Shadowrun Play > Rules and such

Spirits and Skill caps

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Casazil:
I would think force but the force is of course limited by the summoners abilities which over time can go up unlimited amounts but thats years and years of play

FastJack:
Until there's an official ruling, I'd house-rule that Spirits' skills cap at six or their Force, whichever is lower.

Walks Through Walls:
Even if the skill is capped at 6 when the skill is used it is matched with an attribute which IMHO wouldn't be capped so a force 8-10 spirit could have a dice pool of 14-16 which is dangerous, and frightening but not impossible.

Not that I would want to go against anyone who had several skills in this dice pool range.

If used right the spirits powers are what makes it really dangerous however. Especially when they are an opposed test of spirit force vs character attribute.

 

Darkeus:
When it comes to the supernatural, anything can happen in my book.  :)

FastJack:
Too true... I doubt Ghostwalker or Damien Knight have to worry about skill caps. ;)

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