From: | Matb <mbreton@**.NETCOM.COM> |
---|---|
Subject: | Re: Genetics Lab: an Underworld Promo |
Date: | Sat, 7 Mar 1998 08:01:43 -0800 |
> Genetics Labs
> Street Location. Unique.
> May be used once per turn.
> Turn a Runner to visit Genetics Lab and roll D6.
> 1-2: Trash visiting Runner.
> 3-4: No effect.
> 5+: Put a Clone token in play.
> Treat this token as an exact duplicate of the visiting Runner except
> that the Clone does not possess the special traits or abilities of the
> visiting Runner. The Clone cannot use Gear.
NERPS: Copies Gear.
NERPS 12-Pack: Copies People.
NERPS! They're good for what ails you.
This is actually less evil than most people think of it as. Upkeep (or
Primeness) *is* *not* a special ability or trait, so it would be copied
along with the stats -- Lord Torgo's clone pops out and is trashed
immediately. Skwrwk is the most abusive case with the Lab, but Skwrwk
becomes very limited -- no more free Gear, no more Stamina. And then
there's always a possibility of losing him in the process.
I'm glad Cloning doesn't drop the skills, which was my knee-jerk
reaction to it -- but if you just copy stats, it fails so badly as a
card that only a cheesy Big Tough Guy would use it, and in their hands
it gets abusive. I'd still like to limit the amount that Clones act
like Runners; for starters, I don't think Clones should be able to get
Clones themselves.. but mechanically speaking, you can't limit the card
this way without squinching the text down into 6-point fontland.
Load up on the Loaded Dice and Deja Vus -- and hope your opponent rolls
low anyway.
-Matt
------------------------------------
I will work harder. -- Boxer: Animal Hero, First-Class
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