From: | Ubiquitous <weberm@*******.net> |
---|---|
Subject: | Re: [SR2] Invinsible? Mage |
Date: | Fri, 28 Jun 1996 12:41:16 -0400 (EDT) |
>On 27.06.96, Technomancer wrote about "Invisible? Mage":
>> * One of my players has created a mage character with the following:
>> A spell lock of armor (3 successes)
>> Spell locks with
>> Increase Reflexes +3
>> Increase Willpower +4
>> Increase Reaction +4
>> Increase Intelligence +4
>> Increase Body +4
>> And so on...
>>
>> When he turns them all on, he ends up having something like
>> 3d6+16 initiative, 10-12 willpower and 12 body.
>> How can something present a danger to him?
>> He will beat any common mage in the astral (12 Willpower) and he is
>> faster than most (if not all) samurai.
>> Am I missing something, or has he found a loop in the rules?
>a) Grimoire2 p. 86 states astral Attributes are not affected by locked
> spells
>b) How can the character get end-values of 12? This implies a basic
> value of 8...???
Good point! I missed that.
>c) See Focus Addiction rules in Awakenings p.103
>d) With all these locks "up", he'll have a neon sign up that says "Here
> I am!".
>e) You can still ground through Spell locks
Let's not forget
f) Active spell locks have to fight to pass through astral barriers. Since
this is determined with an opposed Force test, spell locks almost always
lose.
and related to "c"
g) A mage can only have as many foci as his intelligence rating, in this case,
it has to be 6.
--
"I remember my first sexual encounter because I kept the recipe."
- Jeff Dahmer