Apathy
Oct 16 2009, 12:13 AM
QUOTE (Marwynn @ Oct 15 2009, 07:28 PM)
Direct damage spells must achieve enough hits to beat the OR, yeah. That means Force 5 minimum for Drones, needing 5+ to affect it. Net hits add the damage.
Indirect Combat Spells have to deal with Armour x 2, treating them like Barriers. Which gets very confusing. The Combat Spell section says Armour x 2 and treat them like Barriers with a reference to p166. But then Indirect Combat Spells are mentioned using only Armour in a damage resistance test.
That does just mean Armour x 2, but the recursive error's there.
Direct Damage spells would still be the best bet, however how many wagemages can cast at that Force? That is, if the GM didn't turn them into badasses.
And in order to have a decent chance of damaging the drone they've got to be throwing over 15 dice. After smoke, distractions, nausea from gas grenades, partial cover, etc it'll be hard for some to muster up 15 dice unless they're using edge. And you can afford more drones than the opposition can afford edge points.
Traul
Oct 16 2009, 12:39 AM
Fire from full cover.
A sammy can fire through a cover or around it with a grenade. A mage who does not have an Indirect combat spell is screwed.
Deathmaster35
Oct 16 2009, 01:11 AM
QUOTE (cndblank @ Oct 15 2009, 05:35 PM)
Smoke is a physical barrier (if a thin one) so it would apply to Astral Sight just the way a curtain would apply to Astral sight.
Wouldnt that mean all air is a physical barrier? If you cant see through smoke in astral space, who says you can see through nitrogen?
Tymeaus Jalynsfein
Oct 16 2009, 02:49 AM
QUOTE (Deathmaster35 @ Oct 15 2009, 06:11 PM)
Wouldnt that mean all air is a physical barrier? If you cant see through smoke in astral space, who says you can see through nitrogen?
You're Kidding... Right?
Adarael
Oct 16 2009, 02:54 AM
In a nutshell: if it blocks physical sight by putting shit in front of your eyes (smoke, blizzard, mist, etc) it obscures the astral. If it does so by technological or magical trickery (chameleon suit, magical spell) it does not. In the case of technology, this is because you're manipulating light, and in the case of spells, it's because they don't cross the barrier into the astral plane, and exist only on one plane at a time.
The conceal power is the only reliable way to be 'invisible' in the astral.
Ravor
Oct 16 2009, 03:33 AM
I disagree that the costs of a ward is that great, given the fact that long term contracts only tend to lower prices, and like most security, merely the fact that it is there is going to serve as a preventive measure, unfortunently it doesn't seem possible to create "fake wards" so we are left with the real deal only.
cndblank
Oct 16 2009, 04:15 AM
I'll also point out that the idea of the mirror shield would be very effective.
Even if there was bleed over from the aura of the arm, it would still just be the aura of the arm visible.
So thats at least +4 for cover.
toturi
Oct 16 2009, 04:26 AM
Does RAW state that shields provide cover?
Mordinvan
Oct 16 2009, 05:45 AM
QUOTE (Adarael @ Oct 15 2009, 10:50 AM)
Well, I'm gonna merrily go on applying perception penalties to ranged combat. Because camo DOES make it harder to effectively hit a target, even if you know he's there, because it breaks up his outline, and makes it harder to tell where center of mass is.
Either way, the point still stands. Wear a ruthenium polymer suit. DON'T shoot at Raoul. Does Raoul take an observe in detail action to notice you flanking him? No? Well, then shoot Raoul in the side of the head.
You may note that this is equally effective against all enemies.
Edit: I'd also like to point out that if you go strictly by the rules, there are also no 'visibility penalties' for shooting at someone through loose underbrush or a blizzard, because it is not strictly 'cover'. And that is horseshit, IMO.
and pray the mage isn't astrally perceiving to target you, and has no spirits to warn him of what you're doing.
Also pray you can tell who he is, as a smart one often carries a gun, just to hide the fact he's a mage.
Marwynn
Oct 16 2009, 05:53 AM
He could probably be wearing a Chameleon Suit too, or at least a Camo Suit. Geek the mage only works if you can tell who the mage is after all. And it works for both sides.
What to take from this? Smoke Grenades are great.
Mordinvan
Oct 16 2009, 05:55 AM
QUOTE (Screaming Eagle @ Oct 15 2009, 01:41 PM)
Mages do have the biggest hammers, but they tend to be made of rather brittle glass.
