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> Mage Hunting and Personal Magic Defense, Astral Hazing is for the lazy
Loch
post May 26 2011, 02:54 PM
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So I'm contemplating making a bounty-hunting adept who specializes in tracking down and neutralizing Awakened threats, either for profit or for personal motive. This thread is for both ways to target and bring down Awakened characters/critters, and ways to protect oneself from magical forms of attack and observation. Here's the list so far:

Astral Perception+Assensing: The entry-level stuff for Mage-huntin'. You can't very well call yourself a witch hunter if you can't identify them from the general populace or track them by their signatures, can you?

Counterspelling: Obvious defense to spells.

Shade: Drug that works well enough for assassin mages, but can also be used by would-be mage assassins in a reciprocal fashion. Even if you can't astrally project to finish the mage off astrally, you certainly can shoot/blow up/run over/toss the mage's body in a woodchipper. (Note that this may not work for certain heavily-armored mages out there)

Astral Hazing: Boo hiss. Boring, but effective. Also comes with the downside that you'll probably never find a mage willing to work closely with you (but if you're going down this path, you might not care too much about that (IMG:style_emoticons/default/cyber.gif) )

Mana Barriers: Available in both standard and Offensive types, this is a basic way to keep the awakened at arm's length.
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Tymeaus Jalynsfe...
post May 26 2011, 03:08 PM
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So, you are an Awakened that hunts your own kind... Why?
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CanRay
post May 26 2011, 03:11 PM
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QUOTE (Tymeaus Jalynsfein @ May 26 2011, 10:08 AM) *
So, you are an Awakened that hunts your own kind... Why?

Why not? We have a Vampire Vampire-Hunter already after all...
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Fatum
post May 26 2011, 03:16 PM
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Uh, wait a second. Why would you need Shade? Do you expect mages to summon spirits at you from the Astral or what?
Frankly, you should be more worried about failing a Counterspelling roll once and eating mind control, I figure...
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sabs
post May 26 2011, 03:16 PM
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What about a Rigger/Mage, with Astral perception.
You do physical recon to identify potential targets. (assenssing, aura tracking, etc)
You use a combination of Spirits and Drones to take the guy out.

Rigger is very low cost, to be very effective, you don't even need cyber.

Skills:
Electronic Warfare
Computer
pilot(groundcraft)
pilot(aerocraft)
Gunnery

Equipment
Trodes
commlink, with hot simsense module
simsense booster

Programs:
Command, ECCM, Edit, Analyze, Clearsoft,

You have 4 IP in combat, when jumped in, or remote controlling drones.
Drones blow up and you're out nuyen, not dead.
Drones have an OR of 6 or 7 depending how your GM reads the rules.

This means that to target them with anything OTHER than a indirect combat spell, the mage needs to be throwing Force 7 Minimum spells. Drones are immune to mind-control spells.
With Indirect Spells, if you say happen to be in a Horseman with a Rigger Cocoon, and Mage Goggles, you get to add your counter spelling to the response test, (which is already a 6), and then they resist with Armor x 2. For drones, this can be quite nice.

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Fatum
post May 26 2011, 03:17 PM
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QUOTE (Tymeaus Jalynsfein @ May 26 2011, 07:08 PM) *
So, you are an Awakened that hunts your own kind... Why?
Why do mundane bounty hunters hunt their own kind? For money.
Awakened are not in any way different, they share no special connection.
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CanRay
post May 26 2011, 03:19 PM
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"You shoot people in the face for money. I just use Mind Bullets, that's all." (IMG:style_emoticons/default/nyahnyah.gif)
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James McMurray
post May 26 2011, 03:24 PM
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You'll have to be a magician or mystic adept if you want to use counterspelling. That's probably better anyway, since it opens up astral projection, summoning, and some metamagics like Shielding.
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sabs
post May 26 2011, 03:27 PM
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Mystic Adepts don't get Projection.
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James McMurray
post May 26 2011, 03:28 PM
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Right, but they get the rest. If you're a mystic adept you rely on Shade like the original concept.
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Irion
post May 26 2011, 03:32 PM
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You know, that astral hazing is reducing your magic attribute too.
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Fatum
post May 26 2011, 03:32 PM
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Why do you even need Projection all that much, as a matter of fact? Are you into chinese kung-fu flick styled duels on Astral?
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sabs
post May 26 2011, 03:35 PM
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To Track your Quarry. You sense is aura, and then your track it back to his house. Just don't get too close.
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Fatum
post May 26 2011, 03:36 PM
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You don't need to project for that. Actually, you don't even have to be there in person.
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Dakka Dakka
post May 26 2011, 03:39 PM
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QUOTE (Loch @ May 26 2011, 04:54 PM) *
Counterspelling: Obvious defense to spells. Gets better with Improved Ability (Counterspelling) (IMG:style_emoticons/default/wobble.gif)
No it doesn't Magical Skills is the one of the types that cannot be boosted by Improved Ability. Resonance skills are obviously the other.
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Loch
post May 26 2011, 03:58 PM
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QUOTE (Dakka Dakka @ May 26 2011, 10:39 AM) *
No it doesn't Magical Skills is the one of the types that cannot be boosted by Improved Ability. Resonance skills are obviously the other.


