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> Another mage question, How do you stop a glowing man?
Dayhawk
post Feb 21 2008, 03:09 PM
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When is heroes going to be back? /sigh

Ok anyways...

My game has been running for 8 months and as it's my first SR game since 2nd ed, I was slow to get new books and even use all of the rules.

Now I have a mage who has spent 51 points of karma on quickened spells.

Levitate (Self - He flys) - 12
Improved Invis (Self) - 12 (5 hits)
Improved Attribute (Reflexes) - 5
Improved Attribute (Agility) - 6
Improved Attribute (Body) - 6
Improved Attribute (Strenght) - 4
Improved Attribute (Logic) - 6
Improved Reflexes - 4

I think his next is to overcast Armor spell.

I have warned him that he can't go into any buildings with any security, but since game play usually involves breaking into places, he doesn't really care.

Since quickened spells add the karma spent to any tests they make he just walks through barrier's without much fear.

Magic (7) + Counterspelling (6) + Shielding (Init 3) = 16 dice + karma spent on oppossed test.

The one time he did have to pass through a force 8 barrier, he almost lost his Improved Reflexes, but since he has 7 edge he rolled edge and got the extra hits he needed.

I don't want to slap him in the face with losing all of his karma the first time he faces something which is suppose to be really nasty, but any attempts to get him to switch from quickening to focus items has been futile. Mostly because you spend karma on those also.

Has anyone else ran into this sort of situation?
Any suggestions?

Thanks for the help.
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Pendaric
post Feb 21 2008, 03:33 PM
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I have to say I have never encountered this problem. My suggestions are therefore not tried and tested.
Firstly he is the invisible man, no one can see him period. He gets bounced around in a crowd, he cannot order take out over the counter, his own team mates don't know if he is in the room. It's a pain to live this way.
Second, dispelling by enemy magic users.
Third, his astral spell signatures is lighting up the astral where ever he goes like a chrismas tree on steriods and extra ampage. He is easy to track down astraly so can lead corp retrieval team straight to the team after a job.
I would point these things out to your player out of character and then if he persists, let the hammer fall.
For example while he is flying in, his levitate is dispelled.
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Ravor
post Feb 21 2008, 03:36 PM
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I'd let his stupidity bring about his own doom, he is literally a fragging Christmas Tree on the Astral, and wards are cheap enough that they should be nearly everywhere, so unless Father X-Mas lives in the Barrens and plans to only shop at Stuffer Shack he is fragged.

I doubt the rest of the team is going to be nearly as forgiving of the fact that he is very likely to bring out the big guns against them the moment he trips a ward and is reconed from the Astral, which should make actually completing a mission nearly impossible.
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Ravor
post Feb 21 2008, 03:39 PM
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After thinking about it for a moment, since I get a vibe from your post that you are feeling somewhat responsible for the character, offer the group as a whole a retcon now that all main rulebooks outside of Unwired is out, and IF/WHEN he doesn't take you up on it, then crush him like a bug.
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Dayhawk
post Feb 21 2008, 03:52 PM
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QUOTE (Pendaric @ Feb 21 2008, 10:33 AM) *
Firstly he is the invisible man, no one can see him period. He gets bounced around in a crowd, he cannot order take out over the counter, his own team mates don't know if he is in the room. It's a pain to live this way.


Not a problem since he use's a comm for all his communication needs and flys everyplace.

QUOTE (Pendaric @ Feb 21 2008, 10:33 AM) *
Second, dispelling by enemy magic users.


Short of having several powerful mages show up, the few times I had a mages dual happen and did that, he resisted on the mages action and blew the heck out of the other one.

QUOTE (Pendaric @ Feb 21 2008, 10:33 AM) *
Third, his astral spell signatures is lighting up the astral where ever he goes like a chrismas tree on steriods and extra ampage. He is easy to track down astraly so can lead corp retrieval team straight to the team after a job.


