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> The awakened, and the broke, Currently the rules nerf mundanes
Herald of Verjig...
post Nov 30 2004, 08:13 PM
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1: There have been debates at how easy it is to make an invisible person easy to locate, sand is another fun one. They do penalize the stealth skill, but as a TN bonus to the perciever instead of immediately (well, TN 2 hearing test or so) alerting someone by the sound of footsteps in sand when no one is walking around.
2: Yes, it's mainly just useful for removing the mage once someone notices. It's still a world of hurt for the mage who states "I don't need more than one die to dodge each shot coming my way."
3: I did forget to mention filling the room with tear gas or your favorite chemical response (by spray or grenade). Usually expensive, but something that should be considered for anything worth really guarding.
4: A mage who isn't going up against opposition that would have some dual natured security (not all, but enough to sound the alert if not countered) is slumming and similar to a sniper making his living at carnival games and selling the toys. Entirely possible, but a waste of ability and the character should know this.
5: The only actual cost to wards is in time for the mage to set them up. A shaman with a conjured spirit should be able to get a force 5 ward in a reasonably large area in a few hours (less than one standard workday) that should last 3 weeks on average. One ward every 2 days of that force should be easy enough that a legal mage-type wouldn't mind it as a 2 point dayjob edge (same time as the flaw, 5 times the pay).
6: Yes, but the mage doing the run should be earning as much (or at least 2/3 as much) from his work as any legally employed mage can as a security mage. If he's working for less, see counter-counter-point 4.
7: Yes, I should've listed this with grenades and other area effect counters, but a hail of 30 gel rounds from the three shooters (or 60, no need for ambidexterity with this rule) should give any detected intruder some trouble once they open the door without much collateral damage. The main advantage of it (and the other area ones) is that once noticed, invisibility no longer provides any defense while more directed attacks still face a penalty.

I too miss the Firearms/Pistols/Slivergun (4/5/6) of one of my old PCs. There was an effort a wihle back in balancing the ranged combat into Longarms (rifle-types), smallarms (or short, something, meant one-hander types), heavy and launch. I know that my games never bother with a different skill for two different types of rifle just because of the RoF, so maybe the fracturing of combat skills did go too far and needs to be pulled back a little.
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Joe Outside
post Nov 30 2004, 08:14 PM
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QUOTE (SaintHax @ Nov 30 2004, 02:43 PM)
Here's the most important reason why it's broke, they fuxxed up the rules.  The force of invisibilty is of little importance.  The best intelligence (outside of over normal max, and bio enhanced, and a friend mage boosting... not normal at all stuff) a mundane will have is a 6.  They made invisibility and all or nothing spell.  So, if you get more than 6 successes w/ a force 1 invisibility, NO mundanes can detect you.

The only problem with this line of thought is that the number of successes on most spells is limited by the force of the spell. Give me a sec and I'll go look up page number...

[EDIT] ...or not. That'll teach me to open my mouth before getting proof...[/EDIT]
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Cray74
post Nov 30 2004, 08:22 PM
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QUOTE (Solstice)
QUOTE (Cray74 @ Nov 30 2004, 02:23 PM)

After discovering suppressive fire rules and ultrasound, I never had a problem with invisibility.

Ok I don't think having to have a tactical computer and/or a Battletac system OR an ultrasound sight should be necessary to deal with improved invisibility. It's really not an issue for players as it sounds from your post. It's an issue for GM's and players that walk the land slinging manaballs with improved invisibility.


I'm confused. I just suggested two methods of dealing with Improved Invisibility without resorting to BattleTac and/or a tactical computer, and you quoted them. How does my post sound otherwise?

QUOTE (SaintHax)
Here's the most important reason why it's broke, they fuxxed up the rules. The force of invisibilty is of little importance. The best intelligence (outside of over normal max, and bio enhanced, and a friend mage boosting... not normal at all stuff) a mundane will have is a 6. They made invisibility and all or nothing spell. So, if you get more than 6 successes w/ a force 1 invisibility, NO mundanes can detect you.


