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> Rules to Run By
GrinderTheTroll
post Jan 18 2005, 07:36 PM
Post #26


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We've never materialized our list before, but here's a recent addition:

1) Get grenade.
2) Pull pin.
3) Throw.
4) DO NOT go to step 1.
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Pinel
post Jan 18 2005, 08:04 PM
Post #27


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Your MMG with ammo belt, external smartlink and gas-vent system cannot realistically be hidden under your trench coat. Even if you're tall for a Troll.

C12 is not an acceptable substitute for spicy Italian sausage on a pizza, unless you're willing to impersonate the delivery guy and can run very fast.

Forensics experts (including those CSI folks) can't do much when the crime scene has been torched and the dead body is missing.

Until it's been laundered twice, your payment is just another liability.

The most likely way you will ever make a dragon bleed is by irritating its ulcer from inside its stomach.

Most Johnsons are professionals and are not offended by your antics: they operate on the basis of the profitability you bring them versus the risk of exposure. Interestingly enough, double-crossing and/or eliminating your entire team is one of the best ways for them to reduce costs AND improve deniability.

That sucking chest wound is Nature's way of telling you to get your Synthacardium bioware upgraded.
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CanvasBack
post Jan 18 2005, 09:06 PM
Post #28


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If someone on your team says in confident airs says "Watch this!" Run. If you can't run, duck and cover.

If you're a mage and sustaining a levitate spell as well as invisibility, high above the battlefield. Congratulations, you just became the #1 target for anyone/thing that can perceive astrally. Do your team a favor and perceive astrally yourself while you are doing this. This way, you can maximize the number of threats that can rip you to shreds.

If stealth doesn't work, resort to chaos.

If you are on a run and things aren't going exactly like the team planned, welcome to the 6th World chummer! You'll either adapt or die, but in either case your problems will brought to a swift conclusion.

If everything did go according to plan, you've been set up.

If you're using the priority system, and you're not magically active, why isn't your character a dwarf?

Ask yourself this question when a run goes sideways on you and your team; did the Johnson leave something out or did I not ask enough questions at the meet? The answer is always yes.
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Kagetenshi
post Jan 18 2005, 09:09 PM
Post #29


Manus Celer Dei
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Even people who can perceive astrally typically have a thing about remembering to look up.

And my character isn't a Dwarf because I care about my karma pool, thank you very much.

~J
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Garland
post Jan 18 2005, 09:12 PM
Post #30


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That reminds me...

- When being chased by a pack of rabid and starving ghouls, you only have to outrun the dwarf.

I don't get why everyone thinks dwaves are so uber. Sure, they get some stats cheap. THEY'RE STILL REALLY SHORT! HA HA! SHORT GUY!!!
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CanvasBack
post Jan 18 2005, 09:17 PM
Post #31


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QUOTE (Kagetenshi)
Even people who can perceive astrally typically have a thing about remembering to look up.

And my character isn't a Dwarf because I care about my karma pool, thank you very much.

~J

Yeah, it turns out that even the people who think they are above everyone else sometimes aren't. My opinion on KP is that if you're always using it, you're doing something wrong.

And yes if you plan on having to run away alot, dwarf doesn't make much sense.
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Kagetenshi
post Jan 18 2005, 09:25 PM
Post #32


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If you're planning to run towards something, dwarf doesn't make much sense either. Isn't it great to cover a wide-open killzone in two-thirds of the time?

And as for karma pool, if you haven't used it all by the time it refreshes, you're doing something wrong. Karma pool is always useful. Even if you're not bailing yourself out, you can get a few more successes on [insert test here] and make your life easier.

~J
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lorthazar
post Jan 18 2005, 09:31 PM
Post #33


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QUOTE (CanvasBack)
If you're using the priority system, and you're not magically active, why isn't your character a dwarf?


Becuase he is Ork
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zenpoetsix
post Jan 18 2005, 09:38 PM
Post #34


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one of my player's favorite sayings,

"Never piss in your own backyard."
-Kai-yot
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CanvasBack
post Jan 18 2005, 09:41 PM
Post #35


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Jay-zus...


Dwarves' suck at running... I admit it. Lordy, lord... Please don't take my legs off to prove a point massa, Eyes don't wanna run like no dwarf.

:P

I guess I just prefer to save my kp like a miser, only using it in actual Life/Death situations rather than simply making my character's life more convenient...


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Kagetenshi
post Jan 18 2005, 10:00 PM
Post #36


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Oh, I certainly like to keep a point or two for that, but that doesn't mean you can't use the rest of the stuff to have fun.

That being said, dwarves do have a fair bit to recommend them, I admit.

