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> Looting the Landscape, job openings in pillage and rapine
Kanada Ten
post Feb 25 2005, 05:44 AM
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:rotfl: Either way we're creating rules that are not explicitly stated.
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TeOdio
post Feb 25 2005, 05:56 AM
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QUOTE (toturi)
No, but those are the 2 types of contacts explicitly mentioned, you may house rule to include Connected as one of the other type of contacts.

I would say it doesn't even have to be a "Fence" type character. Thieves "fence" to pawn shops all the friggin time. Like I said before, your connected contact may be a BTL junkie that buys and sells them to you at the "preferred" rate. It's not a house rule. Perhaps your "connected" contact deals in data softs. I agree w/ Toturi that it doesn't have to be a fence, it just has to be a contact. realistically though, the only contacts with the connections to buy and sell anything of high value is going to be a Fence or a Fixer type.
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Kanada Ten
post Feb 25 2005, 05:58 AM
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Any charatcer that buys illegal good from runners is a "fence." It's a generic term. They even mention talismonger by name for a fence.
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TeOdio
post Feb 25 2005, 06:04 AM
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QUOTE (Kanada Ten)
Any charatcer that buys illegal good from runners is a "fence." It's a generic term. They even mention talismonger by name for a fence.

Right.
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toturi
post Feb 25 2005, 07:20 AM
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Is it? Then why is there a Fence contact in MJLBB? Talismonger and Fixer are explicitly "fence" for the purposes of that section but nothing says that anyone else is a fence, although they did mention regular street contacts as a guide.
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Edward
post Feb 25 2005, 07:33 AM
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Your connected contact is a regular contact with an unusual ability to deal in a particular product. EG I have a mechanic contact and the connected edge, the mechanic can always provide me with parts for vectored thrust aircraft.

He is a regular contact in that he is somebody I see regularly, not a random acquaintance or a friend of a friend.

To fence is to sell something to a dealer in illegal or stolen items, it doesn’t matter how well you know them or how much of that class of goods they can handle they are (among other things) a fence.

There is no difference in risk if you sell something to a connected lvl2 contact or a non connected lvl2 contact, they will both go to the same lengths to protect your anonymity.

The only affect of the connected edge is that someone you know will deal with you on favourable terms, all the fencing rules still apply, all the risks still apply. The contact is still going to sell it on and maybe to somebody that will recognise it and try to trace you from it.

Also the idea of having an NPC role for availability to see wether or not he can get the gear your holding under his nose is stupid. When somebody says I have it and want to sell it now you can get it immediately, even if the availability is 234/43 years. I would have this go both ways.

Eg
Johnson to PC-> “you may want some APDS ammunition for this job, there security is always well armoured”
PC to fixer-> “you got any APDS you can sell me for this job”
Fixer to PC-> “take a week to get it in”
PC to fixer-> “no good, forget it”
Next month
Fixer to PC-> “I just got some ammunition and there where a couple of boxes left after the order was filled, matches your gun and should penetrate body armour all you want, its designed to do vehicles, but it wont be cheep. You want?”

Now the PC has a one of opportunity to by 2 boxes of AV ammunition with no need to roll availability. His current run probably is against poorly armoured gangers with motorbikes but if he has the spare cash he can slip them under the matrass until he needs them.

Any individual type of good will be very unlikely to come up but any fixer that also works as a fence will on occasion get strange stuff threw he might offer to the party “because they showed an interest in something similar”, eg you wanted casual rounds so your offered a Aries squirt, you wanted rounds for a gyro jet pistol so your offered the cigarette rockets in SOTA 64

