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> How do you run?, Are you cautious or foolhardy?
Necro Tech
post Jul 21 2004, 12:08 AM
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QUOTE (Firewall)
QUOTE (Necro Tech @ Jul 19 2004, 11:44 PM)
Damn I wish I had the option to be a cautious decker. I'm the parties #2 gun and the default scout.

I get to be decker and #2 gun. Luckily, my weapon of choice is a sniper rifle. A sniper rifle that, due to the GMs he has been running with, has been used more often for targets within 10 feet than he has ever used the scope...

Sadly my weapon of choice is a heavy pistol. As I am always out classed I learn to run real fast and seek foilage the first chance I get.
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RedmondLarry
post Jul 21 2004, 03:46 AM
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Characters on our team commonly carry a ski mask or balaclava. They'll often have a spray bottle of bleach to mix with any blood of ours that is spilled, particularly if the magician doesn't have the Sterilize spell. Some will have a cell phone that is only used with a single contact, so that contact can't trace who else the character talks to. Occasionally the heat gets so bad that a character gets plastic surgery on their face and changes their name, possibly even discard contacts depending upon the situation.

Characters will scrub out the astral signature left from spells, either themselves or with a nature spirit. Sometimes a magician stays behind astrally to do so while the rest of the team carts away his body. (Usually they remember to pick a meeting point before they separate.)

We treat Lonestar as having many dedicated and skilled officers, and that as a corporation they choose to track down cop-killers with a vengence. This policy boosts morale of the officers and leads to higher productivity.

The team has one "friend in high places", but she is taken by mantis. They can not depend on her to get them out of a jam.

They always plan on sneaking in, but never depend on doing it successfully.
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Kagetenshi
post Jul 21 2004, 04:13 AM
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QUOTE (OurTeam)
We treat Lonestar as having many dedicated and skilled officers, and that as a corporation they choose to track down cop-killers with a vengence. This policy boosts morale of the officers and leads to higher productivity.

Which is why it's good to take down an officer if you can do it and get away with it. Do it whenever you can; you'll reduce the morale, cause questioning of the effectiveness of the policy, and reduce overall policing effectiveness.

If you make LS fear to tread somewhere, you've just opened that place and the places nearby up to more efficient business. It's been done in the Barrens, it can be done in other less-than-stellar parts of town.

~J
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Fresno Bob
post Jul 21 2004, 04:46 AM
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How do my characters run? Well, first they lift one leg, quickly put it forward, then other other, then the first, etc.

Works really well.
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Lord Ver'an
post Jul 21 2004, 05:45 AM
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My players usually devise incredibly insightful and creative plans to sneak in that take me by complete surprise. Then they screw something up and shoot the hell out of everything. Example: This week I had them trying to kidnap some the kid of a Yakuza guy who was getting too big for his britches. They scope the place out, do matrix and astral surveilance. They find out how many gaurds there are, get a partial floor plan, etc. The night of the run, they have the decker plant a fake pizza order, have the mage cast invisibility on the Assassin and the Katana-Adept while decker/techie waits in the van to intervene as needed and the face goes to the front door with the pizzas and successfully talks to gaurd into answering the door (really good fast-talking roll). Then the assassin and sam can't get the backdoor open. They knew the house had security, but hadn't thought in terms of maglocks, so when they find out, they are stuck. Now, the gaurd is distracted and while they don't have an electronics B/R, the decker does. Do they get him? No. They break a window, set off every alarm in the house and within 50 seconds have proceeded to lay waste to the place.

On the previous run, the 1st Missions run (the one with the meet in the park), they got a bunch of yellow construction tape and pretended there was a gas leak in the building. Then they got into a firefight...
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RedeemerofOgar
post Jul 21 2004, 06:10 AM
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QUOTE (Lord Ver'an)
My players usually devise incredibly insightful and creative plans to sneak in that take me by complete surprise. Then they screw something up and shoot the hell out of everything.

*ROFL!* Damn, that sounds WAY too familiar! :D Just once, I'd like to have a plan go off perfectly. Of course, if it *did*, we'd probably be paranoid as hell trying to figure out what the catch was...

+--Redeemer of Ogar--
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ShadowGhost
post Jul 21 2004, 06:23 AM
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I had a team that ran Shadowrun Missions #2.

I gave them a list of all the info their decker contact got, including, floorplans, guard duty roster, and security procedures manual, among other things.

I made of point of going over the list twice, adding emphasis on the Guard Duty Roster and Security Procedures Manual.

All they asked about and looked at was the floor plan :(

Needless to say, out of a total of 40 boxes of physical damage between four players, 28 were filled in. :eek:

And then we add stun damage. :eek:

The funniest thing was the ambidextrous adept, running away from the troll guard, blind-firing behind him with two pistols, while wounded, stunned, and running.... and still managed to give the troll a Serious Wound by the end of four shots with the pistols. :D
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Kagetenshi
post Jul 21 2004, 11:36 AM
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QUOTE (Voorhees)
How do my characters run? Well, first they lift one leg, quickly put it forward, then other other, then the first, etc.

Works really well.

