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[OOC] War in heavens - recruitment open

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Sentinemodo

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« Reply #135 on: <07-11-12/1554:24> »
Quote
all modifeirs applies to spellcasting, astral combat as well as to resistance rolls
Don't know about the resistance roll part. Resistance is how good you can, well resist/absorb/withstand the damage, its not dodging it. Cant imagine how that is affected by visibility. If you make it all like a ranged attack, then we need a possibility to dodge(aside from full defense). So far we can't dodge at all, only resist. Before changing too much i would rather keep it as it is.

Visibility for attacking and astral combat makes sense though.
In the beginning i stated, that i flew up a few meters, so his dual nature form couldn't reach me. Now he is projecting, but i am still up there. Not sure how much the crowd affects me. Astral forms are much more visible and vibrant then normal auras. Hard to overlook.

Just like in normal combat when you have a defence roll against shoot, you get +4 from good cover to your defense roll.
resistance roll is in place of defense roll because there is no other damage soaking roll. The resistance roll is your dodge roll.

your actual position will put you in disadvantage - you're outside the life forms visibility impairment, hence clearly seen, the shaman on the other side is hidden. it is much like if he is shooting from forest against enemy in open field.
The visibility tables are at SM 114
Sorry for a small delay ;)

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Sentinemodo

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« Reply #136 on: <07-12-12/0727:37> »
actually it seems that the way I thought it should work was already planned, here excerpt from SR4A, pg. 183

Some spells simply require a Success Test, with hits determining the level
of success (as noted in the spell description). The Spellcasting + Magic
test must generate at least one net hit to succeed and may need more if
the effect has a threshold for success. The spellcaster can always choose
to use less than the total number of hits rolled in a Spellcasting Test.
Spells cast on living or magic targets are often resisted, and an
Opposed Test is required. For area spells, the magician rolls only once,
and each target resists the spell separately. The target resists physical
spells with Body and mana spells with Willpower. If the target is also
protected by Counterspelling (p. 185), she may add Counterspelling
dice to this resistance test. This Opposing dice pool is further modified
by any positive cover modifier the target might benefit from (see
Defender/Target has Partial Cover or Good Cover, p. 160). If the target
of a spell is on the other side of a mana barrier (p. 194), dice equal to
the Force of that barrier are added to the target’s resistance test. The
caster must generate at least 1 net hit on the Opposed Test for the
spell to succeed.


so while partial cover/good cover are covered :D, and visibility is in the SM pages, the only non-canon things, that IMO make sense is that if we treat spellcasting as ranged form of astral combat all other modifiers like freinds in melee, higher ground, spellcasting while in melee could be applied.
Sorry for a small delay ;)

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Lethe

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« Reply #137 on: <07-12-12/1625:38> »
banishment - correct.
I used free spirits banishment rules (SM 109) and assumed that free spirits like you have banishment resistance plus edge, forgot about standard rules.
So resistance is Force + Edge
Force + Edge is only to resist the permanent banishment after you've been successful banished, meaning lost all your services and edge. Then the person who banishes has the chance to banish you forever, which is resisted with Force + Edge. The normal banishment is resisted with only Force according to SR4A.
I will roll both though, so you can still choose what you want to take. I feel more safe with rolling edge to it ;-)

Sentinemodo

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« Reply #138 on: <07-13-12/1206:38> »
it's up to you to continue the fight, he'll be running for next 3 IP if not bothered, and by that time you could be couple of kilometers away.

if you don't continue the combat an IC post please related to your next actions.

quite honestly this encounter was only to estimate your combat capabilities and verify the combat rules for future use, I'm glad you didn't used your Word of Order power, as that would end the combat in the first IP and test nothing ;)
Sorry for a small delay ;)

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Sentinemodo

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« Reply #139 on: <07-13-12/1209:58> »
just so you don't feel it as complete useless encounter, there is 2 points of Karma* for each of you, for both cinematic and creative initial posts..