OK so this was something that I am a bit confused on. Does the astral signature get left every place he goes or just at the point where spells are cast? Because he only casts these things from his magical lodge.

QUOTE (Pendaric @ Feb 21 2008, 10:33 AM) *
I would point these things out to your player out of character and then if he persists, let the hammer fall.
For example while he is flying in, his levitate is dispelled.


I wish, he has 28 dice to resist being dispelled on that. With the option of throwing 12 more karma at it for a total of 40 dice.
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Fuchs
post Feb 21 2008, 03:53 PM
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He is permanently invisible? No bus driver sees him? No troll out jogging? Not even his team mate shooting at the enemies behind him? Not even that nice woman at the bar he would like to get to know? Or the team medic trying to stabilise him after he caught said bus. Or the drone pilot of the dozens of drones his flight path crosses.

Sounds like a recipe for disaster to me.

Now add that he can't hide at all on the astral, and leaves his signature all over the place, and so makes tailing/attacking him with spirits very easy.
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Kyoto Kid
post Feb 21 2008, 04:02 PM
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...I'll never forget the time the invisible mage on our team with multiple quickened spells had the jump on everyone and took off down the hallway moments before my character let loose with an airburst IPE HE grenade I declared she was shooting at the top of the initiative.

...hot damn, his move made my Cajun rigger Josie look like a Rhodes Scholar.

...also made for a greasy mess in the hallway.


...anybody bring the Tostitos?

--Josie L
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Fuchs
post Feb 21 2008, 04:08 PM
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When the Grimoire came out, and with it the first quickened spells for SR1, we quickly came to a gentleman's agreement that our mages (3 to 4 at that time) would not quicken spells such as reaction, stat or other enhancing spells, since it made the samurais utterly useless (that was even pre-shadowtech, I think). Worked out well ever since, mages still could get cyber if they really wanted more initiative.
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Ravor
post Feb 21 2008, 04:12 PM
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Even better, not only does Father X-Mas glow on the Astral, but he is also a fragging Wireless leak?

I've changed my mind, don't give the moron a second chance, just crush him under the weight of his own atupidity.
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Fuchs
post Feb 21 2008, 04:15 PM
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If he flies everywhere, someone will pick him up - radar, or other sensors not fooled by invisibility.
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Slymoon
post Feb 21 2008, 04:17 PM
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Next question:

How do you treat the invisibility spell regarding items?

1. Assume everything in the characters possession becomes invisible.
2. Assume only the items the character had in possession at the time of initial casting invisible.

Personally the way I have always treated invisibility is that only the items on person are also invisible. If such an item is put down it loses it and doesnt regain by just picking it back up.

IE: Unless the character literally never takes his clothes off or puts any items down firearm, ammo, armor, commlink. Then these items will become visible and end up floating around with him. The exception is that said pistol can be put under an already invisible jacket then be 'hidden' from view.

The same logic can be said for an invisible car: is the engine invisible? Sure! Until it is removed from the car.

Just my thoughts.
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Dashifen
post Feb 21 2008, 04:35 PM
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Two options: (1) the intensity of the magic surrounding him makes a background count (this is not technically in the nature of the rules, but it's damn cool) or (2) just have every nasty spirit that ever wanted to feed on the power of such a mage pop in for a visit. Especially shadow spirits from Street Magic, which can be all sorts of fun if you use them sinisterly. Barring that, just have Master Shedim, Free Spirits, hell maybe even a dragon (not a great) start to bother him all the time as they get attracted to the power level he's putting out.
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djinni
post Feb 21 2008, 04:44 PM
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QUOTE (Dashifen @ Feb 21 2008, 12:35 PM) *
Two options: (1) the intensity of the magic surrounding him makes a background count (this is not technically in the nature of the rules, but it's damn cool) or (2) just have every nasty spirit that ever wanted to feed on the power of such a mage pop in for a visit. Especially shadow spirits from Street Magic, which can be all sorts of fun if you use them sinisterly. Barring that, just have Master Shedim, Free Spirits, hell maybe even a dragon (not a great) start to bother him all the time as they get attracted to the power level he's putting out.

he's gotta sleep sometime....
1-2 - morning/afternoon
3-4 - evening/night
5-6 - he's asleep!

