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PraetorGradivus
I m better off rerolling the AV+BOD test, so no.
Lobo0705
QUOTE (Jack VII @ Feb 12 2015, 02:11 PM) *
Before you adjudicate that, does a drone take wound penalties for physical damage? It seems like it should? I know Matrix Damage doesn't cause any loss of capability, but the drone has taken 4 boxes of physical damage.

Also, did we ever come to a determination about whether weapons fired by a drone are considered Gunnery? They get the recoil compensation bonus related to Gunnery, so it kind of makes sense. If so, they require a Complex Action to fire no matter the firing mode, so I would think it might suffer a progressive recoil penalty at this point? I have no idea how much RC it gets, but this is at least 10 rounds fired now. Granted, this makes the decision making with drones effectively: Fire 10-Round Full Auto Burst every other IP, which will probably result in lots of dead PCs.


Ok - good questions - here is what I found.

1) Page 270 - Drone Combat - rules are the same as for flesh and blood characters. This seems to indicate that the drone does indeed suffer a -1 penalty for taking the 4 boxes of Physical Damage (and technically does not act until Initiative Score 2).

In this particular case, the last die rolled was a 4, so this does not change the outcome of the attack.

2) Page 183 that "Gunnery" means firing a vehicle mounted weapon, and uses the Gunnery skill, and is always a complex action. Right underneath it, where it says "Drone Gunnery", it says it uses its [Weapon] Targeting Autosoft to fire, and does not state anywhere that it requires a complex action to do so.

Interestingly enough, on the following page, in the example, it talks about Sir Rigs-a-lot Sending a Message to his drone, and it uses its "Gunnery autosoft" - which doesn't exist - so I'm guessing that Drones do not use Gunnery to fire, and it is NOT a complex action.

Now, that being said, that would only apply if the Drone is acting on its own, i.e. you've sent it a message. If you jump into the drone, or use the Control Device action (both of which now require Gunnery tests), it would be a Complex action to fire the weapon.

Or at least, given how the rules are written, that's what I would see would make sense. What are your thoughts? (This includes everyone, not just Jack - especially PG, since he is a rigger and would probably be affected by it the most).
Jack VII
p. 176 has a section entitled Vehicle and Drone Mounted Weapons. Granted, other than the first sentence, the section fails to reference drones again (GG CGL), but it seems like the intent is that drones get to add their BOD rating to their total RC, just like a vehicle mounted weapon. Because of that, I'd personally treat all weapons mounted to a drone as operating in the exact same way as a weapon mounted to a vehicle (i.e. receives BOD RC, requires Gunnery to fire or the Gunnery rules to fire if using an Autosoft, etc.) for the sake of simplicity.

ETA: Also, the description of [Weapon] Targeting states: "This is the Gunnery skill, but for a weapon of a specific model."
Lobo0705
QUOTE (Jack VII @ Feb 12 2015, 02:32 PM) *
p. 176 has a section entitled Vehicle and Drone Mounted Weapons. Granted, other than the first sentence, the section fails to reference drones again (GG CGL), but it seems like the intent is that drones get to add their BOD rating to their total RC, just like a vehicle mounted weapon. Because of that, I'd personally treat all weapons mounted to a drone as operating in the exact same way as a weapon mounted to a vehicle (i.e. receives BOD RC, requires Gunnery to fire or the Gunnery rules to fire if using an Autosoft, etc.) for the sake of simplicity.


Ok - reading it through again, found one more thing:

1) The section on page 176 clearly refers to both Vehicles and Drones. Both gain BOD RC.
2) The section on page 183 is a little confusing, because they have that whole separate section on "Drone Gunnery". However, what clears this up is, I think,

3) Page 270, under [Weapon] Targeting. It says "this is the Gunnery skill.

Ok, that being said, that means that it WOULD require a Complex action.

So lets' backtrack slightly.

I have to remove 1 die for the wound modifier.

The Drone has a build in RC of 4, the weapon has an RC of 3 (gasvent 2 and a shock pad). This means that it suffered no RC for the first shot, and would suffer 5 points of RC on the second shot. So I would be subtracting 6 dice total from the attack, leaving it with 1 hit.

Since Sisco got a hit on his dodge, he avoids the attack. (or at least suffers a glancing blow)

ETA - I see you found the section on page 270 as I was finding it too.
PraetorGradivus
I believe that the intent is drones are vehicles.
Chrome Head
Snap will fire a F3 Ball Lightning at the same drone.

