From: | Matb <mbreton@**.NETCOM.COM> |
---|---|
Subject: | Re: Mages in Runner vs. Runner combat |
Date: | Wed, 20 May 1998 21:02:20 -0700 |
> I think that mages are too weak in runner vs. runner, so I thought of a few
> cards to even up the score:
> (Quick Reflexes)? Need ideas on a name
> Type: Gear/Accesory
> Cost: 2 Yen
> Text: Play on target damage dealing spell. This spell does two more damage,
> and deals damage first in runner vs. runner combat.
I might limit this to just dealing damage first, but against any threat
(Runner or Challenge). A Fireball spell deals about six damage on
average; add in Wildfire and some Combat Fetishes and, realistically,
you can assassinate any Runner without too much fear of retribution.
> Adaption
> Type: Gear/Accesory
> Cost: 3 Yen
> Text: Play on target spell which sleazes awakened, street, or personel
> challenges. That spell may now be used to end runner vs. runner combat.
I could see this being it's own spell (well - I could see it being Wind
Spirit, really.)
> Weakness
> Type: Gear/Magic
> Cost: 6 Yen
> Text: Turn to half the threat rating of target present runner. 2: Turn to
> half the body rating of target challenge, except the armor.
Nitpick: Armor isn't part of the Body rating, so it's safe anyways.
"Half the Threat rating" is a bit potent, even taking into consideration
that the Runner must be present. Halve, or completely cancel the Attack
rating might prove better. In trying to reduce the effects of
Runner-on-Runner combat, try and make sure that you don't set up a new
Big Boss in its place.
Maybe something like the Enhanced Aim spell -- a bonus to damage (since
you're finding the weak spot - it's a *very* different effect than
reducing the Body directly), but only if the user has a ranged weapon
(oof!).
- Matt
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