What, mundanes can't use ultrasound, bead curtains, sand, and rain puddles? Mundanes with spatial recognizer or olfactory booster have no chance to spot the invisible? What happened to the invisibility-defeating effect of thermosense organs?
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Eyeless Blond
post Nov 30 2004, 08:24 PM
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QUOTE (SaintHax @ Nov 30 2004, 02:43 PM)
Here's the most important reason why it's broke, they fuxxed up the rules.  The force of invisibilty is of little importance.  The best intelligence (outside of over normal max, and bio enhanced, and a friend mage boosting... not normal at all stuff) a mundane will have is a 6.  They made invisibility and all or nothing spell.  So, if you get more than 6 successes w/ a force 1 invisibility, NO mundanes can detect you.  You can easily exploit this by buying a couple of force 1 sustaining foci, placing them on your adept and street sam buddy... and casting them invisible.  I can feel the arguement of "what kind of player", but policing players does not mean the rule is correct.

That's true; if you can get the 7 successes (remember you only need to match the number of successes to pierce illusions) against the TN 4 to cast Improved Invis (which you'll hit once in 128 tries with Sorcery(Spellcasting7)) you'll be able to do just fine against someone without the Stealth(Alertness) specialization with only a Force 1 spell. I'm not even so sure that's a big problem. *However*, there is a stipulation on Object Resistance that a spell's Force must be equal or greater than half something's OR to affect it (see the section on OR for details). This means you'll have to use a Force 4 Improved Invis to make it past those OR 8 cameras. OR 8 I'd say is even a bit low for a camera; I'd be more tempted to label a charge-coupled device (the part of a camera that actually records) a "Highly processed Object" meaning you'll need a Force 5 or better to affect those OR 10+ cameras. That's the balancing factor there.

As for microphones and dual-natured guard animals not being common, keep in mind that in the Sixth World the Invisability spell is well-known, and digital recording technology at least has been around for well over a century and a half by then. I'd be very surprised if you couldn't find microphones and detailed sound-processing software in very nearly every corp that really wanted to have them. As for guard animals (or plants; Guardian Vines and the like are around too), those would indeed be a bit more expensive, and probably be limited to places that employ larger in-house security forces. Keep in mind though it's probably cheaper to keep a half dozen hellhounds in an on-site kennel than to pay for a single guard's salary, hazard pay, insurance, and everything else, and they'd be especially useful in a world where magic is more common than it is here. :)

The big idea to keep in mind when designing Shadowrun security is that everybody knows that magic exists. This means that all security companies will be making different assumptions based on the fact that it does exist, and so you will see more precautions being taken against, for example, Invisible people, or people who can Levitate, or people who can throw Fireballs around. Further realize that the Sixth World is much more paranoid than our current world, and spends much more on security than we do right now, and you realize that things like kennels of dual-natured attack animals, rooms filled with FAB, and ultrasound sensors aren't really that far-fetched.
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Eyeless Blond
post Nov 30 2004, 08:33 PM
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Oh, and one more thing: Inproved Invis does nothing against vehicle sensors with a rating above I think 2, as they all have ultrasound vision at that level. Even Sensors 0 has "ultrasound proximity detection," which could be ruled to bypass Invis as well. It's not like ultrasound sensors are actually rare in the Sixth World or anything; they have a fairly low Availability, in fact, even for the eye mod version. They're just rare in your imagination, and *only* in your imagination. :)
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Cray74
post Nov 30 2004, 08:37 PM
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QUOTE (SaintHax)
Since I play test, I agree to play mundanes, b/c we had to be told to have some mundanes, else it would be a awakened party.


As a playtester for BT, I have to say it sounds like you're making a mistake common to playtesters: you're not investigating the system (or new rules) in depth, just catching things that jump out at you, then claiming the cursory examination shows the system is broken.

Sure, with just the Mark I Mundane Human Eyeball, a typical human isn't going to notice an invisible character. However, there's more options out there for detection, and some more common than you're claiming.

For example, unless the mage sticks to small time targets, basic security of 2064 may well include suites of pressure sensors and ultra-sound systems. Criminals with improved invisibility have been plaguing security for decades by 2064. Heck, the proximity sensors of basic autonav sensor suites in your average family car do not work on a visual basis.
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Solstice
post Nov 30 2004, 08:50 PM
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I'm not a complete newbie to SR and I've never played with anyone who used an ultrasound sight "in case I run into those crazy invisible mages".

