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Prime Mover
I'm sure everyone whos played since 1st edition,read some novels....even dabled in earthdawn for the lore has few unswered questions. So I thought I'd ask see if any of my questions may have been resolved and I just missed it or misunderstood. Also be happy to see some other folks questions. Looking for more storyline then rules problems...I'll try to fill in any blanks I might have insight into.


1. In very first novel a "Doppleganger type creature was used in a snatch and grab in Renraku arc. Was this creature every statted or explained anywere?

2. In first Tir sourcebook several Apt sized blocks appeared over wizard island in crater lake, was this every explained or referenced elswere?

3. In Aztec sourcbook a locus is mentioned and hinted thats its power was on par with the greatest of magics. (still waiting too see if holostreets is gonna post south america book) any other mention elsewere?

4. T-birds, every mention of a smuggler almost always includes mention of the t-birds...but ones ever seen stated are Banshee (military vehicle) and Stonewall (simply described not stated). Has there ever been smuggler version stated (gonna have to dig out some old books have in storage, possibley in rigger 2?)?

5. This ones more of observation then question and possible fix. In SR4 it implies that not haveing active commlink in certain areas can cause authorities to give you some attention. Technomancers dont seem to have need to carry or are they stated with commlinks in example charecters. Also they lack ability to store or download info without offline device. Fix in my campaign has been Technomancer has hacked team members Comm and uses it for storage, file transfers and leaveing as his contact number. Only issue then becomes the security issue which we've resolved with some "Spoofing" rolls.

Look forward to comments and some other lists, thanks ahead of time.

eidolon
My understanding is that the "smuggler" T-birds were just customized (by the rigger or for the rigger) versions of the base models. At least, that's how I run it.

Sorry, no questions coming to mind at the moment for addition.
SL James
QUOTE (Prime Mover @ Sep 28 2006, 01:23 PM)
3.  In Aztec sourcbook a locus is mentioned and hinted thats its power was on par with  the greatest of magics.  (still waiting too see if holostreets is gonna post south america book) any other mention elsewere?

It was... "dealt with" in the Dragon Heart Saga novel trilogy.
fistandantilus4.0
to my knowledge:

1) the doppleganger was never addressed agin, except in SOTA 63, where they said the viable clones still weren't possible. So who knows what it was except perhaps "artisic license"

2) The floating stones thingies get mentioned a few more times, but no details are ever really given, except that the area eventually became a mana ebb, and blocked off by the TIr military after Dunkie's death in 57. After 61 (year of the Comet), they changed out the guard with all mundanes. Never any explanation. Mayeb that'll change soon since it's now a democracy lead by good ol' Larry Zincan, and not the Princes anymore.

4) technomancers do need "off-brain" sotrage. Check out Runner haves, end of the Hong Kong section for an example. So yeah, they'd 'prolly still carry a commlink, even if it is a bottom grade.
Nath
QUOTE (Prime Mover)
4. T-birds, every mention of a smuggler almost always includes mention of the t-birds...but ones ever seen stated are Banshee (military vehicle) and Stonewall (simply described not stated). Has there ever been smuggler version stated (gonna have to dig out some old books have in storage, possibley in rigger 2?)?

SOTA:2063 featured a the stats of the Nizhinyi BMV-2, a russian "T-Bird", with the actual GMC Thunderbird listed as a "similar models". Tough still a military vehicle, it is marginally cheaper (¥1,8M) than the Banshee is.
fool
every good tm buys a link if for no other reason than disguise. That way when he's arrested, the sec for doesn't immediately throw a head jammer on him. As far as data storage goes you can use anything, clothes and guns being two of my faves.

The dopplganger thing was defintely not a drone it was grown through some draconic magic iirc.

Ophis
2) The floating stone blockies are still there mentioned in Street Magic, they're still there and the place is still locked down.

4) There was a heavier version statted in aztalan. I suspect they're custom build jobs, using the old vehicle design rules.

