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Lullabye & Goodnight (OOC)

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Triskavanski

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« Reply #270 on: <02-18-15/2138:30> »
I've pretty much done my rolls... I'm focusing on defense.
Concepts are great, but implementation sucks. Why not improve it?

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Mercy Merchant

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« Reply #271 on: <02-18-15/2224:53> »
I think you have Yelena and Arc located correctly as being Yelena still in the alley and Arc and my bike are past me.
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Csjarrat

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« Reply #272 on: <02-19-15/0426:43> »
OK, so actions for this pass are:
Free: send short message (DNI)
Free/Simple: Declare counterspelling on all visible team members
Simple: Cast F4 lightning bolt with x3 reagents to get up to F7 limit on mage-girl

lightning bolt: 13d6t5 5 5 hits
drain: 10d6t5 2 drain resisted
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Mercy Merchant

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« Reply #273 on: <02-19-15/0951:52> »
With that lightning and my bullets we will really cook the girl.  I hope.
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SgtBoomCloud

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« Reply #274 on: <02-19-15/1013:08> »
Assuming it found her?  I seem to recall her casting Invisibility before that lightning bolt hit (I don't wanna be -that- guy, but in the effort to preserve consistency it must be said)

ismilealot

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« Reply #275 on: <02-19-15/1136:57> »
Casting Napalm (Street Grimoire pg 103) 
 
Net hits equal physical dmg. Spell is indirect so is resisted with Intuition + Reaction.  Target is every enemy in her LOS.
« Last Edit: <02-19-15/1151:15> by ismilealot »
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SgtBoomCloud

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« Reply #276 on: <02-19-15/1145:46> »
Hold up, is this Smiley casting that?!?! Dayum.  (I assume because I know he is up after Feathers as first on the second pass and leaves Johnny's action followed by my and Yelena's finally going into effect before Merae). 

If it is Smiley, I'll wait for Feathers to declare coubterspell bonus before resisting.

EDIT:  IC post cleared it up.  Assuming it's the last hurrah edge move or what they call it.  Also, what the fragging Drek, that was graphic visualization!
« Last Edit: <02-19-15/1153:41> by SgtBoomCloud »

ismilealot

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« Reply #277 on: <02-19-15/1153:28> »
No, it is Merae's dying action. She is now after Feathers with the wound modifiers remember?
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SgtBoomCloud

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« Reply #278 on: <02-19-15/1155:31> »
Edited above.  Fair point :). Ouch.  Gonna feel that one later

ismilealot

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« Reply #279 on: <02-19-15/1206:08> »
And Cj has already declared counterspelling, so I'm sure everyone will want to wait and see how many dice they get to add to their defense roll because the kid made good on her last kiss before dying.
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Csjarrat

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« Reply #280 on: <02-19-15/1634:22> »
I've got 5 ranks of counterspelling plus 7 MAG for a total of 12 to offer you lot!
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SgtBoomCloud

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« Reply #281 on: <02-19-15/1640:55> »
Sweet!  And since that is the flat bonus for everyone involved that means..Resist Napalm (w/Feathers counterspell +12): 18d6t5 5

...4 physical damage, giving me -1 from wounds.   And technically...I'm driving right now.  (Mercy, I'll let you handle the Scorp damage resist). If I know this correctly, this calls for a drive test (threshold 2) to remain in control, right?
Just in case I'm right...



Imveros

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« Reply #282 on: <02-19-15/1730:32> »
NAPALM
(INDIRECT, AREA, ELEMENTAL)
Type: P Range: LOS (A) Damage: P
Duration: I Drain: F

SR core 282
Quote
Some spells are Area spells, affecting an area rather
than a single target. These spells are noted with (A) after
the range designation. With a few exceptions, the area is
a radius in meters equal to the Force of the spell.

What force did she cast it at? That determines the limit for the spell she cast and also the range. It will then hit everything in a force diameter circle including the Beast unless its immune due to magical linkage or Reasons TM

Also sadly we don't get you magic rating we only get your skill rating and only one person gets it. I vote for raven

SR core 294-295
Quote
Each Combat Turn, you have a pool of dice for spell
defense equal to your Counterspelling skill. When a
spell is cast, you may choose to use some or all of your
Counterspelling dice to defend against an incoming
spell. Against each spell attack, you have to choose
>> MAGIC <<
294 Counterspelling >>
how many dice from this pool to allocate for defense,
and you can select how many people (including yourself
if you desire) are covered by these defensive dice.
You can protect a number of people at one time equal
to your Magic Rating. These dice are then added to the
defense tests of everyone you’re covering. The pool refreshes
at the beginning of each Combat Turn.

EXAMPLE
Chordae’s team is fighting a wiz gang. She has a Counterspelling
skill of 7, which means she has 7 bonus spell defense dice to
use each Combat Turn. Early in the Combat Turn she is targeted
by a Manabolt spell, so she decides to use 3 Counterspelling dice
to help fend it off. As a result, she adds 3 dice to her Defense Test
against the spell.

A second opposing mage then decides to pound Chordae’s
team with a Fireball. She decides to use all 4 of her remaining
dice to defend against this spell, and she designates herself and
every member of her team as people protected by her efforts.
That means Chordae and each of her teammates receives a +4
dice pool bonus to their Defense Tests. But after this, she’s out of
Counterspelling dice for now. If another spell comes in this Combat
Turn, she and the rest of her group will have to resist it without
Counterspelling help.
No trees were harmed in the creation of this message, but a large number of electrons were terribly inconvenienced.

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Imveros

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« Reply #283 on: <02-19-15/1733:57> »
also force +9 pen force damage is going to tickle just a little...

Best case force 9+9=18 pen 9 aka HE grenades to the face for everyone

Since the witch cares nothing for the drain it could be force 12 or worse depending on what her magic rating times 2 is :'(

I may not even be walking away from this one

SR core 283
Quote
Indirect: All indirect combat spells originate near the
magician’s body (most magicians use their hands or eyes,
but some use their feet for “power kicks” or emanate
power from the entire body for a kind of an aura-throwing
effect). The spell then is launched with an Opposed
Test that pits the magician’s Spellcasting + Magic [Force]
versus the target’s Reaction + Intuition, kind of like shooting
a gun (in this case with bullets made of acid, or fire,
or something equally unpleasant to be hit by). So you
don’t really need to be able to see the target—you can
cast these spells blindfolded or with artificial image enhancement—
as long as you’ve got a clear line of fire. The
Damage Value of a successful indirect combat spell is
Force + net hits, with an AP equal to –(Force). Damage
from an indirect combat spell is resisted with Body +
Armor (adjusted for the spell’s AP). Area indirect spells
travel from the magician to the point of detonation and
then go boom. The test is like that for grenades (p. 181):
a Spellcasting + Magic [Force] (3) Test with scatter of 2D6
meters. Unlike grenades, you get to add your net hits on
this test to the Damage Value of the spell, but only if you
beat the threshold; otherwise the spell still detonates, but
the hits are used to reduce scatter by one meter per hit..
Elemental: These spells cause extra damage (Special
Damage Types, p. 170). The specific type is listed in
the spell description.
No trees were harmed in the creation of this message, but a large number of electrons were terribly inconvenienced.

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SgtBoomCloud

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« Reply #284 on: <02-19-15/1736:50> »
Alright, I'll reneg my roll unless it is still applicable. One correction for you though, Imveros, and your example supports this:  He can designate his Magic rating number of people to gain the (6) dice he is offering.