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Falling Point
Runner Resource Book
ON THE PRECIPICE
Falling Point is a threats sourcebook for Shadowrun, Sixth World.
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Wild Life
Core Critter Rulebook
CRITTERS CALL
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Scotophobia
Plot Sourcebook
THE MEANING OF FEAR
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Shadowrun
Shadowrun Play
Rules and such
Inhabitation and Magical Powers
NEWS
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Inhabitation and Magical Powers
3 Replies
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Tsuarok
Chummer
Posts: 156
Inhabitation and Magical Powers
«
on:
<07-02-12/1034:34> »
Would the product of a flesh-form merge with an adept or a magician be able to access the magical abilities of the host? Or just the memories and skills?
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Mirikon
Prime Runner
Posts: 8986
"Everybody lies." --House
Re: Inhabitation and Magical Powers
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Reply #1 on:
<07-02-12/1113:14> »
Just memories and skills. The unfortunate vessel was the magician, not the bug riding it.
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Greataxe - Apply directly to source of problem, repeat as needed.
My Characters
Lethe
Omae
Posts: 666
Every man dies. Not every man really lives.
Re: Inhabitation and Magical Powers
«
Reply #2 on:
<07-02-12/1135:58> »
The spirit only gains any of the vessel’s natural and augmented abilities, magic is a paranormal ability.
Technomancers are emerged, you won't get those either.. just in case.
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Tsuarok
Chummer
Posts: 156
Re: Inhabitation and Magical Powers
«
Reply #3 on:
<07-02-12/1345:07> »
I figured for the technomancers, since the combo of awakened and emergent are specifically forbidden.
Just wasn't sure if spells etc were retained.
Thanks for the replies.
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