Cheops
Jan 18 2007, 06:34 PM
QUOTE (bait) |
There are serious limitations to astral projecting magic users.
1.) Theres not alot of them. 2.) Their meat body becomes a tempting host for spirits. 3.) Their magic rating in hours is how long they can project for. 4.) Astral space is occupied by other mages and a variety of things that might not have the mages best interests in mind. |
Plus there's also the liability issues of having to compensate dead astral mages. That's why it should usually be spirits.
I did have a post somewhere where I was trying to get an outline set up for how to deke spirits. I looked at the astral visibility mods again last night and it looks like a highway gives no bonus and a crowded sidewalk or mall would only give a -1.
I'd say probably the best way to deal with astral tracking is character build planning. Flexible signature and/or Astral Chameleon frag over astral tracking like you wouldn't believe. The first allows you to modify your signature which would be the James Bond equivalent of revolving license plates and the second makes it hard for the spirit to assense you in the first place.
HappyDaze
Jan 18 2007, 07:11 PM
QUOTE |
All I've done is clarify my points and I don't ever recall having you ask me a direct question. |
Cheops, the following is what is called a direct question:
QUOTE |
What is it that you have a problem with regarding my take on astral surveillance? |
You wanted to take everything back to the astral surveiollance, and I wanted you to clarify what points you were having difficulty with.
QUOTE |
Discussing stuff with others on this thread is no problem since they seem to be grounded in reality but you aren't. Don't bother trying to continue to push your idea of SR if NO ONE else who has posted is buying it |
My grounding in reality is just fine - but I have an alternate take on a fictional world. Others seeem to be able to respond with thought even when they disagree with my views. It's really a shame you can't manage to do the same.
QUOTE |
You are like impervious to reality or something. Concepts that are proven true just kind of bounce off of you like some sort of imagination-teflon. |
RPGs are about imagination - it's not about convincing the other person as much as it is about looking into possibilities. I've played the game in the standard milieu for some time. I have a dislike for it and I'm proposing an alternative.
QUOTE |
That's why I don't feel it necessary to deal with you anymore. |
But we were just starting to get close... You probably do this everytime someone doesn't put out for you, don't you?
Demerzel
Jan 18 2007, 07:31 PM
QUOTE (HappyDaze) |
You probably do this everytime someone doesn't put out for you, don't you? |
This is exactly the kind of personal attack you should avoid making here. I'm sorry I'm not a mod and what I have to say carries no weight. But commenting on someones sex life in a derogatory manner during an argument is over the top, regardless if the person you're targeting that to is or would be offended this is a public forum and this is no place for that.
Rotbart van Dainig
Jan 18 2007, 07:36 PM
Nice threadnapping.
CD has the official answers to the question 'Why are Shadowrunners needed'.
HappyDaze
Jan 18 2007, 08:20 PM
QUOTE |
This is exactly the kind of personal attack you should avoid making here. |
A joke is less of a personal attack that questioning another's grounding in reality. Especially when that is followed by an attempt to silence your message by inappropriately claiming to speak for others. If someone doesn't want to deal with me, that's a choice - but it needs to be made with the understanding that I'll continue to 'bother' expressing myself as I wish.
cetiah
Jan 18 2007, 09:05 PM
QUOTE (Cheops @ Jan 18 2007, 01:28 PM) |
All in spirte of numerous people throwing actual and theoretical examples at you. You are like impervious to reality or something. Concepts that are proven true just kind of bounce off of you like some sort of imagination-teflon. |
When I was first exposed to Shadowrun, I had exactly the same reaction to it as HappyDaze. In fact, at first glance, most of its ideas are kind of... silly. Whenever anyone in my group proposed playing it, my immediate reaction was, "No, shadowrun is stupid." That was about 5 years ago. Since then, a couple things have happened:
1) I played a superhero game, and from that, got a better idea of how to run an urban-based campaign with limited scope but unlimited environmental interaction.
2) I've continued to study politics and economics and have become increasingly fascinated with games that explore these themes.
3) Television shows like Angel and Firefly have helped me to see how you could have characterization and variety with a limited and formulaic game style.
4) I read Neil Stephenson's Snow Crash. Five months later it finally sunk in and I was, like, "ohhhhh.... Huh." (Strangely the novel seems to share some of what I consider shadowrun's limitations, excelling in one area of analysis while completely lacking in another. I don't think its a GOOD novel, per se, but I highly recommend it to everyone.)
5) SR4 came out and I don't feel like I'm going to suddenly forgot all the rules in the middle of a gaming session, allowing me to focus on character interactions in more detail but create challenges built around mathmatical models. (I think mathmatical probabilities should be the number one focus of game preparation and roleplay should be the number one focus of actual play, and too many games try to mix those in the wrong stages.) Also, the rules are easier to tweak now which is very important to me.
6) I think the world has changed a little bit in the last 5 years. Or maybe I have. Shadowrun (or at least SR4) is a little more viable as a concept now than it used to be, in a lot of subtle ways.
7) SR4 moved away from the cyberpunk genre more than most people think. I don't like shadowrun because its cyberpunk, but in spite of it being cyberpunk. But I'm pretty sure there's an inherent contradiction between "everyone's wired and leaving datatrails everywhere" and "you are a shadow with no SIN". It'll be interesting to see which way this game goes.
Personally, there's a LOT I still don't like about Shadowrun. But there's a lot of setting material and rules that are really just better than all the other drek on the market, and I'd love to see alternate campaign concepts, models, and genres that used shadowrun as a baseline.
fistandantilus4.0
Jan 18 2007, 09:35 PM
QUOTE (HappyDaze @ Jan 18 2007, 03:20 PM) |
QUOTE | This is exactly the kind of personal attack you should avoid making here. |
A joke is less of a personal attack that questioning another's grounding in reality. Especially when that is followed by an attempt to silence your message by inappropriately claiming to speak for others. If someone doesn't want to deal with me, that's a choice - but it needs to be made with the understanding that I'll continue to 'bother' expressing myself as I wish.
|
Express your opinion as you wish, please. A big thing to remember here is that one persons interpretation is just as valid or invalid as anyone elses.
