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> Improved Invisibility, invisibility, How do they work?
FriendoftheDork
post Apr 9 2007, 10:12 PM
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QUOTE (Lagomorph)
FOTD,

Remember that sustaining a spell is either a -2 dice penalty to all other actions, or that it's going to be using the service of the "rat spirit". So if he casts imp invis, he'll be trying to cast his whateverbolts at -2 dice.

If the shaman has a sustaining focus, then he probably isn't from the barrens since they cost quite a bit. They are also limited to the force of spell they can hold, and I don't think that you can bind a focus higher than the characters magic rating.

Yeah I know. Still, that means at least 4 dice left. If cast at force 4, you should in average do 5S damage per round to one of the runners. Even if resisted, it will keep adding up unless the PCs find a genious way of covering themselves or forcing the shaman to reveal himself.

BTW, I played tonight, and they never got to face the Shaman in combat after all. See my Barrens AAR if you want to learn why.
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Glyph
post Apr 10 2007, 02:31 AM
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He's throwing four dice and you expect to get a net success every time? Four dice will usually get you one success, sometimes two. Do they all have such low Willpowers? And never use Edge? Even the troll with a Willpower of one could get lucky and roll a success, or have the shaman get no successes (easily possible with only four dice). Keep in mind that he only gets that base four damage if he gets at least one net success - if he doesn't, they don't need to soak, but take no damage at all.
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Wasabi
post Apr 10 2007, 11:02 AM
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QUOTE (ornot)
QUOTE ("p173 SR4")
Visibility modifiers (including darkness, cover, and other impediments) noted for ranged combat also reduce the magician's Magic + Spellcasting dice pool when casting spells.

Wow. That is so very, very cool. I've played since before the Grimoire I came out and for the first time magic seems to not be the end-all, be-all.

Thanks, Ornot!!!! :-)
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Superbum
post Apr 10 2007, 01:56 PM
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QUOTE
Superbum; I'm curious which other spells you have seen fit to remove.


Besides Turn to Goo? :wobble: I'll send you a more detailed list later when I get to my home computer.
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FriendoftheDork
post Apr 10 2007, 02:09 PM
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QUOTE (Glyph)
He's throwing four dice and you expect to get a net success every time? Four dice will usually get you one success, sometimes two. Do they all have such low Willpowers? And never use Edge? Even the troll with a Willpower of one could get lucky and roll a success, or have the shaman get no successes (easily possible with only four dice). Keep in mind that he only gets that base four damage if he gets at least one net success - if he doesn't, they don't need to soak, but take no damage at all.

I'm thinking worst case scenario here. Sure, he can have poor luck and Glitch. He has some Edge, but it will be spent real fast against these mofos.

But isn't damage done force+net hits? If so, that's minimum 5S if he gets a net hit. The same as with all other attacks, right?

Never saw it was DV+net hits -1.
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ornot
post Apr 10 2007, 02:36 PM
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Perhaps, but he's as likely to fail his drain test as the PCs are to not get the hits required to avoid the damage, and he only has to fail a few times before he starts taking wound penalties.
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FriendoftheDork
post Apr 10 2007, 04:27 PM
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QUOTE (ornot)
Perhaps, but he's as likely to fail his drain test as the PCs are to not get the hits required to avoid the damage, and he only has to fail a few times before he starts taking wound penalties.

Really? Let me see... Stun bolt force 4, overcast with magic 2=1 physical drain.
Resisted by charisma+willpower (8). Are you saying that with 8 dice he is likely to fail this drain?

As opposed to resisting 5S... Troll has WP 1, no spelldefense... 1/3 chance to resist, likely to botch (perhaps causing more damage). Every time he fails he takes 5 stun, which means in 2 rounds or 3 he could drop.

Other partymembers are more likely to resist, but still given that the mage could keep doing this and not be attacked in turn (only needing to resist 1P per turn), he could keep at it for quite awhile.
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ornot
post Apr 10 2007, 05:07 PM
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I was pretty much ignoring the troll, as he has 1 Will, and will fail more often than not. But I was assuming that most of the other PCs had stats around 3 or 4.

I also was not aware of the Shaman's stats, and mistakenly thought that sustaining penalties affected drain resistance, so I guessed he'd be rolling about 4 dice. Turns out I was wrong about drain penalties and his drain resistance stats. ah well.
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FriendoftheDork
post Apr 10 2007, 05:20 PM
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QUOTE (ornot @ Apr 10 2007, 12:07 PM)
I was pretty much ignoring the troll, as he has 1 Will, and will fail more often than not. But I was assuming that most of the other PCs had stats around 3 or 4.

I also was not aware of the Shaman's stats, and mistakenly thought that sustaining penalties affected drain resistance, so I guessed he'd be rolling about 4 dice. Turns out I was wrong about drain penalties and his drain resistance stats. ah well.

Elf and the Troll both have willpower 1. The thief has willpower 3 (so he's likely to make it most of the time, unless the Shaman gets 2 hits), and the mage has willpower 4 or 5 I think, so he'll likely to laugh it off. The mage isn't a threat against the Rat Spirit though, the low WP guys are the real damage dealers in the party.