~J
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Guest_Crimsondude 2.0_*
post Jan 18 2005, 10:58 PM
Post #37





Guests






Thoughts from the first part of a campaign I ran:

1. Personal explosives are your friend.
2. You can have all the intel in the world on your target, but sometimes the lights work in their favor and you should have brought your SMG.
3. #1 and #2 and not mutually exclusive.
4. Even moderately exotic calibers like .357 SIG aren't worth it after the cops remove the bullets from the bodies.
5. Remember to use cover appropriate to your dominant hand. 90% cover beats the hell out of 50% cover for TN mods.
6. Do not engage in a gunfight at 2.5m with people who WILL outroll you on the initiative test. You will get shot.
7. Sometimes it's just not your day, and it takes you forever to beat up someone who's slower, mundane, and unskilled in martial arts.
8. If you suspect an ambush, be a gentleman and let your foe walk out of the building before you do.
9. Never pick a fight two blocks from the Seattle federal building.
10. DO NOT, under any circumstances, pull a gun on anyone during said fight.
11. Interception is a badass melee rule, so think before you decide to sprint from where you stand.
12. Sometimes, sometimes, the Lone Star beat cop responding to an incident is low-grade physad with a bad attitude and enough speed to catch you.
13. Remember that it rains a lot in Seattle. When you're balling down a crowded downtown sidewalk at 54 kph the Friday before Christmas (Dec. 23, 2061 to be precise), it pays to have good shoes.
14. People will move aside for someone balling down a crowded downtown sidewalk at 54 kph when they're wielding two pistols.
15. Wishing for the physad to trip over a stroller won't make it so, but even the GM rolls badly sometimes.
16. Drive a forgettable car. By the time Patrol's camera network (GridGuide? What's that?) finally tracks you to Where Street Cameras Fear, you'll be a ghost.
17. Move at the slightest hint of trouble. Anyone who you've done business with recently will come looking for you when you get a 10 second spot on the evening news. And these Santa carry shotguns.
18. If you have hearing amplification, assume the opposition does, too.
19. If there is doubt--there is no doubt. Don't kick in the door after you stop hearing the occupant shuffling around their apartment.
20. If you're going to ambush someone outside their apartment building, don't think they aren't stupid or crazy or both enough to jump out of a window.
21. Never assume the gang you bribed to stay in "their" apartment complex will come to your rescue. Some gangs are avaricous. Some gangs are duplicitous. And some gangs aren't awake at dawn.
22. Think before you chase someone around a corner, because they can get 14 successes on a called shot to the head.
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ES_Riddle
post Jan 18 2005, 11:09 PM
Post #38


Moving Target
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QUOTE (CanvasBack)
I guess I just prefer to save my kp like a miser, only using it in actual Life/Death situations rather than simply making my character's life more convenient...

I find that judicious use of karma pool tends to make the enemy have more life or death situations to burn theirs on. Especially on surprise tests or first round max combat pool shots.
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Mr. Woodchuck
post Jan 18 2005, 11:46 PM
Post #39


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1. Despite how safe your rigger may feel in their tricked out ride, be prepared to soak the 12S after mods when the GM finally crashes you.
2. There are 17 boxes between nothing and dead with which to soak drain.
3. Always have at least some melee training.
4. Snipers are bad.
5. If the amount of damage required to scratch the troll is well in excess of the amount of damage required to liquify the rest of the team so be it.
6. Any cool hard to find toys your team has are readily avaliable to the mega corp of your choice. (remind the whiny munchkin of the friend of a friend and spending cred for lower TN rules they probably used to aquire said trinket, and then apply to said mega corp)
7. Never leave the phone by the window.
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James McMurray
post Jan 19 2005, 01:13 AM
Post #40


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Always find out as much as you can about the run you're on. If it goes sour you'll have a better understanding of why, and may be able to track the backstabbing Johnson down for a little chat.

Expect every Johnson to double-cross you. The actual ratio of double-crosses should be fairly low, but the one that surprises you is the one that kills you.
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FrostyNSO
post Jan 19 2005, 01:37 AM
Post #41


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If you never have to burn KP, you're not being challenged enough :)
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kevyn668
post Jan 19 2005, 01:52 AM
Post #42


Runner
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QUOTE
- You are not as tough as you think you are! It's possible the corp secretary could kill you with her holdout pistol.

Only if the guards held me down while she beats me to death with it.

QUOTE
12. Sometimes, sometimes, the Lone Star beat cop responding to an incident is low-grade physad with a bad attitude and enough speed to catch you.

Heh. He is now...:vegm:

-If your character is the only character that hasn't suffered damage in a while, do NOT point this out to the GM.

-Your character is NOT as cool as you think he/she is. Don't be surprised when gangers sneer at your attempt to look tough.

-If you ever come across a "touchy-feely commune," kill everyone in it. No one is like that in the 6th World. They're probably Bugs.

-If you are stuck with a shaman and he/she tells you "Wolf is howling. There is something wrong with this place." He is not being melodramatic as usual. Leave. Leave immediately.

