This modification can only be added to armor or clothing that covers the wearer’s whole body, like full body armors or suits. The ruthenium polymers are controlled by a sensor suite incorporated into the armor or clothing that scans the surroundings and replicates the images at the proper perspectives, providing the wearer with chameleon-like abilities and applying a –4 dice pool modifier to perception Tests to see the wearer.- Arsenal pg 50
Is that why people always ask me to make them a character before we play?
-kv
Hahahah... or, when it comes to Shadowrun: "Read these five books, that will give you the basic idea, and then we'll start you off with one or two additional books, to give you an idea of the setting and some specifics."Heh! Ever played GURPS? or Ars Magica? ;)
These icons okay with you guys for your characters?
Sundance:
(http://img.photobucket.com/albums/v437/k1d_v1d/Sundance.png)
-kv
Look good to me!
Which brings up a question- How are we planning on rolling dice in this shindog? If we had a dice script, it would be fairly easy, 9d6s5 or something, like on Mythweavers, but I'm not aware if there are alternative solutions. I guess I could use a dice roller program?
- Logain
Ingo, Zone and Ruski requested alternative character portraits, you still wants yours?The one you picked out is fine ;)
Sorry, sick with death... flu meds keeping me groggy.
-kv
Depending on the situation, AR can be a bonus or a detriment. In
most cases, AR will be beneficial simply by providing useful information.
If it directly aids a task you are undertaking, such as overlaying
internal schematics, help features, and real-time diagnostics while repairing
an item, then the gamemaster can apply an appropriate dice
pool modifier (usually +1 but possibly as high as +3) to the test. - SR4A pg 225
Perceiving the VR Matrix in its full glory overwhelms the physicalSo you're not completely cut off, but I doubt one could reliably walk down the street while in full VR.
senses. Any action taken in the physical world while in VR suffers a –6
dice pool penalty. - SR4A pg 226
When operating in full VR using cold sim, you use your Matrix
Initiative rather than your physical Initiative. Matrix Initiative equals
your Response + Intuition, and you receive an extra Initiative Pass (for
a total of two). - SR4A pg 226
When operating with full VR using hot sim, use your Matrix
Initiative rather than your physical Initiative. Hot sim Matrix Initiative
equals your Response + Intuition + 1, and you receive two extra
Initiative Passes (for a total of three). You also receive a +2 dice pool
bonus to all Matrix tests while using hot sim. - SR4A pg 226
I think he was hoping they would have a key... at least, I really hope that's what he was hoping.
I'd hate to see a door broken down with anyone's face, even an ugly slitch like that dwarf chicka.
I'll go post in the other thread, now.
- kv
Wow that much of an arsenal just to get snacks?That much arsenal just to go get the mail.... :D Sundance was just buying weapons and bits, in her duffel, she's got:
Halo chummers. How is everyone this lovely time of year.
I am back chummer. In the flesh so to speak. Need a new pic though. Gonna have to find a place to host my old pic.Fixed ;)
The pub... you may get lost, but you're never forgotten...
I didn't see any description stating an effect on spells cast like that bu I know I just flared on the physical plane like a beacon as a Mage. I might still be suffering under the effects of it don't know. I should of known better it always worked for Doc I almost never suffered from physical drain when I overcasted. Electronic dice are my enemy :P
I'll have to change what I was planning for a much less 'zowie' response... and then say 'man, if you were in the Astral, you would see all kinds of awesome!'
That's okay, though. It's a good detail to know. I'll try and get on to post tonight, but I can't make any promises (date night with Mrs. Vid).
-kv
Noticing MagicNote it doesn't discuss physical manipulation spells like I talked about earlier, that bit of info was from my understanding from SR2 and SR3. It makes sense it would be the same in SR4. A hellhound or a dragon breathing fire is essentially casting an innate Flamethrower spell ;)
Just how obvious are magical skills? Not very, since most spells and spirits have little, if any,
visible effect in the physical world (unless the magician prefers to have flashy effects, or her
tradition calls for it). An observer has to notice the magician’s intense look of concentration,
whispered incantations, and small gestures. Magicians of some traditions display a more
visible change when practicing magic known as the shamanic mask. The shamanic mask
typically changes the magician’s features temporarily to display characteristics appropriate to
her mentor spirit or tradition—an eagle shaman, for example, might seem to have feathers
or beaklike features while spellcasting or summoning.