Edward
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TeOdio
post Feb 25 2005, 07:40 AM
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Anyone that is buying "undocumented goods" would be considered a fence, especially if they were to re-sell the items in question. I agree with you that a "Fence" is a contact whose primary occupation is to buy and sell stolen goods, but a street doc could just as easily be a "Fence" for stolen medical supplies. Technically, the rules for acquiring goods are the same no matter where you get them, the rules would apply as well to whom you sell stuff to. In SR3 they describe the Fixer as the middle man who arranges such transactions. You could always have a contact to cut out the middle man, but that doesn't make the Etiquette rolls any easier to obtain something. In the end, you have to still find a "fence". Looking at the explanation of Fencing the Loot in SR3, the way it is worded, you could "skip" all of the Finding a Fence stuff if you use the appropriate contact anyway. Selling to your Fixer, your Talismonger, etc. The finding a fence rules only apply if you don't readily know someone willing to buy the goods. There are "canon" rules for wrong parties to hear about it if you are looking for a fence. But if you already have one, it doesn't even have to be "connected" to avoid that unpleasantness. But like I posted before, there are a lot of justifications for info to fall in the wrong hands, and if bad people show up, then they better learn to deal.
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Weredigo
post Feb 25 2005, 08:26 AM
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When it comes to Raiding the corpses I at least let my players get Ammo Reloads and Fresh peices of armor, usually by that time thier armor is degrading real bad.

We're not morbid enough to take cyber/bio ware off the dead yet.

What get's me in a bind is when they have the oppurtunity to raid a Magic User and want to know what magical items ( houserule, In my game I do allow magical items from DnD, which are not SR1 canon) I'll usually give them something with a small ammount of "charges". If it get's to be a real bad habit of thiers I'm going to start giving them "cursed" items.
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hahnsoo
post Feb 25 2005, 08:28 AM
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QUOTE (Weredigo @ Feb 25 2005, 03:26 AM)
( houserule, In my game I do allow magical items from DnD, which are not SR1 canon) I'll usually give them something with a small ammount of "charges".  If it get's to be a real bad habit of thiers I'm going to start giving them "cursed" items.

I see. And you aren't playing d20 Modern: Urban Arcana for what reason?

In order to salvage some good out of this, I would like to say that I think the costs for magical foci are a bit over-the-top... surely, some of the prices would have dropped from the glut of orichalcum from both Dunklezahn's Will and the Natural Orichalcum in YotC. Meh...

Charges. Sheesh.
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Smiley
post Feb 25 2005, 08:28 AM
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QUOTE (Weredigo)
When it comes to Raiding the corpses I at least let my players get Ammo Reloads and Fresh peices of armor, usually by that time thier armor is degrading real bad.

We're not morbid enough to take cyber/bio ware off the dead yet.

What get's me in a bind is when they have the oppurtunity to raid a Magic User and want to know what magical items ( houserule, In my game I do allow magical items from DnD, which are not SR1 canon) I'll usually give them something with a small ammount of "charges". If it get's to be a real bad habit of thiers I'm going to start giving them "cursed" items.

...

WHAT?
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Sandoval Smith
post Feb 25 2005, 10:26 AM
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QUOTE (Weredigo)
When it comes to Raiding the corpses I at least let my players get Ammo Reloads and Fresh peices of armor, usually by that time thier armor is degrading real bad.

We're not morbid enough to take cyber/bio ware off the dead yet.

What get's me in a bind is when they have the oppurtunity to raid a Magic User and want to know what magical items ( houserule, In my game I do allow magical items from DnD, which are not SR1 canon) I'll usually give them something with a small ammount of "charges". If it get's to be a real bad habit of thiers I'm going to start giving them "cursed" items.

I don't think that's quite fair. If my characters are not under fire, or otherwise in a precarious situation, then they always loot the mages because they tend to have valuable, easily liberated goods (unlike say, a cyberarm). Also, if you really don't want your players to have something, don't give it to NPCs.

It is reasonable for reusable items to have much less than a full charge. The NPC who had it was using it too. It'd be pretty lame to have them keep getting stuff with only one charge in it though. One GM (in D&D) solved the problem of players getting cool stuff off the NPCs (he liked loading them up with magical goodies) by having all their equipment dissapear after they died. He really didn't appreciate the jokes we made about being able to tell where we'd been by following the trail of naked dead guys (this was same GM who threw the tarrasque at us).

