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From: Debbie Giesbrecht <Debbie_Giesbrecht@**.CHIRON.COM>
Subject: Conjuring
Date: Tue, 8 Nov 1994 10:31:35 PST
Ok. I was right. It is not dangerous to summon anything below your
charisma. I personally think this rule sucks. From what I've seen in
my games so far, elementals are seriously gross. They cannot be
harmed by bullets or other missile weapons, anyone who attacks them
only gets willpower dice with no combat pool, and the reaction and
attacks of these creatures are very powerful. A mage can summon as
many elementals as they have charisma right? This means that a
starting mage can have as many as 6 elementals "hanging out" just
waiting for that one service "Kill those guys."

Elementals are hostile to the summoner. Why isn't it a resisted test?
Perhaps something like this:


First the mage must get the elemental to appear:

Mage Elemental

Dice: Conjuring skill Dice: Force
Target: Force of elemental Target: Conjuring skill of mage

Whomever has more successes wins. No successes, mage eats drain and
no elemental. One success, the elemental appears. Each number of
successes rolled over the elemental is the number of services the
elemental performs.

Now the mage resist drain. Use that silly chart in the black book for
the starting point.

Mage: Elemental

Dice: Charisma Dice: Force
Target: Force of elemental Target: Conjuring skill of mage

For every two successes over the mage the elemental stages up the
drain on the chart.


I'm going to try it. What do all you veterans think?

Debbie

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