Noticing if someone is using a magical skill requires a Perception Test (p. 135) with a
threshold equal to 6 minus the magic’s Force. More powerful magic is easier to spot with
the gathered mana normally appearing as a disturbance or glowing aura in the air around the
caster. The gamemaster should apply additional modifiers as appropriate, or if the perceiver
is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is
evident (+2 dice).
Did you mean to say he was actively defending? Because the rules say that if he was actively defending others that is cool. If he wasn't then the spell wouldn't of affected him but it still wreck his friend (friends when I declared casting it). That is all I want for clarification on that. Anyway my one turn in this round is done. Next round is still going to be time to escape.Here's the excerpt from the book on what Bull is talking about:
Spell DefenseIt's a Free action to use Counterspelling, so the shaman could have easily declared it before they blew the front of the store open (especially since their initiative basically started before the new front door was made). Heck, he could have been the one that did it with a Powerball or something. However, Counterspelling does not stop Kinsey's spell from going off, it only provides protection to the Shaman and any his boys he can see (if he declared he was protecting them). I don't like the use of the term "Counterspelling" here, as the term itself implies that it's stopping the spell when in fact the skill only gives you bonus dice for spell defense/resistance.
A magician can use Counterspelling to defend herself and others
against a spell being cast. To do this, the magician must spend a Free
Action and declare who she is protecting. If Counterspelling was not
declared in advance, it may not be used to defend others, unless the
magician has delayed her action (see Delayed Actions, p. 145). A protected
character must also stay within the magician’s line of sight in
order for Counterspelling to be used. Note that a magician can always
use Counterspelling to defend herself, unless surprised.
Also, unfortunately, Zone and Ingo have crossed paths at a full sprint. I'm going to need some sort of roll to avoid knockdown: Dodge (2), Gymnastics (2), Running (2), or Unarmed Combat(2)... or another skill that I'm not thinking of, but will probably require an additional success to work.Edit: Oh, Ingo, I'm not asking you to take an extra action- I'm just asking for an extra roll for mechanic's sake, because you two crossed paths. You honestly don't have any of those skills? I was saying that any of them would be fine with me, and if you had another suggestion, I'd be willing to hear it (like a perception check to time a jump to avoid Sundance), but that it would be more difficult, probably Threshold (3) or so. If you have Dodge, Gymnastics, Running, or Unarmed Combat, use those skills; and if you don't have any of those skills, I think we've identified a flaw in your character. :D
The player of the magician providing Spell Defense rolls the Counterspelling dice first, and each character receives that many hits on their Resistance Test.The way I'm reading that sentence confirms that Ingo was right, and I'll modify the post accordingly.
Ingo, I have to say, I love the 'WHAM!!¡¡!!111!!!' you put in there. I don't know that I've heard many sound effects that would cover slamming into a locked door face-first during a dive, but the 1s and ¡s really made me laugh. Kudos to you. :)
Characters may only buy one lifestyle. This lifestyle truly reflects
the runner’s standard living circumstances. Additional living amenities
such as hotel stays, workshops, safehouses, and so on are handled as
separate costs. Likewise, while lifestyle accounts for the costs of maintaining
a vehicle (or paying for other methods of transportation), it
does not account for the cost of a vehicle itself—that must be purchased
separately.
At some point in their career, every shadowrunner needs a
place to lay low. Having a safe house available (or two or three) can
be invaluable when you’re cooling off after that hot Aztech data
steal. Or, perhaps your runner maintains two lives, partying socialite
by day, covert-ops specialist by night. You might have a family
to support that knows nothing of your illicit activities. Whatever
your reasons, figuring out the costs is fairly simple. Calculate the
point value of each lifestyle separately, determine each lifestyle’s
nuyen cost per the Lifestyle Point/Cost Table, p. 153, and then
add together the separate nuyen costs. (Add the nuyen costs, not
the points, to determine the total cost of the lifestyle)
Ingo, the system rating handicaps program ratings- so a commlink with a system rating of 4 can only run programs at rating 4, even if the program itself has a higher rating. Feel free to edit and tweak your character accordingly.
We've got a post from everyone, so I'll start working on a response.
