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Mailing List Logs for ShadowRN

From: "Dr. Bolthy von Schotz" <bolthy@**.com>
Subject: RE: Mages vs Shamans
Date: Sun, 12 May 1996 04:22:15 -0500 (CDT)
On Fri, 10 May 1996, Tom Pendergrast wrote:

>
> > >It is not very hard to make Mages that strip Sams to the bones in one
> > >action, two tops. Actions not turns.
>
> > damage do you think you can do to the troll tank?
>
> ((What's the manabolt defense rating on your armor??))
>

Mine's 12.

Just kidding. =)

> > And those are starting out characters.
>
> ((In our old group, the STARTING OUT MAGE, kicked the crap out of the
> relatively experienced cyber-chars... I would put one of our starting
> mages up against any starting cyber-char anytime.))
>
> > Initiate 8, huh? How
> > about you go up against my street sam with a MBW4, muscle aug, synaptic
> > accelarator 1, and an unarmed combat skill of 12.
>
> ((How many millions did you spend on this joker? After two years of
> gaming, Garth has spent less than 100K on weapons and foci...))
>
> > Hell, I should just
> > shoot you instead.
>
> ((The bullet has to hit the chummer first... have you never heard of
> BARRIER sells and related?))
>

Something kinda bad we realized about this spell last night... it works
two ways... It blocks your targets bullets, but it also blocks yours.... =(


> > Throw in his combat pool and you'll still be toast,
> > cause I'll go first.
>
> ((You'll go first because you char is a multi-million NY zombie... and
> mages can do something that you cybers can't do... mages use their MAGIC
> pool to frag you, and their COMBAT pool to defend against you combat
> tests... they can save the entire thing...))
>

Another unfortunate thing I've learned from playing my little Otaku:

Your combat pool only refreshes on your next turn. And if the sammie
you're going toes with cranks out an initative of 34 somthing versus your
18, he gets to go twice, and have his combat pool refresh on each action,
before you ever get to go. And you need to divide your combat pool
between his two actions.


> > Called shot modifier is +4, smartgun link makes t# -2,
> > take one simple action to aim, use his eye image magnification for short
> > range, t# 3 and 14 dice (his skill is 7 with firearms) and likely average 7
> > successes and lets see how you handle a head shot.
>
> ((Again... I'm talking a starting about a starting mage... no initiation,
> no skills over 6, low attribs... and he still beats experienced Sammies...))
>

Unfortunately, I have to say that I wouldn't put money on the mage if the
sammie was right next to him. From a distance, though... =)



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http://weber.u.washington.edu/~bolthy
"Remember: Heaven is Blue. Tomorrow, the world."
-Head of the Blue Meanies

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