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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The High Seas net.expansion!
Date: Sun, 28 Sep 1997 20:38:28 -0700
> > Ahh -- a zero Rep objective that just might eat all your Runners, get=

> > switched with Lofwyr, can be trashed with Cherry Bomb or stopped with=

> > Bomb Threats. It should be noted the location is Unique, definitely.=

> > Not sure about a Requirement for the objective or upkeep -- sheesh,
> > an upkeep just makes the card useless.

> Points well made. I was just thinking of the "my world" (TM) where
> the objectives are taken easily ;-)

Man. The few guys I play with are all the "don't bother running 'til
you're huge and monstrous" types. Anrd the funny thing is they still
sleaze the challenges most of the time..
=

> [snip]
> > > = Coinspinner seems a bit expensive for a weak runner and the 1
> > > shot loaded dice ability

> > ...And Razorback, man, I'd never use *his* sleaze ability.

> I don't either, especially at that price :-) I just think the stats
> are a bit low such that I would probably not be motivated to put him
> in a deck. Maybe it's just me...

You're right.. at least Razorback is decent enough to use in a deck. =

Coinspinner will definitely get a little boost.
=

> > > Name: Hell House
> > > Type: Objective
> > > Cost: N/A
> > > Text: 20 Reputation - Any runner that dies while on a run against
> > > Hell House become a "ghost" runner and is put on Hell House (all
> > > gear is trashed). Combat against these runner becomes the
> > > Requirement for scoring Hell House. If the objective is not taken
> > > trash runners at the end of the turn. +5 rep for each "ghost"
> > > runner.

> > Interesting, but leads to terrible possibilities. (Load it up with
> > weenies, four Statics, two Foxies.. ) It also should be made clear
> > that the Runners can't use special abilities (although, think -- Fat
> > Man and a Ghostly Marek?) or have Specials played on them, either.

> How would the weenies help? If you start off with 6 weenies and 3 of
> them die along the way, you now have 3 weenies against 3. I might be
> missing something here though. I thought up this card "on the fly"
> this morning so I haven't taken the time to think about it much.

I hadn't thought of that (hey - Five weenies and Lord Torgo on a run..) =

What I meant was to go on one run, slag off a lot of low Threat runners,
and then go *back* with a larger, more powerful bunch. In the meantime,
it is open to run on, but you can either intercept of give it a Wild
Goose Chase..

What happens when Hell House gets Covered Up? Lofwyred? -- eh,
there's another card that affects Objectives that I can't think of right
now..
=

> [snip]
=

> > > = Aqualogies - Throw in statement about only 1 runner per turn,
> > > instead of the turn location. Just to be consistant with the game
> > > already.

> > ? I don't find anything inconsistent, actually. The Location turns.=

> > (All Aqualogies do.) The turning bit is key, given the presence of
> > International Fright Agents.

> Ah, I see now. I was just going by the current rules where locations
> don't turn but runners visiting locations do (maybe). If you want all
> Aqualogies to turn, it's your cards, your rules :-) Actually, given
> International Fright Agents, I would say that Aqualogies shouldn't
> turn. Just me though...

I was just being peevish. The rules don't say locations don't turn -
there just aren't any locations (yet?) that do. And you're right again
- *especially* with the IFA, the Location shouldn't turn.

And while I like tossing out new, interesting rules, I'm not looking to
rewrite the RBT.

> > > = Riverine - does alot for only 5Y. Consider having it only on
> > > riggers and count toward drone total. I designed a motorcycle like=

> > > this:

> > A2 might seem a bit much, but then, a Harley gives +1/0 A+1 for 2..
> > Note that the Riverine gives (A2), not A+2. And the Marine ability
> > is nothing, though it might be noted the Runner should lose Marine if=

> > he/she becomes not present (GAQ.)

> Missed that (the (A2) not (A+2)). So I take it this armor isn't
> cummulative then? Overall though 5Y sounds about right.

Yup. If you're unarmored, or have (A1), it gives you a boost. If
you've got A2 already then.. wow, you're well-protected! :)

Five yen? Six yen? Still not sure.
=

> > > Name: Harley Kanada
> > > Type: gear/vehicle
> > > Cost: 5Y
> > > Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
> > > drone but counts as 1 toward total number rigger can control.
> > > Picture: bike from Aikira

> > Cf. the Harley. Simply not worth it.

> Another one off the top of my head, w/o looking at the spoiler list.
> I agree 5 is a bit much, probably drop it to 3 or maybe even 2 given
> the restrictions.

