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> Quickening?, No one can eat just one?
LinaInverse
post Oct 19 2004, 09:01 PM
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Bah... my GM is already plotting to foil my plans of world domination. Just shows one shouldn't plot on a public msg board... ;)

From what I recall though, Wards aren't permanent unless Karma is spent and have a limit to how much of an area they can protect (ie, I don't think a single mage can protect several city blocks). So any place that has very powerful wards constantly in place is going to likely be the same place that keeps a whole bunch of mages on the dole to maintain them. And as I said before, if a target has that much magical firepower, then frankly, it's not likely that a bunch of low- to middle-level runners are going to get inside anyway, wards or no wards.

Sneaking (or "synchronizing" if you prefer) past a ward shouldn't be that hard once you break past Initiate lvl 4 though, unless the wards you're talking about are getting to absurd levels, though one may have to burn a Karma to get past it though.
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DocMortand
post Oct 19 2004, 09:08 PM
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Ah, but what modifers are added when you are trying to synchronize with quickened spells tacked on?

*and thus the hijacking is neatly brought back to the topic at hand*
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LinaInverse
post Oct 19 2004, 09:13 PM
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I asked this just a few posts up. From your description, there isn't any, because you're "convincing the ward that you're just like the creator". And a creator can always pass though his own wards, Quickened spells and all.

Now, in our case, it's your campaign and if you want to do a house ruling, then that's fine w/ me. But I'm not seeing any such modifier from what you quoted.
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Kanada Ten
post Oct 19 2004, 10:11 PM
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Quickened spells will make the subject more noticeable on Astral Patrol tests.
(-1 TN per 2 Force, IIRC)

Personally, I don't like quickening spells to a person, but rather to objects since one must often interact with legal authorities and even with permits, navigating government and corporate buildings with the intent of not raising alarm or suspicion becomes much more difficult when you're lit up like a flaming xmas tress on the astral.
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Adarael
post Oct 19 2004, 10:20 PM
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QUOTE
MitS pg. 89:
"Wards are described on p.174 of SR3. A common passive security measure, they provide barriers in astral space. Because the creator of a ward automatically knows if the ward is attacked in astral combat, wards provide a useful means of detecting astral intruders."

That should settle that.

Actually the nasty ward to use against maskers is the Masking Ward.


Well, guess I'm wrong. Ahh, well - at least in terms of our error, the blade's cut both ways. I think I'm up to three lifestyles I've had to ditch due to people breaking past my wards and bugging the place.

Which is why I started tooling with Masking Wards as soon as I could. God, I love those things.

(And, for a reference point, I am now ICly initiate grade 5, and haven't encountered a ward past force 10. I may have *seen* a 12 at one point, but decided to not pry. The real advantage of Magician versus Ward? Wards can't blow Karma.)
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Critias
post Oct 19 2004, 10:22 PM
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I always figured the biggest advantage mages had over wards was that wards don't get to pick and choose when they're in good enough shape to go to the mages house and kick his ass.
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Shockwave_IIc
post Oct 19 2004, 10:26 PM
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QUOTE (Critias)
I always figured the biggest advantage mages had over wards was that wards don't get to pick and choose when they're in good enough shape to go to the mages house and kick his ass.

:rotfl:
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Adarael
post Oct 19 2004, 10:43 PM
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Well, yes. We can't overlook that.

Oh, and wards can't pack heat, either.
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DocMortand
post Oct 20 2004, 04:37 AM
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Of course wards pack heat: the people who cast the ward, and guards of said mages.
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Adarael
post Oct 20 2004, 09:57 AM
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Wards, in and of themselves, do not pack heat. I believe that what you mean to say, Doc, is that the heat packs wards. To say that the wards pack heat because they alert their creators is akin to saying that the secuity system on a building has guns, because it calls police. Rather, its' successful operation will eventually produce guns, but this does not imply that the system itself owns the guns.

Unless, of course, someone has some sort of magical autocall system that works like...
IF (Ward Attacked)
THEN (Call Elemental)
THEN (Order elemental to burn attackers-of-ward)
ELSE (Scream like a bitch.)
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LinaInverse
post Oct 20 2004, 04:47 PM
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What it comes down to is this. From what I gather, people are in basic agreement that Quickening's biggest obstacle are Wards and opposing mages attempting to dispel the spells, and thus wasting Karma.

My feeling is that, to counter those disadvantages, if you ignore Quickening, you lose a lot of potential power. Like Foci, it's a tool in the toolbox for mages, with advantages and disadvantages.

It's true that breaching Wards can bring the heat down on the runners, but honestly, any secure site worth its salt is going to have other security assets anyway. Bypassing the Wards won't do squat on bypassing the cameras, motion/metal detectors, pressure pads, etc. And I say again, if a location is maintaining double-digit Force Wards round the clock, then they're guaranteed to have an entire posse of mages onsite at all times because of the transient nature and limited area of Wards, and frankly such a site is probably unbreachable by all but the most powerful runners anyway.
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