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Message no. 1
From: Tim P Cooper <z-i-m@****.COM>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Tue, 10 Jun 1997 16:26:35 EDT
On Mon, 9 Jun 1997 14:58:41 EST Brett Borger <bxb121@***.EDU> writes:
>> So what you're saying is that you want to be able to anchor some
>> links to a spell lock so that it will activate under certain
>> conditions? Interesting...I will have to examine if that is
>> possible.

Um... it is, at least the idea about links to activate in certain
conditions... see the EXAMPLE about links and anchorings... it shows the
whole sustained/locked Detect Bullet triggers anchored Bullet Barrier
spell.

>Exactly. THis leads to many "Traditional" magical items.....cloaks
>of invisibility, Swords that flame on command, etc....

Swords that flame on command?
Already possible... anchor a sustained damaging manipulation (see grimmy2
for rules on their creation) to the sword, with the following links:
activation, deactivation, and that increased duration time one (pick how
much time total time it can be active before unraveling).... now after
making a simple drain test (usually around a substantial D damage
code)....VIOLA!
you have a Magic (insert appropriate elemental adjective) Sword.

>The problem with normal anchors is the spells run out of steam. I
>have no problems limiting Instant spells, but the sustained ones....

Also run out of steam fairly quickly too... unless you manage to get
successes on some unholy drain roll. Even then they still have a finite
duration.

>NOw you can give arguments that few mages would like being open to
>astral attack 24-hours a day, but that doesn't mean it isn't
>possible.

So you anchor it to an object and keep the object in a warded box when
you aren't using it.
:)

Speaking of magic objects... anyone make any use of them? I can think of
one or two that pop up in source books or adventures that don't follow
standard rules. For example that ring that that one guy had in Prime
Runners that did something. (me vague or ambiguous? NEVER! :) actually
I just forget everything about the situation, except that it existed.)

~Tim ("only 2 more days/finals, only 2 more days/finals, only 2 more
days/finals...")
Message no. 2
From: Mike Elkins <MikeE@*********.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Tue, 10 Jun 1997 17:02:16 -0500
>Exactly. THis leads to many "Traditional"
magical items.....cloaks
>of invisibility, Swords that flame on command,
etc....

Of course in most culture's mythic traditions,
these items are HEROIC, belonging only to gods
and demigods, and the occasional
very-heavy-dude. Making Odin's hammer or the
Archangel Gabriel's flaming sword is not the task
for even an initiated (meta)human mage.

Double-Domed Mike
Message no. 3
From: Tim P Cooper <z-i-m@****.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Tue, 10 Jun 1997 20:12:30 EDT
On Tue, 10 Jun 1997 17:02:16 -0500 Mike Elkins <MikeE@*********.COM>
writes:
>>Exactly. THis leads to many "Traditional" magical items.....cloaks
>>of invisibility, Swords that flame on command, etc....
>
>Of course in most culture's mythic traditions,
>these items are HEROIC, belonging only to gods
>and demigods, and the occasional
>very-heavy-dude. Making Odin's hammer or the
>Archangel Gabriel's flaming sword is not the task
>for even an initiated (meta)human mage.

But of course, you can certainly make something LIKE them...
Also, being 205x, you can probably come up with something a bit more
"fashionable" than some gubby old leather cape.

But, is he really talking about some, as you said, Heroic item (artifact,
etc..) or just a "normal" magic item (some item using conventional SR
rules for spell locks, quickenings, or anchorings)? With spells and
spell-locks being so prevalent, I can imagine that SOMEONE has come up
with things like this.

SIDENOTE: What do other people use as spell locks and foci? Normally I
get stuck into thinking of fairly "traditional" items. But I was just
remembering a WhiteWolf article that had some pretty non-standard, but
very appropriate for 205x foci. A big, plastic soycaf cup (think 40
oz.-er) that was a city spirit focus (turn over, and use as improvised
drum). Some sunglasses that were a detection spell focus. Aa Colt .45
as a combat spell focus, etc.. And I was just thinking of an interesting
theme for a Burnt out mage... skillsoft chips! Just slot your "Spirit
Summoning 101" chip/focus and your ready to go.

