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From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Q & A
Date: Mon, 11 Oct 1993 00:17:21 -0500
>Okay, so there is no answer to my questions about burst fire composed
> of various sorts of ammo. Here are a few simplier ones that I think
> I know but cannot cite. Perhaps some enlightened soul out there can.

Wrong. There is no DEFINITIVE answer from DLoH, but I and a few others
have posted ideas for resolving that situation.

>1. What is the range on an Illusion spell?

Range, from Spell Design, G2 117 (paraphrased)

No Range/Touch: Magician must touch, aura to aura (i.e., no skin
contact required. Resolve a Melee Combat Test if needed.

Limited Range: Magician makes a separate Force Test vs. TN 4, adding
applicable injury modifiers. Magic Pool may be applied, but does not refresh
btween the Spell Success test test and the Range Test. Multiply the number of
successes by the magician's Magic Rating in meters to find the range at which
it will operate. Normally Limited range applies only to Detection Spells, which
may be centered on a subject other than the caster.

Line-Of-Sight (LOS): If you can see it, it can be affected.


Drain Modifiers, Area-Effect, G2 122:

Area-effect spells affect all vulnerable targets within the radius of
the spell's effect, which is usually the caster's Magic Attribute in meters
(SR2 130). Not applicable to Health spells.


Area Effect Spells, SR2 130, paraphrased for brevity:

Radius is Magic rating in meters, regardless of category. Affects ALL
viable targets within this AoE, friendly, neutral, and belligerant. Magician
may reduce the radius by 1 meter per 2 dice withheld from the Spell Success
Test. Magic Pool dicxe may be used even if all of the Force dice have been
removed (you can subtract 3 meters from a Force 6 spell and still use 6 Pool
dice for the success test). Roll the dice ONCE and compare against the
individual TNs to determine success level.

*****
It seems to me that the Success Test is rolled against everything within the
area of effect: People, animals, and objects. Keep track of your successes to
compare against new objects that enter the AoE as you walk around. Better yet,
get a more selective version of the spell.
*******************************************************************************
>2. If I volunteer for a spell, then revoke my acceptance, does the
> spell drop or is this control left upto the magician?

I would argue that if the mage wants to maintain the spell and you don't,
he should have to roll to overcome your resistance, if the spell is
capable.

>3. Can people with alpha/beta eyes pack more into them?

I would say that NO, an alpha or beta eye would not inherently
hold more Essence for 'free'. However, if you purchase the alpha or beta
versions of the options available, then of course you can fit more into
them.

>4. How long is ambush:

Until the next action, I believe.

> can mage cast area of effect spell <YES> <NO>
> can sam throw a grenade <YES> <NO>

If they have the actions, yes.

>7. Can an ally be considered an independent member of a ritual team?
<YES> <NO>
I do not see why not.

>8. Can a magicians cast spells or provide Spell Defense through his
> Sense Link with his/her ally? <YES> <NO>

SR 132 Spell Defense Dice (abbreviated)
This is an area effect that encompasses all of the characters or objects
with the magician's vision (direct LoS) that the magician chooses to protect.

The answer depends on what FASA meant by direct. Do mean the restriction on
technological viewing? Or does the Mage have to 'be there'. A better question
to ask would be "can you cast a spells through sense link", to which I
would reply that you can, except damaging manipulations, which manifest on
the physical plane.

However, Astral attacks cannot affect the mage through the sense link, so you
could argue that there is no spell-capable link there. I would rule that the
Link between Ally and Mage is different than a regular AStral Link (as between
foci and mage) and that the mage cannot be attacked because his aura cannot be
seen. I would then rule that the aura can be seen through the ally (who I assume
is also capable of assensing).

Of course, you could be mean and say that the Ally has to be assensing or
dual-natured for the mage to toss the spell, and then have the ally not be
dual and not assense at the critical moment. Unless all allies are dual. I
don't know about that for sure.

>10. Where does the use of a toxin exhaler fall:

Complex, like any other melee attack.

>11. Can an ally that has Homonoculus have multiple forms? <YES> <NO>
> What about an inhabited ally? <YES> <NO>

"As long as ther physical body still lives, the Ally cannot leave it."

That answers the second question; I wonder if you could design an
ally with modular parts? I doubt it-the form must be complete when the ally is
bound to the vessel.
********************************************************************************
And from esper@***.umn.edu

On Eyes:
>Not in my game, they can't. Anything put into them would have to be of
>the same grade as the base eye, but the Essence discount only applies to
>items which take their Essence off the character's. What's the point of
>a superior biological interface capability for something that's just going
>to be plugged into another piece of hardware?

I agree that for the full benefit, the options would have to be of the same or
better grade as the eye itself. As for the gain, I argue that lower Essence
can reflect lower volume sometimes, and therefore more can be physically
crammed into the eye.



J Roberson

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