplaying Game ==
/||| | | | | | | | | | | | | | | | | | | | | | | |||\
Message no. 12
From: Thorben Woehler <tew@****.INFORMATIK.RWTH-AACHEN.DE>
Subject: Re: More questions - Reply
Date: Tue, 17 May 1994 16:20:15 +0200
> > 2> Can a spell lock be attacked if it's inactive (bonded but not
> >currently activated)?
>
> Don't think so.

Nope. Not possible.

> > 3> Can any foci be attacked if it's successfully masked by an
> >initiate?
>
> If the attacker first identifies it (i.e. makes an Astral Quest), yes, I
> think he could.

The attacker needs to see the true aura, that means break the masking...
Only initiates and some free spirits can do this.


That reminds me of something I want to ask...



What is the point of hiding the bonding of a focus on the metaplanes.
This is possible as GrimoireII says, but I dont see any use of it, except
perhaps you cannot find the owner of a focus if you got his focus in
hands, coz you only find the way to the metaplane.
If you manage the same astral quest it's another question!

But is there any other use, e.g NO GROUNDING POSSIBLE or so???



SHADE


P.S.

Oh yes, another question....


I bound a free spirit (giving him lots of karma and a promise to let him
become free again after some time to cool him down...)

Now, can he sustain spells for me???

It's a Fire Elemental, so it can only sustain Combat Spells (how useful!?)
as part of Elemental services.
But it has Sorcery power, so it can sustain spells as a real magician can.

The question, can it now sustain only combat spells, or any type of spell
cast by me??? (up to his sorcery skill <- number of sustained spells)


SHADE
Message no. 13
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: More questions - Reply
Date: Tue, 17 May 1994 11:28:50 -0700
Hi Gurth,
Yah, CP2.0.2.0. combat system into SRII? Why bother?
Kage official? Nah. You can make it official for *your* game,
but it isn't official for everybody. It's also a P.O.S. too. Real drek.
Ivy K
Message no. 14
From: "Well I'm here. Now what do you want?" <AM77423@******.BITNET>
Subject: Re: More questions - Reply (fwd)
Date: Tue, 17 May 1994 21:03:50 -0500
>>
>> > 1> In Fields of Fire, Smartlink II supposedly reduces the called
>> >shot penalty to +4, but the penalty was +4 to begin with. Which book has
>> >the error and what are the real penalties?
>>
>> I haven't got FoF yet (sold out, damned!), but since SRII came out
>> earlier, and its has the +4 penalty for called shots, I think FoF is
>> wrong is saying that smartlink II gives +4. Guess it should be +2 with
>> smartlink II, +4 without.
>>
>
>DLoH is reported to say "+2!" (somewhere on GENIE)
>
>Now I have to find a good fixer..:)
>
>--
>_______________________________________________________________________
>Paolo Marcucci marcucci@***.ts.astro.it
> http://www.oat.ts.astro.it/marcucci.html
>"In the Earth's history, it is estimated
> that 10^36 snowflakes have fallen." - Snomax fall 1993 newsletter
> (1.0.1) GCS/GMU d-- -p+ c++ l- u+ e* m+ s n-- h* f+? g- w+/++ t+ r+ x+


---------- End of Original Message ----------

Humph, My doc was nice, but a CALLED shot with a panther is REALY unnesseccary,
however, it did stop me from killing of some friendly reinforcements with my
mini!!
-- Mad Hatter
Message no. 15
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: More questions - Reply
Date: Wed, 18 May 1994 11:55:49 +1000
Gurth commented :

>
>> 1> In Fields of Fire, Smartlink II supposedly reduces the called
>>shot penalty to +4, but the penalty was +4 to begin with. Which book has
>>the error and what are the real penalties?
>
>I haven't got FoF yet (sold out, damned!), but since SRII came out
>earlier, and its has the +4 penalty for called shots, I think FoF is
>wrong is saying that smartlink II gives +4. Guess it should be +2 with
>smartlink II, +4 without.
>

True they haven't realy made it clear, the way I'd try would be to keep
the +4 but remember that the SL2 gives you added bonuses at longer ranges,
couple this with a decent scope and you can make better called shots at
long range than at short range. (makes sense if you are using a rifle, but is
a bit distorted for use with any other firearm.)