In SR, if someone has a whiz bit of gear, it's going to get nicked, because really, why pass up nice things? You've already killed the guy, how much worse is a little bit of larceny going to be? However, my players usually don't strip someone down to their socks (looting cyber is just icky anyway), and I'd generally discourage that kind of thing too.
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Aes
post Feb 25 2005, 10:42 AM
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Loot?

Naw, my PnP group are too classy to actually "loot" stuff.

Rather, we were posing as the assistants and body guards of a *really* important scientist (who went along because we had his daughter). He were to be left absolutely alone during the 16hr chopping session he had to make with an otakus brain wth only his "trusted assistants" allowed to see him. Naturally, we used the cyberterminal provided to us to check out if there were any interesting cyberdecks or expensive spares we could claim were "broken" in the lab and had the corp we were infiltrating DELIVER the goods to us, still in their cardboard boxes. :D

Included in the "loot" were 2 100k cyberdecks a cutting laser worth 80k and more exotic chemicals than could be considered healthy for you. Just a shame they weren't going to CZ the victim afterwards, ro we might've been able to snatch a few unbound foci too.
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nezumi
post Feb 25 2005, 05:55 PM
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I have no problem with people looting. Just keep in mind, they're on the run. Usually lugging around 20-60lbs of stolen goods isn't a great plan for escape. If they pulled off their run so well that they aren't legging it out at top speed, they deserve a few perks. And if the J can't or won't pay normal rates, he'll often offer looting rights and hints to help make the job nicer (heck, look at 'First Run!' Or don't. They do have you meeting Villiers.)

I would let them loot ammo, but generally if they buy more than 50-100 rounds, I stop keeping track anyhow. I don't play to count dollars and cents. Anything small and easily grabbable, and any neato weapons I expect to disappear.

As for ritual tracking... Would that work if you disassembled whatever it is and hid it around the city? I mean say they stole a car. Would ritual tracking find the passenger side door? The engine block? The set of wheels? I don't know, I'd generally either lead them to the single largest piece, whatever piece their ritual tracking physical part is from, or say they don't find it (since an engine is not a car, nor is a frame).

In one game I'm running, a PC bought a whole cyberware clinic. I'm mildly concerned about him trying to drag bodies out and getting cyber for free, but considering how rarely PCs upgrade their cyber, and how unusual anything above alpha is, I'm not too worried yet.
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hahnsoo
post Feb 25 2005, 07:17 PM
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QUOTE (nezumi)
As for ritual tracking... Would that work if you disassembled whatever it is and hid it around the city? I mean say they stole a car. Would ritual tracking find the passenger side door? The engine block? The set of wheels? I don't know, I'd generally either lead them to the single largest piece, whatever piece their ritual tracking physical part is from, or say they don't find it (since an engine is not a car, nor is a frame).

Technically, you can find each and every single piece using the Reverse Ritual Sorcery rules (boil it down: Add a +2 modifier) in SOTA: 2063. It would be like casting ritual magic using a PC to find his blood stains instead of using ritual magic on blood stains to find a PC... if they were once together, technically there is a link (albeit a weak one in most cases of "disassembly"). I'd rule that you could only really search for a specific part using ritual sorcery, and ritual sorcery would let you find the "best fit" for that part if what you are looking for isn't in one piece, but that's just me.
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Jrayjoker
post Feb 25 2005, 08:47 PM
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The only time I ever had a PC loot anything during a run was a deck sitting in a warehouse office. The guy wasn't a decker, but the run wasn't paying much and he wanted to try decking later in his life. I rolled randomly and he got a stripped down Kraftwerk.
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mfb
post Feb 25 2005, 09:08 PM
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if there's time, my char picks up any decent weapons that are lying around. he's got a pretty decent collection; it's nice, having spares.
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Jrayjoker
post Feb 25 2005, 10:16 PM
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It is also nice having a throw away that is implicated in crimes you have not commited. Especially if they know who committed them.
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Charon
post Feb 25 2005, 10:45 PM
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For crying out loud, some people are making a constitutional mess out of a simple story element.

