How do I get magic characters into CS territory?

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Re: How do I get magic characters into CS territory?

Unread post by Zamion138 »

If possible do some astral scouting of the lay of the land.
If you have it hide aura or mask ppe work great.
The glitterboy if not licensed and all will be just as hard to get into town.
How far into cs territory is the city? Would frontiers folk be welcome of is this deep in cs land where it would be mighty suspicious? Is their a blackmarket forger in town?

Can you make a big distraction and sneek in the other side?
Is it a walled city?
How many dog boy patrols are their?
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Re: How do I get magic characters into CS territory?

Unread post by Nekira Sudacne »

Mercenary Adventures has a combat mage spell (though combat mage spells can be learned as standard invocations by other OCC's in limited quantity) called Mystic Invisibility that will completely conceal you from a psi-stalkers and dog boys detection.
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Re: How do I get magic characters into CS territory?

Unread post by Killer Cyborg »

Phew.
Sneaking a mage into a CS city should be pretty tough.

Although, I think there is one way to do it: get four cybernetic implants. That will destroy your magical abilities, and drop your PPE down to 10% of its normal level.

In a pinch, you could go with getting four Clock Calendars. That'd only cost CR 800.
It might arouse suspicion, though, if they notice that you have four of the same implant.
A Clock Calendar, Gyro-Compass, Simple ID Chip, and a Speedometer would total out around CR 1,500.
IF the GM allows for "Snaps, hooks, tabs, loops, buckles and velcro body attachments" to count as implants for this purpose, you could get by with only CR 400 in costs.
That should keep them from detecting you by your PPE levels, or by noticing when you cast a spell (because you can't cast a spell).
It should even keep See Aura from noticing anything odd about you.
You'd still have to worry about Telepathy at checkpoints and such, but you could try to blank your mind any time you think you might be near a Telepath, and that'll give you a save.

Then, when you're back safely out of the city, you can have the implants removed.
In a pinch, you could try cutting them out yourself, if you have to.
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Re: How do I get magic characters into CS territory?

Unread post by Zamion138 »

Killer Cyborg wrote:Phew.
Sneaking a mage into a CS city should be pretty tough.

Although, I think there is one way to do it: get four cybernetic implants. That will destroy your magical abilities, and drop your PPE down to 10% of its normal level.

In a pinch, you could go with getting four Clock Calendars. That'd only cost CR 800.
It might arouse suspicion, though, if they notice that you have four of the same implant.
A Clock Calendar, Gyro-Compass, Simple ID Chip, and a Speedometer would total out around CR 1,500.
IF the GM allows for "Snaps, hooks, tabs, loops, buckles and velcro body attachments" to count as implants for this purpose, you could get by with only CR 400 in costs.
That should keep them from detecting you by your PPE levels, or by noticing when you cast a spell (because you can't cast a spell).
It should even keep See Aura from noticing anything odd about you.
You'd still have to worry about Telepathy at checkpoints and such, but you could try to blank your mind any time you think you might be near a Telepath, and that'll give you a save.

Then, when you're back safely out of the city, you can have the implants removed.
In a pinch, you could try cutting them out yourself, if you have to.

Even if they are removed the damadge is done you dont get the ppe back apon removal.
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Re: How do I get magic characters into CS territory?

Unread post by Killer Cyborg »

Zamion138 wrote:
Killer Cyborg wrote:Phew.
Sneaking a mage into a CS city should be pretty tough.

Although, I think there is one way to do it: get four cybernetic implants. That will destroy your magical abilities, and drop your PPE down to 10% of its normal level.

In a pinch, you could go with getting four Clock Calendars. That'd only cost CR 800.
It might arouse suspicion, though, if they notice that you have four of the same implant.
A Clock Calendar, Gyro-Compass, Simple ID Chip, and a Speedometer would total out around CR 1,500.
IF the GM allows for "Snaps, hooks, tabs, loops, buckles and velcro body attachments" to count as implants for this purpose, you could get by with only CR 400 in costs.
That should keep them from detecting you by your PPE levels, or by noticing when you cast a spell (because you can't cast a spell).
It should even keep See Aura from noticing anything odd about you.
You'd still have to worry about Telepathy at checkpoints and such, but you could try to blank your mind any time you think you might be near a Telepath, and that'll give you a save.

Then, when you're back safely out of the city, you can have the implants removed.
In a pinch, you could try cutting them out yourself, if you have to.

Even if they are removed the damadge is done you dont get the ppe back apon removal.


