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knasser

And applying the same thought process on the direct vs. indirect axis, keep in mind that the drain difference between Ball Lightening and Powerball is only +2. Significant, but in proportion. I compare Ball Lightening to Powerball rather than Stunball because Powerball is a Physical spell and therefore closer in purpose. It's one of the aspects of Shadowrun that mages usually find it easier to affect living beings than technology. Attempting to "balance" things smears out these little advantages and disadvantages until everyone is the same. I liken Shadowrun to Rock, Paper, Scissors in that everything is stronger than everything else. So I'm against altering the magic system and the drain values.

A character will be good at some things and bad at others. When a mage fights drones, she should have a harder time. If this mage is outshining other players in combat then it is because the character posted is very min-maxed to do this. The best response is to include a wider range of situations.
Siege
QUOTE (knasser)
And it doesn't take a large degree of professionalism to get behind cover when you hear a gunshot or know you've got intruders. The world (and especially the US it seems) is full of people who want to think they're SAS types. I would imagine a lot of security guards being gun nuts and running Merc Warrior SIMS often enough. Given the lowish cost of the hardware and the high testosterone levels in the business, it would be more realistic for all of the guards to be toting Predators they bought themselves after Ares latest Penis Substitue ad campaign.

At the very least, I expect most of them grew up playing First Person Shooter games of various kinds.

Actually, most people tend to look around when they hear gunshots. Then they panic and flee, not dive for cover. That's instinctive. Freezing is also a natural reaction.

As for privately purchased firearms or cyberware, possibly. But then again, how regulated are individually contracted security guards? Right now, in the US, security guards usually have a fair degree of regulation - you must have so many hours of firearm safety, your weapon must fit within these specific parameters of caliber and a specific type of action. You must pass a background check and be licensed by the State in which you operate. There is also a distinction between my "individual right to bear arms" and "carrying a weapon for professional reasons."

This isn't to say you don't have the "I always wanted to be a cop but couldn't hack it" groupies or the "John J. Rambo" fanboys lurking in the wings, but they can't, fortunately, act on their fantasies beyond strutting around with delusions of self-importance.

An additional consideration is company liability - your privately contracted security guard goes nuts with his weapon and kills three people. The companies directly or indirectly involved are looking at lawsuits from the surviving families, lawsuits from innocent bystanders and the cost to their PR.

Before I enlisted, I worked for a private security company part-time. My job involved giving directions, filling out an incident log and walking around at night with a flashlight. If I'd been stopped by a cop while I was in possession of a personal firearm, I and the company that hired me would have been in all sorts of deep crap.

Back to the SR world - what visual or auditory cues accompany a Stun Ball? Besides guards passing out and hitting the floor, I mean.

-Siege
knasser
Very good points, and useful ones. I like good justifications I can use to support the printed material and legal and bureaucratic issues covers people buying their own weaponry (though I'll have it happen from time to time).

As regards the sound of gunshots, I remember watching the movie Heat with a friend from Brazil. She burst out laughing at a scene where the bank raid has gone wrong and the robbers are having a running shoot out in the street.

I asked her what was funny and she replied (apologies here - I'm quoting): "Americans! In Brazil, if you hear a shot, everyone is on the ground. They're (americans) all stupid!"

So you may have a point, but I think the typical armed security guard should be a bit better. And the UCAS of 2070 seems a lot closer to modern day Brazil than the US of today, yes?

As regards the obviousness of the Stunball spell, I would say that there probably aren't any auditory or visual cues short of the dull thwump of collapsing bodies, but the rules state that the Perception test threshold for noticing magic is the spell's Force - 6. The accompanying flavour text suggests that you have to see the magician to perceive the spell being cast, but it's a little vague. Dday's PC's Tac-Stun isn't going to be hidden from anyone in visual range, though.

-K.
toturi
QUOTE (Mercer)
But if they're that good, they'll be taking higher paying jobs against better opposition, so it should equal out. (If the runners can walk right over regular sec guards and are only challenged by the HTR teams, they should probably be raiding the places guared by the HTR-level guards.)

Why would they be taking higher paying jobs against better opposition unless they cannot get by on the lower paying jobs? Even if they do take the better opposition jobs, there can be only so many HTR teams around, I mean, there are only so many Red Samurai/Jaguar Guards/Firewatch teams. How many top flight shadowrun teams are there in the world? One of the strange things that I have not been able to fathom is the frequency at which better opposition keep popping up in some other games when the GM has informed you that you were facing the best of the best the previous time and you killed them all.

The runners do not need to take the higher paying jobs. If they are comfortable in their Medium lifestyle, when should they take the riskier jobs when they don't need to? Assuming that the players managed to keep you from burning their Medium lifestyles(or whatever lifestyle they are comfortable at) by doing the job cleanly, not biting off more than they can chew, etc, and they do not want to take the more difficult jobs and willing to that the slight hit to their rep, why should the GM scale the encounter to match the PCs?
knasser

Toturi - if you take that approach, then the honest truth is that most Shadowrunners could easily get regular employment that paid better than their illegal Shadowrunning lifestyle. Even those that are wanted criminals, murdered a corp employee or fled their last employers could be picked up by a rival corp. You think Renraku cares if you used to work for NeoNET and got into a fight with your manager and killed him? Of course not. They only care if you're likely to do it again. Someone who is a mage, or has the skills of a Samurai or a Hacker or an Adept is rare and valuable. If it's too hot in Seattle, ship them off to one of your subsiduaries in Hong Kong or South Africa or Dubai.

The key to making a game interesting is to create characters that do have a burning drive to achieve more.

But don't forget that there's the other side to the coin. Sometimes the jobs come looking for you and they don't wont take no for an answer. If you're that good, then maybe Lofwyr thinks you're just right for that special job. Don't want any more carrots? Fine - we have some big sticks with your party's name on them.
Apathy
Just my 2 nuyen, and your mileage may vary:

No single tactic will ever reign supreme for long before somebody out there finds counters to it. Just like entrenched defenses spawned the tank, which was countered by the mine (and eventually the ATGM), which now has reactive armor, etc. If stunball from a competant mage owns everyone, then very quickly R&D departments will come up with an optimal strategy to counter, and every govt agency and corp will eventually figure it out.

