Magic and psionics in savage rifts.

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Riftmaker
Adventurer
Posts: 529
Joined: Tue Dec 25, 2001 2:01 am
Location: Anywhere i roam. . . . .

Magic and psionics in savage rifts.

Unread post by Riftmaker »

Do you use the shooting skill to use things like the blast power of a burster shooting fire at someone?
User avatar
blackwingedheaven
Megaversal® Ambassador
Posts: 75
Joined: Mon Sep 17, 2007 5:02 am
Comment: "Never attribute to malice that which can be explained by simple stupidity." -Hanlon's Razor
Location: Lexington, KY
Contact:

Re: Magic and psionics in savage rifts.

Unread post by blackwingedheaven »

Riftmaker wrote:Do you use the shooting skill to use things like the blast power of a burster shooting fire at someone?


No, it's just part of the casting roll, so either Spellcasting or Psionics.
"Doubt is not a pleasant condition, but certainty is an absurd one." -Voltaire
User avatar
Riftmaker
Adventurer
Posts: 529
Joined: Tue Dec 25, 2001 2:01 am
Location: Anywhere i roam. . . . .

Re: Magic and psionics in savage rifts.

Unread post by Riftmaker »

Thank you.
User avatar
blackwingedheaven
Megaversal® Ambassador
Posts: 75
Joined: Mon Sep 17, 2007 5:02 am
Comment: "Never attribute to malice that which can be explained by simple stupidity." -Hanlon's Razor
Location: Lexington, KY
Contact:

Re: Magic and psionics in savage rifts.

Unread post by blackwingedheaven »

Riftmaker wrote:Thank you.


No problem!

And just to expand a bit on that, since it's come up about other products:
*When you cast a spell or activate a power, you roll your casting skill (Spellcasting or Psionics)
*You need to get a target number of 4 or higher to activate the power at all
*Your casting roll is also treated as your attack roll for this purpose
*Ranged attacks usually have a target number of 4, but there are things that modify attack rolls that don't modify casting rolls
*This means that if you have a penalty to hit your opponent (such as them having Dodge or Uncanny Reflexes, or range or lighting penalties), you could activate the power but still miss
*Getting the raise effect (usually +1d6 damage since it's an attack) is only triggered if you get 4 higher than the attack target number

As an example, say you're a Burster shooting a flame bolt at a Juicer. You activate your bolt and roll Psionics. You get a 5; the bolt is activated but misses because the Juicer has -2 to be hit by attacks (so your attack roll is only 3 even though your casting roll was 5). On the next round, you shoot again and get an 8! That hits because it becomes a 6 after attack penalties, but it's not a raise because you didn't beat the attack target number by 4 or more.

Hope that helps!
"Doubt is not a pleasant condition, but certainty is an absurd one." -Voltaire
User avatar
Daniel Stoker
Knight
Posts: 5478
Joined: Sat Sep 30, 2000 1:01 am
Comment: Non Impediti Ratione Cogitationis
Location: Jewdica

Re: Magic and psionics in savage rifts.

Unread post by Daniel Stoker »

That helps a lot, thanks BWH.


Daniel Stoker
Judaism - More Old School than either Christianity or Islam.
Post Reply

Return to “Rifts®”