A'Deus.
Message no. 16
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: More questions - Reply
Date: Wed, 18 May 1994 12:05:54 +1000
Stainless Stell Rat commented


>2> Can a spell lock be attacked if it's inactive (bonded but not
>>> currently activated)?
>Gurth> Don't think so.
>
>Except that a bonded spell lock /is/ active, by definition. I think...

Depends on how you play it. In SR1 the item was bonded by paying 1
karma and could then be switched on at any time to sustain any spell
(at force 1). In SR2 it requires 1 karma every time you switch the damn thing
on to sustain a spell. So if in a run you sustain a healing, and a Invis spell
there go two karma points. In this case once activated they are astrally
active, and they are never strictly bonded to the one owner.

How do others feel about requiring a spell lock to have one karma spent
on it each time it is used??? Personally I believe that the first edition rules,
as long as they are not abused, are fine. And if they are abused then just
toast the spell lock with a passing spirt.

A'Deus.
Message no. 17
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: More questions - Reply
Date: Tue, 17 May 1994 22:09:13 -0700
A'Deus, you are in error.

In SRII a spell lock can be activated and deactivated by magician who created
the spell lock using a simple action. This does not break the spell that is
on the spell lock. It is also possible for any magician to remove a spell lock
and this does break the spell that was on it. These are two different things
whoever.

*******************************************************************************
* See Ya in Shadows * * "Trust No One." *
* Jason J Carter * Carter@***.EDU * The late Deep Throat *
* The Nightstalker * * The X-Files *
*******************************************************************************
Message no. 18
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: More questions - Reply
Date: Wed, 18 May 1994 16:49:52 +1000
Jason Carter commented

>
>A'Deus, you are in error.
>
>In SRII a spell lock can be activated and deactivated by magician who created
>the spell lock using a simple action. This does not break the spell that is
>on the spell lock. It is also possible for any magician to remove a spell lock
>and this does break the spell that was on it. These are two different things
>whoever.

Are you sure on this, I thought that at least they would have to cast the
spell again. Otherwise your saying that the spell lock switches off the spell,
removing any astral traces (ie drops the spell), and can then at a later date
'cast' or reactivate the spell from nothing. I disagree that the foci can
'create' the spell on the spot from nothing, but happily note that you also
believe that the 'bonding' cost of a spell lock is only payed once.

A'Deus.
Message no. 19
From: "C. Paul Douglas" <granite@*****.NET>
Subject: Re: More questions - Reply
Date: Wed, 18 May 1994 09:56:17 -0400
On Wed, 18 May 1994, Neal A Porter wrote:
........... I disagree that the foci can
> 'create' the spell on the spot from nothing, but happily note that you also
> believe that the 'bonding' cost of a spell lock is only payed once.
>
> A'Deus.
>
The spell maintained within the matrix of a spell lock need only be cast
at the time of bonding.
---------------------GRANITE
Message no. 20
From: Marty <s457033@*******.GU.EDU.AU>
Subject: More Questions
Date: Thu, 24 Oct 1996 20:40:42 +1000
Hi guys... The list is inoperative (WRT my account) as I write this, but I
assume that it's storing messages for later dissemination.. You all had
good responses last time questions were posted, so here are the refined
verions for your perusal.... Thanks in advance.

BTW; Last time I did this I mentioned 'drivel'.. It probably wasn't the
best word to use regarding list posts. I hereby apologise; I really
meant that you get a lot of stuff that you don't want to respond to and
that it takes time.


On Thu, 24 Oct 1996, Calvin Hsieh wrote:

> Date: Thu, 24 Oct 1996 18:02:15 +1000 (EST)
> From: Calvin Hsieh <u2172778@*******.acsu.unsw.edu.au>
> To: Marty <s457033@*******.gu.edu.au>
> Subject: Re: Multiple questions (fwd)
>
> Hey Marty,
>
> Thanks for doing this for me.
>
> However, I think I made one of my questions too vague.
>
> On the question about the modifications to cyberears, what I meant to ask is:
>
> In many sourcebooks such as Cybertechnology and Fields of Fire, there is
> listed a "modifications" under Cyberears which cost 0.1 essence. It is
> not a specific modification such as high-frequency hearing. It is merely
> listed as "modifications". Can anyone tell me what they mean by this? Is
> this the cosmetic modification of ears or what?
>

No idea, personally...... Anyone out on the list able to shed some light
on the subject??