It's weak, but we'll get through eventually thanks to her many action passes. I don't want to risk drain any more than I have to.

ETA: added an IC post with another message reply.
Lobo0705
QUOTE (Chrome Head @ Feb 12 2015, 06:23 PM) *
Snap will fire a F3 Ball Lightning at the same drone.


12 Dice Normally, -1 for Wounds, -2 for Sustaining Spell=9 dice = 3 hits, no scatter
http://invisiblecastle.com/roller/view/4776250/

Drone Resists 3DV -3 Armor
4 Body + 1 Net Armor = 3 hits - no damage
http://invisiblecastle.com/roller/view/4776251/

Resist Drain = 7 hits, no drain
http://invisiblecastle.com/roller/view/4776252/

IP 1, CT 4
Snap 21 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4776253/
Jack 10
http://invisiblecastle.com/roller/view/4776254/
Sisco 17 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4776255/
Mel 15
http://invisiblecastle.com/roller/view/4776259/
Bound Spirit of Man 17
http://invisiblecastle.com/roller/view/4776261/
Spirit of Earth 10
http://invisiblecastle.com/roller/view/4776262/
Microskimmer -13
http://invisiblecastle.com/roller/view/4776263/


IP 1, CT 4
Snap 21 - Drop Phantasm Spell, Move Mass Confusion area of effect.
Sisco 17
Bound Spirit of Man 17 - Await Snap's Instructions
Mel 15 - Data Spike RCC, Free Action Send Message
Microskimmer 13 - Follow Jacks's Instructions to move toward ARO
Jack 10
Spirit of Earth 10 - Await Snap's Instructions

Actions?

To give a quick overall summary (in case it is hard to follow from the IC Post:

To your north about 120 meters away is the one drone. To your west about 65 meters away is Huiquing. 40 meters behind him is the man who came running out of the house, and is running after Huiquing, looking back at the house and firing.

There was still sporadic gunfire in the house itself.

The Microskimmer will basically pass Huiquing this turn as it goes towards the ARO roughly 80 meters from your position (to the west).

Huiquing is now out of the area of effect of the Mass Confusion, and so no longer takes the penalty of 4 dice. (Snap, you can drop that now or move it as a Complex action).
Chrome Head
Snap moves the confusion area over Huiqing's head and drops the Phantasm spell (it must be far away now?). I'm assuming the later is a Free Action.
Lobo0705
QUOTE (Chrome Head @ Feb 13 2015, 10:33 AM) *
Snap moves the confusion area over Huiqing's head and drops the Phantasm spell (it must be far away now?). I'm assuming the later is a Free Action.


Huiquing moved about 20 meters in his last turn, so the Phantasm is about that far behind him - and yes, that is a Free Action.

Sisco is up.
Jack VII
Since I won't be around to give much input, let's just have Jack task the drone with a new ARO centered on Huiquing's current location (Send Message - Simple Action), send a message to the team (Send Message - Simple Action) <<@Team [JustJack] Alright, take the last drone and the other guy heading toward Huiquing. Not sure what we're doing with him yet, but if he thinks we're rescuing him, he may drop his guard>>, then use my Free Action to take Full Defense for the extra three dice to all defense tests.
Lobo0705
IP 1, CT 4
Snap 21 - Drop Phantasm Spell, Move Mass Confusion area of effect.
Sisco 17
Bound Spirit of Man 17 - Await Snap's Instructions
Mel 15 - Data Spike RCC, Free Action Send Message
Microskimmer 13 - Follow Jacks's Instructions to move toward ARO
Jack 10 - Send Message, Send Message, Full Defense
Spirit of Earth 10 - Await Snap's Instructions

PraetorGradivus
simple action aiming at last drone and simple action shooting FA at it. 13 dice + 2 smartlink -3 range-1 recoil-1wound= 10dice [6].
Free action, eject clip as it is now empty.

Lobo0705
QUOTE (PraetorGradivus @ Feb 13 2015, 01:05 PM) *
simple action aiming at last drone and simple action shooting FA at it. 13 dice + 2 smartlink -3 range-1 recoil-1wound= 10dice [6].
Free action, eject clip as it is now empty.