Where's it say that?

Edit:
According to the Bionics Sourcebook, p. 49:
Removal of these implants or cyber-appendage completely restores the character's psionic or magical powers...
...Remove the interfering implant, limb, etc. and the body may be crippled, but the mage or psychic abilities are restored.
Last edited by Killer Cyborg on Thu Apr 04, 2013 9:57 pm, edited 1 time in total.
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Re: How do I get magic characters into CS territory?

Unread post by Cybermancer »

There is also the 9th level invocation spell, Transferal.

For extra fun, make a Dog Boy or Psi-stalker the recipient.
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Re: How do I get magic characters into CS territory?

Unread post by SmilingJack »

Here are some ideas that may be helpful

1. Have someone in the burbs selling a psy/magic neutralizing spray that lasts for 1d4 he's
2. A underground tunnel that leads into the city that the coalition is unaware of
3. A crooked coalition iss officer who is willing to pretend to arrest the players and lead then into the city and let them go in a secluded region for 500-2000 credits, the iss officer could have a gambling debt or drug addiction and needs the money ASAP
4. A temporal rift that accidentally drops them into a upstairs room of a inn inside chit own
5. The coalition is seeking to gain info on some random magic/psy town and is willing to interview magic users/psychics for a small amount of credits

I hope that helps :0)
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Re: How do I get magic characters into CS territory?

Unread post by SmilingJack »

One more idea,

have the player characters basically rescue A teenage boy or girl from a group of bandits/rouges/gang members

once the police arrive, the teenagers father,who is a high ranking coalition officer, arrives and is so thankful to the PCs that he allows them to enter the city to claim a reward from his residence, thusly granting them a day or week pass which allows them free reign of the city
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Re: How do I get magic characters into CS territory?

Unread post by dragonfett »

Cybermancer wrote:There is also the 9th level invocation spell, Transferal.

For extra fun, make a Dog Boy or Psi-stalker the recipient.


That is EVIL! I like it! One question though, how would one get close enough to make a Dog Boy or Psi-Stalker (or any CS soldier for that matter) the recipient without being detected?
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Re: How do I get magic characters into CS territory?

Unread post by Eclipse »

Have a friendly psi stalker to cut and drain you on a regular basis while you're in CS territory :)
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: How do I get magic characters into CS territory?

Unread post by The Beast »

Nekira Sudacne wrote:Mercenary Adventures has a combat mage spell (though combat mage spells can be learned as standard invocations by other OCC's in limited quantity) called Mystic Invisibility that will completely conceal you from a psi-stalkers and dog boys detection.


Huh. I didn't know that book has spells in it. Looks like I'll have to update my spreadsheet.
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Re: How do I get magic characters into CS territory?

Unread post by Zamion138 »

Killer Cyborg wrote:
Zamion138 wrote:
Killer Cyborg wrote:Phew.
Sneaking a mage into a CS city should be pretty tough.

Although, I think there is one way to do it: get four cybernetic implants. That will destroy your magical abilities, and drop your PPE down to 10% of its normal level.

In a pinch, you could go with getting four Clock Calendars. That'd only cost CR 800.
It might arouse suspicion, though, if they notice that you have four of the same implant.
A Clock Calendar, Gyro-Compass, Simple ID Chip, and a Speedometer would total out around CR 1,500.
IF the GM allows for "Snaps, hooks, tabs, loops, buckles and velcro body attachments" to count as implants for this purpose, you could get by with only CR 400 in costs.
That should keep them from detecting you by your PPE levels, or by noticing when you cast a spell (because you can't cast a spell).
It should even keep See Aura from noticing anything odd about you.
You'd still have to worry about Telepathy at checkpoints and such, but you could try to blank your mind any time you think you might be near a Telepath, and that'll give you a save.

Then, when you're back safely out of the city, you can have the implants removed.
In a pinch, you could try cutting them out yourself, if you have to.

Even if they are removed the damadge is done you dont get the ppe back apon removal.


Where's it say that?

Edit:
According to the Bionics Sourcebook, p. 49:
Removal of these implants or cyber-appendage completely restores the character's psionic or magical powers...
...Remove the interfering implant, limb, etc. and the body may be crippled, but the mage or psychic abilities are restored.


I bow to your knowledge then......I thought it was gone for good.
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Re: How do I get magic characters into CS territory?

Unread post by Glistam »

Little Snuzzles wrote:Another good way to distract CS guards is to cast Armor Bizzare on one of them. :D

That's quite possibly the best idea I've heard on this topic in a long time...
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Re: How do I get magic characters into CS territory?