Onward to the adventure! :D

* spending of Karma is instant - there is no time requirement attached to upgrading characters in this game.
Sorry for a small delay ;)

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Lethe

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« Reply #140 on: <07-13-12/1243:09> »
Yay, thanks. I save it for now, since there is nothing i could learn yet. All my skills have specializations already.

Sent: How do you see the possibility of healing spirits with the heal spell? It wont work in the astral since its a physical spell, but would it work on materialized spirits?

Netzgeist

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« Reply #141 on: <07-13-12/1635:15> »
Really important question! I was about to post a use of the spell, but I also dont know how this will be (6 physical damage is a bitch).

Sentinemodo

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« Reply #142 on: <07-13-12/1639:20> »
You can (both or one of you) change the heal spell version you have to mana version.
This way it will affect only astral being and have a drain reduced by 1 (while healing physical damage track)
name it Astral heal. Remember that you can't heal damage caused by the drain.
Sorry for a small delay ;)

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Netzgeist

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« Reply #143 on: <07-13-12/1658:22> »
Well, Lethe, who will it be to have this spell? It would made for Procel to have the normal Heal spell (with it, he can heal his vessels), but also for Alex (who can make trades in giving health to someone while receiving favors in return), but it also makes sense for both of them to have the astral version. Any idea on that? Any preference?

Lethe

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« Reply #144 on: <07-14-12/0417:14> »
As you said, because of the vessels i have to use, i would prefer to stick with the normal heal spell for now. But with three more karma i will get the other one as well.  Spirits are fragile and can't use first aid!  :(

Sent: Do we know the spirits we are looking for, or does the visual representation shown to us qualify for the Detect Individual spell?
Quote
The magician names the individual during casting; she must know the target or have met him in the past.
Even though we haven't met them i suppose, we know their names and got a nice introduction about who they are.

Sentinemodo

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« Reply #145 on: <07-14-12/0546:46> »
Yes, you don't know them earlier, so you won't recognize their auras immediatelly on assension, but the introduction at the House of Kobal is sufficient for Detect Individual spell.
Sorry for a small delay ;)

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Netzgeist

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« Reply #146 on: <07-14-12/0902:01> »
Okay, so Alex is the one which has the Astral Heal.

Fortunatelly, since spirits just need to watch the spell beung cast rather than learn from a formula, in short time both of them will have both heal spells.

Sentinemodo

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« Reply #147 on: <07-14-12/1251:27> »
Lethe,

Both in chummer and in main book, there is no extended version of the detect individual spell, yet there is a note that any of the standard range detection spells can be learnt with extended version. So please mark it in the notes in the chummer file or if you have in the black book. For all future references you have only extended version at your disposal.
Sorry for a small delay ;)

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Sentinemodo

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« Reply #148 on: <07-14-12/1447:27> »
could you guys please post short update in ooc, on your current status?
I need to know mostly the damage tracks and remaining edge and what/if you have any spells sustained.
I'll be asking this from time to time, so maybe you could post it in Kot's format for easy reference later on.
Sorry for a small delay ;)

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Lethe

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« Reply #149 on: <07-14-12/1510:23> »
Both in chummer and in main book, there is no extended version of the detect individual spell, yet there is a note that any of the standard range detection spells can be learnt with extended version. So please mark it in the notes in the chummer file or if you have in the black book. For all future references you have only extended version at your disposal.
I posted my character in the beginning in this thread: http://forums.shadowrun4.com/index.php?topic=6242.msg109483#msg109483, where it was already marked as being extended, with the according drain modification. Nothing has changed since then. Edit: just noticed, it was 5 months ago... time flies by.

Quote from: Procels:AstralStatus
Damage: 0/11P - 0/11S, no Wound penalty
Sustained spells: Detect Individual Force 5 (4 hits) , -2 Sustaining penalty
Initiative/IP: 10/3; Edge: 5/5
« Last Edit: <07-14-12/1513:33> by Lethe »