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How to confine a magician?

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faffner

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« on: <03-17-15/1248:30> »
Hello fellow chummers!
Our team meets a Mr. Johnson at an airport check-in or inside the Fort Lewis Zoo.
In high security zones its easy to prohibit swords, machine guns and rocket launchers. How about magic?

What does it take to make sure a magician does not endanger a plane, a Mr. Johnson or other high security areas?

My ideas:
1. patrolling mages/spirits (with an army of bound spirits on stand-by for special moments)
2. licenses for magicians
3. some kind of controllable temporary disruption field confined to a specific area to raise the background count?

8-bit

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« Reply #1 on: <03-17-15/1258:35> »
Or if you want to be a jerk to the mage (aka, top-security flights), use Mystic Cuffs/Mystic Jackets.

Page 214 of Street Grimoire.

adzling

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« Reply #2 on: <03-17-15/1317:25> »
High Background Count

Mage cuffs, mage mask


Top Dog

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« Reply #3 on: <03-17-15/1333:00> »
The Aspect Mana Line ritual and the Mana Static spell increase Background Count, making it harder for mages to operate (they do it in wildly different ways).

Mana Wards stop spells, spirits and active foci. It's not a total defense (a mage can just deactivate them and cast them later) but it helps.

Assensing (from a magician or patrolling spirit) will sense the above, and will also detect mages that don't have those things active. You only need a single hit to detect a magically active individual (more is better, of course). Couple with license checks to see that only licensed mages are allowed on.

Of course, all of the above can be defeated, but that's what makes the game fun!

SichoPhiend

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« Reply #4 on: <03-17-15/1344:48> »
Watchers and Spirits to ID a mage as they enter the premises.  Have their Commlink indicate that law enforcement just checked their licenses, if they have any foci (active or not) or active spells on them They will be stopped and questioned.  Just because you have a license for it doesn't mean you can carry it anywhere (at least in the case of foci), don't believe me, see how far your concealed carry permit gets you at an airport.  If they tried 'sneaking' something on-site, have security watch them like a hawk.  If they didn't try sneaking anything in, have a watcher tag along with them to report to security if they do something, make the watcher 'chatty' and say thing things like 'I'm gonna tell on you!' if they start to do something.
I find that mages tend to keep their cool if they have been identified by people that believe in 'Geek the mage first', but your mileage may vary.
A wise man once said that with increased intelligence comes the increased capacity to feel pain.
Therefore, if ignorance is bliss, enlightenment must be pure hell.

psycho835

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« Reply #5 on: <03-17-15/1405:43> »
Lots of GloWands to detect more subtle use of magic.

cantrip

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« Reply #6 on: <03-17-15/1413:09> »
Mage cuffs, mage mask

^^^
Definitely for a restrain the mage situation!

For a Johnson/Fixer keeping runners in line? Reputation might be a good way to go -- if you make a mess of things using magic, you'll start to be known as that half-cocked crazy mage/shaman. When jobs start dropping off because your too much of a loose cannon, it's not too much different from a street sam known for being particularly aggressive or violent. Only certain types of jobs get thrown their way -- usually with double crossing messy ends! ;)
A Johnson could reward 'good behavior' -- just like the mundane members of a team, if the mage completes the mission discreetly and quietly, the Johnson may take notice. A little extra nuyen and the opportunity to move up the chain to the next higher Johnson. More nuyen, more equipment, perhaps a magical group takes notice of the professionalism and approaches the character. These are definitely not quick security measures - but given time, it will help your magicians grow as well as the entire team.

Now for the quick and dirty --- it's already been mentioned - but wards and spirits are a good start. Even a watcher can report -- usually in high security areas, just knowing magic is active is enough to cause problems. You can use magic all you want - but your meat bod is still behind all those security gates whether or not you are a big bad with magic.  :D Sentry guns anyone?
Anchored spells - not cost effective, but might be useful in certain situations. Also don't forget about astral signatures -- could lead to someone tracking you down.

One last thought - if the Johnson is big enough and has the team over a barrel for some reason, have them ask for a blood sample from everyone - including a mage. Watch your player squirm then - I was in that situation once as a player and it drove me (and my character) nuts! Until I had the sample in hand and destroyed, I was walking paranoia!!!

Xenon

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« Reply #7 on: <03-17-15/1434:07> »
Have your VIP stand in a Circle of Protection.
This ritual was kinda designed for this in mind...

8-bit

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« Reply #8 on: <03-17-15/1511:59> »
Have your VIP stand in a Circle of Protection.
This ritual was kinda designed for this in mind...

And how does that help when the mage casts a fireball that tears through the plane and sends it plummeting to the ground?

As I said earlier, mage cuffs and mage jackets.

Xenon

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« Reply #9 on: <03-17-15/1527:49> »
....not many planes inside "airport check-in or inside the Fort Lewis Zoo"

psycho835

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« Reply #10 on: <03-17-15/1620:40> »
Have your VIP stand in a Circle of Protection.
This ritual was kinda designed for this in mind...

And how does that help when the mage casts a fireball that tears through the plane and sends it plummeting to the ground?

As I said earlier, mage cuffs and mage jackets.

OP made it sound as if he was looking to keep the runners in line during a meeting with Johnson. Now, disarming is one thing, but letting yourself be handcuffed/blindfolded? Maybe if the team is forcibly taken to the meeting (in which case EVERYONE would be tied up), otherwise the Johnson can go frag himself.

8-bit

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« Reply #11 on: <03-17-15/1645:04> »
....not many planes inside "airport check-in or inside the Fort Lewis Zoo"

OP made it sound as if he was looking to keep the runners in line during a meeting with Johnson. Now, disarming is one thing, but letting yourself be handcuffed/blindfolded? Maybe if the team is forcibly taken to the meeting (in which case EVERYONE would be tied up), otherwise the Johnson can go frag himself.

I'm an idiot. Whoops.

Thought this was about taking mages on a plane. Yeah, cuffs and stuff doesn't sound feasible for a simple meet.

faffner

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« Reply #12 on: <03-17-15/1719:01> »
Maybe I expressed myself badly, but as psycho835 pointed out, those anti-magic measures were meant for a meet with a Johnson.

Anyway, thanks guys, great ideas!
As busy ppl we stick to the basic SR5, so we refrain from using additional rules from the street grimoire. Wards, barriers and chatty watchers will suffice. :)

@8-bit
Mages on planes:
As contemporary (2015) security policy considering airlines is very thorough/paranoiac, it prohibits, regardless of the reputation of the person, anything dangerous from guns, knifes to even liquid, I could imagine in Shadowrun times security should be even more so:
mages have to be cuffed, blindfolded or/and unconscious during flights. Right? :)
Because: there will always be some lunatic trying to blow up a plane. I think no airline would take this risk.

jim1701

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« Reply #13 on: <03-17-15/1727:27> »
I have to say that if a Johnson were going to these lengths for a meet I would not be attending. 

faffner

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« Reply #14 on: <03-17-15/1752:18> »
I have to say that if a Johnson were going to these lengths for a meet I would not be attending.
During a meet having a mage at the negotiation table is like having a street sam pointing a gun at you all the time. I think its not that far fetched when a Johnson wants to play it safe.