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Cardul
post Nov 6 2008, 11:36 AM
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My GM is a little strange: She leaves her notes open where the players can see...she keeps her attempts to break the system, dead PCs, NPCs she has discarded(including 5 or 6 Main Boss level villians) and notes for the Old Wold of Darkness MU* she is the Mage wiz on. Most of the time, all we see are quick statlines and health meters. Sometimes, we see really weird stuff, like a print out of Cooleridge's poem, Xanadu, or, my personal favourite, a few cryptic notes about ravens, storms, power outages, and shadows eating people....Yeah..Our GM practically expects us to go through her notes..and as such, well..they make no sense to anyone but her!

That said: Man..you need to own up, confess you saw it..but privately to the GM..and then ask "So..um..anything I can do to help you screw the other guys over when it comes time?"
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Drogos
post Nov 6 2008, 12:08 PM
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This reminds me of what my GM recently did to us. He runs the game online through skype, so between game he'll chat with some of the players. Well, he made up a three person runner team and worked on it for awhile, constantly building it up. He'd get our advice on character optimization (we like to geek out) and then he'd laugh maniacally when he started relating a few tid bits here and there. Then when the eventual confrontation with the team was inevitable, it all turned out that they were actually going to try and help us and that they were being set up to be a resource for our team who is a little light on shadow contacts. Needless to say, it was priceless.

Yes, let him know you saw it. Let him know you are scared shitless. Do so after buying him food or a few beers. Then just say you'll be happy to forget you ever saw it. Then when he pulls it, react like your character would when he saw all that is unholy in the Astral. That's really the best policy.
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Fuchs
post Nov 6 2008, 12:49 PM
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Start making a new character - just in case either the talk with the GM, or the talk with the devil goes sour.
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Sceptic
post Nov 6 2008, 05:32 PM
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Also, learn the spell "Mana Static". Cast at high force, with edge, it may just make a violent encounter with the thing survivable. Or at least slow it down enough for you to run away while it eats the rest of your group.

Above all, remember that things that nasty are usually not intended for the group to fight. Or at least, not intended for the group to survive fighting...
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Tarantula
post Nov 6 2008, 05:49 PM
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Yeah, mana static. Force 12 if you can. It loses all its magical powers, and takes 12DV (resisted with body+any astral armor) per turn as long as its in the area of the static. Have the samurais unload after you drop the static, cause it won't have its immunity to normal weapons either.
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Ed_209a
post Nov 6 2008, 05:49 PM
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I few things crossed my mind:

1) Not just rooting through your GM's stuff, but also presumably your friend's stuff? Is that kind of thing cool with you and your friends?

2) Those stats could be there only in case the group _forces_ a confrontation. ("You want to throw that goblet at the demilich... Are you sure? Are you _really_ sure? Reeeally really? OK, fine. <rattle, rattle> You die.")

3) Your GM could be screwing with you. By any chance was it only 2-3 pages down in the folder?

4) The GM could have made a PC-snuff encounter for the sheer hedonistic glee of it, never intending to run it.
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Ravor
post Nov 6 2008, 06:14 PM
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When/If you meet it turn on the rest of your team and offer their souls to appease your newfound Diety.
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pbangarth
post Nov 6 2008, 08:34 PM
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[Edit] Sorry, bumbling with inserting link to another topic. I'll be back when I get to Skill level 1.

