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Spookymonster
Ye gods.... you're correct! Damn... this calls for a rethinking on a few of my chars. It's still useful (especially if you're casting mostly Force-1 spells or your GM is anal about leaving clues behind), but not really a bargain at 2 Edge points.
Thanks for ruinin' my day, Toturi... hope you can live with yourself...wink.gif
toturi
Your Edge-fu is weak. cool.gif
thunderchild
Physical Mask yourself as a Decker.
a small, weedy decker who is clutching his deck and crying for his mommy.
Siege
Bullet shield? I thought that was the Troll?

The other reason why you want to keep your team protected from magical inbound -- teamwork gives the enemy more people to shoot at.

-Siege
Zimbabwean Aardvark
QUOTE (Siege)
Well, hell, just carry a cyberdeck.

Nobody ever wastes ammo on the decker in real time. grinbig.gif

-Siege

Or just a cyberdeck case. Muuuch cheaper
Solidcobra
Looking like a decker is good, until someone notes that you are awakened ("dude, the decker just threw a fireball at us, geek him!")
Being invisible is VASTLY overrated, you heard me, invisibility SUCKS!

Why?

Picture a firefight when all of a sudden one of the enemies go POOF! and disappear, what do you do? Suppressive fire a area of 6 meters, starting from that point, shooting 1 bullet at the meter farthest to the left and right (2 bullets), 2 bullets to the meters next to those (4 bullets, 6 in total) and then you fire the rest of your bullets on the two meters remaining (3 on the one the mage didn't disappear on, 4 on the one he did)
now, the mage will probably bleed, or scream, or both.....

And guess what? the sammy shooting has a TN of 4, and only 4 (base 4, +2 for suppressive, -2 for Smartlink, no range mods since he has electronic vision mag lots)

can we say "PWNAGE"?
besides, i've houseruled the invisibility spells to "max success=force", that makes the game more fun and possible, no "i'm using a force 1 invisibility spell and not even god can see me!" mages in my games!

yes, i dislike magic, you noticed?
Solidcobra
excuse me while i shoot myself in the head
i meant to say that the two meters in the middle of your field are shot with 2 bullets each......
mfb
unless you're using a (fairly common) houserule, vision mag of any type doesn't work with smartlinks of any type. and keep in mind that cover mods also apply--if you're the mage, you should be grabbing as much cover as you can, since cover doesn't affect your spellcasting (except elemental manips).
toturi
QUOTE (Solidcobra)
Picture a firefight when all of a sudden one of the enemies go POOF! and disappear, what do you do? Suppressive fire a area of 6 meters, starting from that point, shooting 1 bullet at the meter farthest to the left and right (2 bullets), 2 bullets to the meters next to those (4 bullets, 6 in total) and then you fire the rest of your bullets on the two meters remaining (3 on the one the mage didn't disappear on, 4 on the one he did)
now, the mage will probably bleed, or scream, or both.....

And guess what? the sammy shooting has a TN of 4, and only 4 (base 4, +2 for suppressive, -2 for Smartlink, no range mods since he has electronic vision mag lots)

Guess what?

The mage was invisible before you even knew they were there.

The Sam cannot have his smartlink stack with his vision mods. So it is actually TN 4 + (-2) for SL + 6 (uncompensated recoil) + range mods + 8 (blind fire) = 10 min for 2 more dice to hit.
Spookymonster
Your training will be complete when you can snatch the pebble from Toturi's palm....
Talia Invierno
Yay, Kesh! Never mind magic: even non-magical armour is a Good Thing. So are environmental cover and high ground - very high ground - er, semi-angle-concealed-rooftops.

(One of my PCs currently has BD 6. I'm still amazed at how much damage he + longcoat + layered ultravest can absorb. It's the first time I ever slipped over BD 4, and only the second time I slipped over 2.)
Arelius
Just do not ever get shot.
LoseAsDirected
Don't forget to add a full suit of form fitting body armor.. It may be be a good idea to wear it around the streets, but it's perfect when on a run.. It even has a hood to prevent security cameras from getting a good look at your face.

