Gilon 3010

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Gilon 3010

Shadowrun game in an alternate, homebrew universe.


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    Post by GameMaster Fri Jul 20, 2018 10:22 am

    I am not sure about him being the one doing the analyzing. It would be weird if you are forcing someone else to do the analyze check, since that is just the casting check. It would also mean that you couldn't use it on anyone without spellcasting abilities, which I don't think is the intention. I googled a post that probably answers my questions, but unfortunately the shadowrun site is currently down so I can't actually read it atm.
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    Post by RafV Fri Jul 20, 2018 10:22 am

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    Post by WuJen Fri Jul 20, 2018 10:24 am

    There is no check for the actual analyzing, the analyzing is just as good as the spell.


    It's like if I cast a spell to give him thermal vision, except instead of seeing infrared he gets insight into the item he's studying
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    Post by WuJen Fri Jul 20, 2018 10:31 am

    However, with only 3 hits Object Resistance might render the point moot in any case.
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    Post by GameMaster Fri Jul 20, 2018 10:31 am

    Alright so I have found forums on 2 other sites. one pretty definitively says yes it works while the other equally definitively says no it doesn't, so I am just going to ask facebook to see what they say there.
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    Post by WuJen Fri Jul 20, 2018 10:39 am

    I'd be interested in the basis for why not.  The spell is pretty clearly worded as to function.  It's got some oddness because of how detection spells work, but I am interested in why they say the spell would not function.

    Consider a similar spell, Combat Sense.  It grants the bonus it grants based on the spell casting test, but it's not the caster analyzing the combat, it's the target of the spell.

    The weirdness here is that it seems like the target of the spell is the device being analyzed, but that's not the case.  The target is who ever gets the bonus.
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    Post by GameMaster Fri Jul 20, 2018 11:01 am

    Well, mainly it is arguing over whether a weapon, particularly a simple weapon, is a "device" or not.
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    Post by GameMaster Fri Jul 20, 2018 11:04 am

    In the meanwhile might as well make the resistance check to see if it is currently a moot point or not:

    GameMaster carried out 6 launched of one d6 :
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    Post by GameMaster Fri Jul 20, 2018 11:06 am

    We will say it works for now, giving +2 dice, and if chatter on facebook sways me against it then we will readdress it later
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    Post by WuJen Fri Jul 20, 2018 4:51 pm

    Bah Humbug.  At least I didn't glitch trying to use my eyeballs.
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    Post by GameMaster Fri Jul 20, 2018 5:04 pm

    WuJen wrote:Bah Humbug.  At least I didn't glitch trying to use my eyeballs.

    lol. considering the number of dice you rolled for the check, I'd say that was a pretty good result for you Smile

    I suppose if you somehow don't end up killing each other off, she might teach you the spell if you ask nice. Razz
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    Post by WuJen Fri Jul 20, 2018 5:05 pm

    Yeah, I'm mostly curious if she actually split herself or if she's using something like Trid Phantasm to pull that off.
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    Post by WuJen Fri Jul 20, 2018 5:07 pm

    I mean, I notice she's not acting twice on each initiative, thus Sun didn't get hit with 2 ice shards.  Either way it's an interesting effect.
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    Post by GameMaster Fri Jul 20, 2018 5:07 pm

    Well, he did hit one of the two in the first round and his staff went through it. So you can assume it's an illusion of some sort.
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    Post by WuJen Fri Jul 20, 2018 5:14 pm

    As far as I know there's no 'mirror image' spell in SR similar to the one in D&D, but I could still see improvising it with Trid Phantasm and maybe an AGI+Con roll.  Obviously a custom spell could be researched.  I was thinking the actual coolest benefit for such a thing would be a split perception and concentration benefit that would let you concentrate on more than one thing at a time.

    I've never heard of such a thing, but I could see a Mental Manipulation setting up a mental condition in a subject so that you could focus on more than one thing at a time without penalty.  Maybe make it similar to the way the Improved Reflexes works, every 2 hits allows you to concentrate on one more thing, which means to be effective you would need at least 4 hits to sustain that spell and whatever else you were trying to hang on to.
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    Post by GameMaster Fri Jul 20, 2018 6:15 pm

    That's what your ally spirit is for, in theory Razz
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    Post by WuJen Fri Jul 20, 2018 7:11 pm

    Ok, so I was looking at that..

    I didn't realize an ally spirit could sustain spells, but I'm curious as to the actual mechanics of how that works.

    Normally, spell sustaining can be done for a number of combat rounds equal to the spirits force, per service.

