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From: Ereskanti <Ereskanti@***.COM>
Subject: Re: An Opposing View (Re: SR3 Magic Terms)
Date: Tue, 30 Dec 1997 18:57:28 EST
In a message dated 97-12-30 14:16:35 EST, losthalo@********.COM writes:

> At 08:48 AM 12/30/97 EST, you wrote:
> >It is understood better than you might think. I somehow doubt anyone, and
> I
> >do mean anyone, on the list has given a fully trailed out thought as to
> Auras
> >and their part in Spellcasting (Sorcery in general).
>
> Yeah, we never really feel like doing the math and figuring things out.
> cf. the discussions on how spells target via auras, what aura
> synchronization is, etc.

Within game mechanics as they stand? You mean those things that we are trying
to find clarification of? (smirk) (oh wow, I can breath now, the cat
moved...) What I meant, or rather was referring to, was something I remember
reading on the list a while ago about "subconscious alignment" or
"synchronization".

Here's a question, what happens if you have someone that is truly dual
persona...? What does their aura do. What if one aura is hiding out, as
would most likely be happening if a magician were under these circumstances.
Can one personality have one aura and the other one a different one? This is
part of the "psychological and emotional states" of a person, which -IS-
perceivable within one's aura. Where does the boundaries of seperation occur?

These are questions that come up regularly in the games here. I'm sure they
come up elsewhere too...it's called asking...I am simply trying to answer.

> >As the "stock" magician understands it, you are probably correct. But
what
> >about research? What about those spirits out there that may -want- to
> teach
> >us "body bags" how to do something new. If for no other reason, to
make
> >things more interesting for them. If there are people in this, the real
> >world, that will do things for nothing more than a challenge, there are
> within
> >SR's scope, spirit-types out there that will likely do that as well.
>
> I don't see free spirits as being that helpful or cooperative. YMMV. They
> definitely have an interest in not giving more neat tricks to metahumanity,
> I think, and that would be enough to keep those tricks up their sleeves.

But not all Free Spirits have that personality. Free (Guardian) Spirits of
Man or Nature are categories I can immediately think of that would or could
"teach" such tricks. Hell, a twisted variation on this is "Mentor"
from
Threats...

> >Yes, but you are also NOT considering the reverse of the effects.
> Redesigning
> >wards to be "smarter", connecting their energies in association with
> spiritual
> >or elemental energies, interlacing them with spells directly. Or even,
> gasp
> >at this one, connecting the ward to a magician's own mind giving it a
> chance
> >to notice things in much the same way that a Rigger now uses CCSS to
> monitor a
> >site.
>
> But a nature spirit's Search power has now become useless, and it's one of
> their most powerful abilities, for finding that character. There are too
> many astral threats in the game for avoiding them to be this easy, imo.

Actually, no it has not. A "spirit" is considered an "active
presence" in the
astral and so treats the "astral stealth" test as opposed, similar to the way
Stealth works. In this case, the "Search" makes the spirit the "Astral
Rigger" (using my above anology) doing a reconnaissance/search test.

> >And I am merely trying to put forth an argument/discussion to attempt to
> get
> >people to consider other alternatives and more advanced ideas. It's
called
> >growth.
>
> And I'm telling you why this type of growth, right now, seems like too much
> to me. But I don't think you want to hear that, so maybe I'll just find
> something else to do.

Oh no, don't find something else. If you stop, then you stop. Figure it out,
what I mean that is...

>
> >And as for carryover, that isn't true. "Illusions" are one example.
>
> Illusion spells don't affect your aura. They are obviously illusions when
> seen from the astral.

They are obviously spell energies that require an Astral Perception test to
truly notice. If you get a single success from such a test, then the spell
type is immediately determined and what is "within the spell's influence" is
as well. That is actually standard for Astral Perception rules.

> Learning how to change one aspect of one's aura without problems is not the
> same as a complete Morphing ability that lets one change into any sort of
> thing desired, astrally. And attempting to change one's aura in order to
> appear as something else could have negative effects; all it takes is a
> life-threatening wound to lose some of one's connection to astral space,
> even if all the damage heals perfectly. Magical ability is fragile,
> unfortunately.

Fragile and Powerful all at the same time. And you are correct, making your
aura into something it isn't -could- (and has here) had negative side effects.
MANY variations on a theme in fact. For example, I mentioned making one's
self to appear like a Toxic Magician from the Winternight clan. Winternight
has "Threat Arrays" and make themselves outright powerful. If the "Threat
Array" (which is somehow connected to the magicians themselves) get
threatened, it may very well defend itself (I'll post the basis of this
discussion on a stand alone entry).

> >Oh no, not "done with it". I am merely wishing (upon a star...) that
it
> would
> >grow. Not all things progress equally. I am one of those things....and I
> >know I am not alone.
>
> Well, just consider me the dissenting opinion then. Ye Devile's Advocate.

But Halo...I can't even tell if you look like Keanu Reaves or Al Pacino....

> The description of it could be clearer and more thorough. That doesn't
> mean that characters in the game need to get a better understanding of it,
> and more powers to boot. I recall there being complaints, from time to
> time, that magic is too powerful in the game. Escalating that yet again
> won't help that.

Escalating it is already happening, we know that. It is unavoidable (evil
emperor voice on that last one). Every new spell does it. Every new totem
entry does it. Any new clarification on Aura or Astral Mechanics will
definitely do it (and that is what we are wanting even).

What it means is that people have to work on -all- sides in order to keep the
game balanced. Magic is easy, it peaks our (normal folks) imagination the
most because it is something that we don't understand and can't put our
fingers on. Tech is out there, but it require's "technical thinking", or so
it seems. And most people don't like to think in those terms. Please note, I
said "most". If you want to keep the game balanced, get the players to do
thinking on "all fronts" instead of just one.

Then the GM's job will actually get easier...believe me, it does work.
-K

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.