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mmu1
Ok, so here's the situation: We get hired to take out a guy. All we know is that he's hiding out somewhere in the Barrens, and has a fair amount of security. We do a bit of investigation, and after many trials and tribulations (Involving, of all things, the theft of two cars and one dessicated corpse with a background count, as well as a devil rat shower. Don't ask.), we locate a safe-house we believe he's going to be transferred to. There's something on the order of a dozen armed men in there, led by three or four semi-professional types.

My B&E specialist sneaks in, dodges people with ultrasound imaging equipment, scopes out the place, finds out when the target is going to arrive (we don't have a rigger at the moment, so hitting him in transit is basically a no-go) sets a grenade booby trap in a place likely to cause massive confusion once shooting starts, and a remote-detonated Neurostun device in another part of the building in order to cover his eventual retreat or serve as a distraction, and waits (with the rest of the team outside, ready to hit once the target arrives). About half an hour before the target's due, a mage shows up, and has a conversation with the guy in charge of the security. The dreaded words "astral search" are mentioned, and my character climbs out a back window, and hides for half an hour in a Barrens sewer drain outside the building - wedged spread-eagled between the walls, trying not to actually step in any of the filth - figuring there are some limits on where people or spirits are likely to look, and trying not to hurl. He comes back to the target building with a couple minutes to spare, and just as the damn target arrives (and before he's in a good firing position) he gets spotted by a damn watcher spirit. Session ends on a cliffhanger...

Now, I think that, all things considered, we still stand a good chance of pulling this one off, but the spirits are driving me up the wall. It's only fair that the enemies use them, since we certainly do (one of the characters is a conjurer) and they come in extremely handy - but is there any way to get past the damn things reliably? We're not a team geared towards frontal assaults, so we rely on stealth to a large degree, but spirit-based security just has a way of really blowing things. Is there any way to hide from the miserable buggers?
Ancient History
Aside from Craig Sanchez' token?

You could have your mage send a watcher to go play with their watcher, or you could come from a direction the watcher wouldn't be watching - after all, watchers are dumb as bricks.
Kagetenshi
Most approaches will make use of this last fact. In particular, not having your astral signature be identified and staying in crowded areas or areas where people are supposed to be are good bets—Watchers need to identify you as someone not supposed to be there, and that can be difficult. In particular, stay calm and uninjured—"find someone nervous" will probably bring a lot of false-positives, but can work. If you've left a firefight after having gotten winged, "find someone injured" has a pretty decent chance of working.

You may want to review the Assensing Table and try to make sure that as few of the things on the 1-2 success rank as possible will distinguish you from the opposition. I wonder if there's a corporation somewhere that infects all of its personnel with a minor but rare disease and commands its watchers to "find anyone who isn't sick"…

~J
nezumi
I generally have my watchers make an intelligence or stealth roll to pick out hiding characters (with a bonus because it's looking on the astral). With a reasonable stealth roll, that means watchers still won't see you. If you feel the mechanic is unfair, discuss this with the GM.
Platinum
Can mages mask someone else?
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

Can you get a spirit to "alienate" you for a while till the watcher looks somewhere else.

You could also drop in a few cats into the building, that will serve as distractions.
tisoz
Stealth skill
Have spirit use Confusion power on it
Confusion Spell
See Me Not Spell from Silver Angel (semi canon)
or its cousin
Disregard Spell from Shadowland (further from canon)
or design a similar spell.
Edward
You say it has already seen you.

Your blown, attack now or run and come up with a new plan that accounts for the fact that there on alert (and will probably move the target), you don’t have time to implement the suggested plan to make yourself look like your target (to a dumb watcher)

If you have conjuring you could command the spirit (steal it from its summoner) I don’t believe this automatically informs the conjurer, but your not the one with conjuring anyway.

Mental manipulations on the spirit would also help

if I was summoning a watcher to guard something like that I would introduce it to all the people that should be there (a safe house shouldn’t have more than 5 -8 people) and have the spirit report anybody it doesn’t know.

