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Mailing List Logs for ShadowRN

Message no. 1
From: Ubiquitous <weberm@*******.NET>
Subject: Re: [SR2] Great Form Spirits
Date: Wed, 23 Oct 1996 18:08:47 -0400
At 07:12 PM 10/22/96 -0700, you wrote:

> I don't quite understand the mechanics of summoning and keeping a
>greater form spirit. I realize that you have to successfully conjure the
>spirit, resist drain, and survive the astral quest (which I realize can be
>nasty). Once you've summoned them, they can cross domain lines and
>"storm". But after that I kinda get foggy.
>
>How many services do they have?

The number of services remains the same.

>What can you have them do with their services?

They have the same powers, with the possible addition of "storm", plus
their powers can extend into different domains, meaning you can't escape them
by changing domains.

>How long can you keep them?

The same as for normal ones.

>Do they 'go free' if you're knocked out?

Spirits, except possibly Allies, never go free if you take D damage.

>Do their stats change at all?

Nope, but role-playing wise, they appear subtly different.

Elementals, however, I'm not sure about. The Grimoire hints at greater powers,
but unfortunately doesn't elaborate.

--
I'm helping Atlanta Starcon & Comics coordinate their gaming rooms. We
need GMs & gamers of all systems. The Starcon web site is at
<http://user.nxus.com/starcon/>; with the gaming page specifically at
<http://user.nxus.com/starcon/gaming.htm>;.
Message no. 2
From: Brian Johnson <john0375@****.TC.UMN.EDU>
Subject: Re: [SR2] Great Form Spirits
Date: Wed, 23 Oct 1996 19:32:08 -0500
> >Do they 'go free' if you're knocked out?
>
> Spirits, except possibly Allies, never go free if you take D damage.

I always thought it was unconscious if the force of the ally was greater
than your (char or magic can't recall which). AND all spirits will try to
go free if you're dead.

Great spirits get a +2 to the test, making them more likely to go free.

> powers?

nature spirits (might) get some greater range of use of their powers
( they can conceal/alienate more targets, etc.)
Search power is definitely augmented, both in dice rolled to find something
and in the domain size/speed.
numbers I don't know.

incidentally, city spirits don't get storm, as I recall. spirits of man
might not get the power even.

> Elementals, however, The Grimoire hints at greater powers,
> but unfortunately doesn't elaborate.
does
elementals develop their own equivalent of storm power.


Fire elementals can start fires
earth- small (.4 richter) earthquakes
water- burst pipes, control water flow in a range
air- ?? distance strangulation? extra noxious breath?
- oh! control winds in the area.

as was mentioned, all greater elementals and the Water spirits
get a boost to ENGULF, which lets them attack anyone CHOSEN by the summoner
in a radius of (FORCE) meters around the ELEMENTAL. they are no longer
limited by the one person at a time rule.

Since elementals must be within sight of the mage, and
can't attack anyone the mage can't see, you could loosen this up
a little if you wanted.

If you have two spirits using opposing powers, add two dice to the great
spirit's test.

Great elementals are not subject to the automatic cancellation rule

Force 6 fire and force 2 water elemental clash,
fire elemental always wins, and the elemental's force is 4

great elementals engage in normal combat, but both elemental are exposed
to their vulnerability.

elementals whose type is not opposite use this mechanic anyways.

That's what I know.

Further Reading

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