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> Protecting your guards from the all-powerful manabolt, Since the other thread went to hell...
HappyDaze
post Jun 15 2009, 01:35 AM
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QUOTE
those types tend to not be as good at the actual fighting

Guardian Spirits are pretty damn good at 'actual fighting' IME.
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Tymeaus Jalynsfe...
post Jun 15 2009, 01:42 AM
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QUOTE (HappyDaze @ Jun 14 2009, 07:35 PM) *
Guardian Spirits are pretty damn good at 'actual fighting' IME.



Yeah, Mine too...
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HappyDaze
post Jun 15 2009, 01:46 AM
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Our groups current magician is a Wiccan with Great Mother as a mentor. She uses Plant spirits quite a bit, and aside from their slow movement rate, they're pretty impressive in combat.
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kzt
post Jun 15 2009, 01:50 AM
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QUOTE (Cain @ Jun 14 2009, 06:08 PM) *
Judging from how much it costs to outfit and equip a Rigger PC, I'd say having live spider security would cost a lot. Also, what happens if there's two alarms at once? The rigger can only be jumped into one drone at a time.

If the rigger at an off-site location can talk to the drones and building security system, so can your hacker. Not to mention things like jammers and bolt cutters. It's likely to be a false economy.
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HappyDaze
post Jun 15 2009, 01:53 AM
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If the rigger at an off-site location can talk to the drones and building security system, so can your hacker.

There is the possiblility of hardwired dedicated lines to connect the Rigger to the remote sites. These may be vulnerable, but are most likely underground and fairly difficult to illegally access both quickly and unnoticed.
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kzt
post Jun 15 2009, 02:05 AM
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Cain
post Jun 15 2009, 02:06 AM
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QUOTE (HappyDaze @ Jun 14 2009, 05:53 PM) *
There is the possiblility of hardwired dedicated lines to connect the Rigger to the remote sites. These may be vulnerable, but are most likely underground and fairly difficult to illegally access both quickly and unnoticed.

The drones themselves have to be on the wireless or be severely hampered in their movement. That means stealing them is easier, especially if they don't have a live security rigger.
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The Jake
post Jun 15 2009, 02:07 AM
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QUOTE (Octopiii @ Jun 14 2009, 11:14 PM) *
That's an interesting charge, as I specifically designed the options to be available to low level and price-conscious types. Only tactic #5 requires a large allocation of resources. Realistically, how much do you think contracting with a security firm for the services of a Rigger should an alarm be sounded cost? I would imagine not much, as one Rigger can realistic handle dozens of facilities as he doesn't need to be jumped in unless an alarm should be sounded. The same goes with the contract Mage. He spends 2k to bind a Force 4 spirit with a few services. Then he goes on with his life, until he gets a commcode call - one of his customers needs spiritual help! He pulls up a picture of the captain, ceo, head researcher, whomever of the facility, calls his spirit, and tells it to obey that person's one command. It may be months, or even years, until he gets that call from one relevant facility - in the meantime, that one spirit can realistically be utilized for coverage for dozens of facilities, much as the security rigger.

On-site defense is not the only option available to corporations. More secure, perhaps, but equivalencies can be contracted cheaply and then written off for tax purposes.


I agree. There would be a huge market in Shadowrun with protecting small/medium size enterprises through subcontracted security firms with a very well thought out business model - standardised security architecture and repeatable processes. This gives me some ideas for my campaign...

Although I would still expect that there should be one rigger per site. Or who knows, maybe that might be for corporations looking to pay for a 'premium' service. (IMG:style_emoticons/default/smile.gif)

QUOTE (Cain @ Jun 15 2009, 02:08 AM) *
Judging from how much it costs to outfit and equip a Rigger PC, I'd say having live spider security would cost a lot. Also, what happens if there's two alarms at once? The rigger can only be jumped into one drone at a time. Similarly, magic security, even minimially, cost a great deal. The spirit can't be at more than one site at a time, so the mage needs to summon one for every site. Additionally, it needs to be of a type that can provide Magical Guard, in order to provide counterspelling; and those types tend to not be as good at the actual fighting.