A fiercly dedicated mage - the kind that tosses the 14+ dice on relavent tests - will go down FAST once you hit them. The best defence is to see them first and go first. Toe to toe I have run into few mages that can out "fast draw" a Sami of comperable specialisation (similar points and $$$ dedicated to being bad arse).
Actual defence? I advise EVERY character to have a will and body of at least 3, preferably higher, one for mages the other for bullets. Spend and edge and you might just get lucky enough not to be deadified. Once you are not deadified GEEK THE MAGE. Even with a 2-4 die penalty from wounds a good Sami is rolling 10+ dice on their main weapon.
Worries about the invisable? Aren't we all? Ares new line of sonic, ultra sound and tremor sensors will pin point that pesky invisable intruder in a Nano and will place a representational ARO in your HUD for your convinience. Coupled with Ares Brand Smart Link this will make anyone coming into your home uninvited regret having crossed you.
Ares, a name you can trust.
Assuming he doesn't have a silence spell up too, or some physical illusion spell which deadens all sound waves leaving the character, which would be no harder then invisibility. Or make a multi-sense invisibility spell.
Mordinvan
Oct 16 2009, 05:59 AM
QUOTE (Traul @ Oct 15 2009, 05:39 PM)
Fire from full cover.
A sammy fire through a cover or around it with a grenade. A mage who does not have an Indirect combat spell is screwed.
Unless he casts invisibility on a spirit, and gives it a grenade to stuff down said sammy's pants. The spirit can just fade to the astral before the grenade explodes, the sammy on the other hand.... not so very lucky
Mordinvan
Oct 16 2009, 06:10 AM
QUOTE (Ravor @ Oct 15 2009, 08:33 PM)
I disagree that the costs of a ward is that great, given the fact that long term contracts only tend to lower prices, and like most security, merely the fact that it is there is going to serve as a preventive measure, unfortunently it doesn't seem possible to create "fake wards" so we are left with the real deal only.
Its 50 square meters per magic point of the creators. Most wage mages will have a 4 magic. Also given the nature of the drain effects, any ward over force 4 likely did its creator physical damage, meaning they would have charged far more then the 100/hour to make it. Also that is only 200 cubic meters. Given the 9 foot ceilings are not uncommon in most offices and stores, this means 70 square meters of floor space per applicaiton, or only about 630 square feet per ward. The average office building has how many square feet? It would be only cost effective to use them at choke points. Also now given the fact people with various qualities can now collapse wards by walking through them, said choke points are going to force these very people through the wards and collapse them on a fairly regular. exactly how common do you really think they are going to be? They virtually can NOT exist anywhere with reasonable public access.
Ravor
Oct 16 2009, 06:17 AM
I see them as being fairly common, albeit at low Force, but then again I also agree that people who collaspe wards by their very nature are going to be discrimated against, I don't see the Sixth World as being a happy or fuzzy place, espically for those who require "special" accomendations in order to merely exist.
Marwynn
Oct 16 2009, 06:28 AM
Fairly common.
You can do it solo, or you can group up. Anyone with Magic 1 or up can join in. That includes people with the Astral Sight 5 BP quality. Fine the 100¥ per hour is negotiable, but that's for each person in the group, and the figure is official. They did say "around" 100¥.
The fact is, you don't need a high Force Ward everywhere. You just want security and peace of mind that some wandering astral observer isn't peeking in.
Also, you're not limited to one Ward per person or group of people. You guarantee on a contract that you'll protect an area for X amount of nuyen, then you show up whenever you need to, to keep it operational.
How common will those people who can walk through and collapse wards be exactly? And Wards aren't really there to provide protection, they're there as a trip alarm. Whoever set them up will know if they go down, and it's a commlink call away (possibly even automated) to trigger an alarm.
You're not going to ward the entire office building unless you're doing secret research on every level. But certainly boardrooms, exec suites, the high-up washrooms, etc.
No, the diner down the street won't have a Force 4 Ward protecting it. But that new club might.
Ravor
Oct 16 2009, 06:34 AM
I can only really disagree with the point about the commcalls being automated, whoever set the ward up is going to have to make the call manually.
toturi
Oct 16 2009, 06:49 AM
QUOTE (Marwynn @ Oct 16 2009, 02:28 PM)
Whoever set them up will know if they go down, and it's a commlink call away (possibly even automated) to trigger an alarm.
