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> Rules to Run By
Crimson Jack
post Jan 18 2005, 07:04 AM
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This is inspired out of boredom... If there were to be a top 10 list of rules to pay attention to while running, in the same vein as "geek the mage first", what would some of them be? Since this is a stupid idea, how about some humorous ones. 8)

edit: emphasis on humor. "Trolls can take cuts."
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Kagetenshi
post Jan 18 2005, 07:06 AM
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To quote myself from another thread:

1) NEVER astrally project with a team you don't know.

2) NEVER deck around a team you don't know.

3) NEVER jump into a vehicle [Rigger-style] around a team you don't know unless you've got inward-facing machine guns and your team knows that.

4) If your teammate offers you a ride back to your pad, the best option is to refuse. If you can't or think you can get away with it, get dropped off at least a kilometer away from your destination.

5) NEVER leave your gun at home when meeting with new teammates to plan a run.

6) If you're not attending the meet with the Johnson, try to bug someone who is. If caught, always deny and treat the person who found you and the person you were trying to bug (not necessarily the same) as untrustworthy from then on. If your teammates are screwing you, don't confront them, as they may become violent. Either kill them in your own time or leave when they're counting on you.

7) NEVER go to a run without your own way out. The Rigger may or may not be there when you come back, and may or may not be keen on letting you in.

8) If you have reason to believe one of your teammates is a cop, kill them immediately.

9) If at all possible, NEVER let a teammate meet one of your contacts. If anyone asks to, watch them carefully.

~J
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Morgannah
post Jan 18 2005, 07:20 AM
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QUOTE (Crimson Jack)
Since this is a stupid idea, how about some humorous ones. 8)

Avoid little Chinese girls in pigtails like the plague!!! If they're wearing knee socks, baby doll shoes, and what looks like it could be a school uniform, shoot yourself in the head and save them the trouble.
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Westiex
post Jan 18 2005, 07:21 AM
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I think someone is extremely paraniod. Not to mention he seems to have had cops posing as runners before ... :)
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TeOdio
post Jan 18 2005, 07:27 AM
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Old School:
1. Never trust an elf
2. Never deal with a dragon

Practical:
1. ALWAYS wear armor
2. If you've got a charisma score of 1 and the Hot Chick/Dude is coming on to you, it's really some nasty critter looking for it's next dinner.
3. You only get tracked / traced / tailed when you forget to check.
4. You never have any Karma Pool left when you REALLY need it.

New School:
1. Never astrally project near a morgue (Shedim possession == Bad)
2. Never, never, never, never....Never deal with a dragon.
:nuyen: :nuyen: :nuyen:
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FrostyNSO
post Jan 18 2005, 08:29 AM
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When the Yakuza serve you Lasagna, it's time to leave.
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ES_Riddle
post Jan 18 2005, 09:19 AM
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Always know which team mates you can kill in combat and which you would need to kill in their sleep.

Always have a weapon in case negotiations fail.
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DrJest
post Jan 18 2005, 09:42 AM
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These are some of my own guidelines from my... er... wow, far too many years of playing SR. YMMV:

Do your legwork.

Don't shaft your contacts - your rep depends on it.

Don't shaft your team-mates - your life depends on it.

Trust is a valuable commodity; bestow yours only on those who deserve it.

Betrayal is always paid back.

Do your legwork.

Become a force to be reckoned with, but don't run it into the ground.

Always know the way out.

Keep a hiding place that nobody else knows about.

Be polite in all your dealings - civility costs you nothing, and repays you a thousandfold.

Do your legwork.

Know when to walk away. Don't be scared to do it. Image is one thing; survival is another.

Always negotiate for medical expenses on a contingency basis. Most Johnsons appreciate the professionalism that shows.

Pulling a weapon is a line that cannot be recrossed. Be very certain you want to do it.

Don't kill anyone you don't have to. It is unprofessional, and besides, if you get caught people are more forgiving over headaches than corpses.

Read up on the things you don't do as well as those you do. The opposition has a thousand ways to ruin your day - you need to know what they are.