So yes, say what you think, promote your ideas, and remember to listen as well.
Also remember that we are here to discuss the game, not go through the finer points of what you consider humor. Statements like :
QUOTE (Happydaze) |
You probably do this everytime someone doesn't put out for you, don't you? |
have nothing to do with the subject, and are a personal attack. So keep on topic please.
cetiah
Jan 18 2007, 09:37 PM
QUOTE (HappyDaze) |
RPGs are about imagination - it's not about convincing the other person as much as it is about looking into possibilities. I've played the game in the standard milieu for some time. I have a dislike for it and I'm proposing an alternative. |
Actually, you started by asking a question, question A. When someone pointed out that the problem doesn't really factor into Shadowrun well, you basically replied (and I'm sumarizing for dramatic effect here), "Well, this game is stupid anyway. For X, Y, and Z reasons. It should work like this: enter proposal B."
The problem is that everyone else is still talking about A. A is the topic of discussion and, well, that's your fault, quite frankly. Everyone else is still saying, "A works" and "X, Y, Z don't exist as problems within A" (except me because I think one [and only one] of your objections has a lot of merit to it) or "A doesn't suck because of X, Y, and Z".
You're the only one really talking about B, your supposed "proposal of an alternative". A is not related to B. If you want to propose B, you can do it without tearing apart A. But if you continue to use X, Y, Z (most of which I still believe to be false) to tear down A, then you can't justify that position with B.
You also can't really take the moral highground saying, "Why can't we just discuss B?" unless you conceit that X, Y, and Z, are, indeed, false and A has its merit. And then you need to start a discussion about B rather than A. Continually proposing B doesn't help you because it doesn't support or prove your initial objections X, Y, or Z.
Little tip: For future reference, you may also want to make your value judgements more clear. Comments like, "I like this better" are very different from "this is not realistic". Make it clear which is your point and which is the evidence. Proposals are inductive arguments and are proven by weighting opinions in hopes of finding something "better" where as your arguments so far have been deductive which are proven (and contested) with facts to get an ultimate right/wrong conclusion.
Charon
Jan 18 2007, 09:50 PM
It depends on your interpretation of astral movement but it's arguably possible to lose an astral tail by moving faster than the mage's "walking" rate.
When the mage is moving at superspeed he has to "imagine" himself at the location and then travels so fast he can't perceive his environment while travelling.
So if you travel faster than his astral "walking speed" and in an erratic fashion that prevent him from anticipating your trajectory and thus keep projecting at a point you will have to cross, you could lose the tail.
It used to be an easier prospect in SR3... Now the "walking" speed is 100 meter/turn! It an even more drastic increase in speed than that of the running troll!
Still, some vehicle can move substantially faster so what you need is great rigger that can drive at break neck speed in an urban environment. It probably helps to quickly heads toward one of the barrens ; less electronic coverage and higher magical background.
You might even cultivate some contact amongst a wizgang and drive toward them if you fail to shake the tail.
You could also set up ambushes if you plan your escape route ahead. If you run through a tunnel you can predict exactly where your potential tail would have to go trough and you could have set up a surprise ahead of time (Kind of expensive in

or karma depending on what you planned). A variant is to drive to an area that you could have cased with astral barrier ahead of time, an area where you can swiftly change vehicles and that has some traffic.
HappyDaze
Jan 18 2007, 09:52 PM
I lost you somewhere in the alphabet soup of that last post.
I guess "This game is stupid anyway." - while a gross simplification - is the way I feel about Shadowrun's universe (I like the mechanics).
As for the rest, there was some discussion going on regarding corporate teams by people other than myself (this was the A vs. B thing), so I'm not quite the only one talking about a variation from the norm.
QUOTE |
You also can't really take the moral highground |
Of course I can. Anyone has the option of taking the moral highground, and does so even if they are not conciously choosing to acknowledge that they are doing so. We all love to be right. It just so happens that
I am.
HappyDaze
Jan 18 2007, 09:56 PM
All of that has a good chance of shaking astral pursuit, but consider that:
QUOTE |
Still, some vehicle can move substantially faster so what you need is great rigger that can drive at break neck speed in an urban environment. It probably helps to quickly heads toward one of the barrens |
Just has the makings of Cops 2070 written all over it. That high-speed erratic-course vehicle may attract so much attention that they don't need to follow you astrally. And once the helicopter is there, you go out of control and crash.
cetiah
Jan 18 2007, 09:57 PM
QUOTE (HappyDaze) |
QUOTE | You also can't really take the moral highground |
Of course I can. Anyone has the option of taking the moral highground, and does so even if they are not conciously choosing acknowledging it. We all love to be right. It just so happens that I am. |
Fine, fine, but if that hill has proximity sensors wirelessly linked to a nuclear silo, don't say you weren't warned...
hyzmarca
Jan 18 2007, 10:15 PM
There is one surefire way to escape astral pursuit: use a suborbital.
fistandantilus4.0
Jan 18 2007, 10:18 PM
diving into a body of water large enough to pop up somwhere out of sight could help as well.
HappyDaze
Jan 18 2007, 10:21 PM
QUOTE |
There is one surefire way to escape astral pursuit: use a suborbital. |
Won't work - the corps have filled all of the suborbitals with cybersnakes that frenzy when they smell someone without a SIN.
Jeremiah Legacy
Jan 18 2007, 10:23 PM
All right kids, everybody's talking and arguing about corporate cooperation. This was address in Adam Smith's "Wealth of Nations." Allow me to summarize, as I agree with him.
Businesses could very easily control society by cooperating to keep prices high and wages low. Thus, every business makes more profit. However ...
They are too dishonest to do that. Even if they made such an agreement, someone will lower prices just a little bit to bring in customers. Someone would raise their wages just a little bit more to bring in better workers. Then the others would respond by raising their wages or lowering their prices.
Now, let's bring this into Shadowrun. Ares makes guns. Lone Star patrols the streets. Wuxing deals in transport and talismongering. NeoNET handles the Matrix. Renraku makes software, hardware and security.