My biggest question is how do you know it spotted you, watchers rarely manifest without orders (and the summoner won’t have wanted it to because that would reduce its tactical value). This may give a clew to a possible solution.

Edward
Kyoto Kid
As a GM , I have similar frustrations. In one segment of the last campaign, the main NPC was kidnapped which should have precipitated the legwork phase. There were numerous clues in different areas (basically I work up 3 to 4 possible scenarios that the characters are likely to follow in digging for clues). Unfortunately astral search tends to make much of this moot (particularly in a mage heavy group which as I dealt with) After reading the rules (& discussing the subject in FAQ), the only defence was basically to have the antagonist mages throw up wards on several buildings in parts of the city and of course post astral security to confuse or derail an astral search. The only thing is this can still tip off the searching team - "gee a lot of spirits & a big ward - that must be the place" Basically instead of hide and seek mission, it became more of a shell game with the kidnappers continually moving the subject. every time an enemy watcher appeared.

In a way, I see watchers as mosquitoes - small, insignificant, yet very annoying. pests. that can really mess things up in the right (or wrong) situation
Reaver
Astral static could be of some use. A watcher would probably still sit there since it's intellect is severly limited. The spell won't easily work on more intelligent spirits, bust it could slow them down as they attempt to find thier way back to thier master.
Cain
In addition to mental manipulations and spirit powers, hiding behind astral barriers of any sort will confuse the watcher. Having other spirits come and astrally buzz the watcher works well. And simply killing the silly thing in astral combat is always an alternative; watchers aren't very tough. Remember that watchers don't have a telepathic link to their summoner, so they won't know if their spirit was killed, or if it just got confused and wandered off.
hyzmarca
QUOTE (Kyoto Kid)
As a GM , I have similar frustrations. In one segment of the last campaign, the main NPC was kidnapped which should have precipitated the legwork phase. There were numerous clues in different areas (basically I work up 3 to 4 possible scenarios that the characters are likely to follow in digging for clues). Unfortunately astral search tends to make much of this moot (particularly in a mage heavy group which as I dealt with) After reading the rules (& discussing the subject in FAQ), the only defence was basically to have the antagonist mages throw up wards on several buildings in parts of the city and of course post astral security to confuse or derail an astral search. The only thing is this can still tip off the searching team - "gee a lot of spirits & a big ward - that must be the place" Basically instead of hide and seek mission, it became more of a shell game with the kidnappers continually moving the subject. every time an enemy watcher appeared.

In a way, I see watchers as mosquitoes - small, insignificant, yet very annoying. pests. that can really mess things up in the right (or wrong) situation

In this situation their best bet would have been to hide behind someone else's ward. Any area that has reason to be secure would do, such as a courthouse.
mmu1
I know the spirit had seen me, because it manifested and started to scream its head off in order to alert everyone in the building. (which is faster than going back to the summonern and have him give orders to the security mooks)

Fortunately, I'm on the 3rd floor (they were using an abandoned commercial building) while most of the enemies are on the 1st floor, the 2nd floor just got filled with Neurostun as they tried running up from 1st, and the stairway door for the 3rd floor is booby-trapped with an IPE HE grenade. Which means all I need to do is find a window that gives me a shot at the target's car (which had pulled up moments earlier), fire a couple of grenades into it, and then get to safety before whoever survived my booby-traps comes after me.

The question is more what to do in the future to avoid this kind of trouble, and there have been some good suggestions in that respect... Thanks.
nezumi
QUOTE (Platinum)
Can mages mask someone else?
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.
Frackula
QUOTE (nezumi)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

However, there is the Masking ability you can get from initiation in SR4...
Kagetenshi
Or SR3…

~J
Brahm
QUOTE (nezumi @ Feb 24 2006, 02:52 PM)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

It has generally been interpreted this way in SR3.

In SR4 it is worded such that Mana illusions, like Invisibility, can work on the Astral but are much easier to get around than on the physical plane through Assensing. Still open to some intepretation though.