What is the exact wording in the book? I am not too sure if a ward collapsing due to background count will alert the person who set them up.
Adarael
Oct 16 2009, 07:05 AM
QUOTE (Mordinvan @ Oct 15 2009, 09:45 PM)
and pray the mage isn't astrally perceiving to target you, and has no spirits to warn him of what you're doing.
Also pray you can tell who he is, as a smart one often carries a gun, just to hide the fact he's a mage.
Having played a mage for about 9 years, yes, this is what you do.
But the OP was asking HOW you handle a mage and defend against him. This assumes you A) know where the fuck he is, because if you don't, you might as well ask "How do I stop getting killed?" (the answer is, of course, figure out who keeps killing you) and B) the mage isn't OMG WTF BBQ prepped to the 9s, because if your OPFOR is prepped, you're probably dead anyway.
But. In answer to your concerns sequentially:
1) If he's percieving, yes, you are boned. But you can still choose to use stealth when manouvering, in the hopes you are better at sneaking than he is at seeing.
2) Even if the spirits can warn him, if you go before they do, it's not a problem. The mage does not mystically know what they know - they have to take an action to tell him. Otherwise there would be no such thing as "surprising a mage".
3) Telling who he is, if he is Raoul the Bad-Ass, is trivial. He is casting high force spells - high enough that the threshold to notice him spellcasting is 0, or 1 if you favor the opinion that you must always roll. Easy to do.
4) I would f'ing hope Raoul carries a gun. Hell, my mage carried 2 heavy pistols, 2 machine pistols, an ares alpha, and a long rifle 'just in case'. You best come armed if you're ambushing dudes.
Blade
Oct 16 2009, 08:27 AM
I've checked Running Wild and Nimue Salamanders might be a bit too rare to be used commonly by a Shadowrunner, but there are a lot of paranormal critters with the counterspelling skill. So I guess you could find one that you could bring along with you on a run.
Cthulhudreams
Oct 16 2009, 10:39 AM
QUOTE (Ravor @ Oct 16 2009, 03:53 AM)
Cthulhudreams your kidding right? For slightly less than $100 a month the company that I'm currently contracted to uses a 24/7 alarm system that has a real person who calls me within minutes of an alarm, holidays included.
And no, I'm not even talking about a security system, just an equipment failure alarm.
Also as cheap as wards are, I don't have a problem with most places having them, along with wireless blocking paint...
And that guy was the guy who installed the security system, or is that guy a very low skilled person? Plus, that guy has leverage, he can monitor ANY number of alarm systems - the span of control is very large.
Contrast this to a manned checkpoint (a much closer parallel to mage manned wards) - you need more skills for the guy on the ground, and you need support for him. This radically drives up costs.
Finally, the guy in the call centre actually calls someone else to respond, he doesn't do it personally - but the mage has to do it personally, because he has to be onsite to respond. Consider how many people walk through the doors of a mega mall every 5 minutes. If the mage is asleep (and everyone has to sleep) when the breech occurs, it's going to be seriously atleast 5 minutes for him to find his pants and DNI, then he has to look up who to ring for that breech. So you get a call from the mage saying 'about 5 minutes ago, some guy broke your wards on the east side entrance!'
What does that even tell you?
Seriously, alarm systems are an extremely bad comparison. Mages have extremely valuable skills, and do not have the same span of control as an alarm system operator.
Kumo
Oct 16 2009, 10:57 AM
QUOTE (cndblank @ Oct 16 2009, 12:35 AM)
Smoke is a physical barrier (if a thin one) so it would apply to Astral Sight just the way a curtain would apply to Astral sight.
So why the hell someone developed the “Petite Brume” Grenade? It has just a "light mist" effect in astral. For 1000
.
And the AIR is also a kind of phisical barrier, I think...
Saint Sithney
Oct 16 2009, 12:10 PM
QUOTE (Apathy @ Oct 15 2009, 04:13 PM)
And in order to have a decent chance of damaging the drone they've got to be throwing over 15 dice. After smoke, distractions, nausea from gas grenades, partial cover, etc it'll be hard for some to muster up 15 dice unless they're using edge. And you can afford more drones than the opposition can afford edge points.
Basically the "bring a drone" strategy is all about keeping the wiz from hitting you with a manaball since those only affect living creatures. That's the only combat spell which ignores armor and is resisted only by willpower. Also, the whole control thoughts/actions shtick.
