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> limiting/gimping astral recon?, how to leave legwork for mundanes
Slamm-O
post Oct 18 2006, 12:07 AM
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in my game it seems as though the mage is overpowerd in the 'legwork phase' of our runs, he always seems to be able to go into astral and find out whats going on inside of any building/meet/facility. I normally only use wards on the 'treasure' room, the final objective, since i got the impression they were rare/expensive, am i correct or should i ward off whole buildings?

also i will try to use watchers, but i am fuzzy on whether watchers automatically see a runner or whether he can do astral stealth tests to sneak by them and observe, or whether he just has to count on them failing their intelligence test to report back or whatever. Is there a way to use watchers without making them totally screw over his astral recon like some sort of deus ex machina?

also what info can i limit? obviously he cant check digital data, nor read, but how about listening?

the current situation is that another team is going to be raiding the building the runners are in, and id like the ones near the buildings entrance to have a chance to hide from the other team, but they may think im softballing if the other guys dont astral recon, but if i have them do so without my players even knowing they are coming how to make them not auto-detected by the astral scout?
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fistandantilus4....
post Oct 18 2006, 12:22 AM
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You can still use stealth to sneak past astral guards like watchers and spirits. Remember though that the more there are, the better the chances to spot them. A corp worth it's salt would spend the money to ward some of the basic places, like the security room, entry points, as much of the building as possible depending on it's size. Leaving lurking astral guards in hidden places like a vent shaft watching a hall is also a nice trick. Then there's FAB...
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Dog
post Oct 18 2006, 01:08 AM
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Don't forget that in the sixth world, anybody having a discussion probably knows there's a chance they're being observed by an astral presence. teleconferencing would screw-up an observing mage, so would simply talking in guarded or coded language "So, that... thing is set up for tonight? Good."

Eavesdropping in a crowded place would be just as difficult in the astral as in the physical, maybe harder in certain places, depending on how you treat background count.

Also, security doesn't just mean site security. You could reduce the number of astral guards by putting them on sensitive people instead of trying to prevent entry to a large area.

And, like always, astral recon works both ways. "Hey, I just astrally projected into the coffee shop next door and there's a bunch of tough guys talking about Jim!"
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Kalvan
post Oct 18 2006, 02:52 AM
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Besides, there's also such a thing as Matrix recon...
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eidolon
post Oct 18 2006, 03:21 AM
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QUOTE (Kalvan)
Besides, there's also such a thing as Matrix recon...

I think what the OP is saying is that the runners don't try anything but magical recon. I think he'd be happy if they tried to find info on the matrix. ;)
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RunnerPaul
post Oct 18 2006, 07:59 AM
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QUOTE (Slamm-O)
I normally only use wards on the 'treasure' room, the final objective, since i got the impression they were rare/expensive, am i correct or should i ward off whole buildings?

Warding requires no special skill and can be performed by any being capable of astral perception. This means most of the awakened populace: Your full magicians, your aspected magicians, adepts who have purchased the astral perception power, characters with the astral sight positive trait/quality, and so on. And it works for characters with a magic stat from 1 on up, leaving it open to your burnouts and your barely-awakened. On top of that, summoned spirits can perform warding as well.

In short, I'd expect warding to be the major vocation of the working awakened populace, and buildings with 100% ward coverage to be not uncommon and certainly not rare.

Another wrinkle that you can throw at your players would be background counts, especially aspected background counts. If wards are your perimiter defense, background counts are your area denial.
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Edward
post Oct 18 2006, 08:28 AM
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If all the legwork needed is a scouting of the facility then astral recon is going to take over from all mortal systems. I tend to have watchers do it so I am not at risk (telepathic link with watchers is grand).

There are things that make it problematic however. Wards are not cheep but nether are they prohibitively expensive, any moderately sensitive sight could have a force 2 alarm ward over the entire site. It wont stop anybody getting in but getting past without being detected is hard and when you are detected a flood of watchers and several elementals show up from the on call magic security provider (if the PC has masking and notices the ward he may try to slip threw it. If the person that set the ward has masking the ward can be masked (more expensive).)

Also in many cases astral recon will get you no more than a floor plan, you cant reed, you cant access digital media, even pictures aren’t much good to you. And it is somewhat unlikely that anybody will be talking about the chips your trying to steel for the short time your there. (even a single force 1 watcher will find you if you stay long enough).

there are plants that glow in the presence of magic, these can be used to tie astral security in to the physical system for a reasonable price.