~Tim
Message no. 4
From: John E Pederson <lobo1@****.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Tue, 10 Jun 1997 23:19:50 EDT
On Tue, 10 Jun 1997 20:12:30 EDT Tim P Cooper <z-i-m@****.COM> writes:
<snip>
<<SIDENOTE: What do other people use as spell locks and foci? Normally
I get stuck into thinking of fairly "traditional" items. But I was just
remembering a WhiteWolf article that had some pretty non-standard, but
very appropriate for 205x foci. A big, plastic soycaf cup (think 40
oz.-er)>>


My big cup/mug isn't nearly that big, I don't think. I think the one I've
got is only about 20 or 30 (I can't remember my conversions, it holds
around a quart and a half - Oh, wait. Never mind [1.5 qtHoz., I think:)
] )


<<that was a city spirit focus (turn over, and use as improvised drum).
Some sunglasses that were a detection spell focus. Aa Colt .45 as a
combat spell focus, etc.. And I was just thinking of an interesting
theme for a Burnt out mage... skillsoft chips! Just slot your "Spirit
Summoning 101" chip/focus and your ready to go. >>


Cool! Sounds like fun <EGMG> Except, I don't think magical skills are
available as SkillSofts <checking> Correction. They can't be made into
ActiveSofts. Would it really matter if they were _only_ KnowSofts?


--
-Canthros
And ye shall know the truth, and lobo1@****.com
the truth shall set you free. canthros1@***.com
--John 8:32, KJV
http://members.aol.com/canthros1/
Message no. 5
From: John E Pederson <lobo1@****.COM>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Tue, 10 Jun 1997 23:19:50 EDT
On Tue, 10 Jun 1997 16:26:35 EDT Tim P Cooper <z-i-m@****.COM> writes:
>>> So what you're saying is that you want to be able to anchor some
>>> links to a spell lock so that it will activate under certain
>>> conditions? Interesting...I will have to examine if that is
>>> possible.
>
>Um... it is, at least the idea about links to activate in certain
>conditions... see the EXAMPLE about links and anchorings... it shows
>the whole sustained/locked Detect Bullet triggers anchored Bullet
>Barrier spell.


But the question is, can you lock an anchored spell? Could you, for
instance, substitute a spell lock for a magician when you put in
activation and deactivation links, but without a temporal link of any
kind? It would take you two Simple Actions ... um ... maybe that's a
Simple Action (turn on spell lock), then a Free Action (gesture, word,
thought, etc) to activate the Anchored spell. Or you could always just
lock the darned thing;) Now, this does become important if you want the
spell linked to a detection spell. The second question then becomes: do
you need a spell lock for each spell, or are the linked spells considered
as one astral entity?


>>Exactly. THis leads to many "Traditional" magical items.....cloaks
>>of invisibility, Swords that flame on command, etc....
>
>Swords that flame on command?
>Already possible... anchor a sustained damaging manipulation (see
>grimmy2 for rules on their creation) to the sword, with the following
>links: activation, deactivation, and that increased duration time one
>(pick how much time total time it can be active before unraveling)....
>now after making a simple drain test (usually around a substantial D
>damage code)....VIOLA!
>you have a Magic (insert appropriate elemental adjective) Sword.


Easier than that: Enchant the sword as a spell lock and put Flame Aura in
the lock. The only reason you have for using an Anchored spell in the
above circumstance is to gain better protection from astral space (you
can't ground through an anchored spell, neither will an instantaneous
spell explode if it is dfeated in astral combat).


>>The problem with normal anchors is the spells run out of steam. I
>>have no problems limiting Instant spells, but the sustained ones....
>
>Also run out of steam fairly quickly too... unless you manage to get
>successes on some unholy drain roll. Even then they still have a
>finite duration.


And that is where a Trauma Damper (munchkins and Evil GMs take note:)
comes in. I don't remember who originally posted the idea to the list,
but that ones is a killer idea. Never go unconcious again:)


>>NOw you can give arguments that few mages would like being open to
>>astral attack 24-hours a day, but that doesn't mean it isn't
>>possible.
>
>So you anchor it to an object and keep the object in a warded box when
>you aren't using it.
>:)


As long as its not an instantaneous duration spell, I don't believe
there's anything to worry about. Sustained spells (when anchored) don't
go off when they're defeated in astral combat, they just dissipate. It is
not indicated that they may be grounded through, I do not think they can
be.


>Speaking of magic objects... anyone make any use of them? I can think
>of one or two that pop up in source books or adventures that don't
>follow standard rules. For example that ring that that one guy had in
>Prime Runners that did something. (me vague or ambiguous? NEVER! :)
>actually I just forget everything about the situation, except that it
>existed.)

