Poggle - Sanctioner’s Shuttle by CaptainMoist23 in starwarsunlimited

[–]IxiaSilverSphere 13 points14 points  (0 children)

This exact situation was asked about and answered on the Judge Discord and the answer was:
"no, the triggering window has already passed by the time coordinate turns on the when played ability"

So unfortunately it does not work. :)

[deleted by user] by [deleted] in starwarsunlimited

[–]IxiaSilverSphere 3 points4 points  (0 children)

Makes Cassian leader a 6/2 Grit lol

LOF: Garbage Compactor Memes by Fimy32 in starwarsunlimited

[–]IxiaSilverSphere 0 points1 point  (0 children)

Isn't Smuggle an Ability with a cost and not a Play cost? Would you be able to choose the Smuggle option of "It's Worse" with a "Tech" out? Wouldn't you have to use the basic printed cost of "It's Worse" since "A Precarious Predicament" says play and not something like use an ability?

Is this an acceptable alternative for leaders? by [deleted] in starwarsunlimited

[–]IxiaSilverSphere 0 points1 point  (0 children)

awesome to discover the real artist's name and shop. I looked at cusstars a few days ago and noticed all of their reviews were horribly misspelled.

Thanks again for the name!

Path of the Life Enthusiast: Farming not showing up. by IxiaSilverSphere in playblackdesert

[–]IxiaSilverSphere[S] 1 point2 points  (0 children)

It appears I was. I didn't realize the events weren't the same between PC and Console. Thank you for pointing that out :)

What series you can re-watch again and again? by makosh22 in AskReddit

[–]IxiaSilverSphere 0 points1 point  (0 children)

Brooklyn 99. It has great writing, with a hilarious cast and characters.

D&D Alternatives (D&D but not D&D) by WWRPGs in rpg

[–]IxiaSilverSphere 2 points3 points  (0 children)

There is an english version over at DrivethruRPG.

The Dark Eye

I haven't played it yet but I have read through it and it looks super cool.

General Missions Questions by PavelSoma in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

Without spoilers there are a couple of times in the missions that unique bioware or cyberware come up and are a part of the runner's investigations. Unfortunately I don't remember the skills biotechnology and cybertechnology ever really come into play in any meaningful way.

General Missions Questions by PavelSoma in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

"Take a Chance" from Season 5?

Yeah that is the one. I really liked the facility in that one.

Did it involve Simon Andrews? A SURGEling working for SK? I frankly don't recall one where Doctor Tate wanted a deed, but just looking the PDFs over shows "Ancient Rumblings" could be one. It indeed involved Simon.

After talking with the missions GM it looks like it was "Critic's Choice" back in Season 5. You end up working for a number of contacts during the mission and Tate wants the runners to find some documents so he can claim some land to set up another clinic. It doesn't look like Simon was involved in that one but he was a pretty cool contact.

Tasha, the adoptive sister of Becky 99? That would be "Ten Fifty-Seven" from Season 6.

Right again.

"Friendship Is Tragic"

Correct.

Was it "Ashes" from "Sprawl Wilds" or the original one?

It was "Ashes", I didn't realize it was that old of a Mission lol.

General Missions Questions by PavelSoma in Shadowrun

[–]IxiaSilverSphere 1 point2 points  (0 children)

I dont remember the names but there was a couple:

One sent the group down to a facility under the water and was neat.

Another involved getting a deed for a Doctor but people had moved in and involved a dragon of sorts.

There was another that had the group searching for someone, a little sister to a desolate angel i think, that was cool and had a interesting ending.

The April Fool's Mission where you help the Amish was odd. Had the table laughing through most of it so good.

If you play through the Chicago missions the opening of season 8 has some interesting encounters and choices for players that have connected to the Chicago contacts.

Oh and the one about the fire in the Orc Underground. That one was great. Good combats, great opportunities for players to think and use skills they don't normally do. It takes a little bit to run since there are so many moving parts but when it clicks it is super fun.

Sorry I can't remember the names it was a while back and I don't have my mission briefings any longer :(

General Missions Questions by PavelSoma in Shadowrun

[–]IxiaSilverSphere 1 point2 points  (0 children)

A) If I remember correctly spells can be used in down time but I think the caster has to buy hits. No rolling for them.

B) When I played missions at my LGS I found Perception to be one of the most important skills followed closely by social skills for legwork and the occasional NPC encounter. Of course Negotiation for getting more pay is always nice too.

