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Torpor
Fuchou 复仇
Sam Dekker
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Where is everyone going?
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- Post n°101
Re: Where is everyone going?
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 n°102
Re: Where is everyone going?
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- Post n°103
Re: Where is everyone going?
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
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 n°104
Re: Where is everyone going?
However, with only 3 hits Object Resistance might render the point moot in any case.
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- Post n°105
Re: Where is everyone going?
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 n°106
Re: Where is everyone going?
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.
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 n°107
Re: Where is everyone going?
Well, mainly it is arguing over whether a weapon, particularly a simple weapon, is a "device" or not.
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- Post n°108
Re: Where is everyone going?
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 :
GameMaster carried out 6 launched of one d6 :
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- Post n°109
Re: Where is everyone going?
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 n°110
Re: Where is everyone going?
Bah Humbug. At least I didn't glitch trying to use my eyeballs.
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- Post n°111
Re: Where is everyone going?
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
I suppose if you somehow don't end up killing each other off, she might teach you the spell if you ask nice.
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- Post n°112
Re: Where is everyone going?
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 n°113
Re: Where is everyone going?
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 n°114
Re: Where is everyone going?
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 n°115
Re: Where is everyone going?
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.
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 n°116
Re: Where is everyone going?
That's what your ally spirit is for, in theory
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- Post n°117
Re: Where is everyone going?
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?
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 n°118
Re: Where is everyone going?
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.
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 n°119
Re: Where is everyone going?
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.
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 n°120
Re: Where is everyone going?
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 n°121
Re: Where is everyone going?
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?
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 n°122
Re: Where is everyone going?
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.
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 n°123
Re: Where is everyone going?
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 n°124
Re: Where is everyone going?
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 n°125
Re: Where is everyone going?
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.
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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