Ultimately, these corps need denialbe assets; both as people to do the dirty work and as customers.
Someone else said it, but it bears repeating: corps will screw each other over for money, even if they are not in direct competition. At the very least, when another corp is hit, "Not my problem," is the phrase that fits.
HappyDaze
Jan 18 2007, 10:23 PM
QUOTE |
diving into a body of water large enough to pop up somwhere out of sight could help as well. |
If the pursuer has a Spirit of Water with them, this entitles you to a "Sprawl's Dumbest Criminals" spot - your 15 seconds of fame are coming up!
Moon-Hawk
Jan 18 2007, 10:25 PM
QUOTE (HappyDaze @ Jan 18 2007, 05:21 PM) |
QUOTE | There is one surefire way to escape astral pursuit: use a suborbital. |
Won't work - the corps have filled all of the suborbitals with cybersnakes that frenzy when they smell someone without a SIN.
|
There's motherf***ing cybersnakes on a motherf***ing suborbital! And they're doing what motherf***ing cybersnakes do!
[/Sam Jackson]
fistandantilus4.0
Jan 18 2007, 10:26 PM
yes , "if", in which case, the "fleer" could counter the same way, assuming they're of a tradition that can summon water elementals/spirits and has one bound.
Thane36425
Jan 18 2007, 10:47 PM
QUOTE (Jeremiah Legacy) |
All right kids, everybody's talking and arguing about corporate cooperation. This was address in Adam Smith's "Wealth of Nations." Allow me to summarize, as I agree with him.
Businesses could very easily control society by cooperating to keep prices high and wages low. Thus, every business makes more profit. However ...
|
There is another problem with this. If there aren't enough people that can afford the products, then either prices will have to come down, wages will have to go up, ot corporations will go out of business. This is sort of what happened prior to the Great Depression in the US. There were a lot of neat new toys, but very few people could afford them, so production fell off and people lost jobs. That stock market crash just booted that over the edge and made it worse than it might have otherwise been. The again, it probably would have happened anyway and with the slower route, recovery could have been harder.
This is what you see in many Third World nations where 5% of the people control 95% of the wealth. There is very little industry and the rich have to import their goodies.
You are right though, that businesses probably would start bending the rules as they began to notice the coming crisis or personality clashes developed between owners and CEOs of different companies.
Cheops
Jan 18 2007, 10:51 PM
If you just want to talk about straight out running somewhere there are two safe bets in Seattle--the Glow Zone and the Ork Underground.
I almost always end up with a Malcolm Ork wannabe who takes OU contacts and the Glow is easy to deal with if you are anticipating fleeing there. Most cities in SR seem to have an area that makes mages cringe thinking about going in there.
Does anyone have any anecdotal evidence for escaping astral tracking?
eidolon
Jan 18 2007, 11:18 PM
FWIW, the norm here is to use one post regardless of the number of points you're addressing. While it's not a "rule", people aren't likely to miss your responses due to your post being long (in case you're worried about it).
Charon
Jan 18 2007, 11:35 PM
QUOTE (HappyDaze) |
All of that has a good chance of shaking astral pursuit, but consider that:
QUOTE | Still, some vehicle can move substantially faster so what you need is great rigger that can drive at break neck speed in an urban environment. It probably helps to quickly heads toward one of the barrens |
Just has the makings of Cops 2070 written all over it. That high-speed erratic-course vehicle may attract so much attention that they don't need to follow you astrally. And once the helicopter is there, you go out of control and crash. |
That's where being a rigger driving a souped up vehicle instead of being an average joe driving a beat up car comes in handy.
HappyDaze
Jan 18 2007, 11:43 PM
QUOTE |
driving a souped up vehicle |
We've tended to avoid using souped-up anything (guns, vehicles, etc.) since we generally have to scrap everything after a run. A fancy one-of-a-kind vehicle - even if that uniqueness is only noticable in special circumstances (tire prints, thermal images, specifis sounds of the engie, etc.) - is a liability to the runner on the run. (Bad pun, sorry.)
cetiah
Jan 18 2007, 11:59 PM
QUOTE (HappyDaze @ Jan 18 2007, 06:43 PM) |
QUOTE | driving a souped up vehicle |
We've tended to avoid using souped-up anything (guns, vehicles, etc.) since we generally have to scrap everything after a run. A fancy one-of-a-kind vehicle - even if that uniqueness is only noticable in special circumstances (tire prints, thermal images, specifis sounds of the engie, etc.) - is a liability to the runner on the run. (Bad pun, sorry.)
|
Cool. Where as you discard all the equipment and vehicles and such, I just have the runners discard a fake SIN. Weapon registrations, bullet statistics, crime reports, security footage, VIN numbers, license plate numbers, car descriptions, eye witness accounts... everything gets attributed to that SIN and they just discard it.
I'm considering making some quick house rules to make this a little bit harder. Basically, the PCs would need to declare one of their contacts a "fallguy" and discarding the SIN means using hacking skills to tie this fake SIN to that guy. The contact is scragged and the runners are clear. I imagine the Connection score would act as a Threshold and the loyalty would act as a bonus, but I haven't really thought of it.
I got the idea while playing the Netrunner card game, and used a "fallguy" resource to discard a tag when the corp traced my signal during a hacking run. But I haven't really put any thought into it besides "that would be cool".
Edit: I should point out that this isn't a BP cost or anything. I give out contacts like candy. It just takes a little bit of roleplaying and a couple skill checks to go get yourself another fallguy. It's harder to build up Loyalty though. Each successful run generally lets you add +1 Loyalty to a contact, in addition to all the other rewards.
Charon
Jan 19 2007, 12:41 AM
QUOTE (HappyDaze @ Jan 18 2007, 06:43 PM) |
QUOTE | driving a souped up vehicle |
We've tended to avoid using souped-up anything (guns, vehicles, etc.) since we generally have to scrap everything after a run. A fancy one-of-a-kind vehicle - even if that uniqueness is only noticable in special circumstances (tire prints, thermal images, specifis sounds of the engie, etc.) - is a liability to the runner on the run. (Bad pun, sorry.)
|
Please, a even a stupid 19 years old doing silly street race soups up his car. And a pro wouldn't soup up his get away car?