By my rules, when layering armor, you can have 2 layers plus FFBA.. And half points, if any exist from the current layering, can be added to other half points for extra whole points..

Secure Long Coat (4/2) plus
Secure Ultra-Vest (+2/+1.5) plus
Full Suit FFBA (+2/+.5) equals
(8/4)..

Now, you'll get a huge penalty to any Quickness related tests, and lose a fair amount of combat pool dice.. But your survival rate improves dramatically.
Rev
Re: Shamanic masks.

If you actually look up the rules for noticing the shamanic mask it isn't that easy to do. I don't remember the forumula exactly, but it yielded pretty high target numbers.

The only time people will usually see it is when casting high force spells with a totemic bonus.
RedmondLarry
QUOTE (LoseAsDirected @ Jan 20 2004, 09:06 AM)
By my rules, when layering armor, you can have 2 layers plus FFBA

Other readers, just remember those are his rules. Canon rules for layering only count two layers (SR3 p. 285), and the Form Fitting Body Armor (CC p. 51) doesn't count toward Quickness related penalties. If you have an earlier printing of the CC, see the errata for the FFBA regarding the Quickness penalty (See p. 51 on Link).
Solidcobra
isn't invisibility a vision modifier? those aren't calculated when using suppressive fire, only cover (invisibility is NOT cover), damage on self and +2.....
so, i was wrong, the TN is 6, nothing else.....
invisibility= visibility mod=not calculated for suppressive=i'm right

or?
Solidcobra
recoil isn't calculated either
i read out aloud....
"Apply modifiers only for the attackers wounds, the targets cover (If any) and a +2 for suppressive fire. The attacker may also not use his combat pool
me= right
pebble=snatched
training=done!
weee!
Solstice
Yessshhh.......very well then. I have read this entire topic. Now for a real question.

What if your character is not a mage, or a decker, or a rigger, but a techie type?

This is my first character and I'm running into some problems already on the very first run. She only has body 3 and athletics 3. Form fit body suit 4/camo suit 3 so layered ballistic of a 7 total. I'm not sure how layered works exactly.

So as we all know, Murphy's Law prevades every aspect of life even RPGs. So we know that sooner or later bullets will fly no matter how pro we are.

We stepped out of a doorway and an elevator door happened to open up in front of us. Well, several guards just wasted us at short range with assualt rifles. 6 successes. That seems like alot for your average military grunt but I did not say anything to the GM.

So how can I possibly beat 6 successess? I had nothing from my dodge pool (zero successess). So I of course have to roll my body (3) and use combat pool. I can't remember how much combat pool I used but I think it was all 8d6 or close. I still only got 6 successess which is pretty decent considering the # of dice involved. But alas I was not able to stage it down and I took a moderate wound. Had I got hit at the end of the turn after my combat pool was gone. I would have been dead no matter what. There seems to be some inequality among the combat system.
Statistically I have like zero change to survive any kind of non stun attack.
Rev
I think the problem is that you cannot be a real pure techie type, or stealth type, or face type charachter in a fairly heavy combat game.

If the group is you, and a bunch of idiots who want to fight everything they see you are going to die pretty quickly.

If the gm feels the need to constantly "challenge" the fighter types by pitting them against thier near equals in combat you are going to die quickly.

Basically unless the group as a whole can, usually, avoid combat alltogether you must do something to get yourself through it and that means upping your combat stats some.

I typically make stealthy, techy, facey charachters so I have learned this lesson the long hard way. In the end you will have more fun if you just go with the flow and make a charachter more combat oriented when that is what the game demands.


