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[OOC] Missions 2 - Rising Sin

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Sichr

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« Reply #915 on: <03-11-13/1758:32> »
Nice post Sichr. Mouse is proud of you. The ladies didn't throw anything at you.

so far :p

Netzgeist

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« Reply #916 on: <03-11-13/2319:12> »
Well, guys, believe me or not, even though I choose not to use hand of god, letting Fractal go will be tough. And I really want to, in the honor of the deceased, thank Omar and Sichr for that memorial. Really, that late posts really make me feel like Fractal was more than a bunch of numbers and dice, and that's all he and me always wanted him to be.

Strange thing to say, but in all my years of gaming, I believe this is my best character death. Even though the death itself was not that epic... but I guess that's just Fractal's pull. Allow me to raise a glass and toast one of my favorite RP experiences.


And now, back to the logistic things: the elfs commlink had this characteristics:

-Primary Commlink
Hermes Ikon   3000¥
                    - Upgraded to Response 6   6000¥   
        OS Novatech Navi   1500¥   
                    - Upgraded to Firewall 5 and System 6   2900¥   
Common Use and Hacker Programs   21350¥   
    Analyze 4     - Ergonomic   
    Browse 4      
    Command 4      
    Edit 6   - Ergonomic   
    Encrypt 4   - Ergonomic       
    Purge 4      
    Reality Filter 6   - Ergonomic        
    Scan 3      
    Exploit 6   - Ergonomic   
    Spoof 6      
    Stealth 6   - Ergonomic   
           Tactical Software 3   - Ergonomic   
ARE Software Wall Space   50¥   
ARE Software Virtual Surround Music   50¥   
German Linguasoft 2   1000¥   
Japanese Linguasoft 2   1000¥*
Or'zet Linguasoft 2   1000¥   
Denver Mapsoft 6   30¥   
Datasoft 3   30¥   Art Encyclopedia with Sample Gallery
CommLink Acessories
SimRig      
AR Gloves   250¥   
BTL Hot Sim Module   250¥   
SkinLink   50¥   
Trodes   50¥   
Subvocal Microphone   50¥


* I don't really remember the rating of the new Japanese Linguasoft which Fractal bought for this mission. The rating 2 one he gave to Omar, but he had bought a better one which was rating 4 or 5 during this mission. I will look into it as soon as I'm sober and with free time (really, don't wait on me on this.).

Sichr

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« Reply #917 on: <03-12-13/0601:28> »
Quick look into the astral:


Of course, + any GM comments :)
« Last Edit: <03-12-13/0607:52> by Sichr »

Sichr

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« Reply #918 on: <03-12-13/0606:44> »
Sichr, you probably meant OOC thread for your last post

:( you steal the fun :(

Faro just rolled for assensing, so it fits right where it is. Nothing personal :p
should I remove it? He didnt even saw it yet :(

OKAY
« Last Edit: <03-12-13/0609:31> by Sichr »

Sichr

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« Reply #919 on: <03-12-13/0623:36> »
What you`ve just described sounds exactly like me. Errr. I mean...Omar The PuppySlayer :)

Sentinemodo

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« Reply #920 on: <03-12-13/0638:16> »
Faro, what might be important for you is that I will use visibility modifiers for astral combat as I found it to be pretty bland.

exporting from the game that wasn't (war in heavens)

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.

Quote
Guys, based on so far encounter, I feel that astral combat is pretty bland so I am going to introduce more modifers to astral combat. This seems to be inline with the description of astral visibility (SM 114).

I am also going to start treating non touch spells as range weapons.

this means for example.
1. in astral combat you can hide behind an aura of another dual or astral being granting you partial cover modifier. on glitch this being is hit instead.
2. you can hide behind opaque items like walls, cars granting standard bonus from partial, good and total cover
3. you can move to avoid being hit
4. if in melee (astral combat) casting a spell have modifeir, like when shooting while in melee
5. visibility modifer apply to both spellcasting and astral combat tests

all modifeirs applies to spellcasting, astral combat as well as to resistance rolls
ie. if a spell is going to hit a target behind a cover in crowded place there is spellcasting - visibility modifer and target use Willpower + cover modifer.

lastly and this seems to be houserule, you can go full defense in astral combat - against melee attacks this is Willpower + Astral Combat + Astral Combat and against spells this is Willpower + Willpower Counterspelling + Counterspelling
« Last Edit: <03-12-13/1100:09> by Sentinemodo »
Sorry for a small delay ;)

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Sentinemodo

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« Reply #921 on: <03-12-13/0638:29> »
What you`ve just described sounds exactly like me. Errr. I mean...Omar The PuppySlayer :)

:) glad you liked it.
Sorry for a small delay ;)

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farothel

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« Reply #922 on: <03-12-13/1048:34> »
Faro, what might be important for you is that I will use visibility modifiers for astral combat as I found it to be pretty bland.

exporting from the game that wasn't (war in heavens)

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.

