From: | Malcolm Shaw malhms@*********.com.au |
---|---|
Subject: | Spirit Powers and Disruption |
Date: | Thu, 02 Dec 1999 17:31:52 +1100 |
Learned Folk" might have some suggestions about spirit powers and
Disruption that may help me.
An event occurred in our Shadowrun game the other week that has left me
slightly dazed and confused.
My character is magical and is a 6th level initiative, and before anyone
starts with munchkinism comments there are good reasons for my character
to have reached this level over many deadly adventures. Anyway that
night my character decides that she could go on an Astral quest in order
to find some vital information regards to a magically active suspect our
group was ordered to check out. As per the rules the GM (page 92 MitS)
rolled in secret and the quest was on. I survived three our four places
in the metaplanes before arriving at the place of battle and with the
help of a force 3 weapon focus I was not only holding my own but
starting to overcome the spirit I was facing when the Gm decided It was
too easy and used the spirit power of confusion on me - Viola +9 to all
Tn's for my character as that it turns out was the level of the quest
and the force of the spirit I was facing. Needless to say I was soon
disrupted and arrived back in my physical body battered and bruised
beyond belief. Then I had to roll for magic loss (page 160 SR3) and then
the problem arose - as a level 6 initiative I can never roll 2D6 and
better my magic rating. How do you handle this situation? It appears
to me that Mike etc never envisaged the disruption rules for mages,
shamans etc with a magic rating of 12 or over. Our house rule is that
if the person disrupted is willing to pay good karma permanently then
they can retain the magic point.
The second question of Spirit powers then became a point of research for
my character - there was no way that any spirit was going to simply
waltz up and confuse her without her having some defence, or so I
thought. Then I read SR3 and MitS from stem to stern to find a method
of protection from the spirit powers of Fear, Confusion, Accident and
possibly noxious breath.
Astral Barrier was my first thought but the description in the book (SR3
page 198) is mainly about the physical barrier and the Astral Barrier
only works on the Astral and neither appear to stop spell never mind
Spirit Powers. Then Eureka! or so I thought there is a spirit barrier
spell in MitS (page 148). THis spell it states impedes the use of
spirit powers. But my GM pointed out that it says that the spirit
barrier is a variant of the Astral Barrier and therefore the only spirit
powers it would impede are the spell like power and not the innate
powers.
So finally I ask - no plead, Mike if you are lurking or anyone can they
give me a better definition of Astral Barrier and Spirit barrier that
would allow the protection for a person from the Spirit power? Does
such a thing exist and if not why not?
just think you are facing a great mage or a dragon - call up a spirit
with fear or confusion power - say level 9 and viola +9 to the mage's
or the dragon's TNs without any defence at all.
Thanks Malcolm.
moral advocate for CAMP and mage in the shadows
(Join today Campaign Against Mage Persecution and fix the Adepts and for
all)