Unread post by flatline »

If there are enough magic events in the area, the dog boy's senses won't be able to track a magic user unless the magic user is actively using magic and is the most powerful magic in the area. So send a couple dozen magic pigeons (or more, depending on how big the town is) and then sneak in without using magic. As long as you don't use magic you should be fine, but if they see aura you, they can still detect that you are a mage even if you're not using magic at the time.

It's up to the GM if the psychic sensitive power Mask PPE can defeat See Aura, although from the description, I think that is the intent.
GMG p95, Mask PPE wrote:This power is especially good as protection against Psi-Stalkers and other PPE vampires. Mystics can easily hide their magical powers through this psionic concealment"


Finally, RUE gives a lower PPE bound of 80 for the mage to be detected as having high PPE, so if you can keep you PPE below 80 and manage never to viewed with See Aura, you should go undetected. I'm not sure the best way to do that.

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Re: How do I get magic characters into CS territory?

Unread post by Eclipse »

Do your laundry with the magical spell Cleanse, then when you're drained, enter the city. Might as well use that PPE for something practical :)
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: How do I get magic characters into CS territory?

Unread post by flatline »

I've always wondered by See Aura can determine if you're a magic user. It seems strange that knowledge is reflected in your aura.

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Re: How do I get magic characters into CS territory?

Unread post by Alrik Vas »

The absolute best way to get into a CS city when you're magic user is in chains.

Or a bodybag.

:nh: Mages


But i agree with Lucky

Lucky wrote:The easiest way IMO would be Star Wars style: in chains through the front door. All you'll need is a suit of dead boy armor, some cuffs, and perhaps a bit of forged paperwork.


And again

Lucky wrote:Also don't ignore the human element in this situation; there is bound to be a corrupt official, disgruntled employee, impoverished maintenance worker, guard with gambling debt, etc. that can be exploited.


hope it goes well
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Re: How do I get magic characters into CS territory?

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spend the credits on citizenship,registor and join the army.
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Re: How do I get magic characters into CS territory?

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I think this clip sums up how nicely.
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Re: How do I get magic characters into CS territory?

Unread post by The Beast »

Gryphon wrote:Wait?! Dogboys can just smell a mage now? Even if he isn't casting or sustaining a spell effect? That sort of sucks really, since a mage that actually gets in a city is already in trouble if he casts a spell, since they can all find him from that point anyhow, even of he moves on.


They've always been able to do that.
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Re: How do I get magic characters into CS territory?

Unread post by flatline »

Gryphon wrote:I thought it was only active magic, and that's how I have always been running it. Seems I have another entry to the "what have you misconstrued in Rifts" thread now!


You only have to worry about it if you have 80+ PPE according to RUE.

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Re: How do I get magic characters into CS territory?

Unread post by Eclipse »

Because. That's it ;)
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: How do I get magic characters into CS territory?

Unread post by flatline »

Gryphon wrote:80+ potential points, or 80+ points at that moment in time? From what many have said above, it seems like they mean the latter, but that doesn't seem right to me somehow. Your potential isn't affected by your current reserves, so why would you suddenly drop off the nose-dar of the Dogboys just because you blew your reserves on your laundry first?


Because they're sensing your PPE, not your capacity for PPE.

A light bulb is only easy to see in the dark when it's lit up. Turn it off and suddenly it's not so easy to find.

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Re: How do I get magic characters into CS territory?

Unread post by dragonfett »

flatline wrote:
Gryphon wrote:80+ potential points, or 80+ points at that moment in time? From what many have said above, it seems like they mean the latter, but that doesn't seem right to me somehow. Your potential isn't affected by your current reserves, so why would you suddenly drop off the nose-dar of the Dogboys just because you blew your reserves on your laundry first?


Because they're sensing your PPE, not your capacity for PPE.

A light bulb is only easy to see in the dark when it's lit up. Turn it off and suddenly it's not so easy to find.

--flatline


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Re: How do I get magic characters into CS territory?

Unread post by flatline »

Skidrifter wrote:
flatline wrote:
Gryphon wrote:80+ potential points, or 80+ points at that moment in time? From what many have said above, it seems like they mean the latter, but that doesn't seem right to me somehow. Your potential isn't affected by your current reserves, so why would you suddenly drop off the nose-dar of the Dogboys just because you blew your reserves on your laundry first?


Because they're sensing your PPE, not your capacity for PPE.

