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> Conflicting spells and stange situations
Joker9125
post Apr 5 2004, 07:15 PM
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In a run i did i had the team break into an apartment and "convince" a guy not to testify against a mob bosses grandson. Knowing the team and figuring on everyone having improved invisiblity i had a thought. If i give the swat team mage that is helping to guard the guy trid phantasim i can make the player characters visible!!! Trid phantasim is awsome i simply had the mage cast it and make an illusion of those characters standing, walking, or running where they were, now this brings me to my first question. Since both spells affect the same part of the brain and would contradict each other in that situation how do you determine wich one wins? When I did the trid thing the character ducked behind a door to get full cover modifiers. Now herein lies the problem with this. This was an average sized door and even though this guy was a dwarf he would still take up a good bit of the width of the door. Think about it, if you were standing in front of a door while someone in shotting at it you would have a pretty damn high probability of getting hit espically if the attacker was using an assault rifle like these swat guys were.

My personal thoughts on these situations is as follows

For conflicting spells use a force test
For the door thing or similar situations use supressing fire rules but allow for some damage stageup.

Any suggestions? or better ideas?
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Moon-Hawk
post Apr 5 2004, 07:30 PM
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Wow, interesting situation.
For the spells in conflict, I'd keep it simple and just say that imp invis makes the actual runners invisible, but has no effect on the illusory runners. The thing that gets me here is, the mage has to maintain an illusion of every move the runners make, the instant they do it for the other SWAT members to hit them, so maybe an easy solution (that hopefully preserves some semblance of game balance) would be to decrease the +8 blind fire TN by the number of successes on the spell, or by the force of the spell, or by the force + the number of successes, or whatever you feel is appropriate.
That way it is certainly capable of negating the imp invis, but at least has some die rolling in there, and it not a completely fool-proof workaround.

For firing through the door, maybe reduce the +8 blind fire modifier, since where else could he be? There should still be some penalty though, since you don't know if he's smashed against the wall, or near the other edge of the door about to peer around, standing, or squatting. The whole idea of staging the damage up is hitting in the right place, and this doesn't really solve that problem much.
I'd go for surpressive fire over a 1m spread. That should still be pretty deadly, shouldn't it?
Remember, the door gives extra armor.
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Nikoli
post Apr 5 2004, 07:32 PM
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Quick question, how is the Mage seeing them in the first place?
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Moon-Hawk
post Apr 5 2004, 07:33 PM
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I'm assuming astrally.
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Nikoli
post Apr 5 2004, 07:36 PM
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No good, invis and improved invis duck astral. once the spell is dropped, you see the effects, but not during.

Remember, it's not true invis, it's the Jedi mind trick, the SEP generator, the Not my department syndrome. everyone sees the person, their brain just ignores them, that's why it takes improved invis to fool cameras. Better bet would have been a ward then a dispel of some type.
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Joker9125
post Apr 5 2004, 07:37 PM
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Astral perception
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Moon-Hawk
post Apr 5 2004, 07:40 PM
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SR core book, pg 195
Improved Invisibility:
This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception.
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Joker9125
post Apr 5 2004, 07:40 PM
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QUOTE (Nikoli)
Better bet would have been a ward then a dispel of some type.

I had planned on their being a ward around the place but in my absent minded ness forgot to mention it before the player had checked for wards and gone inside so i just slapped trid phantasim on the mage and said to hell with it.
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Nikoli
post Apr 5 2004, 07:42 PM
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Again, the support mage can't see them. Might I suggest some flash bangs and tear gas? such things can easily blow concentration.

Also, an ultrasound equipped drone comes in handy as well.
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Joker9125
post Apr 5 2004, 07:43 PM
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QUOTE (Moon-Hawk)
SR core book, pg 195
Improved Invisibility:
This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception.

the book says improved invisibility works on cameras and sensors as well. Your thinking of regular invisibility. and if the mundane swat guys caint use astral perception i guess that dosent really help them now does it
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Joker9125
post Apr 5 2004, 07:44 PM
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QUOTE (Nikoli)
Again, the support mage can't see them. Might I suggest some flash bangs and tear gas? such things can easily blow concentration.