Edit: and as has been mentioned in this thread you should not be using combat pool for anything except dodging and resisting damage, and your first actions should be to hide (preferably full cover) and only in unusual circumstances should you try to shoot anything. Also the gm should probably be doing some sort of suprise roll in those circumstances, and your sam's should beat security guards and take a few of them down while encouraging the survivors to shoot the sam's rather than you.
toturi
QUOTE (Solidcobra @ Jan 21 2004, 05:55 AM)
recoil isn't calculated either
i read out aloud....
"Apply modifiers only for the attackers wounds, the targets cover (If any) and a +2 for suppressive fire. The attacker may also not use his combat pool
me= right
pebble=snatched
training=done!
weee!

Where is the rules for suppressive fire?

I don't have my books with me, need to get a reference. I don't remember the suppressive fire rules, only the searching fire ones. I thought given the way you phrased the question searching would be more appropriate. Anyway got a page reference for that suppressive fire?
Teulisch
Form fitting bosy armor (full suit) can accept up to 5 points of modification. Either Non-conductive (to stop tasers and stun batons) or chemical seal (to stop spray weapons, splash gernades, and capsule rounds) could greatly improve your protection. And according to errata, the FFBA does not give you any layering pernalties. So layer it with something else, and put the other type of mod on the top layer of armor.
anybody know if the dwarf/troll cost increase is before or after armor mods?

Personaly, i like quickness 9 (base 6 +3 from muscle toner), since that increases how much armor i can effectively have, as well as reaction and running speed. FFBA, Camo suit, and a balistic shield can get me an armor of 10/4, no penalties (and non-conductive 5, chemical seal 6, fire resist 2 as well). (an unaugmented elf could do the same with a large riot shield, getting 9/6 with a quickness of 7. other race 8/5 w/ small shield) weapons of power 10- are easy to soak with a TN of 2.

The best defense, i think, is not to look like a shadowrunner. The industrious line coveralls are rather nice. Carries a kit, which means a bulge in the pocket is normal and ignored, if the parts of the kit you can see are there. hide in plain sight.

For invisibility- Ultrasound vision (or goggles). i can 'hear' you, so unless your silent as well i have no vision mod and will know you an invisible mage. quick fix may be to carry a white noise generator(high frequency).


mfb
range still counts, for suppressive fire, because range isn't a modifier--it's the base TN. however, like the man said, vis mag will cure what ails you.

suppressive fire rules are in CC, in the Advanced Combat section.

ultrasound vision is not effective against invisibility for the same reason thermo isn't--invisibility affects the mind, not the eyes.
toturi
Thanks, mfb. Oh... hahaha... those rules...hahaha... First the guy dodging has got to FAIL his dodge test first! HAHAHA! Combat pool against TN 4 (only 1 bullet/m, he was only in 1m area), no successes? rollin.gif

Only if he fails do you have a chance of hitting him, if he succeeds, you don't even roll! HAHAHA! And I thought someone had finally thought of a good way to hit an invisible man.
mfb
er... well, you can allocate more than one bullet per meter. and he still takes vision mods to his dodge attempt.
Zazen
QUOTE (mfb)
ultrasound vision is not effective against invisibility for the same reason thermo isn't--invisibility affects the mind, not the eyes.

M&M says it is effective, though. Your mind is being fooled into not-seeing. It's not being fooled into not-hearing.


Teulisch, note that viewing an invisible person through ultrasound alone still imposes a +4 penalty. Also note that an Ultrasound Emitter/Detector can be much cooler than a white noise generator. smile.gif
toturi
QUOTE (mfb @ Jan 21 2004, 09:15 AM)
er... well, you can allocate more than one bullet per meter. and he still takes vision mods to his dodge attempt.

Dodge Tests has vision mods? Huh? He takes only wound mods to Dodge.

I don't think Thermovision is going to help/hurt for dodging.

And taking your 6m example, you can pump 10 rounds (max) into that 6m. So he's got to get 1-2 sucesses with combat pool. BTW, a mage who was coverless at the start of the engagement deserves to die (How the hell did he get to go before your Sam anyway?)

