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sk8bcn
post May 29 2013, 01:04 PM
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I'm writting a scenario/campaign using a Winternight group as opponent. 3 toxic mages + mundanes are the opponent in this one.

They are supposed to face the first toxic mage around half the scenario. Let's say they manage to take him alive.


How can you force him to reveal things? He can astrally project so he can inform the others as well as suicide. I remember goods that prevent astral projection, but that's by making the subject unable to concentrate, and in such a state, he couldn't answer clearly to PC.


a room surrounded by living things so he can't flee?


(ps: It would be nice if the NPC could speak with them -for a teasing scene- but I don't want him to be tortured for x day nor want to use that tooth with cyanure pink mohawk thing. So I have to be preparred).
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thorya
post May 29 2013, 01:06 PM
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You can use a magemask. It responds to astral projection or magic use with a strong electric shock (10S) as well as blocking LOS.
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White Buffalo
post May 29 2013, 01:42 PM
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Mind probe come to mind but difficult on an awakened, likely high W target. My option would be psycomitry, learn what you need from his stuff. 'whats the dager used for? kinda fancy'. Also awakened plants, fab walls, etc. make good containment rooms.
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Mantis
post May 29 2013, 07:49 PM
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Magemask and magecuffs plus some good old fashioned interrogation. These devices sense any magic use (spells, summoning, astral, etc) and zap you for it. They don't interfere (any more) with concentration so the victim can hear and listen to the questions being asked. Mind Probe is good if your magician is better than the other guy but otherwise not likely to be much use unless you get a lucky roll. Don't forget to dose him with laes afterwards so if he escapes he can't remember what he did or said.
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DireRadiant
post May 29 2013, 08:38 PM
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Ship the mage to the nearest orbital.
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Nal0n
post May 29 2013, 09:01 PM
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What they say + some Force 10+ spirits to guard him astrally.
You got a decent Summoner, don't you?
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Grak
post May 30 2013, 05:34 AM
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These guys seem to have the interrogation stuff covered but have you considered what your players will do with the million plus Nuyen?

This bits from Dunkies will and the main reason I don't run my players into Toxic/Blood mages.

In order to discourage the proliferation of toxic shamans, I offer a bounty of 1 million nuyen on any toxic shamans captured alive and delivered to the Dunkelzahn Institute of Magical Research for the purposes of studying the effects of toxicity on the physical and astral presence of such shamans, and how they in turn impact the physical and astral world.

Because I believe that we will not eliminate the poison of toxic shamans until we eliminate the poisons fouling the earth, I further offer substantial rewards to those parties willing and able to detoxify polluted areas across the globe. Interested parties should contact the Draco Foundation for funds and and a description of the conditions accompanying those funds.
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sk8bcn
post May 30 2013, 07:49 AM
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QUOTE (Grak @ May 30 2013, 07:34 AM) *
These guys seem to have the interrogation stuff covered but have you considered what your players will do with the million plus Nuyen?

This bits from Dunkies will and the main reason I don't run my players into Toxic/Blood mages.

In order to discourage the proliferation of toxic shamans, I offer a bounty of 1 million nuyen on any toxic shamans captured alive and delivered to the Dunkelzahn Institute of Magical Research for the purposes of studying the effects of toxicity on the physical and astral presence of such shamans, and how they in turn impact the physical and astral world.

Because I believe that we will not eliminate the poison of toxic shamans until we eliminate the poisons fouling the earth, I further offer substantial rewards to those parties willing and able to detoxify polluted areas across the globe. Interested parties should contact the Draco Foundation for funds and and a description of the conditions accompanying those funds.


It happens in 2052. I replaced the awfully bad German story from Harlequin 1 with one thing of my own. And I revisit full SR background. It will take me years tough.
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sk8bcn
post May 30 2013, 07:50 AM
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QUOTE (DireRadiant @ May 29 2013, 10:38 PM) *
Ship the mage to the nearest orbital.


That would fit me (GM) best, if they did that. I want him to able to suicide when I want. Without using a poison gimmick.
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sk8bcn
post May 30 2013, 07:56 AM
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Mindprobe doesn't belong to their spelllist. Just the magemask could cause me some trouble so.
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CanRay
post May 30 2013, 03:31 PM
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Drink them under the table.
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KarmaInferno
post May 30 2013, 03:47 PM
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If it's older editions, squirtgun filled with trauma patch juice.

(IMG:style_emoticons/default/smile.gif)





-k
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binarywraith
post May 30 2013, 03:51 PM
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Drag him to the nearest street doc, and have them give him four nonfunctional cyberlimbs, as well as disconnecting his optic nerve.

Tell him you'll go for the torso next unless he talks.
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thorya
post May 30 2013, 03:55 PM
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QUOTE (binarywraith @ May 30 2013, 10:51 AM) *
Drag him to the nearest street doc, and have them give him four nonfunctional cyberlimbs, as well as disconnecting his optic nerve.

Tell him you'll go for the torso next unless he talks.


Awesome. While he's at it you might as well have a cranial bomb implanted.
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binarywraith
post May 30 2013, 04:00 PM
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QUOTE (thorya @ May 30 2013, 09:55 AM) *
Awesome. While he's at it you might as well have a cranial bomb implanted.


Why? It's not like he can dodge. (IMG:style_emoticons/default/grinbig.gif)
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