From: | The Hamm ljvance@*******.edu |
---|---|
Subject: | Astral Detectives and challenging a magical group |
Date: | Mon, 19 Jul 1999 20:00:04 -0700 |
>----- Original Message -----
>From: Lloyd Vance <ljvance@*******.edu>
>
>> you by 'hiding' your trail on a metaplane.) Also, if you have them
>go up
>> against some heavily cybered guys in 6-9" thick mil-spec armor (so
>no flesh
>> nor astral sig is visible) it makes it _very_ hard to cast spells on
>them.
>
>You know, I read this and immediately thought of what all my players
>would do. They would simply 'go astral' and walk right up _inside_ the
>armor to cast spells at the person.
>
>Although, I'm not sure if you can do that in SR3, since they aren't
>dual-natured/completely astral and a projecting mage is considered to
>be completely astral.
>
>Da Twink Daddy
>bss03@*******.uark.edu
>ICQ# 514984
Yeah, actually Twinkie (or should I just call you Daddy?), I don't think in
any version of SR that would have worked, definately not SR2 or SR3.
Nothing in astral space to lock on. Now, you could send spirits off after
them. Imagine having a force 8 fire elemental inside your armor. Ow.
The Hamm