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> Need help ASAP- Magic Attribute, I'm running this game in about 2 hours..
Lily
post Feb 28 2004, 08:18 PM
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And I need to know if there is any process by which a mage's magic attribute can be GREATER than his/her essence. Is there a way to do that, through initiation or what have you? This is for NPC bad guys that I'm throwing at my team and I'd like these guys to have a bug bad magic rating. If there's a way inside the rules for that to exist I'd really appreciate the info. The bad guys are Tir na nOg military types who would have off-the-charts levels of initiation, jusy FYI. Please help

Lily :scatter:
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Herald of Verjig...
post Feb 28 2004, 08:24 PM
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Initiation increases the magic attribute regardless of essense. An optimal thrice initiated mage will have a Magic rating of 9.
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grendel
post Feb 28 2004, 08:25 PM
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Yeah, what Herald said.

This post has been edited by grendel: Feb 28 2004, 08:27 PM
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Siege
post Feb 28 2004, 08:25 PM
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Erk, eek, ick.

On behalf of your players, may the dice fall gently and the bodies carefully.

-Siege
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Lily
post Feb 28 2004, 08:32 PM
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Thanks guys... I get evil just before a run, I think I'm involving the holy grail in this one. ;)
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mmu1
post Feb 28 2004, 08:36 PM
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Yeah, initiation works... It's kind of hard to describe what's involved without copying several pages out of the book, though.

I don't know what you mean by "off the charts", but someone with, for example, 5 levels of Initiation (+5 to magic, and potentially boatload of metamagic abilities) would have to spend at least around 60 karma on it (assuming he always was able to initiate in the cheapest way possible) and that doesn't include the money and karma it would take to have the skills and spells needed to make use of that much magic...
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Siege
post Feb 28 2004, 08:41 PM
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Eh--

Intitiation: "A Canon process by which magically active characters may increase their Magic Attribute by spending lots of karma. Not only do they acquire higher magic ratings, but they also receive metamagic techniques -- which, if you don't have MitS, is spiffier magical abilities that really would require several pages to properly explain."

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Lily
post Feb 28 2004, 09:35 PM
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well, we're talking experienced Tir combat mages and then there's the one career mage who works for Aztechnology... and they're all NPC's, so I don't have to worry about their playability.
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Herald of Verjig...
post Feb 28 2004, 09:55 PM
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QUOTE (Lily)
and they're all NPC's, so I don't have to worry about their playability.

True, but you should know the details of shielding, masking, and invoking to make them even more intimidating.
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Lily
post Feb 28 2004, 10:09 PM
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I know enough about those things to make it dangerous. I've got them all invisible, astraly masked, and hiding behind still hot fire barrels (to fool thermographic vision). And the team will walk right up to them. FIrst, I geek the mages from hiding and then the shooting mach begins. :D
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Siege
post Feb 28 2004, 10:32 PM
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QUOTE (Herald of Verjigorm)
QUOTE (Lily @ Feb 28 2004, 04:35 PM)
and they're all NPC's, so I don't have to worry about their playability.

True, but you should know the details of shielding, masking, and invoking to make them even more intimidating.

There's only so much we can do without violating massive copyright.

Besides, it looks like Lily's already got the PCs in the crosshairs.

I'm afraid to guess at the body count unless one or more of the PCs happens to be packing ultrasound or some sort of enhanced sense: audio or olfactory.

-Siege
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Jason Farlander
post Feb 28 2004, 10:35 PM
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Invisibility will fool thermographic vision by itself, you dont need the fire barrels. The problem you will have regarding the ambush being detected lies with astral perception - there are a number of ways to get around this, most of which are detailed in MITS.

In general, you should pick up a copy of Magic in the Shadows if you enjoy using high-powered magical enemies, of if you just want to expand the magic system... the info contained therein is really nice.

Oh... I hope your players dont frequent these forums.
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Siege
post Feb 28 2004, 10:59 PM
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Considering the massacre was slated to happen in two hours earlier in the day, I doubt they've been tipped off.

