CHEOPS:
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If you just want to talk about straight out running somewhere there are two safe bets in Seattle--the Glow Zone and the Ork Underground. I almost always end up with a Malcolm Ork wannabe who takes OU contacts and the Glow is easy to deal with if you are anticipating fleeing there. Most cities in SR seem to have an area that makes mages cringe thinking about going in there. |
First thought is if you have any go gang contacts, or if you can make it to the barrens. Puyallup I'd say if you could go there. Also depends on who is chasing you. The Star?a Corp?
Despite being just one city, Seattle is still f'ing huge.
1. The runners go wherever in the Seattle Underground that will hide them. There are plenty of places where, for one reason or another, it isn't worth chasing them into.
2. The GM decides if the people giving chase would continue to chase the runners into where ever the runners have gone. Sometimes it is just better to track them down later than waste time and resources in a high-stakes chase.
3. What happens next? The characters get really paranoid about the people chasing them tracking them down or the chase continues until the runners lose their tail.
Hell in real life you dont even need that much. WHen I was on the streets there were some guys. If the cops were after them they just ran for an abandoned building. Or hell just all the way back to the homeless shelter. Some times they got caught, but youd' be ammazed how often they didnt.
| QUOTE (Kesslan) |
| Hell in real life you dont even need that much. WHen I was on the streets there were some guys. If the cops were after them they just ran for an abandoned building. Or hell just all the way back to the homeless shelter. Some times they got caught, but youd' be ammazed how often they didnt. |
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| Agreed, most cops are not in their top physical condition |
The Seattle area in Sr is pretty large. I can't find it now, but I saw somewhere that the entire area is several hundred square miles. This varies from high tech, high rise downtown, to ritzy single houses, to run down barrens and even a fair amount of wilderness. So, there is a lot of area to hide and run in.
In some published adventures, it was noted that there were places that one could rent as hideouts. These were usually converted warehouses in industrial areas. One thing a team of mine did was to find and abandonned building, ward the place, break into the storm drains through the basement and map a route to an exit a mile or so away. After the run, and it was a very well paying one, they went in the building and escaped. By the time the corp arrived, they found and empty but booby trapped building. A smallish bomb to get them to run followed by another to break the walls enough to destroy the barrier so it couldn't be used to find the mage. In the mean time, the team was was on its way to a smuggleing point, meeting Mr. Johnson on the way, and left the area for a while.
I would also agree that not all runners are in the best of shape. Mages and Hackers have other things to do than spend several hours per day working out and doing cardio. You don't have to have athletics skill to run or climb fences, but it helps. Besides, a mage can run a lot faster than anyone if they have a spirit use its movement power on them (base move x the spirit's force). So instead of 25 meters per turn, with a force 4 spirit, you'd be going 100 mpt. Add Invisibility and/or Concealment and they will be hard to track. Use an air spirit and you can go airborne too.
| QUOTE (HappyDaze) | ||
Neither are a lot of runners. Look at the sample characters. There are several without any levels in the skills of the Athletics SG and only average physical stats. Don't put the runners on a pedestal. |
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| Agreed. I usually give my players a funny look when they submit a character with low physical stats and no running skills. "Sure thing, it's your funeral chummer." The number of PCs I've killed because they can't outrun, outclimb, or outswim something is staggering. |
My point was that while some runners can't outrun a suburban soccer mom who jogs every morning, they can outrun "officer Dunksalot" who has trouble keeping his breath while eating half a dozen donuts. And even the cops that can keep up with them will probably think twice about going into the barrens alone on foot, hell most runners should think twice about that!
Really it's all a matter of how bad you want to screw over your players. Do I dispatch officer Dunksalot who's up for an early retirement on medical grounds, or do I dispatch officer Gazelle who runs in the Seattle 10K every year and wins? If the players are having it a little too easy and I think they need a little more of a challenge then it might be officer Gazelle behind the wheel tonight. Did I mention he used to drive professionally?
Actually you should deploy some drones and maybe a spirit (I liked spirits more when they either cost a ton of nuyen or they couldn't follow you from the street into the house). Or even worse a mage ( I think there is a whole thread on that).
Still another place runners might want to try is going across an international boarder. Especially when they're REALLY in trouble. It helps a lot if you have some friends in the country you're going into though. Still at least that pair of metroplex guard Banshees that got scrambled after you won't blast into a NAN nation lightly, and there's a lot more room to run in there.
Another great place to run to is crowds. Think about it. Hopefully your runners aren't wearing their letterman jackets or something on the job and are using some form of disguise. If you can get into a shoulder to shoulder crowd along with a quick change you can lose people easily.
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| they can outrun "officer Dunksalot" who has trouble keeping his breath while eating half a dozen donuts. |
| QUOTE (HappyDaze) | ||
The average Lone Star officer is A4/B3/R4/S3 and has no skills in the Atletics SG. This is about the same as many of the sample runners in the SR4 book. I really dislike the assumption that corps - in this case Lone Star - are full of bumbling clowns rather than professionals. |
I usually protray my Lone Star as deadly and professional. The corporation makes its money by providing safe streets for its clients. It can't do this by having field officers who aren't in shape.
I've also had several games where entire precincts have gone to war because a PC was killing too many cops. I've also had others where I've dispatched special "Ranger" officers who are the best of the best. Basically they are Star's idealized version of the traditional Texas Ranger.
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| Basically they are Star's idealized version of the traditional Texas Ranger. |
| QUOTE (Cheops) |
| I usually protray my Lone Star as deadly and professional. The corporation makes its money by providing safe streets for its clients. It can't do this by having field officers who aren't in shape. I've also had several games where entire precincts have gone to war because a PC was killing too many cops. I've also had others where I've dispatched special "Ranger" officers who are the best of the best. Basically they are Star's idealized version of the traditional Texas Ranger. |
| QUOTE (HappyDaze) |
| The average Lone Star officer is A4/B3/R4/S3 and has no skills in the Atletics SG. |
| QUOTE (HappyDaze) |
| This is about the same as many of the sample runners in the SR4 book. |
| QUOTE (HappyDaze) |
| I really dislike the assumption that corps - in this case Lone Star - are full of bumbling clowns rather than professionals. |
Am I the only one that has this sudden picture of a Lone Star SWAT team following some runners into the barrens and getting slaughtered by Sin City Ninja-Prostitutes?
Glow City and the Ork Underground are good places to vanish. And Z-Zone is nice due to the heavily armed gangers who may or may not be ninja-prostitutes but would certainly love a cop's head on their trophy walls. A high-speed chase on the Interstate is not the worst idea in the world if you can make it past one of the many boarders. You might even get help from the go-gangs that patrol those roads.
Any extraterritorial building is a good bet to, particularly the large ones. Lone Star will still come after you, but the paper work is such a pain that you can vanish before the corporate security forces can arrest you for extradition.
Just watch out for the The Karate Man.
All you need is some red converse, a steely look and a gravelly monologue as you're flying down the interstate 55 and ninja prostitutes are sure to come to your rescue.
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