Edited the OP to fix this.
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Machiavelli
post May 26 2011, 04:41 PM
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Semi wrong. Mystic adepts that follow the way of the adept can get access to increased counterspelling.
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Dakka Dakka
post May 26 2011, 05:42 PM
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QUOTE (Machiavelli @ May 26 2011, 06:41 PM) *
Semi wrong. Mystic adepts that follow the way of the adept can get access to increased counterspelling.
Nope:
QUOTE ('SR4A p. 196')
Improved Ability
Cost: .5 per level (Combat skills),
.25 per level (Physical, Social, Technical, and Vehicle skills)
This power increases the rating of a specific Active skill by 1 per level. A skill’s maximum modified rating equals its base rating x 1.5. Improved ability must be purchased for a specific skill, not a skill group.
As you can see the only types of skills available are Combat, Physical, Social, Technical, and Vehicle skills. Magical skills are not part of that list.
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James McMurray
post May 26 2011, 06:00 PM
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QUOTE (Dakka Dakka @ May 26 2011, 12:42 PM) *
Nope:
As you can see the only types of skills available are Combat, Physical, Social, Technical, and Vehicle skills. Magical skills are not part of that list.


I believe he's referring to this:

Sorcerous Parry
Cost: 0.5 per level
Magician’s Way Adepts Only
Mystic adepts with this power are experts at snuffing out
enemy spells with tremendous ease. It increases the rating of the
Counterspelling skill by 1 per level. Like any skill, the maximum
modi ed rating equals the base rating x 1.5.
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Dakka Dakka
post May 26 2011, 06:07 PM
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Where is this from? Way of the Adept? I don't have that book.
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Tymeaus Jalynsfe...
post May 26 2011, 06:18 PM
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QUOTE (James McMurray @ May 26 2011, 12:00 PM) *
I believe he's referring to this:

Sorcerous Parry
Cost: 0.5 per level
Magician’s Way Adepts Only
Mystic adepts with this power are experts at snuffing out
enemy spells with tremendous ease. It increases the rating of the
Counterspelling skill by 1 per level. Like any skill, the maximum
modi ed rating equals the base rating x 1.5.


Between that and the Spell Resistance Adept Power, a Mystic Adept on the Magicians Way should be nigh invulnerable to Spells...
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Stahlseele
post May 26 2011, 06:38 PM
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QUOTE (Dakka Dakka @ May 26 2011, 08:07 PM) *
Where is this from? Way of the Adept? I don't have that book.

All things Way are from Way of the Adept.
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Dez384
post May 26 2011, 07:02 PM
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QUOTE (Tymeaus Jalynsfein @ May 26 2011, 02:18 PM) *
Between that and the Spell Resistance Adept Power, a Mystic Adept on the Magicians Way should be nigh invulnerable to Spells...

How true, especially with a few ranks of initiation and the shielding metamagic. Add in the Reflecting and absorption meta-magics and you won't have to worry about enemies casting spells at you.

If you can stop their magic, then the biggest thing you would need to worry about is their spirits. IMO, the best way to due this via good allocation of foci. A power focus works well for banishing since you don't need to worry if you'll have the right type of banishing focus. You might want to consider a weapon focus as well.
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Tyro
post May 26 2011, 07:06 PM
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QUOTE (Dez384 @ May 26 2011, 12:02 PM) *
How true, especially with a few ranks of initiation and the shielding metamagic. Add in the Reflecting and absorption meta-magics and you won't have to worry about enemies casting spells at you.

If you can stop their magic, then the biggest thing you would need to worry about is their spirits. IMO, the best way to due this via good allocation of foci. A power foci works well for banishing since you don't need to worry if you'll have the right type of banishing foci. You might want to consider a weapon foci as well.

Foci is the plural of focus. Pet peeve.
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Dez384
post May 26 2011, 07:08 PM
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QUOTE (Tyro @ May 26 2011, 03:06 PM) *
Foci is the plural of focus. Pet peeve.

Fixed. Thanks; I wasn't even thinking.

Also, mana lodges are a dual barrier when active, so invest in that if you can spare the nuyen. In addition, the arcane arrester metagenic quality will help reduce the effects of spells on you if they manage to get through your counterspelling.
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