It seems like we've described 4 problems:
Problem 1: Optimized mages just generally kick ass.
Magic in general has pissed off corps around the world by allowing street punks a way to overcome their elite security, and they've been refining magical defenses for nearly 70 years in SR4.
  • Background count (BC) is the corp's best defense. Most corps (and maybe even the city in general, depending on the GM) will automatically have a minor BC (1). This can be enhanced by a number of active counter-measures.
    • There's an awakened plant listed in Street Magic that you can stick throughout the building that generates it's own background count of between 1 and 4 (depending on the size of the planter). This should be reasonably easy to maintain and cost effective.
    • Facilities where really strong emotions happen (torture, murder, religious epiphanies, etc.) could have higher natural BC. Some particularly nasty corps (Aztechnology?) might bring prisoners by for torture periodically just for the purposes of upping the BC. To be extra nasty, any background count can then by aspected to the company's mages, thereby giving them a boost while your team gets the shaft.
  • Now you don't have to have a mage for every facility in order for guards to get counterspelling. Guardian spirits have magical guard!
  • Drones are really hard to effect via magic. And if run by a compentent security rigger, they can be hard to subvert by the team's hacker as well.
  • Visibility mods and distraction mods mentioned earlier in the thread. And while these measures might be turned off by the hacker, the system may be set up to not respond to wireless (i.e. only hardline) when the security alerts are tripped.
  • Wards are cheap and ubiquitous, and require mages to power down all their foci and sustained spells and re-cast on the other side of the ward (possibly incurring drain), lose a service from their spirits in order to do a metaplanar bypass, etc - or immediately set off alarms.
  • Watchers are also cheap and ubiquitous, and can follow simple instructions like "alert me if you see any awakened people inside this ward". Zapping the watcher would also alert the summoner, so unless the mage has masking on himself and all his foci the alarm gets tripped.
  • Arsenal is rumored to contain many other counter-magic defenses which may also help.
Problem 2: Stunball seems cheaper and more effective than other types of Direct Damage (Manaball, Powerbolt...) combat spells.
It's true, in a limited set of situations. But it has some counters:
  • Against drones, cars, and other inanimate objects it's worthless.
  • Pain Editors are relatively cheap, and completely negate the short term effects of Stun.
Problem 3: Direct Damage spells (Stun/Mana/Powerball) seem cheaper and more effective than Indirect Damage spells (Lightningbolt, Fireball, etc).
Also true, but also are limited to a specific set of circumstances.
  • Can't damage what it can't see.
  • Doesn't have elemental effects and secondary effects.
  • Must overcome object resistance (4 hits for drones) to do any damage whatsoever. ID spells are less likely to do overwhelming damage in one hit, but more likely to do at least a little damage.
Problem 4: Guards are stupid. The PCs always get the drop on them, catch them bunched together, out in the open, and unprepared for the attack.
[edited] This might be your interpretation, but is not mine. Joe Blow security guard will always get blown away, but I believe that if Threat Response teams come they will use cover well, take advantage of the security rigger's intel, have superior knowledge of the building layout (i.e. know how to get in the back door through maintenance tunnels, etc.), and probably have better armor, weapons, have magical protection/spell defense/etc. YMMV.
toturi
QUOTE (knasser)
But don't forget that there's the other side to the coin. Sometimes the jobs come looking for you and they don't wont take no for an answer. If you're that good, then maybe Lofwyr thinks you're just right for that special job. Don't want any more carrots? Fine - we have some big sticks with your party's name on them.

The key is that you'd never develop the rep for being that good in the first place. You get a rep for being good at what you do but you are not or have not demonstrated the ability to make it to the big leagues. Unless you are saying that the PCs cannot be good enough to handle the sticks that come looking and keep a profile low enough that the sticks that they can't handle won't come looking.

It is rare to have a very good skill, true. But how does someone know you are that good? Reputation. And rep can be manipulated if you know how and given the rep mechanics of SR4, you can certainly manipulate it such that your rep is low enough to avoid scrutiny. The whole point is that if the PCs manage their rep well/keep a low profile/etc, why should anything big (sticks or carrots) come their way, especially if they do not particularly want those sticks or carrots?

Lowfyr thinks you are just right - sure, the GM is forcing us to do it, we can't really do anything but go along, because anything else will be just risking a Orbital Cow Strike or something similar.
Mercer
QUOTE (toturi)
It is rare to have a very good skill, true. But how does someone know you are that good? Reputation. And rep can be manipulated if you know how and given the rep mechanics of SR4, you can certainly manipulate it such that your rep is low enough to avoid scrutiny. The whole point is that if the PCs manage their rep well/keep a low profile/etc, why should anything big (sticks or carrots) come their way, especially if they do not particularly want those sticks or carrots?

If you're earning Karma, you're Rep should be going up. There's a weird little thing where you can buy down your Public Awareness by buying off Notoriety with Rep, but if you think about it, that means that in order to keep a low profile every few months you have to do something unprofessional and crazy. ("Whoops, my name is getting a little too well known in this city, better go throw the mayor under a bus on live tv, and rack up 2 or 3 Notoriety points and be a nobody again.")

Characters seeking out challenges appropriate to their skill level is based on two things. One, pc's tend to like to make as much money and karma as possible and two, the game is only fun if its challenging. (Those are my assumptions going into it, anyway.) So one rationale is in-game, one is meta-game, and of the two the second is really more important. If the players are bored, it doesn't really matter how the characters are doing.

To put another way, a Major League baseball player could quit the majors and become the most awesome softball player in his church league, but relatively few seem to take that option. In SR, a certain number of runners are going to not take risks and get by by doing low-paying easy jobs, but these aren't the runners the games will focus on. The games (hopefully) will focus on the people doing interesting things.

Siege
QUOTE (knasser)
As regards the sound of gunshots, I remember watching the movie Heat with a friend from Brazil. She burst out laughing at a scene where the bank raid has gone wrong and the robbers are having a running shoot out in the street.

I asked her what was funny and she replied (apologies here - I'm quoting): "Americans! In Brazil, if you hear a shot, everyone is on the ground. They're (americans) all stupid!"

So you may have a point, but I think the typical armed security guard should be a bit better. And the UCAS of 2070 seems a lot closer to modern day Brazil than the US of today, yes?

-K.

Two points -

1. Depending on how used you are to gunfire, maybe. Grow up in a rough neighborhood and hitting the deck is as natural as brushing your teeth in the morning. A buddy of mine could identify three or four different weapons by sound alone. Mind you, he was in high school at the time. Chris Rock makes the joke, "I grew up in a rough neighborhood. I didn't start walking until I was 15."

Conversely, it's one thing to know intellectually "ok, gunfire bad - I should be seeking cover before identifying the source of fire and returning fire" and the instinctive "whumph" of your chest impacting the ground before your brain catches up with "hey, was that a gunshot?"

Cops and Soldiers have more opportunities to learn that lesson compared to the average civilian from the 'burbs, but it tends to be a learned survival response, not a trained one. Just my two bits - I haven't had the opportunity to visit Brazil, but I imagine there are areas of the US just as bad.

Maybe an Edge - "combat survival: years of staying alive have drilled in you the importance of cover. At the sound of gunfire, make a Willpower Test to avoid diving for cover." to reflect life experience." No less silly than the "Common Sense" edges. biggrin.gif

2. I had to think about your argument for virtual trainers and its a good one. There are already concerns that the more lifelike games are basically glorified combat simulators - throw a couple of "Clint Eastwood VR sims" into the mix and you've got a sim junkie with an itchy trigger finger and some skills behind that finger. In some ways, that's worse than the "Jack the Ripper" BtL junkie. eek.gif

At which point, you have to decide the following:

a) How comprehensive was the company training? Would they have spent the time to expose their rank-and-file guards to VR training?

b) How did the guards take to the training? Enthusiastically? Went through the motions for a paycheck?

c) Do they leave their work at the door when they come home or do they spend their free time drilling muscle reflex as a hobby? (Don't laugh - you'd be surprised how many cops don't spend any extra time on a range.)

