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From: Airwasp@***.com Airwasp@***.com
Subject: A few new questions...
Date: Sun, 21 Feb 1999 13:10:38 EST
In a message dated 2/21/1999 2:18:21 AM US Eastern Standard Time,
veskrashen@*******.com writes:

> Good evening all. A few questions...
>
> 1) if a character in a masking ward goes invisible via a spell, what
> would be seen on the astral plane? since the masking ward makes
> everything seem "normal" on the astral plane, would the character show
> up without magic traces, not at all, or what?

Everything in the question depends on the ability of someone in the astral
getting a lucky dice rolling and rolling well enough to pierce the ward. Once
this is done, the assensor would have a chance of noticing the invisible
character, as it is all a matter of how well their dice rolls were.

> 2) can a cranial cyberdeck run programs with the character jumping into
> the ASSIST, and essentially going comatose as usual? sort of an
> "offline" mode? this would make sense, especially if said character had
> an encephalon.

I don't understand this question at all. Could you explain a little better?
Thanks.

> 3) is the initiative bonuses from cyberware, magic and physad powers
> cumulative with defferent drugs?

Bonuses to initiative from drugs would not affect any bonuses received from
magical or cybernetic enhancement. Bioware implants -might- receive the bonus
as they are still somewhat receptive to the chemicals in the drug, but this is
also a gm discretion thing too.

As for drugs which hinder initiative (like MAO) this drug would affect
magical, cyber, and bioware mods to initiative.

> 4) will they be releasing a cybered version of increse reflexes?

A cybered version of Increase Reflexes is basically Wired Reflexes. And
unless you really want to compare IR to MBW then you are closer, but at the
same time, rumor has it that MBW will not survive Man & Machine also.

> 5) do physad's increased reactions and such work on the astral plane?
> how about spells being sustained?

Yes, an Adept's IR do affect them in the astral. Spell versions of the IR
won't work in the astral unless they are modified to work in the astral
(Please remember that the target number for IR is twice the reaction, and in
the astral that means that the target number jumps either by 10 or 30 points
because of the +5/+15 bonus to initiative that astral travellers receive.

> 6) why did they rewrite the spells vs vehicles rules to make it near
> impossible to Wreck a Jackrabbit, let alone anything actually tough?

Because it was making life impossible for riggers to be considered as a
necessary character in the game. And besides, destroying a vehicle with
combat magic is difficult enough, and why use combat magic when a directed,
point-and-fire manipulation spell will do just nicely and does not need to
worry about the god-awful target number to affect vehicles like combat magic.

> 7) does the Doberman really bounce machinegun fire, or is it's armor
> rating a typo?

Nope, it really does look like the Doberman has that level of armor.

-Herc

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