But, yeah, when your group troll can resist damage with his body of 13 and half his 20+ impact armor, (plus the 6 appropriate elemental resistance,) then that mage just cashed his check by sticking his neck out. Not a good play for him, so I don't see him rushing to make it.
And, invisibility? Please. You can fit UltraWideBand Radar into a Fly-Spy. By the time you turn that corner, you should know there's a guy with nothing artificial inside him except a half-digested burrito hiding 100m that-a-way. Then it's just a matter of how nasty you want him to die. Ol magey won't be seeing much after you stick your MGL-6 arond the corner and airburst a Gas Grenade full of Ekyelebenle Venom right in his puss. How's your line of sight now, chummer?
So, yeah. How you beat a mage is same as how you beat anyone else. Know more, act faster, hit harder.
Marwynn
Oct 16 2009, 12:59 PM
QUOTE (Ravor @ Oct 16 2009, 02:34 AM)
I can only really disagree with the point about the commcalls being automated, whoever set the ward up is going to have to make the call manually.
That's not what I meant. What I meant was that it'd be one mental click away for the mage in his AR, a simple button that said to this company "Ward down". Not that it'd be done automatically with no input. Just that he wouldn't have to dial, wait for a link, etc. A preset link basically.
A Ward collapsing due to any reason should alert the fella(s) that made said ward.
Straight Razor
Oct 16 2009, 01:38 PM
QUOTE (Cheshyr @ Oct 15 2009, 04:14 AM)
Is this also good against laser weapons?
not unless it is a mirror made for laser optics. Most domestic mirrors are made of glass and silver. Silver will reflect UV very well, but IR not at all. As for the glass it just can not handle the thermal load. Though you could make a "cheep" laser shield by taking a thick (3-5mm) copper sheet. shape it however you like and attach a good water cooling device to the back, as well as you handles and what ever you like. Then get the front electro formed formed with 24k gold .01-.02mm thick. For a large shield that is about half an ounce of gold. Do not forget to keep it highly polished.
I would call this a "laser hardened" armor. Though it is just a shield so it dose not give you the total protection of a hardened suit. That said any laser hitting the shield would just reflect off in some random froward arc. up to power 16 perhaps 18, then it would just reduce damage.
Mordinvan
Oct 16 2009, 02:00 PM
QUOTE (Saint Sithney @ Oct 16 2009, 05:10 AM)
Basically the "bring a drone" strategy is all about keeping the wiz from hitting you with a manaball since those only affect living creatures. That's the only combat spell which ignores armor and is resisted only by willpower. Also, the whole control thoughts/actions shtick.
But, yeah, when your group troll can resist damage with his body of 13 and half his 20+ impact armor, (plus the 6 appropriate elemental resistance,) then that mage just cashed his check by sticking his neck out. Not a good play for him, so I don't see him rushing to make it.
And, invisibility? Please. You can fit UltraWideBand Radar into a Fly-Spy. By the time you turn that corner, you should know there's a guy with nothing artificial inside him except a half-digested burrito hiding 100m that-a-way. Then it's just a matter of how nasty you want him to die. Ol magey won't be seeing much after you stick your MGL-6 arond the corner and airburst a Gas Grenade full of Ekyelebenle Venom right in his puss. How's your line of sight now, chummer?
So, yeah. How you beat a mage is same as how you beat anyone else. Know more, act faster, hit harder.
Assuming you can see him at all with Radar. It uses photons just like any other from of vision, and so should be screwed by improved invis.
Jay
Oct 16 2009, 02:21 PM
This one stuck with me for a while (mostly because I also noticed the increased usage of 'Chamo').
QUOTE (Stahlseele @ Oct 15 2009, 01:33 PM)
camo . . it's CAMO . . from Camouflage . . not Chamo from Chamaeleonflage . .
I think Chamaeleon-o-flage should be a brand name for ruthenium polymer suits!
Stahlseele
Oct 16 2009, 02:29 PM
Feel free to use it in your games ^^
toturi
Oct 16 2009, 02:49 PM
QUOTE (Marwynn @ Oct 16 2009, 08:59 PM)
A Ward collapsing due to any reason should alert the fella(s) that made said ward.
I have not found any rule that states that a ward collapsing would alert its creator however. The only relevant line I have found is:
QUOTE (SR4 p194)
Any attack on a mana barrier or attempt to break through is immediately felt by the creator.
A ward collapsing due to Background Count is neither an attack on a mana barrier nor is it an attempt to break through per se.
