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> The Code, Does your Runner have rules to live by?
nick012000
post Dec 27 2005, 06:06 AM
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QUOTE (FrankTrollman)
QUOTE (nick012000 @ Dec 26 2005, 08:15 AM)
So does that mean you can't have sex with your ally spirit? Even if it's dikoted?

That is among the things that it means, yes.

-Frank

But if you're good in bed, your ally spirit will be more likely to stick around if it goes Free for some reason.
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FrostyNSO
post Dec 27 2005, 06:09 AM
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I can't believe the forum rules actually mention this topic (not the code, but the ally spirit thing) by name as one that is forbidden. :D
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Westiex
post Dec 27 2005, 06:20 AM
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And for those who think Frosty is joking, take a look at the guidelines

QUOTE
No blatantly juvenile toilet humor. Talk about what you do to relieve yourself, although popular (for some odd reason) is not needed here. This includes questions on whether or not you can have sex with your ally spirit, AVS, cyberhand or various objects, both animate and inanimate.
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Glyph
post Dec 27 2005, 06:32 AM
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I guess the mods feel that some jokes aren't quite as funny the hundredth time or so. :D
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Critias
post Dec 27 2005, 10:27 AM
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Hundredth? Be serious.
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Snow_Fox
post Dec 27 2005, 03:33 PM
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QUOTE (Critias)
Wow. This whole thread's like a collection of macho one-liners, only some of which make sense. Handy.

I've been called a lot of things, but macho is not one of them. Do I need to show more leg?
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Snow_Fox
post Dec 27 2005, 03:35 PM
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QUOTE (FrostyNSO)
I can't believe the forum rules actually mention this topic (not the code, but the ally spirit thing) by name as one that is forbidden. :D

That's because those of us who've been around here for a few years, and before that the FASA forums, have told all the possible sick jokes about sex and ally spirits. also you can add: "cyberzombie, nija vampires" and "what use is there for a silvergun."
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TheHappyAnarchis...
post Dec 27 2005, 07:37 PM
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I still have not seen any convincing arguments for using lethal weapons except in the most extreme of cases.

I am not trying to lessen the sentence if I do get caught, and I am not trying to give the guards a chance to use nonlethal on me.

I just don't like leaving as much evidence, especially evidence that anyone can walk up and find.

It is also helpful to not have vengeance seeking secguards or family on your case.

Nonlethal rounds really don't take all that much longer than regular rounds. The only things that you can really have problems with is sealed and heavy armor, in which case you are forced to use APDS, except in SR4 where you can still use crazy ammunition rules to your advantage. Seriously though, how often do you run up against enviro sealed heavy armor? Even then, mages can take care of that little problem, as well as flashpacks and grappling. Heck tasers actually work pretty well against them too.
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FrankTrollman
post Dec 27 2005, 07:50 PM
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QUOTE (Snow_Fox)
Do I need to show more leg?

If you have to ask, the answer to that question is always yes.

-Frank
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RunnerPaul
post Dec 28 2005, 03:14 AM
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QUOTE (Snow_Fox)
QUOTE (FrostyNSO @ Dec 27 2005, 01:09 AM)
I can't believe the forum rules actually mention this topic (not the code, but the ally spirit thing) by name as one that is forbidden.  :D

That's because those of us who've been around here for a few years, and before that the FASA forums, have told all the possible sick jokes about sex and ally spirits. also you can add: "cyberzombie, nija vampires" and "what use is there for a silvergun."

And of course, there's always the woodchu#$% @13#^$3@#$*^&^NO CARRIER
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Critias
post Dec 28 2005, 04:31 AM
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QUOTE (Snow_Fox)
QUOTE (Critias @ Dec 23 2005, 12:08 PM)
Wow.  This whole thread's like a collection of macho one-liners, only some of which make sense.  Handy.

I've been called a lot of things, but macho is not one of them. Do I need to show more leg?

What, you think anyone on the internet's gonna say "no" to a question like that?
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Lazarus
post Dec 29 2005, 01:43 AM
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QUOTE (mmu1)
QUOTE (Wounded Ronin @ Dec 25 2005, 07:15 PM)
I like that houserule about needing to roll to keep fighting after taking Physical damage.  I think it makes combat more strategic and more harsh, which I like.

Except that at TN 4 + wound mods, just about everyone will be put out of commission by a Moderate wound (3 successes vs. TN 6 on a Willpower roll? Right...) and Pain Resistance in its various forms will be a munchkin's wet dream.

