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Target ![]() Group: Members Posts: 34 Joined: 26-February 02 Member No.: 1,295 ![]() |
Please bare with me, as I am still learning the SR4 system (I am a SR2 vet).
It seems to me that the Concealment Power as described in the core book is way too powerful and would allow the players to basically waltz in almost anywhere with impunity. Let's take for example, a character with an infiltration skill of 4 and an agility stat of 5. Now let's imagine that a friendly Force 6 Spirit uses his Concealment power on this character. Basically, from that point on anyone trying to perceive that character on the physical plane would be subjected to a -6 dice modifier AND with whatever dice pool left, would have to beat the character's Infiltration 4 + Agility 5 on a perception roll? I can't think of many places that this fella would not be able to get into. Yeah, he probably would not be able to waltz into the Aztechnology Pyramid and a few similar places, but pretty much any other lesser places would be wide open to him. Or am I missing something here? Now, let's say this guy gets really daring and manages to convince his mage friend with Magic Attribute of 6, to summon a Force 12 Spirit. Let's say the mage friend manages to summon a force 12 spirit (and survive). Now this force 12 spirit could conceal this guy on our example and cause anyone trying to perceive him to suffer a -12 penalty on perception tests, both physically and astrally. Now, if this I described so far is correct, my question is: Where would'd this fellow be able to sneak into? Worse, with a Force 12 spirit with concealment power, I could potentially turn any crappy commuter plane into a Stealth bomber for hell. I must be missing something, because this power seems to be too unbalanced to make the game practical. Please let me know what I might not be considering here. Thanks. |
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Lo-Fi Version | Time is now: 11th February 2025 - 11:33 AM |
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