I would be worse.
12-8a = 1-2
8a-4p = 3-4
4p-12 = 5-6
and he's alseep in two of those time zones. >=D
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Moon-Hawk
post Feb 21 2008, 04:45 PM
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QUOTE (Ravor @ Feb 21 2008, 10:36 AM) *
he is literally a fragging Christmas Tree on the Astral

Is he? Is he literally a Christmas Tree? Surely you meant to say that he was lit up like a Christmas tree, or perhaps even that "he is a fragging Christmas Tree" which is a valid use of metaphor.
/pet peeve
Sorry.

To be useful: Sure, he can crash through any ward he wants, and he can expect an astral security response in 6 seconds, with a SWAT team on the way. For magic like that, you send in the big guns immediately. This is roughly as stealthy, and should expect a similar response to, "Oh no, my Rigger is literally (IMG:style_emoticons/default/wink.gif) driving a tank through Seattle and using it to bash down the gates and they keep winning."
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Redjack
post Feb 21 2008, 04:53 PM
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Man - I'd have a REALLY mischievously trickster or raven shaman put a force 8 ward under an over pass on the freeway. Zooming along 90kph and BAM! Each of those spells in turn get to battle the ward.

I also love the idea of a few spirits who are just mean taking personal pleasure in making his life hell.. I can also see an insect shaman deciding he is a perfect candidate to become a host. I saw nothing there to stop a good surprise attack from a force 10 stun bolt... Then since he is invisible, whose gonna know the shaman just carted him away after dumping his com in the trash?
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Moon-Hawk
post Feb 21 2008, 04:56 PM
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A house-rule way of limiting this is to count personal quickenings as foci for focus addiction. At least, I think that would be a house-rule.
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Teulisch
post Feb 21 2008, 05:01 PM
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sounds like the player has issues.... but really, the quickened invisibility is the only part thats actually stupid. the rest i can see the logic behind.

shows up on ultrasound, radar, echolocation... and... HOW does his team know the invisible man there is him? what happens if we get a second mr invisible running around, with a voice modulator?

if he were on my team, i would explain to him that shutting the invisibility off, quiting the team, or friendly fire were his only real options long term. and 51 karma? dang, thats a waste really.
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kzt
post Feb 21 2008, 05:03 PM
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Um, why does countermagic or shielding matter vs wards? What set of rules are you using?
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Eyeless Blond
post Feb 21 2008, 05:07 PM
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This is where you traditionally break out the ultimate equalizer. Someone with more SR4 experience will have to fill in the details, but back in SR3 any time you had a problem with a mage getting too big for his britches and quickening spells all over the place and in general acting like a magical Threat, the solution was that he drew down the ultimate badass in Lone Star's arsenal: the Drone Sniper Wars rigger.

Drones generally don't care too much about invisibility; only one or two of their many different sensor systems use visual cues to pick up on people. If the mage were stupid enough to cast an Armor this wouldn't even be a problem, as Armor gives off that nice geeking glow.

Then you bring the thunder with sniper bullets from half a mile away.
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Redjack
post Feb 21 2008, 05:17 PM
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QUOTE (Dayhawk @ Feb 21 2008, 09:09 AM) *
Magic (7) + Counterspelling (6) + Shielding (Init 3) = 16 dice + karma spent on oppossed test.



QUOTE (kzt @ Feb 21 2008, 11:03 AM) *
Um, why does countermagic or shielding matter vs wards? What set of rules are you using?


