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Slacker
@FastFoodFight
Guess I can go ahead and roll some quick hacking for Margins since she mentioned having RL computer problems i believe. First off, she gets within 100m of the MAD scanner and can detect it as an active device.

She then attempts to Hack on the Fly to get a couple marks on the MAD Scanner to take control of it: Hacking 6 + Logic 6 - 1 general noise in the area and - 2 for being on a different grid because the MAD Scanner is running on the McHugh's global grid [Limited by Sleaze 5] vs. Intuition + Firewall. First attempt scores her 1 mark (4 hits to MAD's 2). Second attempt scores a second mark (4 hits to MAD's 2).

And that's all the marks she needs to have permission to turn off the MAD system. She next performs a Control Device action: Electronic Warfare 6 + Intuition 5 - 1 for noise -2 for grid [Sleaze] v. Intuition + Firewall. Unfortunately, the MAD scanner rolls really well. She only got 2 hits and the scanner got 4.

So she must attempt it again. This time she gets 1 net hit and has shut off the MAD Scanners.

All that means it took 4 complex actions or 6-12 seconds for her to find the MAD scanner and shut it down for you guys to walk on through without any problems. Fortunately, this particular McHugh's appears to have subpar security on its system and she's seen no sign of IC. From experience, she knows that Overwatch is always watch and she's already started accumulate hits on their scorecard. Get too many and she'll get hit hard with more than just a ban-hammer.

edit: Quick point here that somebody reminded me about in a PM. Technically, when Margins failed that first Control Device test, the MAD scanner's Firewall would have triggered an alert to the device owner and also gotten a free mark on Margins. For playability and to go along with the overall neglected security, I'm saying that alert went to the former manager's commlink because the current manager was too stupid/lazy to bother changing over the device ownership.
Umidori
QUOTE (Aria @ Aug 8 2013, 03:54 PM) *
If the MAD is definitely offline then Swift will take a stun baton, taser and a single light pistol...she'll have taken the time to change into her body glove and thrown an unarmoured duster over the top to hide the baton.

You take in your Stun Baton, Yamaha Pulsar, and one Colt America L36. Got it.

I guess Wootz will hold the other L36 and the Browning Ultra-Power, assuming you brought them with you. He's got the coat to hide them under and better Palming than Struts, plus he'll be behind the McHughs instead of in the busier front area. Probably give him your 'nades too, and I'll take whatever else you have on you that you don't want to bring in.

On that note, why do you have both a Staff and a Telescoping Staff? I assume you left the staff at home, but I guess if it has a sling or something I can strap it to my back next to my scabbard. The telescoping one is easy enough to cope with, though.

~Umi
Moirdryd
Yay, Combat Sense.
Slacker
QUOTE (Umidori @ Aug 8 2013, 02:51 PM) *
Wootz meanders around to the back door, of course. Assuming it's an empty alleyway without cameras or anyone to see him (Initiative 4 + Perception 3 + Video/Audio Enhancement 3 = 10d6 [2,4,5,6,6,6,2,4,1,1] 4 Hits), he draws his katana and starts shadowboxing with a mental opponent, while keeping an eye and ear out for trouble. If there's no privacy back here, he'll instead just lean against a wall, bobbing his head and pretending to listen to music.
~Umi

There's likely a bum or two hoping for some scraps to be toss out of the McHugh's in the alley. You could easily shoo them away or just pull out your sword and start practicing which would scare them away if you wanted to.
Archmike
@gameface

You want a roll for that Mind Link?

Well here it is Magic+Spellcasting[Force3] 12d6.hits(5)=8 and bloody typical it is as well. I bet when combat happens I get all 1's and have an aneurysm -.-
Drain soak Cha+Will power 11d6.hits(5)=5

Also yes he does send the picture of a winky smiley ^_^
Aria
QUOTE (Umidori @ Aug 9 2013, 10:34 AM) *
On that note, why do you have both a Staff and a Telescoping Staff? I assume you left the staff at home, but I guess if it has a sling or something I can strap it to my back next to my scabbard. The telescoping one is easy enough to cope with, though.