Ingo, just so I mention it now, McHughs has pretty good matrix security- a decent system, with admins needing a physical key to make administrator changes, and a spider that telecommutes to control the system, make sure the guards are paying attention and that the manager isn't just sitting in his office downloading bunraku feeds.
- kv
Bull is right about the essence calculation (max of higher, half of other), and there are ways to lower the cost with alphaware and other tricks.ESSENCE CALCULATION
But, I think they did away with more of the essence loss in 4th edition, especially when it comes to drug use (I'll wait for Ingo to chime in on that, it was just my impression). I mostly use the 'dimmer auras' as flavor text because I like the mental image it gives me, not for any other purpose.
I glanced at your character, Yogi, but I didn't have a chance to sit down and look it over, so I'll reserve my comments just yet.
-kv
- kv
Essence losses from cyberware and bioware are tracked separately.
Only the higher of the two totals deducts from Essence in full, with
the other deducting at half. For example, if a character has an Essence
loss of 1.5 from cyberware and 2.5 from bioware, then the character’s
Essence is 6 – 2.5 (full bioware) – 0.75 (half cyberware), or 2.75.
Players should keep track of both, as it’s possible one can outpace the
other as the character implants more cyber or bio into his body.
Characters who continue in this state for long will continue to
suffer deteriorating health effects determined by the gamemaster. Such
effects may include:
• Lost Essence.
• Attribute loss (Mental or Physical); this will also affect a character’s
natural attribute maximums.
• Psychological problems such as flashbacks, blackouts, drastic and
violent mood swings, paranoia, schizophrenia, amnesia, and so on.
• Physiological health issues as appropriate to the substance, including
such fun things as as abcesses, incontinence, a weak
immune system (p. 96), lower pain tolerance (p. 95), slurred
speech, and so on.
• Stun damage that cannot be healed.
Going into damage overflow then being stabilized doesn't seem to cause an essence loss test anymore. However, when trying to stabilize or otherwise heal someone medically high levels of cyber give a negative dice pool modifier to the tone of -1 per 2 points of lost essence. In Scarlet's case that would be a loss of 5.13 points of essence, rounds to 6, for a total of -3 per test (or KV could say otherwise).
So anyone using a medical skill and/or medical devices (i.e. a medkit) will get a -2/-3 (depending on what Kid says) to their pool.
...that doesn't sound like fun :(
I've had two chances, but sadly I didn't manage to get to it either time.
My apologies, I'll try and look it over this weekend (I'll be up late tonight, owing that I have a real-life Shadowrun game tomorrow with friends).
- kv
Posted. Wish I could fix some grammar mistakes and typos.
One thing I did notice is that have the option to edit/remove my post on my iPod but not my pc. It also seems that there is a time limit to edit ones post before it won't let you.
Posted. Wish I could fix some grammar mistakes and typos.
One thing I did notice is that have the option to edit/remove my post on my iPod but not my pc. It also seems that there is a time limit to edit ones post before it won't let you.
Hmm, you should be able to edit your own posts. When viewing your post, above the text on the right should be a button labeled "Modify". Obviously you'll need to be logged in with your account. Are you using any kind of app or just the built-in browser?
I'll be able to post on Friday (6/15), and we'll be able to continue from there. Rastire may be young, but she can hold her own- that's for sure. I'm looking forward to writing up her response.
Square my tab and head back to the apartment. Gear up.QuoteUrban Explorer Jumpsuit w/ helmet (B6/I8)
covered by an Armored Jacket (B8/I6)
quick-draw holster for the Ares Predator IV on the right thigh
extra mags on belt
Gas Mask in its case on the left hip
Metal Restraints on back of belt
all the other combat gear (weapons, ammo, security gear) and a few days clothes staged in a duffle bag (w/shoulder straps) which gets put on like an oversized backpack. The sword handle and stock butt of the shotgun are in quick reach @ the top of the bag. Once across the border the sword will be slung over his left shoulder more or less under the bag to limit casual observation, but still allowing quick reach.
Activate "Chet Manly-security consultant" ID (lvl 4 fake SIN & license) & head for the border.