And since your damage isn't modified by auto fire, modified by only your sucesses, which can be resisted.
mfb
i don't see why a dodge test wouldn't take vision mods. if you can't see who's shooting at you, how would you know when and where to dodge?
toturi
OK, let me put it this way, I don't think it is in the Canon rules to include vision mods in Dodge test. The examples in the books certainly do not.
mfb
i'll look at it when i get off work. regardless, there are still times when suppressive fire works very well--for instance, five guys suppressing the same area. at the very least, suppression eats up combat pool.
Panzergeist
Don't get shot. The best way to do this is to not get shot at, though being protected does help. It's that simple. Here are a few specifics.

Use cover.
Wear armor, but not enough to penalize you.
Stealth skill and stealth spells.
Have a good combat pool. Since combat pool is based primarily on mental attributes, you don't have to be a physical combat character to have a lot of it.
Don't dress like a D&D wizard. Don't cast visible spells in full view of the enemy. In short, don't let them know you are the mage if they can easily shoot you.
Armor, Increase Body, Barrier, Bullet Barrier, Deflection, any spell that protets you.
Illusion spells can make you harder to hit.
Don't be in front. If there is a chance of being ambushed from the rear, don't be in back either.
Use goggles and stuff to detect enemies. Plan your attack with your team.

And as for ultrasound goggles and invisibility, here is a blinding flash of the obvious for you guys. As it says in the book, invisibility affects the mind, improved invisibility affects light itself. Therefore only regular invisibility works againts ultrasound. Since the user perceives ultrasound visually, rather than as sound, it should be susceptible to invisibility.
Solstice
"Don't get shot".

pfft..you guys must play a totally different game or something.

How bout some suggestions that are NOT obvious for once.

Gotta love:
"Wear armor"
"hide behind something"
"use your combat pool"

oh really? Captain Obvious to the rescue! Save us from the little known!!
kevyn668
@ Solstice:
I think they're just trying to cover all the bases. wink.gif And it really doesn't get much more common denominator than "Try to avoid situations where you can get shot". Pretty sound advice for SR or RL, IMO. biggrin.gif

QUOTE
Panzergeist Posted on Jan 21 2004, 03:41 AM
And as for ultrasound goggles and invisibility, here is a blinding flash of the obvious for you guys. As it says in the book, invisibility affects the mind, improved invisibility affects light itself. Therefore only regular invisibility works againts ultrasound. Since the user perceives ultrasound visually, rather than as sound, it should be susceptible to invisibility.


Theres a flaw in that plan somewhere....Okay, got it: The device that projects and reads the ultrasound wave isn't affected so you would still see the image on the screen/display. The same way you could see the (non-physical) invisible mage if you had a camera. Thats why you need a spell that frags w/ sound waves.

There's another one too, I just can't put my finger on it....
Fortune
QUOTE (Solstice)
How bout some suggestions that are NOT obvious for once.

Seems to be a whole thread-full of ideas. ohplease.gif
Teulisch
on the ultrasound vision issue:
Add in a spatial recognizer and high frequency hearing, and you have -3 TN to locate something by sound, ie ultrasound. Make a map with that ultrasound, a gps, and an orientation system, and you now have a -4 TN, or no penalty to geek the mage. a rating 8+ white noise generator is needed to render augmented ultrasound worse than thermo.

M&M makes no distinction between grades of invisibility- simply states both mana and physical silence spells will prevent ultrasound from 'seeing' the mage, and leave no blnk spot. Sight-effecting spells dont affect ultrasound without a sound component as well.

Only downside to the '+1 or no penalty in pitch black' is that you are emitting sound. and annoying the hellhounds. turning it off when not needed would increase ones lifespan. (how do protective covers work with ultrasound vision?)

kevyn668
QUOTE
Fortune Posted on Jan 21 2004, 04:42 AM
  QUOTE (Solstice)
How bout some suggestions that are NOT obvious for once. 