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hyzmarca
post Nov 6 2008, 08:48 PM
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Its a Force 10 Free Spirit, not bad but not terribly good. A chargen mage can summon something more powerful. Taht being said, actually summoning up something more powerful is sufficiently dangerous and unrewarding that I would not recommend it. Since you've got to beat 20 points of ITNW, just buy a Great Dragon ATGM and a matching launcher.
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CoyoteNZ
post Nov 6 2008, 10:37 PM
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I'm sure there is a thread around here somewhere about making a sniper with 200+ dice to hit with. Your team needs to hire that guy (IMG:style_emoticons/default/smile.gif)
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Tarantula
post Nov 6 2008, 11:00 PM
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End result was when the rules are actually followed, its about 34 dice, with possible bonuses left from a spell (max bonus up to force cast at) and a sprite (max bonus up to rating of sprite).
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Muspellsheimr
post Nov 6 2008, 11:06 PM
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Following the rules as written, I can make a sniper with over 1,000 dice to attack, without using spells, spirits, sprites, or similar. This will not, of course, be a standard starting character, seeing as it requires an Initiate Grade of 2,000+ (Attune Item Metamagic).
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Tarantula
post Nov 6 2008, 11:20 PM
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I'm pretty sure I did the math for an initiate grade of 1,000 a while ago... and came out to a couple million karma. So you go ahead and do the number crunch on that. I really don't care.
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Muspellsheimr
post Nov 6 2008, 11:42 PM
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3,613,000 Karma spent purely in Initiation, including Group & Ordeal discounts.
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Stahlkörper
post Nov 6 2008, 11:49 PM
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QUOTE (hyzmarca @ Nov 6 2008, 09:48 PM) *
Its a Force 10 Free Spirit, not bad but not terribly good. A chargen mage can summon something more powerful. Taht being said, actually summoning up something more powerful is sufficiently dangerous and unrewarding that I would not recommend it.


Right. That could be the reason why its conjurer is dead (IMG:style_emoticons/default/rotate.gif)
If the runners really have to fight against this spirit, I'd bind some F9 spirits to fight against it. Some points of Edge will help to conjure and to resist drain. If you know Mana Static, use spirits of man with Innate Spell (Mana Static, of course). Analyze Device casted on your weapon focus may help, too.
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Sceptic
post Nov 7 2008, 12:04 AM
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QUOTE (Stahlkörper @ Nov 7 2008, 12:49 PM) *
If the runners really have to fight against this spirit, I'd bind some F9 spirits to fight against it.

Ah yes, F9. For a possible drain of up to 18P for summoning, and up to 36P to bind.

Are you looking to increase the number of high force free spirits roaming about? (IMG:style_emoticons/default/rotfl.gif)
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Hagga
post Nov 7 2008, 12:15 AM
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I have four magic. I am the team's sole magical asset.

And it was open on the seat beside me, with the character sheet section open to there, and this poking out slightly, thus the paranoia. I haven't looked at the rest, as I've said, and won't be, since he has the sheet now. He just shrugged when I told him that I saw that godawful thing, and nothing more was said
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Stahlseele
post Nov 7 2008, 12:21 AM
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if it is indeed, a spirit . . the only hard part will be the 10 edge . . everything else can be done with binding/banishing and burning edge on a critical success . . problem is, that this spirit has 10 edge, so he can play the game longer than any magician can . . if cou can get two magicians and one is expandable, the first one burns edge untill the spirits edge is lower than the other mages edge and then the other mage moves in for the kill . .
as for looking through GM Stuff . . if the GM lets his stuff lieing around in my house or car, i look through it to see if it is mine or not and if i happen to come upon such stats, hell yes i will look closer . . i won't nessecarely go through anything that has to do with the run itself, but those stats need to be looked at . . i don't really want much from my GM's, i only want them to make the NPC's adhere to exactly the same rules the PC's have to watch . . no, i don't really care,if that means that the highly important NPC can die. if he is that important, he should not get into a situation where a player character can just best him like that anyway. i like the idea of Harlekin for example, but i don't like that he is just unkillable . . a headshot should take care of characters like him as it would with any other metahuman . .
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CoyoteNZ
post Nov 7 2008, 12:55 AM
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QUOTE (Stahlseele @ Nov 7 2008, 01:21 PM) *
if it is indeed, a spirit . . the only hard part will be the




... fact that it returns every 20 dam days until you go to its home metaplane and kill it there (i think)
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Sir_Psycho
post Nov 7 2008, 01:12 AM
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In my opinion, this monstrosity is just him fucking about with the rules, not something he has an intention to play. If players went through my GM folders they'd find Powerful AIs, an insane cyberzombie assassin with kid stealth legs, a german accent and the "lost loved one" quality, a genetweaked amnesiac Jason Bourne-esque bio-sam, a novarich teenager obsessed with shadowrunning, manipulating runners and spending her father's fortune on her hedonistic and dangerous games, a schizofrenic street warlock who grew up with gypsy magic and circus caravans who believes that his jealous and coveting totem (the seductress) needs him to kill women for her and sinister, manipulative mystic adept face mages (It's something i've been refining for some time). Funnily enough, the teenage girl is probably the most dangerous of all of those.