~Umi

Style? And the staff is more accurate! Both are at home, Swift uses a stun baton for day to day battering biggrin.gif
Aria
Please could everyone in Game Face (and any of my future games) provide a standard set of Invisible Castle pre-genned rolls for your most common actions? These should ideally be in the same place as your character sheet so I don’t need to hunt for them! This just saves a bit of time now and again when I can refer to these without needing to ask you to roll. If you beat me to the punch you are free to roll again and there will be various rolls you still need to make during the game. You only need to link the main rolls page (or put it in your sig. as I have) rather than each roll. Can you display each roll as per the example below as it means I can knock off D from the end according to any modifiers that are in place at the time without needing to check the link each time. They should include any of the positive modifiers like wifi bonuses (even if you think you won’t have them all the time). If there are any other rolls you think you should add then please feel free smile.gif

Swift’s x10 Base Pre-genned Rolls + Normal Modifiers
[ Spoiler ]

Er, if anyone knows how to make Invisible Castle just roll 2D6 and add them that would be great!
Archmike
QUOTE (Aria @ Aug 9 2013, 05:25 PM) *
Please could everyone in Game Face (and any of my future games) provide a standard set of Invisible Castle pre-genned rolls for your most common actions? These should ideally be in the same place as your character sheet so I don’t need to hunt for them! This just saves a bit of time now and again when I can refer to these without needing to ask you to roll. If you beat me to the punch you are free to roll again and there will be various rolls you still need to make during the game. You only need to link the main rolls page (or put it in your sig. as I have) rather than each roll. Can you display each roll as per the example below as it means I can knock off D from the end according to any modifiers that are in place at the time without needing to check the link each time. They should include any of the positive modifiers like wifi bonuses (even if you think you won’t have them all the time). If there are any other rolls you think you should add then please feel free smile.gif

Swift’s x10 Base Pre-genned Rolls + Normal Modifiers

Er, if anyone knows how to make Invisible Castle just roll 2D6 and add them that would be great!


I don't think i can do that without an account can i? And i can't get an account on there because I can't get a verfication email from them or contact them cos i buggers up every time i try frown.gif
Edit: Never mind yes i can ^_^
ElFenrir
I haven't gotten an email yet and I've tried like twice with two different emails. frown.gif I'll do them separately for now, in blocks of 10, and link them separately until that works. Will update above when I'm finished recording them.

How do these work, anyway? Just go down the line or something?

Speaking of rolls, I'd like to roll a Perception(Scent) test for Orion to see if he can tell how bad the smoke is and where it's coming from perhaps. I'll have them linked above soon.

http://forums.dumpshock.com/index.php?show...t&p=1252115 there, linked in his post, under the Die Rolls section. Hopefully I can neaten them up when the blasted email gets here.
Umidori
QUOTE (Slacker @ Aug 9 2013, 06:51 AM) *
There's likely a bum or two hoping for some scraps to be toss out of the McHugh's in the alley. You could easily shoo them away or just pull out your sword and start practicing which would scare them away if you wanted to.

I politely inform them things are possibly about to go down, and tip them 20 nuyen each to get clear and forget they saw me.

I'll mark down on my sheet -40 nuyen and -2 credsticks.

~Umi
Lobo0705
@Game Face

Ok, so it took me a little bit to figure out how to do it - here are your rolls smile.gif - I've also added them to my original character post.

If you want to have Invisible Castle roll 2d6 and add them, then put "1" in the number of rolls" and 2d6 in the "Dice" field.

[ Spoiler ]
Trigger
@Game Face:

Matrix Perception for approaching and concealed devices: Computer 5 + Intuition 5 = Matrix Perception (10d6.hits(5)=3)

Also, sent invites to Preston, Tide, Violet, and Dog to slave their PANs to my deck so that I can provide Matrix defense for them.
Umidori
@FastFoodFight

I've had a thought. Wootz is gonna turn off his public commlink now, sending a message to his team as he does so. He's gonna switch over to his private commlink, booting it up in silent mode, wiring up his glasses and earbuds to it, and finally hooking in via his Datajack for DNI control.

~Umi
Trigger
Added my pregen rolls to my sheet post, as well as finally added the full 20 questions for Hatter.
Archmike
Just fyi, mr Smith isn't "in" hatter's head. He just delivers the message and leaves. Guessing by the sounds of it that it didn't matter what the message actually was he's determined to not trust him?
Trigger
QUOTE (Archmike @ Aug 10 2013, 03:20 AM) *
Just fyi, mr Smith isn't "in" hatter's head. He just delivers the message and leaves. Guessing by the sounds of it that it didn't matter what the message actually was he's determined to not trust him?


Hatter is paranoid (for good reason) and he was going to be iffy about new people no matter what, which is fairly SOP in Shadowrun. But then you decided to break into his head (he doesn't know jack about the differences in magical powers) and sent his paranoia running sky high. OOC, I think the conflict of personalities and distrust is going to be fun and while I am not going to make it PvP, Hatter will be keeping a strong eye on Mr Smith and digging deep into your background until he figures out whether you are out to get him or not.
Archmike
QUOTE (Trigger @ Aug 10 2013, 10:43 AM) *
Hatter is paranoid (for good reason) and he was going to be iffy about new people no matter what, which is fairly SOP in Shadowrun. But then you decided to break into his head (he doesn't know jack about the differences in magical powers) and sent his paranoia running sky high. OOC, I think the conflict of personalities and distrust is going to be fun and while I am not going to make it PvP, Hatter will be keeping a strong eye on Mr Smith and digging deep into your background until he figures out whether you are out to get him or not.


