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Jack_Spade
post Nov 19 2019, 06:03 AM
Post #1876


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For an intersection, you need to have something to move the barrier against.
Your F12 barrier has a diameter of 24 m and will itself intersect with various existing barriers on this level and those above and below you before forcing the vampire against a wall.
(If you remember Ex-Gladius used that trick by multi casting two barriers and moving them against each other)
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Gilga
post Nov 19 2019, 06:40 AM
Post #1877


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Well, she could take a barrier on herself and move/run. It's back to the drawing board for me because I don't want to butcher Anna for contesting with the wards at this level. Approximately how far are the other barriers from us?

I understand that F12 is too big for this level.
The idea was to catch the vampire in myst form before it can move away from the barrier and then perhaps move Anna so that the barrier intersects with it.
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Jack_Spade
post Nov 19 2019, 08:53 PM
Post #1878


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Anna won't be butchered by this - just her spell will be almost instantly intersected - or rather it would have to contend with the penalties that it receives because you'd technically trying to cast through about six different high level wards at the same time.

The corridor is about 4m wide, 25m long and 2,5m high.
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Gilga
post Nov 20 2019, 03:13 AM
Post #1879


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Jack, where do you take the form of the barrier? I know we made them spheres - but the core rulebook mentions no form at all for the mana barrier.
It mentions form for the physical barrier spell, and for the circle of protection ritual. Phyiscal barrier creates a dome or a wall, while the circle of protection creates a sphere with the leader's magic as its radius. Is it because of the keyword area (like fireballs?)


Anyhow, I do not want to needlessly slow down the game, so let's say it like that. If Anna thinks that she can somehow intersect the vampire with a reasonably powerful barrier (F6+?) without contesting with the wards she would, otherwise she'll fire the taser at it.
Fire + aim: 14d6t5 4
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Jack_Spade
post Nov 20 2019, 09:43 PM
Post #1880


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p.282 Core:
"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."

The Mana Barrier spell doesn't have any special rules, so the default rule quoted above is in effect.
The maximum Force you could cast in this corridor would be 2 without intersecting left and right with other barriers. The ante room at the elevators could contain F4 or maybe F5 if the Mana Barrier is placed dead center.

Defense: 18d6t5 4
Glancing blow with tasers, so 9S(e) AP-5
Soak: 26d6t5 13
No Damage

Feel free to describe the attack: The FBA has Non-Conductivity enhancement and Gel Packs

Anyone else wanting to Blitz before the Vampire acts?
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Thanee
post Nov 20 2019, 10:01 PM
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Not me.

Bye
Thanee
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Gilga
post Nov 21 2019, 05:08 AM
Post #1882


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Anna won't blitz - the goal was to intersect with him before he is mobile enough to easily moves away. The vampire's first action was to materialize - so if I understand correctly - we all act before he does something hostile.
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SquirrelDude
post Nov 21 2019, 06:41 AM
Post #1883


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I considered it, but I’ll save the edge for later.
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Luckace
post Nov 21 2019, 04:03 PM
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Me neither.
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Jack_Spade
post Nov 21 2019, 06:12 PM
Post #1885


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Alright, so you all get to act before the big bad vampire hits you (IMG:style_emoticons/default/cool.gif)
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Jack_Spade
post Nov 22 2019, 03:15 PM
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@Volker
You might want to start with a Matrix Perception test and moving out from the Host, as this man's icon is not inside and running silent
(Threshold 3 to find it.
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Luckace
post Nov 22 2019, 04:34 PM
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@Jack: uhm wait, shouldn't Wraith also get a go at him before he strikes?