5) techno's in my game just buy their own commlinks, sure they don't need them but there is no rule against them having them.
fistandantilus4.0
2)my theory for the floating blocks is that they're some sort fo Citadel from the 2nd age. They're trying to distance the old ED connections now though, so I wouldn't expect much on them, but I suppose they have to address it at some point.

5) Correct me if I'm wrong, but if a techno uses a commlink to hack, they need a completely seperate computer skill don't they. If they use the channels and all that, they use computers/hacking, but if they want to use other hacking-ware, they have to work on a second hacking/computers skill since they're very different. I think I recall reading something along those lines in the SR4. Hoping I'm not just smoking crack again.
kzt
QUOTE (Prime Mover)
4. T-birds, every mention of a smuggler almost always includes mention of the t-birds...but ones ever seen stated are Banshee (military vehicle) and Stonewall (simply described not stated). Has there ever been smuggler version stated (gonna have to dig out some old books have in storage, possibley in rigger 2?)?

Not as far as I know. And per the rules they don't actually work. T-birds are really, really short ranged. You have to buy the increased range feature in rigger 3 about 12 times to get something that has a few hundred mile combat radius IIRC.
fistandantilus4.0
yeah, we worked on a smugglnig campaign for a while. The first thing we did was spend gads of cash modifying the engine so that we could go more than a few hundred miles on one tank. That jet fuels expensive ya' know. T-birds I think are more inteded to be short range interceptors for things like border patrols and countering/chasing down choppers. They work good for hopping borders in a hurry, but not much besides laying down heavy damage they way their stock fuel systems work.
TheRedRightHand
Can I add a question to the mix?

What was the deal with the medicine that Dunky left the formula for in his will? I know that it was never made, but did we ever find out what it would have done or prevented?
fistandantilus4.0
Read the book The Forever Drug. Supposedly it was supposed to prolong life spans. AH says it was suposed to include dragon blood or something to that effect. I think his theory was making a servitor race, but don't quote me on that. IIRC, it was destroyed by Humanis agents that were working (unknowingly) for Lowfyr. The head researcher got her brain jacked up, and when she tried to go back and fix it, Lowfy decided to step in. Wasn't that nice of him? smile.gif
Slithery D
The fiction had a few refueling stations on popular t-bird routes. Of course, the odds of such fueling points being able to avoid being busted if anyone really cared about smuggling were always...low.

SR2 era Aztlan sourcebook did have "Lobo," which was supposed to be lighter than the Banshee, but I don't have a copy of SR2 anymore and can't compare it to the Banshee of that era. It's in almost all ways grossly inferior to the SR3 stats.
Big D
Does Movement multiply the speed without increasing the fuel consumption?
Grinder
QUOTE (fistandantilus3.0)
2)my theory for the floating blocks is that they're some sort fo Citadel from the 2nd age. They're trying to distance the old ED connections now though, so I wouldn't expect much on them, but I suppose they have to address it at some point.

SoA has some hints to the ED/SR-connection (the rock-beings of Yakut i.e.) so I doubt that the whole crossover will be negated.

Yes I still do hope that Demonseed Elite will do hs best to strengthen it. smile.gif
DragginSPADE
QUOTE (Prime Mover)
4.  T-birds, every mention of a smuggler almost always includes mention of the t-birds...but ones ever seen stated are Banshee (military vehicle) and Stonewall (simply described not stated).  Has there ever been smuggler version stated (gonna have to dig out some old books have in storage, possibley in rigger 2?)?

No comment on the other questions at the moment, because I'm short on time. But as for T-Birds....

In my campaign, we've managed to nearly ignore the existence of these things in canon. Seriously, I find the return of magic to the world in 2011 to be more believable than widespread T-Bird smuggling given the fuel comsuption, not to mention the Aerodynamics of these things. When you consider how much fuel the Harrier burns to do a VTOL, and thing thing of how much armor plating a T-Bird has, it's ridiculous.

