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From: John E Pederson <lobo1@****.COM>
Subject: Re: I'd like to know ...
Date: Mon, 14 Jul 1997 19:50:28 EDT
On Mon, 14 Jul 1997 17:11:16 MEZ-1MESZ HAUPT ULRICH FB08
<sandman@****.uni-oldenburg.de> writes:
>Hello !
>
>I have thought about some questions which I would like
>to have answered. Maybe some of them are considerable
>to the third edition SR3!
>
>1) Watchers have a base time of 120 minutes to find
>people, (IMO: astrally) known by the summoner. A
>sorcerer travelling astrally has just the role playing
>chance to find someone. And now for the question ...
>Are watchers better at finding people than his master ?


Yes, they are. The watcher *lives* in the etheric plane, it is made up of
the very energies of which the astral consists. In effect, the wather has
the home court advantage (even if he isn't very bright:)


>2) How long does initiation take ?
>I think it should take at least 1 day per grade if
>no quests are wanted.


Actually, in my mind, that depends more on the individual. I just sent
this off to one of my players the other night (please ignore what may be
a slightly condescending tone, the player this was addressed to has a bad
habit of not spelling much of anything even close to right:)

---
You get to be an initiate (pronounced e-ni-she-it) by initiating (long a
sound this time:) Initiating is a special deal for magicians that a)
grants them access to big time magic and b) increases their Magic
Attribute. You initiate by undergoing certain rituals (usually a sort of
introspective self-exploration type thing) and spending a buttload of
Karma;) Ever had one of those moments where you're stuck, can't see the
way out, then suddenly everything just sorta clicks and it all makes
sense? Suddenly, the way out is clearer than anything you've ever seen,
and all that's changed is your point of view. That kind of thing is what
happens in an initiation. You're maxed out, then the initiatory
experience happens and everything is opened up to a whole new level, and
all that's changed at all is your point of view, except that know there's
a whole new list of options open to you. It's a neat deal:)
---

IMO, the initiation itself takes no time at all, it's the sudden changing
of viewpoint, that moment where everything just, well, 'clicks' and
becomes crystal clear. Imaging tackling with a problem from a certain
point of view, suddenly you experience a shifting of your viewpoint, and
the solution becomes clear. That single moment (when you actually
initiate) takes no perceivable amount of time. It's the introspection,
meditation and ritual you spend getting to that point that takes time.


>3) In my opinion the damage from falling is too harmless!
>One Character jumped out of a window and missed the rope.
>So he was falling 14 Meters (ca.42 ft) down on the street.
>He had to resist 6T (7T-halve impact armor) and got only
>medium damage. I think there should be at least some
>broken bones if falling such distances! I suggest the power
>should no be halve hight in Meters. Better take just the
>hight itself!
>What do you think ?


I don't know, where's the rule in question located (FoF?)?


>4) When does the bonding from a focus break ? A thief
>stole two spell locks and a force 2 power focus. I
>could not find a rule what exactly must happen to break
>the bonding! Is it enough to seperate the focus (what
>distance?) from the wizard or be there be something
>magical?


Well, the focus goes inactive as soon as it leaves the hands/person of
the owner (the person the focus is bonded to). The only way you can
actually lose the bonding itself, however, is a) for it to be overcome in
astral combat (ala grounding) or b) for someone else to invest Karma in
bonding the focus. The appropriate texts are pg. 137 (Bonding) and pg.
139 (Grounding Through Foci) of the BBB.


>5) If the bonding was not broken shouldn't it be very
>simple for the sorcerer to track the astral trace back ?
>How does a hermetic circle or ward disturb the astral
>line ? Any ideas ?


Well, the caster can send a watcher to find the item, but it will stopped
by a ward, or a hermetic circle (if in use) or a medicine lodge. Seems
like I remember that a focus can be used as a material link in ritual
sorcery, but can't find the reference anywhere. Is this a house rule I
saw on the list, or could someone please give me the page reference for
it?


>6) And now for something completely different ;-)
>Which modifiers conzern an attacker shooting out of a
>driving car shooting someone running from it ?
>(A Chrysler-Nissan Patrol-One driving at 25 mph through
>a park hunting the _poor_ shaddow runners running away!)



I'd say probably just the Attacker running modifier (Target Running maybe
also, GM's discretion)


>7) I found in VRII that the damage codes have the following effect:
>L - 1 box
>M - 2 boxes
>S - 3 boxes
>T - 6 boxes


For those wondering, that's in the section on icon damage, specifically
the condition monitor table (page 124) of VR2 (my copy, anyway). I seem
to have a first printing (at least, I can't find a printing number
[though I can't find one on my copy of Grimmy, either, and I know it's
not first printing]). In any case, could someone with a later printing
check their copy?


>Is it a printing error or didn't I got the idea ? (I'm sure you
>have disussed this earlier, haven't you ? )


I don't know. If we've talked about it before, I missed it, and the same
thing appears in my copy, too.


>thank you for your effords of answering me !


Don't mention it:)


--
-Canthros
I had rather believe all the fables in the legends and the Talmud
and the Alcoran, than that this universal frame is without a mind.
--Francis Bacon
http://members.aol.com/canthros1

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