Seems to be a whole thread-full of ideas. 


Well, in his defense, most of us don't get to start our SR career w/ mil-spec hardened armor. So, I guess I could (grudgingly) see how the advice on this page would seem...lackluster, for lack of a better word. smile.gif

Sol: pay more attention to the advice on planning and working as a team. If you don't want to be put in a spot where you have to roll those body dice, the best solution is to make your opponent roll his. But only once. wink.gif
Zazen
QUOTE (Teulisch)
on the ultrasound vision issue:
Add in a spatial recognizer and high frequency hearing, and you have -3 TN to locate something by sound, ie ultrasound.

Aye, those are awesome and often overlooked.

QUOTE
Only downside to the '+1 or no penalty in pitch black' is that you are emitting sound. and annoying the hellhounds.


I don't know why, but that "annoying the hellhounds" line made me crack up. smile.gif
Austere Emancipator
QUOTE (Panzergeist)
As it says in the book, invisibility affects the mind, improved invisibility affects light itself.

Eh? Where, exactly, does it say that? SR3, p. 195: "Invisibility affects the minds of viewers. Improved invisibility affects technological sensors as well." AFAIK, "as well" has the same meaning as "in addition to", so Improved invisibility still works to fool the mind into not seeing you, but it also fools technological sensors into not seeing you. If Improved invisibility did indeed bend light waves, then the perceiver wouldn't get to Resist.
Solstice
My team consists of a physad with little man syndrome and a large sword power foci 5, and a rather dense street sam wanna be weapons specialist who only thinks about eating.

Needless to say I have many gaps to fill and I can already tell in this first run that I'm not going to live very long. They have no way to avoid combat even if they wanted to. They just don't have the skills to get things done without capping someone. It's rather frustrating because it makes SR seem like a one dimensional game. Like if your not combat oriented you die. Like AD&D with guns and really, really annoying dice system.

So right now we are scaling the skeleton of a hydroelectric dam with crates of BTLs strapped to our backs, trying to get into Tsimshian. That is stupid yes, but not related to the points I'm talking about. I'm just really frustrated cause I can tell there is no way I can live through the run.

I haven't been playing long and I can already see a huge problem with the game. You really can't satisfy everyone since your either in combat (joy for the sams) or your infiltrating or decking or astrally projecting (joy for me, boring for all others), and no character can really participate fully in both, nor can we work as a team like would happen in the land of butterflies and flowers. they would bungle the most basic B&E and I would endanger everyone if they had to protect me in combat.
Really SR leads to splitting up the group moreso than I'm used to. Really with such a skill descrepency how can you not?

Give me some redeeming qualities here. I mean I love the game but I'm not going to play if I have to make a combat character to simply survive. I've never played a cookie cutter meat grinder and I never will. That is the ultimate non-challenge and boring.

Maybe it's the way my GM is. Everything seems very very hard and you have like zero chance of doing anything sucessfully unless you have like 5 or 6 dice to roll for it. That leads to polarized characters who specialize in one thing and that widens the discrepency.

BitBasher
The problem is you made characters that do not work well together in a team and it sounds like you have a GM that caters twards certain tendencies, and noncombat soloutions aren't them.

If the GM decides that combat is what things tend towards then that's the way the game is going to go. There is nothing you can really do about that. It sounds like everyone but you tended towards combat characters, and then yes, you will be left out because you went against the grain of the party. The ability to make that work lies solely in the hands of your GM. It's possible, but it sounds unlikely.
RedmondLarry
QUOTE (Solstice)
What if your character is not a mage, or a decker, or a rigger, but a techie type? My character only has body 3. Layered ballistic armor totals 7.

Several guards wasted us at short range with assault rifles. 6 successes. So how can I possibly beat 6 successess?