I guess it all depends on how you play, but I don't think I've had any of my SR characters take part in a fight yet in which taking a M wound, failing the Willpower roll, and being unable to act for 3 rounds wouldn't have - 90% of the time - gotten them killed on the spot... I guess that means our games are gritty enough. ;)

Nah, it's not that bad but it's a little more realistic. Plus it gives you a good reason to have a high Willpower other then as defense against magic or hostile social situations.

If you have a character with a Willpower of 5 or 6 and Combat Training of 6 or higher you can probably take a Moderate wound and keep functioning. But if you take a Serious then probably not unless you have mods. But if you take a Serious physical wound to any part of the body then you are probably going to be useless for at least 18 seconds. (We use the 3 second Real Time per Combat Turn rule.)

Of course you can still perform Free Actions, sorry if I didn't mention that before, but that's it.

Plus it allows for heroic action movie stuff. You know the whole covering fire and pulling your buddy out of harm's way. Or getting shot in the process. Creates some nice drama.

But it's like I tell my players, "Whatever affects you also affects the NPCs too."

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Lazarus
post Dec 29 2005, 02:00 AM
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QUOTE (TheHappyAnarchist)
I still have not seen any convincing arguments for using lethal weapons except in the most extreme of cases.

I am not trying to lessen the sentence if I do get caught, and I am not trying to give the guards a chance to use nonlethal on me.

I just don't like leaving as much evidence, especially evidence that anyone can walk up and find.

It is also helpful to not have vengeance seeking secguards or family on your case.

Nonlethal rounds really don't take all that much longer than regular rounds. The only things that you can really have problems with is sealed and heavy armor, in which case you are forced to use APDS, except in SR4 where you can still use crazy ammunition rules to your advantage. Seriously though, how often do you run up against enviro sealed heavy armor? Even then, mages can take care of that little problem, as well as flashpacks and grappling. Heck tasers actually work pretty well against them too.

Well I have some convincing arguments for going lethal.

1. Non-lethal, as far drugs go takes a little bit of time to work. If you go by the each combat turn is 3 seconds rule then it probably isn't instantaneous. Also clothing, especially armored clothing, is going to slow the process down even more.

2. Gel rounds, tasers, or other non-lethal non-drug stuff are rather limiting. Those include range, impact, and reload times.

3. Magic is the exception here but if you are like my team you only ask to your mage to go non-lethal when you want non-lethal for that purpose. (No I don't like hellblast either. Well, not all the time anyway. :D) We tend to use magic in more indirect ways, Masks, Chaotic World, Sterilize, that sort of stuff. If the mage is non-lethaling everyone then the mage can get out commission pretty quick.

4. Also gel rounds, DMSO, bean bag guns and most non-lethal stuff is actually more exotic then plain old ammunition. Meaning it's easier for cops to trace you.

Look I'm not saying you should blow everything and everyone away at the drop of a hat, but let's look at non-lethal combat for what it really is: a hindrance. Most people I have heard talk about non-lethal combat in SR make it sound like Non-lethal combat is just as effective as lethal combat, which it is isn't.
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Nidhogg
post Dec 29 2005, 03:32 AM
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Grr, it seems like the forum ate my previous post, so before this topic gets irriversibly sidetracked, here is the code that my group goes by:

1) The 'Face' of our group is always magically active. Pherimones are all well and good, but this set up not only makes sure that the 'Face' also has greater combat ability, but also Mind Probe and Astral Perception can be invaluable in negotiation.

1a) Mind probe is never to be used on, or in the pressence of a Johnson. Ever.

1b) The face is the only team member ever to meet face to face with the Johnson. The other team members are to wait nearby, preferably within sight of the meet, but are not to give themselves away.

2) The Rigger is never to drive ground vehicles that can not be purchased at a local car dealership.

2a) Failing this, he should at least pick something reasonable. A mobile home mounted to the brim weaponry and sporting a custom paint job do not qualify. Especialy if said Rigger sports the 'hunted' flaw.

2b) There shall never, ever be a repeat of Thane, the irate Scottish orc, and his 'Plaid Death'.

3) The team has no need for a dedicated sniper or demolition expert.

3a) Should said skills be needed, the Sammy or the stealth-theamed character is expected to have training or chips in the required skill.

3b) Daniel is never again allowed to handle explosives.

4) Stunball is your friend.
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mmu1
post Dec 29 2005, 05:43 AM
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QUOTE (Lazarus)
Nah, it's not that bad but it's a little more realistic. Plus it gives you a good reason to have a high Willpower other then as defense against magic or hostile social situations.

