As for the Matrix... I have left it pretty "loosely" defined right now. Partly do to no one playing it and partly as I don't want to make it too complex. I was thinking making it pretty familiar to Astral Space in a lot of ways. AR (augmented reality) being very much like Astral Perception and being kind of distracting to the decker and Full Emersion being like Astral Projection but that your Matrix Attributes are based on the Persona you purchased. IC kind of acting like spirits, etc. A deckers programs would act a lot like spells but of course they only work in the Matrix or against electronic devices and don't cost energy or hit points.
Question: If Juno is right on the other side of the barricade from the Guard and Diggs is one square to the side of him to the "east", then shouldn't the guard have to either Disengage (meaning he hasn't enough move to get behind the desk), or suffer an AoO from one of them as he goes by?
Hmm I forgot she has Martial Arts in which case YES... because normally he saw she had only a gun out so he took a change to just run by her and Diggs. Diggs did not have anything melee out and does not have any martial art/brawler like feat or talent that lets him do that. I will edit when I get home tonight...
Sorry missed your 2nd question after I posted and then had stuff come up last night Anyway yes Temp HP are still damage so you still need to make the Concentration saves. I have not read anything in 5th that says otherwise
Juno would actually get to posting what she'd do? Sheesh, it hasn't been that long now.
*actually reads update*
...I'm really confused. Why are you narrating Juno's action for the round? I posted Juno's action for the round. Her OA took down the guy, but if there's another hostile target we can use my rolls there as attacks on that target. That was the intent.
Skirmisher is any movement so long as you move at least 15ft and end at a spot different then where you started. You gain advantage on you next attack, but only the first one no matter how many you have. So you can move and get up to 3/4 cover if you want but you have to still have at least 1/2 movement left to "pop-out"