×
Login
Remember me
Toggle navigation
Guest
Login
Register
Home
Help
Login
Register
The Needle's Eye
Plot Book
Fly to the Sun
VIEW IN STORE
Falling Point
Runner Resource Book
ON THE PRECIPICE
Falling Point is a threats sourcebook for Shadowrun, Sixth World.
VIEW IN STORE
Wild Life
Core Critter Rulebook
CRITTERS CALL
VIEW IN STORE
Previous
Next
Shadowrun
Shadowrun Play
Rules and such
Inhabitation and Magical Powers
NEWS
« previous
next »
Print
Pages: [
1
]
Go Down
Inhabitation and Magical Powers
3 Replies
1240 Views
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?
Logged
Mirikon
Prime Runner
Posts: 8986
"Everybody lies." --House
Re: Inhabitation and Magical Powers
«
Reply #1 on:
<07-02-12/1113:14> »
Just memories and skills. The unfortunate vessel was the magician, not the bug riding it.
Logged
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.
Logged
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.
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
Register