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> Watcher $#&@ing spirts, Is there a way around them?
mmu1
post Feb 24 2006, 02:38 PM
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Ok, so here's the situation: We get hired to take out a guy. All we know is that he's hiding out somewhere in the Barrens, and has a fair amount of security. We do a bit of investigation, and after many trials and tribulations (Involving, of all things, the theft of two cars and one dessicated corpse with a background count, as well as a devil rat shower. Don't ask.), we locate a safe-house we believe he's going to be transferred to. There's something on the order of a dozen armed men in there, led by three or four semi-professional types.

My B&E specialist sneaks in, dodges people with ultrasound imaging equipment, scopes out the place, finds out when the target is going to arrive (we don't have a rigger at the moment, so hitting him in transit is basically a no-go) sets a grenade booby trap in a place likely to cause massive confusion once shooting starts, and a remote-detonated Neurostun device in another part of the building in order to cover his eventual retreat or serve as a distraction, and waits (with the rest of the team outside, ready to hit once the target arrives). About half an hour before the target's due, a mage shows up, and has a conversation with the guy in charge of the security. The dreaded words "astral search" are mentioned, and my character climbs out a back window, and hides for half an hour in a Barrens sewer drain outside the building - wedged spread-eagled between the walls, trying not to actually step in any of the filth - figuring there are some limits on where people or spirits are likely to look, and trying not to hurl. He comes back to the target building with a couple minutes to spare, and just as the damn target arrives (and before he's in a good firing position) he gets spotted by a damn watcher spirit. Session ends on a cliffhanger...

Now, I think that, all things considered, we still stand a good chance of pulling this one off, but the spirits are driving me up the wall. It's only fair that the enemies use them, since we certainly do (one of the characters is a conjurer) and they come in extremely handy - but is there any way to get past the damn things reliably? We're not a team geared towards frontal assaults, so we rely on stealth to a large degree, but spirit-based security just has a way of really blowing things. Is there any way to hide from the miserable buggers?
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Ancient History
post Feb 24 2006, 02:44 PM
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Aside from Craig Sanchez' token?

You could have your mage send a watcher to go play with their watcher, or you could come from a direction the watcher wouldn't be watching - after all, watchers are dumb as bricks.
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Kagetenshi
post Feb 24 2006, 03:05 PM
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Most approaches will make use of this last fact. In particular, not having your astral signature be identified and staying in crowded areas or areas where people are supposed to be are good bets—Watchers need to identify you as someone not supposed to be there, and that can be difficult. In particular, stay calm and uninjured—"find someone nervous" will probably bring a lot of false-positives, but can work. If you've left a firefight after having gotten winged, "find someone injured" has a pretty decent chance of working.

You may want to review the Assensing Table and try to make sure that as few of the things on the 1-2 success rank as possible will distinguish you from the opposition. I wonder if there's a corporation somewhere that infects all of its personnel with a minor but rare disease and commands its watchers to "find anyone who isn't sick"…

~J
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nezumi
post Feb 24 2006, 03:14 PM
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I generally have my watchers make an intelligence or stealth roll to pick out hiding characters (with a bonus because it's looking on the astral). With a reasonable stealth roll, that means watchers still won't see you. If you feel the mechanic is unfair, discuss this with the GM.
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Platinum
post Feb 24 2006, 03:37 PM
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Can mages mask someone else?
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

Can you get a spirit to "alienate" you for a while till the watcher looks somewhere else.

You could also drop in a few cats into the building, that will serve as distractions.
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tisoz
post Feb 24 2006, 04:26 PM
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Stealth skill
Have spirit use Confusion power on it
Confusion Spell
See Me Not Spell from Silver Angel (semi canon)
or its cousin
Disregard Spell from Shadowland (further from canon)
or design a similar spell.
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Edward
post Feb 24 2006, 05:26 PM
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You say it has already seen you.

Your blown, attack now or run and come up with a new plan that accounts for the fact that there on alert (and will probably move the target), you don’t have time to implement the suggested plan to make yourself look like your target (to a dumb watcher)

If you have conjuring you could command the spirit (steal it from its summoner) I don’t believe this automatically informs the conjurer, but your not the one with conjuring anyway.

Mental manipulations on the spirit would also help

if I was summoning a watcher to guard something like that I would introduce it to all the people that should be there (a safe house shouldn’t have more than 5 -8 people) and have the spirit report anybody it doesn’t know.