Right! Gotcha smile.gif
o
Well if you keep digging past his fake sin you'll find he like to run things and run them Japanese style. Quick efficient and with as little collateral damage as possible. He's not been above killing security but much prefers that they simply don't know him and his team are there. There's a long list of rumoured hits he's done. I'll try and remember all the stuff ive done with the same character in my games with friends here but there's a mixture of corp work and anti corp work. The theme tho seems to be fairly anti-aztec. If rumours are to be believed the two corps he's done most work for are Neo and Ares and he seems to have had some rather high up inside help from lonestar early in his career. Charges being dropped that kind of thing.

Till the bastard GM killed my contact nyahnyah.gif

Actually you're "johnson wannabe" comment made me chuckle coz in our games here he just retired to be a 4/6 johnson for the group ^_^

in other news I'm not sure I'm reading "fling" right. It says in teh spell description you use magic to determine the DV of the thrown objecct. Now when i first read it i took that to mean the DV=magic. If i'm wrong my plan to do the "gambit" thing with playing cards might not go so well >.<
ElFenrir
Aye, if Hatter is checking on all the new crew, Orion's information is not actually going to come up with much of amazing interest. This is a dude that's taken rather lower key jobs; mostly hired muscle, occasional bodyguard(he can sniff out trouble pretty nicely), and a hunter 'tracker' type where he's done things like hunt down rather nasty folks and whacked them, or even tracked missing persons(like a bloodhound, give him an article of clothing and he can get an idea of their scent, and his senses and tracking skills do the rest.) Occasionally these missing persons have had guards he's had to cut through. Most of the time this guy has taken jobs from low-level Johnsons from the back rooms of seedy bars.

While he's not unprofessional, his fighting style tends to be rather bloody, though of course if he's told to spare folks he can lay them out with stun damage.

And yeah, in the IC thread, I'm aware I put out the dreaded 'party split' option on the table but in this case I might actually wonder if it's not the worst idea, so long as there are two safe ways out.
Thanee
@Archmike:

Your Mindlink message will not be received by Hatter, actually, as I doubt he will consider himself "voluntary" (and if he does not, the spell fails automatically). wink.gif

Bye
Thanee
Umidori
QUOTE (Archmike @ Aug 10 2013, 04:19 AM) *
in other news I'm not sure I'm reading "fling" right. It says in teh spell description you use magic to determine the DV of the thrown objecct. Now when i first read it i took that to mean the DV=magic. If i'm wrong my plan to do the "gambit" thing with playing cards might not go so well >.<

Oh hey! They fixed Fling! Neat!

Hmm. Okay, yeah, looking it over, Thrown Weapons in SR5 have the same damage formula as Melee Weapons, with the base damage based on your Strength, then modified by weapon type. So Shuriken and Throwing Knives deal STR + 1 with -1 AP, and are the only thrown weapons other than grenades currently available in SR5, so they're our baseline.

Consequently, since Fling operates like a Ranged Combat Test and replaces Strength with Magic, yeah, base DV is gonna be equal to Magic, and might even get further modified upward depending on what you're throwing. A really heavy blunt object might get +2 DV, but no extra AP. A small pointy object might get -1 AP, but no bonus DV. Use Shuriken and Throwing Knives as a baseline for reasonable DVs and APs of improvised weapons, at least until we get full rules for improvised weapons in a splat book.

~Umi
Thanee
Violet preparations:

Increase Charisma F5 -> 3 hits; no Drain

Increase Reflexes F4 -> 0 hits; 2S Drain -- brilliant roll biggrin.gif

Once more with feeling...

Increase Reflexes F4 -> 4 hits; 1S Drain -- much better smile.gif

Sustaining the last spell with Focused Concentration and dropping Increase Charisma now.

Total damage: 0P/3S

Also...

Attribute Boost (Agility; Reaction) -> 1 hit; 2 hits

Bye
Thanee
Archmike
QUOTE (Thanee @ Aug 10 2013, 11:50 AM) *
@Archmike:

Your Mindlink message will not be received by Hatter, actually, as I doubt he will consider himself "voluntary" (and if he does not, the spell fails automatically). wink.gif

Bye
Thanee


Lmao! That is a very good point! >.<
Archmike
QUOTE (Umidori @ Aug 10 2013, 11:52 AM) *
Oh hey! They fixed Fling! Neat!

Hmm. Okay, yeah, looking it over, Thrown Weapons in SR5 have the same damage formula as Melee Weapons, with the base damage based on your Strength, then modified by weapon type. So Shuriken and Throwing Knives deal STR + 1 with -1 AP, and are the only thrown weapons other than grenades currently available in SR5, so they're our baseline.