Apathy
Oct 16 2009, 03:12 PM
RAW states that radar works against invisibility. Don't have books at work, but I'm sure someone out there can provide page number reference. Also, if the mage uses silence spell to counter ultrasound he's going to leave a 'blank spot' in viewer's display that will tag his location. Wouldn't be enough for precise targeting, but would give enough info for a carefully placed grenade.
Ravor
Oct 16 2009, 03:49 PM
I disagree Cthulhudreams, all the mage has to do is call the owner, and with a simple 'jack that is easy to do within a few seconds/minutes as Marwynn has pointed out. Of course the Mage is going to charge extra if he has to respond in person, but most of the time he won't have to.
Pendaric
Oct 16 2009, 04:35 PM
Ahem with a small break from decorum...Check the sig! Check the sig!
Do not ckeck you comlink normal service has now resumed.
darthmord
Oct 16 2009, 07:02 PM
QUOTE (DuctShuiTengu @ Oct 15 2009, 08:23 AM)
Complete darkness + heavy thermal smoke renders everyone blind. Now, if you're not prepared for it, this is something of a wash (they can't see you to cast, you can't see them to shoot). However, ultrasound is still only at -3 and is pretty-much the only form of vision mod that's available in eyewear but not eyeware (pardon the pun). Radar or ultrasound systems that aren't vision based are also available in cyberware. Either way, the end result is that you can detect the mage to shoot them, but they need to actually see you to cast spells at you.
There's a few things here and there (arcane arrester, astral hazing, magic resistance, obnoxiously high willpower and edge) that can make it easier to resist spells, and a few items that were designed to screw mages (FAB springs to mind, as do magemasks or magecuffs) but in general, your best bet for not getting torn up when you find yourself facing offensive magic (and aren't being backed up by magic of your own) is to deny them LOS through one means or another.
There's always indirect combat spells. Higher drain but you don't need to see anyone for those to work.
I can't see you but know you are there (by virtue of that massive cloud of LOS breaking thermal smoke), I'm tossing my baddest AOE indirect spell where that cloud is (this assumes I'm outside of it).
Besides, if I'm willing to cast it, I can probably survive it with little to no damage.
Cheshyr
Oct 16 2009, 08:42 PM
QUOTE (Apathy @ Oct 16 2009, 11:12 AM)
RAW states that radar works against invisibility. Don't have books at work, but I'm sure someone out there can provide page number reference. Also, if the mage uses silence spell to counter ultrasound he's going to leave a 'blank spot' in viewer's display that will tag his location. Wouldn't be enough for precise targeting, but would give enough info for a carefully placed grenade.
I'd like to add my opinion to this. Radar and Ultrasound works by reading the reflections. The only time a silence spell would leave a 'blank spot' is if there was something behind the player that should have been reflecting the signal back. If there's nothing behind the player, then no reflection would be expected, so the blank spot wouldn't be noticed amidst the larger blank spot.
How does spirit Concealment nest with Silence and Improved Invisibility? Do you apply Concealment first, then the spells, or spells first and powers after?
Adarael
Oct 16 2009, 09:12 PM
I would apply only the better bonus for any given situation.
For instance, for visual perception, if a guy has -4 to perception checks for invisbility, and a -6 due to Conceal, the conceal takes precedence. If the test is auditory, the invisbility does nothing, but Conceal (being anti-everything) still takes effect.
I don't remember if this is by RAW, but it's the only sane way to do things, IMO.
Stahlseele
Oct 16 2009, 09:32 PM
Well, with visibility mods, for the one looking allways only the one that is best for the looking person applies . .
Adarael
Oct 16 2009, 10:15 PM
I'm sorrry, Stahl, I don't know what you mean by that. Do you mean you always count the WEAKER vision penalties when someone is trying to spot a sneaker? Cuz I know that's not true. If I have invisbility and improved invisbility, the first at Force 2, 2 successes, and the second at Force 10, 10 successes, you certainly don't use the Force 2's modifiers.
Ravor
Oct 16 2009, 10:49 PM
I think Stahlseele is talking about Vision Modes such as using Low Light, Thermo, Ultrasound, ect...
Stahlseele
Oct 16 2009, 11:01 PM
Yeah, that was it. sorry, wasn't clear enough there <.<
Adarael
Oct 17 2009, 12:04 AM
Ahh, okay! Makes much more sense now.