Hey Gary,
I was looking at the figures for initiative (since we'll be starting combat soon), and I noticed your post about armoring up. I thought you were just wearing the Armored Jacket and normal clothes, but I saw this:Square my tab and head back to the apartment. Gear up.QuoteUrban Explorer Jumpsuit w/ helmet (B6/I8)
covered by an Armored Jacket (B8/I6)
quick-draw holster for the Ares Predator IV on the right thigh
extra mags on belt
Gas Mask in its case on the left hip
Metal Restraints on back of belt
all the other combat gear (weapons, ammo, security gear) and a few days clothes staged in a duffle bag (w/shoulder straps) which gets put on like an oversized backpack. The sword handle and stock butt of the shotgun are in quick reach @ the top of the bag. Once across the border the sword will be slung over his left shoulder more or less under the bag to limit casual observation, but still allowing quick reach.
Activate "Chet Manly-security consultant" ID (lvl 4 fake SIN & license) & head for the border.
I included the whole section, so there's some context, but mostly I wanted to mention the armor.
Urban Explorer Jumpsuit w/ helmet (B6/I8)
covered by an Armored Jacket (B8/I6)
Shadowrun's armor stacking rules are a little wonky, but the premise is that you can't just layer on rubber until you look like the Michelin Man without penalties to how quick your character can react. Everyone gets a 'buffer' of Body X 2; in Galbraith's case, that body of 6 gives him 12 points of 'wiggle room' before he starts taking penalties. By comparison, you've got him wearing 14 points of ballistic armor and 14 points of impact armor. That's way over his limit, which would mean he'd have a pretty substantial quickness penalty (which includes everything related to agility and reaction- including his world-class pistols skill and his initiative speed).
Also, the rules say that you only get the full benefit of the layer of armor closest to your skin- everything else gives half value, because the heaviest protection is over the same areas. So even though you'd have major penalties for wearing that much armor, you'd only get the armor rating of B10/I11. Still pretty substantial, but I wanted to make sure you were aware of it.
- Matt
If a character is wearing more than one piece of armor at a time, only
the highest value (for either Ballistic or Impact) applies. Note that
some armor items, like helmets and shields, provide a modifier to the
worn armor rating and so do not count as stacked armor.
Too much armor, however, can slow a character down. If either of
a character’s armor ratings exceeds his Body x 2, apply a –1 modifier
to Agility and Reaction for every 2 points (or fraction thereof ) that
his Body x 2 is exceeded. Note that this may affect Initiative as well. If
a character is wearing multiple armor items, add their ratings together
before comparing to Body.
Form-Fitting Body Armor: Form-fitting body armor uses
advanced synthetic materials that breathe and stretch with the
body, and is custom-tailored to each individual wearer. It can
be either worn as standalone armor or beneath other clothing
or armor.
The armor is available in three versions: shirt, half-body suit,
and full-body suit. The shirt offers protection only for the chest
and back. Th e half-body suit covers the torso, groin, and thighs.
The full-body suit covers the entire body, including the extremities,
and comes with gloves, booties, and a hood.
When worn in combination with other pieces of armor, the
form-fit armor rating is added to the other armor’s rating (ignore
the rule that only the highest value applies in the case of form-fitting
armor). When determining encumbrance, however, add only
half the rating (round down) of form-fitting body armor to the
ratings of other armor when comparing them to the wearer’s Body
x 2 (see Armor and Encumbrance, p. 149, SR4).
Okay, Thanks Ingo.
I was trying to find the rules for it, because I was afraid that it would be penalized for both bring over the quickness rating, but a -1 die penalty doesn't seem so bad when you consider that you're wearing a lot of armor.
And here is the write up on FFBA from Aresnal page 48I was going to include that, but the character isn't wearing it. FFBA however is my favorite armor type now, and with rules like that what shadowrunner wouldn't be wearing it? I think it's now become one of those given pieces of equipment all my characters would have (coming from the min/max character creator side of me). I haven't made a troll character in a while, I wonder what it would look like with stacked armor...?
When I was first learning to play Shadowrun, someone told me: "There are sixteen ways through a door- only one involves turning the handle and going through."
- kv
Yogi, thanks for posting.
- kv
Kv is the allowable time to edit ones posts on a timer for a reason?
Kv is the allowable time to edit ones posts on a timer for a reason?
Here's where I missed the "window" to edit my post after realizing a potential mistake.
The above question probably should be directed to Ingo.
Cool Ingo. Thanks for checking on that.How about now?
Cool Ingo. Thanks for checking on that.How about now?
Cool Ingo. Thanks for checking on that.How about now?
Nope. Only the option to "quote" my own posts.
