From: nesiusra@sage.cc.purdue.edu (Bann-Shidhe)
Newsgroups: rec.games.frp
Subject: SRun: New Ideas for Enchanting and Wards
Summary: "its a dog-eat-dog world, so go get a Barghest  ;)"
Keywords: Shadowrun, SR, SRun, SHADOWRUN
Date: 10 Apr 92 14:34:03 GMT
Organization: the Zeppelin Arcade


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*                                                                             *
*  The following material has been inspired by the game scenarios played out  *
*  in Cary Quadrangle by a number of Shadowrun players.  All material should  *
*  be considered as entertainment value and game scenario inspiration.  I do  *
*  do hope you enjoy it...                                                    *
*                                                                             *
*  Jonathon K. Henry (Keith)   >>> the Reflex <<<                             *
*                                                                             *
*******************************************************************************

>>>>>[Hi there everyone.  This is Bann-Shidhe.  The kid-boss is out at the
  moment getting a SEVERE refit, so I thought I would drop some stuff that he
  has been hiding/keeping in reserve.  Most of this stuff looks to be theory
  and untested drek, so take the necessary precautions in any field tests 
  you may or may not decide to "run."  And yeah, this is his deck so of course
  it will have his "handle" call/login.]<<<<<
    -Harbringer<8:24:32/4-10-60>

  [GM's Note- a few abbreviations/anacronyms were used in the writing of this
   article.  They are    <EMA> = <Enchanters Magic Attribute>
			 <CTN> = <Construction Target Number>.   Again, I
   hope you find the material of use in your camapign/game scenarios.]

ADVANCED WARDINGS-

  Astral Wards                    Cost       : 250 Nuyen per Rating Point
				  CTN        : Rating
				  Duration   : EMA in Days
				  Time       : Rating in Days (with standard
					       division for success level)
                                  Max Level  : EMA
				  Max Area   : EMA in meters, radius

     This warding prevents entry from any and all creatures with an Astral
  presence.  This includes Dual Natured Beings, Free Spirits, Ghosts, Spirits,
  Elementals, Watchers, and Projecting Magicians.  It does not include non-
  projecting magicians or "standard" beings.  It also does NOT prevent the
  entry of Manipulation sorceries from the outside, but does effect Combat
  and Illusion spellcraft.  Treat the barrier as a Mana Barrier with a rating
  equal to the rating of the wards.

  Concealment Wards               Cost       : 300 Nuyen per Rating Point
				  CTN        : Rating + 3
				  Duration   : EMA in Days
				  Time       : Rating in Days (with standard
					       division for success level)
                                  Max Level  : EMA
				  Max Area   : EMA in meters, radius

     This warding provides a defense against such things as Clairvoyance,
  Combat Sense, Assensing, Search (spirit power), etc...  Treat ALL target
  numbers with a modifier equal to the rating of the warding.  Combat Sense
  is reduced in effectiveness by TWICE the rating of the warding for the
  purpose of initiative rolls.

  Defensive Wards                 Cost       : 500 Nuyen per Rating Point
				  CTN        : Rating + 6
				  Duration   : EMA in Hours
				  Time       : Rating in Hours (with standard
					       division for success level)
                                  Max Level  : EMA
				  Max Area   : EMA in meters, radius

     This warding acts as spell defense for any AND all objects/entities
  within the area of effect.  All targets gain an extra number of dice when
  making any resistance checks against spellcraft.  This defense also will
  benefit an object/individual if they are being attacked by a creature whose
  primary existence is in the astral plane.  This includes Elementals, Spirits,
  and Watchers, but not Projecting Magicians or Ally Spirits with Inhabitation.
     A special note of caution is necessary however.  If a person WILLINGLY
  allows him/herself to be subjected to a spell, then the defensive bonus
  from the warding is forfeited immediately.  
 
  Detection Wards                 Cost       : 250 Nuyen per Rating Point
				  CTN        : Rating + 3
				  Duration   : EMA in Days
				  Time       : Rating in Days (with standard 
					       division for success level)
                                  Max Level  : EMA
				  Max Area   : EMA in meters, radius

    This warding allows for the person(s) attuned to it, to sense any objects
  and/or entities that move in and/or through its boundaries.  The target
  numbers the individual uses depends on the proximity of the object/subject
  in question as well as its state of being.

      Standard Person, Drone, etc...         : 4
      Magically Active, Magician             : Magic Attribute
      Spirits, Elementals, Allies, Watchers  : Force (+5 if Astral)
      Invisible (Natural Talent or Spell)    : Essence/Success Level
      Spell-like Entities                    : Force

     The level of success depends on the strength of the warding AND the
  intelligence of the individual the wardings is attuned to.  For these
  perception tests, add the rating of the warding to the intelligence of the
  user to determine to the number of dice used.

  Masking Wards                   Cost       : 1,000 Nuyen per Rating Point
				  CTN        : Rating + 6
				  Duration   : EMA in Hours
				  Time       : Rating in (Hours)D6 (with
					       standard division for success
					       level)
                                  Max Level  : EMA (Initiate)
				  Max Area   : EMA in meters, radius

     This warding requires an Initiated Enchanter to create.  It functions
  in much the same way as the Initiate Power of Masking, or the Free Spirit
  power of Aura Masking.  At the time of the wards creation, the enchanter
  must specify what the auras of the influenced area will appear like.  In
  this case, generalities are all that is truly possible.  For example, the
  enchanter could say "everything within this field appears as mundane."
  This will cause the wards to make everything APPEAR to be normal, non-
  magical variations of their standard appearance.
     For purposes of Assensing, the target number of the assensing individual
  is the rating of the warding.  The number of success necessary to pierce
  the masking is equal to the grade of the enchanter.  If an object is removed
  from the "field of effect", it will appear in its standard, "real" way.
     This power will fool such spells as Clairvoyance, in that the enchanter 
  could state the warding to "make everything in this room invisible to magic."
  This would cause the "scrying" magician to see and empty room if they were
  to "look" within the effects of the warding.

>>>>>[Again, I thought a few of you might be interested in this material.  I
  know it has served Reflex really well, so I hope it works for you guys as
  well.  I am still sifting through some of his stuff, so I will probably be
  back in the near future with other juicy tidbits.]<<<<<
    -Harbringer<9:31:30/4-10-60>
Newsgroups: rec.games.frp