(Sorry, not much in the way of answers to the original questions asked I know, but I just had to chime in on the subject of T-Birds....)
eidolon
Just...change the fuel consumption.

I know we all get stuck in "canon" mode, I'm not poking anyone with the nyahnyah stick. But it is a really easy fix, and doesn't really do a whole lot to hurt the game, especially when you get workable baddassery out of it. biggrin.gif
DragginSPADE
Unfortunately I'm a pilot in real life, so the whole suspension of disbelief becomes flat out impossible for me when it comes to the aerodynamics and fuel consumption of T-Birds, especially compared with the economics of them. (i.e. what the things would actually be useful for that other flying machines couldn't do better).

Realize this is just a personal pet peeve of mine that I couldn't resist chiming in on, not meant to be any kind of serious discussion of the things.
eidolon
Well sure, if you're going to let reality get in the way. wink.gif
FrankTrollman
Given the way Shadowrun Magic works, the T-Bird concept doesn't seem weird to me at all. Spirits have Movement. That lets them get things from point A to point B in 1/6th the time. And that means 1/6th he fuel consumption.

So the idea of putting your contraband on a rocket that has a toggled nozzle that allows it to set down in a parking space is pretty silly with modern technology and no Magic. The fuel involved would ruin you.

But divide the fuel consumed by 6 and you're talking. Energy is just Energy, a rocket is potentially a fairly efficient use of fuel if you're going to be burning a lot of it. It's damned fast and with the adjustable directionality it is pretty maneuverable. I can easily see that as being the best possible template to llay the Movement power on - it's going through the air so you can take advantage of your whole speed, it's setting down somewhere other than an airstrip so you have a chance in hell of getting away with it, and it's extremely fast to begin with (being a rocket and all) so the speed multiple puts it into the mid-machs.

Honestly, if you're the air defense of some country like the CAS, a T-Bird can be over your entire country in minutes. In the time it takes for someone to request authorization for an interceptor to shoot down that T-Bird, it's not in CAS airspace anymore. That's a reasonable smuggling tactic.

-Frank
Mr. Unpronounceable
QUOTE (fistandantilus3.0)
5) Correct me if I'm wrong, but if a techno uses a commlink to hack, they need a completely seperate computer skill don't they. If they use the channels and all that, they use computers/hacking, but if they want to use other hacking-ware, they have to work on a second hacking/computers skill since they're very different. I think I recall reading something along those lines in the SR4. Hoping I'm not just smoking crack again.

You're slightly off here - a technomancer needs the duplicate hacking skills to hack using a comlink + programs just like a normal hacker...but there's nothing saying he can't hack his comlink like any other node.
kzt
QUOTE (FrankTrollman)
Honestly, if you're the air defense of some country like the CAS, a T-Bird can be over your entire country in minutes. In the time it takes for someone to request authorization for an interceptor to shoot down that T-Bird, it's not in CAS airspace anymore. That's a reasonable smuggling tactic.

ADA protocols for dealing with unidentified military aircraft intruding into your airspace and heading for a populated area vs a light civilian aircraft would be expected to be rather different, and far briefer.
eidolon
True, but when their radar says that you're a flock of pigeons... biggrin.gif
kzt
QUOTE (eidolon)
True, but when their radar says that you're a flock of pigeons... biggrin.gif

Considering that your jammer only has an effective range of 50 meters, I don't think so. wink.gif
FrankTrollman
QUOTE (kzt)
QUOTE (FrankTrollman @ Sep 29 2006, 01:55 PM)
Honestly, if you're the air defense of some country like the CAS, a T-Bird can be over your entire country in minutes. In the time it takes for someone to request authorization for an interceptor to shoot down that T-Bird, it's not in CAS airspace anymore. That's a reasonable smuggling tactic.

ADA protocols for dealing with unidentified military aircraft intruding into your airspace and heading for a populated area vs a light civilian aircraft would be expected to be rather different, and far briefer.