First, it could be a unique enchantment, as they can basically do
anything the GM thinks they should be able to. It could also be a
leftover from ED, but not knowing the situation, I hate to think that
there were still more such links:)


--
-Canthros
And ye shall know the truth, and lobo1@****.com
the truth shall set you free. canthros1@***.com
--John 8:32, KJV
http://members.aol.com/canthros1/
Message no. 6
From: SwiftOne <bxb121@***.EDU>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 12:29:39 +0000
> >Exactly. THis leads to many "Traditional" magical items.....cloaks
> >of invisibility, Swords that flame on command, etc....
>
> Swords that flame on command?
> Already possible... anchor a sustained damaging manipulation (see grimmy2
> for rules on their creation) to the sword, with the following links:
<snip how to anchor>

but the point is that any "magical" items you create this way run out
of steam awfully quick.

I want to compine the on/off of a spell lock with the
activation/deactiavtion links of a anchor, while keeping the infinite
nature of the lock.

-=SwiftOne=-
Message no. 7
From: Raven <florian.goll@******.UNI-WEIMAR.DE>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 10:16:38 +0000
Some new idea...
Bind some fire Elemental with 2 services to a bulltet and tell him
stay with the bullet and if it hits something attack it.
Maybe useful against Bugs and those munchkin PC's.
-----------


>>>>>[ Just because you are Paranoid doesn't mean the Bastards aren't after
you ! ]<<<<<
- Raven <No time/Date Stamp>
Message no. 8
From: Gurth <gurth@******.NL>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Wed, 11 Jun 1997 11:43:19 +0100
John E Pederson said on 23:19/10 Jun 97...

> My big cup/mug isn't nearly that big, I don't think. I think the one I've
> got is only about 20 or 30 (I can't remember my conversions, it holds
> around a quart and a half - Oh, wait. Never mind [1.5 qtHoz., I think:)
> ] )

And still they refuse to touch the metric system... At least with that you
know where you stand, all you have to do is multiply or divide by 10 a
couple of times... :)

> <<that was a city spirit focus (turn over, and use as improvised drum).
> Some sunglasses that were a detection spell focus. Aa Colt .45 as a
> combat spell focus, etc.. And I was just thinking of an interesting
> theme for a Burnt out mage... skillsoft chips! Just slot your "Spirit
> Summoning 101" chip/focus and your ready to go. >>
>
> Cool! Sounds like fun <EGMG> Except, I don't think magical skills are
> available as SkillSofts <checking> Correction. They can't be made into
> ActiveSofts. Would it really matter if they were _only_ KnowSofts?

That doesn't really matter, since the chip is the focus all the magician
needs to do is touch it; if the GM rules that slotting a chip in a
chipjack is touching the chip, then you're ready to go (although you'd
have to use your own Conjuring skill, of course, since it can't be encoded
ina chip, as you say -- but hey, it's the thought that counts).

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Drowning in the main-stream.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 9
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 11:35:29 GMT
SwiftOne writes

> > >Exactly. THis leads to many "Traditional" magical
items.....cloaks
> > >of invisibility, Swords that flame on command, etc....
> >
> > Swords that flame on command?
> > Already possible... anchor a sustained damaging manipulation (see grimmy2
> > for rules on their creation) to the sword, with the following links:
> <snip how to anchor>
>
> but the point is that any "magical" items you create this way run out
> of steam awfully quick.
>
Careful planning and a well designed spell can get you about +5 to
weapon power and up the damage code to a D for 'anchoring sustained
damaging manipulations' (See Grimoire 2) with activation,
deactivation and 30 minutes of temoral link for about a 10D drain.

Similarly 'detect intruder - manaball' type traps with the dectection
spell running for about 24 Hours also come out about 10D drain.

There are solutions, see below.

> I want to compine the on/off of a spell lock with the
> activation/deactiavtion links of a anchor, while keeping the infinite
> nature of the lock.
>
OK. For the flaming sword trick standard Anchoring as FASA explain in
GR2 is ok, you don't generally spend long in combat and don't want to
walk about with a beacon like that all the time.

For things like the detection spell of long duration or 'invisible
cloacks' etc there are a few solutions.
1) Get an elemental to sustain the spell.
[yes there are 101 problems mostly well know but]
2) sustain the detection spell yourself, usually not viable you were
using Anchoring to avoid this.
3) helpful ally spirit.

