From: | Tony Rabiola <rabiola@**.NETCOM.COM> |
---|---|
Subject: | Fwd: SR: Silly questions and comments |
Date: | Mon, 6 Oct 1997 16:40:58 -0500 |
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From: "MonkeyBoy" <patdolan@**********.net>
Newsgroups: rec.games.trading-cards.misc
Subject: SR: Silly questions and comments
Date: Mon, 6 Oct 1997 13:29:21 -0500
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Okay, this just came up in our games recently, and I can't seem to find
a
satisfactory answer in the manual.
If a character with a body of 1 takes 4 points of damage (ie: Damage
that
cannot be divided, specifically targeted at the poor sap), can you
keep
them alive with the application of a Stim Patch (Trash to immediately
heal 2
damage on Runner of your choice. May be used to heal a Runner whose
Body was
just reduced to 0 or less)?
My knee-jerk answer would be "no". Our victim was just reduced to -3
Body,
so the 2 points healed by the Stim Patch are only going to bring him up
to -1 Body, therefore he's still toast. However....
Page 66, under "Damage to the Runner", the manual very specifically
states
that "A card may not take more damage than is needed to "kill" it".
Following this logic, our 1 Body buddy can only _actually_ suffer 1 of
those
4 points he took in damage, the remaining damage is simply lost.
Therefore,
a Stim Patch will kick him back to 1 Body (can't go past that, since
he's
only got 1 Body to start).
But- Following this logic leads to some interesting situations. For
example;
Joe Runner (Body2) has taken a point of damage. His player has a Stim
Patch
on hand, but Joe is on a run (by himself) and is about to face another
challenge. If the player uses the Stim Patch now, they lose that extra
1
point of Body it would heal. Besides, if they wait until the next
challenge
(lets say it's a 4 point undividable damage dealer), Joe can soak up
some
more damage before being healed (especially useful if the damage is
undividable). Basically, it seems to make more sense to wait until your
Runner is actually dead before using a Stim Patch. For instance, if Joe
used
the Stim Patch before going into combat, he'd be dead. On the other
hand, if
Joes player waited until Joe died facing the next challenge, Joe would
not
only live, but he'd have full health returned to him....
Also, with this logic, I really dont't get why on earth you'd want to
bother
with Doc Wagon:Gold (If user dies, trash Doc Wagon:Gold to return user
to
owner's hand. Any Gear cards on the deceased Runner must be trashed).
It
costs the same as a Stim Patch, but must be equipped to a specific
runner,
limiting it's usefullness, returns the victim to the players hand
instead of
keeping them "in" the game, and trashes all their equipment.
The whole thing seems a bit weird to me, but the rules seem to indicate
this
is how it's meant to be played. Any comments?
Okay, enough questions, on to comments. I've been playing around with
my
cards lately, building specific theme decks. So far I've got;
Orc's R Us Nuttin' but orks, with lots of big guns and bigger
objectives
to take down (Amazonian Hunt, fer instance). Bets heavily on being able
to
blow the frag out of anything that it encounters. Also uses Bar Fights,
brawls and "Wanted"s to take out other runners.
Who you callin' Short? Dwarves! Pistols! Blazing Guns!
Amidexterious! A
collection of short, tough bastiches with a lot more firepower than
their
opponents would expect. Lots of equalizing objectives (Cermak Blast,
Urban
Brawl) that negate opponents best challenges.
Live; In Concert! The most self-destructive and unpredictible of the
bunch. A chaotic band of uzi-weilding, motorcycle riding, long-haired
rock
and roll stars! Featuring; Adam Bomb, Ripper, Ragnarok, Club Vortex and
any
other card that involves substance abuse, wild nights or
self-destructive
behavior.
So far, they all seem to work pretty well. The Ork and Dwarf decks play
very
solidly, while the Rockers veer crazily between wild success and
abysmal
disaster.
I've been using the Rockers, and I'm having a grand time so far...My
best
run involved the band trying to reach the concert on time. Four went
in, one
came out...
After contacting the Media Chick to plug their gig, three of the band
jumped
on their bikes and hit the road (Glitz: Lead Singer, Thrash&Thrash:
Guitar).
Reaching the concert hall, they discovered that the security guards
didn't
have them on the authorized list. The discussion that ensued (involving
the
arrival of more and more security goons and a playful exchange of
high-caliber ammunition) resulted in the loss of Thrash&Thrash, all the
security goons and the closing of the main Fusion Gate leading to the
stage.
Gulping down some pills he got at Club Vortex, Glitz wrestled the gate
open
as Adam Bomb made a fasionably late entrance on his rice-burner. As
Adam
tumbled to the stage on the ruins of his bike, Glitz's drugs wore off
and he
suddenly realized that he had actually died a few minutes previously,
leaving Adam to do the set by himself.
While not a financial success (the gate reciepts weren't nearly as high
as
had been hoped, mainly to refunds demanded by fans who were upset by
the
no-show of most of the band), the media coverage was excellent,
building the
band's reputation quite nicely.
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