Tymeaus Jalynsfein
Oct 17 2009, 02:40 AM
QUOTE (toturi @ Oct 16 2009, 12:49 AM)
What is the exact wording in the book? I am not too sure if a ward collapsing due to background count will alert the person who set them up.
The placing mage is alerted whenever the ward goes down... for the exotic wards, there are other criteria for alerting the caster...
Tymeaus Jalynsfein
Oct 17 2009, 02:43 AM
QUOTE (Cthulhudreams @ Oct 16 2009, 04:39 AM)
And that guy was the guy who installed the security system, or is that guy a very low skilled person? Plus, that guy has leverage, he can monitor ANY number of alarm systems - the span of control is very large.
Contrast this to a manned checkpoint (a much closer parallel to mage manned wards) - you need more skills for the guy on the ground, and you need support for him. This radically drives up costs.
Finally, the guy in the call centre actually calls someone else to respond, he doesn't do it personally - but the mage has to do it personally, because he has to be onsite to respond. Consider how many people walk through the doors of a mega mall every 5 minutes. If the mage is asleep (and everyone has to sleep) when the breech occurs, it's going to be seriously atleast 5 minutes for him to find his pants and DNI, then he has to look up who to ring for that breech. So you get a call from the mage saying 'about 5 minutes ago, some guy broke your wards on the east side entrance!'
What does that even tell you?
Seriously, alarm systems are an extremely bad comparison. Mages have extremely valuable skills, and do not have the same span of control as an alarm system operator.
Mages do not have to be on site to respond... send a few spirits to check it out, call in the Response teams, etc... he can do that from the safety of his own living room if he so chooses...
Tymeaus Jalynsfein
Oct 17 2009, 02:46 AM
QUOTE (Mordinvan @ Oct 16 2009, 08:00 AM)
Assuming you can see him at all with Radar. It uses photons just like any other from of vision, and so should be screwed by improved invis.
Rasdar is immune to the effects of Improved Invisibility, Chameleon Coating or Camoflauge... there is still a reflection... says so in the equipment's description...
toturi
Oct 17 2009, 02:51 AM
QUOTE (Tymeaus Jalynsfein @ Oct 17 2009, 10:40 AM)
The placing mage is alerted whenever the ward goes down... for the exotic wards, there are other criteria for alerting the caster...
Even for a normal ward,
where does it say that the mage is alerted whenever the ward goes down? If there is such a rule, please give me a quote from the book/s.
I have not found anything that says the mage is alerted when the ward goes down. Other types of wards have other criteria but normal wards do not auto-alert the mage when it goes down. The ward only alerts the mage when it is
attacked and when something
attempts to break through by virtue it is a mana barrier.
Tymeaus Jalynsfein
Oct 17 2009, 03:06 AM
QUOTE (toturi @ Oct 16 2009, 08:51 PM)
Even for a normal ward, where does it say that the mage is alerted whenever the ward goes down? If there is such a rule, please give me a quote from the book/s.
I have not found anything that says the mage is alerted when the ward goes down. Other types of wards have other criteria but normal wards do not auto-alert the mage when it goes down. The ward only alerts the mage when it is attacked and when something attempts to break through by virtue it is a mana barrier.
I would ask you how the Ward would go down prematurely if it was not "attacked" or something attempted to "break through"... Please provide an example of such an occurrence...
Wards created in a Background Count are ususally attuned to that Background count and would not need to worry about such things... and artificial Background Count (like a Spell creating a BCG, or Astral Hazing, etc) would be an intentional act (placing in in conjunction with the warded area) which I would classify as an "attack" agains the integrity of the ward itself...
But you are right... I cannot find any
explicit information that you are asking about...
Keep the Faith
Marwynn
Oct 17 2009, 03:16 AM
I know it's not explicitly stated, though it is stated that Wards do alert their creator when they're attacked (p.125 Street Magic). But really, if the creator can feel it being under attack or being breached it can't feel it when it goes down?
It's probably one of those things the writers overlooked, they assume that anything that brings down a ward would be an attack.
toturi
Oct 17 2009, 03:20 AM
QUOTE (Tymeaus Jalynsfein @ Oct 17 2009, 11:06 AM)
Wards created in a Background Count are ususally attuned to that Background count and would not need to worry about such things... and artificial Background Count (like a Spell creating a BCG, or Astral Hazing, etc) would be an intentional act (placing in in conjunction with the warded area) which I would classify as an "attack" agains the integrity of the ward itself...