4) ???? Pandoras box :), or i found one that works but how many GM's
want thier players to know about it. Yes i did some checking but not
on the list because of the 'oh my you can do !!!!!!!! yahoo!!'
problem.

Mark
Message no. 10
From: Spike <u5a77@*****.CS.KEELE.AC.UK>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 12:30:14 +0100
|
|Some new idea...
|Bind some fire Elemental with 2 services to a bulltet and tell him
|stay with the bullet and if it hits something attack it.
|Maybe useful against Bugs and those munchkin PC's.

This is very close to how some magic items in earthdawn work.
By binding elementals into the items.

The other type, shadowrun isn't ready for yet, because the only people who
understand the process are immortal elves(tm).

These are "Pattern Items".
VERY powerful magic items (of a permanent nature.)
--
______________________________________________________________________________
|u5a77@*****.cs.keele.ac.uk| "Are you pondering what I'm pondering Pinky?" |
|Andrew Halliwell | |
|Principal subjects in:- | "I think so brain, but this time, you control |
|Comp Sci & Electronics | the Encounter suit, and I'll do the voice..." |
------------------------------------------------------------------------------
|GCv3.1 GCS/EL>$ d---(dpu) s+/- a- C++ U N++ o+ 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! :( |
------------------------------------------------------------------------------
Message no. 11
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Tue, 10 Jun 1997 18:04:45 -0700
<<SIDENOTE: What do other people use as spell locks and foci? Normally
I get stuck into thinking of fairly "traditional" items. But I was just
remembering a WhiteWolf article that had some pretty non-standard, but
very appropriate for 205x foci. A big, plastic soycaf cup (think 40
oz.-er) that was a city spirit focus (turn over, and use as improvised
drum). Some sunglasses that were a detection spell focus. Aa Colt .45
as a combat spell focus, etc.. And I was just thinking of an
interesting
theme for a Burnt out mage... skillsoft chips! Just slot your "Spirit
Summoning 101" chip/focus and your ready to go.>>

One of my old technomages uses old 286 chips as fetishes... you betcha
they're handpicked; do you know how hard hey are to find in 205x? :)

Given that shamans can follow Totems of Popular Culture, I don't find it
too unreasonable to use modern items for feti/foci; but I would penalize
some items with a harder to enchant/bond penalty for being too techie -
that Colt .45 sounds a little over-the-top (but if it had the penalty
that it ran outta juice when it ran outta bullets, I might buy it...)

-Matt
Message no. 12
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Tue, 10 Jun 1997 18:32:48 -0700
<<<[A]lthough you'd have to use your own Conjuring skill, of course,
since it can't be encoded in a chip, as you say -- but hey, it's the
thought that counts).>>

Ow... *really* bad pun!



-Matt
Message no. 13
From: Drekhead <drekhead@***.NET>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Wed, 11 Jun 1997 09:17:20 +0000
On Tue, 10 Jun 1997 20:12:30 EDT Tim P Cooper <z-i-m@****.COM>
writes:
> <snip>
> <<SIDENOTE: What do other people use as spell locks and foci? Normally
> I get stuck into thinking of fairly "traditional" items. But I was just
> remembering a WhiteWolf article that had some pretty non-standard, but
> very appropriate for 205x foci. A big, plastic soycaf cup (think 40
> oz.-er)>>

I created a character once that used a pair of sunglasses as a lock
for Clairvoyance, some headphones as a lock for Clairaudience, and a
pair of gloves for Magic Fingers. He was great at disarming bombs
and traps.

He also had a watch that was a lock for Increase Reflexes.

Of course, he died from a grounded spell. All those locks make for
quite the astral beacon. Cool while it lasted though.

--

=DREKHEAD========================================================
drekhead@***.net --- http://users.aol.com/drekhead/home.html ---
=================================================================
=================================================================
If you want a picture of the future, imagine a boot
stomping on a human face...forever. -George Orwell
Message no. 14
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 07:21:37 -0600
Raven wrote:
|
| Some new idea...
| Bind some fire Elemental with 2 services to a bulltet and tell him
| stay with the bullet and if it hits something attack it.
| Maybe useful against Bugs and those munchkin PC's.

Or you could just tell the Elemental to attack (or affect) anything
that you (or the Sam with +3d6 initiative) shoots at.