Just be prepared for PCs to make the same arguments for their own exposures to VR environments.

-Siege
toturi
QUOTE (Mercer)
If you're earning Karma, you're Rep should be going up. There's a weird little thing where you can buy down your Public Awareness by buying off Notoriety with Rep, but if you think about it, that means that in order to keep a low profile every few months you have to do something unprofessional and crazy. ("Whoops, my name is getting a little too well known in this city, better go throw the mayor under a bus on live tv, and rack up 2 or 3 Notoriety points and be a nobody again.")

Characters seeking out challenges appropriate to their skill level is based on two things. One, pc's tend to like to make as much money and karma as possible and two, the game is only fun if its challenging. (Those are my assumptions going into it, anyway.) So one rationale is in-game, one is meta-game, and of the two the second is really more important. If the players are bored, it doesn't really matter how the characters are doing.

To put another way, a Major League baseball player could quit the majors and become the most awesome softball player in his church league, but relatively few seem to take that option. In SR, a certain number of runners are going to not take risks and get by by doing low-paying easy jobs, but these aren't the runners the games will focus on. The games (hopefully) will focus on the people doing interesting things.

So what about buying off Notoriety with Rep? Simply failing a run gains you a point of Notoriety. You do not need to go out of your way to be unprofessional to do that. Killing an innocent person needn't be unprofessional, sometimes shit will happen. Hell, getting arrested almost certainly will net you 2 Notoriety, since the GM would give you a Criminal SIN. And incredibly bad luck simply happens, whether you are pro or not. And when a dragon tells you to work for him, you give him what he wants.

"My name is going to be a little to well known in this city. This run isn't as advertised, I'm not finishing this run. I'd rather be a nobody again than dead."

If the players want to play a game with lower pay(karma or cred) jobs that their PCs can easily overcome, why not give it to them?
Mercer
QUOTE (toturi)
If the players want to play a game with lower pay(karma or cred) jobs that their PCs can easily overcome, why not give it to them?

I have to say, this is not a point of view I run into a lot. Most players that I know tend to either want to optimize their advancement options (earn the most money and karma that their character can) or want to optimize their entertainment options (have fun at the table), and both of these tend to go hand-in-hand with a higher degree of challenge. Now, its possible to make the game too challenging and have the pc's have no realistic chance of success, and that is a mistake I've made as well. But either extreme tends to make for a game that isn't particularly enjoyable, either because the players feel they can't succeed, or they can't fail.

If I designed a series of runs in which the players got paid a small amount of money (marginally more than they needed to maintain their lifestyle) and had no chance of failing, I think by the third session the group would be bored out of their minds. I'd be bored out of my mind.

QUOTE
So what about buying off Notoriety with Rep? Simply failing a run gains you a point of Notoriety. You do not need to go out of your way to be unprofessional to do that. Killing an innocent person needn't be unprofessional, sometimes shit will happen. Hell, getting arrested almost certainly will net you 2 Notoriety, since the GM would give you a Criminal SIN. And incredibly bad luck simply happens, whether you are pro or not. And when a dragon tells you to work for him, you give him what he wants.

Except that your Rep and Notoriety together determine your Public Awareness. Let's say you've run enough that your Rep gives you a PA of 1; the cops are just starting to hear about you. Then you get arrested, pay down the Notoriety with Rep, and that lowers your PA. The cops have no idea who you are anymore because they arrested you. That doesn't make any sense. (It makes sense the other way, if you have a PA from a high Notoriety and you quietly and professionally go about your business for awhile and use that Rep to pay down the Notoriety to lower the PA, but if you do that long enough you're right back where you started with a high Rep raising your PA, and you have to throw the mayor under a bus on live tv to lower your public profile. Its wonky, is what I'm saying.)
kzt
It's this whole "logic in SR" part that I can't get my mind around. What lead you to expect that this was part of the game? Of course you can throw the mayor under the bus on live TV and nobody will recognize who you are, while if you just carry out secret jobs that are never reported to the cops for clients who never see your face or know your name it makes perfect sense that every cop in the region will have a whole file on you with pictures.
Siege
Has anyone given any thought to how a runner's rep might get around in certain circles, regardless of whether that rep was good, bad or ugly?

-Siege
hyzmarca
Having high PA from rep means that you're basically like The Jackal, the Master of Sinanju, or Fastjack. Everyone talks about you in hushed fearful whispers. They all know that you're a badass. It's like being the protagnist of an 80s Modern Ninja novel. Your like Nicolai Hel from Shibumi. Your name travels because you are perfect.

When you get Notoriety and buy it down, your name doesn't travel as much. People stop talking about you. You're no longer a perfect super-assassin so you're not constantly on everyone's lips. Your old news, yesterday's killer, and someone is already rising to take your place.

Its like being M.C. Hammer or Vanilla Ice. There was a month in the early 90s when they were two of the most recognizable and talked-about people in the world. Now look at them. When was the last time you pulled out U Can't Touch This and put it in your tape deck? When was the last time you did backflips to the Ninja Rap?
Mercer
@kzt: Fair point.
kzt
I wish it wasn't frown.gif
Mercer
That, too, is a fair point.

Personally, where the mechanics are wonked I'm fine with ignoring them. Public Awareness doesn't particularly seem like a place you'd need a mechanic, especially one that blows. But if I were going to whip something up on the spot, I'd keep Rep and Notoriety pretty much as they are. One acts as a Charisma bonus, one as a penalty, except to Intimidation where they combine for a bonus. Public Awareness would probably be based on the Total (not "bought down") Notoriety Score-- either the highest one-time total or the lifetime score.

Since I don't buy the "runners as rock stars" idea, I probably wouldn't have Rep add into Public Awareness. A runner who goes about his business quietly and subtly can probably run for years without amassing a PA rating, whereas the one that's throwing the mayor under a bus on live tv is probably going to rack up some impressive numbers pretty fast.

Just like I still know who Vanilla Ice and MC Hammer are, Public Awareness wouldn't be so easy to get rid of. I'd say a month in which the pc gains no new Notoriety points might lower the lifetime total by one, which could lower their PA (although it would take some time). Likewise, if the PA gets to high, they're going too have to do something drastic; fake their own death, hack Lone Star and trash their file, get a complete DNA swap, plastic surgery and a new life in the suburbs or turn themselves in and plead insanity.

Or we can just do what we did the past three editions and not worry about it.
kzt
Yep. For me "runners as rock stars" = 'Runners as John Dillinger' or 'Runners as Bonnie and Clyde'. And that didn't work out so well for anyone other then Frank Hamer and Melvin Purvis.
laughingowl
Hmm first:

Combat spells and overcasting:

In my games I house rule:

Direct Combat spells: Overcasting raise the 'potential' force but it is not automatic. The for is calculate as 'magic' + net sucesses (capped at the cast force).

So a Magic 6 mage, casting a force 12 stunball will Only get an effective force 12 stunball with 6+ net sucesses.

