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Mailing List Logs for ShadowRN

From: Robert Watkins <bob@**.NTU.EDU.AU>
Subject: Re: Speed is Life (Is it?) (fwd)
Date: Wed, 27 Sep 1995 11:43:05 +0930
Christopher C Mooney wrote:
>
> Would some-one care to elucidate on what they believe to be the
> necessary game mechanics for having an elemental sustain a spell over a
> period long enough to accomplish a run. Both of the mage characters within
> our campaign make use of quickened increase reflexes and increase
> reaction spells, (almost a necessity in order to both survive and be
> effective) and we're more than happy with it.

Sure, no worries. It's a service to sustain the spell. It's another service
for every 24 hours the elemental hangs around. Oh, and you can't tell the
elemental to bugger off home (it has to stick around) so you stand out on
the astral plane like a sore thumb. Oh, and I _think_ that the elemental
has to be of a Force at least equal to that of the spell.

> I'd also like to hear your opinions as to what people feel to be
> the benefits of quickening versus anchoring are in this area (reflex
> enhancement).

Quickening is nice, anchoring is more convienent.

It also depends on how you play cyber. In my games, for example, wired
reflexes can be turned off. So the sams don't HAVE to live on the edge all
the time. (If you want the rules, it's a simple action to turn it on or
off, but you don't get the benefit, or the loss, until the next round).
Anchoring helps reflect that.

Also, while I'm sure quickened spells can be zapped through to you,
anchored spells keep being discussed, and I can never remember the answer.
I'm not asking for one, either, as I'm sure it's in "Awakenings".

--
Robert Watkins bob@**.ntu.edu.au
Real Programmers never work 9 to 5. If any real programmers
are around at 9 am, it's because they were up all night.
*** Finger me for my geek code ***

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