-David
--
"What's the point spread on World War III?"
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 15
From: "Bruce H. Nagel" <NAGELBH@******.ACS.MUOHIO.EDU>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 12:33:55 -0500
You wrote:
> |
> |Some new idea...
> |Bind some fire Elemental with 2 services to a bulltet and tell him
> |stay with the bullet and if it hits something attack it.
> |Maybe useful against Bugs and those munchkin PC's.

I have some serious doubts about an Elemental being able to track a cpecific
bullet once you put it into a gun, let alone once it's been fired. Firearms
really aren't their tack in the first place..

losthalo
Message no. 16
From: Gurth <gurth@******.NL>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 21:14:39 +0100
David Buehrer said on 7:21/11 Jun 97...

> Or you could just tell the Elemental to attack (or affect) anything
> that you (or the Sam with +3d6 initiative) shoots at.

Wouldn't it be even easier to say "Attack that guy until he dies" or
"Attack that shimmering wall until it disappears"?

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Drowning in the main-stream.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 17
From: Gurth <gurth@******.NL>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Wed, 11 Jun 1997 21:14:39 +0100
Matb said on 18:32/10 Jun 97...

> <<<[A]lthough you'd have to use your own Conjuring skill, of course,
> since it can't be encoded in a chip, as you say -- but hey, it's the
> thought that counts).>>
>
> Ow... *really* bad pun!

Now you mention it, yeah... But 100% true :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Drowning in the main-stream.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 18
From: Raven <florian.goll@******.UNI-WEIMAR.DE>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 22:45:17 +0000
> > Or you could just tell the Elemental to attack (or affect) anything
> > that you (or the Sam with +3d6 initiative) shoots at.
>
> Wouldn't it be even easier to say "Attack that guy until he dies" or
> "Attack that shimmering wall until it disappears"?
>
Granted, bur if you are no mage and have just sammies around you???
OK the mage could tell the elemental to listen to you... but it's off
the shelf ammo from your local talimonger, so its a bit difficult.
-----------


>>>>>[ Just because you are Paranoid doesn't mean the Bastards aren't after
you ! ]<<<<<
- Raven <No time/Date Stamp>
Message no. 19
From: Raven <florian.goll@******.UNI-WEIMAR.DE>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 22:45:17 +0000
<snip elemental to bullet>
> I have some serious doubts about an Elemental being able to track a cpecific
> bullet once you put it into a gun, let alone once it's been fired. Firearms
> really aren't their tack in the first place..
But some enchanted material into it an they _are_ able to follow
_their_ bullet. They are fast enough, in astral that is, come out in
front of the guy und THWAP sure kill.
-----------


>>>>>[ Just because you are Paranoid doesn't mean the Bastards aren't after
you ! ]<<<<<
- Raven <No time/Date Stamp>
Message no. 20
From: "Bruce H. Nagel" <NAGELBH@******.ACS.MUOHIO.EDU>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Wed, 11 Jun 1997 19:09:14 -0500
You wrote:
> <snip elemental to bullet>
> > I have some serious doubts about an Elemental being able to track a cpecific
> > bullet once you put it into a gun, let alone once it's been fired. Firearms
> > really aren't their tack in the first place..
> But some enchanted material into it an they _are_ able to follow
> _their_ bullet. They are fast enough, in astral that is, come out in
> front of the guy und THWAP sure kill.

Can _you_ see bullets as they head to their target? I sure can't, and there's
no reason to think the Elemental can either, is there? That's kinda what I was
getting at..

losthalo
Message no. 21
From: "ADAM B. TRELOAR" <s777317@*******.GU.EDU.AU>
Subject: Re: Quickening (well, not any more..Anchoring)
Date: Thu, 12 Jun 1997 10:29:03 +1000
On Wed, 11 Jun 1997, Bruce H. Nagel wrote:

> You wrote:
> > <snip elemental to bullet>
> > > I have some serious doubts about an Elemental being able to track a
cpecific
> > > bullet once you put it into a gun, let alone once it's been fired.
Firearms
> > > really aren't their tack in the first place..
> > But some enchanted material into it an they _are_ able to follow
> > _their_ bullet. They are fast enough, in astral that is, come out in
> > front of the guy und THWAP sure kill.
>
> Can _you_ see bullets as they head to their target? I sure can't, and there's
> no reason to think the Elemental can either, is there? That's kinda what I was
> getting at..

Depends if it's a tracer or not... And even then, only 1 tracer is almost
impossible to track at close range. You'd have to know it's coming, and
where to look etc.