Basically overcasting allows the chance of an increase of effect (like every other spell catagory) rather then an autmatic increase.

Indirect Combat I leave alone, to improve them somewhat (and you get a double chance to resist). Overcast fireball can be VERY effective (even if the mage is likely to get burned bad too from drain).


Secondly: Just like foci, the rush (pain) of overcasting is addictive:

Look at using the addiction rules to limit overcasting to real emergencies.

I have them make an addiction check, with threshold being based off of: a) Amount overcast (force 7 at magic 6 is less addicting then force 12 at magic 6) and b) the number of times they have overcast with out rest. (generally session, but if they get extended downtime during a session then that will refresh it).

Once addicted EVERY time they cast a spell they have to make a check not to overcast it (even if overcasting would have no effect) as the crave the rush of the power flowing through them.



-------------------------------------------------------------

As to mundance dealing with mages.

Visibility: Vision enhancing eyewear is cheap... guard will have it... but does mages (using magic) no good.

Before guard go into a room, they are going to pop smoke.. sure it will hurt them some... (more then it likely hurts the sammies) but it can seriously drop the effect of the mage. (depending on if GM says NO line of sight.... or just visilibty penalties).

Two: Defending is an advantage. The 'first' strike intruders will likely get the drop and should (hopefully) easily netutralize. However, as soon as any kind of alarm goes off, the guards (not HRT) are going to go bunker mentality.

They will have defensible positions to man. They will be waiting for somebody to come through THEIR position.

If it is an 'important' facility, they will take appropriate measures.

Guard bnukers with one-way mirrored glass and gun ports. (nice armor for guards, no LOS for mages).

Beads / flaps / etc making curtains, to notice invisible people. If strands of beads move, shoot / trigger defense / etc.

Strobe lights...

Goggles (with flare comp) nicely help protect againt flares etc, yet if a mages is wearing them, he can't cast (does't have LOS) if he takes them off then he is hit with the strobes etc... (sure now a cybered mage, can ignore and still cast (since essence paid) but that means less than max magic...



Mages are rare but far from unheard of (and fairly high on the 'threat' risk of actually being involved with a breach).

While magic may or may not be involed, rest assured: Any half competent security force has atleast basic doctrine on how to minimize a mages advantages.
Cardul
Are these runs in Cubicles? If so, the guards should be spaced out, Cubicles are nice, square grids with passages between them. If the guards move one guard per passage, then there will be points where the mage cannot see them all.

Apply a background count of 1, so the mage can now only cast a Force 10 Stunball. Seed some of those BC generating plants mentioned above.

Have the area of the prize be guarded by an elite team, since an alarm has alrady gone off by this point if you have been stunning security teams. This team will consist of a Counterspelling specialist(literally: specialized in counterspelling Combat Spells), a combat-rigged Drone(with the Rigger controlling, and a Hacker sitting in the Drone to do counter hacking). There will be a third hacker doing over-watch in the room. There will then be two Samurai. Remember: Alarms have gone off somewhere by now, even if the team's hacker silences them, a well trained(and experienced) response team is going to give time for verification(in person) that the threat has been neautralized before going back to 'stand by.'

How ARE they knowing where the guards are, anyway? Seriously? They are in a corp building, so I am assuming the hacker is fighting through IC to get control of the security cameras? Is the hacker really THAT good that he/she can keep doing that? Seed some key areas with ECM(you know..the Stairwells and the elevators), have the security systems not be wireless, as well, and have their main processor be isolated, maybe with automated taser turrets(or HMG turrets with belts of Stick-n-Shock) guarding the door for anyone who does not give the correct secondary passcode to the wired(not wireless) code lock?

I do not think there is an imagination problem..I think there is the problem you are just too nice to them. You made a comment way back that sounded like you did not want to kill the PCs...why not? They know this, obviously, so of course they are feeling safe...seriously, maybe you should start planning to throw a total-party kill at them, or at least, total party capture..have them try to escape without all their toys!
toturi
Any GM can create a deathtrap dungeon to achieve a TPK. But remember there are often more players than GMs and you want to stay injury-free.
Ravor
True creating a death-trap dungeon with the aim of achieving a TPK is just being an ass, however in the Sixth World you don't have to do that in order to test the players, especially if they are used to being able Stunball the building's sec-guards by magically ambushing them almost every time and have such faith in the team Decker that the very idea of Matrix Security is even a joke to the DM running the campaign.

All you have to do is pretend that whoever designed the security for the building gets rewarded for every Runner team that it stops, if you want to play in 2070=2007 mindset then the designer gets a bonus, if you play in a darker world then the punishment for failure may be much, much higher. However in order to prevent the Dungeon of Doom he has to deal with a budget that is much too small to get everything that he wants and the wageslaves in the building has to be able to do their job.

Still, hardwiring most of the security systems, silent alarms, bunker-like checkpoints, strobelike effects with the lighting system, and some anti-Mage systems that only kick in if magic is suspected aren't unreasonable measures to have in any building that warrents hiring one of the most powerful and skillful mortal Mages in the 'plex to hit in the first place.


Besides, I still say that the Mage in question has better be one of the most paranoid Runners in the sprawl, because his raw power alone makes him a very attractive target, and throwing around magical Tac-Nukes like candy is almost certain to draw that type of attention his way.
Whipstitch
Agreed. Young deckers with chips on their shoulders were dumb enough to challenge FastJack all the time back in his prime and you could make a strong argument that he's just as dominant on the Matrix as any known Awakened runners are on the Astral.
toturi
QUOTE (Ravor)
Still, hardwiring most of the security systems, silent alarms, bunker-like checkpoints, strobelike effects with the lighting system, and some anti-Mage systems that only kick in if magic is suspected aren't unreasonable measures to have in any building that warrents hiring one of the most powerful and skillful mortal Mages in the 'plex to hit in the first place.

Only if the mage is reputated to be one of the most skilled mages in the plex and the person hiring him is hiring him specifically for that skill. You can be very skilled at counterspelling, you can be very good at summoning, but even to an insider, do you think that a Johnson or a fixer is going to care if you're better at spellcasting than summoning as long as you have a rep as a good shadowrunner?
Cardul
QUOTE (Ravor)
True creating a death-trap dungeon with the aim of achieving a TPK is just being an ass, however in the Sixth World you don't have to do that in order to test the players, especially if they are used to being able Stunball the building's sec-guards by magically ambushing them almost every time and have such faith in the team Decker that the very idea of Matrix Security is even a joke to the DM running the campaign.

My general take: Corp security is broken into three tiers, all security having bio-monitors:

Front Door: A guy sitting at a desk, watching x-rays and metal detectors. More important, though, for me, is that I assume that every division has its own entrances, and, in the interest of security, you will not have a guy from R&D be allowed to go in through the Human Resources entrance, or the maintanence entrance or the food services entrance. You keep schedules mostly the same, and always have two security guards at the desk(so that if one is sick, the other is still knowledgable about things), and you get them to the point where they know the people coming in by face as well as ID. AND you make sure all the employees know the guards by name. And, part of the security is to greet one of the guards by name as you come in. I also do the stairwells so they are entrance like, not just fire escapes, and put a welcome desk in front of each stairwell and infront of the elevator(as well as metal detectors, X-ray scanners, and a hardwired camera), with the same know people by face and name for the security guard there. These guys have the simple job of spotting if someone doesn't belong there, and are tasked to set off an alarm if someone does not match what things say they are supposed to be(I also put Jammers at these points.) These guards are kind of receptionist and security, but are non-combat guards.