Good luck with that. The SR71 was able to make a lot of survey runs over Moscow based solely on the fact that its cruising speed was slightly over a kilometer every second.

A T-Bird backed up by movement should be able to double that while flying at an elevation of about 50-100 meters. I don't care how brief your reactions are, there isn't a military on the planet that could intercept that thing. It's travelling at 1/100,000th the speed of light, the time it takes the radar to be projected from the emitter, bounce off the vessel, and return to the receiver actually fucking matters at this speed.

-Frank
eidolon
MMMMMMMMMMmmmmmmmmm SR-71.
kzt
QUOTE (FrankTrollman)
A T-Bird backed up by movement should be able to double that while flying at an elevation of about 50-100 meters. I don't care how brief your reactions are, there isn't a military on the planet that could intercept that thing. It's travelling at 1/100,000th the speed of light, the time it takes the radar to be projected from the emitter, bounce off the vessel, and return to the receiver actually fucking matters at this speed.

-Frank

Sure. Too bad that you'd melt from the air friction. It says you can move that fast, it doesn't say you can turn or that you won't suffer the effects of moving that fast. Great power must be used with great wisdom. smile.gif

And it would be pretty damn easy to catch it on the astral, since you have cleverly attached a giant magical strobe light to it. Not many astrally active high tech devices moving that fast. Oddly enough, million of people's tax dollars can often hire people who have a clue when prompted by the tens of thousands of people complaing about broken windows from hypersonic t-birds.

It would also be able to be killed by systems designed to take out scramjet cruise missiles, which don't have giant magical strobes attached. Since nothing that fast is turning quickly in the lower atmosphere, there are obvious approaches.
FrankTrollman
Actually, the movement power doesn't cause anything bad too happen to you, that's the whole point.

It just divides the amount of time it takes you to cross a region by the creature's Magic attribute. It's very powerful and risk-free. Your maneuverability and such are unaffected. While you're sailing around at comfortably over Mach 6, you're turning, accelerating, and more importantly deaccelerating as if you were just crestingthe speed of sound.

When you have Movement on you, you have a real speed, and then you have an effective speed that is several times that. You don't apply your acceleration to the total speed, you apply it to the base speed.

So no. It doesn't require wisdom to use it at all. You just fucking point your vessel and go. And laugh like a maniac because you can cross the Aztlan border, unload your cargo, and then be back over the border in less than a minute.

Stopping that is a total pipe dream. It just aint happening unless you for some reason know ahead of time where they are going to land and put a land mine there.

-Frank
Big D
How exactly *does* Movement work? Does it encase the affected in a "bubble" where they move at apparently normal speed while the terrain flashes by? Do G-forces, air resistance, etc., apply? What about reactions? Does using high-force Movement on your van cause the driver to face insanely high skill checks or does the magic handle that and make the driver feel like everybody else is just moving slowly?

Also, don't forget that if you've got Movement up, you probably have Concealment running as well. Any reason that won't work on radar?

[EDIT] Ahh, so it's essentially a time-distort bubble? That makes sense, but it also makes Movement at any decent force munchy beyond belief. Heck, imagine the legal transportation possibilities alone. How many bound spirits and allies would Fedex have on staff?[/EDIT]
FrankTrollman
QUOTE
How exactly *does* Movement work?


Uhhh.... time dilation.

QUOTE
Do G-forces, air resistance, etc., apply?


No, then it would provide a speed bonus noticably lower than the one that it actually provides for fast moving objects. Also it would be usable on weapons to devastating effect, which it does not do.

QUOTE
Also, don't forget that if you've got Movement up, you probably have Concealment running as well. Any reason that won't work on radar?


None whatsoever. Although the threshold to find a rocket moving at the speed of sound would be pretty low and Radar arrays probably roll a lot of dice on perception tests. So the Concealment effect probably wouldn't be that good. It's a penalty to the observer's perception tests.

QUOTE
Ahh, so it's essentially a time-distort bubble? That makes sense, but it also makes Movement at any decent force munchy beyond belief.


