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Author Topic: Renracu Arcology Advice  (Read 9764 times)

kv

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Re:Renracu Arcology Advice
« Reply #30 on: February 01, 2007, 06:41:04 PM »

I thought you could astrally percieve, but not astrally project?

Oh, well, time to go look up some rules!

  -kv
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Gabriel

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Re:Renracu Arcology Advice
« Reply #31 on: February 02, 2007, 04:50:25 AM »

I'm thinking you have to make a Willpower check with a TN of the background count to really do anything. But again, too lazy to look up the rules.

Gabriel

PS - Have fun casting ANY spells now. :-\
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mercy

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Re: Renracu Arcology Advice
« Reply #32 on: January 08, 2008, 09:13:56 AM »

silly question how can the gende bunny cary that many never mind if he is strong enough the aea  they would take up wouldnt be possible unless he is towing a wagon behind him to hold the ammo
even if thie microgeandes
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kv

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Re: Renracu Arcology Advice
« Reply #33 on: January 08, 2008, 05:12:19 PM »

Uhhh... what?

  -kv
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Ingo Monk

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Re: Renracu Arcology Advice
« Reply #34 on: January 08, 2008, 07:27:20 PM »

I think he's talking about your guy with wired reflexes and 2 grenade launchers.  Mercy is asking about how the guy would be able to carry that many grenades.  I'll have to agree with him, grenades aren't exactly light.
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mercy

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Re: Renracu Arcology Advice
« Reply #35 on: January 13, 2008, 08:46:26 PM »

yes ingdgo  was efeing to the space that many would take up  even in thie mico thats still alot of space to take up
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Curris

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Re: Renracu Arcology Advice
« Reply #36 on: March 16, 2008, 10:46:48 PM »

Background count level applies itself as a Target Number Modifier on all Magicial Tests (Sorcery, Conjuring, and Enchanting) So to cast a spell in a Background count 4 area is a +4 TN.

Characters resisting Drain in a Background Count Area have a +1TN modifier per every 2 levels of BC.  So that same spell would be at +2 Drain TN.

This effect is present on both the physical and astral planes. It is noticeable to Awakened with a Magic Test, or is Very noticeable to anyone assensing the area. It is like a fog in the astral, or a taste of emotional content. It is caused by emotional feedback left in an area, including both positive and negative emotions. (It would be similiarly distracting to the senses in a camp in Auschwitz, as it would be in Chartres Cathedal, but the impressions would be vividly beautiful.)

Most weak individual background counts fade over time, but most areas usually have some level of BC continously.

Magic in the Shadows page 83. . .

That should answer the question. I hope I'm not overquoting the thing. . .
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kv

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Re: Renracu Arcology Advice
« Reply #37 on: March 18, 2008, 01:43:04 PM »

How do background counts affect summoning?

Does it affect a shaman summoning on the fly? How about a elemental? Do spirits become corrupted by background counts?

  -kv
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Curris

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Re: Renracu Arcology Advice
« Reply #38 on: March 18, 2008, 11:37:06 PM »

It DOES affect summoning of both elementals and nature spirits in the same way as spellcasting, as Conjuring is one of the affected Magical tests.

+1 Target Number Modifier per level of BC for the Conjuring Success test, and +1 Drain Target Number per every 2 levels of BC.

I do not think that elementals and spirits are corrupted by Background Count, although they probably don't like it. However, they would have difficulty doing things like assensing, noticing things, spellcasting (if they can use it), or using some innate abilities, just as a Mage or Shaman would in their position. The same modifiers apply to Force tests that require Magic tests (Like contesting a Banishing Conjuring test). Astrally tracking people is harder in a thick emotional haze.

Mana Warps, which are Much, Much stronger areas of Background count (BC levels 6-10) can corrupt, kill, or cause insanity in Spirits just as it can in metahumans.
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kv

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Re: Renracu Arcology Advice
« Reply #39 on: March 19, 2008, 10:30:12 AM »

Yeah, I remember the first time I used background counts in a game. It was a "retirement run" for one of the characters, and so I sent them into a cult that had been practicing blood magic, the area was saturated with background count, and although it was negative to the players, it was a positive for the cultists.

The one thing I didn't plan for? No one brought a mage. A bunch of sleepies and one groggy walked in there with the biggest guns they could find and gave the place a lead paintjob. Only the head mage managed to last more than one round, and he got gacked halfway through the second round.

If I had known what I was doing, I would have had the mage summon a couple of spirits to be on hand (or lied and said he had summoned them), but it did not go well for me. I think they walked out of there easier than any run before.

  -kv
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"There are three rules to surviving a gun fight.
1) Shoot First
2) Shoot More
3) Shoot last
   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)
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