As for drain and sustaining spells, I wasn't aware myself but It turns out I was right without knowing it ;) Details matters alot. Oh, and kudos for admitting a mistake, lots of people have trouble with that.
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Fastball
post Apr 10 2007, 05:25 PM
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During the battle, you could always have your wannabe mage suddenly start seeing astrally. Have him scream out and suddenly see the shaman's aura, enabling him to shout orders so all the other players can fire with the -6 blind fire penalty.

Naturally, the experience will be so traumatizing that the mage won't be able to take any action himself, other than walking and pointing.

On the other hand, it's only stun bolts, so it would be a non-lethal lesson if they couldn't find some way to locate the shaman.
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FriendoftheDork
post Apr 10 2007, 05:32 PM
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QUOTE (Fastball)
During the battle, you could always have your wannabe mage suddenly start seeing astrally. Have him scream out and suddenly see the shaman's aura, enabling him to shout orders so all the other players can fire with the -6 blind fire penalty.

Naturally, the experience will be so traumatizing that the mage won't be able to take any action himself, other than walking and pointing.

On the other hand, it's only stun bolts, so it would be a non-lethal lesson if they couldn't find some way to locate the shaman.

Yeah letting the mage percieve astrally sometime during the fight (as a complex action) might be fun. After all, I think of him as awakened already just without any control at all. Perhaps even let him spend edge to control it somewhat.

Stun bolts are of course not lethal, but the consequences when the thief and mage abandons the troll and elf in hostile territory is.
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ornot
post Apr 10 2007, 05:35 PM
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Out of curiosity, does the shaman have improved invisibility or regular invisibility? One is resisted with Will, and the other with Intuition. That might make a difference when it comes to spotting an invisible Shaman.
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FriendoftheDork
post Apr 10 2007, 06:04 PM
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QUOTE (ornot)
Out of curiosity, does the shaman have improved invisibility or regular invisibility? One is resisted with Will, and the other with Intuition. That might make a difference when it comes to spotting an invisible Shaman.

Invisibility. He doesen't really need the improved kind.
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Fastball
post Apr 10 2007, 06:34 PM
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QUOTE (FriendoftheDork)
Invisibility. He doesen't really need the improved kind.

Too bad the players can't afford a digital camera.
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FriendoftheDork
post Apr 10 2007, 09:07 PM
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QUOTE (Fastball)
QUOTE (FriendoftheDork @ Apr 10 2007, 06:04 PM)
Invisibility. He doesen't really need the improved kind.

Too bad the players can't afford a digital camera.

:D
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MaxHunter
post Apr 11 2007, 02:17 AM
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Friendofthedork, The latent awakening astral perception thing is very cool, Iam sure the "mage" is going to enjoy being able to do magic things, even if only astrally perceiving.

You should not worry about moping the players with a Magic 2, stunbolt, rat shaman. I feel you are underestimating your players resourcefulness, IMO the opposition is more than well balanced and you seem to be doing a very good job.

BTW; I do throw horrible odds at my players from time to time, just to see how they manage to survive. So far they have succeeded. the clever bastards.

(And before somebody starts evilgming me I must say everybody is loving the game and the horrible odds are not that horrible, I mean, 50 something karma and no initiate vampire mages so far... )

I am more intrigued in the actual reasons behind the gangs fighting, maybe we could think of something...

Cheers,

Max


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FriendoftheDork
post Apr 11 2007, 08:42 AM
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QUOTE (MaxHunter)
Friendofthedork, The latent awakening astral perception thing is very cool, Iam sure the "mage" is going to enjoy being able to do magic things, even if only astrally perceiving.

You should not worry about moping the players with a Magic 2, stunbolt, rat shaman. I feel you are underestimating your players resourcefulness, IMO the opposition is more than well balanced and you seem to be doing a very good job.

BTW; I do throw horrible odds at my players from time to time, just to see how they manage to survive. So far they have succeeded. the clever bastards.

(And before somebody starts evilgming me I must say everybody is loving the game and the horrible odds are not that horrible, I mean, 50 something karma and no initiate vampire mages so far... )

I am more intrigued in the actual reasons behind the gangs fighting, maybe we could think of something...

Cheers,

Max

Well yeah I'm going for it now, as long as the PCs got the guts to actually try to off him again (now that he is warned they'll lay low for awhile).

As for the behind the scenes, stay tuned for my barrens AAR thread :)
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Demon_Bob
post Apr 24 2007, 03:54 AM
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One of the ideas for invisibility a previous GM came up with was involved the afore mentioned, "Tricking Your Mind Not To See Me Idea" he called Non-Detection. The improved version worked on electronic devices as well. The tricky part was that the spell only worked at Successes * Force Meters.
If the character performed any offensive action, or affected the world in an obvious way, (such as opening a door, or picking something up) then the subjects capable of noticing such an act were allowed an additional resistance test with the successes gained adding to the first.
Problem is that the spell also covered hearing, sonar, and radar. Footprints and such would only be noticed area of the spell left the area in which they were made.
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