I don't make a habit of memorising spirit types, but I thought all spirits had Unarmed Combat equal to their Force rating? If so, any spirit with Magical Guard would be awesome. Even if that isn't true, you're relying on spirits in this instance with Magical Guard to provide counterspelling assistance, not necessarily waste the opposition (although granted it would be ideal to have both). Using their powers to complement the mundane security (guards, drones, etc) would work however.

- J.
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The Jake
post Jun 15 2009, 02:10 AM
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Assuming background count of 3, Magic Rating of 9 (which is actually very conservative in a high karma game) would be Magic 6. Throwing around Force 6 Manaballs would still hurt. Assuming the average Joe has a Willpower of 3, I'd say 3 of them would more than likely do the job.

- J.
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Cain
post Jun 15 2009, 02:31 AM
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QUOTE
I don't make a habit of memorising spirit types, but I thought all spirits had Unarmed Combat equal to their Force rating? If so, any spirit with Magical Guard would be awesome. Even if that isn't true, you're relying on spirits in this instance with Magical Guard to provide counterspelling assistance, not necessarily waste the opposition (although granted it would be ideal to have both). Using their powers to complement the mundane security (guards, drones, etc) would work however.

Since according to the fluff, most wage mages are Hermetic, I think that means that they don't have any spirits they can summon with Magical Guard. I don't think Shamans have any, either. You have to go to the esoteric traditions in order to find spirits with that power, and they're much more rare.
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The Jake
post Jun 15 2009, 03:02 AM
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QUOTE (Cain @ Jun 15 2009, 03:31 AM) *
Since according to the fluff, most wage mages are Hermetic, I think that means that they don't have any spirits they can summon with Magical Guard. I don't think Shamans have any, either. You have to go to the esoteric traditions in order to find spirits with that power, and they're much more rare.


Spirits of Man can cast one spell that the caster can. Assuming you are correct, that one spirit could still do a lot.

- J.
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HappyDaze
post Jun 15 2009, 04:17 AM
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I don't think Shamans have any, either. You have to go to the esoteric traditions in order to find spirits with that power, and they're much more rare.

Outside of the NAN, shamanism is no more common than many of the other traditions from Street Magic. It may seem to be so as a remnant of the early SR focus on Native Americans, but that's largely gone (no more Tribesman arcetype or Tribal Shaman) and so too should be the belief that Shamanism is the #2 most practiced tradition (I still agree on Hermetic magic being the worldwide standard of comparison - much like English is the worldwide standard language for pilots).
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Cain
post Jun 15 2009, 04:27 AM
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QUOTE (HappyDaze @ Jun 14 2009, 08:17 PM) *
Outside of the NAN, shamanism is no more common than many of the other traditions from Street Magic. It may seem to be so as a remnant of the early SR focus on Native Americans, but that's largely gone (no more Tribesman arcetype or Tribal Shaman) and so too should be the belief that Shamanism is the #2 most practiced tradition (I still agree on Hermetic magic being the worldwide standard of comparison - much like English is the worldwide standard language for pilots).

While the Native American variant would be limited, shamanism as a belief system exists worldwide, and in fact is one of the most common belief systems out there. The writeup in the BBB doesn't even specify Native American beliefs, so the core book shamanism would indeed be very popular. Maybe not the #2 system, but one of the more relatively common ones.
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Larme
post Jun 15 2009, 04:40 AM
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QUOTE (Cain @ Jun 14 2009, 02:26 AM) *
We're in a longrunning game where each character has at least 175 earned karma. The mages have become very good at what they do. It only took three mana/stunballs to decimate their ranks, and that's easily survivable even with a low background count.