Consequently, since Fling operates like a Ranged Combat Test and replaces Strength with Magic, yeah, base DV is gonna be equal to Magic, and might even get further modified upward depending on what you're throwing. A really heavy blunt object might get +2 DV, but no extra AP. A small pointy object might get -1 AP, but no bonus AP. Use Shuriken and Throwing Knives as a baseline for reasonable DVs and APs of improvised weapons, at least until we get full rules for improvised weapons in a splat book.

~Umi


So my playing cards are 6p -Ap?
Umidori
Yeah, that sounds about right.

Some GMs might be tempted to say that particularly flimsy items should do less damage, but if a Throwing Adept can use Missile Mastery to explode a troll's ribcage with a marshmallow, I don't have any real problem with Fling always doing at least [Magic] DV, even for lightweight or flimsy items - because magic.

By the way, your range categories are 0-12 / 13-24 / 25-36 / 37-60. So you can hit as hard as a light pistol at slightly better ranges than SMGs and slug-firing Shotguns, and you don't need a license for your "ammo" and need no gun to fire it. The tradeoff is, of course, Drain. Which is entirely fair.

So glad they fixed Fling. It was garbage in SR4 - it literally did 1/4 the damage it does now.

I note with dismay, however, they they did not fix Ignite. In fact, they made it even less useful. For some reason, living targets now get to include Reaction in their resist roll in addition to Body and Counterspelling. The spell also does less damage now - instead of the initial DV of the "burn effect" being [Force] fire damage per turn, it's been dropped to a flat DV of 3.

I have no clue why they felt the need to give living defenders the Reaction bonus, but I guess the DV reduction was done to put a stop to people lighting entire mountains on fire.

~Umi
Lobo0705
@ Game Face

Natasha does a quick Perception check using her Audio Enhancement Perception Check

Thanee
QUOTE (Aria @ Aug 9 2013, 06:25 PM) *
Er, if anyone knows how to make Invisible Castle just roll 2D6 and add them that would be great!


Just write 2d6, really easy. smile.gif

Or 2d6+7 (or something like that) for initiative.

Bye
Thanee
Lobo0705
QUOTE (Umidori @ Aug 10 2013, 06:36 AM) *
Yeah, that sounds about right.

Some GMs might be tempted to say that particularly flimsy items should do less damage, but if a Throwing Adept can use Missile Mastery to explode a troll's ribcage with a marshmallow, I don't have any real problem with Fling always doing at least [Magic] DV, even for lightweight or flimsy items - because magic.

By the way, your range categories are 0-12 / 13-24 / 25-36 / 37-60. So you can hit as hard as a light pistol at slightly better ranges than SMGs and slug-firing Shotguns, and you don't need a license for your "ammo" and need no gun to fire it. The tradeoff is, of course, Drain. Which is entirely fair.

So glad they fixed Fling. It was garbage in SR4 - it literally did 1/4 the damage it does now.

~Umi


I'm one of those GMs smile.gif

Not to drag this off topic - and of course Aria can do whatever she likes, since it his her game - but Fling is not supposed to be a substitute for Missile Mastery. Fling simply allows the caster to use magic to throw something instead of his arm. Missile Mastery means that the Adept is so skilled that he can turn anything into a weapon, by being so precise with his throws. (He can use playing cards to slice open arteries, a coin to go through the eye socket, a baby's rattle to crush a larynx, etc). HUGE difference. Even with that ability, in both 3rd and 4th editions, Missile Mastery only allows the Adept to throw an improvised weapon (playing cards are specifically mentioned) at Strength/2 (Power in 3rd, DV in 4th).

Fling does not allow someone to turn something that is not a weapon (or large enough to be one - like a rock, or a tv, or something like that) INTO a weapon. I could make a troll with a strength of like 14 - and if he throws a playing card at you, it isn't going to do any damage. Fling is the same - it simply generates kinetic energy to hurl something - which, don't get me wrong, is useful. Imagine the surprise on someone's face when a wimpy mage with a strength of 1 hurls a knife at you with the power of a body builder. But it doesn't allow you to turn something like a playing card or a marshmallow into a weapon.
Archmike
QUOTE (Lobo0705 @ Aug 10 2013, 03:07 PM) *
I'm one of those GMs smile.gif

Not to drag this off topic - and of course Aria can do whatever she likes, since it his her game - but Fling is not supposed to be a substitute for Missile Mastery. Fling simply allows the caster to use magic to throw something instead of his arm. Missile Mastery means that the Adept is so skilled that he can turn anything into a weapon, by being so precise with his throws. (He can use playing cards to slice open arteries, a coin to go through the eye socket, a baby's rattle to crush a larynx, etc). HUGE difference. Even with that ability, in both 3rd and 4th editions, Missile Mastery only allows the Adept to throw an improvised weapon (playing cards are specifically mentioned) at Strength/2 (Power in 3rd, DV in 4th).