Ok, so since you have a 32 round clip, and have already fired 30 rounds, a FA burst is 6 bullets.

You are 4 rounds short, meaning the normal -5 penalty to the drone's dodge is reduced by 4 to -1.

However, that would also mean your recoil is reduced by 4, so you should not suffer any recoil penalty.

So you roll 11 dice - 4 hits
http://invisiblecastle.com/roller/view/4776406/

It dodges with normally 8, -1 for wounds, -1 for your FA = 2 hits
http://invisiblecastle.com/roller/view/4776407/

It has to resist 8DV -5 AP = 1 hit
http://invisiblecastle.com/roller/view/4776408/

So it takes 7 boxes of damage, putting it out of commission.

Mel goes, and attempts to Data Spike the RCC.
Cybercombat 3 + Logic 6, Noise is equal to 2 (modified down from 5)= 7 dice= 3 hits
http://invisiblecastle.com/roller/view/4776413/

It resists with Int + Firewall, 10 dice = 5 hits
http://invisiblecastle.com/roller/view/4776415/

This would cause 2 points of Matrix Damage to you, although the Rigger will not yet know he is under attack. Edge?
PraetorGradivus
hold on...I fired four times...twice at the guard and twice at the drones. This is my fifth shot.
Not that it means anything as the short burst killed it anyway so more dice wouldn't do any different,.
End result empty clip. Well two bullets, but that as well be an empty clip.
So disregard my hold on.
Lobo0705
QUOTE (PraetorGradivus @ Feb 13 2015, 01:22 PM) *
hold on...I fired four times...twice at the guard and twice at the drones. This is my fifth shot.
Not that it means anything as the short burst killed it anyway so more dice wouldn't do any different,.
End result empty clip. Well two bullets, but that as well be an empty clip.
So disregard my hold on.


I count once at Huiquing
Twice at Hao Fe
Twice at the drones

Each using 6 bullets

Now this is the 6th time you've fired, using up your last 2 bullets.
PraetorGradivus
I forgot I shot at the old man...my bad
Lobo0705
QUOTE (PraetorGradivus @ Feb 13 2015, 01:42 PM) *
I forgot I shot at the old man...my bad


No worries, that happened in real life about 5 days ago, whereas in the game it was only 9 seconds ago smile.gif

I've PM'd the translation to Jack and PG of what the man said wink.gif
Chrome Head
Looks like we're getting to IP2 already.

Following Jack's order, Snap will attempt to take down the man running towards Huiqing. F5 Clout, let's see what he's made of. Note that Snap doesn't have penalties for sustaining anymore, just the -1 from stun damage.
PraetorGradivus
It would have been nice if they had put an extra column on the drones with how much they weigh... not that it's likely that'll I'll have time to steal one, but if I did, it would be nice to know if I'm strong enough to pick one up.
Melpomene
No Edge...I'll take the two points of Matrix Damage. Next pass, let's do it again, and this time I'll use Edge before the roll.
Lobo0705
IP 2, CT 4
Snap 11 - Clout
Sisco 7
Bound Spirit of Man 7 - Await Snap's Instructions
Mel 5 - Data Spike RCC
Microskimmer 3 - Follow Jacks's Instructions to move toward ARO

So, Snap casts Clout - getting 4 hits
11 dice http://invisiblecastle.com/roller/view/4776960/

Man attempts to dodge - getting 0 hits lol
http://invisiblecastle.com/roller/view/4776961/

So he has to resist 5Stun with a -5 AP - getting 4 hits, so he takes 1 point of Stun.
http://invisiblecastle.com/roller/view/4776962/

Siscos action?

Mel attempts to Data Spike again, rolling 12 dice since she used Edge
http://invisiblecastle.com/roller/view/4776963/ - getting 3 hits, and 2 of them were 6's and are rerolled
http://invisiblecastle.com/roller/view/4776964/ - getting 1 more hit.

RCC defends - getting 3 hits.
http://invisiblecastle.com/roller/view/4776966/

So Mel does 6DV base, +1 for 1 net hit. +2 because you have a MARK on him.

It resists with DR + Firewall, 9 dice
http://invisiblecastle.com/roller/view/4776968/ = getting 4 hits.