Lol, now I get your problem. Your mages have become the Magic Apocalypse by this point. Wtf are you doing having them fight junkies? That's like hiring Blackwater to take down some fuzzy bunnies. If you're not running with the canon characters by that point (or at their level at least), everything is just too easy to be any fun. This is the same exact problem I see over and over, post after post of "I send the PCs after gangers and the gangers just die! What nerf must I use???" The more you talk about your SR4 experiences, the more certain I am that your GMs just have no clue. I wish I could phrase it less offensively, but dude. That's just weak. 175 karma characters against a horde of unenhanced mundanes. That's called "not even trying." Like it or not, but power level has to scale with karma level. If it doesn't, there's no more game, it's a turkey shoot, where the turkeys have no feet and clipped wings.
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HappyDaze
post Jun 15 2009, 04:50 AM
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While the Native American variant would be limited, shamanism as a belief system exists worldwide, and in fact is one of the most common belief systems out there.

Many of those worldwide 'variants' have become their own traditions in 4e. The Shaminism tradition as it remains is pretty narrow once you cut those away.
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The Jake
post Jun 15 2009, 04:59 AM
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QUOTE (Larme @ Jun 15 2009, 05:40 AM) *
Lol, now I get your problem. Your mages have become the Magic Apocalypse by this point. Wtf are you doing having them fight junkies? That's like hiring Blackwater to take down some fuzzy bunnies. If you're not running with the canon characters by that point (or at their level at least), everything is just too easy to be any fun. This is the same exact problem I see over and over, post after post of "I send the PCs after gangers and the gangers just die! What nerf must I use???" The more you talk about your SR4 experiences, the more certain I am that your GMs just have no clue. I wish I could phrase it less offensively, but dude. That's just weak. 175 karma characters against a horde of unenhanced mundanes. That's called "not even trying." Like it or not, but power level has to scale with karma level. If it doesn't, there's no more game, it's a turkey shoot, where the turkeys have no feet and clipped wings.


Its in Ghost Cartels. You have to read the book. That scene has a fairly big climax. Although with Cain's PCs it was probably a walk in the park.... (IMG:style_emoticons/default/biggrin.gif)

- J.
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Cain
post Jun 15 2009, 05:12 AM
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QUOTE
The more you talk about your SR4 experiences, the more certain I am that your GMs just have no clue. I wish I could phrase it less offensively, but dude. That's just weak. 175 karma characters against a horde of unenhanced mundanes. That's called "not even trying." Like it or not, but power level has to scale with karma level. If it doesn't, there's no more game, it's a turkey shoot, where the turkeys have no feet and clipped wings.

I was the GM. Have been for the better part of 20 years, with various groups. And you know it. Reported for personal attack.

Literally hundreds of gangers on kamikaze should be a threat to even the most seasoned runner. A Yama King should make them lose sphincter control. It should not go "Manaball-manaball-grenades-manabolt" and it's all over.
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Larme
post Jun 15 2009, 05:39 AM
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QUOTE (Cain @ Jun 15 2009, 12:12 AM) *
I was the GM. Have been for the better part of 20 years, with various groups. And you know it. Reported for personal attack.


You overestimate what I know about you. I had no idea that you were the GM, or how long you've been doing it -- maybe you've told me, but it sure didn't stick in my memory. The point is that you can't take characters that are way too powerful for the challenge, have them mop the floor, and claim that this proves that some aspect of the game is broken. I was not intending to make a personal attack, but only to emphasize something you seemed not to accept, that putting PCs against challenges they cannot possibly lose against is not going to expose flaws in the system, but only flaws in the use of the system.
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Cain
post Jun 15 2009, 06:19 AM
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QUOTE (Larme @ Jun 14 2009, 09:39 PM) *
You overestimate what I know about you. I had no idea that you were the GM, or how long you've been doing it -- maybe you've told me, but it sure didn't stick in my memory. The point is that you can't take characters that are way too powerful for the challenge, have them mop the floor, and claim that this proves that some aspect of the game is broken. I was not intending to make a personal attack, but only to emphasize something you seemed not to accept, that putting PCs against challenges they cannot possibly lose against is not going to expose flaws in the system, but only flaws in the use of the system.