DO YOUR FRAGGING LEGWORK.
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Adarael
post Jan 18 2005, 09:56 AM
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Serious ones:
1) If you're mad you're not a big-name runner and you're stuck doing crap jobs for crap pay, be glad - it means you're not on any big hit lists.
2) If you're mad you're a big-name runner and you're stuck being on a big hit list, remember: they want the best, they're gonna have to pay for the best. Walk from any job that doesn't pay what you think you're worth.
3) Always record your Johnson's voice and face, if possible - or at least be able to reconstruct an approximation via magic, for film recording. If the Johnson tries to shaft you for saying no to a job, ask for some prep time. Then sell him out to whoever you're running against. If he tries to stiff you after the fact, let every runner know what he did. Chances are his days of being a Johnson are limited.
4) Contrary to popular wisdom, find out everything you can about who you're running for and against, and why. They might pay you to be blind, deaf and dumb outside the parameters of a job, but playing pretend is what lets you dodge the bullets after the run's over.
5) If possible, make any organization that you run against - corp or otherwise - believe your actions were an attack by a rival. If that means using that rival's gear, do so.
6) Always have another escape route. Always have another contingency. Always have another theory. Always have another everything.
7) Carry trauma patches. If it comes down to the mage losing a bit of magic, or the mage being dead, magic loss is preferable.
8) B&E is made ten times easier by having an electronics expert on-hand. Spoofing maglocks is like whispering 'open sesame' to a sleeping giant. Using explosives or similarly crude methods is like shouting it into the giant's ear with a bullhorn.
9) On dealing with personal vengeance, vendetta, or other personal interests while shadowrunning - don't, while on a run. After the fact, if one absolutely must? Do so loudly enough to ensure the right people get the message, and will think twice before screwing you in the future.
10) When it's down to the wire, and it's do-or-die-with-no-alternatives? There's no such thing as too much full auto.

Funny ones:

1) If you have to piss off a crime syndicate, piss off the one whose food you like the least. At least that way you're less likely to get jumped going out to eat.
2) "Nothin' says lovin' like C-12 stuffin'." Explosives are your friend. Treat explosives to a night on the town!
3) The Pi-Massey Rule: Much like rule #10 above - there's no such thing as too much white phosphorus. Even if there's nobody to kill, you can batch-roast marshmallows when you're bored in the middle of Africa.
4) Do not swim in Africa's Lake Victoria. No matter how much they pay you. It will only end in pain.
5) If the Johnson creeps you out, has inhuman mannerisms, and claims to be from Saeder-Krupp? It's a drake or a disguised dragon.
6) Above situation, and it's Aztechnology? Blood mage. Knock out, take to DIMR, collect reward!
7) Above situation, and it's a no-name company or similarly unheard of org? Ask to join the Network, it's a member.
8) Despite how cool it looks to shoot with two pistols, do not do so when a mission calls for stealth. Especially if the pistols are heavy, do 3-round bursts and you've loaded Extra Explosive rounds.
9) All that glitters is not gold, but all that burns will probably come in handy at some point.
10) An ounce of prevention is worth a pound of cure. An ounce of lead could be worth a pound of gold, if you snipe the mage and steal his foci.
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DrJest
post Jan 18 2005, 10:05 AM
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The wife, who I think got this from somebody's sig on here, points out that her standby rule is particularly apropos for Shadowrun:

Never meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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Birdy
post Jan 18 2005, 11:46 AM
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If your only magic support is a Shaman always assume:

+ The run takes part in the wrong domain

+ It's the wrong phase of the sun/moon

+ The stars stand wrong

+ There is too much "astral pollution" or "bad vibrations"

+ The "Spirits are not willing"

+ The Shaman is a pazifist and a coward

+ The Shaman is suddenly turns into a blood-crazy berserker

+ The Shaman has an oath to help all! woundet

+ The Shaman is high on some crazy drug


Best advice:

1) Shoot shaman
2) Get a real mage


Birdy
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Canid13
post Jan 18 2005, 01:31 PM
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General Rules:
1 - it's my SIG
1a - Gel rounds? What're gel rounds?
2 - Never leave a down man behind, you never know what he'll spill while being mind probed. Be safe, pump half a clip into him to make sure. Good for allies and enemies.
3 - Never stand too close to the guy who just bought his first grenade launcher. He probably doesn't know how to use it properly
4 - Dragons are your friends, keep em close and be ready to drop a nuke on em at a moment's notice.
5 - When the enemy doesn't know can't hurt them - save you on a stealth run
6 - Never burst fire when full auto will do*. (* Obey rule 5 though)
7 - Trust everyone, but remain suspicious, until proved otherwise. Then geek em at the first chance you get
8 - Stuff the mage, geek the sam with the big gun first
9 - There is such a thing as innocent bystanders. Hit what you aim at, not what's beside/behind/above/in front of it
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Panzergeist
post Jan 18 2005, 02:10 PM
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Unless you really need her help, give the total pacifist a gel round to the back of the head before the run and leave her behind.
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lorthazar
post Jan 18 2005, 02:41 PM
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okay rules that have come up in games I have played in:

1 ) Contrary to popular belief by Trolls, panther Assault Cannons are not Lock Picks.
2 ) There is no magical force too great for a Wolf Shaman, a Snake Shaman and a Burned out mage to handle.
3 ) Elementals are more afraid of the crazy Street Samurai then they are of the Grade 4 Initiate.
4 ) Contrary to popular belief by players it is not more the merrier unless you conduct Shadowruns like you do marching bands.
5 ) Monowire can be spun like webs so a Quarterstaff is sometimes the best buy you can make.
6 ) Yes you can dikote flechette ammo, but why would you want to shred your Ares Viper that way.
7 ) If the Johnson is offering part of the loot as payment, hijacking a truck with mines is a bad idea.
8 ) Say it with Claymore mines.
9 ) Want to put an end to Scatter and Physads throwing your grenades back just use some sticky glue
10 ) Never deal with a dragon. Do exactly what it says as quickly as possible. Do not attempt to get payment, or any sort of favor.
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Birdy
post Jan 18 2005, 03:08 PM
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For a merc campaign:

+ The best weapon is a hardwired field telephone - at least when there is an artillery unit on the other end!

+ The word "Precision" and the words "Artillery strike", "Air attack" or "Orbital fire support" never fit together

+ Sure the Leopard is basically un-killable. Have you checked the truck that transports the fuel and ammo?

+ No matter how smart or attractive she is - never get a 2IC that starts every second sentence using "With all due respect sir, but..."

+ If your enemy is another pro you don't need mines for a mine field - yellow marker band and "Mine" signs are enough

+ Mines are like friends - You do no where your's are right now, don't you?

+ Sure good weapons are often heavier and costlier. But if it's 40degrees minus and the elven horde comes storming over the ice, a heavy, costly and working MG is better than a lighter, cheaper that doesn't

+ Always read the manual of your new weapon/tank.

+ Always remember the eggheads that wrote the manual never have been in your current situation

+ Weapons are stupid, they can't read their manuals.


Birdy
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U_Fester
post Jan 18 2005, 04:00 PM
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QUOTE (FrostyNSO)
When the Yakuza serve you Lasagna, it's time to leave.

ouch. there must be some story behind that one
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toturi
post Jan 18 2005, 04:04 PM
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1) Never be the first to run with the psychotic troll samurai or the pacifistic shaman. You do not know if the player is a roleplayer or a munchkin.

2) Always run with the psychotic troll samurai or the pacifistic shaman if they are still alive. The player is a munchkin and you are safe.

3) If things always inexplicably go south, you and your team-mates should kill everyone in sight and loot everything you see. Your GM isn't playing fair, so why should you?

4) If things do not go south, be prepared to kill everyone in sight and loot everything. Your GM is plotting something evil, spoil it for him before he can spring it on you.

5) As a GM, when your players are roleplaying everything nicely and walking into the death trap/dramatic scene you've planned, be extra careful. One of them might have brought his gun/knife/favorite weapon of choice along for tonight's session.

6) As a GM, when your players are roleplaying nicely, and brought food and drinks, do not touch anything. It is inevitably spoiled/poisoned and is garuanteed to give you food poisoning.

7) As a GM, always have a big stick handy. Remember Melee rules give players Friends in Melee bonus and you'll need the Reach.

8) If the GM has a stick, remember to take a martial art with Close Combat maneuver.

9) As a player, always remember that there is only one GM and many players. Remind of him that if he refuses your munchkin geas/edge/flaw/etc.

10) As a GM, never refuse a munchkin idea in person. Always do so in SMS/email/pbp/etc.
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=Spectre=
post Jan 18 2005, 04:18 PM
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Since I'm a Rigger fan I'll list my rules specfically for a Rigger.

- Never let a teammate drive your vehicle unless you're dead.

- Lay down the ground rules to your team for staying in your safe vehicle before anyone gets in. Don't find out after they're inside that one of your teammates has enough personal explosives to put a large hole in the Arcology.

- BEFRIEND YOUR DECKER!! The two of you will accomplish a lot more if you work together than separtely.

- Much like phones, guns, and ID, have a ditch vehicle you can gladly torch to lose a tail.

- Style can get you killed, especially if not everyone has that new unique crimson and green spiraling flame car paint scheme.

- Never be afraid to trade paint with someone to get out of a situation. A vehicle can bang out major dents in a day. Your body will take far longer.

- Always be afraid to trade slugs with anyone outside of your vehicle. Nothing draws more heat faster than an MMG or minigun pouring lead.

- Try not to do surveilence from your safe vehicle. It's safe for a reason.