So you've done 5 points of Matrix Damage to the RCC (Your character would know that it means you are at least halfway to bricking him, unless he has a ridiculously high end RCC)
Chrome Head
QUOTE (Lobo0705 @ Feb 14 2015, 09:00 AM) *
So, Snap casts Clout - getting 4 hits
11 dice http://invisiblecastle.com/roller/view/4776960/

Man attempts to dodge - getting 0 hits lol
http://invisiblecastle.com/roller/view/4776961/

So he has to resist 5Stun with a -5 AP - getting 4 hits, so he takes 1 point of Stun.
http://invisiblecastle.com/roller/view/4776962/


Correction: he has to resist 5 physical stun + net hits, which is 9S, -5AP.

So he should take 5 boxes of stun, not 1.

Edit: Thanks PG, sorry it is stun, but the 4 net hits still apply.
PraetorGradivus
Simple action to reload the othe stick-n-shock clip.
simple action to FA at man running behind huiquin.
13dice +2 smartlink -6 range -1 wound -1 recoil = 7[6]

BTW Clout is a physical spell but it does STUN damage as per its description, never physical...it's the indirect version of stunbolt.
Lobo0705
Yes - my apologies - s/b 5 boxes of Stun damage,

Followed by Sisco - a quick note, before I roll this, your post #257 (IC thread) indicates the gun was loaded with Stick and Shock and had 2 clips of APDS, and your character sheet (unless I missed an update) indicates you have (Post 554 OOC thread)

40 rounds of Stick and Shock
40 rounds of APDS
40 rounds of regular
2 extra clips.

Could you just clarify your ammo situation? Like I said, I might have missed something.
PraetorGradivus
When I took Grease's clips I thought one was stick-n-shock. I went back and looked...he actually had one filled with apds and one with gel rounds....so no stick-n-shock for me. So unfortunately I load APDS and aim at the guy following. No shot.
Chrome Head
IP3, Snap will throw another Clout at that man.
Lobo0705
IP 3, CT 4
Snap 1 - Clout

Clout Force 5
http://invisiblecastle.com/roller/view/4778603/

He dodges
7d6 normally, -1 for wounds, -1 for 2nd attack
http://invisiblecastle.com/roller/view/4778604/

Snap resists Drain 2DV with 13 dice
http://invisiblecastle.com/roller/view/4778605/

Taking 1 point of Stun

Which, if I read the description of Resist Pain properly, since you have taken additional damage, this causes the spell to dissipate.

IP 1 CT 5
Snap 25 (including -2 for wounds)
http://invisiblecastle.com/roller/view/4778606/
Sisco 17 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4778607/
Jack 12
http://invisiblecastle.com/roller/view/4778608/
Mel 14
http://invisiblecastle.com/roller/view/4778609/
Bound Spirit of Man 16
http://invisiblecastle.com/roller/view/4778610/
Spirit of Earth 11
http://invisiblecastle.com/roller/view/4778611/
Microskimmer 14
http://invisiblecastle.com/roller/view/4778612/
.

Snap 25 (including -2 for wounds)
Sisco 17 (including -1 for wounds)
Bound Spirit of Man 16 - Await Instructions
Mel 14
Microskiimmer 14 - follow Instructions
Jack 12
Spirit of Earth 11 - Await Instructions



Chrome Head
Spell casting with 2DV drain is becoming almost too dangerous at this point...

Snap will still cast Resist Pain on herself though, and probably do the bare minimum from this point forward, only casting or summoning when absolutely necessary.
Lobo0705
QUOTE (Chrome Head @ Feb 16 2015, 10:54 AM) *
Spell casting with 2DV drain is becoming almost too dangerous at this point...

Snap will still cast Resist Pain on herself though, and probably do the bare minimum from this point forward, only casting or summoning when absolutely necessary.


Resist Pain
12 dice normally, -2 for wounds, +2 for Mentor - Force 6: = 4 hits
http://invisiblecastle.com/roller/view/4778648/

Resist Drain 2DV
http://invisiblecastle.com/roller/view/4778649/ = no drain

So the 7 boxes of Stun are now treated as 3 boxes of Stun, bringing her back down to a -1 modifier for wounds.

PraetorGradivus
Hopefully the guy following has enough armor.

Aim as simple action.
FA, Called Shot, Splitting The Damage
13 dice + 2 smartlink -3 range-1 recoil-1wound+1 2nd aim-4called shot= 7dice [6].
Lobo0705
QUOTE (PraetorGradivus @ Feb 16 2015, 03:14 PM) *
Hopefully the guy following has enough armor.

