Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2] Bugs
Date: Mon, 16 Sep 1996 12:03:59 -0400 (EDT)
At 01:42 PM 9/16/96 GMT, Mark wrote:
>Edward Paul writes

>> Or you can take the astral route. Since they are astral beings,
>> their attributes in the astral plane is equal to their force, and doesn't
>> include their spirit energy (except for reaction).
>
>correct.
>
>> Plus, they don't have their armor there.
>
>Sorry but the true and queen spirits get their armor astral as well,
>terrible i know

No, that's only if manifested, as per the Grimoire, which I can't seem to
find now. (Doooh!)

>> Of course, they are fast as hell and they have an impressive
>> threat rating. One way of countering it is by overwhelming it through
>> numbers. Any mage with a high charisma and great conjuring abilities can
>> summon a whole squad of attack watchers to whittle away at any high combat
>> pool the bug may have. Risky, but it may work...
>>
>This tactic works on most things, including PC's (in style often
>enough) assuming at least one attacker does a big enough damage code
>to get the resistance target number up, or you can run the target out
>of dice.

At the very least, you'll be unable to do anything else.

--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484
Message no. 2
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2] Bugs
Date: Mon, 16 Sep 1996 14:34:13 -0400 (EDT)
At 05:45 PM 9/16/96 +0000, Sascha wrote:

>greatest advantage is that since astral combat is handled like melee combat,
>the "friends in melee" rule applies, and so even lvl 1 or 2 watchers are
>_really_ helpful. And Shamans should bring with 'em spirits as well (were
>possible to summon before).

That's how I handle mages with high force elementals in tow.

>So even your Charisma-4-Shaman can go into battle with 8 spirits, plus
>himself, plus (maybe) an ally. Did that, liked the -4 TNM, liked the enemy's
>+4TNM. Liked the shocked face of my GM :-)

Err, unless he's an initiate summoning a herd of greater nature spirits from
four different domains, he can only summon 4 watchers and a hearth spirit.

--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484
Message no. 3
From: "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
Subject: Re: [SR2] Bugs
Date: Mon, 16 Sep 1996 23:56:51 +0000
On 16 Sep 96 at 14:34, Ubiquitous wrote:
[shaman with *big* spirit horde]
> Err, unless he's an initiate summoning a herd of greater nature spirits from
> four different domains, he can only summon 4 watchers and a hearth spirit.
Yup, you are right. It is a house rule we use one can summon more then one
elemental in a given domain. Just forgot (Well, not really a house rule - we
did that error back in SRI, and were always too lazy to change it :-) And _I_
as a shaman do like it :-)

Sascha
--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | G. Santayana |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 4
From: "Gurth" <gurth@******.nl>
Subject: Re: [SR2] Bugs
Date: Tue, 17 Sep 1996 12:17:55 +0100
Ubiquitous said on 12:03/16 Sep 96...

> >Sorry but the true and queen spirits get their armor astral as well,
> >terrible i know
>
> No, that's only if manifested, as per the Grimoire, which I can't seem to
> find now. (Doooh!)

I can't find whether or not the spirits get their armor on the astral
plane, but since the armor is part of their base stats, and not dependent
on them manifesting, I'd say the armor is there in both the physical and
astral planes.
Also, since FASA wants GMs to vary insect spirits by quite a large
margin, you could easily make some retain their armor even if you rule
that they normally do not.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If only I could hunt the hunter.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5+ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 5
From: lobo1@****.com (John E Pederson)
Subject: Re: [SR2] Bugs
Date: Tue, 17 Sep 1996 17:50:08 PST
On Tue, 17 Sep 1996 12:17:55 +0100 "Gurth" <gurth@******.nl> writes:
>Ubiquitous said on 12:03/16 Sep 96...
>
>> >Sorry but the true and queen spirits get their armor astral as
>well,
>> >terrible i know
>>
>> No, that's only if manifested, as per the Grimoire, which I can't
>seem to
>> find now. (Doooh!)
>
>I can't find whether or not the spirits get their armor on the astral
>plane, but since the armor is part of their base stats, and not
>dependent
>on them manifesting, I'd say the armor is there in both the physical
>and
>astral planes.
>Also, since FASA wants GMs to vary insect spirits by quite a large
>margin, you could easily make some retain their armor even if you rule
>that they normally do not.
>
I think the statement about keeping armor on the astral goes to a comment
in (I believe, I'm not sure) the Magic Chapter of SRII. What it said was
that dual creatures kept powers like armor when being attacked either on
or from (or both) the astral. I don't know where this leaves spirits,
tho'.
________________________________________________________________
/ \
| The Wheel of Time turns, and Ages come and pass, leaving |
| memories that become legend. Legend fades to myth, and even |
| myth is long forgotten when the Age that gave it birth comes |
| again. |
| |
| John "Lobo" Pederson, lobo1@****.com |
| http://members.gnn.com/lenoj/johns.htm |
\________________________________________________________________/
Message no. 6
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2]: Bugs
Date: Wed, 25 Sep 1996 10:28:24 -0400 (EDT)
At 12:11 PM 9/25/96 +0100, Gurth wrote:
>Paul (not Ferri_Pagano_at_STRM__Amsterd) said on 16:24/24 Sep 96...

