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> Infiltration and shooting, How does re-stealthing work?
StealthSigma
post Jul 16 2010, 06:36 PM
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QUOTE (Whiskey @ Jul 16 2010, 02:08 PM) *
I would lean more towards geneware and drugs.. because if a friendly mage casts it on you then your tracable in the astral. NOT good... at that point it doesn't matter what your stealth score is. Mage switches sight, sees you.. your done.


Which is a good thing to point out. By dumping all that magic on you, you become easier to spot on the astral plane and it requires another conscious individual in order to maintain that level of hiding. So you've made yourself very difficult to see normally, but you've increased your astral signature. On the other hand, since you can achieve that high level of Infiltration by yourself and it requires no magic to achieve it, you've made yourself very difficult to spot while avoiding increasing your astral signature.

What Max has done is shown me a 3 dice advantage with Disguise, but you're requiring 2 sustained spells to do it, and you increase your astral signature. So unless you can ensure there are no mages around, Infiltration still comes out ahead because of the reduced risk to be spotted on the astral.

What it boils down to is that Disguise and Infiltration has some overlap that I don't see between any other set of skills. A GM needs to decide and remain consistent where each skill applies, but be warned that if you say Disguise is used to hide somewhere, you WILL see your players decide to move around using Stealth, especially if they're a combat-prone character as they will already be increasing agility for that. They will avoid hiding because it requires two skills for stealth (infiltration + disguise) and two attributes (agility + intuition) and many players will avoid splitting their development that much if they can avoid it.
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Mäx
post Jul 16 2010, 07:32 PM
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QUOTE (StealthSigma @ Jul 16 2010, 08:36 PM) *
What Max has done is shown me a 3 dice advantage with Disguise, but you're requiring 2 sustained spells to do it, and you increase your astral signature. So unless you can ensure there are no mages around, Infiltration still comes out ahead because of the reduced risk to be spotted on the astral.

There's only one spell and technically you can drop that too after you have made the disguise test.
And to be fair i think i can get at least 30 dice to infiltratin test probaply 35, i just wanted to see if you can top that. (IMG:style_emoticons/default/wink.gif)
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Yerameyahu
post Jul 16 2010, 07:33 PM
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This really isn't that complicated. Disguise is used for hiding only in the specific situation of long-term, prepared, motionless concealment; and even then, the GM would probably allow Infiltration. All other cases are Infiltration.

Who loses, here? There's no 'I'm wiggling, use Infiltration' argument involved, and those who *want* to use Disguise, can.
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