Fling does not allow someone to turn something that is not a weapon (or large enough to be one - like a rock, or a tv, or something like that) INTO a weapon. I could make a troll with a strength of like 14 - and if he throws a playing card at you, it isn't going to do any damage. Fling is the same - it simply generates kinetic energy to hurl something - which, don't get me wrong, is useful. Imagine the surprise on someone's face when a wimpy mage with a strength of 1 hurls a knife at you with the power of a body builder. But it doesn't allow you to turn something like a playing card or a marshmallow into a weapon.



That kinda makes it a bit pants if thats the case frown.gif Looks like i might have to use the furniture in the fight >.<
Lobo0705
Well, it definitely isn't as cool as the Gambit idea, unfortunately.

And I don't want to rain on your parade - especially as you are on my side in this fight wink.gif - but as far as the furniture, it might be hard to find one you can pick up and throw - since even if you cast it at Force 12 you can only pick up something weighing 12 kilos or less - and that is only if you cast it at Force 12 frown.gif
AlDaRoN
I still can't register at invisible castle. I'll do some rolls later anyway but I'm trying to find a substitute.

PS: I don't have much time to post on weekends, but I'll try to post something quick so you guys don't have to wait for me.
Umidori
QUOTE (Lobo0705 @ Aug 10 2013, 07:07 AM) *
I'm one of those GMs smile.gif

Missile Mastery means that the Adept is so skilled that he can turn anything into a weapon, by being so precise with his throws. (He can use playing cards to slice open arteries, a coin to go through the eye socket, a baby's rattle to crush a larynx, etc). HUGE difference. Even with that ability, in both 3rd and 4th editions, Missile Mastery only allows the Adept to throw an improvised weapon (playing cards are specifically mentioned) at Strength/2 (Power in 3rd, DV in 4th).

That's total drek, because you simply cannot use a playing card to do anything more than nick someone - the physics simply do not work that way. I don't care how skilled and precise you are at throwing things, a slip of hard paper or a plastic baby rattle is not going to slice open vital arteries or crush an armored troll's larynx. Both objects are simply too flimsy to deliver any damaging amount of force. Even if you shoot them out of a compressed air cannon, or fling them with a mechanical arm that far exceeds the capabilities of a human arm, or whatever other method you can think of to accelerate them to superhumanly high speeds with lots of kinetic energy behind them, when they strike the target they will simply destroy themselves on whatever they hit, or glance off entirely, imparting only a minor amount of energy and causing superficial damage at best.

Thus, Missile Mastery clearly doesn't simply impart kinetic energy - it also somehow changes physics, such that a weak and non-damaging item can, in fact, become a lethal missile.

Now, a coin would work either way, because it is dense enough that it is effectively a bullet with poor flight characteristics. But when Missile Mastery allows you to use such flimsy things as playing cards, platic baby rattles, and marshmallows to deal the kind of damage that an actual bullet inflicts, then it's no longer a matter of physics, it's a matter of ~magic!~ and the fact that magical attacks don't have to follow the rules of physics. Which they quite often clearly do not, in the case of Missile Mastery.

As for the DV? Did you miss the fact that SR5 did away with STR/2 as the base calculation for melee and thrown damage? Improvised Weapons in 3E and 4E both derived their damage the same way as all other human-powered weapons, with STR/2 being the universal baseline. In SR5, the base value has been scaled up to straight STR for Melee and Thrown weapons, as part of the larger damage rebalancing.

Missile Mastery has never been any weaker than normal thrown attacks for a specific edition. Quite the opposite, in fact, because you actually can't use an item like a playing card as an improvised weapon without Missile Mastery - such items don't receive a damage code at all unless thrown by an adept with the power.

QUOTE (Lobo0705 @ Aug 10 2013, 07:07 AM) *
Fling does not allow someone to turn something that is not a weapon (or large enough to be one - like a rock, or a tv, or something like that) INTO a weapon. I could make a troll with a strength of like 14 - and if he throws a playing card at you, it isn't going to do any damage. Fling is the same - it simply generates kinetic energy to hurl something - which, don't get me wrong, is useful. Imagine the surprise on someone's face when a wimpy mage with a strength of 1 hurls a knife at you with the power of a body builder. But it doesn't allow you to turn something like a playing card or a marshmallow into a weapon.

I will concede that the mechanics of the spell are stated to mirror those of a "normal Ranged Combat Test" with Magic serving to replace Strength.