Just decide, as a GM, whether or not someone is likely or not to try to track down the PCs. Either because of the loot or because of what they've done. If no one would bother, make a negociation roll and then let it go.

If you figure someone would try to track the PC, then you can make a decision to have the third party show up. That's right, you're the GM, you can do that. If you want it to be random (because it's not central to the campaign), just make a sensible roll against a sensible TN. For example, the intelligence rating of the corp VS a TN based on the precautions taken by the players.

Also, I don't know about you, but my fence NPCs (or connected contacts, whatever) are not operating in a vaccuum. Who are they going to sell the loot too and who finance them?

'cause if the fence is connected to the Yakuza and you are fencing hot Mitsuhama goods, the situation just begs to turn into a mess for the greater enjoyment of the GM.

EDIT : I have a feeling someone will answer : 'It's not canon'. Well, canon says that the GM has to challenge the PCs so AFAIC carefree looters deserve to discover why looting is not considered a safe profession amongst sensible folks.

---

As for looting or not looting ; usually not looting. In fact, my players usually get rid of some equipment after the run if they feel it could 'cause them trouble.
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Aes
post Feb 25 2005, 10:51 PM
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Another important thing to remember is the amount of heat you'll generate by grabbing everything that isn't nailed down. (Unless you've bene hired to blow the place skywards afterwards or somesuch).

Generally, your target is quicker to forget your trespassing if a) You don't kill his people and b) don't grab his stuff.

Heck, my character (admittedly a mundane) in a pnp campaign has gone to great lengths before to ensure any and all foci found their way back to the organization that hired whatever mage I had to disable in the heat of battle. It's just not worth it having Joe Megacorp blaming you for the loss of a 3-million nuyen power focus. :P
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John Campbell
post Feb 25 2005, 11:10 PM
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My PCs'll typically steal anything that isn't nailed down, and if they can pry it up, it's not nailed down. They exercise some restraint here, but it's a matter of practicality rather than being "above" looting. Getting out in one piece is priority one. Getting paid is priority two. Getting the job done is priority three. Walking off with anything that looks expensive is a distant fourth place.

We've gotten pretty ambitious in what we've stolen, given the time and means, though. Our best score was a luxury executive helicopter, which we grabbed by the simple expedient of using it as an escape vehicle. That freed up some room in our main vehicle for a bunch of expensive drones that we'd grabbed, and a few more extractees than the original plan had called for.

We grabbed an armored tilitrotor once, too, but we had to give that to our employer. We were working the security side of the fence on that run, and had plenty of time after the shooting stopped to pick up all the good stuff... we even spent some time playing drone rodeo (which seems to be an ongoing theme... in the previous run, the one where we stole the executive chopper, our face rode one of our rigger's VTA drones five stories up the outside of a building). We'd snuffed the enemy rigger, and he left a couple of rotodrone gunships hanging around with no one controlling them and no orders, so, since our own rigger was absent and couldn't hop on their net and bring them in the easy way, rather than letting them hover there until they crashed or something, we roped them, winched them down, and shut them down manually (using all due caution to make sure we didn't get shot if they reacted poorly to this treatment).

Another group stole a pretty sizable passenger hovercraft once, which we later used for a mobile base of operations. We were doing a lot of smuggling and stuff through the Great Lakes, so it came in really handy. We were pretty sure no one was going to come looking for it, because the original owners had it illegally to begin with, and had all become very rapidly dead shortly after getting on our bad side.

QUOTE (hahnsoo)
In order to salvage some good out of this, I would like to say that I think the costs for magical foci are a bit over-the-top... surely, some of the prices would have dropped from the glut of orichalcum from both Dunklezahn's Will and the Natural Orichalcum in YotC. Meh...