If your car has been IDed, you can modify its appearance and ID. And if even that isn't an option than you take it apart and reuse what you can. Or you scrap it altogether but are still happy that when you needed to use it, it saved your life.
What you don't do is, when something went wrong, try to flee the scene in a Honda Spirit that drives like a Honda Spirit. Oh sure, your car may be distinctive. But a standard Honda Spirit won't save your life so, you know, distinctive can be good.
toturi
Jan 19 2007, 01:30 AM
QUOTE (HappyDaze) |
QUOTE | driving a souped up vehicle |
We've tended to avoid using souped-up anything (guns, vehicles, etc.) since we generally have to scrap everything after a run. A fancy one-of-a-kind vehicle - even if that uniqueness is only noticable in special circumstances (tire prints, thermal images, specifis sounds of the engie, etc.) - is a liability to the runner on the run. (Bad pun, sorry.)
|
Consider: What is the average Int+Percept of a cop(that may be chasing you) or a average passerby/witness or even the people who may review the recording from a drone?
Consider again that what threshold the GM may apply to each aspect of the vehicle or the aggregate threshold of that souped up vehicle may vary from GM to GM. Then in order to trace the specific vehicle, there needs be some kind of "tracing" test whether it be a Etiquette(ie the beat cop asking his informants) or a Data Search, which adds a further layer of difficulty to actually tracing the vehicle. If the vehicle was under Concealment or a spell, if the driver has someone(like the team technomancer) working on erasing his virtual tracks, etc, then the difficulty goes up another notch.
If you are going for low-key, then you are sacrificing performance for the ability to blend in, unfortunately, unless you can hide your low-key car in a sea of low-key cars(it might be possible, though IMO not probable), you are less likely to outrun the initial chase(if there was a chase).
HappyDaze
Jan 19 2007, 02:32 AM
You guys don't have to defend your use of super-cars (and, super-tricked out weapons I'll bet). You just have a different style of play than I do. In my game, you would suffer for taking actions that would stand out like that, but you're not in my game.
Like I said in another thread, we scrap equipment and make sure we get paid enough to replace it. Dropping/swapping SINs doesn't amount to squat if they still recognize your signature equipment. It's not like they can't correlate information. I also assume that the 'average' investigator is pretty damn good at their job - many people prefer that corps/cops/whatever are bumbling idiots, but we don't play that way.
HappyDaze
Jan 19 2007, 02:40 AM
QUOTE |
If you are going for low-key, then you are sacrificing performance for the ability to blend in, unfortunately, unless you can hide your low-key car in a sea of low-key cars(it might be possible, though IMO not probable), you are less likely to outrun the initial chase(if there was a chase). |
My group's play style is obviously much different from that of many (although I did go more for the over the top violence and cool toys approach ten or more years ago...).
We have no problem sacrificing performance for subtlety - we simply refused to accept a troll samurai with lots of obvious cyber into the group becasue it went against the team's style. He was a total badass that could've been real usefull in a heavy combat situation. We simply don't get into those situations.
My low key car hides just fine - when they're not looking for it. If there is a chase, you're probably going to get caught. Escape hinges on not being chased in the first place.
BTW, we - as a group - told the player of the troll that his character was not acceptable for the style of game we were playing. He made another character (human covert ops) that was a much better fit.
jervinator
Jan 19 2007, 03:00 AM
Here is my take on it. How many people take their uberwagen out grocery shopping? Having an identifiable, unique vehicle isn't necessarily bad. However you also sometimes need discrete and/or disposable transportation. That is why two of my groups PCs learned to do the "gone in 60 seconds" thing. Of course car-jacking is always an option, but not really subtle.
My PCs find themselves in lots of situations. Some need chrome, some need speed, some need brains, and some just need style and tact. They seem to have developed the knack of using high-end custom gear when needed and knowing when to use disposable gear and leave their precious valuables home.
As for signature equipment, anybody savvy enough to notice that usually has your Modus Operandi down well enough that the disposability of your gear isn't a big issue.
cristomeyers
Jan 19 2007, 03:06 AM
I don't think that the law enforcement would necessarily have to be bumbling idiots, but they would be over-worked. Certain details would probably get lost in the no-man's land of information swamping the investigators. Unless the characters do something particularly grandiose, there's an even chance at just getting lost in the shuffle.
HappyDaze
Jan 19 2007, 03:28 AM
QUOTE |
I don't think that the law enforcement would necessarily have to be bumbling idiots, but they would be over-worked. Certain details would probably get lost in the no-man's land of information swamping the investigators. Unless the characters do something particularly grandiose, there's an even chance at just getting lost in the shuffle. |
If you accept the fantasy elements of the game - including that runners are all ultra-elite badasses, then the other side of that is that the cops all have teams that make the people on CSI look like waterheads. It isn't any more far fetched. One more montage and you're ass is caught!
cristomeyers
Jan 19 2007, 03:38 AM
Agreed. But the number of cases each of those teams has to work would also go up exponentially. Just population increase alone would double the average workload of an investigator, add in all the new types of crime: magic-based, mindrape, etc, and that's a lot of cases to spread around. Even the best can get worn down.
cetiah
Jan 19 2007, 04:09 AM
This exact issue was something I had trouble with in my first game session and I put the game away for the next 4 years. I made a subtle face-like computer expert (not a decker, though, and couldn't deal with IC) but who was really good at finding and manipulating public information, had BBS boards as contacts, and had all of the skills and equipment necessary to make basic fake SINs. He was also very good at deception and getting information out of people, one way or the other. My concept was that he was a brilliant investigator and economist working for a corporation. Stuff went wrong that I won't go into, and he fled to another country for awhile where he bribed a gang for protection. After five years of living in the streets, he's come back to Seattle looking to get revenge against those that ruined his life. He's not a street sam. He's not a decker. His best weapon is a pistol and I had to be talked by the GM into giving him some basic armor, and I took the time to read the cover rules very careful with the idea that I would play smart and subtle to keep this guy alive.
