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Spellcasting and Astral Hazing

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Chrona

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« on: <01-13-12/1126:41> »
*Throws F14 lightning ball*
.... *mutters*  Force halved, counterspelling, shielding ... hmmm ... can I ignore this?
That's still a F7 coming your way and with Edge..... no you can't especially with my luck. xD
I can see him easily buying off the entire force with counterspelling and sheilding =P

Zilfer

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« Reply #1 on: <01-14-12/1420:39> »
*Throws F14 lightning ball*
.... *mutters*  Force halved, counterspelling, shielding ... hmmm ... can I ignore this?
That's still a F7 coming your way and with Edge..... no you can't especially with my luck. xD
I can see him easily buying off the entire force with counterspelling and sheilding =P

If you have that much dice nice, that's about 13 damage without counting possible 6's and/or bad/good luck, and only going off 1 hit per 3 dice. xD Very nice.

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

The Wyrm Ouroboros

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« Reply #2 on: <01-14-12/2003:23> »
Well, Lightning Bolt is an Indirect Combat spell.  So Zilfer rolls Spellcasting + Magic + foci + totem (if any) + Spirit bonuses +/- visibility.  We'll say visibility's a wash.  Overcasting to Force 14.

My character, for these purposes: Reaction 10, Counterspelling 6, Initiate 9, Counterspelling Focus 3, with Shielding and Arcane Arrestor (halves Force).  Body of 4, Impact armor 7 + Insulation 2 (FFBA + Mortimer Greatcoat).  Don't know if it applies -- pretty sure it doesn't -- but Dodge (Ranged) 6 (+2), Gymnastics 6 (+1 Improved Ability), Quickness 15.  (Please note -- this is not the Wyrm.)

You know, I still don't get how people get 20+ armor.

Base DV is (Force / 2) + 3, which becomes ((14 / 2) / 2 ) + 3, or (rounding in Zilfer's favor) 4 + 3 = 7.  Impact halved (rounding in my favor, this time) = 4 + 2 = 6.

So the defending character is rolling 10 + 6 + 9 + 3 = 28 dice, averaging (28/3) 9 hits to counter spellcasting hits.  If the spell gets through, then 4 + 6 = 10 dice against any remnant, averaging 3 successes, which would inflict ... 5 boxes of damage with the minimum 1 successful hit on the spellcaster's part.

How nasty is the spellcaster, Zilfer?
« Last Edit: <01-14-12/2015:46> by The Wyrm Ouroboros »
Pananagutan & End/Line

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Lethe

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« Reply #3 on: <01-15-12/0615:01> »
Don't know if it applies -- pretty sure it doesn't -- but Dodge (Ranged) 6 (+2), Gymnastics 6 (+1 Improved Ability), Quickness 15
I am pretty sure it does apply, if you announce a full defense. It's handled like normal ranged attack!
But Quickness 15 wouldn't have any influence. It's from a wrong edition and you already use Reaction.

Quote from: The Wyrm Ouroboros
Base DV is (Force / 2) + 3, which becomes ((14 / 2) / 2 ) + 3, or (rounding in Zilfer's favor) 4 + 3 = 7.
Mixing up Damage Value and Drain Value?
Damage Value is just 14/2 = 7. Drain Value is 14/2 + 3 = 10.

Quote from: The Wyrm Ouroboros
So the defending character is rolling 10 + 6 + 9 + 3 = 28 dice, averaging (28/3) 9 hits to counter spellcasting hits.
Adding Full Defense its raised to 36 dice, averaging 12 hits to evade.

Attack estimates could lead to:
6 (Spellcasting) + 2 (Combat Spells Specialization) + 9 (Magic) + 4 (Power Focus) + 3 (Spellcasting Focus) + 2 (Mentor Spirit) + 6 (Aid Sorcery) = 32 dice.
Giving the wyrm a 68% evasion chance (defender wins on ties).