EDIT: If Wraith indeed gets to act before the vampire, Nova would get 8 bonus dice through Wraith's declared Spell Defense - might be enough to avoid the Lightning Bolt.
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Jack_Spade
post Nov 22 2019, 10:14 PM
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Oh, sorry, yes, please. I forgot about Wraith (IMG:style_emoticons/default/embarrassed.gif)
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Gilga
post Nov 22 2019, 10:42 PM
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Damn, forgot I should declare spell defense. I'll remember next time.
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Thanee
post Nov 22 2019, 11:22 PM
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QUOTE (Luckace @ Nov 22 2019, 05:34 PM) *
@Jack: uhm wait, shouldn't Wraith also get a go at him before he strikes?

EDIT: If Wraith indeed gets to act before the vampire, Nova would get 8 bonus dice through Wraith's declared Spell Defense - might be enough to avoid the Lightning Bolt.


Oh... okay, that might indeed do that.

Spell Defense 2 hits.

Thank you! (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Thanee
post Nov 22 2019, 11:24 PM
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Deleted the post I just made about using First Aid. (IMG:style_emoticons/default/wink.gif)

[ Spoiler ]


Bye
Thanee
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SquirrelDude
post Nov 23 2019, 03:39 AM
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Luckace, does that spell simply make them unable to move or turn them into actual stone?

Either way, I'm pretty sure Sharkboy will want to rip off the helmet and give him a pile driver. The latter just means the body will make a really good battering ram for the good doctor's office.
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Jack_Spade
post Nov 23 2019, 08:05 AM
Post #1893


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It actually turns you into calcium carbonate

PETRIFY
(PHYSICAL)
Type: P Range: LOS
Duration: S Drain: F – 2
This spell transforms living tissue into calcium carbonate, or effectively, stone. The spellcaster must succeed in a Spellcasting + Magic [Mental] Opposed Test against the subject’s Body (+ Counterspelling). The spell’s Force must also equal or exceed the subject’s body. The subject is not conscious while under the spell’s effect, and any damage suffered by the stone-like subject translates normally to the appropriate Condition Monitor. While in this form, the subject has a Barrier Armor Rating (p. 197, SR5) equal to their Body + the caster’s net hits when they cast the spell. Non-living material is not affected by the spell, including clothing, cyberware, and carried gear.

With armor, this statue now has 20+5+3=28 armor rating. Of course nothing prevents you from removing his helmet now.

Once again: Luckace, that was a really, really good choice on your part, because that guy had some nasty surprises for you on hand as well as strong regeneration capabilities.
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SquirrelDude
post Nov 23 2019, 02:47 PM
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Also, is there a particular way you need to kill vampires in Shadowrun? Every game is different in this regard.
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Gilga
post Nov 23 2019, 02:49 PM
Post #1895


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Dont ram it into the door az the ward will dispel the spell.
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SquirrelDude
post Nov 23 2019, 03:37 PM
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The idea would be to do that after you remove his head. So hopefully that would just be messy and not bring-him-back-to-life-ey
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SquirrelDude
post Nov 23 2019, 05:35 PM
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Step 1: Remove helmet
Step 2: Called Shot, Vitals (There isn't called shot: head, which is disappointing). -4 to hit, +2 damage

Melee: 13d6t5 4 13P + 2+4. 19P

I have no idea what the soak roll should be.
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Jack_Spade
post Nov 24 2019, 09:12 AM
Post #1898


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Vitals shot is enough to kill a vampire - normal regeneration won't heal damage to the brain or spine.
Soak: 25d6t5 8
Without the helmet.
Another kick should get the vamp into overflow, so let's assume Sharkboy needs two good hits to ground his head into dust - after which the spell fails since the target no longer is valid

Alright, since bnc got detected I'd say there have gone by 9 seconds aka 3 rounds.
The door is still locked and warded. The elevator won't bring any reinforcements soon and Dr. Rosenberg is most likely in his office.
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Gilga
post Nov 24 2019, 01:21 PM
Post #1899


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How is the door locked? Is it a mechanical lock or a matrix based lock?
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Jack_Spade
post Nov 24 2019, 02:59 PM
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Maglock, but no visible locking mechanism
A hardware test could reveal more
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