However, I'm noting now, in examining the rules for an argument I was going to make, that the Missile Mastery power is not currently present in 5E, and will presumably have to return in a splat book. So in effect, the whole killing-with-marshmallows problem is currently moot in the SR5.

I was going to argue from the point of ~magic!~ being the main force behind allowing Missile Mastery to work, and that by extension it should also be the force behind Fling being able to work. And there's further evidence of this sort of behavior in the Poltergeist spell, which has returned in SR5 in much the same form it had in 4E. It lifts objects in an area that weigh 1 kilogram or less and swings them through the air at random, inflicting at least 2S to anyone in the region. The spell wording specifically mentions being able to do more damage if the affected region is especially cluttered, or if the clutter itself is actually dangerous, like broken glass or nails. It does not, however, say anything about reducing damage for flimsy debris - all it mentions is that an area lacking debris merely produces a spooky noise. So if you use it in an empty room it does nothing, but if you use it in a room full of mice or pies, it does damage.

I was also going to ask what you would do in a situation where a Mystic Adept who has Missile Mastery used Fling to throw a playing card.

And even more than all of that, I was going to argue from the point of the Rule of Cool - using magic to hurl Throwing Cards as weapons is just cool, even if it defies physics.

But the point is moot, since Missile Mastery isn't in 5E yet.

So I guess the solution, for the moment, is for Gambit-style character to simply use special metal playing cards, more akin to oversized razor blades or throwing knives than actual paper cards. Ooh! Idea! Cards made of a special shear-thickening material that are flexible at rest, but when suddenly imparted with kinetic energy they go rigid! Hence, you can shuffle and bend and otherwise flex them when at rest, but when you throw them with all your might they harden into thin "blades" for a second or two - long enough to hit and damage a target.

~Umi
Lobo0705
QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
Thus, Missile Mastery clearly doesn't simply impart kinetic energy - it also somehow changes physics, such that a weak and non-damaging item can, in fact, become a lethal missile.

Now, a coin would work either way, because it is dense enough that it is effectively a bullet with poor flight characteristics. But when Missile Mastery allows you to use such flimsy things as playing cards, platic baby rattles, and marshmallows to deal the kind of damage that an actual bullet inflicts, then it's no longer a matter of physics, it's a matter of ~magic!~ and the fact that magical attacks don't have to follow the rules of physics. Which they quite often clearly do not, in the case of Missile Mastery.


I am with you - Missile Mastery in both 3rd and 4th clearly uses Magic to bend the laws of physics - to make things that normally are not lethal become so.

Fling, on the other hand, does not make non-lethal objects lethal. It is magic and what that magic does is allow you to hurl something across the room with your mind. smile.gif

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
I will concede that the mechanics of the spell are stated to mirror those of a "normal Ranged Combat Test" with Magic serving to replace Strength.


Yep.

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
However, I'm noting now, in examining the rules for an argument I was going to make, that the Missile Mastery power is not currently present in 5E, and will presumably have to return in a splat book. So in effect, the whole killing-with-marshmallows problem is currently moot in the SR5.


Yep - which is why Fling doesn't allow him to use playing cards to hurt someone.

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
I was also going to ask what you would do in a situation where a Mystic Adept who has Missile Mastery used Fling to throw a playing card.


That is an interesting question. Obviously you have one of two ways to go. Either a) They don't stack, or b) You get both - so hypothetically if Missile Mastery works in 5e as Strength +1 DV for actual thrown weapons and Strength/2
for non-damaging weapons such as cards, then if I have a Magic of 6 and Missile Mastery, and I Fling a playing card I would do 3DV, while Flinging a knife would be 8DV (normal knife is Strength +1DV and Missile Mastery would be another +1DV). Personally I would lean toward B.

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
And even more than all of that, I was going to argue from the point of the Rule of Cool - using magic to hurl Throwing Cards as weapons is just cool, even if it defies physics.


And I agree - it is cool - which is why Missile Mastery exists - (or will exist) - not Fling. Otherwise you are allowing a 5 karma spell to duplicate the effect of a 1 PP power.

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
But the point is moot, since Missile Mastery isn't in 5E yet.


Correct smile.gif

QUOTE (Umidori @ Aug 10 2013, 03:37 PM) *
So I guess the solution, for the moment, is for Gambit-style character to simply use special metal playing cards, more akin to oversized razor blades or throwing knives than actual paper cards. Ooh! Idea! Cards made of a special shear-thickening material that are flexible at rest, but when suddenly imparted with kinetic energy they go rigid! Hence, you can shuffle and bend and otherwise flex them when at rest, but when you throw them with all your might they harden into thin "blades" for a second or two - long enough to hit and damage a target.

