From: | John E Pederson <lobo1@****.COM> |
---|---|
Subject: | Re: [SR3] Conjuring |
Date: | Wed, 30 Jul 1997 16:22:04 EDT |
writes:
<snip>
>Well, I think that a Conjuring Pool in ANYONE's hands would scare me.
>Spirits are very powerful. They are relatively cheap help (even for
>Hermetics). It's expensive to hire a bodyguard to hang around, but
>you can
>conjure up a decent force elemental and have him at your beck and call
>for
>a few thousand NY. I don't think that being able to summon up more
>powerful Spirits is necessary. Nor do I think that getting more
>successes
>is necessary.
The way the rules I've suggested are currently set up, you might get a
couple more services or slightly lower drain, maybe both. I'm working
right now on test rolling dice for each of the five magical archetypes
from SR2 (Combat Mage, Shaman, Street Shaman, Street Mage, Former Wage
Mage) and for a Force 5 and Force 3 spirit. So far, most haven't even
been capable of staging down the drain (and the only ones that have (the
Shaman and Street Shaman) wouldn't have taken drain worth worrying too
much about anyway). I've finished up the rolling under standard rules,
I'll get the rolls for my house rules here finished and post my results.
--
-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