My biggest question is how do you know it spotted you, watchers rarely manifest without orders (and the summoner won’t have wanted it to because that would reduce its tactical value). This may give a clew to a possible solution.

Edward
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Kyoto Kid
post Feb 24 2006, 05:36 PM
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As a GM , I have similar frustrations. In one segment of the last campaign, the main NPC was kidnapped which should have precipitated the legwork phase. There were numerous clues in different areas (basically I work up 3 to 4 possible scenarios that the characters are likely to follow in digging for clues). Unfortunately astral search tends to make much of this moot (particularly in a mage heavy group which as I dealt with) After reading the rules (& discussing the subject in FAQ), the only defence was basically to have the antagonist mages throw up wards on several buildings in parts of the city and of course post astral security to confuse or derail an astral search. The only thing is this can still tip off the searching team - "gee a lot of spirits & a big ward - that must be the place" Basically instead of hide and seek mission, it became more of a shell game with the kidnappers continually moving the subject. every time an enemy watcher appeared.

In a way, I see watchers as mosquitoes - small, insignificant, yet very annoying. pests. that can really mess things up in the right (or wrong) situation
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Reaver
post Feb 24 2006, 05:38 PM
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Astral static could be of some use. A watcher would probably still sit there since it's intellect is severly limited. The spell won't easily work on more intelligent spirits, bust it could slow them down as they attempt to find thier way back to thier master.
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Cain
post Feb 24 2006, 06:24 PM
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In addition to mental manipulations and spirit powers, hiding behind astral barriers of any sort will confuse the watcher. Having other spirits come and astrally buzz the watcher works well. And simply killing the silly thing in astral combat is always an alternative; watchers aren't very tough. Remember that watchers don't have a telepathic link to their summoner, so they won't know if their spirit was killed, or if it just got confused and wandered off.
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hyzmarca
post Feb 24 2006, 06:53 PM
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QUOTE (Kyoto Kid)
As a GM , I have similar frustrations. In one segment of the last campaign, the main NPC was kidnapped which should have precipitated the legwork phase. There were numerous clues in different areas (basically I work up 3 to 4 possible scenarios that the characters are likely to follow in digging for clues). Unfortunately astral search tends to make much of this moot (particularly in a mage heavy group which as I dealt with) After reading the rules (& discussing the subject in FAQ), the only defence was basically to have the antagonist mages throw up wards on several buildings in parts of the city and of course post astral security to confuse or derail an astral search. The only thing is this can still tip off the searching team - "gee a lot of spirits & a big ward - that must be the place" Basically instead of hide and seek mission, it became more of a shell game with the kidnappers continually moving the subject. every time an enemy watcher appeared.

In a way, I see watchers as mosquitoes - small, insignificant, yet very annoying. pests. that can really mess things up in the right (or wrong) situation

In this situation their best bet would have been to hide behind someone else's ward. Any area that has reason to be secure would do, such as a courthouse.
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mmu1
post Feb 24 2006, 06:59 PM
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I know the spirit had seen me, because it manifested and started to scream its head off in order to alert everyone in the building. (which is faster than going back to the summonern and have him give orders to the security mooks)

Fortunately, I'm on the 3rd floor (they were using an abandoned commercial building) while most of the enemies are on the 1st floor, the 2nd floor just got filled with Neurostun as they tried running up from 1st, and the stairway door for the 3rd floor is booby-trapped with an IPE HE grenade. Which means all I need to do is find a window that gives me a shot at the target's car (which had pulled up moments earlier), fire a couple of grenades into it, and then get to safety before whoever survived my booby-traps comes after me.

The question is more what to do in the future to avoid this kind of trouble, and there have been some good suggestions in that respect... Thanks.
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nezumi
post Feb 24 2006, 07:52 PM
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QUOTE (Platinum)
Can mages mask someone else?
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.
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Frackula
post Feb 24 2006, 08:53 PM
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QUOTE (nezumi)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

However, there is the Masking ability you can get from initiation in SR4...
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Kagetenshi
post Feb 24 2006, 09:30 PM
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Or SR3…

~J
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Brahm
post Feb 24 2006, 09:30 PM
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QUOTE (nezumi @ Feb 24 2006, 02:52 PM)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

It has generally been interpreted this way in SR3.

In SR4 it is worded such that Mana illusions, like Invisibility, can work on the Astral but are much easier to get around than on the physical plane through Assensing. Still open to some intepretation though.