Also I thought suppressive fire was indirect fire and only possible using certain items/skills that are more merc/soldier oriented...not your average runner.

What you guys are stating is that you joe blow runner should have tactical comp and/or allies to provide indirect or suppressive fire, ultrasound sights, beaded curtains, boosted hearing/olfactory. I simply think it's too much.

Do you think realisitically that any security designer has invisibility in mind when designing anything other than a AAA rated facility? I would think they would be more concerned about your average b&e. You know playing the odds for cost/benefit.

Sure there are options out there but seriously...how many people use ultrasound sights on their guns or cybereyes? It's just not balanced and with all the modifiers to perception test a person would be lucky to ever figure out where an invisible mage is. And by then they would be geeked.
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Kagetenshi
post Nov 30 2004, 08:52 PM
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Eyeless Blond: first off, as I already stated, if you accept that OR matters you must also take the neighboring restriction to Force meters in radius on the effect. Second off, vehicle sensors receive a -3 to Sensor Tests against all targets in line-of-sight, so even Rating 1 Sensors really should not be slowed down by a mere inability to detect a target in a tiny part of the electromagnetic spectrum.

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John Campbell
post Nov 30 2004, 09:04 PM
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QUOTE (Solstice)
I'm not a complete newbie to SR and I've never played with anyone who used an ultrasound sight "in case I run into those crazy invisible mages".

Every mundane PC I've ever played has had at least an ultrasound sight - or, more commonly, goggles - for dealing with invisibility and thermal smoke. It's a cheap and easy solution. If you're going to reject it out of hand, well, sounds like your problem, not mine.
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Solstice
post Nov 30 2004, 09:10 PM
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Who said I was rejecting it out of hand? I'm giving an observation from my somewhat limited experience. I don't know who really walks around with ultrasound goggles on or in their back pocket. And when would you know to put them on? The guy is invisible..

Really this is a matter of logic more than anything...which is why the pro magic side is failing.
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Cray74
post Nov 30 2004, 09:18 PM
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QUOTE (Solstice)
Also I thought suppressive fire was indirect fire and only possible using certain items/skills that are more merc/soldier oriented...not your average runner.

Suppressive fire is done with any fully automatic weapon. You hose down an area with many bullets. Any street punk or minimum wage rentacop with a full auto SMG can use suppressive fire. So, yeah, I think it's a pretty common solution to improved invisibility that doesn't call for tactical computers or battletac. It calls for a 300-nuyen Philippino knock-off of an Uzi III.

QUOTE
Do you think realisitically that any security designer has invisibility in mind when designing anything other than a AAA rated facility?


The first time a Stuffer Shack owner calls up and says, "I've got some mage punk who runs into my store and steals things while invisible. What've you got to spot the little bastard?" the security designer is going to come up with cheap security systems to spot invisible punks.

He's going to do this because the Marketing and Sales Department giving him orders realizes that there's not many super-secure megacorp facilities (i.e., it's a small market, even if individual sales have big price tags), but there's thousands of little stores, homes, and insecure people who would love to be able spot those dirty, steenking invisible mages. Especially after a clever marketing campaign convinces everyone that invisible mages are lurking in every corner.

(Do you know otherwise? Update your Ares SecureHome security suite for only 100 :nuyen: a month and you'll find those dastardly mages. Minimum of a 3-year contract, early termination penalties apply.)

QUOTE
Sure there are options out there but seriously...how many people use ultrasound sights on their guns or cybereyes?


My mundane PCs use ultrasound goggles as a rule of thumb, usually at character creation. The goggles are usually in a jacket pocket, or worn during runs.
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draco aardvark
post Nov 30 2004, 09:21 PM
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QUOTE (Solstice)
Do you think realisitically that any security designer has invisibility in mind when designing anything other than a AAA rated facility? I would think they would be more concerned about your average b&e. You know playing the odds for cost/benefit.