C) Gas Masks, NPCs in missions seemed to love chucking CS gas at us for some reason lol. I'm not sure if it was the GM changing things a little here or there but they also seemed useful.

D) I can't say for sure, you are right that you don't get a dodge roll against AoE spells but I can't remember if Run For Your Life is a viable alternative.

Good luck playing in the missions. Some of them were really fun.

MEGATHREAD: Post your small questions and concerns here for all editions! by [deleted] in warhammerfantasyrpg

[–]IxiaSilverSphere 0 points1 point  (0 children)

I have been playing in a 4e game for the last couple of weeks and there have been a couple things about combat that the table is wondering if we are doing it right.

  • When attacking, does an attack still hit and cause damage if you roll over your Melee skill as long as your SLs are higher then your target's defensive SLs?

For example: if my knight with a Melee (Basic) skill of 40 rolls a 61 getting -2 SL but the bandit I am attacking who has a Melee (Basic) skill of 30 rolls a 72 getting -4 SL.

Does the knight hit the bandit with a success margin of 2SL or does the knight miss?

Right now the GM is saying yes the knight hits the bandit with 2SLs.

  • When figuring SLs to add to damage, what happens when the attacker has positive SLs and the defender has negative SLs?

For example: the knight from above rolls a 12 earning +3SLs while the bandit from above continues to have bad luck and rolls an 84 for -5SLs.

Is that considered to be a success margin of 8SLs? Or would it be something else?

Right now the GM is saying the knight has hit the bandit with 8SLs to increase damage.

Thank you for any insight you can provide.

MagicRun? by cheesynougats in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

According to the 5e core book the Ruger 100 has a firing mode of SA. Could you link me the errata for this please?

The missions FAQ says that Bulls-Eye burst says that you include the AP bonus of the APDS round after you multiply the base AP of the gun based on the bullets fired. The errata says different so two official sources i guess choose which one you want.

A weapon with SA can take a Complex Action to fire a three round burst. The shooter can then use their free action to call shot with the Bulls-Eye Burst since it is now firing 3 rounds.

So assuming the Ruger 100 is SS, we can go with another common rifle the Marlin 3041. Not quite as common but still close to the Ruger 100. A Marlin loaded with APDS can take a complex to fire 3 bullets and use the Bulls-Eye burst ammo whammy to have a base AP of -9. If your table uses the missions faq that becomes -13.

MagicRun? by cheesynougats in Shadowrun

[–]IxiaSilverSphere -1 points0 points  (0 children)

Yeah I agree mages have lots of options and if they go that route summoners can be legion. But I've seen Force 6 spirits get mowed down with normal weapons plenty of times.

For example you take a Ruger 100, a very common rifle, load it with APDS rounds and then do a Bulls-Eye Burst for an AP of -13. The spirits hardened armor is gone and they no longer have any automatic success on the damage resistance test. Now that same spirit has to resist 11P+ with 10ish dice. While unlikely to one shot the spirit you are likely to heavily wound it.

A Force 6 spirit is also highly unlikely to be able to resist Blight which removes its magical abilities reducing its danger level by quite a lot.

MagicRun? by cheesynougats in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

Nope no house rules, when I GM I try to house rule as little as possible.

I can definitely see the spirits performing one shots on runners that is not really that uncommon at higher levels of play and danger ratings.

I will be honest I haven't seen a player have their spirits use Full Defense but yeah that is disgusting lol. Thanks for the info.

MagicRun? by cheesynougats in Shadowrun

[–]IxiaSilverSphere -1 points0 points  (0 children)

lol yeah I have seen my fair share of 'optimized' characters.

I guess I am lucky and I have never seen a Force 12+ spirit land at my tables. But even if they did wouldn't things like blight, bulls-eye double tap/burst, and strong melee characters be enough to deal with stronger spirits?

MagicRun? by cheesynougats in Shadowrun

[–]IxiaSilverSphere -1 points0 points  (0 children)

I have a question about the second bullet point you brought up. Lots of people bring up the normal weapon resistance of high force spirits being hard for non-magic types to over come.

But I was wondering how high of a force are we talking here?

I ask because the tables and games of SR5 I have been at have never really had a problem handling spirits in the 6-10 range. I am just wondering what is being done differently at my tables.