A light bulb is only easy to see in the dark when it's lit up. Turn it off and suddenly it's not so easy to find.

--flatline


Excellent analogy...nice...


I'll see if I can come up with a better one. I don't actually like this one much since a light bulb is consuming energy when radiating but a mage is simply storing PPE above a specific level (80+).

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Re: How do I get magic characters into CS territory?

Unread post by Killer Cyborg »

flatline wrote:
Skidrifter wrote:
flatline wrote:
Gryphon wrote:80+ potential points, or 80+ points at that moment in time? From what many have said above, it seems like they mean the latter, but that doesn't seem right to me somehow. Your potential isn't affected by your current reserves, so why would you suddenly drop off the nose-dar of the Dogboys just because you blew your reserves on your laundry first?


Because they're sensing your PPE, not your capacity for PPE.

A light bulb is only easy to see in the dark when it's lit up. Turn it off and suddenly it's not so easy to find.

--flatline


Excellent analogy...nice...


I'll see if I can come up with a better one. I don't actually like this one much since a light bulb is consuming energy when radiating but a mage is simply storing PPE above a specific level (80+).

--flatline


Hm.
The ability of Dog Boys to sense the PPE in mages indicates that the mages are radiating energy. That, or the Dog Boys are emitting some kind of radar pulses, which seems less likely.
Logically, radiating this energy would consume energy, much like a light bulb does. It's just safe to assume that the energy being radiated by the mage is significantly less than the mage is generating/absorbing from his environment.
Just because a mage is radiating energy doesn't mean that the amount of energy lost is significant in comparison to his total.
Just like the fact that actual dogs can pick up our scents because we're constantly losing molecules... but that doesn't mean that the molecules we're losing are enough to significantly affect us, to deplete our stores of molecules. It just means that the dogs are REALLY sensitive in their detecting ability.

So perhaps its as simple as mages emitting 1/1,000,000,000,000th of 1 PPE per second, per PPE point that the mage has, and the Dog Boys are sensitive enough to detect even that low level.

Regardless, I believe that the analogy you made was perfectly apt for the conversation at hand.
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Re: How do I get magic characters into CS territory?

Unread post by Nekira Sudacne »

The Republic of Japan has a scope sensor system that shows up any being with 80 or more PPE, explictly bypassing invisibility. So there's another precident for the "80 PPE lights you up like a bulb" analogy.
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Re: How do I get magic characters into CS territory?

Unread post by dragonfett »

I like to think of PPE along the lines electromagnetic fields with the more PPE stored the stronger the field.
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Re: How do I get magic characters into CS territory?

Unread post by jaymz »

I think it all depends on just how "secure" this CS "city" is. If it's just a random inbound checkpoint, do they even have Dog boys or psi stalkers or is this "city" more like a burb of one of the fortress cities?
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Re: How do I get magic characters into CS territory?

Unread post by Alrik Vas »

Can't mages cast a feign death/death trance like spell where they can be "dead?" I would think (even if it doesn't explicitly say so) that would shut down their PPE, as if they still had tons of PPE, they would obviously not be dead.
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Re: How do I get magic characters into CS territory?

Unread post by say652 »

become an AntiMonster.
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kaid
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Re: How do I get magic characters into CS territory?

Unread post by kaid »

The Beast wrote:
Gryphon wrote:Wait?! Dogboys can just smell a mage now? Even if he isn't casting or sustaining a spell effect? That sort of sucks really, since a mage that actually gets in a city is already in trouble if he casts a spell, since they can all find him from that point anyhow, even of he moves on.


They've always been able to do that.



Yup they sniff out high amounts of PPE which typically will indicate a spell caster of some sort although not always but if not a spell caster possibly a sneaky Dbee.

About casting something like that armor spell on some unsuspecting guy. The last thing you want to do is initiate a really blatant magic display in a CS town. They will lock that area down hard and bring out the dog packs until they are sure they got any/all mages in the area. Best way in is probably blow all your magic before you go in and then avoid meditation until you get past the front doors. Once past the initial major checks you likely are fine as long as you are aware of and avoid close contacts with dog boys/psi stalkers and are not actively casting anything. Getting out best bet is find a window and teleport as far as you can and do that two or three times and then lay low. They may come looking but if you are porting away in semi random directions locating you would be difficult.
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Alrik Vas
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Re: How do I get magic characters into CS territory?

Unread post by Alrik Vas »

I still think they should play dead. The Dog Boys will grudgingly laugh if they ever learn about it.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

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