Patrols: Patrols, again, keep the set areas, and know the people in their patrol area by name and face. They also know the maintanence people who might be showing up in their area by name and face. They may have set areas, but they vary their patrol routes. These guys have heavy pistols, and stun grenades, and decent armour. They also have helmets with smart link, thermo-vision, and image links, as well as flare comp.

Objective: Objective security are the security assigned to key areas. These are built with Prime Runner rules, and are going to be at those points where sensitive materials are kept, generally, what the runners are after. These people work well together as a team, and are basicly what the runners do not want to run into. I assume there are two objective teams in a facility: one for the actual objective area, and one as a response and pursuit team. These teams always include one mage with high banishing and counterspelling skill.

My objective is to make things where one mistake can be lethal to the players. They need to always feel that they are in danger. If they are not sweating, if they are not worrying that their characters might die, then I am not doing my job right. Because, if that is not the case, then I am not challenging them. Who ever talks and brags about the milk run? Who talks about their run ending with a mage duel on a roof top, in the rain, while the hacker is fighting for his live on the net, and the samurai is holding off a platoon of corp mooks lead by near sammies? Going easy on players is not something anyone should do, though realism is always a good temper.
Ravor
QUOTE (toturi)
Only if the mage is reputated to be one of the most skilled mages in the plex and the person hiring him is hiring him specifically for that skill. You can be very skilled at counterspelling, you can be very good at summoning, but even to an insider, do you think that a Johnson or a fixer is going to care if you're better at spellcasting than summoning as long as you have a rep as a good shadowrunner?


And my point is that given the fact that unless I'm misremembing the Character Sheet that was posted on the board the Mage is considered World Class in general spellcasting and even better at manipulation spells, has the most raw power that any non-Graded mortal Mage can possibly have, and according to the DM routinely throws magical Tac-Nukes around like candy. So yes I think it's safe to say that that kind of behavior coupled with the skills to back it up would quickly build the necessary rep to make the Mage's life living hell.

Besides, whether or not a Johnson knows or cares about the details of the Mage's skillset is moot because any Fixer worth a damn is going to care, and you can bet that the high-end Fixers always have their ears to the ground in the search of new high-end talent.

toturi
QUOTE (Ravor)
And my point is that given the fact that unless I'm misremembing the Character Sheet that was posted on the board the Mage is considered World Class in general spellcasting and even better at manipulation spells, has the most raw power that any non-Graded mortal Mage can possibly have, and according to the DM routinely throws magical Tac-Nukes around like candy. So yes I think it's safe to say that that kind of behavior coupled with the skills to back it up would quickly build the necessary rep to make the Mage's life living hell.

Besides, whether or not a Johnson knows or cares about the details of the Mage's skillset is moot because any Fixer worth a damn is going to care, and you can bet that the high-end Fixers always have their ears to the ground in the search of new high-end talent.

Unless the fixer himself is a mage himself or has got the low down from a mage, how is he going to verify whether this new guy is good?

You might be high end and very good but if you do not have the rep to match, then how are the fixer/s going to know if you really are that damn good? You can be the world's fastest runner but if you have never ran in a recognised competitive race, do you think that you'd be crowned as the world's fastest man?

If the mage throws magical tac-nukes around and the magical investigators that come around can assense the signature and work out that whoever threw the spell/s is very powerful, word may get around that whichever mage made that run is very strong indeed. And you'd think that the mage's fixer would be the first to put 2 and 2 together and whether the fixer to keep a lid on the thing or whether he puts the word out that he knows a top notch spellslinger is completely up to the GM since the fixer is an NPC. So no, I think that it is foolish to assume that the kind of behavior backed up with the skills would quickly build up the necessary rep unless the GM chooses to deem it so.
Glyph
There have been a lot of good suggestions about how to keep a spellslinger in check, but looking at the original problem, I don't see how much of a "problem" it really is. Essentially, a group of professional shadowrunners get the drop on a group of mooks who are all clustered together. Okay... at that point, it should essentially be an easy kill for the team. But what does the mage do? He overcasts a spell, and essentially both wounds himself a box or two and burns a point of Edge, all to do what could have been done in any number of other ways.

Overcasting and stunballs aren't broken. Most mages will break out that kind of firepower only when they have to - why risk injury, and expend that precious Edge, unless it's a desperate situation? The real problem is twofold. The group seems to be surprising these mooks on a regular basis, and the mage seems to feel secure enough to take on wounds and spend Edge when he doesn't really need to.

From the description of other encounters by the GM, he does seem to be able to challenge them, so it's hard to see what could be causing these two problems. All I can suggest, not knowing all of the circumstances of the campaign, is to maybe mix up the security measures a bit more, and hit them unexpectedly a few more times after they think the run is "over". Make that mage who's down a few boxes of physical and some Edge sweat a bit.
Spike
Toturi: I think you are trying way to hard. This mage is not theoretical, he exists in this particular game, he has this many dice to toss for mojo, and he regularly drops a force 12 spell two or three times a run.

He's not some guy out in the savannahs of Africa outrunning horses for the amusement of tribesmen without electricity or indoor plumbing.

He's in a major city, in a subpopulation that is pretty small, and he's hitting up corporate sites with this force 12 mojo.

Ergo: He has a rep as a mothefucking badass mojo slinger. His Fixer isn't going to keep that under his hat. Think of the fixer as an 'agent' for talent if you like, he needs to get the word out and get his boy employed for the best bucks he can for his OWN wallet. If anything the fixer is more likely to exaggerate his power, not undersell it.

You want to be a super-swoopty ninja mega-mage? Don't toss force 12 spells off like it was easy. If you use the Mojo, people will know you have it.
GentlemanLoser
But isn't it actually relatively easy for *every* Mage (or rather every Mage that's good enough to still be alive and/or a PC/NPC...) to toss off high force spells?

Maybe the penalty for overcasting just isn't enough...

Bsides the inherant problem of it being too easy to become/start as a world class *anything*. With zero being classed as everyday knowledge, and three being Professional (and the average to expect from a starting character).

Hell, I'm barely at a professional level in anything (bar the RL stuff I've been doing for years and years, like driving...), but the game expects begining charcaters to be professionals in multiple areas, unlike someone who has usually dedicated thier life/focus to becoming a professional *something*.

Take the sample Ganger for example. He's an Expert in Street Ettiqute, to the levels of a Corporate Vice President, an F1 quality Biker, and a Veteren (over 4 years of professional expertise) in both Urban Survival and Shadowing.

Let alone all his Combat and Intimidation training.

From there, it's a simple step to become world class. In multiple applications.