~Umi


The metal playing cards would work - and the shear-thickening material sounds cool smile.gif
Archmike
QUOTE (Lobo0705 @ Aug 10 2013, 09:33 PM) *
Stuff


Ok so how much would it cost in nuyen to have the funk material cards do we reckon? That is dependent on a GM rueling on how fling works smile.gif

Oh and just to stir the pot some more: can touch spells be delivered with a kick?
Umidori
QUOTE (Lobo0705 @ Aug 10 2013, 01:33 PM) *
That is an interesting question. Obviously you have one of two ways to go. Either a) They don't stack, or b) You get both - so hypothetically if Missile Mastery works in 5e as Strength +1 DV for actual thrown weapons and Strength/2 for non-damaging weapons such as cards, then if I have a Magic of 6 and Missile Mastery, and I Fling a playing card I would do 3DV, while Flinging a knife would be 8DV (normal knife is Strength +1DV and Missile Mastery would be another +1DV). Personally I would lean toward B.

You're still going on about STR/2. nyahnyah.gif

If/when Missile Mastery hits SR5, it's going to use the new SR5 damage codes, meaning even Improvised Throwing Weapons will deal straight (Strength) damage. The only reason it got divided by two in 4E was because all melee and thrown damage used half strength. If they didn't make it full (Strength) in SR5, they'd be massively nerfing the ability for no apparant reason.

~Umi
Umidori
QUOTE (Archmike @ Aug 10 2013, 03:29 PM) *
Ok so how much would it cost in nuyen to have the funk material cards do we reckon? That is dependent on a GM rueling on how fling works smile.gif

Oh and just to stir the pot some more: can touch spells be delivered with a kick?

YMMV, but as a GM I'd say dilatant/shear thickening playing cards would be a custom specialty item.

I'd take the price of a normal Throwing Knife and jack it up considerably - say, charge 400% or 500% of the base price? So each individual card would cost 100 to 125 nuyen? That'd make a full deck cost 5200 to 6500 nuyen, but to be fair, that's 52 knives. A more reasonable number of cards - let's say 8 to 10 - would only cost 1000 nuyen, which is the price of a katana. Seems reasonable to me. In fact, I almost feel it's still too cheap, but I could live with this price.

I'd also bump the availability to 12F, which matches a monofilament whip. Still available at chargen, but their nature as disguised weapons makes them a legal no-no.

Also, yes, Touch spells can be delivered with any direct contact between two auras. You can cast a touch spell by licking someone if you want, or by having them slap your rump and call you a dirty little tramp, if you're into that sort of thing.

~Umi
Lobo0705
QUOTE (Umidori @ Aug 10 2013, 05:33 PM) *
You're still going on about STR/2. nyahnyah.gif

If/when Missile Mastery hits SR5, it's going to use the new SR5 damage codes, meaning even Improvised Throwing Weapons will deal straight (Strength) damage. The only reason it got divided by two in 4E was because all melee and thrown damage used half strength. If they didn't make it full (Strength) in SR5, they'd be massively nerfing the ability for no apparant reason.

~Umi


Sorry - I played 3e for so long that my default for old editions is that rather than 4 smile.gif

In 3e the power of a thrown weapon was = Strength.
The power of an item that normally could not damage anyone - such as a playing card with Missile Mastery was = Strength/2, and with a normal weapon with Missile Mastery was Strength +2

In 4e you are of course correct, a normal thrown weapon was Strength/2, and so was the playing card with Missile Mastery (and making it Strength/4 for 4e would make it useless), while a normal weapon with Missile Mastery was DV +1.

I am of course speculating - but I am thinking that now that they have doubled (or restored back to 3rd edition standards) the damage value for actual weapons, they can reduce things like marshmallows and pieces of tin foil to Strength/2 - but we will have to wait until the 5e version of Magic in the Shadows/Street Magic comes out to see frown.gif.



Lobo0705
QUOTE (Archmike @ Aug 10 2013, 06:29 PM) *
Ok so how much would it cost in nuyen to have the funk material cards do we reckon? That is dependent on a GM rueling on how fling works smile.gif

Oh and just to stir the pot some more: can touch spells be delivered with a kick?


I agree with Umi's pricing - sounds quite reasonable.

With the touch spell being delivered with a kick, that's open to debate smile.gif

Let me be clear - Umi is completely correct - any contact can deliver the Touch spell. But, if I understand you correctly, are you asking can you make a unarmed combat test to actually kick the opponent and do damage, and then on top of that cast a spell and do more damage to them.

Some say yes, some say no. For me, I lean toward "No" for several reasons:

1) Making a melee attack is a complex action - casting a spell is a a complex action. In this particular case, a Touch spell requires a melee attack to complete the casting (and you get a bonus to make the attack because it is easier to touch someone) - but you shouldn't get a "free" extra melee attack out of it.
2) The new 5e rules put special emphasis on only one "attack" action per Action Phase - this clearly gives you two.
3) I think it is unbalancing.