Ah, don't worry about it. The "not a drone but counts as one" is an
interesting idea, though -- I was thinking of some non-vehicle drones,
myself.
=

> > > = Sandbars - what does trashing the gear gain you? sleaze or
> > > resetting alarm?

> > Neither. When you encounter Sandbars, the owner can trash a Gear on
> > one of your Runners. [snip]

> Apologies, I was getting distracted by work at this point in the list.
> I'll make sure to try and reread my comments when I send them from
> work again.

Aqualogies accepted.. er.. y'know what I mean.

And, tsk tsk! Surfing while working! ;)
=

> > > = Shopping Spree - Does the upkeep cost on this count toward your=

> > > total spent?

> > Upkeep? What Upkeep? Stays until LotI'd. Allowing an auto-trash by=

> > the user makes it far too weak. I like this card a lot more than Low=

> > Budget, for obvious reasons.. maybe that's the solution to LB --
> > have it offer a Rep gain?

> Shopping Spree
> Type: Special
> Rarity: Common
> Cost: X¥ v-------------- ???
> Text: UPKEEP: 2¥. All players must spend X¥ per turn. If a player d=
oes
> not spend at least X¥ in a turn, he or she loses the
> difference in Reputation.

Wow. That's funny. Originally it had one, then I deleted it (simply
because it's too easy to cop out on.) The Telnet Gremlin must've liked
it, though, and typed it back in.
=

> [snip]
=

> > > = Wiretap - personally I would bump up the cost (or add upkeep) a=
nd
> > > ditch the "trash" statement.

> > You've *gotta* be kidding. As it stands, it's weaker than a
> > Microskimmer (which can at least absorb a point of damage). The cost=

> > should adjusted to zero, especially given it's "use only when.."
> > clause.

> I know, personally all I've found microskimmer useful for is trade
> fodder. That's why I would like to see this card a bit stronger.
> Something more along the lines of Bugged Deck than Microskimmer...
> Just a thought.

I'm a bit hesitant to make too many Reconners out there -- I really like
the folks to *not* know what Objectives of mine they're running against
:). Bleh - this from a guy who has Dolphins do it for you.

Passing thought:

(Phone clone? Need a good name quick..)
Gear/2Y/Common
Trash XXy. Roll d6: 1-3: User gains Recon until end of turn. 4-6:
Target opponent gets to choose a runner he or she controls to gain
Recon.
=

> > I'm kind of surprised on the cards that you didn't comment on (the
> > grenades, the narcoject, Luckless, Lightning Reflexes...)

> Well, let me see... :-)
=

> I like the grenades, considering they are disposable and only 1 gear
> can be used per combat I think they are a good idea. Sorry, maybe I
> should have thrown a couple of move positive comments in to balance
> out the message.

Oh, don't worry. I have a bash list for your card ideas being made up
as we speak :)

In all seriousness, I don't mind the (perceived) negativity.. the ego
comes from creating and writing in general, and tends to get wounded
easily. =

=

> I also like the Narcojets. In fact, can I "borrow" the concept on
> some of my ideas? ;-) Of course narcojet weapons only seem like they
> will be useful against the other runners. Is there the concept of
> fatigue for challenges?

I wasn't so sure on how to resolve Challenges - the original rules for
Narcoject have the Challenges remain on the Objective (regardless if
they're "killed") until the Objective is taken. Not sure if this is
still on the page.

> I originally had a comment for Luckless, but as more and more card
> (presumably) come out that allow you to attack or directly remove
> runners from play, the comment seemed pointless. Maybe I would add no
> tokens can be removed during the first turn...

> Since Lightning Reflexes only works on a target player and not the
> whole team you are relying on one person to take out the challenge,
> before you even know what it is. While not entirely impossible, it
> does take some planning. You might want to add something about what
> to do if the challenge is a bluff, or doesn't have a threat rating
> though.

It's a good card for the Torgo fiends to drool over. And it's meant to
be wasted on non-Threat cards, too (from a defender's POV, of course) --
Bam-Bam gets all hyped up and zings around the corner, guns blazing,
only to find that no matter how many times he shoots it, the retinal
scanner just won't go away ;)

Still... there's a lot more for the "set" that should be developed.. I
like the Marine and Animal skills, but they're very undeveloped at the
moment. I should (hopefully) have an update to the page by the end of
the week.
=

> Check out: www.geocities.com/Area51/Zone/3056/srccg.html

This URL didn't seem to work (I got the GeoError page instead).


-Matt

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