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[OOC] Dawn of the Artifacts: Dusk

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eighth circuit

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« Reply #390 on: <07-22-12/2104:07> »
Quote from: Street Magic, p 95
Passive powers such as Astral Form, Energy Aura, or Materialization don’t require the use of services, they are assumed to be included with any other service that requires their use.

I could see sneaking into the basement as using a service, but I'd think that would be included in the combat. Of course, I don't blame you for wanting some boundaries on how spirits are used, though next time I will ask ahead of time so I don't run out of services--I was lucky to have 3 this time.

The scenes and images are great, can't wait to see what else you come up with.

Thermo

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« Reply #391 on: <07-22-12/2114:20> »
Quote from: Street Magic, p 95
Passive powers such as Astral Form, Energy Aura, or Materialization don’t require the use of services, they are assumed to be included with any other service that requires their use.

I could see sneaking into the basement as using a service, but I'd think that would be included in the combat. Of course, I don't blame you for wanting some boundaries on how spirits are used, though next time I will ask ahead of time so I don't run out of services--I was lucky to have 3 this time.

The scenes and images are great, can't wait to see what else you come up with.

Thanks!

As for the spirit services, I stand corrected, materializing apparently doesn't cost a service. Instructing the spirit to use Concealment while materializing still costs a service, since Concealment isn't a passive power.

farothel

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« Reply #392 on: <07-23-12/1357:58> »
I heard somewhere that spirits have hardened armour against normal weapons, but I don't seem to be able to find it in the books.  Can someone give me the page number?  In any case, I think my weapon focus will be more effective against a spirit.  But the most effective against most spirits is a stunbolt.  If the stun track is filled, it's disrupted, so Eight, your job and I'll cover you so the spirit doesn't attack you.

@Thermo: small correction, I only have 2IP, not 3 (unfortunately)  :)
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

Sentinemodo

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« Reply #393 on: <07-23-12/1435:19> »
they got immunity to normal weapons, which acts as hardened armorm equal to their rating IMO (need to find out again, how both works)
also they need to have BOTH stun and Physical damage track filled to be disrupted, don't think, though that filling their physical track would be much more difficult to fill once the stun is done.
Sorry for a small delay ;)

Denver Missions
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farothel

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« Reply #394 on: <07-23-12/1445:00> »
they got immunity to normal weapons, which acts as hardened armorm equal to their rating IMO (need to find out again, how both works)
also they need to have BOTH stun and Physical damage track filled to be disrupted, don't think, though that filling their physical track would be much more difficult to fill once the stun is done.

That's easy: damage overflow.  2 stunbolts instead of one and it will start filling the physical track.

As for the first, I'm going to use my weapon focus.
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

eighth circuit

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« Reply #395 on: <07-23-12/1720:34> »
It's a testament to the vague nature of Shadowrun's rules that everybody around here interprets them completely differently :)

I would assume that unless a spirit is a prime runner, it only has one damage track. But I'd like a ruling from Thermo on this before I act, as it will certainly affect how I deal with the spirit.

Thermo

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« Reply #396 on: <07-23-12/1938:05> »
"If a spirit in astral or materialized form suffers Physical or Stun damage sufficient to fill its damage track, the spirit is disrupted. A disrupted spirit returns to its native metaplane and cannot reappear on the astral or physical plane for 28 days minus its Force, with a minimum time of 24 hours. Spirits joined to vessels are only disrupted if they suffer sufficient Physical damage to kill them through damage overflow (see p. 244, SR4). Watchers are never disrupted; knocking them out permanently destroys their fragile energies."

I'm interpreting that you need to fill either its physical OR its stun track, not both

Sentinemodo

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« Reply #397 on: <07-24-12/0940:36> »
where'd you found it?
I need it for my War in Heavens game.
Sorry for a small delay ;)

Denver Missions
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runners: Caretaker Jerry

Sentinemodo

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« Reply #398 on: <07-24-12/1605:40> »
Thermo, just in case you wonder. I am waiting for 11 to post before my next post.
Sorry for a small delay ;)

Denver Missions
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Eleven

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« Reply #399 on: <07-24-12/1615:19> »
Sorry About continued Delay - Had a trial to conduct and three weddings to attend.  Life is easier now.  See IC posts.


eighth circuit

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« Reply #400 on: <07-26-12/0749:18> »
Shouldn't the base drain for stunbolt at force 9 be 3 (9/2 - 1, rounded down)? Also, I didn't know we were using the rule where you stage up drain for direct combat spells. In that case, can I use my last edge point to re-roll drain resistance? I'll bump the damage up to 11 then, too.

Thermo

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« Reply #401 on: <07-26-12/0754:05> »
Just re-read the section on drain. You're correct that it should be rounded down, so F/2-1 would be 3. You add net hits to this drain when using direct combat spells, though, and you need one net hit to make the spell "work". So you've automatically got one additional point of drain, for a total of 4. I'll adjust the IC post.

Sentinemodo

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« Reply #402 on: <07-26-12/0758:41> »
That rule of increased drain is optional. I use it my spirit game, but I do not in Missions game. I understand that here we use it?
Sorry for a small delay ;)

Denver Missions
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Thermo

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« Reply #403 on: <07-26-12/0851:26> »
To be honest, I have had mixed feelings about that optional rule. It makes characters emphasize casting power over casting skill, which I am not sure I like. It makes physical direct combat spells all but useless because of the high drain, but it helps pull Stunbolt back into line a bit. Since we don't have anyone set up to really abuse things, (I.e. 20 casting dice on Combat spells), I can drop that rule if you guys would prefer.

Remember, it affects your enemies too...

Sentinemodo

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« Reply #404 on: <07-26-12/0902:56> »
IDN really (and frankly, since, I am a rigger I don't care), the rule make overcasting more costly, and turns the mages from bazookas to heavy pistols.

I like that in the spirits game, since that make combats more dramatic (and longer)
In missions, where every kind of runner is overpowered in some kind I don't think limiting mages that way is needed.
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry

 

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