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Raizer13:
A big surprise to me was seeing a big change that it appears you can now counter spell adept powers and critter powers.  Anyone have any insight into this change?

Xenon:

--- Quote from: Raizer13 on ---it appears you can now counter spell adept powers and critter powers. 
--- End quote ---
There are some restrictions ;-)

Adept Powers that "cost an action to activate" (Adrenaline Boost, Astral Perception, Attribute Boost, Killing Hands, Wall Running)

"Targeted and sustained" critter powers (Animal control, Compulsion, Concealment, Confusion, Engulf, Guard, Movement, Petrification,  Psychokinesis)

All other Adept Powers and Critter Powers (in the CRB) are innate and does not act like sustained spells.


You had similar rules in previous edition:

SR5 p. 315 Mana Barriers
....many always-on critter powers are innate and so are unaffected by a barrier.

Xenon:
https://www.shadowrunsixthworld.com/shadowrun-sixth-world-faq/#bonus-initiative

a hacker in hot sim VR has +4D6 Initiative Dice before any potential bonus dice are added.



https://www.shadowrunsixthworld.com/shadowrun-sixth-world-faq/#VR-user-mode

Cold sim VR gives +1 initiative dice (for a total of +2D6) and hot sim VR gives +2 initiative dice (for a total of +3D6)

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