Yes it does.

QUOTE
Heck, imagine the legal transportation possibilities alone.


Absolutely. DocWagon, for instance, enfores its Dominoes style policy by having spirit movement assisted ambulance pickups.

QUOTE
How many bound spirits and allies would Fedex have on staff?


I imagine that their "2-hour" package delivery service is only available between major cities and only at specific times. Even then it probably involves a total of about 200 spirits on staff. Some of those are Free Spirits, some are Allies, and some are just plain spirits summoned and/or bound by company mages. you could pull that off with a world-wide Magical Staff of about 300 people, which is well within the capabilities of a company like FedEx to retain. That's them shilling out about 75 million nuyen.gif a year. Considering that the recent increases (and just the increases) in Jet Fuel prices cost FedEx 24 million dollars in 2005, I'd expect them to be attempting to increase their magical presence in the years to come. By 2080, I imagine that FedEx would strive to have a 100% magical air freight business serviced by 1,000 magicians world wide. That would give them 12 hour delivery guarantees to most of the world and 2 hour deliveries in more places than any other company. And it would be a cost savings over what he company is doing in 2006.

-Frank
kzt
QUOTE (FrankTrollman)
QUOTE
How exactly *does* Movement work?


Uhhh.... time dilation.


Then it doesn't cut your fuel expenditure a bit.
FrankTrollman
QUOTE (kzt)
QUOTE (FrankTrollman @ Sep 29 2006, 04:27 PM)
QUOTE
How exactly *does* Movement work?


Uhhh.... time dilation.


Then it doesn't cut your fuel expenditure a bit.

Sure it does. You only travel for 1 hour at 200 KPH instead of 6 hours 200KPH. That doesn't make any sense, but it's fucking magic.

The game rules are quite explicit: you take less time to get from point A to point B. You aren't in more danger, you don't have to eat more, you don't get any more tired and you don't do any more damage. Your distance over time, and only that is improved.

-Frank
kzt
QUOTE (FrankTrollman)
The game rules are quite explicit: you take less time to get from point A to point B. You aren't in more danger, you don't have to eat more, you don't get any more tired and you don't do any more damage. Your distance over time, and only that is improved.

In which set of rules does it say that?

Movement
Type: P • Action: Complex • Range: LOS • Duration: Sustained
Th e critter may increase or decrease the subject’s movement
rate within the terrain it controls. Multiply or divide the
target’s movement rate by the critter’s Magic.
Big D
I think the implication is that there are no other rules; ie, everything else remains the same.

However, it really needs some clarification, because if you only alter speed, it gets really hard to not bump into things (or tear your body or ride apart), and if you alter time, it raises relativity questions (sense of passage of time, fuel consumption, why don't you get a Reaction bonus, etc).

If you assume that because the power description covers none of those fairly obvious effects, that the power is such that it allows you to disregard them--that is, you multiply your speed, but can withstand it as if unaugmented, make driving/piloting rolls as if unaugmented, consume fuel as if unaugmented--then it becomes every bit as munchy as Frank says.

At least, that's the way it reads to me. There may be something in previous materials that clarifies this, heck, it seems too big of a loophole not to have come up in 20 years.
cx2
Could be wrong, but I thought one of the main reasons the SR71 did so well was it flew so high it was almost impossible for anything to get high enough in order to shoot it. I seem to recall the SR71 appeared some time after an incident where the Russians managed to down a U2, not sure how that fits into the SR71 though.
DragginSPADE
The SR-71 flew very high true, but it was also MUCH faster than the U-2. Those two factors combined were what gave it it's survivability. An SA-2 or similar system still had the ceiling to reach them, but combined with the Blackbird's speed it would be an almost impossible intercept.
kzt
QUOTE (Big D)

At least, that's the way it reads to me. There may be something in previous materials that clarifies this, heck, it seems too big of a loophole not to have come up in 20 years.