With Assault Rifles at close range new characters are generally supposed to die. Body 3 is very appropriate for a non-combat oriented character, and even Body 6 may not help all that much more. The fact that you lived is awesome in itself. Congratulations.

First, a couple points on the rules.
1) Dodge Pool doesn't exist in 3rd edition. Athletics skill is not used for Dodge. Instead you get to choose how much of your Combat Pool will be used for Dodge (P. 113) or how much to use with your Damage Resistance (Body) roll. If the attacker has many successes, you'll typically decide whether to use dice for Dodge or Resistance based on which has the smaller Target Number. If the attacker has few successes, you may Dodge to try to avoid getting shot completely.

2) If the GM had decided that a Surprise situation (p. 109) existed, you might have been surprised and not been able to use Combat Pool at all. Consider yourself lucky.

Now, some points on your gaming group:
a) If the GM is out to kill characters, he'll do this type of thing often. He probably won't. If he's out to make one or two people look good and everyone else look bad, he'll do this type of thing often. He probably won't.

b) If the characters forgot to research what type of guard patrols there were, or forgot to send something in Astral space to find guard patrols, or forgot to deck into the building cameras to find guard patrols, or forgot to set up a distraction out on the street to distract guard patrols, or caused an alarm to be raised but went in anyway, then you got what you deserved. You getting hurt just helps reinforce your learning process. Good GM.

c) It's the job of your front-line combat characters to draw the fire away from the tech weenies and magicians. They are supposed to look like the biggest threat, so the roving guard patrol shoots at them first. If they instead try to get the tech weenies shot, they are doing something wrong. Some combat characters do this on purpose. If they do, and they don't stop, you're in the wrong group. On the other hand, your tech weenie should be so valuable to the group that the combat monsters want to look out for her.

d) It's perfectly fine for a tech weenie to take 3 boxes of damage and have the magician heal it all up after the battle, particularly if it helped your combat monster or magician survive long enough to destroy the opposition.

e) I often make a beginning character with low body. If she survives her first 3 adventures I'll raise Body to where it's more effective. If she doesn't survive, I haven't lost much when I make a new character.

Welcome to Shadowrun. I hope you have great adventures.

P.S. Tech weenies should stay at the back of the group. Don't look threatening. Don't carry a big gun. If you have no gun, they'll shoot you last. Use Fall Prone or move behind cover.
LoseAsDirected
QUOTE (Solstice @ Jan 21 2004, 05:48 AM)
My team consists of a physad with little man syndrome and a large sword power foci 5, and a rather dense street sam wanna be weapons specialist who only thinks about eating.

Needless to say I have many gaps to fill and I can already tell in this first run that I'm not going to live very long. They have no way to avoid combat even if they wanted to. They just don't have the skills to get things done without capping someone. It's rather frustrating because it makes SR seem like a one dimensional game. Like if your not combat oriented you die. Like AD&D with guns and really, really annoying dice system.

So right now we are scaling the skeleton of a hydroelectric dam with crates of BTLs strapped to our backs, trying to get into Tsimshian. That is stupid yes, but not related to the points I'm talking about. I'm just really frustrated cause I can tell there is no way I can live through the run.

I haven't been playing long and I can already see a huge problem with the game. You really can't satisfy everyone since your either in combat (joy for the sams) or your infiltrating or decking or astrally projecting (joy for me, boring for all others), and no character can really participate fully in both, nor can we work as a team like would happen in the land of butterflies and flowers. they would bungle the most basic B&E and I would endanger everyone if they had to protect me in combat.
Really SR leads to splitting up the group moreso than I'm used to. Really with such a skill descrepency how can you not?

Give me some redeeming qualities here. I mean I love the game but I'm not going to play if I have to make a combat character to simply survive. I've never played a cookie cutter meat grinder and I never will. That is the ultimate non-challenge and boring.

Maybe it's the way my GM is. Everything seems very very hard and you have like zero chance of doing anything sucessfully unless you have like 5 or 6 dice to roll for it. That leads to polarized characters who specialize in one thing and that widens the discrepency.

