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Mailing List Logs for ShadowRN

From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Fwd: SR: Silly questions and comments
Date: Sun, 5 Oct 1997 09:54:48 -0700
Tony Rabiola wrote:

> Thought I would pass this one on, for several reasons.

I know this was a forwarded message - but the formatting was *ugly* on
this end.

> 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....

This is the FASA ruling. As you mentioned, there are specific instances
where a whoppin' lot of damage (ie, Static just Tactics:Scattered the
Dracoform) is dealt to just one Runner. In order to survive, the Runner
has to cancel out enough damage to leave him at one (or more) Body.
Your Runner above would still have 2 damage, enough to reduce him to -1
- so, he's geeked.

> 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).

Following *this* logic, a Runner with Armor could never die. Torgo
takes seven damage, so he;s down to 9/2 (go stamina!). But if you can
only assign two points of damage, the armor will always be enough to
stop it (excepting AP), so Torgo is effectively immortal...

Again, in situations where a Challenge specifically targets one Runer
for all damamge, that Runner takes *all* the damage.

> 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.

Assuming your Runner has Stamina. Do you really want to take the chance
that your 1/1 H-Man will cruise through the next Challenge successfully?

> 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....

Nope. Only two damage, at best. Actually, I think the way the card is
worded, it can't heal damage from previous battles, just subtracts two
from the present "set" of damage -- don't have the cards in front of me,
so I can't be sure.

> 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.

There are other ways to trash players besides damaging them (Incubus,
Booby Trap, etcet). DW protects against those; the Patch doesn't.
IIRC, the Patch is only good for the Runner it's played on as well -
otherwise you end up with other gear "changing hands" -- Grizzly feeding
AP rounds into Shellshock's Mag-5, frinstance.

> 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?

(Snip interesting decks and funny story)

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