EDIT But should be good enough at least to often get around Watchers and maybe even a Force 2 spirit with a decent Force on the Invisibility and a little luck.
Kyoto Kid
QUOTE (hyzmarca)
In this situation their best bet would have been to hide behind someone else's ward. Any area that has reason to be secure would do, such as a courthouse.

Actually in the end they did one better - a government research facility buried 60 metres underground with dual wards on the entryway and a very slow moving armoured lift (no way to levitate down the shaft). Vents were secured and also warded

Breaking the second ward in the blockhouse entrance of course rang the doorbell alerting the reception committee waiting below outside the lift doors.

hyzmarca
Were the antagonists government agents or did they just have very good contacts. Or did the government not know that they were there?
Platinum
QUOTE (Frackula)
QUOTE (nezumi @ Feb 24 2006, 02:52 PM)
QUOTE (Platinum @ Feb 24 2006, 10:37 AM)
Can mages mask someone else? 
It would be cool if your mage could make you look like a spirit, cat or tree or like one of the guards that are there (astrally of course).

Is there an astral invisibility spell or chance change aura spell?

There are no spells that change how you look (or make you invisible) on the astral.

However, there is the Masking ability you can get from initiation

I did mention that ... but can you mask someone else's aura? You can technically give them shielding dice.
Shrike30
These players were walking around invading every warded building in town? I don't know where, exactly, you were playing, but in any real kind of city you're going to find god knows how many buildings secured with wards and watchers, if they've got any kind of money and any interest whatsoever in security. Wandering around the astral blasting every ward you find is a quick way to draw a lot of unwanted attention to yourself.
Edward
Wards and spirit guards can not be used as indications of your marks location.

Most magicians ward there own resiance as powerfully as they can, and there are companies that will ward your building for you and sell you astral security patrols.

Edward
Deamon_Knight
Why exactly do you have so much trouble hiding from Watcher Spirits? Objects that are opaque on the physical are opaque on the astral. Suddenly the cardboard box from metal gear looks like a good idea, or at least the ruthinium poncho looks even better. The real problem is the B&E character can't see the watcher. This is a serious problem, but just as there can't be a guard watching every corner, there probably isn't a watcher at every turn. The GM has to decide, really, how good watchers are in any situation. Also, consider background counts as areas that give watchers some trouble. Ultimately the only way to be certain is to have an adept with astral perception or mage also skilled as your B&E character.
fistandantilus4.0
QUOTE (Edward)
Wards and spirit guards can not be used as indications of your marks location.

Most magicians ward there own resiance as powerfully as they can, and there are companies that will ward your building for you and sell you astral security patrols.

Edward

Let us not forget the joys of the masking ward

Throw one of those on your card board box/ruthenium poncho to get past that watcher spirit. It's not often that they'r egiven commands to 'report bak if you see anything warded' in a building that has a ward on it. Just hope they don't send their ally spirit out looking next time.
Kyoto Kid
QUOTE (hyzmarca)
Were the antagonists government agents or did they just have very good contacts. Or did the government not know that they were there?

Yes they were, Government sponsored agents working for the SSID (Serbian Government Intel).
Kyoto Kid
QUOTE (Shrike30)
These players were walking around invading every warded building in town?  I don't know where, exactly, you were playing, but in any real kind of city you're going to find god knows how many buildings secured with wards and watchers, if they've got any kind of money and any interest whatsoever in security.  Wandering around the astral blasting every ward you find is a quick way to draw a lot of unwanted attention to yourself.


This all went down in Beograd Serbia.

