How to Fight in Mage
By Aurelius Aug. 1994I agree with those who believe that the foci limitations for the technomancer Traditions is not too much of a hindrance. One of our players had a Virtual Adept and is now beginning a Son of Ether. He complains constantly about how 1) he should be able to do just about anything he likes (using the old "but it would be cool for the story" justification) and 2) he can never defend himself in time from a quick enemy.
He was just cornered by three Men in Black in last night's session. Now, they did not jump on him, nor blast him with any magick, nor even restrain him in any way. They simply discovered what they felt was a trespasser and cornered him in a storage room in a mall. Sure, they had a few handguns trained on him, but I'm not mean. No shots were fired so long as the player's character cooperated by answering their questions. In fact, the only "magick" they did was to counter his effects and probe his surface thoughts to determine what he knew (pretty coincidental, in this case).
Problem is, the player whined endlessly just because his magick was able to be countered. He also whined that he did not have enough time to do something useful, but in truth he had a number of turns before any of the MiB's arrived. Finally, the fool started babbling about how he had done whatever it was that the MiB's seemed to think he had done (?), yelling that he just liked to have fun! Well, of course they're going to think he's a Marauder! Worst of all, he didn't even think to watch his ass on the drive home or imagine that these guys just might be able to locate him later on.
I guess what I'm really saying is players need to learn how to exploit every available ability their character possesses. They must not only know their character's strengths, but also their weaknesses (foci/attributes/etc.). Within this framework, a good player should be able to come up with a really good character, one that can be played not only convincingly, but entertainingly and most of all, heroically.
To address the two complaints of many players of technomancers, I offer the following.
- Remember: the limits of the Spheres are exactly the same limits that any other mage faces. Don't think that just because you "think" that some wild nucleon cannon would be cool for your character that he can have/create it. No way. Nuclear (or whatever) is likely beyond that charcter's limits, and therefore off-limits, despite any claimed "fit" that the object would have with the character. Remember, balance must be maintained amongst all players.
- So you're complaining about speed? First, lay down some preventative effects before you are about to enter into potentially dangerous situations. Second, learn as much about the place you are in and the opponents you face before you actually face conflict. Third, use misdirection effects to distract your foes and buy yourself more time. Fourth, incapacitate the offensive capabilities of you foes. Fifth, neutralize foes' own magick. Sixth, initiate your own offensive capabilities. Seventh, try to scare the crap out of your enemies. Finally, get the hell out of there if you're still going to get your ass kicked or at least hide where they can't find you and then start over again!
- D — Defensive/preventive magick
- I — Information gathering
- M — Misdirect foes' attention
- I — Incapacitate foes' offense
- N — Neutralize foes' magick
- I — Initiate offensive magick
- S — Scare enemies (if possible)
- H — Haul ass/hide out
Any similar mnemonic can be devised, but what is most important is the player exploit every one of his character's strengths and take into consideration all of his weaknesses before ever placing himself into a situation where there will likely be some real threat to life and limb. Foci may be a limitation, but they are still a lot better than nothing.
For those players that bitch about not being able to physically damage their opponents, carry a damn gun, why don't you? Your enemies do, so that says something! Remember, every action does not have to originate with magick. Magick should be subtle whenever possible, and even the strange gizmos that a Son of Ether might produce from under his lab coat in a tense moment need not shoot a blast of electricity. More likely, it simply makes a strange whirring noise and pulses with blue static, suddenly followed by the strangely coincidental explosion in the overhead power box that sends a high-voltage cable swinging down to brush against the suddeenly leaping enemy, a burst of crackling light coalescing around him leaving him unconscious after hitting the pavement.
Quit whining, folks. Learn to be creative.