If I come up with any other tricks I will post again. Just remember, if you use all the tricks you will be being unfair to the character and some places have no astral security at all (althow high end runners don’t attack those plases often)

Edward
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Ryu
post Oct 18 2006, 03:22 PM
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First, the mage needs to remember what he saw. A large map contains much more information than any sane person can reproduce without error in one go. Multiple attempts increase the danger of discovery by spirit and watcher patrols. Don´t give out maps for astral recon, give out descriptions. If they want a map, they´ll have to do it the mundane way.

Second, the information gained is limited. You´ll never know about that secret bank account on the caymans if you never hacked into the financial data of the site manager. You´ll also never learn about the secret owners of the corp.

Third, on astral security. A mage not possessing a map beforehand will run into the secured areas by design - he´s searching for them. And just gave out a "warning. shadowrunner attack pending."-sign in case of "active" security. Elementals are better than wards for this purpose.
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fistandantilus4....
post Oct 18 2006, 03:27 PM
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Remember also that if they run in to an elemental while scouting, their choices are to run away, and let the elemental alert it's summoner, or destory it, which alerts the summoner. A mage can bind a spirit in to service over a year and a day with karma equal to force, so it's liekly that any site that would have a astral security would include at least a few force 3 or higher elementals on patrol.
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nezumi
post Oct 18 2006, 03:46 PM
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I personally have greatly decreased the distance a character can travel astrally through the earth (to about 0), which means underground facilities or underground portions of existing facilities are basically everywhere. I also reduced the costs of warding because whoever figures out how to make wards cheaper would be an instant billionaire. So every building of note is warded. Most communication is electronic. Wage slaves regularly spend most of their day doing their work through a datajack. High security information will be triple encrypted or will be hand delivered in a written letter. Also keep in mind that in a large enough facility, the mage is unlikely to even get a floor plan. My building is 6 levels and with full three dimensional movement and without being able to read signs, I imagine it would be very easy to lose myself. I could not possibly find a given target or room without having taken time beforehand to memorize the map and floor number. I imagine a sixty story corporate headquarters building would leave the mage so twisted around all he'd be able to say is 'it's pretty crowded in there'.
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Lagomorph
post Oct 18 2006, 06:07 PM
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Use matrix meetings, astral people can't spy on those.
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toturi
post Oct 19 2006, 02:06 AM
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Background Count.
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Wounded Ronin
post Oct 19 2006, 03:23 AM
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Perhaps this makes the case for injecting more random Lovecraftian horrors into the astral? "Sorry, but Moonwalker the erotic magical daydream whom you secretly want to be was EATEN during astral recon by Cthulu."

[plug]Use my PTSD thread for rules![/plug]
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Edward
post Oct 19 2006, 04:47 AM
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QUOTE (fistandantilus3.0)
Remember also that if they run in to an elemental while scouting, their choices are to run away, and let the elemental alert it's summoner, or destory it, which alerts the summoner. A mage can bind a spirit in to service over a year and a day with karma equal to force, so it's liekly that any site that would have a astral security would include at least a few force 3 or higher elementals on patrol.

Ever noticed the suspicious number of mages with the merit “photographic memory”

Even without that if you do your recon buy sending in a watcher spirit (denying them the option of hurting you or getting your astral signature) you can sit at a table with pencil and paper (or computer mapping program) and draw the arrangement of doors and corridors your spirit describes.

Obviously the watcher is more likely to be noticed buy active astral security but watchers get lost all the time, major buildings probably have several watcher incursions every day. They would cause no more change than a group of suspicious people hanging around a shopping centre (I am in security, they get asked to leave and that is the end of it)

Edward
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Ryu
post Oct 19 2006, 09:30 AM
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So now the intelligent and most capable Watcher does the recon? *sarcasm*

Photographic memory could be a problem, if you handle that one to generously. By the rules, you can remember fine details better. What you don´t gain (in my interpretation) the ability to remember anything you´ve ever seen for free. Thats were the threshold reduction applies. A mage with photographic memory will indeed make less mistakes in his description of what he saw. It will still be very hard to produce a semi-reliable map from memory alone.
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Pendaric
post Oct 19 2006, 12:22 PM
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Shedim
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eidolon
post Oct 19 2006, 01:58 PM
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QUOTE (Edward)
Ever noticed the suspicious number of mages with the merit “photographic memory”


Nope.

But that could have something to do with it not existing in my games. ;)
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RainOfSteel
post Oct 19 2006, 04:15 PM
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QUOTE (Slamm-O)

also what info can i limit? obviously he cant check digital data, nor read, but how about listening?

The way I read SR3 p.173 col.1, it is not possible to hear any sound occurring on the physical plane while astrally projecting.

QUOTE (SR3)

Physical things are intangible to your astral form.

Speach and sounds are as easy to hear from the astral plane* as they are in the physical world.

*While on the astral plane.

