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Heavily armored PC needs a little humbling.

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summers307

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« Reply #120 on: <04-16-13/1713:17> »
Just wanted to make sure you know the counterspelling for your friends doesn't get the whole dice pool to their defence only the Skill + Defender's Attribute.

So if I'm playing my Character Bulletstopper and gets a stunbolt cast at him F12, and My other character Scythe who’s dice pool says ‘Counterspelling + magic = 11’ is actually only 4 because that’s Scythe’s counterspelling skill.

So Bulletstopper’s defense pool would be Scythe’s Counterspelling 4 + Bulletstopper's Willpower 3 = 7 dice….

Pretty weak defense pool compared to his usual 8 or so reaction, 22 or so armor and 12 body on top of that. <.< Yeah I’d rather get shot with bullets. I'd only give the Body part of the soak roll as well.


Hmmm......I need to brush up on the magic portion. I'll admit that as a GM I limped before I could walk, now I'm walking before I run. Magic has been minimal so far, but now that I have combat and matrix concepts more or less taken care of, now I need to work on magic rules and critter combat.
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summers307

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« Reply #121 on: <04-17-13/0448:21> »
Just wanted to make sure you know the counterspelling for your friends doesn't get the whole dice pool to their defence only the Skill + Defender's Attribute.

So if I'm playing my Character Bulletstopper and gets a stunbolt cast at him F12, and My other character Scythe who’s dice pool says ‘Counterspelling + magic = 11’ is actually only 4 because that’s Scythe’s counterspelling skill.

So Bulletstopper’s defense pool would be Scythe’s Counterspelling 4 + Bulletstopper's Willpower 3 = 7 dice….

Pretty weak defense pool compared to his usual 8 or so reaction, 22 or so armor and 12 body on top of that. <.< Yeah I’d rather get shot with bullets. I'd only give the Body part of the soak roll as well.

UPDATE:
 thanks for the reminder Zilfer! I talked to the mage of the group and he was in fact using his entire dice pool for counter spelling and not just his skill ranks.

God I love these forums, this game has gotten so much easier because of this.
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Michael Chandra

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« Reply #122 on: <04-18-13/0901:34> »
You basically got mixed up between 'counterspelling' Counterspelling (best to call it defensive) and 'dispelling' Counterspelling. Dispelling uses Magic+Counterspelling, whereas Defensive uses (target Willpower)+(mage Counterspelling). So the full dicepool pretty much only applies when trying to fight a Sustained spell, e.g. an Illusion. It's an easy mix-up.
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Zilfer

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« Reply #123 on: <04-18-13/1756:46> »
Yeah no worries it was a few months before I caught onto that one along with some other tricks that can make Shadowrun deadly.... hell Hacking I thought Logic was used in hacking.... base rules it doesn't use Logic.....

<.< You get the Program Rating + Hacker's SKill Rating.... most sheets add in the Logic plus Hacker's skill for the dice pool..... tricky.

xD Ran a game recently and it was pretty fun to throw it up. I thought Melee was half impact armor was proven wrong. Aw well. xD
Having access to Ares Technology isn't so bad, being in a room that's connected to the 'trix with holographic display throughout the whole room isn't bad either. Food, drinks whenever you want it. Over all not bad, but being unable to leave and with a Female Dragon? No Thanks! ~The Captive Man

Inconnu

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« Reply #124 on: <04-20-13/1947:26> »
Just use a Mind/Body control on him. Big George or whatever turns around and slugs Mage in the face, then unloads 2 tasers into Face. TPK in a few rounds.

summers307

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« Reply #125 on: <04-21-13/0403:42> »
You know, and I know this is surprising, I don't find a TPK a constructive way to solve a party problem. In this case the PC who originally caused the biggest headache is still alive in that scenario. Besides, I've already solved the problem.
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Aryeonos

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« Reply #126 on: <04-21-13/1909:45> »
It's probably already been pointed out, but armour does decay, and heavy use cyberware needs constant care. He's going to need to get his gear serviced frequently, and probably attracting the attention that he does, he'll be too hot for many doctors or dealers to even see, not just that but he'll probably be backstabbed with the doctors calling the police on him or implanting secret bugs and devices upon high paying request. Something to consider.
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Inconnu

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« Reply #127 on: <04-21-13/1949:30> »
Then make them keep in nonlethal. Besides, Mind/Body control spells are awesome. Why WOULDN'T the wagemage use it on that hulk who happens to be breaking and entering?

summers307

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« Reply #128 on: <04-22-13/0639:23> »
It's probably already been pointed out, but armour does decay, and heavy use cyberware needs constant care. He's going to need to get his gear serviced frequently, and probably attracting the attention that he does, he'll be too hot for many doctors or dealers to even see, not just that but he'll probably be backstabbed with the doctors calling the police on him or implanting secret bugs and devices upon high paying request. Something to consider.


This is something that I wondered a little while ago. How would a GM monitor damage to cyberware, and how much would it cost to repair it? At what point is it damaged to where it doesn't function properly? If one of his contacts is a cyberdoc how does that affect how much he has to pay?
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Aaron

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« Reply #129 on: <04-22-13/0734:25> »
Sorry I'm late to the party. I've seen a lot of good ideas for Captain Invulnerable, so I thought I'd toss a couple more onto the pile.

  • Have a couple of his contacts start a blood feud between themselves.
  • The leader of the enemy forces turns out to be one of his parents (or other beloved relative from his past).
  • Give the team's initiate a metaplanar quest that lets him bring along his companions, then give the metaplane a medieval theme where Captain Invulnerable has to wear heavy plate armor that he can't remove.
  • Whoever mentioned Knockdown is a genius. Give the bad guys gel rounds to maximize the knockdown factor.
  • Barrier foam.

I_V_Saur

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« Reply #130 on: <04-22-13/1135:28> »
It's probably already been pointed out, but armour does decay, and heavy use cyberware needs constant care. He's going to need to get his gear serviced frequently, and probably attracting the attention that he does, he'll be too hot for many doctors or dealers to even see, not just that but he'll probably be backstabbed with the doctors calling the police on him or implanting secret bugs and devices upon high paying request. Something to consider.


This is something that I wondered a little while ago. How would a GM monitor damage to cyberware, and how much would it cost to repair it? At what point is it damaged to where it doesn't function properly? If one of his contacts is a cyberdoc how does that affect how much he has to pay?

Be realistic about it.

7P, but all soaked? Okay, once, maybe twice that's fine. Fifth time, max, since he isn't dodging, he's just plain shrugging the damage off as negligible. Which probably means it goes 'ping' against his 'Ware.

At some point, step back and recount every shot that connected but didn't damage him, every one that did damage him, and every other thing, be it static interference, or just water in his Cyber, that would rationally impair a poorly maintained high-tech setup. Technology breaks down. Guns break things. Nothing can stand up to an HMG forever.

Even just gouging his wallet will remind him that there is a cost to badassery - but, you know by now he's learned his lesson. If he tries to blow more cash on Ware, to make himself even harder to kill, it's time to break out the juice.

Yeah.

Juice in the 'Ware is gonna be a bitch. Alcohol is worse, and if his Doc is a drunk, and then he runs up against some loco with a flamethrower...The look on the player's face would bust your gut, I bet.