One for the C.L.U.E. Files for sure, How to deal with bad luck and choices? |
One for the C.L.U.E. Files for sure, How to deal with bad luck and choices? |
Sep 16 2003, 04:03 PM
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
The one is for you GMs out there:
I had a character that legitimately got his hands on information that part of their run was dealing with a corporation in the area named Kestra. So, he decided to go over to the Kestra offices in the center of town and scope the place out in case the team had to deal with the company directly. That's fine with me so I start describing the compound as having three buildings, a tall central one with walkways leading from about the third story out to the other two buildings. That it is surrounded by electrified fencing marked as such with cameras ever couple of meters panning left and right to get a pretty comprehensive view on what surrounds the compound. The gate was guarded by two humans, one in the building and one standing out side. So, undercover of a force 5 imp. invisibility focus with 5 successes, he decides to go on past the guards and investigate -- alone -- what's inside. Since the guards don't have the intelligence to beat his invisibility, he just has to move quiet-like to get by. Now, however, he's got a problem: once he gets inside he can see two groups of guards -- two or three metahumans (I misremember the number) and a barghest each. The critters manual describes barghests as big, nasty dogs, so I always imagined that they could be trained as security dogs just like German Shepards (and others) are used for that purpose today. Also, they have the Enhanced sense (Sonar) critter power. Therefore, his invisibility is no match for the sonar "seeing" of the barghests and they immediately begin to bark and pull in his direction. The guards, confused by the lack of target, restrain them. Now, most people would probably have run away at this point, but our intrepid protagonist decided to try to Influence (with the spell) one of the Barghests to kill the other. The spell failed and the Barghests began to howl with their Paralyzing Howl critter power. Having hearing dampeners, the guards were okay and the character resisted and now began to run away. The guards at the gatehouse were now outside and had guns drawn trying to guess what was happening. Our protagonist casts control actions on the one, succeeds, and forces him to go over to one of the groups with a barghest, say "What's going on?" and then try to shoot the barghest. The barghest beets the goon on initiative, jumps him, and begins to eat his face. However, it was at this point that the security mages began to take notice. First, one casts detect magic and detect enemies, both spells are successful and both spells mark our character. Next, two mages, one who cast the spells, and five more guards exit the larger, central building. The mages are already perceiving astrally in expectation of a mage and magical problems -- they left the physical to the guards. Now, even though our character is invisible on the physical, I ruled that on the astral, the mages could see the foci that he's wearing to cause that invisibility. Not sure if this is canon, but that's how my games have always run. So, the first mage throws a deadly stunbolt. The character resists it but is knocked over from the force. The character then uses physical barrier in a unique way: casting it as a horizontal plane in the middle of the pack of opponents. This cuts a few in half when it appears (failed body roll) and pushes the others aside. Now, the second mage gets his turn. Seeing that the first stunbolt was ineffective against the target, the mage passes an intelligence test to guess that the focus might be something for spell defense or the invisibility. So, he targets it with a manabolt blasts it to kingdom come. Now visible, our protagonist runs under a hail of bullets. But, the cameras that I said were on the fences before all of this happened now have a blurry but perhaps usable picture of the character, and the mages have his astral signature from the control actions spell and the physical barrier. ______________________________ Now for my question. You've all read the story to get this far, so how often have you all run into characters that seem to keep digging themselves in deeper despite the hints (guards, cameras, electric fences, para-animals, etc.) that you give them this is not-a-place-to-go-in-alone-and-unprepared ? Also, his actions could hamper the rest of the party's ability to perform successfully in runs in the future. I feel that I need to present some repercussions to the character in order to keep the game as real as possible. If you enter a corporate headquarters, kill two guards, seriously injure a mage, and get another guard eaten by a security barghest, then that corp is going to do something serious and probably violent to you in the future. But, since none of the other players were there are the time, I'm torn between chastising that specific player and how to do it without really chastising the whole group. Advice? Comments? Concerns? |
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