Again - that is just me, I will (along with any other ruling) happily go along with whatever Aria decides to use in this game.
Umidori
If you're casting a Touch spell, you're making a Touch Attack, which always deals no damage, but which applies secondary effects like Spells and Contact Drugs.

(In theory it should also apply things like Shock Gloves, since those require a Touch Attack, but doubling up on multiple sources of damage from a single strike is immensely problematic. If everything stacked, you could layer a Knockout Spell, Shock Gloves, and a DMSO/Narcoject mixture for a hit that pretty much guarantees unconsciousness on even just a grazing blow.)

You do get a +2 to your dice pool when making a Touch Attack. Using your feet to kick won't normally have any effect different than an ordinary "punching" Unarmed Attack. In SR4, Martial Arts allowed you to use a Kick Attack maneuver which gives a bonus of 1 to Reach, but even if that gets brought back in 5E it won't help with a touch attack anymore, because Reach now only applies a defense modifier for whoever has more of it, rather than the option of either bonus attack dice or bonus defense dice.

~Umi
Archmike
Ok cool so a kick can deliver a touch spell that's all i wanted. It's more for the look of the thing than anything wink.gif

Hmm you could hide the fancy cards inside a deck of cards couldn't you? Mayeb have special ridges down the sides so you can feel where they are but just looking at them you'd never know. Sounds good to me smile.gif
Trigger
@ Game Face:
As I am going to be away for most of today, I just want to list out what my next actions and rolls are going to be, so if Aria is around I can get a response and factor it into my next IC post.

This is all dependent on no threatening devices being within range yet:

First, Hatter will move to a secure spot, probably tucked under the bar or something, and drop into VR after letting everyone know he is going under. There, he will log into the Hotel's host (did checking in at the lobby get him basic admission into the host?) running silently and search for schematics of the building (should be easily accessible to the public, fire exits and codes and all) and overlay this floor on the HUDs of those connected to him. After that, Matrix Perception to find the controls for the security cameras in the halls and elevators and to begin searching for forthcoming opposition.

Hack on the Fly to get a mark on the Host (if needed and I don't have one already):
Hacking 6 + Logic 8 + VR 2 - Silent 2 [Sleaze 7]
Hack on the Fly (14d6.hits(5)=2)
Edge to reroll failures (again, if the roll is even needed in the first place):
Edge Reroll (12d6.hits(5)=4)

Next, Matrix Perception to find controls for cameras:
Computers 5 + Intuition 5 + VR 2 - Silent 2 [Data Processing 6]
Matrix Perception (10d6.hits(5)=5)
*Hits for if it is protected and if it has a data bomb on it





ElFenrir
Orion is mostly wanting to roll a Perception(Smell) test, to see if he can sense smoke, and if the hits are good enough, about how bad it is.


Perception(Scent) roll:
15d6.hits(5) → [1,2,4,2,1,3,4,6,6,5,1,3,4,2,2] = (3)
phlapjack77
Apologies for Dog being absent for awhile, I'm posting up now...
Umidori
Man, you'd think weekends would see more posts in these campaigns, but apparantly not...

~Umi
phlapjack77
QUOTE (Umidori @ Aug 12 2013, 09:42 AM) *
Man, you'd think weekends would see more posts in these campaigns, but apparantly not...

~Umi

Seems most posters are doing so from work, and can't post on the weekends cuz they're not stuck in front of a computer all day biggrin.gif
ElFenrir
I write from home myself, but at this point I'm pretty set up with what Orion's doing-but besides his Perception check that's about all that is going until the next step happens.

I can say he's turning on his adept powers, as shown with the killing hands bit.
Lobo0705
Exactly - I think we are (or at least I am) done until I get the results of my perception check and find out what happens next from Aria
AlDaRoN
@Game Face

QUOTE (phlapjack77 @ Aug 11 2013, 09:54 PM) *
Seems most posters are doing so from work, and can't post on the weekends cuz they're not stuck in front of a computer all day :D


I never, ever, have time to post when I'm away from work. I barely see my wife and my baby girl on weekdays so weekends are kind of sacred.

Alright, I'm posting some rolls.

[ Spoiler ]
ElFenrir
Good news-Defense rolls never have Limits. biggrin.gif
AlDaRoN
QUOTE (ElFenrir @ Aug 12 2013, 07:59 AM) *
Good news-Defense rolls never have Limits. biggrin.gif


Yay! I only had one roll over 7 but I can always use gymnastics to add some more dice nyahnyah.gif
phlapjack77
@Aria
rolls posted on first page of OOC on Dog's char sheet

@AlDaRoN
on your post where you have your rolls, you can turn off smilies to keep from getting (cool.gif's all over the place smile.gif
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