Guardian

------------------------------------------------------------------------------
"Any sufficiently advanced magic is indestinguishable from technology.
So there."
Adam Treloar aka Guardian
s777317@*****.student.gu.edu.au http://www.geocities.com/TimesSquare/1900/
------------------------------------------------------------------------------
Message no. 22
From: John E Pederson <lobo1@****.COM>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Thu, 12 Jun 1997 01:29:32 EDT
On Wed, 11 Jun 1997 11:43:19 +0100 Gurth <gurth@******.NL> writes:
>John E Pederson said on 23:19/10 Jun 97...
>
>> My big cup/mug isn't nearly that big, I don't think. I think the one
>I've
>> got is only about 20 or 30 (I can't remember my conversions, it
>holds
>> around a quart and a half - Oh, wait. Never mind [1.5 qtHoz., I
>think:)
>> ] )
>
>And still they refuse to touch the metric system... At least with that
>you
>know where you stand, all you have to do is multiply or divide by 10 a
>couple of times... :)


Actually, I would really prefer the metric system, especially if we'd
just go over to using it. It's far simpler than whatever the one is we
use, the conversions are easier and the unit names make at least nominal
sense within a particular measure. In the system here we ahve things
called drams and hogsheads and all kinds of crap, and nobody knows what
any of it means because none of it makes sense any more.


<snip>
>> Cool! Sounds like fun <EGMG> Except, I don't think magical skills
>are
>> available as SkillSofts <checking> Correction. They can't be made
>into
>> ActiveSofts. Would it really matter if they were _only_ KnowSofts?
>
>That doesn't really matter, since the chip is the focus all the
>magician
>needs to do is touch it; if the GM rules that slotting a chip in a
>chipjack is touching the chip, then you're ready to go (although you'd
>have to use your own Conjuring skill, of course, since it can't be
>encoded
>ina chip, as you say -- but hey, it's the thought that counts).

Well my question is, if the magically active character gets the
understanding he needs from the KnowSoft and the knowledge at the same
time, is there anywhere that says he can't use the chipped skill to cast
spells, albeit at a penalty. He obviously wouldn't get Magic Pool, but
would he be able to cast spells? Could a hermetic actually chip in a
KnowSoft (or a group of them) with the spell formulae for the spells he
wanted and then one chip with Sorcery in a KnowSoft? I know that Magical
skills aren't listed as being the type of skills that a KnowSoft can
replicate, neither does it say that it can't:) If nothing else, it owuld
make a great idea for the corp that has got a cyber-boy who also happens
to have just a bit of magical ability. Or for the 'Jack of all Trades'
character.


--
-Canthros
And ye shall know the truth, and lobo1@****.com
the truth shall set you free. canthros1@***.com
--John 8:32, KJV
http://members.aol.com/canthros1/
Message no. 23
From: Gurth <gurth@******.NL>
Subject: Re: Quickening (well, not any more..Anchoring) -Reply
Date: Thu, 12 Jun 1997 11:33:21 +0100
John E Pederson said on 1:29/12 Jun 97...

> Actually, I would really prefer the metric system, especially if we'd
> just go over to using it. It's far simpler than whatever the one is we
> use, the conversions are easier and the unit names make at least nominal
> sense within a particular measure. In the system here we ahve things
> called drams and hogsheads and all kinds of crap, and nobody knows what
> any of it means because none of it makes sense any more.

Blame the English :) IIRC they shipped their yard to the USA really
quickly when they (the US government) were thinking of adopting the metric
system, somewhere in the 18th century.

> Well my question is, if the magically active character gets the
> understanding he needs from the KnowSoft and the knowledge at the same
> time, is there anywhere that says he can't use the chipped skill to cast
> spells, albeit at a penalty. He obviously wouldn't get Magic Pool, but
> would he be able to cast spells?

No, since Sorcery skill can't be put onto a chip (SRII page 248, just
above the Skillsoft Costs table). The in-game explanation would be that
Sorcery and Conjuring are active skills, requiring skillwires to use, and
since skillwires are inherently non-magical they can't replicate
the magical effects necessary to cast a spell or call up a spirit.

> Could a hermetic actually chip in a KnowSoft (or a group of them) with
> the spell formulae for the spells he wanted

This is an interesting idea... Probably a spell formula would be just as
difficult to code into a chip as a magical skill, since basically the
formula teaches the magician how to manipulate astral space to make the
spell work, and that woudl run into the same problem as with skillwires.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Drowning in the main-stream.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
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