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> Ganger's Paradise, OOC Thread
J. Packer
post Jan 25 2011, 09:29 PM
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QUOTE (sabs @ Jan 25 2011, 02:27 PM) *
Although I'm tempted to be all.. I draw my axe, and get all medeival.

Do it.... Doooo eeeeet. (IMG:style_emoticons/default/smile.gif)
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BlackHat
post Jan 25 2011, 09:29 PM
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I'm trying to find the rule on the size of area spells, and failing. I think its (force) meters either in radius or diameter. If I have trouble targeting them, or cannot avoid catching a PC in the area, let me know (although I might be okay with catching a PC if it means catching all the bad guys too). Ideally I can aim it somewhat behind them and avoid tagging Norgal.

@sabs: Yeah, if the guy in front of you does go slack in the face, you might wanna go with something more fun... like the axe. Hopefully you don't go slack in the face too. Pusher (and I) are still learning this whole magic thing. (IMG:style_emoticons/default/biggrin.gif)
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klinktastic
post Jan 25 2011, 09:30 PM
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QUOTE (BlackHat @ Jan 25 2011, 03:24 PM) *
Pusher's action is up, which probably requires 5 rolls from Klink, and may really change the situation for the next guy.


That's pretty leet. They still get a dodge roll, but they cannot elect to full dodge. Sound fair?
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BlackHat
post Jan 25 2011, 09:31 PM
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Looks like we have 5 combat rounds, minimum, to do whatever we want to these guys. (IMG:style_emoticons/default/smile.gif) Enjoy, my chummers.
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BlackHat
post Jan 25 2011, 09:32 PM
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QUOTE (klinktastic @ Jan 25 2011, 04:30 PM) *
That's pretty leet. They still get a dodge roll, but they cannot elect to full dodge. Sound fair?

I'm not sure, but I'm willing to go either way. The description of the spells says I control their every thought and action, so I imagine even trying to move out of the way is something I would have to instruct them to do - but if you think that OP, feel free to have them shuffle around.

EDIT: Referring to the line that says "The caster seizes control of the target’s mind, directing everything the target does." The rules are pretty clear about whether and how I cause them to take actions, but doesn't say anything about re-actions (like dodging), so I'm willing to go either way.
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J. Packer
post Jan 25 2011, 09:32 PM
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And can I get a response to my perception check? Not that it likely matters, but just checking...
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BlackHat
post Jan 25 2011, 09:33 PM
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QUOTE (BlackHat @ Jan 25 2011, 04:31 PM) *
Looks like we have 5 combat rounds, minimum, to do whatever we want to these guys. (IMG:style_emoticons/default/smile.gif) Enjoy, my chummers.

Also, try to save me one, so we can send a message back to the other Dog Warriors to stay the hell away from our girls. (IMG:style_emoticons/default/wink.gif)
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klinktastic
post Jan 25 2011, 09:34 PM
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QUOTE (J. Packer @ Jan 25 2011, 03:32 PM) *
And can I get a response to my perception check? Not that it likely matters, but just checking...


Got you, didn't see the sneak edit up there.

Also, the only reason I'm giving them a dodge roll is that by RAW its not an action, though the fluff would indicate that they shouldn't it's certainly pretty potent regardless.
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J. Packer
post Jan 25 2011, 09:35 PM
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Man, those mental control spells are brutal. A little headache most of the time for that power of spell, and they can't even defend themselves or get a free get out of being a zombie roll when they're attacked!
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klinktastic
post Jan 25 2011, 09:37 PM
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QUOTE (J. Packer @ Jan 25 2011, 03:35 PM) *
Man, those mental control spells are brutal. A little headache most of the time for that power of spell, and they can't even defend themselves or get a free get out of being a zombie roll when they're attacked!


Their game changes if you know you only have 1 fight. Not so much fun, if you have multiple waves.
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BlackHat
post Jan 25 2011, 09:37 PM
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QUOTE (J. Packer @ Jan 25 2011, 04:35 PM) *
Man, those mental control spells are brutal. A little headache most of the time for that power of spell, and they can't even defend themselves or get a free get out of being a zombie roll when they're attacked!


