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Improved Invisibility

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Radkill

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« on: <10-02-11/1127:45> »
So, I haven't found a thread that has answered this yet: How do people stop a mage from running around with Improved Invisibility sustained and blasting every enemy he pleases? Am I missing something here?
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kirk

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« Reply #1 on: <10-02-11/1144:38> »
So, I haven't found a thread that has answered this yet: How do people stop a mage from running around with Improved Invisibility sustained and blasting every enemy he pleases? Am I missing something here?
It stops light in the so-called visual spectrum (Thermographic included).
It does not stop ultrasound. Or echolocation. Or radar (ultra or normal). Or even spatial sense.
It doesn't stop FAB II from surrounding the image. It doesn't affect a lucifer lamp's shadow.
If the mage is carrying electronics (commlink) it doesn't stop sensors or senses that search for those.
It just warps light around the mage.

Adding to this, invisibility does nothing about area of effect weaponry. Pepper punch and other gas grenades "only" cover areas of 20 meters in diameter. only? That'll fill most boardrooms, much less offices. With ten you can cover most of a typical football (soccer or US football) field.

Radkill

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« Reply #2 on: <10-02-11/1153:19> »
Excellent, thank you. Now, looking at the noticing spellcasting section, I saw that there were perception roles to notice spellcasting, should I allow people to make those roles if the caster is invisible? And would they reveal a visual cue of the spell, or just let them hear him casting?
"So, Mr. Johnson already paid us right?"
"yeah why? Wait, you brought your FLAMETHROWER!?"

kirk

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« Reply #3 on: <10-02-11/1202:20> »
Excellent, thank you. Now, looking at the noticing spellcasting section, I saw that there were perception roles to notice spellcasting, should I allow people to make those roles if the caster is invisible? And would they reveal a visual cue of the spell, or just let them hear him casting?

That's a GM call based on situation and player abilities. As the rule says:
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The gamemaster should apply additional modifiers as appropriate[.]

Radkill

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« Reply #4 on: <10-02-11/1236:24> »
Alright, well thanks for the advice, chum.
"So, Mr. Johnson already paid us right?"
"yeah why? Wait, you brought your FLAMETHROWER!?"

Mason

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« Reply #5 on: <10-02-11/1445:52> »
Many people choose to say that mundanes notice magic under those rules because mana gathers around the caster and crackles visibly in the material plane. If the magician has a shamanic mask, then it manifests as well.

Zilfer

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« Reply #6 on: <10-03-11/1445:05> »
Yeah, that's what I rule in my game. If your casting a F6 spell while invisible I might give them a chance to not notice the mass of swirling of mana around your body but you know....

It's also going to probably give away your location if your casting while invisible... xD
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Ryo

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« Reply #7 on: <10-03-11/2126:29> »
Two more things people forget about Improved Invisibility.

1: It does absolutely nothing to Astral Perception. An Assensing mage or watcher spirit will see them regardless.

2: It only works on sensors if they beat the Object Threshold, and high tech sensors are gonna be between 4 and 6. Unless you've got super mages throwing piles of dice, reliably getting 4 net hits ain't easy.

rasmusnicolaj

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« Reply #8 on: <10-04-11/0141:30> »
Curse the mage so the effect becomes permanent due to a freak accident of some sort.
Not being able to become visible is not nice and then the mage must quest for a solution to his problem.

Or have him step on a claymore. Invisible people without legs are not much of a nuisance  :P

Rasmus
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Makki

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« Reply #9 on: <10-04-11/0217:51> »
Wards will stop him or alert him, unless he has Extended Masking.
Dual Natured critters can see him. Astral Perception was already mentioned.
Everybody he tries to walk past can make a hearing (or even smelling) based Perception test.
Everybody gets a Intuition (+Counterspelling) role. At some point chances are a Int 3 guard roles 3 successes.

Xzylvador

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« Reply #10 on: <10-04-11/1146:11> »
Everybody gets a Intuition (+Counterspelling) role. At some point chances are a Int 3 guard roles 3 successes.

Isn't it Willpower(+CS) (invisibility) or Body(+CS) (improved invisibility) to resist?

kirk

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« Reply #11 on: <10-04-11/1153:35> »
Everybody gets a Intuition (+Counterspelling) role. At some point chances are a Int 3 guard roles 3 successes.

Isn't it Willpower(+CS) (invisibility) or Body(+CS) (improved invisibility) to resist?
Nope. Intuition, not body.

Mason

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« Reply #12 on: <10-04-11/1323:19> »
I thought it was Willpower, not Intuition.

kirk

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« Reply #13 on: <10-04-11/1342:06> »
I thought it was Willpower, not Intuition.

Invisibility is a mana illusion, Improved invisibilty is a physical illusion. From SR4A 208:
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Mana illusions are resisted by Willpower + Counterspelling (if any).
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Physical illusions are ... resisted by Intuition + Counterspelling (if any); non-living devices do not get a resistance test.

John Shull

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« Reply #14 on: <10-04-11/1357:06> »
I have a character in my game that uses the regular invis to a good effect.  He acts like everyone can see him in front of the camera and blends in to scenes.  It may not sound glamerous but it lets you use elevators and other doors that are on the grid.  Get a security outfit and you can walk rounds.  True Improved Invis always brings out the scorched earth policy in everyone.  When they cannot find a intruder they think is invisd they will area effect everything til its down.  Area effect weapons of every stripe, gas, and cybered or mystic enhanced critters playing the guard animal come out with the gloves off.  Everyone hates these guys poking around so always have a out planned and at least one diversion.
Opportunities multiply as they are seized.  --Sun Tzu

 

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