From: | Mark Steedman <M.J.Steedman@***.RGU.AC.UK> |
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Subject: | Novel : Ally Spirits and quickening |
Date: | Tue, 28 Jan 1997 13:23:47 GMT |
come up before but that i thought of a long time ago.
Ally spirits are very useful but compared to the karam cost to create
them are VERY easy to kill, first decent area effect spell should do
it, even bullets at the likely force ratings (base of 6 costs a magic
point + 5,10,15,20,25 = 75! karma)
Now my queiry is what do folks think of what happens if you were to
quicken a spell to your ally (+4 body really springs to mind:) ), as
its naturaly body is astral thats what the spell would be attached
to. Anchoring has no physical component and the spirit always has an
astral component so the spell has something to attach to and does not
need a physical support (p44 is it? GR2) does not specify any limits
that i remember on what you can quicken things to certainly items
such as odd boulders are permitted.
Any comments, anyone know of any actual rules that definitively ban
this?
The reason being i have never had an ally spirit about and the only
time i ever saw one in a game (i was another player spectating on
proceedings at the time) the GM addited afterwards he was very
worried the shaman (one on one PC vs NPC) was going to throw an area
effect spell and kill it.
I now have a player in the higher powered of the two games i am
running who is keen on acquiring one, because it's novel and i'm
worried that 100Karma ally spirit will last about a complex action if
combat ever breaks out while its around.
I am aware of the fact these things are very useful i just never saw
the terrible risk as being worth it (yes the best PC in that game
just reached 200 Karma so 100 is still an enourmous amount)
Thanks
Mark