Thought I can edit this one. Seems I'm still in that "window" of opportunity for this post.
Posted my thing.
Yogi, I noticed I have two 'first round' actions listed for you- the perception test for earlier, and the machine-gunning. Which would you prefer take place on the first initiative pass?
- kv
About the modifying of my previous posts that Yogi was having issues with I've noticed that the only time I get that option is if nobody else has posted since my last. This part of my comment is being done as a modify from a post an hour ago, but I was the last 1.
Initiative pass 1: complex action-don & clear my gas mask.
Unless it takes more than a complex action. If I need to correct this please let me know.
Getting baked in an oven is better than being boiled in a pot? hehehehe
So drones or vehicles in general seemed to have gotten depowered a bit. I remember purchasing AV rounds for my weapons just to make sure I could put a dent in something. I will admit full auto powerful but even in third you doubled vehicle armor against it unless it was AV rounds.
No rush, Yogi, I won't be able to post until tomorrow night at the earliest.
Recoil is per pass I think?
Recoil
Weapons that fire more than one round in an Action Phase suffer from
an escalating recoil modifier as the rounds leave the weapon. Semiautomatic
weapons that fire a second shot receive a –1 dice pool modifier
for the second shot only.
Burst-fire weapons receive a –2 recoil modifier for the first burst
fired in that Action Phase and –3 for the second. Long bursts suffer
–5 (first burst in phase) or –6 recoil (second). Full auto bursts suffer
–9 recoil.
Characters can only counter a recoil modifier with recoil compensation
or gyro stabilization (see Firearm Accessories, p. 322).
1. Choose the Spell you wish to cast at the targetThe spell you're casting is Manabolt (SR4A, pg 204)
2. Choose the Force for the spell, up to twice your magic ratingYou chose Force 5, equal to your Magic Rating. I'm using the sheet here (http://ingomonk.bullhonkie.com/forums/index.php?topic=2664.msg72018#msg72018) for reference.
3. Add you Magic to your poolMagic 5
4. Add your Spellcasting to your poolSpellcasting (Spec: Combat Spells) 5 (7)
5. Add the bonus for your mentor spirit to your pool, if applicable.You don't have a mentor spirit, but this is one area where I think it would be beneficial- when I'm playing a mage, looking through the mentors and figuring out which ones would work and which ones wouldn't also helps me to get a handle on the character. Still, you have 12 dice at this point, not too shabby.
6. Add the bonus for a Spellcasting Focus to your pool, if it is of the correct type and you do not wish to save it to resist drain later.
7. Subtract any Wound modifiers (or modifiers from sustained spells) from the pool.Kinsey took 1 stun damage while casting Increased Reflexes at the start of combat (http://ingomonk.bullhonkie.com/forums/index.php?topic=2721.msg72279#msg72279). He's also sustaining Increased Reflexes for a -2 penalty, with no reason that I understand, so let's go ahead and move that to his Sustaining Focus.
8. Roll your pool dice, add up your Hits. If you glitch, tell the gamemaster.Magic (5) + Spellcasting/Combat Spells (7) + Wound (-1) = 11 Dice
9. Take the lesser of your Hits and the spell's Force; this is your Actual Hits Total.In this case, the number of hits (5) is the same as the Spell's force (5), so there's nothing to worry about. Typically, you take the lesser of the two options, which gives a good reason to not just cast at low force and pump it up with a big dicepool.
10. If the spell is resisted, and your target is living, the GM will roll resistance pool and subtract from your actual hits. If your target is non-living, the GM will compare your actual hits to the threshold. If your actual hits is reduced to zero or less (in the former case), or if your actual hits falls short of the threshold (in the latter case), skip to step 12.Resistance for Mana spells is Willpower. If this had been a physical spell, not only would the target get to resist with Body,
11. Tell the GM your Actual Hits, and the Force of the Spell. Your GM will determine the effect of the spell.
12. Start a new pool, add your Willpower to it.Willpower (4)
13. Add the Attribute that your tradition uses to resist Drain.Kinsey is a straight-up Mage, and resists with Logic (3)
14. If you did not add your Spellcasting Focus rating to your spellcasting pool, add it now.
15. Roll your pool dice. Subtract one from the Drain Damage value for each hit.Note that this pool is not reduced due to sustaining a spell or wound modifiers. This is important- and a detail I had missed before this game; damage resistance rolls are almost never subject to modifiers.