If a beginning, sample charcater is expected to be that good (and NPCs by comparison) then the general standard for the world is to be that good.

It's gonna take a hell of a lot more than being just *World Class* to stand out from the crowd. wink.gif
knasser
QUOTE (GentlemanLoser)
Take the sample Ganger for example. He's an Expert in Street Ettiqute, to the levels of a Corporate Vice President, an F1 quality Biker, and a Veteren (over 4 years of professional expertise) in both Urban Survival and Shadowing.

Let alone all his Combat and Intimidation training.

From there, it's a simple step to become world class. In multiple applications.

If a beginning, sample charcater is expected to be that good (and NPCs by comparison) then the general standard for the world is to be that good.


It is true that the sample PC has that level of skill, but if you look at the sample gangers in the NPC section, you find that they are much more in line with what we're told are typical ability scores. The sample Halloweener doesn't even have a motorbike skill and they're a motorbike gang.

PC are supposed to be exceptional. The sample PC is not just a ganger, but someone who has moved into Shadowrunning and I expect him to be better than most. Given the character's poverty of cyberware there's plenty of room for growth.

Shadowrun is a little different from a lot of other RPGs, in that personal power is not the thing that really determines how dangerous a character is, but rather cunning and preparation and contacts.

I'm not entirely certain of your point, but if it is that the Stun Master posted earlier shouldn't be considered unusually powerful, I disagree. This is a character that is highly optimised to doing what he does. Most people never come close to fulfilling their potential. I know I've never stuck to martial arts as rigorously as I could have and it isn't because I couldn't have. Most people reach a level of "good enough" and stop. Just because in theory, everyone can get their a skill up to 6, doesn't mean that most do, unlike PCs who tend to be driven or dramatic characters. We also have to ask whether we can realistically apply the simple karma rules and progressions to the whole world of NPCs. It's clear that we can't do that. Not everyone has the capacity to get to a particular level regardless of desire. I've done a fair bit of weight training and I can move a reasonable amount of weight, but I know that I could never reach the levels of the world's strongest individuals because I simply don't have the rhinocerous DNA they appear to have spliced into their DNA (I'm more the sprinter type biggrin.gif ).

By the descriptions of ability levels in that book, the Stunball character earlier is a heavily optimised, world expert in combat spellcasting. And if that wasn't the sort of game that was wanted, the GM should have discouraged it in favour of broadening out into other areas.
toturi
QUOTE (Spike)
Toturi: I think you are trying way to hard. This mage is not theoretical, he exists in this particular game, he has this many dice to toss for mojo, and he regularly drops a force 12 spell two or three times a run.

He's not some guy out in the savannahs of Africa outrunning horses for the amusement of tribesmen without electricity or indoor plumbing.

He's in a major city, in a subpopulation that is pretty small, and he's hitting up corporate sites with this force 12 mojo.

Ergo: He has a rep as a mothefucking badass mojo slinger. His Fixer isn't going to keep that under his hat. Think of the fixer as an 'agent' for talent if you like, he needs to get the word out and get his boy employed for the best bucks he can for his OWN wallet. If anything the fixer is more likely to exaggerate his power, not undersell it.

You want to be a super-swoopty ninja mega-mage? Don't toss force 12 spells off like it was easy. If you use the Mojo, people will know you have it.

You can drop Force 12 Stunballs all day long, but as long as the signature isn't assensed and it is not linked to the spellcaster, there is no one to associate the signature to.

Ergo: He does not have a rep as a badass spellslinger. His fixer may or may not know that he is that good. I look at the fixer as a handler more than an agent. This is the shadows and the way I run my fixers (at least the good ones) according to this trusim: "There are old spies and there are bold spies, but there are very few old and bold spies." If anything, the fixer will tell the spellslinger to cut down on the overkill because he is drawing unnecessary attention.

You want to be a ninja megamage? Make sure there is no evidence to link you to the deed, just like any other shadowrunner. Use the mojo, as long as you clean it up or if you know by the time the forensic mage gets here, the signature will be long gone, people won't know about your uberness.
Siege
Since we're going to keep whipping a dead wageslave:

What kind of relationship does the runner have with this fixer? What kind of jobs does the fixer usually pass along - high nuyen or pizza runs?

Established fixers can be downright violent regarding their reputation as their ability to get work rises and falls based on their rep. In that respect, one would expect fixers to case the talent or at the very least have a pretty good idea of what his prospective employees are capable of.

It's all kinds of embarrassing if you contract a magical protection job to a crew who doesn't have any magical talent on tap. This is not to say it can't be done, but it would be a leap of faith for the fixer to say "sure, I trust this crew to make it happen, even though they have no magical assets in-house." Especially since it's the fixer's head on the chopping block if things go badly.

-Siege
GentlemanLoser
QUOTE
I'm not entirely certain of your point, but if it is that the Stun Master posted earlier shouldn't be considered unusually powerful, I disagree. This is a character that is highly optimised to doing what he does. Most people never come close to fulfilling their potential.


It was. wink.gif

At least I think. I'm probably still ranting over Direct Spells somewhere there as well!

But power levels are really subjective. More on that below.

QUOTE
I know I've never stuck to martial arts as rigorously as I could have and it isn't because I couldn't have. Most people reach a level of "good enough" and stop.


Oh I agree, whole heartidly.

But that's RL. wink.gif

NPCs aside for a minute, look at the sample characters. The mages have Spellcasting/Summoning of 5. And a Magic of 5.

From there, it's one step, and a handful of games worth of Karma to be the *worlds best* and lobbing force 12 spells around with impunity. So really, that Mage shouldn't be considered too above the norm (can't remember the exact build, but it's the force 12 stunballs everyone's talking about!)

Yeah you're limited (usually) to one skill at 6 or two at 5 at creation. And a normal Maximum stat costs a lot. But you're not discouraged from designing your Runner like that (GM's limiting builds for thier settigns aside... It's all subjective! nyahnyah.gif). I'd go so far as to suggest you're actually encouraged to build the best 'Runner you can, to specilaise in the field you want to take. Otherwise the competition will swallow you. And the good jobs/fixers/Johnsons will go elsewhere. Perils of a corporate society...

(That's not to say you shouldn't ever build a non optimised or even purposly 'flawed' character. It's all about the role playing, and I'm an staunch supporter that the stats should always reflect the character. But the guys that are gonna get the Rep and the good jobs are the guys at the top of thier game. Usually. wink.gif )

Most npcs don't come up to this standard, but the vast majority are mooks. And expected to be mooks. And this is what the Professional Rating system is for.

PCs, and thier power levels, are the standard, or expected level for professional Runners. And the same standard should be expected of NPC runners (or Prime Runners / High Profession Grunts). Which makes it a hell of a lot harder to stand out from the crowd. (Unless it's your setting to have your Runners better than thier peers, in which case it doesn't really matter if the Stun Master is world class at casting, he'll get the Rep just by being him. wink.gif )

Just being able to chuck a force 12 spell wouldn't cut it.

You would start to get Rep and recognition for actually doing things (or having things attributed to yourself, whether you were invovled or not...) that people would take note of.

