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> Watchers have no value., I mean almost completely useless.
Edward
post Apr 16 2006, 10:54 AM
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Actually I’m liking Pete.

So long as bob doesn’t get lost (I would say no roll required to stay /inside/ Bob) it works.

Of cause you haven’t been very efficient. Instead of letting Pete go have bob give you a telepathic message and stay in Bob.

Edward
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hobgoblin
post Apr 16 2006, 02:04 PM
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thats realy the big question when using watchers to shadow people. outside of wards and the person projecting into the metaplanes, what can confuse a watcher? seems to me that when they have first found their target, they will stay on him no matter what...
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Rotbart van Dain...
post Apr 16 2006, 02:37 PM
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As soon as the target rolls Intuition + Shadowing (Tail Evasion). ;)
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Jeremymia
post Apr 16 2006, 04:20 PM
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QUOTE (Rotbart van Dainig)
As soon as the target rolls Intuition + Shadowing (Tail Evasion). ;)

Assuming they can see astrally at all. Otherwise, no.
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kchaystack
post Apr 16 2006, 04:47 PM
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And I don't think most people who can astrally sense will walk around doing it all the time, because it is a big pain in the ass and leaves you vulnerable in the real world.

But as is stated, if you think they are underpowered, change them. Several of us don't believe they are, so we won't.
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Rotbart van Dain...
post Apr 16 2006, 04:52 PM
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QUOTE (Jeremymia @ Apr 16 2006, 06:20 PM)
QUOTE (Rotbart van Dainig)
As soon as the target rolls Intuition + Shadowing (Tail Evasion). ;)

Assuming they can see astrally at all. Otherwise, no.

It doesn't matter at all whether they can see astrally or not, RAW.

Even if trying to claim absolute visibility on the astral for the watcher (which isn't given), disappearing into a crowd does it all the time.
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James McMurray
post Apr 16 2006, 04:53 PM
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They'll have to have a reason to roll it though. Some folks will because they're paranoid.
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Rotbart van Dain...
post Apr 16 2006, 04:59 PM
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Yeah - the question is whether you are paranoid enough.

Ah, the memories... of GMs letting an entire team being shadowed without asking for perception tests at all - teaches you to roll perception and stealth at random to kill their plot device. :twirl:
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James McMurray
post Apr 16 2006, 05:02 PM
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Perception tets are reactive, not proactive. A GM not asking for them is either rolling them himself, cheating, or knows something you don't that would prevent perception tests.
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Rotbart van Dain...
post Apr 16 2006, 05:35 PM
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It was plain cheating. ;)

There aren't many things that 'prevent perception tests', too... and, interesting enough, there's nothing preventing proactive perception tests.
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James McMurray
post Apr 16 2006, 05:39 PM
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An astral shadower with a non astrally perceiving target prevents it, as does being above the clouds and following using scanners or similar means of tracking someone without being within ear or eye shot of them. You can't prevent them from saying "I look around" and making their roll, but you can make it so that their roll can't possibly detect the person following them.
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Rotbart van Dain...
post Apr 16 2006, 06:05 PM
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QUOTE (James McMurray)
An astral shadower with a non astrally perceiving target prevents it, as does being above the clouds and following using scanners or similar means of tracking someone without being within ear or eye shot of them.

There are some tricks indeed, but, unfortunatly, the GM didn't even think about it. ;)

QUOTE (James McMurray)
You can't prevent them from saying "I look around" and making their roll, but you can make it so that their roll can't possibly detect the person following them.

Sure.
And if the team both features a magician and an electronic warfare specialist, too, in an urban setting, after a while, it's just cheating - which I say as GM. ;)

That such cheating is usually used to railroad players doesn't make it better.
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James McMurray
post Apr 16 2006, 06:08 PM
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Cheating to railroad is actually worse. I don't mind if a GM cheats every now and then to make things more exciting or less anti-climactic, but doing it to ensure that the plotline gets fulfilled just makes my characters start doing crazy shit to see how much havoc I can wreak while trying to escape the shackles of Fate. :)
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Kremlin KOA
post Apr 17 2006, 05:51 AM
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by the way, running the maths on thhe 75 min scenario
in that time frame the watcher has less than 18 percent chance of NOT rolling a critical glitch and permafailing in the search

now by the 120 minute mark (by which, ignoring the gritical glitch rule, you should be 90% assured of success) you have a 7.5% chance of not having already gotten a critical glitch

once you factor that rule in, your watcher has about a 11-14% chance of succeeding in a search at all
now assuming 12% chance of success a magic 5 char can sic 5 of these guys on a target and have a 48% chance of finding it... not too bad

or I use a force 4 air or man spirit

get my answer 99% sure within 30 mins, and don't get ridiculous glitch odds

yeah watchers are really good searchers

:please: :please: :please:
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James McMurray
post Apr 17 2006, 05:56 AM
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They're not supposed to be really good, they're supposed to be really easy.
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Kremlin KOA
post Apr 17 2006, 05:58 AM
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they were always good for a few things, like looking for things

now they suck at EVERYTHING
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neko128
post Apr 17 2006, 12:45 PM
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...So one potential answer is to just rule that Watcher spirits are immune to critical glitches on searches, right? Maybe their stupidity works both ways - they're too stupid to fail given enough time? :-P
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Rotbart van Dain...
post Apr 17 2006, 12:51 PM
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Not really.