Orichalcum prices are insane, anyway. The only thing the stuff is good for is Enchanting, and since it's produced using Enchanting, that means that anyone who has the skills and equipment to use it for anything necessarily has the skills and equipment make it themselves, in quantity. Sure, it takes a while, but I know my enchanter would rather spend a month in the lab watching the process than the 350,000 - 450,000¥ it'd cost to purchase a similar amount of it. He's far more likely to have a month to spend than the money. Especially given that the processes that use orichalcum typically take weeks or months to begin with.
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Kagetenshi
post Feb 26 2005, 12:02 AM
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If it looks significantly more expensive than what the job is paying, you've got your priorities in the wrong place.

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Cray74
post Feb 26 2005, 12:17 AM
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QUOTE (tschofie)
While reading the thread on payment for runs, I found a sidenote on looting. This is probably more than a little naive, but... it actually never occurred to me that looting was, well, permissible -- or even possible. We've never even picked up downed enemies' weaponry, let alone engaged in the more devious methods that have been hinted at.

Y'know...the odd assault rifle or set of security armor isn't worth looting, but if a wage mage drops dead and a power focus rolls out of her hand, or the corp decker drops a Fairlight Excalibur...sure, go for it. Average runner wages IMG aren't that high, except for the uber-l33t runners.
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ef31415
post Feb 26 2005, 06:15 AM
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QUOTE (fistandantilus3.0)
We just go for the expensive stuff. Nice example, played in the Mercurial adventure a while back.

Mercurial is a great example of the joys of looting.

If you take the paycheck, you get 5,000 each or about 30k. If you grab everything that isn't nailed down you clock well over 1M, plus you get a whole bunch of plot hooks for the next few sessions :D ("do the yakuza ever just get over it?")
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Charon
post Feb 26 2005, 06:23 AM
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QUOTE (Cray74 @ Feb 25 2005, 07:17 PM)
Y'know...the odd assault rifle or set of security armor isn't worth looting, but if a wage mage drops dead and a power focus rolls out of her hand, or the corp decker drops a Fairlight Excalibur...sure, go for it.

Ah, yes. The Fairlight excalibur. Or any expensive deck, for that matter.

I had a player who said his PC did that kind of theft/looting from another game with a different GM. Dead security decker and all that.

I always wondered with the heck a corp would issue a portable tool worth over a million bucks to an employee when they don't have to. Why miniaturize when you can have a desk size cyberterminal literrally bolted to the floor. Then, not only runners can't steal it, but more importantly your employee can't steal it (a more common occurence in any company).

Heh. Just a little rant.

Oh, and corp vehicles should all have tracking devices. And these remote to shut down the vehicle as mentioned in Rigger 3. Plus, who would accept to show up to fence an armored limo or combat helicopter registered to Aztechnology?

Heck, even bearer bond are risky to fence if they were acquired in a spectacular mess of a run.

Focus used to be reasonably safe but the reverse ritual link gave me evil ideas. A dead body still has living cell for a few hours. Couldn't a corp take a sample from the dead mage and use it to track his foci? *evil laugh* At any rate, I'm sure the number of fence who can move powerful foci is limited. If I was head of security of corp and had a serious need to track down the runners for some reason, that's an angle I'd explore if the runner had looted a powerful focus (if they are smart they'll keep it for themselves but you never know).

Really, the only real high value loot that can usually be a good idea to take IMO is data. Assuming Johnson didn't forbid you to do it, of course. If you do it right (graceful logoff), the corp won't even know you stole that data until it is too late. And it is easy to transport and sell. Perfect (ass far as looting can be, anyway).
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Paul
post Feb 26 2005, 06:46 AM
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I, for one, could care less what the rules say, or even want rules for this part of the game. I'll decide what they have available to acquire, who they can sell it to, and what it's worth to the purchasers.

Rules are good and all, but jeesh....it's like people want a Roll Playing Game instead of a Role Playing Game.
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