Technically speaking, running means that at various short periods of time both feet are off the ground :)

~J
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Moirdryd
post Jul 21 2004, 11:52 AM
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Recent run for my players went swimmingly for them. Thouygh the sniper ended up with the fright of his life when a pair of guards they`d missed on their surveilence sweep (they were hitting a loading wareshouse, just the one big open building and lots of mostly open space) opened up on his position, Including a guy carrying an LMG. It was then he realised he was sitting ontop of what looked suddenly alot more like a Petrochemical storage tower then he`d first considered when he`d climbed up there. I`ve never seen a more desperate display of athletics from a sniper to change position. heheheh.
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toturi
post Jul 21 2004, 12:03 PM
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My runners usually do a check on the background data the Johnson gives them, the target/s, and the objectives. They also use stealth but are not afraid to apply copious amounts of violence. They see stealth as a force multiplier but if necessary, brute force can be applied.

Standard equipment are 2 different loads for pistols( or other ranged weapons) -one very lethal(APDS or AV) and 1 non-lethal(capsule) and formfitting armour with rigid one-way face plates. Other equipment are usually along the lines of full stealth or maximum force.
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The Question Man
post Jul 21 2004, 05:05 PM
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Plan for everything, expect plans A, B, and C to fail. Plans D, E, and F to be useless, and for the rest of the team to throw them all out on a whim.

So I guess you could say we Improvise :rotfl: or Zen ;) our way through it. Definitely... Oh and Murphy Law RULES. :grinbig:

Cheers :twirl:

QM
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KillaJ
post Jul 21 2004, 11:06 PM
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I have to agree. Stealth-mode is fine, blowing everybody away is fine, but nothing beats casing the joint for five minutes and then "winging it" with whatever gear you can scrounge up along the way.
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booklord
post Jul 22 2004, 04:44 AM
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What? Nobody leaves calling cards? Moons the security camera? Gives the corporate secretary your phone number while you extract her boss? Does nobody here get a thrill out of living dangerously?
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Kagetenshi
post Jul 22 2004, 04:45 AM
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I leave calling cards. They're decently large and have a tendency to deform, though.

~J
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PBTHHHHT
post Jul 22 2004, 05:11 AM
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QUOTE (Kagetenshi)
I leave calling cards. They're decently large and have a tendency to deform, though.

~J

Do the 'calling cards' happen to be made from plastique and having a timer or trigger? :D
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BitBasher
post Jul 22 2004, 05:19 AM
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QUOTE (booklord @ Jul 22 2004, 04:44 AM)
What?  Nobody leaves calling cards?  Moons the security camera?  Gives the corporate secretary your phone number while you extract her boss?    Does nobody here get a thrill out of living dangerously?

Those all contradict the idea of "living" for any real duration. :D
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PBTHHHHT
post Jul 22 2004, 05:23 AM
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QUOTE (BitBasher)
QUOTE (booklord @ Jul 22 2004, 04:44 AM)
What?  Nobody leaves calling cards?  Moons the security camera?  Gives the corporate secretary your phone number while you extract her boss?    Does nobody here get a thrill out of living dangerously?

Those all contradict the idea of "living" for any real duration. :D

But what if they're shedim or spirits? Does that negate the 'living' part? hmmm... :|

that'll be day, if someone ever makes rules for a shedim pc, I'll scream! :P
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Crusher Bob
post Jul 22 2004, 05:25 AM
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Sure I live dangerously. The 13 speaker surround sound stereo I financed with my last run (that no one knows about) might damage my hearing, sounds pretty dangerous... :grinbig:
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Shockwave_IIc
post Jul 22 2004, 06:08 AM
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QUOTE (KillaJ)
I have to agree. Stealth-mode is fine, blowing everybody away is fine, but nothing beats casing the joint for five minutes and then "winging it" with whatever gear you can scrounge up along the way.

I See you went to the same school of shadowrunning as my Players did :D
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KillaJ
post Jul 22 2004, 08:15 AM
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Yeah, I guess you could put me squarely in the "foolhardy" column.
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Kagetenshi
post Jul 22 2004, 11:00 AM
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QUOTE (PBTHHHHT)
Do the 'calling cards' happen to be made from plastique and having a timer or trigger? :D

No, but they're usually launched from a rifle :D

~J
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mmu1
post Jul 22 2004, 01:43 PM
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Bah. I play a street sam, and I could count the times I actually got to shoot things so far without even needing both hands.

Should things eventually go to shit, I guess it'll be a good thing he's around, but the cautious approach means his job for the most part consists of going into places first to make sure no one is going to shoot (so the more fragile members of the team can show their faces) and heavy lifting.

He usually makes sure to bring a couple of good books to a run, and has started to learn Electronics. :S
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CircuitBoyBlue
post Jul 22 2004, 02:40 PM
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My players have a habit of coming up with an insanely simple plan and then getting it to work. When I'm designing a run where they're going to have to destroy an office in a 10 story building without destroying anything else in the building, I generally think they're going to break in and plant a bomb. I never think they're going to build a trebuchet. It's gotten to the point where I have to come up with ridiculously layered runs because no matter what I do, they'll come up with a way to get through half of it in 10 seconds and stall for hours on the second half.
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Kurukami
post Jul 22 2004, 10:20 PM
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Which makes me wonder... did your players actually take "Siege Weaponry" as a skill? Or are they taking the +4 to their undoubtedly high TN for defaulting to Intelligence? :D
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Kagetenshi
post Jul 22 2004, 10:59 PM
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QUOTE (mmu1)
Bah. I play a street sam, and I could count the times I actually got to shoot things so far without even needing both hands.

Should things eventually go to shit, I guess it'll be a good thing he's around, but the cautious approach means his job for the most part consists of going into places first to make sure no one is going to shoot (so the more fragile members of the team can show their faces) and heavy lifting.

He usually makes sure to bring a couple of good books to a run, and has started to learn Electronics. :S

Sorry :D

~J
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