Cool. Then I'll have it applied to my APDS cannon rounds. That extra 10 km/sec of velocity seem likely to prove helpful, though probably not by the greater dragon that gets hit by it.
Big D
Ummm, yeah.

Movement is a critter power that remains centered around the critter. Shells fired from within the effect would revert to "normal" speed as soon as they exited the bubble. That's fine, as long as you're not firing straight ahead in a t-bird with significant Movement on it...

I guess, if you used inhabitation rules on a cannon shell...

Yeah, I don't think that would work too well, either.
kzt
QUOTE (Big D)
Movement is a critter power that remains centered around the critter. Shells fired from within the effect would revert to "normal" speed as soon as they exited the bubble.

Uh, no, it has Range LOS.

"Also, line of sight does not have to be maintained
after the power takes hold of its target. Critters may sustain a
number of powers equal to their Magic at one time."

So I'll have it sustain it on the ready magazine before I start shooting. Works beter that way. rotate.gif
Big D
Err, I'm thinking "terrain it controls" would be the important bit.
Slithery D
So only Air Spirits could do it?

frown.gif
FrankTrollman
That's a reference to previous editions in which nature spirits were limited to functioning in specific domains. Elementals could always conrol terrain wherever they happened to be. And in 4th edition, spirits are capable of controlling any terrain.

Regardless, here are the key points:
  1. Movement, when used on an arrow or a bullet, does not cause a weapon to do amazing crap tonnes of damage. Therefore the energy of the subject is not increased.
  2. Movement produces the same speed multiplier when used on an object of any size or shape and when used in any medium. Therefore it is not affected by drag, riction, or any other salient fact about moving faster in a mundane fashion.
  3. Movement does not cause you to run out of turns of continuous running or fuel super fast. Nor does it allow you to shoot a gun more often. Therefore it doesn't simply make you experience more time than other people.

The best guess would be that it actually shortens distances for you if you wanted to think about it scientifically. It's not a scientific power though, it's a magic power. So thinking about it in those terms is always dangerous. When you measure its effects, it literally doesn't add up.

-Frank
kzt
QUOTE (FrankTrollman)
That's a reference to previous editions in which nature spirits were limited to functioning in specific domains. Elementals could always conrol terrain wherever they happened to be. And in 4th edition, spirits are capable of controlling any terrain.

Regardless, here are the key points:
  1. Movement, when used on an arrow or a bullet, does not cause a weapon to do amazing crap tonnes of damage. Therefore the energy of the subject is not increased.
  2. Movement produces the same speed multiplier when used on an object of any size or shape and when used in any medium. Therefore it is not affected by drag, riction, or any other salient fact about moving faster in a mundane fashion.
  3. Movement does not cause you to run out of turns of continuous running or fuel super fast. Nor does it allow you to shoot a gun more often. Therefore it doesn't simply make you experience more time than other people.
The best guess would be that it actually shortens distances for you if you wanted to think about it scientifically. It's not a scientific power though, it's a magic power. So thinking about it in those terms is always dangerous. When you measure its effects, it literally doesn't add up.

-Frank

Given that the SR3 version of the power said "Depending on the situation,
this change in speed may call for a Crash or Stress Test" why would is it reasonable to assume that your version, which is both is unsupported by the actual text of SR4 and contradicts the previous power that this derived from, is a rational interpretation?
Rotbart van Dainig
There is nothing rational about a form of magic that allows over-light speeds...
FrankTrollman
The SR3 version represented a major break with the SR2 and SR1 versions of the power. The SR4 version of the power is a return to the SR2 version.

In SR3 Movement had special rules where it could be used to accelerate a vehicle that was fucking stationary! As such, I'm sure that could cause a crash test, since a vehicle was being moved from stationary to non-stationary without any input from the driver. That existed for exactly one edition before people realized that was retarded and took it out again.

I make absolutely no excuses or allowances for the SR3 version of the Movement power, which had no maximum speed when used on vehicles, did not require vehicles to expend fuel at all, and behaved in all ways completely contrary when used on anything that counted as a "vehicle" as compared to when it was used on any other living or inanimate thing that didn't count as a vehicle.

