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#151
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
Actually Seth, before we do that. I have a question. Isn't the first roll an Aura Masking Roll? Would he not know he failed it before trying to walk through the super-death ward of doom that would alert snake-head we are here?
Could he not, having failed it so badly (2 hits) try to attune again at -1 die? (which he could spend another edge point on) hopefully not roll a 1, and probably get 9 hits? (with exploding 6's) |
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#152
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Sabs has a point though I don't know about this kind of ward not doing damage. Fearghas' failure to pass through would not warn the warder, but having tried to pass through, would the ward not hurt him?
Here's Mandala's Force roll if needed: 8 dice==> 2 HITS Well, that's 2 more boxes Healed. EDIT: I wrote in the Alyena-aided Mindnet thing. I can edit it if Fearghas ends up not being damaged. |
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#153
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
Thank you. One went very badly do to my running out of time, and the other went decently.
I'm going off of what it says under Charged Wards and Fooling Wards in SM - that I failed and fell outside the ward, but did not alert Warder of the attempt. Yes, I believe you may have touched on it a bit. (IMG:style_emoticons/default/nyahnyah.gif) Those rolls are for healing damage boxes of ...what exactly? Both of my condition monitors are completely filled in. I'm not sure whether it's possible to bring Fearghas back to consciousness, unless the first aid goes to the stun damage and the heal spell to the physical. |
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#154
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
I just re-read the rules:
You only take damage if you try to press through the ward, or cast spells at it. Fooling Wards: You do your masking opposed test and if you win you can walk through, if you fail that you can't. I would think you should be able to re-do your masking roll, but that's strictly up to Seth. |
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#155
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
Charged Wards still do damage on failed synchronization attempts even if the subject is trying to Mask his way through, though.
I would also think a masking redo would be reasonable, because magic is not intelligent and therefore a ward shouldn't be able to recognize a masked aura that failed to pass through the first time when it tries again. |
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#156
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
I don't see anything in the Charged Ward description that says you take damaged on a failed synchronization attempt.
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#157
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
@sabs
QUOTE I just re-read the rules: You only take damage if you try to press through the ward, or cast spells at it. Fooling Wards: You do your masking opposed test and if you win you can walk through, if you fail that you can't. I would think you should be able to re-do your masking roll, but that's strictly up to Seth. I'm struggling with this. Given Fearghas's post we'll go with the zap. Ambrose will first aid, and roll pathetically giving 2 hit points back. (I gave him 20 as he has some cool schticks and can summon a task spirit to help). Do you mind posting a summary of just how much damage you have taken after the first aid and any healing. @Aria: yeah getting in quietly is awesome. Your free pass requires a computer + edit roll, but 4:1 die are good enough. The techs are actually people doing their jobs. Soldiers are representations of real world soldiers: You can see where they are on the map. You suspect that once bad guys have been sighted their icons will be visible on the board. The security logs are yours...what do you want to do You can respend adept powers, but the background count will be something fierce, probably around -6. |
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#158
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
I don't see anything in the Charged Ward description that says you take damaged on a failed synchronization attempt. Ah, I see what you mean now. I was reading the damage stuff into the synchronization line. I guess it's up to Seth whether a charged ward should do damage to intruders who aren't attacking or pressing through it. |
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#159
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
Checking on the damage you took sephiroth.
The ward does 16 damage. It doesn't roll nett hits to add its a straight 16 damage (like an elemental aura ). So thats 16 stun not 23 stun. You can roll willpower instead of body. This makes the situation a tiny bit better. The heal spell will deal with all your physical wounds. The first aid heals 2 stun back. |
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#160
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
Cool. That's a bit of a relief.
According to Using First Aid, 4A pg 252, it seems that only net hits over a threshold of 2 heal damage boxes. Do we want to use this rule, or no? |
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#161
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
We are all posting like crazy (because its important), so I will summarise what I think happened.
Fearghas tried to synchronise and got zapped. He takes 16 stun, but needs to roll willpower - not body (and I'll even through in a counter spell) to resist the damage. Ambrose heals 2 points of stun, and any physical damage is healed by spells. The medikit has a rating 6 stim patch which acts as high pain tolerance 6 for stun. QUOTE According to Using First Aid, 4A pg 252, it seems that only net hits over a threshold of 2 heal damage boxes. Do we want to use this rule, or no? I think so. |
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#162
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
He takes 16 stun, but needs to roll willpower - not body (and I'll even through in a counter spell) to resist the damage. <3 Will 6 + Counterspelling 3 = 9d6 = 2 hits That puts him at a final of 0 Physical and 9 Stun |
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#163
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
Good thing we have modern medicine: stim patches are where its at for times like this.
