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Other than spirits what can I throw at my players

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farfromnice

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« Reply #15 on: <12-10-14/1221:14> »
@Micheal Chandra : could show me where are the rules for object resistance, the Index in the core SR5 only show the Object Resistance Table

Thanks by the way to remember me some rules I forgot :P

Michael Chandra

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« Reply #16 on: <12-10-14/1238:47> »
The different spell-types all state when Object Resistance applies. Active Detection Spells are opposed by Object Resistance for mundane objects, Physical Illusions face OR versus non-living devices, Physical Manipulation is usually defended against by OR as well. Sensors are 9, drones are 15 though I would use Drone OR only against Detection and Manipulation, not against Illusions since those are only detectable by the sensors.
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ZeConster

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« Reply #17 on: <12-10-14/1257:11> »
Remember not to overdo it with your anti-mage security: on a CMP I participated in recently, I tripped a facility's Glomoss security layer with a long-range Clairvoyance spell (fortunately my spirit was done using it to scout and I had erased my signature by the time security arrived), so I used a long-range detection spell (at low enough Force that it left no traces) to trigger the Glomoss on random intervals. By the time we actually broke into the place, the response team had been downgraded 1 or 2 Professional Rating levels, the place was scheduled for maintenance the next day, and a dozen pedestrians had been arrested for littering and jaywalking by annoyed cops.

farfromnice

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« Reply #18 on: <12-10-14/1327:31> »
Ho ! I see it now ! Thank you

Does the spirit power Concealment affect the object resistance test ?

Michael Chandra

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« Reply #19 on: <12-10-14/1342:07> »
It does not. Only an actual Perception test is penalized. In other words:

1: The Invisibility faces Object Resistance or normal resistance test of any perceiver.
1a: If not pierced, only audio perception is possible.
1b: If pierced, normal perception is possible.
2: If a Perception test is possible and the circumstances do not allow for a stealth check against that kind of Perception test (such as a visual perception test in an empty corridor), the target is automatically perceived.
3: If a Perception test is possible and a stealth check is possible, an opposed test takes place.
4: Concealment works against the perceiver in this opposed test.
4a: For visual tests camouflage may apply.
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farfromnice

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« Reply #20 on: <12-10-14/1346:47> »
Mou HAHAHAHA *evil GM laugh*

Kincaid

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« Reply #21 on: <12-10-14/1551:06> »
Keep in mind that while there are tons of cool and creative security measures available in the Sixth World, budgets are still things so no single building is going to be able to afford them all.  Maybe a secure site has one or two curveballs to throw at the players, but most of it will still come down to how smart and well lead/trained the sec guards are.
Killing so many sacred cows, I'm banned from India.

farfromnice

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« Reply #22 on: <12-10-14/1558:56> »
yes, this is normally my first priority when designing security measures

but, even, for low key buildings some "interesting" security should be other thing than a ward and a watcher

McGuffin

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« Reply #23 on: <12-15-14/0605:10> »
You can also reduce the dice pools of people sneaking by quite mundane means to increase the chance to spot them.
For instance, you could force them to walk down a narrow corridor with a freshly cleaned and polished linoleum or waxed surface. Every step has the potential to make a small squeaky sound (we all know that sound by experience).

I once had a paranoid Yakuza boss build a security room to detect intruders where the ground was covered with thousands of tiny pebbles. Cameras were looking at the pepples with pattern recognition software running - sounding a silent alert if the stone pattern changed.
Smart runners found a way across the room without moving any pebbles of course, which lead to security measure two: if the door at the end was ever opened without any pattern change in the stones detected, the alarm would be sounded aswell.
It was a nice challenge for the team. It was unexpected and both, magician and hacker had to work together to overcome it. Was a fun evening.

Shaidar

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« Reply #24 on: <12-15-14/1430:27> »
I usually approach security measures as a mechanism geared toward getting the team to work together as opposed to a means to hamper a single operator.

From this perspective, McGuffin's Yakuza Boss I judge as good roleplaying making situation.

Sternenwind

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« Reply #25 on: <12-15-14/1737:10> »
Lucifer Lamp (AR p.66) and FAB I-III (AR p.65, SM p.126)

FAB III is mean little FAB mutant that chomps magic. And Lucifer light is dual, allowing astral objects and beings to throw shadows.


edit:
sorry bad habit, i edit it
and yes Hans is right, S. means Seite - german word for page
« Last Edit: <12-16-14/0220:05> by Sternenwind »

Namikaze

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« Reply #26 on: <12-15-14/1800:02> »
Sternenwind, what are those books and page references you've listed?  S.66?
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Herr Brackhaus

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« Reply #27 on: <12-15-14/1810:50> »
Namikaze
Based on the Sternenwind username, my guess is S. means Seite, which is German for page.

Arsenal, pages 65 and 66. Street Magic p126.

Namikaze

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« Reply #28 on: <12-15-14/2256:23> »
Ahhhh, that makes a LOT more sense then.  Thank you!  :)
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Mr. Black

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« Reply #29 on: <12-16-14/0002:23> »
Do not forget that Astral Space is another geographical plane. There are things and people there, roaming and rushing around, that have nothing to do with the runners or whatever they are running. When a magician projects astrally, there are other people and spirits around, and they don't have to be aggressive or predatory. Such as:
  • A magician from another runner team, just scouting out the same facility for a run next week
  • Same as above, but at an astrally protected facility. This magician is lost, keeps slamming into glow moss/ivy, is about to hit the deadly hour and is willing to ask for help getting out.
  • Just as the party's magician is about to cross the property line unto Corp territory, up janders and old buddy flashing through the astral. This old buddy now wants to stop and gab and catch up.
  • A watcher spirit, just hanging around. " HI! How are you? My master calls me Jobi. What's your name? Want to play?" and so on, and so on.
  • A dragon, also projecting. It should fly by, super fast, and scare them a little.

Really want to freak your players out? Next time they project, have a big, fat, Force 12+ free spirit waiting there. Just watching them. A roiling mass of air, with firey red eyes. Those eyes are BURNING into the mages. The spirit doesn't talk, it doesn't respond in any way, it just follows your mages. STARING at them. With those BURNING RED EYES. Doesn't matter where they go; into the Corp facility/back home/ to another plane, the spirit is following them. STARING AT them...