I did up the challenge, but in a fair manner. That means, giving the gangers high-force spirits and nastier weaponry was out of the question. The only fair thing I could do was up the number of gangers, and put a lot more of them on Kamikaze and K10. I sent literally hundreds of gangers, and added a runner team equivalent that was trying to sneak in. They all fell to manaballs or grenades. Adding anything else would have been unfair.
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The Jake
post Jun 15 2009, 06:26 AM
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QUOTE (Cain @ Jun 15 2009, 06:12 AM) *
I was the GM. Have been for the better part of 20 years, with various groups. And you know it. Reported for personal attack.

Literally hundreds of gangers on kamikaze should be a threat to even the most seasoned runner. A Yama King should make them lose sphincter control. It should not go "Manaball-manaball-grenades-manabolt" and it's all over.


Cain, how did your guys handle the Yama King btw? (IMG:style_emoticons/default/biggrin.gif)

Larme it was expressly clear from his post he was running it. What part of "I am running Ghost Cartels" didn't you get?

If you read Ghost Cartels, you can see that the violence in Kowloon is a steady escalation of force. One homeless person on kamikaze might be an easy nut to crack. Try a few hundred, and even seasoned runners with automatic weapons will run out of ammo eventually and start panicking.

- J.
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Octopiii
post Jun 15 2009, 06:38 AM
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QUOTE (Cain @ Jun 14 2009, 06:08 PM) *
Judging from how much it costs to outfit and equip a Rigger PC, I'd say having live spider security would cost a lot. Also, what happens if there's two alarms at once? The rigger can only be jumped into one drone at a time. Similarly, magic security, even minimially, cost a great deal. THe spirit can't be at more than one site at a time, so the mage needs to summon one for every site. Additionally, it needs to be of a type that can provide Magical Guard, in order to provide counterspelling; and those types tend to not be as good at the actual fighting.


It's a security firm, not a one man operation. I'm sure the firms have several riggers working shifts at all times. The odds of having more than, say, 10 alarms tripped at once are astronomically small. The same goes with magical security firms. The mage doesn't need more than one bound spirit, as there are probably two or three mages working with the firm, each of whom can have up to their charisma in bound spirits. That should be more than sufficient coverage, unless you anticipate mass magical threats to happen at the same time, which would likely be a plot point in itself.
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Octopiii
post Jun 15 2009, 06:55 AM
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QUOTE (kzt @ Jun 14 2009, 06:50 PM) *
If the rigger at an off-site location can talk to the drones and building security system, so can your hacker. Not to mention things like jammers and bolt cutters. It's likely to be a false economy.


I don't follow your point. That a hacker can steal drones? That's kind of a staple of the game. We're not talking about a large, well funded facility here - I imagine that a mid-size facility probably has one person whose job is to moniter cameras etc, which would include drone status. This person does not have the skill of a dedicated Rigger. Should hostiles enter the facility, it is this person's job to hit the panic button to bring the Rigger into the location. Should the drones become subverted, they may choose to shut down all drones. None of this pertains to off-site v. on-site Rigger however. I imagine combat drones are switched off until it becomes necessary to deploy them - so a hacker turning them on remotely is going to raise danger signals, which will necessitate calling the off-site rigger, who will then fight the team's hacker in matrix combat to re-control the drones, or failing that, just reboot all automated security. How is any of that less secure than an on-site Rigger?
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Blade
post Jun 15 2009, 10:21 AM
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Three things I'd add:

* Wards: not only do they prevent the astrally projected mages and their spirits friends from looking inside, but they'll also warn someone as soon as they're under attack.
* Two-way mirrors: the guard can see the mage, the mage can't see the guard.
* Off-site magical security: having a security mage/spirit on site 24h might be expensive for a lot of places, but I'm pretty sure you can get off-site magical security for a relatively cheap monthly fee. As soon as there's a magical alert (triggered by the ward, or some manatech or by a security guard), they can send one or two astrally projecting mage(s) and/or spirits right away. The magical security can be on site just a few seconds later.
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crizh
post Jun 15 2009, 11:34 AM
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Ballistic Shields + Gel Packs + Force 10 FAB II

Discuss.
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Blade
post Jun 15 2009, 11:48 AM
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I might be mistaken, but I don't remember that FAB2 offers any protection against spells.
You can also have all guards have a pet Nimu Salamander.
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