16. If you did not reduce the Drain Damage value to zero, apply the damage to your condition monitor; physical if the force was greater than your Magic rating, stun otherwise.Kinsey resist with zero drain, after inflicting 5 damage to a badass Renracu Red Samurai without breaing a sweat.
New post in my character thread btw. Anyway I just keep getting the feeling that mages are more designed to do recon than actual combat until they get some karma and let you have experience and get a grasp on your spells.
The hits scored on the Spellcasting Test may not exceed the spell’s
Force (see Force, p. 177).
The same applies top melee or firearm damage right?
Magic | Ranged | |
Attack | Magic + Sorcery (10) | Agility + Pistols (10) |
Hits | 5 | 5 |
Defender Resist | Willpower 3 (2 hits) | Reaction 3 (2 hits) |
Full Defense Option | No | Yes |
Damage applied | 8 | 8 |
Soak damage | (no roll) | Body 3 + 8 (armor jacket): 6 hits |
Defender receives damage | 8 | 2 |
Attacker resists drain | 3 | (no drain) |
If half or more of the dice pool rolled come up as 1s, then a glitchA glitch is half dice pool or more, so for my pool of 9 I'd need to have rolled 4.5 (rounded to 5) 1's. I only rolled 4 1's so I made it by a nose hair. Even if I didn't get that single hit, I wouldn't have gotten a critical glitch, since critical glitches also require half or more of the pool to be 1's.
results.
The clink clink and sound of really large spinning coins makes Kinsey forgo valor and run like hell. Praying the whole way he doesn't just get shot in the back or the face by laser boy over there.
OOC: Yeah I seek cover quickly though ironically I don't think it breaks my counterspelling at all. Oh and did a resamurai only I had a good angle on go ouchouch my head and fall over dead or is it still a full unit (ok maybe four guys and a headless one).
Cuz my brain works slower when I'm not getting paid I want to make sure I'm caught up.....The grenades were thrown in phase 3.1 to detonate @ the beginning of 3.2, yes/no?
Timing Grenades
As noted under Timed Items and Initiative (p. 145), a grenade detonates
on the next Initiative Pass using the Initiative Score of the character
who threw it (unless the attacker is using an airburst link, see p. 322,
in which it detonates on that Action Phase).
Maybe someone who wants a bunch of runner contacts in his pocket, should he ever need to get his hands dirty again?This is exactly it. The thing is, he will play well with others. In fact, I'm semi planning him to have a pacificist streak (Tasers & Narcoject!). Because he doesn't want anything too ruinous on his record(s). Thefts can be erased with enough money, even kidnappings. Murders tend to stick though. . . So, let's say tactically ethical? The rest will be covered by a fistful of SINs, hopefully enough to keep his public nose clean.
Kinsey, I have two opposite actions you have written, let me talk about both of them.I need a decision from Bull as to which action he wants to do, and then a new action for the next round.
1) Almost unconciously shrugging his mage sight off he looks again and simply points his finger around the planter. Doc never got why he did it he didn't either but he still needed something to help 'focus his will' so to speak. Usually an open hand was all he needed for a manaball. But a manabolt is more like a firing a bullet. Thankfully it a lot more accurate than a gun and all that beautiful red armor did was absolutely nil. Also no need to advertise his entire arsenal in a night. Hell, his paycheck was going to be getting out alive. Also he wasn't sure on the range of how far from the two guys by the wall and the APC. And he really didn't want to piss off that elf. All that running through his head as he felt that magic bullet forming and then letting it fly.
We went through the rules on spellcasting, partially to sort through your action, and partially to work out the rules in my mind (and correct one of my own mistakes). As a result, Kinsey's spell did 10 damage (some of it resisted), and he took 0 damage from the drain. To be clear, this hasn't happened yet, because it wouldn't happen until after the Red Samurai threw their grenades.
2) The clink clink and sound of really large spinning coins makes Kinsey forgo valor and run like hell. Praying the whole way he doesn't just get shot in the back or the face by laser boy over there.