Also, an ultrasound equipped drone comes in handy as well.

yes the support mage can see them as long as he is in astral perception. Their is no spell that makes you invisible in the astral.
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Cochise
post Apr 5 2004, 07:44 PM
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QUOTE (Nikoli)
No good, invis and improved invis duck astral.  once the spell is dropped, you see the effects, but not during.

Negative ... Both versions of the invisibility spell are single sense illusions that target physical sight. Astral perception is fully operational (You might wanna take a closer look at Astral Spellcatsing on p. 182 SR3).
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Nikoli
post Apr 5 2004, 07:45 PM
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I will, but I was under the impression that regardless of your vision, your brain tells you that it isn't there. Otherwise the spell is absolutely useless in an extraction sense.
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Moon-Hawk
post Apr 5 2004, 07:45 PM
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Maybe I'm misunderstanding the situation, but I thought the mage was astrally percieving, and can therefore detect the invisible runners. He uses the illusion spell to create the illusion of a roughly humanoid shape (since he's going after the aura, afterall) directly on top of the true position of the runners. All of the SWAT members see the illusion, and shoot it. I thought this was obvious. No?
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Joker9125
post Apr 5 2004, 07:50 PM
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that is the situation i hoped i made it clear enough
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Nikoli
post Apr 5 2004, 07:53 PM
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I didn't know astral got around invis in Canon. It won't in my games, but good to know for other games.
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Moon-Hawk
post Apr 5 2004, 07:54 PM
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QUOTE (Joker9125)
QUOTE (Moon-Hawk @ Apr 5 2004, 02:40 PM)
SR core book, pg 195
Improved Invisibility:
This spell makes the subject invisible to normal vision.  The subject is completely tangible and detectable by the other senses.  Their aura is still visible to astral perception.

the book says improved invisibility works on cameras and sensors as well. Your thinking of regular invisibility. and if the mundane swat guys caint use astral perception i guess that dosent really help them now does it

That quote is from improved invisibility, it's just not the complete quote. Regular and invisibility and improved share the same description, with one sentence differentiating the two spells.
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Rev
post Apr 5 2004, 08:02 PM
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Moon hawk has good ideas about how to work it. I would have each success negate one +1 of the +8 blindfire modifier on a given target. It also seems that he ought to be made to split his sucesses amongst the number of targets he is trying to mark. So if he gets 8 sucesses he can make the illusion very closly match one guy (negating the entire visibility penalty), or he can pretty well match two (leaving each at +4). Of course he can at will switch from emphasizing one target to emphazizing another, but changing the illusion around like this ought to be taking up all his actions while he is doing it.

Don't really need trid-phantasm for this either, regular would work for living observers, and entertainment would do the job just as well as phantasm for far less drain (does not matter that the illusion is obvious).

The good part about using phantasm is that you could have the illusions look like enemies of the team (your people know what the illusion is going to be), and try to trick them into shooting each other. :vegm:
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Sunday_Gamer
post Apr 5 2004, 11:37 PM
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Let's break it down. for starters let's just look at the two spells and how they interact. The guys are invisible and the are going to stay that way as long as the spell persists.

The mage can see their auras from astral space so he knows something living is there. If he knows the people and recognize the auras he could project the illusion of what he remembers them to look like but the truth is, he cannot see their physical bodies.

He could just place big floating red "X"'s where they are. Let's look at how the illusion itself will behave.

1) The mage really has no way knowing how the people are currently dressed or what gear they have on them, he's ad-libbing at this stage.

2) If the mage is "exposing" multiple people and if they all start moving, I doubt he will be able to perfectly mimic the motions of several individuals.

Technically possible to pull this off, practically impossible. The mage would need some truly incredible rolls to keep up with several people moving at once.

Sunday
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TheScamp
post Apr 5 2004, 11:44 PM
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QUOTE
The mage can see their auras from astral space so he knows something living is there. If he knows the people and recognize the auras he could project the illusion of what he remembers them to look like but the truth is, he cannot see their physical bodies.

