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From: Gurth gurth@******.nl
Subject: Misc Questions
Date: Sat, 7 Oct 2000 12:36:43 +0200
According to Wolfchild, at 16:42 on 6 Oct 00, the word on the street
was...

> 4) Does the Trid Entertainment spell require voluntary targets? If so how
> could an inanimate object choose not to be affected?

Inanimate objects never resist spells, so I would say they are always
voluntary targets. I'm assuming you're talking about a situation where
Trid Entertainment is cast in front of a video camera, in which case I
guess the person looking at the monitor would get a test to resist (=see
through) the spell.

> 5) For a paraplegic character, what would be a good guideline for choosing
> active skills. More specifically, would the skill costs be based on current
> attributes (Strength and Quickness both at 1) or attributes before the
> accident. The character in question worked as a member of a DocWagon HTR
> team before suffering, ahem, severe lead poisoning in the spine.

When you design an SR character, the skill costs are based on the actual
attributes. If you design the character with Quickness 1 and Strength 1,
that's what you base the costs on, regardless of the character's history
of being a Quickness 6 Strength 6 sprinter/body builder.

> 6) What does it cost to set up a B/R facility for rigger control?

No idea...

> 7) Is there a way to increase the sensor rating of vehicles/drones above
> what's listed in the vehicle descriptions section of the BBB3?

Yes, it's called installing new sensors as a vehicle modification -- see
Rigger 2 (or wait for Rigger 3). As long as there is enough free CF and
Load rating in the vehicle for the new sensors (after taking out the old)
you can install them.

> 8) Can air elementals/spirits of the wind change air pressure? At what
> rate?

It could be argued that Engulf raises air pressure, and that the Storm
power also changes it, but other than that, nothing's said in the SR3
rules. Radically changing air pressure (multiplying or dividing it by the
spirit's Force) is so powerful that it would be a separate power, IMHO,
but small changes (say, in- or decreasing the pressure by up to the
spririt's Force in millibars) should not be too hard IMHO.

> For that matter, what force must a spirit be to cause a flame-out or
> massive compressor stall on a turbine engine?

For a flame-out, I'd say use a water elemental and have it block the air
intake for a second. Besides that, you could use the spirit's Movement
power on the turbine. It won't stop it, but can divide the revolution
speed of the blades by its Force; for ease, say it can divide the number
of revolutions per minute by its Force. That still tends to leave a
typical turbine at several thousand rpm, but hey... :)

Alternatively, use the Accident power of a nature spirit to cause a mishap
in the turbine.

> 9) When an awakened character loses magic and replaces the lost points by
> taking geasa, which rating (lower magic rating or higher geas-enhanced
> rating) is used to determine spell area-of-effect, max individual power
> level for adepts, astral movement rate, etc.?

The rating including the geas, at least when the geas is unbroken. When
even one geas is broken, the Magic rating drops to the base value, that is
without _any_ geasa.

For example, if you lose two Magic points and take the Gesture and
Intoxication geasa, your Magic rating is 6 when you are intoxicated and
gesturing while doing magic. As soon as you stop gesturing, or get sober,
your Magic rating drops to 4.

> 10) What do you think of combining Shadowrun with HoL? ;-)

I think it's not something I would want to GM :) Otherwise, it might be
interesting to say the least...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
It was a warning shot that missed.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

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