Yes and no. Taking full cover gives you additional dice for pretty much every defense, so does being prone. Breaking line of sight, however (like running the opposite direction) does actually stop counterspelling. Running is a good option, but you know what the map of McHughs is- where is Kinsey running to? There are four doors in this place- 1) the front entrance, 2) the men's room, 3) the ladies' room, 4) The Food storage/manager's office. Kinsey is currently between the two food prep counters, the only real cover in the entire McHughs restaurant.
Sorry Ingo I just didn't want to screw up again and slow us down by a ton.Sorry, I was referring to how long it was taking for me to gain admin access to that APC's node. I've spend 4 actions and an Edge point to try to gain access. In total I've rolled 43 dice to try to get around what I assume to be 10-12 hits. In theory I have have gotten 14+ hits already (assuming 1/3 success rate per die).
Ingo: I'll have to double-check my notes, see what I had as the node stats for the APC. I might have made a mistake, and you might already have your user account. It's still +3 for super-user, and +6 for admin, right?Correct sir, it's node rating +6 for full admin rights. I based that estimated number of hits required in my previous post on the assumption that the node would be rating 4 to 6 (with +6 would end up being 10-12 hits required).
Area Spells: Some spells target areas or points in space; in this
case the caster must be able to see the center of the area affected. All
visible targets within the area are affected; area spells can affect more
than one target at a time. The base radius for all area spells is the Force
in meters. Area spells affect all valid targets within the radius of effect,
friend and foe alike (including the caster). For this reason, spellcasters
often choose to vary the radius of area spells. This is done by withholding
dice from the Spellcasting Test. The caster can reduce or expand
the base radius by 1 meter for every die withheld from the Spellcasting
Test. Dice expended to change the radius of effect cannot be used in
any related test, such as resisting Drain for that spell.
• You may declare the use of Edge after you have rolled for one test. In this case,
you may roll a number of extra dice equal to your full Edge attribute and add
their hits to the test’s total. The Rule of Six (p. 62), however, applies only to the
additional Edge dice rolled, not the original dice pool.
• You may re-roll all of the dice on a single test that did not score a hit.
Also, Ingo, what up with the formatting now?
Actually for clarification since my mage sight was active and the smoke was not anti magic I could of placed that blast right in the middle of them and might of still been out of range.
Don't forget that I also killed all the civilians outside, the APC's soul, possibly the rigger since the door was open, and all the bacteria too since it is living organisms. I might of blown you and myself all up but I gave all a clean bill of health for death too. We be sanitized.
And with that test it is established that mages do not react well to ambushes. Something that been established since AD&D.
Paying attention is good.
Ingo, have you built Eric using chummer? I did it for some of my old characters, and I'm surprised at the dramatic difference it makes. Also, easier to print and stuff. For a while there, I was using two builders and referring to an excel sheet, so I've been very happy with the changeover, but your mileage may vary.
Bullet, you were talking about wanting to play or try out a new concept? Bull, are you still paying attention? Any objection to BulletSponge's alternate character concept coming and hanging out in your revamped character thread?
- Logain
KV said to post my questions to all the various experts among us so...
The idea I'm considering is a heavy weapons troll. Is there something that says what kind of (or how heavy) a weapon can be used with what level strength? He has a 7 strength, so can he fire a medium machine gun while standing or does he have to stick with the light? (Assuming he can afford the medium. Its about double the cost.) What strength would be needed for a medium? A heavy?
Also, single shot (SS) weapons can only be fired once per init pass, but can be fired each pass of an entire round (if they have the ammo capacity)....right? Here's what I'm thinking: 2 Ruger Super Warhawk revolvers (1 in each hand) with ambidextrous. Here's how it would work (in theory):
1st pass: quick draw/shoot right; quick draw/shoot left (free act engage smartgun-right)
2nd pass: fire right; (free act engage smartgun-left); fire left
3rd pass: fire left; (free act engage smartgun-right); fire right
4th pass: fire right; (free act engage smartgun-left); fire left
you get the idea from here.....
Yes, after 6 shots with each hand they would both need to be reloaded, but it's more fun this way. That's why I have 10 speed loaders.
KV supposes that you have to "disconnect" the smartgun from one gun to switch to the other as a free action. I'm hoping that he's wrong (my idea is MUCH cooler that way), but I don't know. Does anybody have any solid info? Pretty please...