No, but he can still see what they look like. He'd know what sized guns they have (SMG's, AR's, pistols, etc). It doesn't matter what they look like in the illusion; he could make them all big pink apes with tutus on. As long as the SWAT team knows what to look for, they're good to go.
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Voran
post Apr 6 2004, 12:17 AM
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Yeah, i don't think it would make any difference game mechanics wise, but if you had a GM who house ruled detailed illusions were more difficult, the mage in question could just put up big floating diamonds or something centered on the center mass of the target and give SWAT nice glowy, bouncy targets.
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RedmondLarry
post Apr 6 2004, 03:12 AM
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Sunday_Gamer's interpretation matches mine, and he describes it well. A Floating Red-X that the magician attempts to keep centered on the moving targets will help the shooters tremendously.

I only allow shooting an unseen target with the +8 penalty IF the shooter has an idea of where the target is. By sound, by footprints, by observing a trapdoor mysteriously open, or even by lucky hunch (player indicates a one-meter wide line across the playing mat and I know the target is within it).

The floating red X-s, at a minimum, allow all the shooters to have enough of an idea where the targets are to make their shots at +8, but IMNSHO the magician should be able to lower the TNs by more than that. Two ideas come to mind: (1) Remove vision penalties completely, but give targets a -2 on their dodge test (after all, they see the guns swinging in their direction). Or (2) give the Magician an Intelligence(2+number of Xs) test to keep the X's centered, and each success reduces the +8 penalty by 2.

Now, for comments on the rules:
A) Yes, the astrally perceiving magician clearly sees the auras of the invisible people AND the glowing form of the sustained spells. An astrally perceiving magician is unlikely to know where the character is behind the door.

B) An astrally projecting magician cannot cast and sustain a Trid Phantasm (a physical spell) at all, and cannot cast a Phantasm that would be visible to mundane viewers.

C) It gets really hard for one magician to cast and sustain even 3 invisibility spells without sustaining foci. Remember the +2 TN for successes AND drain for each sustained spell. If they are high-force sustaining foci, remember focus addiction.

D) Invisibility is resisted by viewers. They roll Intelligence(Force) and if they equal or exceed the caster's successes on that subject then they pierce the illusion. The magician sustaining 3 spells gets few successes on the last target, and may be using lower Force.

Now, for comments on the scenario:
1) SWAT doesn't bodyguard witnesses as far as I know.

2) SWAT will have ultrasound sights on their guns and ultrasound vision or goggles, and can flip off the lights completely, giving them better target numbers than the intruders and freeing the magician to do other things.

3) The SWAT magician can dispell spells, perhaps starting with the one sustained by the PC magician on himself. Or cast manabolt / barrier / stunball depending upon the size of the room.

4) A materialized spirit can have great luck fighting the PC magician, depending upon how big the magician's penalties are for sustaining spells.
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TheScamp
post Apr 6 2004, 03:54 AM
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QUOTE
B) An astrally projecting magician cannot cast and sustain a Trid Phantasm (a physical spell) at all, and cannot cast a Phantasm that would be visible to mundane viewers.

No, but he does get to manifest and shout, "Hey, supressive fire this way!" :)
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Joker9125
post Apr 6 2004, 03:55 AM
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"An astrally projecting magician cannot cast and sustain a Trid Phantasm (a physical spell) at all, and cannot cast a Phantasm that would be visible to mundane viewers."

I said perceiving not projecting.

"1) SWAT doesn't bodyguard witnesses as far as I know."

maybe not swat but definately guys with assault rifles they coud even be actual well trained apes that is all beside the point.

"A) Yes, the astrally perceiving magician clearly sees the auras of the invisible people AND the glowing form of the sustained spells. An astrally perceiving magician is unlikely to know where the character is behind the door."

he dosent have to my point is that if the guy is standing directly behind a door weather a mage is sustaining a spell or not is really likely to get hit if the guy on the other side of the door with an assault rifle goes full auto on the door itself which is what the PC was doing. Not off tot he side or evening standing sideways he was standing directly behind a door and expecting the full +8 full cover modifiers
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Zazen
post Apr 6 2004, 06:06 AM
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I'm just curious, how were they all under Imp Invis spells? That's one spell per person, and the +2 sustaining modifier per spell adds up pretty quickly.
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