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Crimsondude 2.0
QUOTE (kevyn668)
I don't know this Teachdair poser but I gotta vote for Blackwing (aka Bloodwing) as the uber "Elven Hitman." (remember that contact?)

Funny thing. The PC (not Piston's, but someone else's who we knew) that, it is my understanding, was supposed to play his part in Double Take was as or more badass than Blackwing.
Pistons
Yup. Probably why the change was made.
Crimsondude 2.0
Shame, although the player of said PC seemed to still have some sort of unresolved issues related to that particular run.
Wireknight
I'm more annoyed with inconsistency among adversaries, than the challenge they represent. I can adjust the statistics of a NPC on the fly because the runners are supposed to have real trouble with them, and they're barely a blip on the combat radar. I shouldn't have to adjust the statistics of the NPCs because they are tricked out with weapons that the author didn't see fit to give them any skill in using.

But, that aside, the only real runs where I saw NPCs who would present a truly dangerous/climactic encounter were Bottled Demon(Geyswain), Stolen Blood(Bugs), Double Exposure(Bugs plus Queen), Celtic Doublecross(Reach Fuilleach), Harlequin's Back(Enemy agents too numerous to list), and Corporate Punishment(Tir Ghosts).
Apathy
QUOTE
But, that aside, the only real runs where I saw NPCs who would present a truly dangerous/climactic encounter were Bottled Demon(Geyswain), Stolen Blood(Bugs), Double Exposure(Bugs plus Queen), Celtic Doublecross(Reach Fuilleach), Harlequin's Back(Enemy agents too numerous to list), and Corporate Punishment(Tir Ghosts).

I'd add Brainscan, the toxic shaman in Super Tuesday, and the Mantis horde in Super Tuesday.

Most of the time, my opposition is weaker than the PCs, but still gives them a run for their money through smart use of tactics, the home turf advantage, and preparation.
Wireknight
Just about anything with bugs is pretty dangerous. The scenario in Shadows of the Underworld, after Yeats is assassinated, also has a highly lethal final encounter. You're supposed to have the players swarmed by agents of the Secret Hive, i.e. Wasp Spirits with Force rating of 4-10. On the upper level, do you know what a Force 10 Wasp Spirit's initiative was, in SR2?

40+1d6.

And yes, I forgot about Brainscan. Brainscan was pretty dangerous, but there was so much more that could be done with the Banded. I mean, you have the Blues. They're all linked to a massive processing core on a very deep level. They have more senses than you can shake a stick at. Why wouldn't they all incorporate tactical computers, to take advantage of what could be made into a lethal virtually omniscient combat hivemind?

I don't know either, so I re-statted them to have tactical computers. That made them a lot cooler(and more hideous).
Crimsondude 2.0
Yeah, I was just wondering how awful a TacComp, BattleTac, and Snake-Eyes would be when added to a cybered-up death machine tied into the Arcology's internal sensor networks.

I get the distinct impression Dave's vision was compromised.
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