Attacker Using a Second Firear m
Characters can use two pistol- or SMG-class weapons, one in each
hand, firing both with a single Simple Action. Doing so, however, requires
that the character split his dice pool between the attacks. If two
separate skills are being used (Pistols and Automatics), use the smallest
dice pool. Split the pool before applying modifiers. Two-gun attacks
also negate any dice pool bonuses from smartlinks or laser sights.
Additionally, any uncompensated recoil modifiers applicable to one
weapon also apply to the other weapon.
Ooh, what Ingo said. That's why I said to ask the experts.
I had forgotten about no smartlink for dual-wielding.
Ingo, I think he meant firing the two guns, each with one simple action, rather than the two-guns at once. That way, he doesn't have to split his dice pool (or does he still?). If you say he does still, I may just love you forever. :D
- Logain
I'm talking about firing each weapon independantly. Fire 1 pistol alone during each simple action. Holding 2 pistols, but only firing 1 at a time. Trying to NOT split my dice pool. By alternating pistols the intent is to make the very limited ammo last a little longer and hoping (probably foolishly, but still hoping) to be able to still use the smartlink.
Quick Draw
...
Two weapons may
be quick-drawn and fired simultaneously, but this raises the threshold on the Pistols + Reaction
Test to 4 (see Attacker Using a Second Firearm, p. 150). A separate Pistols + Reaction (4) Test is
required for each pistol (threshold 3 if they are held in quick-draw holsters).
Fire Weapon
...
If a character has one weapon in each hand, he may fire once with
each weapon by expending one Simple Action (see Attacker Using a Second Firearm, p. 150). Note
that single-shot weapons may be fired only once per Action Phase.
...
Multiple TargetsNot so bad in this situation, but a bit crazy if you're a machine gun toting crazy spray and pray kinda guy trying to mow down 5 guys in one action phase.
If a character attacks multiple targets within a single Action Phase, he
takes a –2 dice pool modifier per additional target. For example, if a
character engages two targets with burst fire, he receives a –2 modifier
for the second target.
If he installed two complete smartlink systems (double newyen and essence costs) he *should be able to bounce back and forth from gun to gun in theory. May end up reducing the effectiveness though. Only get one extra die out of it. Switching hands mid action isn't much different than firing one gun twice, but recoil still stacks and second target modifiers, off-hand modifiers, all still apply.
Mostly: its a cool idea that would look awesome in a movie; but if you add the cost of a level 8 edge into doubling cyberware costs, combined with no real reduction in target numbers... you are looking at an expensive way to make a mediocre char.
If you are really in love with the idea run with it... if you want to fire a gun that does 6 boxes of damage twice in a round... there are much easier ways to make that happen.
RecoilSo in essence, since he'd be firing a single shot only capable gun, there would be no recoil since he's not firing it again in that action phase. I interpret recoil for semi-auto guns as the fact that you have to retrain your gun on your target after the gun has kicked back. This wouldn't affect your off-hand as much if you're practiced in it.
Weapons that fire more than one round in an Action Phase suffer from
an escalating recoil modifier as the rounds leave the weapon. Semiautomatic
weapons that fire a second shot receive a –1 dice pool modifier
for the second shot only.
...
Characters can only counter a recoil modifier with recoil compensation
or gyro stabilization (see Firearm Accessories, p. 322).
...
Sorry if I am coming off as some sort of nay sayer or devil's advocate here.
It seems to me we may be making the smartgun and smartlink system smarter than they are. Also one of the problems with the smartgun/link system is that if he doesn't have them plugged directly in that means wireless and that means he can be hacked. It's harder than hell but I did pull it with a hacker I played once and did a simple command switch of friends to foes and foes to friends which prevented the guy from shooting at us at all.
Now onto the quote on Recoil note that it says action phase not initiative pass. This means that he would get a -1 if he fires the same gun in the same initiative pass. Bullet Sponge may have already made this point but also look at page 147 of SR4A where it states: Note that single-shot weapons may be fired only once per Action Phase. Likewise, only one long burst may be fired in each Action Phase. So if he has more than one initiative pass per action phase even with two SS pistols he only firing two rounds (one from each pistol). I believe this is where the movie magic type stuff hits because you know big heavy revolvers kick like mules and it takes a second or two to line back up just from that. I mean if you read the descriptor on the Super Warhawk it's a Dirty Harry quote.
...
Kneeling down near the girl the I take as Maria. "So Maria I take it? What you and Kinsey talk about that sent him on his chosen path?