    An Ally Spirit has unlimited services.  Obviously this means that an Ally Spirit could maintain one or more spells indefinitely, but what I'm curious about is how exactly that plays out.  Do I have to take the spell back every 2 turns, or does she just keep the spell until I say otherwise?

    Does she take the -2 penalty for sustaining a spell to all her die pools?  She's only force 2 herself, so most things would be rendered to a 0 dice pool with just 2 spells.  Does that function as the limit of her ability to sustain spells or could I technically stack as many spells on her as I wanted, though it would render her more or less comatose to do so?
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    Post by WuJen Fri Jul 20, 2018 7:14 pm

    Regardless, I hadn't realized the power of unlimited services and the fact that an Ally counts as the appropriate spirit for every school.

    That ability to Resist Drain is pretty powerful too.  I had assumed it would just grant me a bonus to the drain pool.... but it actually lets me cast spells and she takes the drain on herself.  I'd not use this power except in the most dire circumstances at her current force, as anything she could withstand would barely phase me, but still, that's a thing.
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    Post by GameMaster Fri Jul 20, 2018 7:36 pm

    She can sustain the spell for her force in combat turns before she releases it, and yes she gets the -2 penalty. She can only sustain the one spell though. Potentially you could force her to sustain a spell for days, but that permanently reduces her force and is essentially torture for spirits.

    It works better to have her sustain minor force spells with a permanent duration like Heal since they need to be sustained for a few combat turns to fully set and then she can just release them. Obviously with her force being only 2, the force of the spell she can sustain long enough to get permanent is kind of limited, but if you use some of your hits to speed up the duration, it can work.
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    Post by Torpor Fri Jul 20, 2018 8:28 pm

    What do you mean heal has to be maintained for a couple rounds to set? Does that mean the heal spell from the weasel may not be set?
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    Post by WuJen Fri Jul 20, 2018 8:30 pm

    Right... but since she has unlimited services I don't need to use Spell Binding.

    Spell Sustaining says she can sustain a spell for 4 turns, but do I have to take the spell back at that point or just have her do it for 4 more turns?
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    Post by WuJen Fri Jul 20, 2018 8:31 pm

    No.

    Heal spells have to be maintained for a few rounds depending on how much damage is healed.

    In your case, they only healed a single box, so that was done on that one round.
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    Post by GameMaster Fri Jul 20, 2018 8:39 pm

    Torpor wrote:What do you mean heal has to be maintained for a couple rounds to set?  Does that mean the heal spell from the weasel may not be set?  


    oh no, that one is set. You basically have to sustain the spell for a number of combat turns equal to the amount of healing you do. When you cast the spell, you can split the hits between healing damage or reducing the time. So if you cast it at force 6, for example, and get like 10 hits. 6 of them actually count due to the limits of the force. If you only had 3 points of injury, you could split the hits with 3 of them fixing up your wound and the other 3 shaving off sustained combat turns. Since it is 1 combat turn per point of healing, that particular heal would be almost instantaneous (just until the end of that combat turn). Obviously for a bigger wound you would probably want to devote all your hits to healing, which at 6 hits would mean 6 combat turns. Not a big deal outside of combat, but it's basically forever when you are getting shot at.

    In short, the weasel used it's hits to speed up the healing time after healing 1 box, reducing it to 0.
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    Post by GameMaster Fri Jul 20, 2018 8:45 pm

    WuJen wrote:Right... but since she has unlimited services I don't need to use Spell Binding.

    Spell Sustaining says she can sustain a spell for 4 turns, but do I have to take the spell back at that point or just have her do it for 4 more turns?

    Not sure where you are reading, but the normal duration for spirit sustaining a spell is (force) turns per service. I would assume you would have to recast it for her to sustain it again, but the book doesn't say one way or the other. Still, it is clear spirits cant sustain spells indefinitely without pain and if we ruled that you just have her do it x more turns, it would end up being x more turns forever.

    Perhaps a middle ground would be like a 'summoning' test to see how many extra turns she could sustain it before she just gives up. Each service being an extra force rounds.
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    Post by WuJen Fri Jul 20, 2018 8:51 pm

    A magician can call upon a spirit for Spell Sustaining a

    spell in the appropriate category. While the spirit maintains

    the spell, the magician does not suffer any sustaining modifiers

    for that particular spell. One service is used up for each period

    equal to the spirit’s Force in Combat Turns that it sustains the

    spell. A Force 3 spirit that owes two services, for example, can

    only sustain a spell for 6 Combat Turns. The magician can take

    over sustaining the spell as the spirit finishes this service (or at

    any time) so that the spell does not end. If a spirit is disrupted

    or banished while sustaining a spell, the spell ends.

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