Another character built his street sam with a luxery lifestyle. We collaberated for a little bit and decided I worked for him as the head of his estate, using my information-gathering abilities to keep him out of trouble. He was running for governor and the last thing he needed was his "secret" getting out in public.
The third player decided to play a freelance combat mage with a squatter lifestyle. We didn't really have much use for him. I tried to talk him into living on the estate, but he refused.
I really loved this pair of characters and was really looking forward to the game, although I didn't really know the rules very well beyond reading Virtual Realities 2.0 (my first Shadowrun book).
You can guess what this game was like. It was hell on the GM, and he refused to play anymore after the first session and the type of game that was run made no sense for out characters whatsoever, and I was really looking forward to getting my patron elected to Governor as the longterm campaign plot.
We basically handed the GM a rich powerful little setting with highly developed characters, tons of plot hooks, and got spit back at us because it "wasn't Shadowrun". But it was; or rather, it could have been. That could have been an awesome game; but the players and GM weren't on the same page.
It's important to be open to different styles and to understand how things work within the "rules" under a given style.
cetiah
Jan 19 2007, 04:51 AM
I'm thinking of constructing a Fallout Phase of the game to manage downtime a little better for my game. Players could choose one action per week of downtime after the conclusion of a run, such as "Healing", "Training", "Socializing", "Working", "Research", etc. In addition, the GM may roll fallout actions for each week that passes in downtime for major factions or important characters that the players are still contending with, most notably Lone Star.
I haven't playtested any of this yet.
Mentat Analysts
GM Fallout Action
Lone Star has special analysts whose only job is to sift through tons of data. Their brains work as mental filters that can link seemingly irrelevant data together to form a grand puzzle, showing them a glimpse of the big picture. Like diviners of old would stare at old runes or crystal balls, these masters of information spend days studying crime reports, news feed, and surveillance information, letting it seep into their brain to form a big picture.
Choose one recent shadowrun. Add up the total Notoriety scores of all runners involved in that run and roll that many dice. Subtract one die for each "Low" or "High" lifestyle or two dice for each "Street" or "Luxury" lifestyle.
The number of hits equals "exposure" for the character with the lowest lifestyle. Reduce the character's highest rating fake SIN by a number of rating points equal to the "exposure" result. If the fake SIN falls to 0 rating or less, the character is "Arrested". If arrested, All Fake SINs are destroyed, and the character gets a Criminal SIN and a point of Notoriety.
Field Investigators
GM Fallout Action
Lone Star has a powerful network of eyes and ears throughout the streets and their expert investigators have some rather exotic methods of finding out what people know. Add to that a healthy dose of intimidation and interrogation, and they can follow a path right out to you as easily as any Mr Johnson can.
Choose one recent shadowrun, and one runner that was running it. Add up the "Connections" ratings of all contacts he knows. Add up the "Loyalty" of all contacts and subtract this total from the total Connections. Roll this many dice.
The number of hits equals "exposure" for this character with the lowest lifestyle. Reduce the character's highest rating fake SIN by a number of rating points equal to the "exposure" result. If the fake SIN falls to 0 rating or less, the character is "Arrested". If arrested, All Fake SINs are destroyed, and the character gets a Criminal SIN and a point of Notoriety.
In addition, the character must immediately discard one contact with a Loyalty rating lower than the amount of hits that were scored.
Interrogation
Intimidating psychopaths, electric chairs, addictive stimulants, lie detectors, detection spells, bound spirits, bad breath... you name any interrogation tool you can think of and Lone Star's got it. And now they've got you, too...
This action can only be taken if one of the players is currently "Arrested". Roll an opposed interrogation check against that character. The number of hits equals "exposure" for one of the character's companions. The player can choose which of his fellow runners takes the exposure.
The player can add dice to the GM's interrogation roll to receive a bonus to the bribery check of his next "Arrested" action. The amount of dice given can not exceed the character's Charisma.
Reduce the selected character's highest rating fake SIN by a number of rating points equal to the "exposure" result. If that character's fake SIN falls to 0 rating or less, the character is "Arrested". If arrested, All Fake SINs are destroyed, and the character gets a Criminal SIN and a point of Notoriety.
Arrested
Player Fallout Action
A character that has been arrested by Lone Star must take no fallout actions, except Arrested actions. When a character is rested, he begins with a Red Tape score of 4.
A character's Red Tape score is the threshold for any Bribery checks he makes. Success indicates he is no longer arrested. If an interrogation was conducted this turn, and the character gave voluntary dice to the GM for the interrogation check, he may add that number of dice to his bribery check.
Roll a number of dice equal to the character's Notoriety plus Red Tape. Any hits increase Red Tape by that amount. When Red Tape equals 10, he has been turned over to Corporate interests. The character is effectively gone from play at this point.
Prior to this, other players may attempt to bail out that character. The GM is encouraged to provide the players with sample opportunities to extract that character without a full assault on Lone Star's jail, such as an opportunity strike against a prisoner transfer vehicle, a court trial, community service, etc. Finding out enough information to conduct such a raid requires standard use of legwork rules, using Red Tape as a threshold.
Mistwalker
Jan 19 2007, 07:10 AM
HappyDaze, A few questions and observations.
1) Why is organized crime still flourishing now? Why haven't the governments eradicated it? Why hasn't the US gov raised, trained a bunch of Colombians to do a massive, one day strike against the leaderships of the Cartels, a one day blitz where they kill everyone in the houses, production centers, etc...
The resources are there, they could do it. But it hasn't happened. I think that it won't happen either. The same for Corps being able to stamp out all the independants.
2) If your "Zeros" are loyal only due to cortex bombs, are badly treated, then you are setting yourself up for several falls.
- Some corps will have their zeros go after those cortex bombs codes, and voila, your 200+ zeros are all dead, and you are at least 2 years away from having new zeros.
- Your zeros would spend a fair bit of time and effort to find their cortex bomb codes, to change them, so that they don't work, but that they know when someone tried to kill them. These are armed and dangerous people, you made them so, and if they have a hate on for you, and nothing to lose, you are going to get hurt (even if it is only lost resources).
