Author Topic: [SR5] Forbidden Arcana  (Read 10460 times)

Sendaz

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Re: [SR5] Forbidden Arcana
« Reply #120 on: (08:42:20/05-19-17) »
Just one small correction to Tarislar's post.

As per page 92 in 1st ed., all combat spells have an initial Wound Category of Light, not Nothing. So even if you didn't make enough extra to increase it, you still started out at Light before resistance tests.

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Reaver

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Re: [SR5] Forbidden Arcana
« Reply #121 on: (16:20:41/05-19-17) »
I think Bull was remembering 2e mostly.

My memory of 1e is fuzzy, but I played so much 2e.... the magic rules are still seared into my frontal cortex.

In 2e all spells had various damage and drain codes.... which made spell casting a headache to track and note.
(Lets see... if I cast Fireball its F(serious) damage plus net hits... but I have to resist F+2(m) drain. If I cast hellblast I do f(deadly) damage plus net hits. But have to resist F+4(S) drain!)
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Tarislar

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Re: [SR5] Forbidden Arcana
« Reply #122 on: (23:08:40/05-19-17) »
As per page 92 in 1st ed., all combat spells have an initial Wound Category of Light, not Nothing. So even if you didn't make enough extra to increase it, you still started out at Light before resistance tests.
Correct.
When I said nothing I was saying that if  you didn't score a success there was no effect. 
You need at least 1 hit to do the base "Light" damage.

Bull

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Re: [SR5] Forbidden Arcana
« Reply #123 on: (07:50:20/05-23-17) »
Yeah, mostly remembering and regurgitating SR2.  I did look it up in both, but SR1 was mostly just confirming the sleep spell was there (and lack of Stun spell). 

I never GMed SR1, and I only ever really played a handful of games during that version, none of which were spellcasters.  And the last game I played was...  Fall of 1990 maybe?  So almost 27 years? 

Jesus, I hate thinking about that anymore.  Gah.

But yeah, my bad.

JmOz01

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Re: [SR5] Forbidden Arcana
« Reply #124 on: (11:54:25/05-23-17) »
Yeah, mostly remembering and regurgitating SR2.  I did look it up in both, but SR1 was mostly just confirming the sleep spell was there (and lack of Stun spell). 

I never GMed SR1, and I only ever really played a handful of games during that version, none of which were spellcasters.  And the last game I played was...  Fall of 1990 maybe?  So almost 27 years? 

Jesus, I hate thinking about that anymore.  Gah.

But yeah, my bad.

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Rapier

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Re: [SR5] Forbidden Arcana
« Reply #125 on: (10:41:39/06-19-17) »
Hi,

I have been critical of products in the past but I am very willing to give credit where credit is due: FA is a great product. Yes there are some minor typos and some things could be explained better but overall, this represents a huge upgrade to street magic.

Keep it up!

Senko

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Re: [SR5] Forbidden Arcana
« Reply #126 on: (22:44:04/08-10-17) »
I agree this is a lot better than the bestiary was an i like the fact with alchemy you can now create orchalcum and take your mentor spirit as a contact. Otherwise a lot of interesting content and plot ideas here.
« Last Edit: (22:46:58/08-10-17) by Senko »

Wakshaani

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Re: [SR5] Forbidden Arcana
« Reply #127 on: (09:43:58/10-31-17) »
Not just a Mentor Spirit, but they'd be the most common.

Plenty of other spirits that you can visit after saying "I know a guy", if only to have someone on your team do a doubletake and go, "Guy! You said guy, not whirling vortex of darkness!" Because those beats are grand. :D

Fizzygoo

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Re: [SR5] Forbidden Arcana
« Reply #128 on: (20:30:51/11-29-17) »
Quote
SR5 Corebook, pg 285

These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.

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PiXeL01

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Re: [SR5] Forbidden Arcana
« Reply #129 on: (22:01:35/12-13-17) »
This was the first book on my catch-up list and what a book! The fluff is amazing and the crunch not too bad either.
With our group returning to SR after more than a year of Earthdawn I had some character ideas floating around, but the Traditional Shaman with Totem Mask blew me away.
...
And now to get around to updating my lists if people are still using those...

Wakshaani

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Re: [SR5] Forbidden Arcana
« Reply #130 on: (00:09:15/12-14-17) »
Yay! We wanted to bring back some of the old feel to magic with this one, show a few corner cases and oddities and, overall, really show that magic could be *dufferent* while still having some similarities.

Totem Mask is a personal fave.

(As an aside, an adept *can* turn their abilities off so as to not walk around like a giant sign, just that few ever do.)