Actually they took down only three wards, the two at the research complex and one surrounding an SSID's interrogation site where they discovered the subject had been recently moved from. Yeah, things got pretty nasty at the underground complex particularly when they were effecting their escape after the extraction. Ended up creating a bit of an "international incident" that was immediately blamed on the Croat resistance. Yes the team managed to get out with their target (not totally unscathed) but the political backlash was the worst part of it since their mark was a Croatian national of some importance. This was a very delicate mission that would have been more successful had the team approached things with more subtlety (as their Johnson wanted) than they did

The Serbian government (at least as I had it in the campaign) was a dictatorship, so magic was tightly controlled and mostly in the hands of the Intel Secretariat's office. Yes, a number key buildings were warded, including the SSID's" infamous conversation rooms" which are in a number of locations throughout the city.

This was a fairly complicated scenario with a lot of political games being played behind the scenes both within the Serbian government also against their Russian 'advisors."
Kagetenshi
QUOTE (Deamon_Knight)
Suddenly the cardboard box from metal gear looks like a good idea

Until you realize that the Watcher can just fly into the box to take a look around.
QUOTE
, or at least the ruthinium poncho looks even better.

It doesn't work that way, for the same poorly-defined reason that someone in heavy security armor is still a valid target for spells.

~J
fistandantilus4.0
you could say that the aura is an area around the target and the spell casting ties to their aura, not their body. That's what we say at least.
DocMortand
Actually the watcher problem *I* have is having a mage create a battalion of watchers to overwhelm anything active in astral. And when you get high initiation, you can start having batteries of 10-12, starting comparisons to football teams.

And I don't care what you say, even dumb watchers are nasty when they're force 6.

Can we say friends in melee if NPC is dual-natured, magically active or magically aware? *wince*
Kagetenshi
Right, well, the solution to that is oh look a three-headed monkey!

~J
Cain
QUOTE (DocMortand)
Actually the watcher problem *I* have is having a mage create a battalion of watchers to overwhelm anything active in astral. And when you get high initiation, you can start having batteries of 10-12, starting comparisons to football teams.

And I don't care what you say, even dumb watchers are nasty when they're force 6.

Can we say friends in melee if NPC is dual-natured, magically active or magically aware? *wince*

Check me on this, since I don't have MitS handy, but I thought the most watchers you could have is equal to your Charisma? Initiation grade shouldn't make a difference on the number of watchers you have.

And the easiest way of dealing with a Watcher Attack Pack™ is another Watcher Attack Pack™. I use the quick resolution rules to deal with mass spirit warfare, where the side with the highest force wins, but is reduced by the amount of the loser's force. So, in the case of five force-4 watchers (total of 20) vs three force-6 watchers (total of 18), the first team would win-- but they would be reduced to two watchers at Force 1, or possibly one at Force 2, GM's choice.
Edward
QUOTE (Cain)
QUOTE (DocMortand @ Feb 26 2006, 07:28 PM)
Actually the watcher problem *I* have is having a mage create a battalion of watchers to overwhelm anything active in astral.  And when you get high initiation, you can start having batteries of 10-12, starting comparisons to football teams.

And I don't care what you say, even dumb watchers are nasty when they're force 6.

Can we say friends in melee if NPC is dual-natured, magically active or magically aware?  *wince*

Check me on this, since I don't have MitS handy, but I thought the most watchers you could have is equal to your Charisma? Initiation grade shouldn't make a difference on the number of watchers you have.

And the easiest way of dealing with a Watcher Attack Pack™ is another Watcher Attack Pack™. I use the quick resolution rules to deal with mass spirit warfare, where the side with the highest force wins, but is reduced by the amount of the loser's force. So, in the case of five force-4 watchers (total of 20) vs three force-6 watchers (total of 18), the first team would win-- but they would be reduced to two watchers at Force 1, or possibly one at Force 2, GM's choice.

That doesn’t make sense. When watchers fight each other they cant loose force, just boxes of damage and that will heal up pretty fast.

Edward
Kagetenshi
There is a spirit combat "quick resolution system", in which you subtract their Force from each other.

~J
Edward
Strange. Most quick resolution systems produce results that are at least theoretically possible under the complex systems.

Not that I’m saying your wrong, just I’m surprised, where is it published.

