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From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: Allies : protection methods : spirits & quickening
Date: Wed, 28 Jun 1995 13:43:18 GMT
Calle Isakson writes

> I want to protect my ally!
>
good luck! - but some ideas below - note untested.

> Hi I'm new to the list and have been playing SR for almost a year. During this
> time I have earned some KARMA and have saved some of it to get my self an
> ally-spirit.
>
> I'm little conserned about how easyly some spirits are banished.
manabolted, blown up with shotguns, jumped on by force 8 elementals,
e.t.c. e.t.c.

> The ally I
> had in mind will cost about 50 KARMA for starters (more will follow). Can a
> magican somehow aid his/hers ally if some other magican is trying to banish it?
>
it is a bit harder trying to banish spirits if the summoners about i
think, check the main book but i don't think there are special rules
for allies. Why the opponent would waste time doing this i don't know
best is hit both magician and spirit with something area effect,
manaball or flamebomb spring to mind.

> My GM have not realy desided how to handle my request for ally support.
>
> Is there any one on the list that have some ideas how to add some nice
> rules for protecting allies?
>
depends what from
Spells : mana or power variety keep it close and use shielding on it.
You could also quicken +4 att spells to the thing (if GM
permits) much cheaper than buying extra attribute direct.
: damaging manipulations, the only real solution is keep it
astral (if you use my ruling that these don't work there) or
quicken a barrier spell to it to give it some armour.
bullets: body - you get immunity though a barrier spell might help
when you meet the bigger guns, but not a major problem.
swords e.t.c. again you need barrier spells, mundanes are not too big
a problem but weapon foci in the hands of a phsad or skilled
mage/shamen would be slice.
banishing get someone to kill the banisher while he/she's busy should
not be difficult to shoot them meantime as its so slow.
other spirits : add barrier spell, tell the thing to get out of there/
blow em up, keep other spirts of your own handy to help it
out.

>
> Regards,
>
> Mr E, Initiated mage
>
I'n affrad as a result of the above i am not keen on allis, too easy
to kill, i reconed on at least 100 karma minimum for force 6 , a
grade at the same time to avoid magic loss and quickening on somme
spells to keep the thing alive near combat. Spell locks won't do as
they would fall off when the thing goes astral.
NOTE : what are peoples opinions of quickening spells to spirts like
this, can you do it to peoples astral forms as well??? i tended to
rate the former as allowed (but no one tried it out so not
discussed), then someone decided to sort out the riggers initative at
Harlequins back bt quickening +3d6 iniataive no him! allowed as it
was needed but are there any comments / FASA ruling on this, i don't
think the rules address this at all.

Mark

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