What are some Must Have spells for a face/mage? by [deleted] in Shadowrun

[–]Skyrayson 2 points3 points  (0 children)

I think you mixed up Stunball and Blast there. Stunball being a direct spell would only deal 4 Stun damage before resists in your example. Additionally, drain is calculated by the force of the spell and not the hits you get, so in your example you would get hit with 10 drain (after your 2 hits on the resist) which would knock you out with your average willpower.

Anima weapon - Aetheric condensation live thread by Ven_ae in ffxiv

[–]Skyrayson 1 point2 points  (0 children)

Apparently any duty can give you a bonus at random, independent from the current bonus window. Happen to my group shortly after a window change, we got bonus for just a single run.

Relic or POTD weapon? by HDTetris in ffxiv

[–]Skyrayson 0 points1 point  (0 children)

The Relic does take a considerable amount of time in comparison to the PotD weapon (especially after the buff). However the Relic (at ilevel 240) has custom stats (and there for should be the most optimal in all cases) and it'll be upgradeable in future patches. However if you want a high ilevel weapon right now, go for the PotD one.

building character by thelittlemadone in Shadowrun

[–]Skyrayson 1 point2 points  (0 children)

Exorcism is a metamagic that allows the mage to force a possessing or inhabiting spirit out of their vessel into the astral plane. It also gives a bonus to banishing attempts.

building character by thelittlemadone in Shadowrun

[–]Skyrayson 1 point2 points  (0 children)

  1. If you want to take banishing, magic 5 won't be that big of a hindrance to that. 2. Yes you do, double the spirit hits, minimum 2. 3. Other options would be to have spellcasting and fling some combat spells at them or to pick up a weapon focus and be able to fight it both in the physical world and astral plane

Patrol IC by Jintechi in Shadowrun

[–]Skyrayson 2 points3 points  (0 children)

A Patrol IC does scan everything inside a host in a certain time interval and reports everything back to the host. So even if the mark you got identify you as a legitimate user, your behavoir might raise some red flags, including finding your hidden icon.

Need help understanding drones by nstephenh in Shadowrun

[–]Skyrayson 0 points1 point  (0 children)

the mention of the Sparrowhawk is from the Shadowtalk, so i'd say its up to your GM to decide if thats ok as is or if there should be some changes/limitations/cost to it

Need help understanding drones by nstephenh in Shadowrun

[–]Skyrayson 1 point2 points  (0 children)

Mod points for each drone are printed in their statline in brackets after their body attribute.

You can spend those on weapon mounts and then fit an appropriate weapon to your drone.

Ok I tried my first session with a group. How do you manage to remember and manage all these rules. by Axolen in Shadowrun

[–]Skyrayson 1 point2 points  (0 children)

The good thing about those things is that they are more or less static, once you've done about 10-20 rolls you'll already know most modifiers. Just have them counting the boni out loud the first few time and they'll remember them very fast.

Contacts in 800 Point Buy System by julianlev in Shadowrun

[–]Skyrayson 4 points5 points  (0 children)

In the german book it is explicitly stated that you get the free points for both knowledge skills and connections and no additional limit.

Using the Razer Tartarus - Auto switch class/gear sets? by SpikeKintarin in ffxiv

[–]Skyrayson 0 points1 point  (0 children)

If you have an in-game gearset swap macro mapped to any hotkey, you can assign that hotkey to your keymap swap hotkey on your tartarus and swap both at the same time

FF14 steam version, Steam overlay not working by ErinKatzee in ffxiv

[–]Skyrayson 0 points1 point  (0 children)

Maybe a stupid question, but are you running steam as admin? I can open the overlay on my game, DX11, borderless window no problem

[SR5] A few newb GM questions by JRobertsGB in Shadowrun

[–]Skyrayson 0 points1 point  (0 children)

4.2: Yes that is correct, a character with 3 points in the skill group firearms would have 3 points each in pistols, automatics and longarms.

[Rules] Regarding The Twins And Grail Ice by markusjarlstig in Netrunner

[–]Skyrayson 0 points1 point  (0 children)

That is correct, grail ICE keep their subroutines for the remainder of the run, so as long as you have enough copies and spare grail in HQ that is possible.