- Who watches your zeros, to make sure that they stay loyal, behave, etc...
3) It is a gentleman's game, only as long as everyone plays by the rules.
- Joe, zero team controller, has just had his two kids killed by another corps zero team, they were collateral damage. Let's say that he wasn't married to the woman, who was married to someone else. No link from Joe to the kids. Joe wants revenge. He knows which corp did it, so sends in his zero team to take out as much of the board of directors of the other corps. Other corp survivors "know" which zeros hit them, and a war has started.
4) The freelancers would get their training from organized crime, or governements. Smiling Vito got greedy and the Capo had him killed. You were part of Smiling Vito's entourage, so you move on to greener pastures before the Capo can look your way. Or, you are a special operative in the government. Last of went bad, you were betrayed, or not backed up, or left for dead, etc... You are now a freelancer.
5) How would the Corps know where and who the freelancers are? If they are lending out their zeros to smaller corps to keep costs down.... And who says that the zero team handler is reporting all loaner missions to his bosses?
6) Corps are not unified behind their own management. So how can you say that they will be unified amongst themselves.
7) It is cheaper to use freelancers than it is to have zero or corp teams. No training, gear, medical, death benifits cost, nor are you paying them while they are not working.
Had more, but it's time to feed the baby.
toturi
Jan 19 2007, 07:16 AM
QUOTE (HappyDaze) |
You guys don't have to defend your use of super-cars (and, super-tricked out weapons I'll bet). You just have a different style of play than I do. In my game, you would suffer for taking actions that would stand out like that, but you're not in my game.
Like I said in another thread, we scrap equipment and make sure we get paid enough to replace it. Dropping/swapping SINs doesn't amount to squat if they still recognize your signature equipment. It's not like they can't correlate information. I also assume that the 'average' investigator is pretty damn good at their job - many people prefer that corps/cops/whatever are bumbling idiots, but we don't play that way. |
When I weigh in with an opinion, I try to make it as gameplay neutral and base it as much on game mechanics as possible. If you choose to ignore a canon game mechanic or choose to expand on an existing one, then it is a house rule. So it is not so much as case of me defending my style of as you are defending yours. Applying only canon rules, you would suffer some in-game consequences, but relatively speaking the rules do not seem to support the extreme reactions that you seem to be advocating.
It is not like the canon NPCs can correlate information(go ahead, even those info type NPCs do not have very much dice). You may create an investigator as an NPC specifically to do this, but that is no longer a canon NPC.
I'm not saying that your playstyle is wrong. What I'm saying is that the rules do not suggest your type of play.
Ravor
Jan 19 2007, 07:35 AM
You know, a quick question for whomever it was that suggested that if a corp needed Zeroes that they didn't have themselves they would sub-contract the job out to another Corp, perhaps even one that specializes in Shadowruns, how exactly is such a Corp any different then a Fixer that uses a stable of Freelance talent?
Also, to echo a point already mentioned, exactly where are the smaller Corps who can't really afford the expense of these Zero Teams going to go when they need a Shadowrun done?
Where is the Mob, Triads, ect going to go?
Or how about your friendly eco-terrorist group down the street?
What about the corrupt city offical or even a company man looking to shove his way up the corperate ladder?
Now don't get me wrong, I fully believe that the Megas should and do keep at least a few highly trained Black-Op Teams on hand for the most secure jobs, but I think that it is extremely silly to think that the Megas would waste their time and money by sending the best of the best on your typical Shadowrun or would spend the money necessary to waste any Freelance Talent that the various non-Mega Players would need to tap whenever they needed a Shadowrun done. (And if you think that the smaller players would trust a Mega with something like asking to borrow one of their Zero Teams, then I think you need to rethink human nature.)
cetiah
Jan 19 2007, 09:20 AM
QUOTE |
You know, a quick question for whomever it was that suggested that if a corp needed Zeroes that they didn't have themselves they would sub-contract the job out to another Corp, perhaps even one that specializes in Shadowruns, how exactly is such a Corp any different then a Fixer that uses a stable of Freelance talent? |
That was my exact point. I was arguing on the case of freelancers.
QUOTE |
Also, to echo a point already mentioned, exactly where are the smaller Corps who can't really afford the expense of these Zero Teams going to go when they need a Shadowrun done? |
Do we really care?
That's going back to one of HappyDaze's first premises - that runners would never get serious work, therefore wouldn't make serious money, therefore wouldn't be as good as corporate shadowrun teams. We've been arguing on a larger scale specifically to disprove that point. Freelancers are viable on any scale. But you're right, corp teams aren't.
QUOTE |
Where is the Mob, Triads, ect going to go? Or how about your friendly eco-terrorist group down the street? What about the corrupt city offical or even a company man looking to shove his way up the corperate ladder? |
Great points.
Side note: For my campaigns, all the "Mr Johnsons" so far have been members of one of these groups.
QUOTE |
Now don't get me wrong, I fully believe that the Megas should and do keep at least a few highly trained Black-Op Teams on hand for the most secure jobs, but I think that it is extremely silly to think that the Megas would waste their time and money by sending the best of the best on your typical Shadowrun or would spend the money necessary to waste any Freelance Talent that the various non-Mega Players would need to tap whenever they needed a Shadowrun done. |
Megas would spare freelancers as a boon to the little guys? Doubtful.
But you're right about the "not wasting your best" assets thing, although its not really right to just assume that your black ops teams are "your best of the best". I mean, where's the rest of their best? Can't we use them? I also don't think that the corps would necessarily operate in the idea that freelancers were, by definition, better than the "best of their best".
I've also briefly illustrated how not sending the "best of the best" on missions reduces the value of that investment. Why keep the "best of the best" on staff and assume the cost of hiring freelance shadowrunners? (Actually, there are all sorts of good reasons, most notably the one you've already implied - assumed risk of damage to the asset. But one has to ask how much money a corp is willing to shell out for the fear of 'potential' loss. AAA corps don't get that way by being inefficient with money... and Cheops has already demonstrated how using proper insurance coverage and other business tricks can keep these losses minimal.)