Quote
Guys, based on so far encounter, I feel that astral combat is pretty bland so I am going to introduce more modifers to astral combat. This seems to be inline with the description of astral visibility (SM 114).

I am also going to start treating non touch spells as range weapons.

this means for example.
1. in astral combat you can hide behind an aura of another dual or astral being granting you partial cover modifier. on glitch this being is hit instead.
2. you can hide behind opaque items like walls, cars granting standard bonus from partial, good and total cover
3. you can move to avoid being hit
4. if in melee (astral combat) casting a spell have modifeir, like when shooting while in melee
5. visibility modifer apply to both spellcasting and astral combat tests

all modifeirs applies to spellcasting, astral combat as well as to resistance rolls
ie. if a spell is going to hit a target behind a cover in crowded place there is spellcasting - visibility modifer and target use Willpower + cover modifer.

lastly and this seems to be houserule, you can go full defense in astral combat - against melee attacks this is Astral Combat + Astral Combat and against spells this is Willpower + Willpower

Given the fact that my mage is absolutely not trained for astral combat, I doubt it will happen often.  If she has to do astral combat, she will probably just use stunbolt to get rid of astral spirits or projecting mages.  I will try to remember and ask for the modifiers, and should I forget about those modifiers, please just remind me and I'll roll again.  :)

I assume that when I use spellcasting (even mana spells) without going to the astral, I just use the standard modifiers from normal combat, should there be any.

Any other houserules I need to know about?
"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 #923 on: <03-12-13/1059:08> »
I try to avoid house rules in general.
There are however some standing interpretations (like the one about vehicle armor).

relating to the above it is only one houserule, that for astral attacks it is possible to go full defence
that is Willpower + Astral Combat + Astral Combat to go full defence against astral melee attacks and Willpower + Counterspelling + Counterspelling against magic attacks.

both use up next IP as per standard full defence rules.

I am thinking about introducing the latter as an option for physical world combat against magic.
Sorry for a small delay ;)

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Sentinemodo

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« Reply #924 on: <03-12-13/1110:01> »
I've just noticed, you might have added 3 dices for observing in detail (though that would make you switch off from the conversation for a noticable seconds)
Sorry for a small delay ;)

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Sentinemodo

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« Reply #925 on: <03-12-13/1145:08> »
I was listening to Rodriguez, somehow I thought of Mouse and his dying Uncas when listening to this

... you've been out too long ....
... you're gonna end up alone
you need some love and understanding
not that dead-end life you're planning
Street boy

... your're just a street boy
with a streetlights in your eyes
you better get yourself together
look for something better

street boy...
Sorry for a small delay ;)

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Sentinemodo

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« Reply #926 on: <03-12-13/1153:18> »
On a more personal and sided though, I've just reviewed palladium books pages.

You know the company? They did Palladium Fantasy RPG back in 1980s. I got hold of the books about 15 years later I think, and I love them still...

To some extend they are similar to the Shadowrun books ... full of ideas, full of complexities, full of intermixing relations, deep, vast, detailed in some areas and blank in others.... they also share the same trait of being absolutely nightmarish in terms of managing that complexity both in rules and settings.

Is it something wrong with me that I like both of them? Why the people that write books can't deliver a quality, coherent, single view material throughout five books?

I need to read a bit of Earthdawn to see how well structured that system is, cause I am having an itch for a high fantasy game

Sorry for a small delay ;)

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farothel

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« Reply #927 on: <03-12-13/1343:40> »
I've just noticed, you might have added 3 dices for observing in detail (though that would make you switch off from the conversation for a noticable seconds)

No, that's ok.  I have what I need to know.  Someone hard on his way to become a cyberzombie, on the brink of being a psychopath (or already past that, that's not entirely sure).  :)
"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"

Sichr

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« Reply #928 on: <03-12-13/1407:35> »
wel, not quite right about that cyberzombie, in fact he omar wot even qualify for Way of samurai, he is quite light on implants so far...
and with competent team, he would continue that way :)

On the other hand...he did lost 2,5 essence...and every single point in the head, rest of the body is clear :)

Sichr

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« Reply #929 on: <03-12-13/1559:26> »
god its much easier to coun ammo replacements for D1 thats empty than for Dalmatian :P

 

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