Edward
Kagetenshi
I'll check a bit later—I failed to find it, but I'm positive it's in there (had too many people who aren't me refer to its existence).

However, one thing I did find was that apparently Watcher Spirits are quite good at seeing the physical plane, so they're harder to defeat than I thought.

~J
Crusher Bob
Think that rule was SR2, not SR3.
LinaInverse
QUOTE (Cain)
QUOTE (DocMortand @ Feb 26 2006, 07:28 PM)
Actually the watcher problem *I* have is having a mage create a battalion of watchers to overwhelm anything active in astral.  And when you get high initiation, you can start having batteries of 10-12, starting comparisons to football teams.

And I don't care what you say, even dumb watchers are nasty when they're force 6.

Can we say friends in melee if NPC is dual-natured, magically active or magically aware?  *wince*

Check me on this, since I don't have MitS handy, but I thought the most watchers you could have is equal to your Charisma? Initiation grade shouldn't make a difference on the number of watchers you have.

And the easiest way of dealing with a Watcher Attack Pack™ is another Watcher Attack Pack™. I use the quick resolution rules to deal with mass spirit warfare, where the side with the highest force wins, but is reduced by the amount of the loser's force. So, in the case of five force-4 watchers (total of 20) vs three force-6 watchers (total of 18), the first team would win-- but they would be reduced to two watchers at Force 1, or possibly one at Force 2, GM's choice.

Bah... my GM is conspiring to seek help against me... frown.gif

You are correct Cain; MitS says you are limited to the number of Watchers equal to your Charisma. Initiate Grade though does matter in terms of how strong the Watchers can be. The max Force Watcher you can summon is half your Magic stat. My mage, thanks to Quickening (yes, I know; that has other disadvantages) has a Charisma 13 (hence my often-in-game reference as my own "football" team). She is currently an Initiate Grade 6 (and soon to be 7), so her Watchers are all Force 6s.

In our campaign, the Watcher Football Team™ most recently were a big factor (though I think Doc is exaggerating their importance in terms of being game-breakers) when our runners had to go into the sewers and clean out a pack of rogue ghouls. Basically, the Watchers prevented the ghouls from flanking and overwhelming us and forced them to fight us straight-up and fair (which was a losing proposition for them since we were armed with assault- and heavy-class weapons and they were unarmed).

I don't know about the quick-resolution rules and have never heard about losing force like that. But even if that's the case, it doesn't take much to dismiss the wounded then resummon a fresh batch.
DocMortand
Heh, I knew you would chime in at some point Lina.

I too have never heard of those resolution rules - they sound kinda hinky to me, and as Lina said, it's easy enough to resummon a fresh batch...of course if you get the mage engaged in combat, the resummoning a fresh batch isn't easy. (How fast can you summon watchers in combat time?)

The only other way I can think of is high power, high blast radius area mana spells like powerball/manaball/stunball. But if you do that in a swirling combat you affect friends as well as enemies...
Moon-Hawk
True, but you can assign spell defense to your allies. smile.gif
DocMortand
QUOTE (Moon-Hawk)
True, but you can assign spell defense to your allies. smile.gif

Ok, smart guy - then how do YOU deal with Watcher Football Teams?
Moon-Hawk
No, I was just saying, if they're low force then use a low force area effect spell, assign spell defense to your allies, and nuke the whole field. Your allies will shrug off most or all of the spell, and the spirits will be mostly or completely destroyed. It's a great idea. Kind of like the Troll tank who gets the devil rats off him by dropping a grenade at his feet.
Of course, if the football team is higher force, you're as likely to do as much damage to your team as you are to them.
But if you're asking how to deal with over a dozen force 6 spirits, watchers or not, I'd say either hide, run, heavy weapons, or geek the mage, as appropriate. There've been lots of good ideas here.
stevebugge
Area effect spritbolt (whatever the name of the spell was, Spiritball maybe. SHould clean out the spirits and leave everything not answering to the description of spirit untouched.
DocMortand
QUOTE (Moon-Hawk)
No, I was just saying, if they're low force then use a low force area effect spell, assign spell defense to your allies, and nuke the whole field. Your allies will shrug off most or all of the spell, and the spirits will be mostly or completely destroyed. It's a great idea. Kind of like the Troll tank who gets the devil rats off him by dropping a grenade at his feet.
Of course, if the football team is higher force, you're as likely to do as much damage to your team as you are to them.
But if you're asking how to deal with over a dozen force 6 spirits, watchers or not, I'd say either hide, run, heavy weapons, or geek the mage, as appropriate. There've been lots of good ideas here.