Quote from: The Wyrm Ouroboros
If the spell gets through, then 4 + 6 = 10 dice
Only 4+4 dice. Insulation helps only versus cold. Against electricity you need non-conductivity.
If he gets one net hit though, still averaging in 3 hits and 5 boxes of damage.
« Last Edit: <01-15-12/0624:18> by Lethe »

Mäx

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« Reply #4 on: <01-15-12/1759:15> »
You know, I still don't get how people get 20+ armor.
Full-body FFBA suit 6/2
Steampunk line with gel packs and Carbon-boron infusion 9/10
SecureTech PPP System(all except helmet) +2/+4
Ballistic Mask +2/+1
Quizzel fairy/dragon wings +1/+1

Thats 20/18(counts as 17/17 for encumbrance so you need body 9 min to wear that) with only worn armor, you can add ware and/or magic on top of that.
Or if your a big troll and have one hand free, then you can add a ballistic shield for +6/+4 taking you to 26/22(23/21 for encumbrance so needs body 12)
 8)
"An it harm none, do what you will"

CanRay

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« Reply #5 on: <01-15-12/1804:28> »
A troll that big wearing fairy wings, BTW, won't get any hassle or abuse from anyone!
Si vis pacem, para bellum

#ThisTaserGoesTo11

JustADude

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« Reply #6 on: <01-15-12/1821:04> »
Thats 20/18(counts as 17/17 for encumbrance so you need body 9 min to wear that) with only worn armor, you can add ware and/or magic on top of that.
Or if your a big troll and have one hand free, then you can add a ballistic shield for +6/+4 taking you to 26/22(23/21 for encumbrance so needs body 12)
 8)

You're forgetting Softweave on the Steampunk outfit. That will reduce the encumbrance by Str/Str, which is a minimum of 5 for a Troll, IIRC.

Also, if you're a Troll you get another +1/1 for your Dermal Deposits. +2/2 if you SURGE and take the Dermal Deposit quality as well.
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Zilfer

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« Reply #7 on: <01-15-12/1837:18> »
Well, Lightning Bolt is an Indirect Combat spell.  So Zilfer rolls Spellcasting + Magic + foci + totem (if any) + Spirit bonuses +/- visibility.  We'll say visibility's a wash.  Overcasting to Force 14.

My character, for these purposes: Reaction 10, Counterspelling 6, Initiate 9, Counterspelling Focus 3, with Shielding and Arcane Arrestor (halves Force).  Body of 4, Impact armor 7 + Insulation 2 (FFBA + Mortimer Greatcoat).  Don't know if it applies -- pretty sure it doesn't -- but Dodge (Ranged) 6 (+2), Gymnastics 6 (+1 Improved Ability), Quickness 15.  (Please note -- this is not the Wyrm.)

You know, I still don't get how people get 20+ armor.

Base DV is (Force / 2) + 3, which becomes ((14 / 2) / 2 ) + 3, or (rounding in Zilfer's favor) 4 + 3 = 7.  Impact halved (rounding in my favor, this time) = 4 + 2 = 6.

So the defending character is rolling 10 + 6 + 9 + 3 = 28 dice, averaging (28/3) 9 hits to counter spellcasting hits.  If the spell gets through, then 4 + 6 = 10 dice against any remnant, averaging 3 successes, which would inflict ... 5 boxes of damage with the minimum 1 successful hit on the spellcaster's part.

How nasty is the spellcaster, Zilfer?

Very nice :D

I'd only have a total of like.... lets see, spell casting 7 + 7 magic (woot first thing i've bought with this character karma wise) + 3 spellcasting focus (combat) + 2 Specialization (combat spells) + 6 edge is only 25 dice. If we go averages, that's what 7 hits? we'll say half of them 6's with and round down for 3 extra rerolls and that makes 1 additional hit. So total of 8 hits 22 DV.

(think i did that right for the situation)


Here's my example roll just in case.



Initial roll
25d6.hits(5) → [6,6,2,3,6,3,1,1,2,4,6,3,4,6,4,4,5,2,3,1,4,2,3,6,5] = (8)
Link
    http://invisiblecastle.com/roller/view/3331264/

Edge rerolled dice
6d6.hits(5) → [2,3,4,1,3,5] = (1)
Link
    http://invisiblecastle.com/roller/view/3331268/


So yeah i was close, around 8ish hits.