>> First of all, a Shaman can only have ONE spirit under his control at ANY ONE
>> TIME!
>
>One spirit PER DOMAIN. So summon one inside your apartment (hearth
>spirit), then go out in the streets and summon another one (city spirit),
>and after that switch your attention to the sky for a third (sky spirit).
>All are under your control at the same time.

Err, So how does an uninitiated shaman get the city and sky spirit to
join the hearth spirit (in another domain)?


--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484
Message no. 7
From: "Gurth" <gurth@******.nl>
Subject: Re: [SR2]: Bugs
Date: Thu, 26 Sep 1996 16:25:20 +0100
Ubiquitous said on 10:28/25 Sep 96...

> >One spirit PER DOMAIN. So summon one inside your apartment (hearth
> >spirit), then go out in the streets and summon another one (city spirit),
> >and after that switch your attention to the sky for a third (sky spirit).
> >All are under your control at the same time.
>
> Err, So how does an uninitiated shaman get the city and sky spirit to
> join the hearth spirit (in another domain)?

He doesn't. When you're out on the street, all you can call on is the city
spirit. As soon as you go back inside your apartment building, the city
spirit starts hanging around, but you can now count on the hearth spirit
to perform services for you. Or so I interpret the rules, anyway.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I have another stupid question.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5+ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 8
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2]: Bugs
Date: Fri, 27 Sep 1996 10:16:23 -0400 (EDT)
At 04:25 PM 9/26/96 +0100, Gurth wrote:
>Ubiquitous said on 10:28/25 Sep 96...

>> >One spirit PER DOMAIN. So summon one inside your apartment (hearth
>> >spirit), then go out in the streets and summon another one (city spirit),
>> >and after that switch your attention to the sky for a third (sky spirit).
>> >All are under your control at the same time.
>>
>> Err, So how does an uninitiated shaman get the city and sky spirit to
>> join the hearth spirit (in another domain)?
>
>He doesn't. When you're out on the street, all you can call on is the city
>spirit. As soon as you go back inside your apartment building, the city
>spirit starts hanging around, but you can now count on the hearth spirit
>to perform services for you. Or so I interpret the rules, anyway.

Correct, you still have the other spirit, but it can't help you if you leave
its domain (inside the building).

--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484
Message no. 9
From: Joker <s1057948@*******.gu.edu.au>
Subject: Re: [SR2]: Bugs
Date: Tue, 1 Oct 1996 14:29:08 +1000 (EST)
> >He doesn't. When you're out on the street, all you can call on is the city
> >spirit. As soon as you go back inside your apartment building, the city
> >spirit starts hanging around, but you can now count on the hearth spirit
> >to perform services for you. Or so I interpret the rules, anyway.
>
> Correct, you still have the other spirit, but it can't help you if you leave
> its domain (inside the building).
>

Yah, but you can leave intructions with the spirit before you leave. It
can use it's services (I love Accident) on anyone that passes through its
domain. Spirits are intelligent, and could be assumed to be able to make
decisions for themselves... assuming they have adequate information (The
spirit has to know that they are hostile)


Bleach.

Further Reading

If you enjoyed reading about [SR2] Bugs, 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.