--------------------------------------------

I have recently played, as a mage, in a game where the GM specified that most corporations warded entire building complexes, if they were important. Locations of medium security, especially in office towers, usually only warded a few floors.

The GM did not bother to justify the economics, she merely stated what was, and wasn't warded.
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nezumi
post Oct 19 2006, 05:34 PM
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I have to strenuously disagree with your reading of the rule.

Speech and sounds are as easy to hear from the astral plane* as they are in the physical world. = while you are on the astral plane, speech and sounds are as easy to hear.

Because the section is on interacting with the physical plane, the implied meaning is sounds on the physical plane are as easy to hear.

I can only assume that your reading is
[Speech and sounds] are as easy to hear [from the astral plane]
becomes
[Speech and sounds] [from the astral plane] are as easy to hear
(And I assume this because you bothered to put your asterisk to define 'while on the astral'. That's what 'from the astral plane' means, while you are on the astral.)
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eidolon
post Oct 19 2006, 05:57 PM
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Speech and sounds are the same to the astrally projecting magician as they are to the person that's standing there physically.

That is the SR3 ruling from the core book.
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RainOfSteel
post Oct 19 2006, 11:35 PM
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QUOTE (nezumi)
I have to strenuously disagree with your reading of the rule.

Speech and sounds are as easy to hear from the astral plane* as they are in the physical world. = while you are on the astral plane, speech and sounds are as easy to hear.

Because the section is on interacting with the physical plane, the implied meaning is sounds on the physical plane are as easy to hear.

And I feel that the explicit and implicit meaning of the RAW are the precise opposite.

The physical things that occur in the physical world are intangible to the astral form.

Sound on the physical plane is physical thing, and so cannot reach the astral form because it is intangible.

The entire paragraph where "Speech and sounds are as easy to hear from the astral plane as they are in the physical world." is talking about the difference between being on the astral and physical planes when using your senses.

1 -- When on the physical plane, you see and hear things on the physical plane normally.
2 -- When on the astral, you see and hear and hear things on the astral plane as noted specifically, and in general in the sentence duplicated above from SR3 p.173 col.1 para.3 under Astral Senses.
3 -- When on the astral plane, you see things on the physical plane as specified (can't read printed words at all but only emotional content, can't watch TV, etc.).

Unlike text, physical plane sound is not mentioned as carrying any emotional content, and so because it is intangible on the astral plane, it explicitly cannot be heard or be interpreted as an emotional message.

If a tornado blows on the physical plane, it is not felt on the astral (although some astral plane objects might be rearranged). Saying you could hear physical plane sounds on the astral plane would be like saying that you could hear the blowing tornado, but that it couldn't affect you . . . I prefer not to allow that interpretation.
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RainOfSteel
post Oct 19 2006, 11:36 PM
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QUOTE (eidolon)
Speech and sounds are the same to the astrally projecting magician as they are to the person that's standing there physically.

That is the SR3 ruling from the core book.

If so, I was unable to locate it. Is that somewhere other than page 173?
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Crusher Bob
post Oct 20 2006, 10:33 AM
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This is what you get an orientation systemfor., you can still interact withe things you paid essence for. So, just like you'd be able to get read outs from your cyber gps while on the astral, you can make maps using your cyber orientation system.

One thing to keep in mind is that there is no radio from astral recon guys. If they run into a problem you don't know about it unless they send a spirit, come back and tell you, use the ally spirit -> radio hookup, or used the mindlink spell (or similar) before setting off.
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Ryu
post Oct 20 2006, 01:02 PM
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SR4, pg. 181, right column, heading "The astral world" - physical sound is indistinct, what can be read is emotion. Might be anger, fear or boredom in a business meeting, but no clear meaning.
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eidolon
post Oct 20 2006, 01:39 PM
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QUOTE (RainOfSteel)
QUOTE (eidolon)
Speech and sounds are the same to the astrally projecting magician as they are to the person that's standing there physically.

That is the SR3 ruling from the core book.

If so, I was unable to locate it. Is that somewhere other than page 173?

You've quoted the paragraph, but you haven't taken that paragraph in the surrounding context. The entire section is dealing with what the physical world is like to an astrally projecting magician.

QUOTE (SR3)
"Speech and sounds are as easy to hear from the astral plane as they are in the physical world." emphasis mine


Note the use of the word "from". Again, what is being explained is how the physical world is perceived by the astrally projecting magician. Ergo, while on the astral, sounds heard "from" the physical world while on the astral plane are clear.

Otherwise, I would posit that astral recon would be much less effective, and much less relied on.

I'm not trying to sound snarky (I genuinely want to know, so that I can decide whether to change how I rule the issue), but can you point to anything that negates this ruling in SR3?

I'm not familiar with the SR4 treatment, but from Ryu's post it looks to be quite different.
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