Aim as simple action.
FA, Called Shot, Splitting The Damage
13 dice + 2 smartlink -3 range-1 recoil-1wound+1 2nd aim-4called shot= 7dice [6].


So - your 7 dice:
http://invisiblecastle.com/roller/view/4778796/ = 1 hit.

He attempts to dodge
7 dice normally, -1 for wounds, -5 for full auto, -2 for third attack defended against, +2 for running (should have applied this earlier, not going to go back and apply it now though) = 1 die
http://invisiblecastle.com/roller/view/4778799/ = critical glitch

So you deal 8DV +1 for net hit, -4 AP
He resists with 12 dice after AP
http://invisiblecastle.com/roller/view/4778803/ = getting 5 hits, so you deal 4 damage, I'm assuming 2 Stun and 2 Physical

So he has taken 7 Boxes of Stun and 2 Physical.

The Critical Glitch on the Dodge will make him fall down and miss this IP.
PraetorGradivus
The rules say if there's an odd point it always goes towards stun

DV on the Ingram Smartgun X is 8
Lobo0705
Snap 25 (including -2 for wounds) - Cast Resist Pain
Sisco 17 (including -1 for wounds) - Full Auto at man following Huiquing
Bound Spirit of Man 16 - Await Instructions
Mel 14
Microskiimmer 14 - follow Instructions
Jack 12
Spirit of Earth 11 - Await Instructions

Edited Sisco's actions to account for higher DV

Mel and Jack? Your actions.
Melpomene
Mel will try to DS the RCC again. No Edge.
Lobo0705
QUOTE (Melpomene @ Feb 17 2015, 10:02 AM) *
Mel will try to DS the RCC again. No Edge.


If I could make a suggestion before I roll.

You are rolling 7 dice because of Noise, it is rolling 10 dice to resist. If you end up rolling less hits than it, you take damage. Taking a Complex Action to Change Grids will eliminate the noise penalty, which will at least bring you up to almost parity.
Melpomene
Okay, let's change grids.
Jack VII
Sorry folks, I have a ton of work today on an analytics project. KILLING ME! The raw dataset is doing some shit where it is taking the negative of the transaction value and then calculating a starting inventory value off of that. I don't know why it does it. It's pretty infuriating since the final value is still correct. Guh!

Anyway, Jack is going to use a Simple Action to focus on the AR feed from the overhead Fly-Spy to see if there are any other guards/enemies heading in their general direction. He'll then also use a Simple Action to refocus on the meat world and Take Aim on the guy that just fell down. He'll reserve a free action to take Full Defense if he gets shot at.
Lobo0705
Snap 25 (including -2 for wounds) - Cast Resist Pain
Sisco 17 (including -1 for wounds) - Full Auto at man following Huiquing
Bound Spirit of Man 16 - Await Instructions
Mel 14 - Change Grids
Microskiimmer 14 - follow Instructions
Jack 12 - Check AR Feed, Take Aim, Initiate Full Defense
Spirit of Earth 11 - Await Instructions

IC post up shortly,

IP 2, CT 5
Snap 15 (including -2 for wounds)
Sisco 7 (including -1 for wounds)
Bound Spirit of Man 6 - Await Instructions
Mel 4 -
Microskiimmer 4 - follow Instructions
Spirit of Earth 1 - Await Instructions
Chrome Head
Snap will move the confusion spell onto Huiqing's position.

Just like to say that I find this action sequence fun. I get to see a bunch of (new) characters and NPCS interact, also a bunch of different kinds of rules being applied, all during an intense and interesting action scene.
Lobo0705
QUOTE (Chrome Head @ Feb 17 2015, 11:36 PM) *
Snap will move the confusion spell onto Huiqing's position.

Just like to say that I find this action sequence fun. I get to see a bunch of (new) characters and NPCS interact, also a bunch of different kinds of rules being applied, all during an intense and interesting action scene.


Yes, it is pretty cool - you've got drones, spirits, decking, gunplay, spells - about the only thing you don't have is hand-to-hand combat smile.gif Glad you are enjoying!