(IMG:style_emoticons/default/biggrin.gif) Well, Klink is ruling that they can defend themselves (as in dodge, not fight back), but unlike D&D charm person, its not broken just because one of us takes an axe and severs some limbs. (IMG:style_emoticons/default/wink.gif)
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klinktastic
post Jan 25 2011, 09:40 PM
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QUOTE (BlackHat @ Jan 25 2011, 03:37 PM) *
(IMG:style_emoticons/default/biggrin.gif) Well, Klink is ruling that they can defend themselves (as in dodge, not fight back), but unlike D&D charm person, its not broken just because one of us takes an axe and severs some limbs. (IMG:style_emoticons/default/wink.gif)


They can dodge per the normal dodge rules, but they cannot elect to use a full dodge with their IP. When they come around, you get to control them!!!
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BlackHat
post Jan 25 2011, 09:40 PM
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Yeah, this was why in his description I wrote up that a lot of the gang (not you guys, but the NPC puds) fear and avoid Pusher.
Magic is some kind of bullshit for average mundanes.
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BlackHat
post Jan 25 2011, 09:41 PM
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QUOTE (klinktastic @ Jan 25 2011, 04:40 PM) *
When they come around, you get to control them!!!

Well, I have to spend a simple action to give them commands, and since casting a spell is a complex action, Pusher can't tell them to do anything this turn (no matter how many IPs they have). Next turn, though, he can issue some commands and do things on their turns.

EDIT: Assuming any of them survive round 1. Our team is pretty deadly.
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J. Packer
post Jan 25 2011, 09:42 PM
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QUOTE (BlackHat @ Jan 25 2011, 02:40 PM) *
Yeah, this was why in his description I wrote up that a lot of the gang (not you guys, but the NPC puds) fear and avoid Pusher.
Magic is some kind of bullshit for average mundanes.

I'm not aware of any, but are there magical devices to protect one's self from them?
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klinktastic
post Jan 25 2011, 09:42 PM
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QUOTE (J. Packer @ Jan 25 2011, 03:42 PM) *
I'm not aware of any, but are there magical devices to protect one's self from them?


Have a friend whos actively counterspelling?

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klinktastic
post Jan 25 2011, 09:43 PM
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QUOTE (BlackHat @ Jan 25 2011, 03:41 PM) *
Well, I have to spend a simple action to give them commands, and since casting a spell is a complex action, Pusher can't tell them to do anything this turn (no matter how many IPs they have). Next turn, though, he can issue some commands and do things on their turns.

EDIT: Assuming any of them survive round 1. Our team is pretty deadly.


Make them hump the dogs and post it on the matrix?
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BlackHat
post Jan 25 2011, 09:44 PM
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QUOTE (J. Packer @ Jan 25 2011, 04:42 PM) *
I'm not aware of any, but are there magical devices to protect one's self from them?

AFAIK, no.

If you have a spellcaster on your team, they can usually use counterspelling to increase your dice to resist magic.

That's why the old motto goes "Geek the mage, first."
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BlackHat
post Jan 25 2011, 09:45 PM
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QUOTE (klinktastic @ Jan 25 2011, 04:43 PM) *
Make them hump the dogs and post it on the matrix?

Well, he's only going to have control for 5 combat turns (roughly 15 seconds). After that, some of those guys will start to break free.

EDIT: fixed the estimated time. IIRC Shadowrun combat turns are ~3 seconds
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klinktastic
post Jan 25 2011, 09:55 PM
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sabs - Roll damage off 1 net hit.
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sabs
post Jan 25 2011, 09:59 PM
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updated my post with DV
it's 10
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klinktastic
post Jan 25 2011, 10:03 PM
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Damn, that was uber.
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sabs
post Jan 25 2011, 10:10 PM
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Well, he rolled bad on his dodge (IMG:style_emoticons/default/smile.gif)
And I am a "Combat Monster"
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BlackHat
post Jan 25 2011, 10:22 PM
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Did the 10DV drop the ganger, or did his body + armor reduce some of that? Or is his body high enough (5+) that he can take more than 10 Physical damage and not go into overflow?
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BlackHat
post Jan 25 2011, 10:23 PM
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<--- OoOOoOo Recently got "Great Dragon"
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