I refer only to the original Movement power, the SR2 Movement Power, and the current version which all say:
QUOTE (SR2 @ p. 219)
The being may increase or decrease its victim's movement rate within the terrain it controls, multiplying or dividing the rate by the being's Essence.


No extra damage, no extra fuel consumption, no acceleration of stationary objects, no rapid aging, no nothing. Your movement rate is multiplied by an integer. End of story.

-Frank
kzt
QUOTE (FrankTrollman)

No extra damage, no extra fuel consumption, no acceleration of stationary objects, no rapid aging, no nothing. Your movement rate is multiplied by an integer. End of story.

You ignoring that critter powers are not "how can I serve you" powers, but combat powers. If you are screwing with your prey's or your attacker's speed there are typically two reasons:

1) So you can catch/run away from them
2) So you can make them kill themselves by running into stuff, or off cliffs etc.

Outside of "Gee I want it to do this because it would be cool" I don't see any reason given in the rules or that makes any logical sense why it should do most of the things you seem to feel it does. And it would have dramatic impacts on the world that are not shown in any way in the world description when they would be obvious.
eidolon
I might be missing something, but who's talking about critters? Frank's talking about the spirit power.
kzt
QUOTE (eidolon)
I might be missing something, but who's talking about critters? Frank's talking about the spirit power.

All the critter powers are treated the same by the rules. Multiple critters other than spirits/elementals have tradionally had the movement power, and they follow the same rules.

Given that in the base book the only critters that have movement are sprits I'd sort of expect that if they could do what he wants them to do the rules would actually say this. As they don't I'm unimpressed with his claim that the books neglected to mention that all air travel and sea transportation are univerally dependent on long-term binding of spirits to provide movement power. Which they would be.
Big D
Then how *does* it work? That's what I'm trying to get at.

What *are* the abilities and limitations of the Movement power?

For example, if you're on foot, being chased by chromed-up Knight Errant troops and have only a F3 air elemental on your side, what will using the Movement power do for you? Will you face rolls when you plant a foot and cut down a side street? Will you wear yourself out over the same distance as a normal run, or the same time (and 3x the distance)?

Or, back to the t-bird issue... turn Movement on, and what happens? Does the ship tear itself apart if you have a F9 elemental? Do you generate a sonic boom since your real speed is well over Mach, or not because your "base" speed is under Mach? Do you consume fuel at the normal rate over time, or at the normal rate over distance?

If you're in a van with high Movement on, and you roll down the window to take a shot at somebody else who also has Movement on, does the airflow blast the gun right out of your hand as you reach outside?

I'm much less interested in arguing points than I am in hearing what it *should* do.
SpasticTeapot
QUOTE (Big D)
Then how *does* it work? That's what I'm trying to get at.

What *are* the abilities and limitations of the Movement power?

For example, if you're on foot, being chased by chromed-up Knight Errant troops and have only a F3 air elemental on your side, what will using the Movement power do for you? Will you face rolls when you plant a foot and cut down a side street? Will you wear yourself out over the same distance as a normal run, or the same time (and 3x the distance)?

Or, back to the t-bird issue... turn Movement on, and what happens? Does the ship tear itself apart if you have a F9 elemental? Do you generate a sonic boom since your real speed is well over Mach, or not because your "base" speed is under Mach? Do you consume fuel at the normal rate over time, or at the normal rate over distance?

If you're in a van with high Movement on, and you roll down the window to take a shot at somebody else who also has Movement on, does the airflow blast the gun right out of your hand as you reach outside?

I'm much less interested in arguing points than I am in hearing what it *should* do.

The Movement power operates under standard newtonian physics. However, it simply adds or subtracts a constant to the velocity of the target, which fall under a set of parameters.

What are the parameters for this variable?

(Force of spell) x (Swordfish Mustardball)
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