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Mailing List Logs for ShadowRN

Message no. 1
From: "Boyd Stephen Smith, Jr." <gilmeth@*********.COM>
Subject: SR1, Spell Locks, Quickenings, Anchorings.
Date: Sat, 24 Jan 1998 13:43:50 -0600
I've never had nor read SR1 Magic rules but, from what I can get out of the
group here, they were better or at least different ina good way would
someone please expand on this...

I know, I know, I shouldn't be doing this 'cause it's been done to death
but, I feel that my take on the G through Q thing is founded on a lot of the
SR2 cannon out there. Since a quickening produces a self-sustaining Astral
"circuit" it is fully venerable to all forms of astral attack and has no
physical part no normally I would have to say no groundings. But, most
quickenings I've seen that are really nifty affect Physical things
(Increased attributes, etc.) So, this astral "circuit" that was built from a
spell that affects the physical still has that connection _IF_ and _ONLY_ if
the spell had that connection. you could just do the general Physical Spell
= Grounding, Mana Spell = No Grounding.. if that works for you go for it.
For me, I would look at the individual spell because some mana spells DO
affect the physical realm and therefore HAVE to retain that connection to
continue to function. Mana spells that have no physical part (I'm thinking
Mana Barrier -- yes I know it is a manipulation spell) could not be grounded
through, at least not in the traditional sense of sending a fireball
through... I suppose a mana spell might work (read: mana ball) however, it
would only affect things on the astral (ACK! my quickening just exploded!) A
favor to the list please... If you respond with comments on this section of
this e-mail do it via private mail.

Anchorings: I don't quite get how these work, could someone write up an
example... like that detect person/flame bomb combo that they kept talking
about. Do both spells have to have a Spell Link? Does the magician have to
sustain either of them? I just don't think it was clear and I would
appreciate an example.

Spell locks: From what I see about the in SR2 these seem to be rating 1 foci
that have a sustainable spell "locked" to them via a processes much simpler
but, similar to an anchoring (touch activation/deactivation) and quickening
(must be sustainable). But for some fucked up reason, when they are
activated they can't be seen my mundanes. I think all of this is kinda
fucked up, were the SR1 rules any better (that's the main thing I've heard
was better about them)? If so, What were they?

Further Reading

If you enjoyed reading about SR1, Spell Locks, Quickenings, Anchorings., you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.