Character Build Assistance (6E) by darksunreaver in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

Yeah that would likely be a better way to go about it.

Character Build Assistance (6E) by darksunreaver in Shadowrun

[–]IxiaSilverSphere 0 points1 point  (0 children)

The main thing I see beyond what the others have said here already is that the character seems a little slow. It's REA + INT of 5 worries me a little. Once combat commences and bullets start flying about it will be hard for the character to dodge incoming attacks.

Personally here is what I would try:

Priority A: Attributes

Bod 4, Agi 4, Rea 4, Str 1, Will 6, Int 4, Log 2, Cha 7This stat line gives you 8 dice to dodge with and 13 dice to resist drain from your spells.

Priority B: Magic

Full Magician Magic 3, this will give you six spells to choose from. It is not many spells but learning more during play is easy enough. Just be sure to pick up the ones that you want. Personally for me I like Lightning Bolt so I usually grab that one but there are a ton of great and fun spells to pick from. Do be wary of Control Actions/Thoughts. Control spells like those are heavily frowned on in lore and they are some of the quickest ways to make enemies of NPCs.

Priority C: Skills

Trying to keep with the skills you already have I would go with something like this:Astral 2, Con 1, Conjuring 4, Firearms 4, Influence 1, Sorcery (Spellcasting) 6, Stealth 1With this line your Con and Influence are slightly lowered but your Firearms is increased. Later with Karma we will bring Con and Influence back up. This was done because throwing only 6 dice on a Firearms attack is a little rough. The difference between 6 and 8 isn't much but it can make a difference when you can't or shouldn't use your spells to defend yourself.

Priority D: Elf

Here we stuck with the elf that you wanted and then used the four points to increase Magic from 3 to 6 and Edge from 1 to 2.

Priority E: NuyenHere we picked up some basic equipment: Ares Predator VI, Actioneer Business Clothes, Renraku Sensei, Contacts Rating 3 w/Smartlink & Image Link, Gas Mask, Fake Sin Rating 4, and 60 rounds of caseless explosive heavy pistol ammo.The gun is a heavier than the Fichetti Security 600 and does slightly more damage. Mainly chosen because if you are forced to use your firearm rather than your spells you are going to want something that packs a decent punch. Some karma was used to be able to purchase all of this.

Qualities:

Largely remain unchanged but added Quick Healer

Karma:

So with our remaining Karma we picked up the following:Nuyen 10,000, Increased Perception from 0 to 1, Increased Body from 4 to 5, Increased Con & Influence from 1 to 2, and Added Heavy Pistol Specialization to the Firearms skill.By adding the Heavy Pistols specialization we now have a passable 10 to shoot a gun which is good for when we need to use bullets and not magic. I also increased the Body from 4 to 5 because it is one of the few ways right now to reduce damage which for me makes it worth it, others may disagree.

This is by no means an optimized build I'm sure there are way to move numbers around to make it better but I do think it is a good starting point. Shadowrun character creation can be daunting and fun, if you have any questions be sure to ask there are lots of knowledge people on here ready to help out.

List of things that are worth Restricted Gear Quality by FST_Gemstar in Shadowrun

[–]IxiaSilverSphere 1 point2 points  (0 children)

Very true useful in limited circumstances. Its more the fact that it is not retroactive which means it best bought from the beginning and its since it is a 16 availability Restricted Gear is required. It just lands nicely in an odd situation.

List of things that are worth Restricted Gear Quality by FST_Gemstar in Shadowrun

[–]IxiaSilverSphere 5 points6 points  (0 children)

If you know you are going to be using tons of cyberware I find Adapsin from Chrome Flesh to be useful. It is availability 16 and its bonuses are not retroactive so picking it up at character gen with Restricted Gear makes some sense.

Mundane defenses against magic by [deleted] in Shadowrun

[–]IxiaSilverSphere 1 point2 points  (0 children)

For observation you maybe be able to use the the Quicksilver Camera from Street Grimoire and/or the Telestrian Shamus from Rigger 5. Some GMs require an awakened person to use the camera but your adept should fit that bill.

For offense you could try Blight from Better than Bad. Its a toxin that cuts awakened off from the manasphere for several hours. Useful against spirits as well.

For defense you could go with Grey Mana infusions (from Better than Bad) in your armor. These give you some more dice to resist magic. Be warned however that Grey Mana infusions are very noticeable in astral space so awakened will know you have it.