From: | Scott Taylor Spencer <sts100z@********.CC.ODU.EDU> |
---|---|
Subject: | Re: Stuff |
Date: | Tue, 19 Sep 1995 19:07:46 -0400 |
> Hello. I'm fairly new to this post and I have about a zillion questions
> about Shadowrun. For now I'll just ask one.
> This weekend I'm starting a campaign With several magic users,
> and I'm still not clear on the whole concept of fetishes. What is their
> general purpose? How do they effect the game in terms of dice? How do
> they effect spells? I'd appreciate any help.
>
> Thanx,
> C.M.
>
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OK, is your answer (sort-of)
In game terms a fetish is a device that can be used to temporally boost
the amount of power a mage can channel. +1 die for fetishes that do not
go away when you cast them and +2 dice to spell force for disposable
fetishes. The penealty for having fetishes is that a spell has to be
cast with the fetish. If a mage cannot get to the fetish he cannot cast
the spell.
As Drake, a dwarven combat mage in one of my games would say, "a fetish
is a crutch for the weak willed" (of course, Drake also uses a Ruger
Thunderbolt to "simulate the effect of blast"
Just a tip: In my games, I have found it necessary and advantagous to
not allow spells to be exclusive and fetish dependant.
Of course I could be rong.
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"Come Friends Run With me Towards Danger"
-Unknown MST3K quote
Scott Spencer
sts100z@********.cc.odu.edu
"Nothing can stop us......we're on a mission from Glod"
-Cliff the Troll from Terry Prachett's Soul Music
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