-If you ever run against a corporate research facility and there's secrect undergound tunnel system that has a "soft, fleshlike" consistancy and an "oragnic, yeast-like" oder. Leave. Leave immediately. Doubley so if the above applies as well.

Edit:
-There is no such thing as the "Karma Wheel." There is, however, a "Karma Hammer." Impact armor does not help.
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Necro Tech
post Jan 19 2005, 02:57 AM
Post #43


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1.) Wear as much armor as you can stand.
2.) Carry as much gear as you can stand.
3.) Never do the same stupid thing again.
4.) Get a decker on your team by any means possible. You will wonder how you got along without one.
5.) Get a good camera and record everyone you deal with during a run.
6.) If you see a suspicious person, watch them and remember them. The second time, shoot them.
7.) Shoot first, last and as often as you can. Many situations go much easier when the other side starts with wounded.
8.) Always have plenty of back up gear on stand by, far away from your usual doss.
9.) When anyone gives you anything, sweep it for bugs, and don't use it longer than you have to. Their bugs can be much better than your scanner.
10.) Don't be afraid to call LoneStar. The sound of their sirens scares off most bad guys allowing you to leg it.
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U_Fester
post Jan 19 2005, 02:58 AM
Post #44


Moving Target
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QUOTE
Being on TV can only help your rep.


or get you killed by your teammates


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


you know this one for a fact
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kevyn668
post Jan 19 2005, 06:03 AM
Post #45


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QUOTE (U_Fester)
QUOTE
Being on TV can only help your rep.


or get you killed by your teammates

I was waiting for that. ;)
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Zolhex
post Jan 19 2005, 09:24 AM
Post #46


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QUOTE (GrinderTheTroll)
We've never materialized our list before, but here's a recent addition:

1) Get grenade.
2) Pull pin.
3) Throw.
4) DO NOT go to step 1.

Ok so's let me get's dis straight:

1) get grenade. ok done
2) pull pin. ok done
3) throw. ok pin is thrown
4) DO NOT go to step 1.

So what I's do wit da grenade????? I's let go it go boom right??? or is da pin da go boom part???? Me sorry but I's want to know I's wanna do it right ya knows.
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Jrayjoker
post Jan 19 2005, 02:56 PM
Post #47


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Hug it, an' squeeze it, an' call it George?

Arrogance can get you dead...or a 25% bonus to the pay for the run. You decide which is worth more.
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SporkPimp
post Jan 20 2005, 04:06 PM
Post #48


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QUOTE (Jrayjoker @ Jan 19 2005, 07:56 AM)
Arrogance can get you dead...or a 25% bonus to the pay for the run. You decide which is worth more.

It really depends on how many more Reaction Enhancers you need.

*Live fast, die hard, leave a crater.
No need to do it in that order, though, or to do any of them just once.

*Better a DocWagon than a meatwagon.
Don't skimp when it comes to your body. It's the only one you're likely to possess (certain metamagics notwithstanding).

*There is wisdom in old ways.
There is no amount of futuretech more cost effective than a grenade with a tripwire around its pin or a flaming rag and a bottle of gasohol.

*Wars are won by pikemen, not knights.
There is no street samurai more cost effective than his equivalent worth in replaceable thugs holding the aforementioned bottles of gasohol with flaming rags.

*Don't be the guy with the biggest gun.
There is no suit of armor more cost-effective than a metahuman with a more distinctive gun than yours. Hell, sometimes they can even make you money.

*Why fight the tides when you can ride them to safety?
The guy with the biggest gun will invariably draw the attention of replaceable thugs wielding bottles of gasohol and flaming rags. When that time comes (and it will come), ask yourself this: is loyalty in the face of public opinion really all that cost effective?

*Love thy Rigger
For the price of a few nice dinners and the occasional thoughtful gift, Your Friend the Rigger can make sure that you're safely out of the way of flaming gasohol bottles and the occasional ex-teammate with the overlarge weapon and the deep, deep grudges.

*Keep your eye on the bottom line, or: the nuyen doesn't know where it came from.
If the ghouls don't get your ex-teammate's remains, the bacteria sure will. Why not make sure some of that meat goes where it's needed most? Just think of the chrome as the karmic reward for a thoughtful public service.
Besides, you need to find some way to pay for your drones ever since the team's rigger went missing...

-Albert
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U_Fester
post Jan 20 2005, 05:44 PM
Post #49


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QUOTE (Jrayjoker)
Arrogance can get you dead.

Is this from the Johnson, some guard you are dealing with or by your team?
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Jrayjoker
post Jan 20 2005, 05:48 PM
Post #50


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Well, if you piss off the Johnson by being a prig then that, If the guard hates you then that, and if your crew hates you , then that...


OTOH, if you think you are worth more (even if you aren't) you can sometimes get more...
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