But you are right... I cannot find any explicit information that you are asking about...
Keep the Faith
That is not an attack on the ward, the collapse of the ward is simply a consequence of Background Count. A bad storm moves in, the Background Count increases, ward collapses. A huge 3 day rave gets on, the wards around the party collapse. I assume that there is an explicit rule that states that wards created in a Background Count are usually attuned to that Background Count? If I recall correctly, Background Counts do not have aspects and hence cannot be attuned to.
As well, attacking and attempting to break through a mana barrier is detailed on p194 SR4A. Using a Background Count is not per those rules.
QUOTE (Marwynn @ Oct 17 2009, 11:16 AM)
I know it's not explicitly stated, though it is stated that Wards do alert their creator when they're attacked (p.125 Street Magic). But really, if the creator can feel it being under attack or being breached it can't feel it when it goes down?
It's probably one of those things the writers overlooked, they assume that anything that brings down a ward would be an attack.
If the ward goes down due to
it being attacked, yes, then the creator will be alerted. But not if the ward simple collapses due to other reasons.
Tymeaus Jalynsfein
Oct 17 2009, 03:25 AM
QUOTE (toturi @ Oct 16 2009, 09:20 PM)
That is not an attack on the ward, the collapse of the ward is simply a consequence of Background Count. A bad storm moves in, the Background Count increases, ward collapses. A huge 3 day rave gets on, the wards around the party collapse. A funeral possession passes through, ward collapses.
As well, attacking and attempting to break through a mana barrier is detailed on p194 SR4A. Using a Background Count is not per those rules.
I think that we are arguing semantics, but I do understand where you are coming from (since you generally use only what is explicitly stated)... And I had already perused the books that you reference, and there are also some relevant sectrions in Street Magic...
By the Way... I fail to see how a Rave is going to impact a corporate research facilities Wards, but that is really beside the point that was being made... In my opinion (and it is not RAW, as stated previously) Wards are such that any interuption of the integrity of the ward constitutes an "attack"... note that the definition of attack in the book is extremely vague, it just says "attack or attempt to breach"... admittedly, it is semantics on my part as well...
Keep the Faith Toturi...
Mordinvan
Oct 17 2009, 07:22 AM
QUOTE (Tymeaus Jalynsfein @ Oct 16 2009, 07:46 PM)
Rasdar is immune to the effects of Improved Invisibility, Chameleon Coating or Camoflauge... there is still a reflection... says so in the equipment's description...
Then I'd research a multi-sense improved invisibility spell that works on Radar too. Its using the same types of particles to detect you using the same principles as regular vision, just at a different frequency, so it really should be covered, but if its not, make a version which will work.
Mordinvan
Oct 17 2009, 07:26 AM
QUOTE (Tymeaus Jalynsfein @ Oct 16 2009, 08:06 PM)
I would ask you how the Ward would go down prematurely if it was not "attacked" or something attempted to "break through"... Please provide an example of such an occurrence...
Wards created in a Background Count are ususally attuned to that Background count and would not need to worry about such things... and artificial Background Count (like a Spell creating a BCG, or Astral Hazing, etc) would be an intentional act (placing in in conjunction with the warded area) which I would classify as an "attack" agains the integrity of the ward itself...
But you are right... I cannot find any explicit information that you are asking about...
Keep the Faith
Anything that generates background count in the area of the ward. Running new born children through a blender near the ward for example would generate a back ground count, but this isn't an 'attack' against the ward. Also the book is kinda specific about attacking wards last I checked, and no, not all wards at aspected to the background count of the area, and I don't even think that is possible to do. You can aspect the background count to the ward, if you're a geomancer, but I've not seen rules saying the reverse is true.
Deathmaster35
Oct 17 2009, 12:48 PM
QUOTE (Mordinvan @ Oct 17 2009, 03:22 AM)
Then I'd research a multi-sense improved invisibility spell that works on Radar too. Its using the same types of particles to detect you using the same principles as regular vision, just at a different frequency, so it really should be covered, but if its not, make a version which will work.
The invis spells are working in the visiable and near visable spectrums though, radar is fairly far off of that range. Even though they are part of the same EM spectrum they are in far off sections of it and different ranges of the EM spectrum exhibit far different properties so are not even very similar.
Keep in mind that the ultrawideband rader at best is rating 4, giving it only 4 dice to try to "see" something, so it really doesnt get much info most of the time.
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