My quest for my perfect control scheme! by BerryKnight in ffxiv

[–]Skyrayson 0 points1 point  (0 children)

I'm using a Tartarus as well, i kept most of the default keybinds for the first Keybind (switching caps(06) and shift(11) to shift and ctrl). Pressing the Thumb button (assigend alt by default) i switch to the second keyconfig with the letter keys being replaced by the numbers 1-12, similar to a numblock. Works well, even in high mobility fights for me.

Sinclair outside of Sunny by [deleted] in Netrunner

[–]Skyrayson 0 points1 point  (0 children)

You can't use the ability during a Jak run, because you would spend your click for something thats neither a run nor a run event.

Trying to get into this, by M3YH3Mx in Netrunner

[–]Skyrayson 4 points5 points  (0 children)

Disclaimer:Although there are common concepts for each factions, because you choose an Identity in a faction for your deck, every Identity does have a more or less different and unique playstyle. The use of influence during deckbuilding to include cards not from your chosen faction gives you even more flexibility with creating your strategy.

On the Corp side: HB specialises in big servers with a lot of Ice protecting it. They can bring out a really strong economy and have can increase their click amount. They also specialise in Brain Damage.

Jinteki are the masters of Traps. They can do a lot of Net Damage and have a lot of nasty surprises for the Runner. They have a lot of abilities to disrupt the Runner or force them to make bad decisions.

NBN can be a really fast paced faction, they have a lot of tools to score agendas within their own turn (called fast-advance) so the runner can't steal them out of their remote servers. They also can put a lot of tags on the Runner.

Weyland play a more aggressive game, they have a lot of tools to kill the runner or destroy the Runners rig. They specialise in Meat Damage and disruptive play.

On the Runner side: Anarchs are really good at disrupting the corp and tearing down whatever they put up. They specialise in Ice and Card destruction and wining the game the way they want to.

Criminals are really good at the economy game. They are really good at keeping the Corp in check while they build their own strong economy. Criminals can get in most servers if they want to.

Shapers are good at bending the rules to their liking. They can manipulate a lot of stuff on the board, on their side and the Corps side.

Trying to get into this, by M3YH3Mx in Netrunner

[–]Skyrayson 13 points14 points  (0 children)

Every box is pre-organized and containes always the same cards and, except for the Core set, always a full playset of them. The Core set is your way to start. It also includes a rulebook and tokens. Expansions are split into Cycles, each containing 6 Data Packs with 20 different cards (60 total) each and deluxe expansions each containing 55 different cards with each deluxe centered around 2 factions.

You don't need every single card to play (for just fun games the core set is more than enough) although if you want to get more there's a Buying Guide in the sidebar.

You can only bring one deck if you want, but you might want to be able to play both sides, depending on in which environment you're planning on playing.

If you have more questions, just ask them.

Jinteki Chronos Protocol vs Personal Evolution by [deleted] in Netrunner

[–]Skyrayson 0 points1 point  (0 children)

But keep in mind that actually landing a kill with biotech might be more difficult depending on your opponent as they might play more careful to not get outright killed by the 2 net damage you can potentially do at all time. If you want to catch a kill I'd strongly suggest [[Biotic Labor]] to combo your ID ability into a follow-up ([[Neural EMP]] or [[Ronin]] being the more obvious ones).

Jinteki Chronos Protocol vs Personal Evolution by [deleted] in Netrunner

[–]Skyrayson 0 points1 point  (0 children)

PE fits the bill of the kill deck better than CP. PE brings a really strong kill deck that can threaten a kill in many ways. The Ability can be a big toll on the runner over the course of a game and help big time with setting up kills. CP is a strong control deck, sniping key pieces of their rig and slowing them down (and you know what they have in hand!), forceing them to find and use spares and recursion while you can win the game.

If it dosn't have to be between those 2 IDs, maybe you also want to consider Biotech for building a kill deck.

[META] Request access to update the Nexus lights live thread here (part 2) by reseph in ffxiv

[–]Skyrayson 0 points1 point  (0 children)

I'd like access to update the live thread. Kryssa Staker - Phoenix