But the point is that several of those things I am not planning to introduce to any games yet, if at all. If my players found Creeper (the german cyberzombie with an insane vendetta), saw his dicepools, then they'd probably shit their pants. But Creeper was just an idea I had of a successful shadowrunner who walked the blade of the spur too far, then lost his only link to the real world and turned into a monster. Given that he throws inhuman amounts of dice at things (we're talking move-by wire, reflex recorders, muscle toner 4, suprathyroid, exceptional agility), especially stealth and fire-arms and close combat he could probably eviscerate that demi-lich, but that's not the point, get me?

However, if the GM is seriously planning to use it, he's off his nut.
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Stahlkörper
post Nov 7 2008, 01:17 AM
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QUOTE (Sceptic @ Nov 7 2008, 01:04 AM) *
Ah yes, F9. For a possible drain of up to 18P.

Are you looking to increase the number of high force free spirits roaming about? (IMG:style_emoticons/default/rotfl.gif)


First of all, its just a dice pool of 18. An average PC-mage should be able to handle that. It may be a bit risky, but it should work.

Example: My elven black magician has Charisma 9 (exceptional attribute) + Willpower 5 + Edge 5. That makes 19 dices plus "6 again". That would be ~8 hits, which is more than the average 6 of the spirit - and that is just a starting character.
If youre really so unlucky to get some damage: more than 8P would be very unusual - and even a mage with a Body rating of 1 can handle that. You may heal yourself afterwards.

You may instead invoke lesser spirits. 6 spirits with F6 should be able to defeat this F10 guy, too.
And you may send some watchers to help your spirits. They can attack with only 2 dices, but an extra attack is an extra attack. Then cast 4 mana bolts per turn (Increase Reflexes with a F5 Sustaining Focus) or Analyze Device on a potent weapon focus and bash the hell out of him/her/whatever.
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Cain
post Nov 7 2008, 01:21 AM
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OK, since I was reminded of the Banishing thread, try this: Banish the thing, burn Edge for a critical success, and bam! you've got a force 10 spirit bound to you, with 4 services remaining. Order it to go away and never return before the GM thinks to burn Edge right back at you.
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Sceptic
post Nov 7 2008, 01:48 AM
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QUOTE (Stahlkörper @ Nov 7 2008, 02:17 PM) *
First of all, its just a dice pool of 18. An average PC-mage should be able to handle that. It may be a bit risky, but it should work.

Hence the use of the words "up to". And please note the edit - it's up to 18 just to summon the spirit, and up to 36 to bind it.

QUOTE
If youre really so unlucky to get some damage: more than 8P would be very unusual - and even a mage with a Body rating of 1 can handle that. You may heal yourself afterwards.

No you can't. Drain damage can't be healed by magical healing. It needs to wait on natural means (which by RAW admittedly includes the use of first aid, which I personally have house ruled against), so you're going to be spending some time with a nasty injury.

QUOTE
You may instead invoke lesser spirits. 6 spirits with F6 should be able to defeat this F10 guy, too.

Invoked spirits are pretty nice, but aren't really that useful here. Sure the spirits get +1 reach and possibly an extra optional power, but nothing else that's really particularly useful here. Hell, if you've got six F6 spirits bound, that's going to put a crimp in this things day however they've been bound.

QUOTE
And you may send some watchers to help your spirits. They can attack with only 2 dices, but an extra attack is an extra attack. Then cast 4 mana bolts per turn (Increase Reflexes with a F5 Sustaining Focus) or Analyze Device on a potent weapon focus and bash the hell out of him/her/whatever.

The watchers are probably going to be useless here, unless your spirits are reduced in number to less than four, in which case they'll only be useful for the friends in melee bonus.

The manabolts, on the other hand, are going to be resisted with twenty dice (possibly plus edge), so you may end up taking more damage than this thing with those. Not that this isn't one of the best ways of trying to take it down, but I'm still betting against you if the GM plays this thing right.
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Hagga
post Nov 7 2008, 02:21 AM
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I'm afraid the point is moot, now.

He just called me and said he's taking it out, had found something much better. I could, however, hear the cartoon "Madeline" playing in the background, possibly leading to something just as horrific.
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apollo124
post Nov 7 2008, 07:16 AM
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A "ferocious beast" perhaps?
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