Frag, given the ambush waiting for them, I wouldn't be adverse to a friendly warning for pity's sake.

-Siege
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Jason Farlander
post Feb 28 2004, 11:14 PM
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Yeah... for some reason I dont think that I would be willing to place a great deal of money on the runners' survival. Just a hunch.
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Lily
post Feb 29 2004, 12:07 AM
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Heh- we're not even going yet... leave it to this group tp procrastinate. But I swear to you, nobody's gonna die. There is nothing you can throw at this bunch that they won't figure a way around. I once had them walk into an ancient magical ritual being performed by a mage with 12 levels of initiation and surrounded by armed guards and nobody even took a serious. They've beaten back a genetically engineered, awakened biological weapon and have talked death into letting them escape. These players are too smart and characters too good to think that one might get dead as a result of me.
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Siege
post Feb 29 2004, 12:21 AM
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Why didn't you tell us Sphynx was playing? That puts everything into perspective. :grinbig:

-Siege
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FlakJacket
post Feb 29 2004, 12:32 AM
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QUOTE (Lily)
These players are too smart and characters too good to think that one might get dead as a result of me.

Well that just means that you're obviously just not trying. :D

Seriously though, if they can walk through that kind of thing and are basically as impervious to harm as you say, what's the point of playing? I guess it boils down to a personal preference thing, but that'd bore me to tears after a while. :/
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Glyph
post Feb 29 2004, 01:22 AM
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I depends. It could get boring if they are literally cakewalking through it to escape relatively unscathed. But if they are furiously thinking, deviously planning, improvising cunning tactics, fast-talking, and sweating bullets to escape relatively unscathed, then it could be far from boring.

I don't agree with the philosophy that characters have to be killed, badly wounded, or otherwise fragged with to make it a "challenging" game. The potential for such things should be there, but the GM shouldn't arbitrarily inflict harm on the characters just to keep it "realistic" or "gritty". That's not challenging players; that's sending them the message that they might as well not waste the effort on all of that planning and roleplaying, since they are going to get effed up no matter what they do.
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Siege
post Feb 29 2004, 01:41 AM
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I think Flak is implying that if the PCs can withstand the firepower an ambush like that implies, they're probably a little over-powered by the casual definition.

It's a little hard to walk, talk or fight your way out of a setup like that if the OpFor opens up, guns blazing.

-Siege
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Fortune
post Feb 29 2004, 02:21 AM
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Lily: You are making good use of TN modifiers (especially those for visibility), aren't you?
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252
post Feb 29 2004, 03:49 AM
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As a note, the PCs in my game would be dead, deader, Deader, and DEAD, don't forget drek we are so freaken dead!

They had a problem going against three street punks in the last game. And the punks had heavy pistols. (Nodody got a serious, in that encounter, now they are trying to escape.)

I have had multiple people above deadly damage, and survive. (the amazing thing is this game is going strong now for only about a month and a half.) I have had two PCs die in the game.
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moosegod
post Mar 1 2004, 12:57 AM
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QUOTE (Lily)
Heh- we're not even going yet... leave it to this group tp procrastinate. But I swear to you, nobody's gonna die. There is nothing you can throw at this bunch that they won't figure a way around. I once had them walk into an ancient magical ritual being performed by a mage with 12 levels of initiation and surrounded by armed guards and nobody even took a serious. They've beaten back a genetically engineered, awakened biological weapon and have talked death into letting them escape. These players are too smart and characters too good to think that one might get dead as a result of me.

Giant sized juggernauts. Make 'em toxic to be sure.
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Jason Farlander
post Mar 1 2004, 01:41 AM
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Mutant regenerating Juggernauts with Sorcery.
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moosegod
post Mar 1 2004, 01:43 AM
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Yeah. Add magic resistence as well. And paint a smiley face on both sides.
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Kagetenshi
post Mar 1 2004, 06:12 AM
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QUOTE (Jason Farlander)
Mutant regenerating Juggernauts with Sorcery.

Orbital mutant regenerating Juggernauts with Sorcery.

Drop three. No matter the distance, statistically two will survive.

~J
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