- If you run a command and control vehicle, don't turn rubber at the first sound of Lonestar. Keep your team informed.

- Never run a roadblock, unless you're driving a tank or aircraft, in which case, flip them the bird as you pass by.

- Do not assume that no one can touch you in your vehicle. Anti vehicle rounds and rockets are uncommon, not impossible to get.

- Do not get out of your vehicle on a run without a firearm in hand. If something is storng enough or desparate enough to make you abandon your ride, it will squash you into jelly, so have a fighting chance against it.

- Do not run your network just to run your network. Lonestar, Renraku and Knight Errant all have Riggers that wouldn't mind borrowing your drones for their work.

And lastly

- If your team rides in it, and the run damages it, your vehicle's repairs ARE expenses. Don't thin your own wallet at the profit of the team.
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=Spectre=
post Jan 18 2005, 04:50 PM
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Well since I got on a roll with my Rigger rules, I'll do Street Sams as well

- Don't bother sneaking in a gun at a Johnson meeting. If things turn sour, just break the neck of one of his bodyguards, steal the ones they will have and use that.

- Remember always that you should be playing by Chicago rules. If your opponent uses a knife, draw a gun. If they use a gun, draw a machine gun. If they use a machine gun, go back home and get your Assault Cannon.

- Weapons are like christmas tree lights. Save your best and brightest for those rare occasions when you need them.

- Armor is not an accessory. It's a second skin.

- If you must hit 0.01 essence, do so with practicality. Being the world's biggest BTL addict will not help you in the biz.

- If you must sharpen your knives in front of your Johnson, make sure to have a cyberarm attachment that does it so you can hold the blade in hand.

- Always be the last to draw a gun. You'll be the first one acting, so take some time and evaluate the situation before you pull heat.

- Adepts and Mages aren't fearless. Unlike you, they will worry about walking through an explosion.

- If you have the choice, get synthetic limbs as opposed to obvious cyberlimbs. Your attitude and lack of expression will give you away as a Street Sam. But they won't know what instrument of death you're hiding.

- If a Johnson mentions the word 'junkyard' and your run is in the corporate plazas, he's planning to double-cross you.

- If a Johnson mentions the word 'blowtorch', but your job has nothing to do with fire, not only is he planning to double cross you, but he intends to sell your body for profit.

- If you have access to Bioware, avoid Tailored Pheremones. There won't be enough of your meat body left to disperse them into the air.

- Always have at least three datajacks. One for your primary wepaon, and two for your two secondary weapons.
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Kagetenshi
post Jan 18 2005, 05:07 PM
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QUOTE (Adarael @ Jan 18 2005, 04:56 AM)
9) On dealing with personal vengeance, vendetta, or other personal interests while shadowrunning - don't, while on a run. After the fact, if one absolutely must? Do so loudly enough to ensure the right people get the message, and will think twice before screwing you in the future.

Disagree. During a run is the best time to take care of business. If possible, don't go to the meet for the run you double-cross someone at, so you can kill your entire team and avoid the rep hit.

Which brings me to:

10) If you're planning to double-cross a J or teammate on a run, don't go to the meet. This allows you to ditch the mission and keep your rep safe.

11) If a teammate misses the meet, watch them carefully. Hiding explosives on their person during the run would be good.

~J
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Grinder
post Jan 18 2005, 05:24 PM
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Avoid being the only human in team made of orks. :D
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Garland
post Jan 18 2005, 06:24 PM
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- You are not as tough as you think you are! It's possible the corp secretary could kill you with her holdout pistol.

- If you've got someone down, and you aren't going to kill them, don't make them beg. They might have their foot on your neck tomorrow, and are going to remember what happened.
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Jrayjoker
post Jan 18 2005, 07:10 PM
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Be quiet, be polite, and when you have the upper hand never gloat.

IRL, there was a bankrobber in Ohio while I was growing up that was very discrete and polite. So much so that no one could ID him because their impression of him was so high they couldn't associate the rough behavior of robbing a bank with him. The video got him though.
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Kagetenshi
post Jan 18 2005, 07:32 PM
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QUOTE (Jrayjoker)
IRL, there was a bankrobber in Ohio while I was growing up that was very discrete

It's a good thing, too. I hate it when bankrobbers blend into other bankrobbers :grinbig:

~J
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algcs
post Jan 18 2005, 07:34 PM
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If you walk into a bank in full security armor with your AK and grenade launcher, don't be suprised when they shoot to kill.

An electric scooter may be uncool but it is better than walking and fits in a backpack.

If your not sure if you left evidence at the crime scene "BURN IT DOWN!"

Being on TV can only help your rep.

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