Friday, May 6, 2016

Do spells hit entities in both physical and astral plane simultaneously when you are dual-natured?

Yes.  When you are dual natured, you cast in both planes simultaneously.  This means that area spells will target both the entities in the physical and the astral plane.


Note that since your sight will be in astral, some objects from the physical world such as windows may become opaque to you, limiting your line of sight and thus protecting potential targets on the physical plane.  Also, it has to be reminded that only mana spells work on the astral plane.

Tuesday, May 3, 2016

Does the preparation of a ritual foundation need time?

Yes.  All of the paticipants in the ritual will need to spend time with the leader while she spends the reagents as an offering.


Ref.: Give the offering p.296.  The last paragraph wasn't too clear and should read :


Original :
Even if you’re not spending reagents, you’ll still be
spending a little time on this step making the foundation
ready for the ritual.


New :
Even if you’re not the leader, you’ll still be
spending a little time on this step making the foundation
ready for the ritual.

Can you dispel a spell more than once?

You can try to dispell a spell as often as you want, but you need to resist the drain everytime you do so.

How does targeting work when you cast an area spell?

When casting an area spell, the mage can choose to target a being, or a point in space.  Unless specified in the spell description, the area of the spell is a sphere of [Force] meters in radius, centered on the target.

When the spell is direct, the caster needs to see her target (with her natural sight, including through transparent objects, on a reflective surface or with sight augmentations that were aquired by spending karma).  Once the spell hits, every beings that the mage can see and that are located in the area will have to resist the spell, friends or foe.  It is not possible for the mage to use his hands, to hold objects or to use electronical device to hide a friend from sight, although objects in the environment can be used to hide from the mage or to limit the mage's sight.  Two persons holding hands or fighting at close range will always be both targeted.

When the spell is indirect, the mage can cast her spell without actually seeing the target, but there must be a clear path between the target and her.  Once the spell hits its target, all beings in the area and with a clear path from the target are affected, whether they can be seen or not (as with a grenade). 


Refs.: The core rulebook is unclear on target choice and line of sight effect (spellcasting p.281 and indirect combat spells p.283)
 

Wednesday, April 27, 2016

How to use teamwork with an extended test

Rule: All parties face the full reduction penalty in an Extended Test


If you’re doing an Extended Test, you lose 1 die each roll. This signifies the limit of your abilities. In the end you’ll risk screwing up more. So what would happen on a Teamwork test? And what happens if someone joins in after a while? Would they still contribute their full dicepool, letting you cycle assistants? Or would you already be at the point where they too cannot properly contribute anymore?
The proposal here is simple: All parties involved face the full penalty. If you’ve rolled 4 times already, everyone, no matter whether they’re fresh assistants or not, will face the -4 penalty. Say your teammember has 6 dice on Hardware and helps you with whatever you’re doing. The second roll they’re at 5, the third at 4, the fourth at 3, and after that the chance is too great that their aid will get in your way (critical glitches!) so you thank them for their help and finish without them.


Ref.:  The rule is an entire quote from https://shadowlandblog.wordpress.com/2015/10/09/houserules-teamwork-tests/ .  We had used this exact same rule in-game and we think it makes sense.

Monday, April 25, 2016

How many initiative dice does a player have in the astral?

Players have [Int x 2] + 2D6 of initiative in the astral. This is the most consistent value found in the core rulebook and other more recent shadowrun tools.


Ref.: The core rulebook is inconsistent on this matter e.g. it's sometimes +3D6 (Street shaman archetype has +3D6, see also Astral attributes table p.314),  and sometimes +2D6 (Occult investigator has +2D6, see also character creation rules p.101).

Can you hear in the astral? Rules about astral and senses.

A character in astral perception is still in her body.  She can still hear or feel everything in the real world.  She can touch things and use all of her senses except her sight, which is 100% in the astral plane.  This means many dead objects are not transparent to her (e.g. windows).  Also, the dual-natured character can touch the items in the astral plane, which means she could be stopped by solid astral items.

Trying to make an action in the real world while perceiving the astral gives a -2 dice penality to the player.  If any action are made by another character in the real world to help this player, she will also suffer the same penality (e.g. team work, leadership).

A character in astral projections is not dual natured.  She can only hear blury sounds from the real world as if her head was underwater.  All her senses are transfered to the astral plane.


Ref.: Core rulebook p.312