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Re: [HOE] Sykers, Strain and Power Types








Chaos, disorder, distruction...My work here is done.
>From: mosiondz@shaw.ca
>Reply-To: hoe@gamerz.net
>To: hoe@gamerz.net
>Subject: [HOE] Sykers, Strain and Power Types
>Date: Mon, 24 Mar 2003 14:37:09 -0600
>
>I have a few questions about Sykers:
>

>- In Brainburners, it says that when Sykers fails a Blastin' roll, no Strain is spent. What about when the TN is increased? A Discord Bug (from Monsters, Muties and Misfits) can cause Syker Interference, raising their TN by +6 and Strain cost by 1; if a Syker makes the base TN but fails due to the increased TN, is Strain still spent?

In my oppinion the role would still be a failure and since the syker wasnt able to channel the energy and thus produce the stress of the magic going through his body(aka strain) then he would not loose strain because it never happened.

>- Brain Blast is a physical effect (akin to a laser); can a Brain Blast affect incorporeal creatures such as ghosts? While Sykers draw upon energy from the Hunting Grounds, is the effect considered an "arcane" spell-like ability? Since a Doomsayer's Atomic Blast goes off Faith, while Blastin' does not, I'd say that Sykers produce non-magic physical effects (thus unable to affect incorporeal creatures physically), while Doomsayer's produce "magical" effects (thus capable to affect incorporeal creatures physically). I'd be interested in hearing other Marshal's views on this.

My oppinion on this is that any energy coming from the hunting grounds is magical and therefore has the ability to effect creatures that are not immune to magic.

>
>Thanks!
>--
>Randy Mosiondz | mosiondz@shaw.ca | ICQ 2585758
>http://members.shaw.ca/mosiondz
>
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