EDIT But should be good enough at least to often get around Watchers and maybe even a Force 2 spirit with a decent Force on the Invisibility and a little luck.
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Kyoto Kid
post Feb 24 2006, 09:42 PM
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QUOTE (hyzmarca)
In this situation their best bet would have been to hide behind someone else's ward. Any area that has reason to be secure would do, such as a courthouse.

Actually in the end they did one better - a government research facility buried 60 metres underground with dual wards on the entryway and a very slow moving armoured lift (no way to levitate down the shaft). Vents were secured and also warded

Breaking the second ward in the blockhouse entrance of course rang the doorbell alerting the reception committee waiting below outside the lift doors.

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hyzmarca
post Feb 24 2006, 09:47 PM
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Were the antagonists government agents or did they just have very good contacts. Or did the government not know that they were there?
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Platinum
post Feb 24 2006, 10:46 PM
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QUOTE (Frackula)
QUOTE (nezumi @ Feb 24 2006, 02:52 PM)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

However, there is the Masking ability you can get from initiation

I did mention that ... but can you mask someone else's aura? You can technically give them shielding dice.
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Shrike30
post Feb 24 2006, 10:54 PM
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These players were walking around invading every warded building in town? I don't know where, exactly, you were playing, but in any real kind of city you're going to find god knows how many buildings secured with wards and watchers, if they've got any kind of money and any interest whatsoever in security. Wandering around the astral blasting every ward you find is a quick way to draw a lot of unwanted attention to yourself.
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Edward
post Feb 25 2006, 03:22 AM
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Wards and spirit guards can not be used as indications of your marks location.

Most magicians ward there own resiance as powerfully as they can, and there are companies that will ward your building for you and sell you astral security patrols.

Edward
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Deamon_Knight
post Feb 25 2006, 05:02 AM
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Why exactly do you have so much trouble hiding from Watcher Spirits? Objects that are opaque on the physical are opaque on the astral. Suddenly the cardboard box from metal gear looks like a good idea, or at least the ruthinium poncho looks even better. The real problem is the B&E character can't see the watcher. This is a serious problem, but just as there can't be a guard watching every corner, there probably isn't a watcher at every turn. The GM has to decide, really, how good watchers are in any situation. Also, consider background counts as areas that give watchers some trouble. Ultimately the only way to be certain is to have an adept with astral perception or mage also skilled as your B&E character.
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fistandantilus4....
post Feb 25 2006, 06:25 AM
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QUOTE (Edward)
Wards and spirit guards can not be used as indications of your marks location.

Most magicians ward there own resiance as powerfully as they can, and there are companies that will ward your building for you and sell you astral security patrols.

Edward

Let us not forget the joys of the masking ward

Throw one of those on your card board box/ruthenium poncho to get past that watcher spirit. It's not often that they'r egiven commands to 'report bak if you see anything warded' in a building that has a ward on it. Just hope they don't send their ally spirit out looking next time.
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Kyoto Kid
post Feb 25 2006, 07:16 AM
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QUOTE (hyzmarca)
Were the antagonists government agents or did they just have very good contacts. Or did the government not know that they were there?

Yes they were, Government sponsored agents working for the SSID (Serbian Government Intel).
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Kyoto Kid
post Feb 25 2006, 07:47 AM
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QUOTE (Shrike30)
These players were walking around invading every warded building in town?  I don't know where, exactly, you were playing, but in any real kind of city you're going to find god knows how many buildings secured with wards and watchers, if they've got any kind of money and any interest whatsoever in security.  Wandering around the astral blasting every ward you find is a quick way to draw a lot of unwanted attention to yourself.


This all went down in Beograd Serbia.

Actually they took down only three wards, the two at the research complex and one surrounding an SSID's interrogation site where they discovered the subject had been recently moved from. Yeah, things got pretty nasty at the underground complex particularly when they were effecting their escape after the extraction. Ended up creating a bit of an "international incident" that was immediately blamed on the Croat resistance. Yes the team managed to get out with their target (not totally unscathed) but the political backlash was the worst part of it since their mark was a Croatian national of some importance. This was a very delicate mission that would have been more successful had the team approached things with more subtlety (as their Johnson wanted) than they did

The Serbian government (at least as I had it in the campaign) was a dictatorship, so magic was tightly controlled and mostly in the hands of the Intel Secretariat's office. Yes, a number key buildings were warded, including the SSID's" infamous conversation rooms" which are in a number of locations throughout the city.

This was a fairly complicated scenario with a lot of political games being played behind the scenes both within the Serbian government also against their Russian 'advisors."
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