But in a sea of Magic 5/6 Mages all with the ability to overclock themselves, casting overclocked high force spells won't get you noticed.

wink.gif

Oh god I'm just rambling on now. frown.gif Time to stop! nyahnyah.gif

Just want to touch on;

QUOTE
Overcasting and stunballs aren't broken. Most mages will break out that kind of firepower only when they have to - why risk injury, and expend that precious Edge, unless it's a desperate situation?


The Mages I know, unless they know there's a couple hours of down time coming up to rest, would much rather overcast by one or two force. Just to take Physical damage and not stun.

Larger tracks, and the ease (through Heal spells or First aid) to get rid of a couple of points of damage over a couple of points of stun makes it more attractive in a drawn out situation.
Fortune
You can heal Stun damage with First Aid, but you can't heal any kind of Drain (Physical or Stun) via Magical means.

Form the Shadowrun 4th Edition FAQ ...

QUOTE (SR4 FAQ)
Can Physical Drain be healed by magic?

No. Damage from Drain must be healed by regular mundane medical care and/or rest.


GentlemanLoser
Gah!

Larger track it is then. nyahnyah.gif

Hmmm... This is gonna start to get into marking different types of damage differently ( / X * Style...), as if the only heal once per injury wasn't enough (I know why it's there, it just leads to PCs cutting themselves)...

Edit: Note to self. Read the FAQ.
Fortune
QUOTE (GentlemanLoser)
This is gonna start to get into marking different types of damage differently ( / X * Style...), as if the only heal once per injury wasn't enough (I know why it's there, it just leads to PCs cutting themselves)...

The limitation is one injury or set of injuries.

An example ...

QuikRik is cruising downtown (at full health) when he runs into a couple of Halloweeners out for some fun. Thinking quickly, he turns his bike and runs over the first ganger, getting thrown into a dumpster in the process (2P damage).

Now it's on, and the non-broken 'weener starts taking pot shots at our hero, even winging him twice (1P and 2P respectively) before Rik can blow his head off with his trusty Predator.

Rik picks up his bike, and luckily it roars to life under his shaky ministrations in time to hightail it away before the 'Star responds. A couple of blocks away, he slips into a friend Faye Talitie's pad and flops down on the couch to tend to his injuries (totaling 5P). The whole group would be treated as one set for healing purposes.

Borrowing Faye's medkit, Rik manages to heal up 3 boxes of damage (bringing his current Wound Level down to 2P). If he then falls asleep and Faye manages to inflict another wound on him with her butcher knife (she's out of practice and slips at the last minute, only doing 5P), then after he has finished her off, he could only attempt to heal the new wound (and any other subsequent wounds if applicable, regardless of source or type of injury) received since his last First Aid/Medicine (or even magical) attempt (only the 5P in this case, as the previously received 2P is considered a separate wound set).
GentlemanLoser
wink.gif The cutting themselves was a little tongue in cheek.

I know it works that way, but it's far to much book keeping with SRs single damage style track for my liking.

What does everyone use to record the difference between normal and Drain damage?

And how does everyone record individual sets of first aided wounds?
Fortune
Colored pens or pencils ... or even just little notes to yourself. I've never really found it too taxing, even after 4 editions. smile.gif
Riley37
There was a separate thread about 4E rules on damage, and the wierdness that results from two unrelated damage tracks. I'd design mages with high Willpower and thus a large Stun track, and only rarely have an equal or larger BOD-based Physical damage track. Especially if I were designing a mage to soak Drain. Largest pool I've seen to resist Drain: elvish shaman with CHA 7, WIL 5, plus fetish on the high-drain spells, total 14. He doesn't yet have Concentration; what else do people use to survive overcast levels of Drain?

That shaman doesn't go for damaging spells, though. He specializes in Illusion, Detection and Health, which happen to be the three schools for which shamanic bound elementals can sustain spells. Increased Reflexes plus Combat Sense plus Invisibility equals enough buff to fight an adept or sammie; add a Weapon Focus and that's lotsa magic which never gets Counterspelled.
Glyph
One example of a Drain-soaking PC would be a dwarven hermetic mage with soft-maxed Logic (5) and Willpower (6), Cerebral Booster: 2, Focused Concentration: 2, and a Fetish limitation of his spell to add 2 more dice. That's 17 dice there, and 3 more if you get a Force: 3 spellcasting focus and use the dice for Drain (although some people think the erratta disallows that option).

By the way, I don't think that spirit-sustained spells are any less susceptible to being dispelled - they just don't distract the mage using spirits to do it, at the cost of expending the binding materials.
Spike
Toturi:

Is he doing runs in a vacuum? No. Someone hires him, probably several people hire him. He's been doing this for some time, apparently. We could even argue that his force 12 stunball is a signature move. It doesn't matter if his signature is getting assensened or not, thats entirely unrelated.

Sure, you COULD have some ninja megamage with no rep at all go around doing shadowruns with force 12 overcasted stunballs... Of course, he doesn't work with a fixer, doesn't get his jobs from a Johnson, and he has no team mates... and STILL he is going to get a rep.

It'll be 'There's this dude. No one knows his face, no one knows his name. All they know is that once a week he hits a corp site like a shadowrunner and lays down the almighty fucking mojo... I'm talking MASSIVE spells. Heard he cleared out the entire perimeter of Aztech's R&D facility, you know the one, with ONE Spell. ONE SPELL!!! Man! Do you KNOW what kinda mojo that takes?!!. And get this: Nobody ever dies. Just wake up with massive headaches. They call him the Ghostmage'.

Yup. Still gets rep.

Even with no fixer who knows his name. No Johnson who has ever hired him, no body to buy the swag from him. Of course, now we have to question exactly WHY he is shadowrunning and what the hell he's doing with that loot....
deek
QUOTE (GentlemanLoser)
wink.gif The cutting themselves was a little tongue in cheek.

I know it works that way, but it's far to much book keeping with SRs single damage style track for my liking.

What does everyone use to record the difference between normal and Drain damage?

And how does everyone record individual sets of first aided wounds?

Honestly, I don't bother with that...just because I am the GM doesn't mean I have to micromanage all the details. We have one player that has First Aid and one that is a mage. When it comes time to heal, they talk amongst themselves to figure it out...

My players are mostly honest, so I don't worry about it.
toturi
QUOTE (Spike)
Toturi:

Is he doing runs in a vacuum? No. Someone hires him, probably several people hire him. He's been doing this for some time, apparently. We could even argue that his force 12 stunball is a signature move. It doesn't matter if his signature is getting assensened or not, thats entirely unrelated.

Sure, you COULD have some ninja megamage with no rep at all go around doing shadowruns with force 12 overcasted stunballs... Of course, he doesn't work with a fixer, doesn't get his jobs from a Johnson, and he has no team mates... and STILL he is going to get a rep.