I understand your point, but there's nothing stopping the opposing mage controlling said watcher team from doing the same, ya know. ESPECIALLY if he/she/it knows they're going up against magical threats.

It's all fun and games until the nuke kills nobody except the low willpower allies. *wince*
Moon-Hawk
stevebugge: Oh yeah. That's even better.
Of course, I don't generally like solutions that lead to - every team needs to have this gear/spell/skill/etc. to survive.

DocMortant: How many people can you assign spell defense to at a time? Can the opposing mage shield himself and 13 allies?
DocMortand
QUOTE (Kagetenshi)
There is a spirit combat "quick resolution system", in which you subtract their Force from each other.

~J

I think I found what you're talking about, and that's only for when nature spirits are using opposing powers against each other like accident vs guard. Pg. 188-189, SR3. Now if there is another system (possibly MJLBB or SRComp - that's where the simplified decking/rigging rules were.) then I'm definately interested in finding it...but this I think just a misremembering, or possibly from 2nd ed.
DocMortand
QUOTE (Moon-Hawk)
DocMortant: How many people can you assign spell defense to at a time? Can the opposing mage shield himself and 13 allies?

You can assign spell defense up to your sorcery skill. So unless you're uber, you're probably only going to be defending up to 6. Shielding is a different matter - a better version of SD, it can be extended to as many people as you have initiate grades, and can be used at the same time as SD, but only one technique can be used to protect someone at a time.

Looking at it, shielding is MUCH more effective than spell defense (as it should be for an initiate power) and would do protection much easier.

One quick question to those who know rules fu - when you allocate dice for SD or shielding, does that mean you can NOT use those dice in the same Turn for casting spells, or is it independent? The rules don't seem to be clear in saying one way or the other.
stevebugge
QUOTE (DocMortand)
QUOTE (Moon-Hawk @ Feb 27 2006, 05:35 PM)
DocMortant: How many people can you assign spell defense to at a time?  Can the opposing mage shield himself and 13 allies?

You can assign spell defense up to your sorcery skill. So unless you're uber, you're probably only going to be defending up to 6. Shielding is a different matter - a better version of SD, it can be extended to as many people as you have initiate grades, and can be used at the same time as SD, but only one technique can be used to protect someone at a time.

Looking at it, shielding is MUCH more effective than spell defense (as it should be for an initiate power) and would do protection much easier.

One quick question to those who know rules fu - when you allocate dice for SD or shielding, does that mean you can NOT use those dice in the same Turn for casting spells, or is it independent? The rules don't seem to be clear in saying one way or the other.

I'm fairly sure those dice come out of your spell pool and do not become available again until dice pools refresh at the beginning of the next combat turn.
DocMortand
QUOTE (stevebugge)
QUOTE (DocMortand @ Feb 27 2006, 02:54 PM)
QUOTE (Moon-Hawk @ Feb 27 2006, 05:35 PM)
DocMortant: How many people can you assign spell defense to at a time?  Can the opposing mage shield himself and 13 allies?

You can assign spell defense up to your sorcery skill. So unless you're uber, you're probably only going to be defending up to 6. Shielding is a different matter - a better version of SD, it can be extended to as many people as you have initiate grades, and can be used at the same time as SD, but only one technique can be used to protect someone at a time.

Looking at it, shielding is MUCH more effective than spell defense (as it should be for an initiate power) and would do protection much easier.