So I guess at the end of this you are on 9 out of 11 stun. You have a stimpatch 6 given to you, and thus effectively at -1 to all actions. In about an hour you will come down from the stimpatch, and that will be one serious hangover. If you can roll to get through the ward again (+4 for the foci, -1 stun, -1 for second attempt) we can write this up IC |
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#164
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
QUOTE masking redo would be reasonable, Its a standard retry: you get 1 less die each time you retry. It gets painful quite quickly! Its worth noting hardly any spirits can mask, and not all mages can mask. Normally you would have to astral track to see the aura of the maker, and that would take a lot of hours and you would need around 21 success. With the -1 die per extra test its very few mages that can mask past this ward. |
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#165
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Did Mandala's 2 hits on a Heal Aid help here anywhere?
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#166
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
@Pbangarth
QUOTE Did Mandala's 2 hits on a Heal Aid help here anywhere? Only a little. The physical damage was very small, so a standard heal spell would just do it. You probably missed it in the frantic posting: can you give me a "force" die roll? |
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#167
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
spend edge on the initial sleaze roll for the exploding 6's (IMG:style_emoticons/default/smile.gif)
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#168
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
I am indeed writing up my post at the moment.
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#169
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
@Pbangarth Only a little. The physical damage was very small, so a standard heal spell would just do it. You probably missed it in the frantic posting: can you give me a "force" die roll? I did, HERE. Sorry, I thought it was for the Aid Sorcery for the Heal spell. If you were wanting it for something else, it is 2 hits. Or do you want a second Force roll? |
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#170
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Oh, by the way, the Movement power is still in effect, so if you want to get somewhere in a hurry, until you go around a corner out of Mandala's sight, you can move over 200 meters per combat round. Watch for friction burns.
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#171
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
Oh, by the way, the Movement power is still in effect, so if you want to get somewhere in a hurry, until you go around a corner out of Mandala's sight, you can move over 200 meters per combat round. Watch for friction burns. IIRC, the forums came to the conclusion that Movement doesn't actually make you go faster, it just shortens space so you get to a destination faster (because spirit powers aren't completely restricted by the same rules as sorcery). So friction burns shouldn't be a problem. (IMG:style_emoticons/default/wink.gif) |
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#172
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
IIRC, the forums came to the conclusion that Movement doesn't actually make you go faster, it just shortens space so you get to a destination faster (because spirit powers aren't completely restricted by the same rules as sorcery). So friction burns shouldn't be a problem. (IMG:style_emoticons/default/wink.gif) Could be my prejudice, but I didn't think a conclusion had been reached. Seth, how do you want to work it. Either way is fine for me, and my two cents worth is that it is more fun with friction burns. |
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#173
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 ![]() |
The thing that sticks in my memory the most in favor of space dilation over speed increase is the fact that using Movement on a bullet or arrow doesn't make the projectile do more damage, when by all accounts it should if it's making it actually move faster (that's partly why meteor strikes are so powerful, they come into the atmosphere at speeds measured in km per second). Also there are a couple other things spirits do that already violate a few of the restrictions on sorcery, but I can't remember any off the top of my head. (IMG:style_emoticons/default/frown.gif)
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#174
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 ![]() |
@Pbangarth
QUOTE I did, HERE. Sorry, I thought it was for the Aid Sorcery for the Heal spell. If you were wanting it for something else, it is 2 hits. Or do you want a second Force roll? No the force roll was to see if you could sense the access paths to your metaplane being cut off by something...something horrible. And you did! (IMG:style_emoticons/default/ork.gif) . The last time you felt something like this was...you try and remember...ah yes as they closed the seal in the Kaers. You cannot remember much from that time, but you certainly remembers this feeling. Movement is broken, but we are running RAW, so I will play it as written. I'm not worried about physics: this is magic. Spirit powers can violate the limits to sorcery, but then again...spirits ain't sorcerors so I'm not too worried. I think you are right about it being more fun, but I would have to invent some rules about. Personally when pnp we run that each movement post adds or subtracts 1/5 of your basic speed. So a force 5 makes you go twice as fast. I don't know how movement has stayed unchanged since version 1, you would have thought the game designers would have fixed it by now. |
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#175
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,094 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Well... shit.
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