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> De-gaying camp rescue, idea for a run
Supercilious
post Jul 9 2005, 10:50 PM
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QUOTE (hermit)
Arkham Asylum.

Did you read the "Arkham Asylum" GN, or better yet read it in raw form? by Grant Morrison?

---

Bug City, right in the heart. Got to be a background count there.

A metahuman storage facility.

An old nuclear test site.

A burial ground.

An Aztechnology proving grounds site, have the camp be a subsidiary of Aztechnology.
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pragma
post Jul 10 2005, 12:50 AM
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QUOTE (supercillious)
Bug City, right in the heart. Got to be a background count there.


I'm sure that the demagicking camp would love to be located in a mana warp -- they probably only have a 20% fatality rate. :grinbig:

Seriously, I think the Cermak Blast would be stretching believability a bit and would probably kick the challenge level up significantly.

The rest of the locations sound good but oddly familiar, like I've heard thems somewhere before ...
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pragma
post Jul 10 2005, 12:50 AM
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Double post.
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ShadowDragon8685
post Jul 10 2005, 01:16 AM
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Guys, this is NOT a Corp job. And it's not going to be in a manawarp or something.

I just need a way to kick it up a notch on the magical challenge, so the mage dosen't run shod-rough over them. I still want him to be capable of winning relatively easily, but not a complete slaughter.
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The Archimage
post Jul 10 2005, 02:03 AM
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You need line of sight to cast most offensive spells. Even for a non-corp, smoke grenades are cheap enough to give one or two to all your guards. As has been mentioned before, if the guards spread themselves out a bit they won't all die to a single well-placed Manaball. Or if you really want to be mean, the camp might have FAB-3 (or whatever the bacteria that got thrown at Chicago was) on hand... that's certainly one way to de-magick someone.
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ShadowDragon8685
post Jul 10 2005, 02:05 AM
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What about paracritters? Are there any good ones in Core that I can use?
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Kagetenshi
post Jul 10 2005, 02:26 AM
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If you want to be really mean, use mage guards. Trick is, these mage guards are recruited out of the kids—whether the ones who have been successfully convinced that their talent is evil but have been convinced to use it to help eliminate it in others for the moment, or the ones who are desperately striking a deal with the guards to try to either hold on to their abilities for a bit longer or secure better treatment. The latter kind could help the runners, but may betray them if it looks like they're not going to succeed/they're not going to help the guard out/they're going to help out someone the guard despises/fears/etc.

~J
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pragma
post Jul 10 2005, 05:58 AM
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Barghests are standard fare, but located in Critters (as are all other paracritters to my knowledge).
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Kagetenshi
post Jul 10 2005, 05:56 AM
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Pretty much. SR3 has… Spirits and Dragons? Metahumans?

~J
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pragma
post Jul 10 2005, 06:10 AM
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Metahumans are scary ....
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pragma
post Jul 10 2005, 06:09 AM
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Another possible source of inspiration

The first couple of pages concern rules adjustments that may not interest you, but there are several examples of effective anti-magic tactics included deeper in the thread.
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toturi
post Jul 10 2005, 01:35 PM
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QUOTE (ShadowDragon8685)
Guys, this is NOT a Corp job. And it's not going to be in a manawarp or something.

I just need a way to kick it up a notch on the magical challenge, so the mage dosen't run shod-rough over them. I still want him to be capable of winning relatively easily, but not a complete slaughter.

Background Count should easily add to the difficulty. Riot control agents like nausea gas and tear gas should give the mage enough trouble should he be unprepared and would be in keeping in the nature of the camp.
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ShadowDragon8685
post Jul 10 2005, 02:40 PM
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Tear gas could work... Yesss.... :)

Is tear gas statted out in the core book, or do I need to come up with something?
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toturi
post Jul 10 2005, 03:48 PM
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It is in M&M. But I think you can substitute neurostun if you want.
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BitBasher
post Jul 10 2005, 05:12 PM
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You should ask yourself a question though, plausibly why would a camp like this have any real security at all, much less tear gas or an actual security team?
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Apathy
post Jul 10 2005, 05:36 PM
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Why wouldn't they just truck the kids off to a secure, walled-in facility in Hell's Kitchen (Pullyup). The area's toxic enough (emotionally and pollution-wise) to add a good 3 points (or more, depending on the GM) of background count, and the camp could have paid off the local trog gangs for additional security.
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Supercilious
post Jul 10 2005, 05:34 PM
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Neurostun > Teargas.

You could subsitute it, but damn that is evil.
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BitBasher
post Jul 10 2005, 07:42 PM
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QUOTE (Apathy)
Why wouldn't they just truck the kids off to a secure, walled-in facility in Hell's Kitchen (Pullyup). The area's toxic enough (emotionally and pollution-wise) to add a good 3 points (or more, depending on the GM) of background count, and the camp could have paid off the local trog gangs for additional security.

Because most parents that could afford such a thing aren't going to ship ther kids off into a toxic waste field?
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ShadowDragon8685
post Jul 10 2005, 07:45 PM
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The idea is to brainwash them, not kill them...
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hyzmarca
post Jul 10 2005, 08:43 PM
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QUOTE (ShadowDragon8685 @ Jul 9 2005, 08:16 PM)
Guys, this is NOT a Corp job. And it's not going to be in a manawarp or something.

I just need a way to kick it up a notch on the magical challenge, so the mage dosen't run shod-rough over them. I still want him to be capable of winning relatively easily, but not a complete slaughter.

A few security drones with decent sensor suites. Invisibility can fool cameras. Stealth can fool ultrasound. Nothing fools radar.

Astral projection, who cares. They have to return to their meat bodies sometime. biofiber walls help but it isn't too necessary.

Mundane Albino Gnome guards.

Edit: mundane albino gnome faces armed with fishing poles. An Albino Gnome face with a fishing pole can slaughter most manifested spirits with ease.
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