But cost is practically nill! Stick a bead curtain in the hallway, or if you want to look more professional use those translucent plastic hangie things they have to keep cold air inside the walk-in freaser.
Though the awakend may be few in numbers, having absolutly no defenses against said few is silly, like saying there's no need for a guard because there are very few people who know how to pick a lock.
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Solstice
post Nov 30 2004, 09:29 PM
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If you guys really play like that then IMO your playing what you know not what your character knows. My character currently has never been around magic and he doesn't understand the "strange powers" of the groups mage (which really isn't that far off from what I know as a player but that is beside the point).

You guys make it sound so common like everyone knows about improved invisibility and they pack around special goggles just for that purpose ("hey don't let those sneaky mages get the jump on ya chummer")....kinda dumb when you think about it but whatever strokes your goat. I'm done bickering. Now I will concentrate on a house rule for imp. invis. maybe a time limit?
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Bigity
post Nov 30 2004, 09:35 PM
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If the character doesn't know yet, he will learn in a hurry. That's not an unbalance in the game mechanics, it's the truth to a little saying, "Knowledge is power."

If you are going to put a time limit on a sustained spell, you have to put it on all sustained spells, IMO, otherwise you're creating balance issues.
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John Campbell
post Nov 30 2004, 09:37 PM
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No, we're playing characters who have been living in a world where magic is a fact of life for their entire lives. Moreover, we're playing characters who are in jobs where being able to deal with mages is a necessary survival trait. That being the case, it seems like it might be a good idea to a) find out a little about what these mages can do, and b) take whatever steps are possible to counter it. Basic information is readily available in-character, as are some common sense countering steps. So, since my characters are not completely stupid, they get that information and take those steps.
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Solstice
post Nov 30 2004, 09:46 PM
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Ok maybe your character isn't...but every NPC isn't either? Come on tis stupid to view the world like that but it's your game not mine. I don't see my characters or NPCs being exposed to magic their whole life even if they DON'T grow up sheltered from the street. I can see a local shaman maybe in the neighborhood being viewed as like a "village wise man" if you will. But by no means would all the mundane characters know exactly how magic works, who can use it etc...that is just rediculous regardless of their background. I guess if you want to play lame jaded characters that have (apparently) seen and lived everything then it's ok.
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Cray74
post Nov 30 2004, 09:51 PM
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QUOTE (Solstice)
If you guys really play like that then IMO your playing what you know not what your character knows.


I'd like to think it's more a matter of the points I spent on the Knowledge Skill "Magical Background," usually at rating 2-4, for all my mundane PCs. In fact, they do know about invisibility, LOS spell casting issues, and how to combat spirits, because it's very significant to their profession.

The origins of the knowledge vary. My dorf decker perused Matrix sites on magic and owns every copy of the tridshow Karl Kombat Mage. My merc has worked with (and against) combat mages for over a decade. If he didn't hang out with the unit's combat mage during his tours, his years as a shadowrunner have put him in the company of PC mages for months at a time.

QUOTE
Ok maybe your character isn't...but every NPC isn't either? Come on tis stupid to view the world like that but it's your game not mine. I don't see my characters or NPCs being exposed to magic their whole life even if they DON'T grow up sheltered from the street. ...

Now I will concentrate on a house rule for imp. invis. maybe a time limit?


Rather than inventing new rules, I'd recommend that you adjust your house setting to include more features of the canonical Shadowrun setting. Shadowrun's canon includes many movies, trid shows, documentaries, and college classes covering magic in the Sixth World. Everything from Karl Combat Mage to the evening news ("Pervert mage makes women strip in the streets with Mind Control Spells. Stay tuned at 11 to find out how you can avoid this fate.") should make the basics of magic available to your average Joe, not to mention runners.

Quite realistically, several hours on some magic Matrix site would justify spending a karma point or two on the Knowledge Skill "Magical Background."

Heck, car manufacturers can teach everyone a certain basic premise of magic: line of sight. Every car made since the 2030s has had one-way windows just to protect occupants from exterior spells. Ask the car salesman about the window tint or get the explanation off the car maker's Matrix site.