Your opposing dicepool however is impressive, question about sheilding however how does that work? And you can do both Dodge and Gynmastic's in the same dice pool?


But yeah if you have 9 initiation, i'm sure you've played your character much longer than mine. XD Aw well.
« Last Edit: <01-15-12/1847:33> by Zilfer »
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

The Wyrm Ouroboros

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« Reply #8 on: <01-16-12/0739:05> »
Lethe, thanks for the corrections, whether elegantly laid out or not.  ;)  15 Agility; Quickness shoulda been kept, dammit!! ;)  I absolutely messed up DV and DV -- base damage for a spell is the Force, no modifiers, huh?  Didn't used to be so, but I haven't played a spellcaster in a while.  And of course I'm bumblefooting around on mixing up the inner linings ...

Max, that <i>is</i> silly-insane.  Note to self -- remember these things for the future ... :P :)  Chem rounds are the answer.  Or a friend with vehicular weapons.  And I'll laugh at whomever I want, Canray -- from a safe distance, of course...

Zilfer -- so you'd be Edging it right off?  Didn't expect that, but okay.  :)

In any case.  8 hits would fizzle against 9.  (And since I hadn't spent Edge, I'd definitely toss one in if it hadn't failed, though obviously after the initial roll ... which would be 19 dice, or average 6 more hits.)  Note that for damage, Force would be halved -- 7, not 14 -- because of Arcane Arrestor.  After which point the meterage is crossed and there's a blade passing laterally through your ribcage ... ;)

For Shielding, you simply add your Initiate grade to your counterspelling dice.

If you declare a full Defense, you can add your Gymnastics skill (Tumbling specialization, I believe) to your Dodge.  A lot of players, when building characters, take gymnastics automatically instead of Dodge, but I prefer covering both bases.  ;)
Pananagutan & End/Line

Old As McBean, Twice As Mean
"Oh, gee - it's Go-Frag-Yourself-O'Clock."
New Wyrm!! Now with Twice the Bastard!!

Laés is ... I forget. -PiXeL01
Play the game. Don't try to win it.

Mäx

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« Reply #9 on: <01-16-12/0802:38> »
You're forgetting Softweave on the Steampunk outfit. That will reduce the encumbrance by Str/Str, which is a minimum of 5 for a Troll, IIRC.
That only reduces the higher value, so no use for the character without shield (12/17 still requires 9 body), but yes it allows you to carry the ballistic shield with only 11 Body.
"An it harm none, do what you will"

JustADude

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« Reply #10 on: <01-16-12/0903:27> »
You're forgetting Softweave on the Steampunk outfit. That will reduce the encumbrance by Str/Str, which is a minimum of 5 for a Troll, IIRC.
That only reduces the higher value, so no use for the character without shield (12/17 still requires 9 body), but yes it allows you to carry the ballistic shield with only 11 Body.

*facepalm* Riiiight.

Still, Body 11 is Perfectly doable for a Minotaur, Fomori, or any other Troll with Metagenetic Improvement (Body). Soft-cap to 10 and spend 5bp on Restricted Gear to get Suprathyrod Gland, or just buy one later. SG also does +1 to Agil, Reflex & Str as well, so that's a nice bonus.

EDIT: Also, reading the splat text, apparently there's supposed to be evening-cloak type bits that give you the same +1/+1 armor as the Quizzel Wings when added to an outfit. Still look a bit goofy, but not as goofy, I think. And who's going to tell giant Troll loaded for a serious throwdown his cloak is out of style?
« Last Edit: <01-16-12/0924:04> by JustADude »
“What is right is not always popular and what is popular is not always right.”
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"Being average just means that half of everyone you meet is better than you."
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Zilfer

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« Reply #11 on: <01-17-12/1753:16> »
Lethe, thanks for the corrections, whether elegantly laid out or not.  ;)  15 Agility; Quickness shoulda been kept, dammit!! ;)  I absolutely messed up DV and DV -- base damage for a spell is the Force, no modifiers, huh?  Didn't used to be so, but I haven't played a spellcaster in a while.  And of course I'm bumblefooting around on mixing up the inner linings ...