Limiting their Extended Tests only by their lifetime makes them fairly useful, while not as good as real spirits.
Properly used watcher were so powerful that one had to start task-lawyering to keep tem in check.
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Kremlin KOA
post Apr 17 2006, 04:29 PM
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not any more rotbart
Remember the point,onecrit glitch and the extended test ends

and they have 2 dice for a search test and ZERO dice for perception tests

watchers cant watch drek
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Rotbart van Dain...
post Apr 17 2006, 05:26 PM
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QUOTE (Kremlin KOA)
Remember the point,onecrit glitch and the extended test ends

That's very fine with me.
Watchers were annoyingly powerful finding people - heck, they were better than ritual tracking.

QUOTE (Kremlin KOA)
and they have 2 dice for a search test and ZERO dice for perception tests

Astral Perception uses the Assensing skill, too, so they have two dice for their only form of perception.
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Kremlin KOA
post Apr 17 2006, 05:42 PM
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actually noticing something, whether or not you are in the astral, is Intuition + perception. examining details about an aura or astral form is Intuition + Assensing

nowhere in the book, that I have found, does it give assensing as the astral replacement for perception.

So Watchers still get 0 dice

although anything that is OBVIOUS they can try to assense with 2 dice
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Rotbart van Dain...
post Apr 17 2006, 06:02 PM
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QUOTE (Kremlin KOA)
nowhere in the book, that I have found, does it give assensing as the astral replacement for perception.

Check the chapter about astral perception again:

QUOTE
Like physical perception, a character using astral perception should not need to make a test to see things that are immediately obvious (and since astral forms are bright and vibrant, this means that most astral forms are easily noticed). An actual test should only be called for when an astral being is specifically trying to hide, or when a character is trying to astrally observe in detail; in both these situations, an Assensing Test is made.
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Azralon
post Apr 17 2006, 07:38 PM
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QUOTE (Kremlin KOA)
actually noticing something, whether or not you are in the astral, is Intuition + perception. examining details about an aura or astral form is Intuition + Assensing

Since watchers always exist on the astral (and are thus always Assensing), there'd be no reason for them to have the physical Perception skill that we meatbags do.

It's a good point that if a watcher tries to sense something that has no astral presence, it's going to have a heck of a hard time. This is due to one or both of the following reasons:

1) When using astral perception, the perceiver is at -2 to attempt any physical task. That outright screws watchers unless they're getting bonus dice from somewhere.

Technically watchers simply can't perform any physical task (as they're not physical beings), but if you consider eyeballing a mundane street sign to be a "physical" task then that settles that.

2) If a watcher were to attempt to default to physical Perception (or any other skill they don't possess) then they'll be at -1 of their relevant Attribute. Obviously all of their Attributes are 1's, so they'll have a dice pool of zero. Again, unless they're getting bonuses from somewhere, they're autofailing.
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Kremlin KOA
post Apr 18 2006, 04:21 AM
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QUOTE (Rotbart van Dainig)
QUOTE (Kremlin KOA)
nowhere in the book, that I have found, does it give assensing as the astral replacement for perception.

Check the chapter about astral perception again:

QUOTE
Like physical perception, a character using astral perception should not need to make a test to see things that are immediately obvious (and since astral forms are bright and vibrant, this means that most astral forms are easily noticed). An actual test should only be called for when an astral being is specifically trying to hide, or when a character is trying to astrally observe in detail; in both these situations, an Assensing Test is made.

only applies to astral forms being looked at

that means dual natured critters/runners/people and spirits
people who are not astrally active are not covered on that page

but even if they got to use assensing for tghe auras of hiding people

19.4% chance of a critical glitch every roll :eek:
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Rotbart van Dain...
post Apr 18 2006, 06:57 AM
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QUOTE (Kremlin KOA)
only applies to astral forms being looked at

that means dual natured critters/runners/people and spirits
people who are not astrally active are not covered on that page

Where does it say that?

QUOTE (Kremlin KOA)
but even if they got to use assensing for tghe auras of hiding people

That would be the 'observe in detail' part.

QUOTE (Kremlin KOA)
19.4% chance of a critical glitch every roll

Which gives Watchers the same amount of perception as Joe Average (Intuition 3, Perception 0).
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