Does every NPC retain the information about magic? No, probably not anymore than they remember how rockets work when the evening news talks about another space mission. But the information about magic should be very common in the Sixth World.
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Herald of Verjig...
post Nov 30 2004, 09:53 PM
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Security guard training will include "Mages, the tricks they may try, and what can make them fail." Any location that can't afford a 3 hour seminar on basic countermeasures isn't worth hiring shadowrunners to break into.
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Bigity
post Nov 30 2004, 09:53 PM
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While I completely agree that every wageslave out there is going to have barely any idea about real magic (as opposed to the sim and trideo stuff he sees), SR doesn't follow the hijinks of John Doe Wageslave as he lives his daily life.

It follows professional (in the sense that they are paid to perform) criminals and the trained personell who try to stop them. People who:
A) Win or lose (and die) by what they know
B) Spend lots of time and effort keeping on top of SOTA (including mundane techniques to eliminate or shrink the advantage magic gives)

I don't see what's so unreasonable. Even if a character started off knowing very little, he would learn, and eventually decide spending a few hundred nuyen on some goggles is worth it, or that it might be a good idea to pay a magician to put a ward around his place, or whatever. He won't remain ignorant of the more common magical techniques for long, if he's going to be a successful runner.
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Garland
post Nov 30 2004, 09:57 PM
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You're talking like the concept of invisibility is brand new. In 2064, there have been invisible people for more than 40 years! Even if the average person doesn't know how magic works, and sees mages as enigmatic ciphers, they've still probably heard an "invisible mage" joke, seen a slapstick sitcom routine involving invisible people, watched a shadowrunner movie where invisibility figured heavily (Karl Kombatmage, perhaps), and maybe even read a cautionary article about invisible peeping toms or stalkers or something. The average person doesn't have to be a Th.D. to know about invisibility. I mean, c'mon, how many movies RIGHT NOW feature something of the sort and a cheap way to detect it (Predator, Invisible Man, Hollow Man, etc.).

I'd also like to say that in the paranoid '60's, a situation like what's described by Cray74 sounds reasonable. I'd probably want to invisible-proof my home, especially if 20/20 or Dateline, or whatever news show they've got in 2064 had run a scare-story on it.
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Cray74
post Nov 30 2004, 09:58 PM
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QUOTE (Herald of Verjigorm)
Security guard training will include "Mages, the tricks they may try, and what can make them fail." Any location that can't afford a 3 hour seminar on basic countermeasures isn't worth hiring shadowrunners to break into.

And the fancier ones can use interactive simsense training. Throw your future rentacops into a 20 :nuyen: per session MMORPG that simulates some "real" magic tricks.

How many Sixth World kids were playing mages (or Neil the Ork Barbarian) in online RPGs from the time their parents got them their first set of 'trodes?
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Solstice
post Nov 30 2004, 09:58 PM
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Whatever, that's fine. We just have two different views of what our worlds should be like. I've always thought of my nonmerc runners as 'semi-normal people in desperate/extenuating circumstances" it's not like they grow up watching magical combat. And I doubt sim or TV can disemminate accurate knowledge on any subject especially magic. It's fucking tv and movies for christ sake.

ok i'm done now no more it's a pointless conversation. :dead:
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Ol' Scratch
post Nov 30 2004, 10:00 PM
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QUOTE (Solstice)
ok i'm done now no more it's a pointless conversation.

:wavey:
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Garland
post Nov 30 2004, 10:01 PM
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What's inaccurate (for example) about "invisible people still disturb the curtains when they come in through the window"? That seems a pretty simple thing to get across in any medium.
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Bigity
post Nov 30 2004, 10:05 PM
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Yes, but the same thing happens today.

You have shows like ER, for example, which portrays medical treatment and doctors in a certain way. It's not very accurate, but sometimes hits on truths.

However, anyone with a desire can study more in-depth and technical materials, and actually learn how to give injections, or draw blood. Then add some schooling. What does that give you? EMT techs, nurses, lab assistants.

Now add in some company or school that is dedicated to training people about medicine and students that dedicate large amounts of time and effort. what do you have? Doctors, who can do things that people with no training or education in the area can understand.
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