One quick question to those who know rules fu - when you allocate dice for SD or shielding, does that mean you can NOT use those dice in the same Turn for casting spells, or is it independent? The rules don't seem to be clear in saying one way or the other.

I'm fairly sure those dice come out of your spell pool and do not become available again until dice pools refresh at the beginning of the next combat turn.

Correct as far as taking dice from spell pool. But it also says you can assign directly from your SORCERY pool, and that is what I ask about - would this reduce the number of sorcery dice you roll?
Wounded Ronin
QUOTE (LinaInverse)

Bah... my GM is conspiring to seek help against me... frown.gif

You are correct Cain; MitS says you are limited to the number of Watchers equal to your Charisma. Initiate Grade though does matter in terms of how strong the Watchers can be. The max Force Watcher you can summon is half your Magic stat. My mage, thanks to Quickening (yes, I know; that has other disadvantages) has a Charisma 13 (hence my often-in-game reference as my own "football" team). She is currently an Initiate Grade 6 (and soon to be 7), so her Watchers are all Force 6s.

See, if I were a GM, I just wouldn't be able to handle something like that. I have real difficulty keeping the game challenging and meaningful once a mage pumps up a mental attribute to 9 or so and has more than just a few levels of initiation, not to mention all the karma pool that getting that power entails having.

Personally, I'd say that that character should retire, because at that point you're so powerful that what's the point of playing?
DocMortand
QUOTE (Wounded Ronin)
QUOTE (LinaInverse @ Feb 27 2006, 12:18 PM)

Bah... my GM is conspiring to seek help against me... frown.gif

You are correct Cain; MitS says you are limited to the number of Watchers equal to your Charisma.  Initiate Grade though does matter in terms of how strong the Watchers can be.  The max Force Watcher you can summon is half your Magic stat.  My mage, thanks to Quickening (yes, I know; that has other disadvantages) has a Charisma 13 (hence my often-in-game reference as my own "football" team).  She is currently an Initiate Grade 6 (and soon to be 7), so her Watchers are all Force 6s.

See, if I were a GM, I just wouldn't be able to handle something like that. I have real difficulty keeping the game challenging and meaningful once a mage pumps up a mental attribute to 9 or so and has more than just a few levels of initiation, not to mention all the karma pool that getting that power entails having.

Personally, I'd say that that character should retire, because at that point you're so powerful that what's the point of playing?

I'm working on it, I'm working on it. smile.gif It is a bit imbalancing, yes...but we've gotten Angel to the point where she isn't a regular cast member, just helps out (with 24 karma.)
Sharaloth
QUOTE (Wounded Ronin)

Personally, I'd say that that character should retire, because at that point you're so powerful that what's the point of playing?

Depends on the power level of the campaign, Ronin. Lina's obviously playing in something approaching a high-powered game, so a character with a starting line of Force 6 watchers is not that terrible a thing to behold. In my own rediculously high powered game there's a PC who usually has a gaggle of high-force watchers in addition to as many great form spirits she can summon at a time for any fight she knows of in advance. As a GM, it's my job to tailor the story and the opposition to meet the characters, and so more often than not those high force spirits meet up with other high force spirits and are forced to duke it out. Generally I have the opposition with fewer spirits at a higher force, so the team can take advantage of Friends in Melee rules while maintaining the idea that any watcher that is actually hit will be instant toast.

Also, enemy magicians make regular appearances, as is only natural in a high-magic campaign, and those can put a huge damper on teams of spirits at your beck and call. Finally, there's always the fact that watchers can't do shit to you on the physical except bug you. Target actual nasty spirits first, take them out, then watchers die at your leisire.

In a lower-powered campaign, sure, the character is heading for the old-Shadowrunner's home where they won't actually age or die, just sit there in godlike luxury... but in a campaign where such a character is acceptable and actually fits in, it shouldn't be a big problem coming up with counters to most of their usual tactics, forcing them into the ever-pleasant task of rethinking their strategy.
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