From: | wilsonpj@******.STCLOUD.MSUS.EDU (Peter) |
---|---|
Subject: | Re: Breaking from Prison |
Date: | Wed, 29 May 1996 23:47:49 -0600 |
>At 12:59 AM 5/28/96 EST, you wrote:
>
>>No, it's not that's what stim patches rating 10's are for, slap one
>>on a mage have him make his magic check, slap another one and another
>>one until he is mundane. It's cheaper than getting rid of his
[Snip]
>
>Hey, you used to play in one of my games, didn't you? ;-)
>
>I had a group that did the same damn thing. Unfortunately, the one Elf mage
>that got away never got a chance to get them back, because they all got
>killed in Queen Euphoria. I was really looking forward to having Vendetta
>cast "Slay Frost" on the leader of the "mage killers" too. :-(
>
How about designing an area effect spell to make level 10 stim patches=
explode, or better yet transform into White Phosphorus!
Maybe my mage is just a little vindictive, but that's the way he would deal=
with it. That way he could hit those "mage killers" the next time he sees=
them with some poetic revenge. He'd give them enough time to almost deal=
with the WP burning in their pockets, then finish them with <pick your own =
favorite>.
Usint this type of spell would give him a strong weapon against this party,=
and would be effective against most shadowrunning teams, who carry them so=
they don't have to worry about draining their mage durring the run.
One question for GM's out there. Would the mage have to be able to see the=
stim patch for this type of area effect spell to work? I'm not sure if it=
would effect patches that are completely inside pockets.
Piatro