> Actually, another question I thought of, and maybe you can help on this
> one Bleach...
>
> What happens when a person does not want to hit back in a melee combat
> situation. Eg., if a person is whacking another, but that person is
> choosing to shoot someone else using ranged combat rules. How do these
> rules intermix? Another situation is where a person has a higher
> initiative than another and decides to use melee combat on another
> person. Now, I understand that the combat pool dice of the "recipient" is
> not renewed (if in the middle of a fight), but should that person "lose"
> his/her next action?
>

Hmmm... complex situation. I'd say that the defender could choose to
use his combat pool to either dodge the attack, or to shoot the person he
is aiming at. He can't split the dice between the two tasks. the size
of the weapon also plays a part, because it's hard to aim a rifle when
you're being punched; The gun makes a natural target to grapple. I'd
say that it's impossible to use any weapon larger than a pistol when
involved in unarmed combat..... And yes, that does mean you can shoot a
pistol at an attacker when he's using unarmed combat on you. I have no idea
what target number modifier to use on the shot, though.

In the other situation, we play that the defender does not loose his
action. When his action arrives he can use it to get out of the way or to
make his own attack. It makes unarmed combat in SR very fast and deadly,
but that's the way it was written.

Bleach.
Message no. 21
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: More Questions
Date: Thu, 24 Oct 1996 13:19:48 GMT
Marty writes

> Hi guys... The list is inoperative (WRT my account) as I write this, but I
> assume that it's storing messages for later dissemination..
rather common function of email, accept message, chew, sit on, send
round Earth 10 times, and try to lose, fortunately doesn't happen
that often.

> > Hey Marty,
> >
> > Thanks for doing this for me.
> >
> > In many sourcebooks such as Cybertechnology and Fields of Fire, there is
> > listed a "modifications" under Cyberears which cost 0.1 essence. It is
> > not a specific modification such as high-frequency hearing. It is merely
> > listed as "modifications". Can anyone tell me what they mean by this?
Is
> > this the cosmetic modification of ears or what?
> >
looks like a good classic FASA error, try comparing with the list in
SR2, and identification by a process of elimination. Errors like this
are a LOT less common than in the older books.

> > Actually, another question I thought of, and maybe you can help on this
> > one Bleach...
> >
> > What happens when a person does not want to hit back in a melee combat
etc.

> Hmmm... complex situation. I'd say that the defender could choose to
> use his combat pool to either dodge the attack, or to shoot the person he
> is aiming at. He can't split the dice between the two tasks.
according to SR he can. The one you cannot do is spend combat pool on
both the melee attack/parry and dodge/soak, all other splitting of
pools are legal.

> the size
> of the weapon also plays a part, because it's hard to aim a rifle when
> you're being punched; The gun makes a natural target to grapple. I'd
> say that it's impossible to use any weapon larger than a pistol when
> involved in unarmed combat.....
You agree with FASA then :), take fine comb to the combat chapter of
SR2.

> And yes, that does mean you can shoot a
> pistol at an attacker when he's using unarmed combat on you.
yep.

> I have no idea
> what target number modifier to use on the shot, though.
>
+2 per opponent in melee with you, so trying to shoot one of 3
gangers grappling you is +6's, been nice knowing you :)

> In the other situation, we play that the defender does not loose his
> action. When his action arrives he can use it to get out of the way or to
> make his own attack. It makes unarmed combat in SR very fast and deadly,
> but that's the way it was written.
>
It's either very very deadly or harmless.
It all depends on the target, trolls in sec armour are nearly
invulnerable, unless the attacker's also a troll :)
of course there are always ways :)

> Bleach.
>

Mark

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