IP 2, CT 5
Snap 15 (including -2 for wounds) Move Confusion Spell
Sisco 7 (including -1 for wounds)
Bound Spirit of Man 6 - Await Instructions
Mel 4 - Data Spike RCC
Microskiimmer 4 - follow Instructions
Spirit of Earth 1 - Await Instructions

Mel is now up to:
Cyber Combat 3, Logic 6, No Noise penalty now = 9 dice = 3 hits
http://invisiblecastle.com/roller/view/4780447/

RCC defends
http://invisiblecastle.com/roller/view/4780448/ = 1 hit

So, your Attack value is 6, +2 for 2 net hits, +2 for a Mark=10 DV

He now resists with 9 dice - getting 3 hits
http://invisiblecastle.com/roller/view/4780449/

So he takes an additional 7 points of Matrix Damage, dumping him! He will have to resist Dumpshock (I'll roll that offline, since you would have no way of knowing how much damage he will have taken).

Sisco?
PraetorGradivus
I'll attempt to stand, run next to Huiquing and say "Gēn wǒ lái, xiānshēng." ["Come with me, sir."]
Lobo0705
QUOTE (PraetorGradivus @ Feb 18 2015, 01:57 PM) *
I'll attempt to stand, run next to Huiquing and say "Gēn wǒ lái, xiānshēng." ["Come with me, sir."]


Ok - Body + Willpower, -1 for wounds = 5 dice
http://invisiblecastle.com/roller/view/4780692/ = 2 hits - success!

You can now run 16 meters toward him, putting you about 10 meters away - I'm going to assume that you just raise your voice a little and say it?

PraetorGradivus
Yes, I want him to hear what I say.
Lobo0705
IP 3, CT 5
Snap 5 (including -2 for wounds)
Chrome Head
Can I make it so that Sisco (nor any of the teammates) get affected by the spell? If not, I'll simply make sure to extend my counterspelling on him.

With any remaining action, Snap will attempt to observe in detail her surroundings for additional threats or whatever, both from vision and hearing.
PraetorGradivus
Confusion is a single target spell.
Mass Confusion is the area spell.

Jack VII
It may have been misnamed in the thread, but Snap has Mass Confusion rather than Confusion.
Lobo0705
QUOTE (Chrome Head @ Feb 18 2015, 10:40 PM) *
Can I make it so that Sisco (nor any of the teammates) get affected by the spell? If not, I'll simply make sure to extend my counterspelling on him.

With any remaining action, Snap will attempt to observe in detail her surroundings for additional threats or whatever, both from vision and hearing.


No - the only way to avoid that would be to get the MetaMagic Spellshaping, and take a penalty to spell casting to create "holes" in the area affect around your teammates (or yourself).

Interesting fact (I'm not going to go back and redo it) - every time Huiquing left the radius of your Mass Confusion spell he stops being affected immediately, and then when you move it onto him again, he would get to resist the spell again.
(Page 282 Step 7)

Amy then makes her Perception test, but does not see anything else to warrant concern.

I'm going to take you out of combat now - you can free rp - we may go back into combat depending on what happens next.
Chrome Head
QUOTE (Lobo0705 @ Feb 19 2015, 09:37 AM) *
No - the only way to avoid that would be to get the MetaMagic Spellshaping, and take a penalty to spell casting to create "holes" in the area affect around your teammates (or yourself).

Interesting fact (I'm not going to go back and redo it) - every time Huiquing left the radius of your Mass Confusion spell he stops being affected immediately, and then when you move it onto him again, he would get to resist the spell again.
(Page 282 Step 7)

Amy then makes her Perception test, but does not see anything else to warrant concern.

I'm going to take you out of combat now - you can free rp - we may go back into combat depending on what happens next.


For future reference, isn't there a way to get an area spell to stick on someone? I understand that you want me to spend a complex action to do it, but it becomes very unnatural in the context of "ok you take your turn now it's my turn" gameplay. If Snap spends a complex action every turn, can't she just make it follow the intended target without the "every round you leave the area of effect and every round I put it back on your head" problem?
Jack VII
Unfortunately, the only way to get a spell to stick is to cast the single target version, per the rules. I guess it's part of the trade-off between single target and AoE spells. While you could anticipate the target's movement and catch them on the far Edge of the AoE (basically doubling the distance they would have to travel to get out of it, I'm still not sure that you'd be able to catch their entire movement, even if using a high Force spell, given the way movement is handled in SR5.
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