Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2] spirits
Date: Thu, 18 Jul 1996 09:37:55 -0400 (EDT)
At 02:42 PM 7/18/96 +1000, Ray wrote:
>On Wed, 17 Jul 1996, DION SCHER wrote:

>> I'd like to know if anyone knows of how a spirit deals damage , if
>> at all and why an elemental can deal damage, if a spirit can't.
>>
> I allow them to attack the same as their 'equivalent' elemental type. I
>treat Spirits of Man as doing the same damage as Fire Elementals, but not
>ranged. (If you think this is extreme, see what the spirit of man did to
>the Wendigo in the 'Sam Verner' series.)

I ruled that they'd do (Force)M damage, the default damage for spirits in
Astral space.

--
"You cannot escape. Everyday a part of you turns to shit."
Message no. 2
From: Ubiquitous <weberm@*******.net>
Subject: Re: [SR2] spirits
Date: Wed, 7 Aug 1996 08:25:18 -0400 (EDT)
At 11:08 AM 8/7/96 +0100, Gurth wrote:
>DION SCHER said on 21:48/ 6 Aug 96...

>> I have a question regarding the spirit power Fear.
>>
>> Other than the player being a good RPG'er and playing a shaman with
>> respect for spirits, is there anything/ideas that would discourage
>> such use of spirits repetitively?
>
>Well, it gets boring, but that's not really a roleplaying solution. Then
>there's the social consequences -- cops coming after the PC for scaring
>the hell out of everybody ("disturbing the peace" you could call it) but
>that's a small worry if it was a firefight.

Why am I reminded of Lucille Ball crying "Wahhhh, he scared me!"? ;-)


--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484
Message no. 3
From: Richard M Conroy <Richard_M_Conroy@***.ir.intel.com>
Subject: Re: [SR2] spirits
Date: Wed, 07 Aug 96 14:54:00 PDT
>> I have a question regarding the spirit power Fear.
>>
>> Other than the player being a good RPG'er and playing a shaman with
>> respect for spirits, is there anything/ideas that would discourage
>> such use of spirits repetitively?
>
>Well, it gets boring, but that's not really a roleplaying solution.
>Then there's the social consequences -- cops coming after the PC for
>scaring the hell out of everybody ("disturbing the peace" you could
>call it) but that's a small worry if it was a firefight.

Well I've always found shaman spirit powers to be inherently
self-balancing. The drain upon summoning a particulalry powerful one is
normally cost enough. He can't hang around for days with him.

As for repetitive uses. Make him realise the other uses, and put him in
situations where he *has* to use them. Movement/concealment come to
mind. those are particularly good uses of spirit powers, that are
generally required when you screw up.

I've never considered the Fear power to be as effective as you seem to
imply (too many willpower>5 NPC's) and the domain restriction is a very
heavy penalty for spirit use.

Richard.
O--------------------------------------------------------------------O
\Food for thought lies in the\Richard_M_Conroy@\Roadkill on the Info \
\depth of an inedible brick. \ccm.ir.intel.com \-rmation SuperHighway\
O-------------------------------------------------------------------O

Further Reading

If you enjoyed reading about [SR2] spirits, 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.