I missed that.. IF he is aware of the ward, he can astrally perceive and try to pass through the ward with
QUOTE (BBB @ Pg186)
Magic + Charisma Opposed Test against the barriers Force x 2

Otherwise his spells oppose the ward with Force x2 vs Force x2. You cannot lend edge. The spells are acting as their own entity here. They either succeed or fail on their own....
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DTFarstar
post Feb 21 2008, 05:26 PM
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I was wondering if someone would point that out before I got the bottom of the thread and replied.

Chris
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Kyoto Kid
post Feb 21 2008, 05:45 PM
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QUOTE (Teulisch @ Feb 21 2008, 09:01 AM) *
sounds like the player has issues.... but really, the quickened invisibility is the only part thats actually stupid. the rest i can see the logic behind.

shows up on ultrasound, radar, echolocation... and... HOW does his team know the invisible man there is him? what happens if we get a second mr invisible running around, with a voice modulator?

if he were on my team, i would explain to him that shutting the invisibility off, quiting the team, or friendly fire were his only real options long term. and 51 karma? dang, thats a waste really.

...yeah the PC mage Josie aced above had 40+ Karma invested in his quickened spells. This was the same player who built an Adept with Improved Reflexes 3, leaving him only one MP for other powers. Damn he was fast, on occasion getting two phases before even the wired up Sammy went. Couldn't hit worth squat & when he did connect the the guard would go "...ow. that smarts." However he was excellent at drawing all of the oppos fire & catching bullets so the rest of us didn't need to. At least that was somewhat useful. (IMG:style_emoticons/default/grinbig.gif)
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Moon-Hawk
post Feb 21 2008, 05:55 PM
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Look, you're obviously a "nice" GM and you don't want to screw your player. In fact, I'm pretty sure he's counting on exactly that. Dispelling all those spells would cost him 50+ karma, which depending on the game could "ruin" his character, and he knows you're too nice to do that.

Sit him down and say, "Look, your character is breaking the game. In searching for ways to thwart him and/or make things more difficult for him, let me assure you, I have found them." Don't tell him all your little schemes, but do go over some rules clarifications. And since you're such a nice-guy-GM, tell him that he has a one-time offer to trade in some or all of those quickenings and get the karma back. He can take your offer or not, but if not you shouldn't feel bad about letting the hammer fall with all the nasty ideas we're feeding you. I'm not advocating you single him out for bovine bombardment or anything, but with all the suggestions you're getting you can revise your idea of a realistic response to what he's doing, and some legitimate ways for it to go horribly wrong.
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Dayhawk
post Feb 21 2008, 06:27 PM
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QUOTE (kzt @ Feb 21 2008, 01:03 PM) *
Um, why does countermagic or shielding matter vs wards? What set of rules are you using?


Actually this one is my fault. We had a long talk about his being a Hermetic mage and how he doesn't resist with Charisma. He wanted to use Logic instead but I shot that down and we kind of agreed upon counterspelling. Which had the effect of being able to add shielding.

Its been six months since that talk so i had forgotten about that house rule.

I probably need to change that back to RAW, but fact is I will need to talk to him.

Probably will take me several hours and end up in a re-roll of the character.

Actually this post will help me alot. I can show him the replies and see what he thinks =p

Thanks again for the help everyone.

This is by far the best message board I have been apart of in terms of everyone supporting each other.
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Mr. Unpronouncea...
post Feb 21 2008, 06:32 PM
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Well, presumably he never astrally projects, since NONE of those spells will follow him.

A background count of 2-3 would render several of those spells next-to-worthless without permanently disabling them - they'll return to their normal force when he leaves the area.


Hell, give the team a run that requires a trip on a suborbital - he can't buy a ticket, probably wouldn't make it past security to be smuggled aboard, if he does make it aboard, the mass discrepancy would cause problems delaying the launch, and if he manages to make it past all that, he's going to have a bad, bad time when he reaches the mana warp and the internal sensors suddenly pick him up.
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