It'll be 'There's this dude. No one knows his face, no one knows his name. All they know is that once a week he hits a corp site like a shadowrunner and lays down the almighty fucking mojo... I'm talking MASSIVE spells. Heard he cleared out the entire perimeter of Aztech's R&D facility, you know the one, with ONE Spell. ONE SPELL!!! Man! Do you KNOW what kinda mojo that takes?!!. And get this: Nobody ever dies. Just wake up with massive headaches. They call him the Ghostmage'.

Yup. Still gets rep.

Even with no fixer who knows his name. No Johnson who has ever hired him, no body to buy the swag from him. Of course, now we have to question exactly WHY he is shadowrunning and what the hell he's doing with that loot....

Incorrect. Someone hires him. But does he wave his high Force Stunball around as a marketing tool? You are assuming that just because someone uses something often, that something becomes associated to that someone and that someone is known for it. I could argue that his force 12 stunball is not a signature move, but just something well within his capabilities. Just because he gets his jobs from a Johnson and has a fixer does not mean that they know that he dropped the guards with just 1 spell. How do people know that there is only this 1 guy? How do you know that there is only 1 spell? Yes, you as a GM or player know that, but ask yourself if the same result can be accomplished with multiple lower Force Stunballs and if that is worth such a earthshaking reputation then. Take the result of those massive Stunballs and ask yourself how can this be accomplished? All you have is a group of security guards who wake up with massive headaches. You know the truth is that they got hit by 1 big spell.

You are mixing IC knowledge with OOC knowledge in your description. I do not know what happens at your table, but I do not let my PCs get away with using OOC knowledge IC. And I certainly will not set an example of mixing IC knowledge and OOC knowledge as a GM. I know, that does not mean that my NPCs will know. If my NPCs do not know, then where does the rep come from?
FrankTrollman
QUOTE
The sample Halloweener doesn't even have a motorbike skill and they're a motorbike gang.


The Halloweeners are not a Go Gang, though they do on occassion clash with Go Gangs. They run around in halloween costumes and vandalize corporate property in the Downtown Seattle region.

They've also been killed almost to a man in the canon story line like 4 times since their introduction in 2050. Which means that they all die as often as Presidents are elected.

-Frank
knasser

I can see that there's a nice little dispute brewing over whether the Sultan of Stunball gets a super-rep or not.

Honestly, you could play it either way, adjusting based on the fixer in question. As the fixer's personality and way of business is under the control of the GM to determine, neither attitude can be said to be correct outside of an individual game.

The most likely cause of a growing rep, imo, is not the fixer who probably wont get the amount of detail back after a run to make such judgements, but rather the corps / law enforcement and the PC's own team mates. A corp may not have their own wage mage, but after a magical assault, an expert will probably be called in to check for astral signatures, review security footage, interview survivors, etc. She will know that someone beyond normal abilities was there from this evidence and will share the knowledge with others, even if it's just the accompanying detective hearing her go "frag me" when she assenses.

However, these circles aren't likely to be the circles that the PCs move in (though it can leak back). More probable, is that one of the mage's team mates will be pumped full of novacoke and regaling the rest of the patrons of a bar with a graphic description of how is friend knocked out fifteen people with a single arcane word.

Okay, perhaps not that extreme (we hope), but that's where the information will first come from.

At least in my game. If the low-lying mage has a team with a similar attitude to avoiding success, then they might pull it off for a long time until Lone Star finally puts all the pieces together and identifies the super-mage. But no absolute verdict on this will be reached in this thread, as the factors that effect it are all down to GM preferences on NPC personalities.

I will say I've never actually come across a player that wanted to play below their character's ability though.
knasser
QUOTE (FrankTrollman)
QUOTE
The sample Halloweener doesn't even have a motorbike skill and they're a motorbike gang.


The Halloweeners are not a Go Gang, though they do on occassion clash with Go Gangs. They run around in halloween costumes and vandalize corporate property in the Downtown Seattle region.

They've also been killed almost to a man in the canon story line like 4 times since their introduction in 2050. Which means that they all die as often as Presidents are elected.

-Frank


Really? I knew all of that except that I had them fixed in my mind as being a go-gang. Probably some story about another mounted battle with the Ancients I once read. Oh well, too late for my game now. I'll keep it in mind for talking to other GMs, though. Thanks.

I've always liked the Halloweeners. They keep getting killed and they keep coming back. I think the recruiting power of being able to dress up in the outfits must just be too irresistable to a certain sort of person. biggrin.gif
Jhaiisiin
QUOTE ("toturi")
Incorrect. Someone hires him. But does he wave his high Force Stunball around as a marketing tool? You are assuming that just because someone uses something often, that something becomes associated to that someone and that someone is known for it. I could argue that his force 12 stunball is not a signature move, but just something well within his capabilities. Just because he gets his jobs from a Johnson and has a fixer does not mean that they know that he dropped the guards with just 1 spell. How do people know that there is only this 1 guy? How do you know that there is only 1 spell? Yes, you as a GM or player know that, but ask yourself if the same result can be accomplished with multiple lower Force Stunballs and if that is worth such a earthshaking reputation then. Take the result of those massive Stunballs and ask yourself how can this be accomplished? All you have is a group of security guards who wake up with massive headaches. You know the truth is that they got hit by 1 big spell.

You are mixing IC knowledge with OOC knowledge in your description. I do not know what happens at your table, but I do not let my PCs get away with using OOC knowledge IC. And I certainly will not set an example of mixing IC knowledge and OOC knowledge as a GM. I know, that does not mean that my NPCs will know. If my NPCs do not know, then where does the rep come from?

I'd say that's not exactly IC/OOC mixing. That's the power of a rumormill. "My chummer over at the azzie place down town had a drekked up day the other day. Here's what he told me..."
One person will say one thing to the wrong person, and by the time it hits general public, it could be blown way out of proportion. It'll either be one supermage, or a full legion of shock troops that only overwhelmed security by attrition. If you honestly believe this is a case of IC/OOC mixing, then you've never seen a true rumormill in action. It's scary what can come out of one with just the right words said to the right person at the right time.
toturi
QUOTE (Jhaiisiin @ Dec 29 2007, 04:26 PM)
I'd say that's not exactly IC/OOC mixing.  That's the power of a rumormill.  "My chummer over at the azzie place down town had a drekked up day the other day.  Here's what he told me..."
One person will say one thing to the wrong person, and by the time it hits general public, it could be blown way out of proportion.  It'll either be one supermage, or a full legion of shock troops that only overwhelmed security by attrition.  If you honestly believe this is a case of IC/OOC mixing, then you've never seen a true rumormill in action.  It's scary what can come out of one with just the right words said to the right person at the right time.

True. It can be a rumor, but the rumor can just as easily be disinformation that deflects attention away from the runner or has but the vaguest of associations to him. Or the rumor could die stillborn. This rumor can happen even if he did not go around slinging Force 12 Stunballs. How is this rumor associated with the runner? It needn't be, it could be just as easily point to anyone of the Awakened population. That the rumor points to the runner is a GM choice and is a case of IC/OOC mixing.
GentlemanLoser
QUOTE
She will know that someone beyond normal abilities was there


And this is what I take issue with. wink.gif

Beyond normal? Surely not for any Shadow Runner worth their salt assaulting that complex.

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