If you have a character with a Willpower of 5 or 6 and Combat Training of 6 or higher you can probably take a Moderate wound and keep functioning. But if you take a Serious then probably not unless you have mods. But if you take a Serious physical wound to any part of the body then you are probably going to be useless for at least 18 seconds. (We use the 3 second Real Time per Combat Turn rule.)

Actually, it is that bad. There's no way you can expect 3 sucesses vs. a TN of 6 with a Willpower of 5 or 6 and a 6 in a complementary skill. (and having to spend 6 points on a complimentary skill to be even marginally viable is one hell of a kick in the nuts - those would be much better spent on the pain resistance edge, anyway...) Roughly speaking, you need to be rolling 18 dice to have a 50/50 chance of making those odds, so even if you use Karma, it's a long shot.

I'm not trying to convince you not to play the way you like, mind you - just saying that, mathematically speaking, those are extremely harsh rules. Anything more than a light wound equals instant incapacitation for virtually all characters without pain resistance.

Unless I misunderstood the rules - does the TN equal 4 plus the mods for the wound you just took, or the wound mods you were suffering from other wounds, prior to taking the wound you're trying to resist?
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warrior_allanon
post Dec 29 2005, 06:55 AM
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QUOTE (FrankTrollman)
QUOTE (Snow_Fox @ Dec 27 2005, 10:33 AM)
Do I need to show more leg?

If you have to ask, the answer to that question is always yes.

-Frank

well either that or not just no but heck no
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Kagetenshi
post Dec 29 2005, 08:08 AM
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QUOTE (Nidhogg @ Dec 28 2005, 10:32 PM)
2) The Rigger is never to drive ground vehicles that can not be purchased at a local car dealership.

Worst. Advice. Ever. Let's get some equivalents here:

"The mage is never to cast spells that cannot be purchased at the local national chain bookstore."

"The streetsam is never to use cyber that cannot be purchased at the local legal clinic."

"The Decker is never to use hardware that cannot be found at a local elementary school."

~J
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Critias
post Dec 29 2005, 08:19 AM
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I can understand the rigger trying to be inconspicuous by normally driving vehicles that appear to be completely normal, for some jobs. No one wants to draw attention to themselves by showing up at the Downtown meet in a Formula 500 racecar, or fast-roping down out of your team-funded Zeppelin of Doom.

But, yeah. There's a difference between what I just wrote, and a word like "never."
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Kagetenshi
post Dec 29 2005, 08:25 AM
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Though I object on principle, I would not have called out a statement like "the Rigger is never to drive ground vehicles that don't look like they could have been purchased at a local dealership". Being inconspicuous is good.

Being straight off the lot is just stupid.

~J
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Nidhogg
post Dec 29 2005, 08:27 AM
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A rigger with an odd vehicle is MUCH easier to get attention than an expensive cyberdeck or a Force 7 spell. Ground vehicles that draw attention from the 'Star is a big no-no, and should not be parked outside of a corperate complex while the runners are inside. The whole point of a getaway vehicle is that it should be able to get the runners safely away from the scene.
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Kagetenshi
post Dec 29 2005, 08:34 AM
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See now, you just said "getaway vehicle". That's something entirely different from "the vehicle the Rigger is driving" unless you pigeonhole the Rigger.

You also missed my point.

~J
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nick012000
post Dec 29 2005, 09:17 AM
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Precisely. A rigger's job is to provide heavy fire support. To this effect, heavily modified vehicles and drones are a must.
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Critias
post Dec 29 2005, 09:19 AM
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QUOTE (nick012000)
Precisely. A rigger's job is to provide heavy fire support. To this effect, heavily modified vehicles and drones are a must.

I would, instead, say "a rigger's job, among other things, is to provide..."

But, yeah.
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Nidhogg
post Dec 29 2005, 09:22 AM
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Vehicles have very little use on most kinds of runs besides the getaway. During the run itself, the Rigger relies on drones, or if the complex is small enough, justs goes on-site and takes over the security system. A souped up van is realy all he needs vehicle-wise. Mind you, the rule only applies to urban, stealth-based runs, if the blow-shit-up needs to be whipped out, an Ares Dragon or two loaded up with missiles works wonders.
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nick012000
post Dec 29 2005, 09:24 AM
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Or, he could give a motor home zillions of points of vehicle armor, loads of guns, and drive it through the corp's front door as a diversion while the runner team sneaks in the back. :P
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