QUOTE |
(And if you think that the smaller players would trust a Mega with something like asking to borrow one of their Zero Teams, then I think you need to rethink human nature.) |
Right, because smaller corporations never contract services from larger corps with more extensive resources, right?
---
You do a good job of illustrating that there's definitely a market for freelance shadowrunners, no matter how powerful you make the corps. I still think on the scale of the bigger corps, however, freelancer shadowrunners definitely have their place (along with freelancers in every other industry).
HappyDaze
Jan 19 2007, 12:46 PM
QUOTE |
It is not like the canon NPCs can correlate information(go ahead, even those info type NPCs do not have very much dice). You may create an investigator as an NPC specifically to do this, but that is no longer a canon NPC.
I'm not saying that your playstyle is wrong. What I'm saying is that the rules do not suggest your type of play. |
If you're assuming that NPCs cannot exceed the capabilities listed in the contacts section of the book, then you must also assume shadowrunners cannot exceed the stats given for starting characters. I contend that both are false assumptions. There are superior and superhuman NPCs. The idea that some of these superior and superhuman NPCs work for the cops as white-hot CSI guys isn't so far fetched.
Oh look, the rules do 'suggest' my playstyle - they just don't stat the NPCs for me anymore than they do my PCs' group of runners.
Rotbart van Dainig
Jan 19 2007, 12:49 PM
QUOTE (HappyDaze) |
The idea that some of these superior and superhuman NPCs work for the cops as white-hot CSI guys isn't so far fetched. |
And that will use them... what?
There are few of them, they have to work on the most important cases, and if the runners are one of those, it's cat's and mouse again... compared tests as usual.
HappyDaze
Jan 19 2007, 01:42 PM
QUOTE |
And that will use them... what? There are few of them, they have to work on the most important cases, and if the runners are one of those, it's cat's and mouse again... compared tests as usual. |
My point is that the 'cat' can have very sharp claws. The number of serious investigations isn't really going to be all that high. Minor crimes get the lesser investigators, and if those are the runs your team is doing, you'll be OK (but probably not too highly paid).
Sadly, some groups always go for the high profile hard target runs. They plan for the hhigh-end security and they take the steps to accomplish the goals of the run. They often forget that there may be a very tough follow-up investigation afterward. Top-end hackers, adept CSIs, and very well-connected bounty hunters are not uncommon when you play in the big leagues. These people are as skilled as you and tey typcally have better - and more constant - backing. They won't always succeed, but if they catch even 25% of those they go after - do you want to take that chance?
Also, I love the assumptions that shadowrunners don't fail. I've seen several runners botch missions, often with loss of life and expensive gear. I'd often say that, even prepared, I've seen runners blow about 20% of the missions they go on. Admittedly, I run a gritty campaign...
toturi
Jan 19 2007, 02:24 PM
QUOTE (HappyDaze @ Jan 19 2007, 08:46 PM) |
QUOTE | It is not like the canon NPCs can correlate information(go ahead, even those info type NPCs do not have very much dice). You may create an investigator as an NPC specifically to do this, but that is no longer a canon NPC.
I'm not saying that your playstyle is wrong. What I'm saying is that the rules do not suggest your type of play. |
If you're assuming that NPCs cannot exceed the capabilities listed in the contacts section of the book, then you must also assume shadowrunners cannot exceed the stats given for starting characters. I contend that both are false assumptions. There are superior and superhuman NPCs. The idea that some of these superior and superhuman NPCs work for the cops as white-hot CSI guys isn't so far fetched. Oh look, the rules do 'suggest' my playstyle - they just don't stat the NPCs for me anymore than they do my PCs' group of runners. |
No, I do not need to assume NPCs cannot exceed the capabilities presented in the rulebook.
QUOTE (SR4 p282) |
The following sample contacts represent the people that shadowrunners... are likely to have the most dealings with... |
What I am assuming are that those NPCs are a representative sample of the people the runners are likely to run into, as the book says. And I contend that while there are rules for Superior or Superhuman NPCs, there is no canon SR4(yet) example of such an NPC or a group of NPCs with such quality(s), unlike SR3 where groups like the Red Samurai are Superior. And as such a SR3 Red Samurai are canon SR3 Superior NPCs. Any NPC that you as a GM may care to create are house rule Superior/Superhuman NPCs. The rules do not suggest your style of play, but as the GM, you may house rule it as you see fit, but that does not make it canon.
Rotbart van Dainig
Jan 19 2007, 03:00 PM
QUOTE (HappyDaze) |
Top-end hackers, adept CSIs, and very well-connected bounty hunters are not uncommon when you play in the big leagues. These people are as skilled as you and tey typcally have better - and more constant - backing. |
And then it boils down to two things:
1. Do you succeed in the opposed tests?
2. Is it worth following you?
The latter is rarely the case in the big leagues.
The damage is done, most likely kept to a minimum - and revenge does not pay corp bills. On the other hand, removing quality talent removes corp options, too.
Ravor
Jan 19 2007, 04:43 PM
QUOTE (cetiah) |
That was my exact point. I was arguing on the case of freelancers. |
Kay, I couldn't remember if if was you playing D.A. or if HappyDaze was the one who posted it.
QUOTE (cetiah) |
Do we really care? That's going back to one of HappyDaze's first premises - that runners would never get serious work, therefore wouldn't make serious money, therefore wouldn't be as good as corporate shadowrun teams. We've been arguing on a larger scale specifically to disprove that point. Freelancers are viable on any scale. But you're right, corp teams aren't. |
Perhaps I misread him but I thought HappyDaze's premise was that the reason that the Freelancers couldn't find work is that the Megas either snatched or killed them all, I was trying to point out that a fact that I think he missed, there are alot of the smaller players who simply can't afford their own Corp Teams, which means that there will always be demand for Freelancers. I guess we are approaching the same agrument from different directions. *winks*
QUOTE |
Megas would spare freelancers as a boon to the little guys? Doubtful. |
I worded my point poorly, what I meant to do was reinforce my point that the 'little guys' will always be creating a demand for Freelancers, and so the Megas would have to forever wage a very expensive war against the Shadows if they wanted their Zero Teams to be the only game in town.