SR is all about balance.. Balancing your skills to the point where you rock at your chosen archetype, but are still passable in other regards.. It's not easy, for sure.

When in doubt, do what I do.. This helps just about any character..

Two combat skills. (Pistols, Unarmed, Armed, Sorcerer.. Some means of doing damage)
One niche skill (Computer, Car, Conjuring, whatever)
One backup skill (Electronics, Biotech, etc..)
Two social skills (Etiquette, Negotiation, Intimidation, etc..)
Athletics
Stealth

You need some combination of those skills to be useful to a group in general, and also in a specific field.. Yes, SR is a game based mostly on the concept of 'you stay here and do what you do best.. We'll go here and do this...'

I find that a good group is usually 5-6 people..

One mage, for astral scouting, spell defense, and other special abilities..
One decker, for overwatch, and nothing else.
One vehicle rigger, on point guard, ready for extraction. If he has drones, this makes him all the more useful.
At least one 'tank', possibly 2. Adept is fine. Samurai is better. Troll samurai is best.
And some general B&E specialist.

The decker needs to find a safe place to jack in and provide overwatch.. The mage needs to do astral scouting as soon as possible, and provide support and spell defense for the rest of the group afterwards.
The rigger needs to keep a watch outside, possibly with drones, and be ready to leave at a moments notice. You do NOT want your rigger to go down in the middle of a run, because then you're really screwed.
The tank goes with the B&E specialist, to provide offense/defense.. If you've got 2, let the 'weaker' of the two keep watch on the deckers meat.. You can even leave the mage behind with the decker in this case, but I don't recommend it. If you've got 3 tanks, then the 3rd tank should definitely stay behind and guard the meat bodies..
The B&E specialist sneaks around, (hopefully the troll samurai doesn't give away their position), slicing pass maglocks, taking out lone security members.. Well, you get the idea.

SR requires a good GM, or it can suck. Nothing is more fun than a well ran SR game. Nothing is worse than a shitty SR game.

The beauty of SR is that, no matter how prepared your group is, you're probably never prepared enough.. You'll always meet that one challenge that can mean life or death.. That's what makes the game fun. Fear. Fear for your PCs life. And you SHOULD be afraid.. You're a criminal, breaking into massive enemy compounds, sneaking around, doing all kinds of illegal goodness.. You damn well better be afraid for your life.

Oh, and a Face, while not vital to the run itself, is REALLY great to have at the meet.. But some other player can double up at this role if possible.. Hey, the only thing better than getting 200,000 nuyen for a run is getting 250,000...
Siege
QUOTE (OurTeam)

P.S. Tech weenies should stay at the back of the group. Don't look threatening. Don't carry a big gun. If you have no gun, they'll shoot you last. Use Fall Prone or move behind cover.

Actually, a lot of people aim at hostiles without guns based on the assumption they might be mages. grinbig.gif

-Siege
RedmondLarry
I run NPCs as people who react to what they perceive as the biggest threat. Rarely will they start shooting unarmed or lightly armed people while a Troll with a gun is 15 feet away, unless they get an indication that spells are being cast and a magician has suddenly become their biggest threat. Usually by then the tech weenie has started to look for a place to hide.
Solstice
Ok fragger scan this:

I AM A "TECHIE". Ok? I am a technical specialist. Ok?

I am not a "tech weenie". Ok?

You want some weenie muchacho I give you some weenie.................main.
Kagetenshi
Tell that to the Troll wink.gif

~J
kevyn668
QUOTE
Solstice Posted on Jan 21 2004, 07:55 PM
  Ok fragger scan this:
</snip>
I AM A "TECHIE". Ok? I am a technical specialist. Ok?


rotfl.gif

Thats priceless! All you need is a Keanu voice and the words "..."F-B-I Agent...!"

edit: emphasis mine

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