As is traditional, Food Fight! began our travels in the world of SR5. And, as is also traditional, the new rules confused the heck out of us. That said, we did pretty well but these were things that we didn’t figure out during the game:
Since Alchemy is a brand new thing in the game, we used the Occult Investigator archetype, an alchemist, as one of the characters in our little scenario. However, since we didn’t do a lot of the preparatory steps of a normal game, we found that alchemy didn’t really make a lot of sense. Here are some of the details we missed:
- When you make a preparation, you choose a trigger for it. It’ll work on command, on contact with a living being, or at a specific time. These increase the drain by two, one, and two.
- The Potency is not simply the preparations re-named Force. Instead, it is the net hits on the Alchemy + Magic [Force] vs. Force Test made when creating it. As we noticed, the preparation lasts for (Preparation x 2) hours and are reduced by one for each additional hour there after.
- When you use the preparation, its current Potency + Force is rolled instead of Spellcasting + Magic to determine the success/failure of the preparation.
Other Miscellaneous Stuff
- Bows take two simple actions to fire: one to actually fire the weapon and another to ready an arrow.
- The damage for combat spells depends on what sort of spell it is: direct or indirect. Direct combat spells do damage equivalent to the net hits on the Spellcasting test. Indirect combat spells cause Force + net hits boxes of damage with an armor penetration equal to the Force. In other words: Indirect combat spells are bad ass.
- As far as I can tell, there is no Limit on a defense test even if you use an Interrupt Action to add a skill to your defense.
- Nothing seems to indicate that Drain damage does or does not roll over from Stun to Physical. We’ll go with “doesn’t” for the moment.