QUOTE |
But you're right about the "not wasting your best" assets thing, although its not really right to just assume that your black ops teams are "your best of the best". I mean, where's the rest of their best? Can't we use them? I also don't think that the corps would necessarily operate in the idea that freelancers were, by definition, better than the "best of their best". |
*chuckles* Aye, touche.
QUOTE |
I've also briefly illustrated how not sending the "best of the best" on missions reduces the value of that investment. Why keep the "best of the best" on staff and assume the cost of hiring freelance shadowrunners? (Actually, there are all sorts of good reasons, most notably the one you've already implied - assumed risk of damage to the asset. But one has to ask how much money a corp is willing to shell out for the fear of 'potential' loss. AAA corps don't get that way by being inefficient with money... and Cheops has already demonstrated how using proper insurance coverage and other business tricks can keep these losses minimal.) |
True, but that cuts both ways, because one of HappyDaze's reasons for the Megas to wipe out all Freelancers is to prevent exactly that kind of 'potential loss'.
QUOTE |
Right, because smaller corporations never contract services from larger corps with more extensive resources, right? |
'Legal' services yes, 'Grey Area' services yes, but highly illegal services that require revealing company secrets and could be used as blackmail at a later date, I'm not so sure. Now true, the blackmailing bit does cut both ways, but I've found that in such cases the more powerful player almost always wins.
QUOTE |
You do a good job of illustrating that there's definitely a market for freelance shadowrunners, no matter how powerful you make the corps. I still think on the scale of the bigger corps, however, freelancer shadowrunners definitely have their place (along with freelancers in every other industry). |
Thanks I hope so since I am a Freelance Contractor in real life. *grins*
Moon-Hawk
Jan 19 2007, 05:12 PM
So much talk about hunting down freelancers. Sorry if this has been brought up before, but:
What are the conditions that would make someone skilled enough to hunt the runners down actually want to do so? If someone shoots your friend, you go after the person who shot your friend, not the gun they used.
Just to clarify, in this analogy the runners are the gun. They are a tool. The enemy corporation is the shooter, they're the ones with motive.
If runners steal your valuable prototype, you chase them like hell until they hand the prototype over to the Johnson. Then why would you kill them? What do you gain? Even if you find them they don't know who they were working for, that's the point of the Johnson. So what do you do if you find them? Hire them for your next run, of course; they're obviously skilled!
The only time a corp has a reason to hunt runners down is if they have reason to believe that a particular group of runners is targeting them specifically.
LS isn't hunting runners for antics pulled on AA property, because the AAs don't report it.
LS only gets involved if it's small-time runners running against smaller corps, or if the violence spills out into the streets.
LS has limited resources, and they have a contract, so say they have two sets of criminals that they know about and need to catch. One set is some small-time idiot who shot somebody or knocked over a liquor store and made the news. The other is a group of runners who hit a AAA facility, which never made the news and was never reported by the corp, who doesn't want to admit any losses. They go after the idiot who made the news, because that's what will get their contract renewed.
If you're running a terrorist campaign, or you're driving down public streets using heavy ordnance you're damn well going to have someone hunting you down.
But between extraterritoriality keeping all the best information away from Lone Star, and the "nothing personal" aspect of most shadowruns, there is very little benefit to be had by finding most runners.
Demerzel
Jan 19 2007, 05:23 PM
QUOTE (Moon-Hawk) |
But between extraterritoriality keeping all the best information away from Lone Star, and the "nothing personal" aspect of most shadowruns, there is very little benefit to be had by finding most runners. |
You do a good job of highlighting some of HappyDaze's misconceptions of how corps would operate. He's got them buddy buddy with eachother and playing nice and cooperative in order to eradicate the freelancer menace, but then being so vindictive and extravagant that they hunt down to the last the shadowrunners of the world.
I also find it interesting to see how this thread went from, how do you get away from an astral form when they have all these advantages, to how can shadowrunners even exist.
HappyDaze
Jan 19 2007, 05:34 PM
QUOTE |
The rules do not suggest your style of play, but as the GM, you may house rule it as you see fit, but that does not make it canon. |
So your mind cannot accept that there are exceptional people out there besides the PCs? This was a common thing in D&D back when the average NPC was 0-level. It was an idiotic fallacy then, and it's an idiotic fallacy now. If your runnersa are going high stakes, then so are the people they are dealing with (sneakier Johnsons, more conncected Fixers, tougher opposition, etc). To believe otherwise..
Well, once again let me just say that I'm right. I won't bother to attack anyone, but I sure feel good up here in my moral highground. I do hope the little people manage somehow.
Moon-Hawk
Jan 19 2007, 05:38 PM
QUOTE (Demerzel) |
I also find it interesting to see how this thread went from, how do you get away from an astral form when they have all these advantages, to how can shadowrunners even exist. |
It's a more logical progression than some of the threads around here.
But what I'm saying does apply to the astral surveillance question, somewhat. If you can get rid of the reason they're following you, they'll stop following you because they just don't care.
If being followed is going to be an issue (say you've stolen something), the exchange with Mr. Johnson is probably warded. They might try to pick him up leaving the meet, so now ditching astral surveillance is his problem, but he saw the problem coming and has a whole different set of resources to help him deal with it.
HappyDaze
Jan 19 2007, 05:41 PM
QUOTE |
Perhaps I misread him but I thought HappyDaze's premise was that the reason that the Freelancers couldn't find work is that the Megas either snatched or killed them all, I was trying to point out that a fact that I think he missed, there are alot of the smaller players who simply can't afford their own Corp Teams, which means that there will always be demand for Freelancers. |
Of course there will be freelancers for the small fry organizations (this includes organized crime) - but these will be doing small fry missions, typically against small fry targets. The corp teams operate on a different league and play the big game with the big boys. The Corps don't care so much about independents that stick to playing little league, it's only the ones that try to step up that are either recruited or snuffed out.