Max, that <i>is</i> silly-insane.  Note to self -- remember these things for the future ... :P :)  Chem rounds are the answer.  Or a friend with vehicular weapons.  And I'll laugh at whomever I want, Canray -- from a safe distance, of course...

Zilfer -- so you'd be Edging it right off?  Didn't expect that, but okay.  :)

In any case.  8 hits would fizzle against 9.  (And since I hadn't spent Edge, I'd definitely toss one in if it hadn't failed, though obviously after the initial roll ... which would be 19 dice, or average 6 more hits.)  Note that for damage, Force would be halved -- 7, not 14 -- because of Arcane Arrestor.  After which point the meterage is crossed and there's a blade passing laterally through your ribcage ... ;)

For Shielding, you simply add your Initiate grade to your counterspelling dice.

If you declare a full Defense, you can add your Gymnastics skill (Tumbling specialization, I believe) to your Dodge.  A lot of players, when building characters, take gymnastics automatically instead of Dodge, but I prefer covering both bases.  ;)

o.O' that's news to me in the dodge department/gymnastics skill. I thought a full defence you only got your dodge. I might have to look into that. My next initiate grade i'm definately getting shielding then I thinks. :D

Yeah, 6 edge allows me to spend it a bit more than usual though I can say i'm damn impressed with your defences. Hopefully my character will eventually get to that level of initiate.... one day... xD

There's only about 212 karma left for me to go just for the initative grades.... boy i've got a long way to go. :D (is excited after seeing that)
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

The Wyrm Ouroboros

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« Reply #12 on: <01-17-12/1902:02> »
Well, on the Magic side of the Mystic Adept, spellbreaking is pretty much all the charcter does.  I'm not entirely certain how to phrase it; Aspected Magician?  Incompetent might be appropriate, but it'd be taken for four different things, and honestly, that's just wrong.  What I've come up with is this ...

Aspected Magician
Defensive Aspect (5 BP)
The magician (or mystic adept, wherein are found the majority of this aspected magician) possess brutal penalties for most active uses of their magical power.  (This does not apply to adept abilities, note.)  For Spellcasting, Ritual Spellcasting, Conjuring, Binding, Arcana (for any 'active' design use, as compared to 'knowledge' use), and Enchanting, the magician receives a -6 to their dice pool.  Counterspelling, Banishing, Assensing, and Astral Combat are their primary focus.  Defensively-aspected mystic adepts very frequently follow the Path of the Warrior, and are known on the street as 'mage-killers' due to their relatively high resistance to magic.

Pananagutan & End/Line

Old As McBean, Twice As Mean
"Oh, gee - it's Go-Frag-Yourself-O'Clock."
New Wyrm!! Now with Twice the Bastard!!

Laés is ... I forget. -PiXeL01
Play the game. Don't try to win it.

Zilfer

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« Reply #13 on: <01-18-12/1342:35> »
Yeah, I made a changling called Mageslayer for that, has arcane arrester, and Astral Hazing.

So.... my own spell with my almost pure mage guy against Mageslayer would dwindle even further... xD

F14 - 4 = F10 / 2 = F5

That's if it's done in that order, I figure it at least gives the spell caster a chance eh?
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

JustADude

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« Reply #14 on: <01-18-12/1653:20> »
Yeah, I made a changling called Mageslayer for that, has arcane arrester, and Astral Hazing.

So.... my own spell with my almost pure mage guy against Mageslayer would dwindle even further... xD

F14 - 4 = F10 / 2 = F5

That's if it's done in that order, I figure it at least gives the spell caster a chance eh?

Actually, Astral Hazing puts the character in the middle of a -4 Background Count that applies to any spells being cast on him, which reduces your effective Magic for the spell, not the spell's Force.

It's more like this:

F14 - 8 = F6 / 2 = F3
“What is right is not always popular and what is popular is not always right.”
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"Being average just means that half of everyone you meet is better than you."
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