From: | David Reis <david.reis@*****.COM> |
---|---|
Subject: | Re: New card ideas (rep affectors) |
Date: | Tue, 26 May 1998 11:38:38 -0700 |
> Here are some cards that I though of, The cards effect
>Reputation, just some things that might come in handy.
>
>Name - Braggin Rights
>Type - Stinger
>Cost - X¥
>Text - Double the reputation just earned from any action that
> awards Rep points for 1 complete turn for every 5¥ spent.
>Flavor - "Its head was at least 3 meters long... honest."
>
Can this card be used to win the game? It seems much too powerful to me.
In an 80-point game, for example, all I have to do is take a 40-point
objective, play this card, and pay 5Y to win.
>Name - Yesterdays News
>Type - Stinger
>Cost - 5¥
>Text - Play on player who just earned Rep from a sucessful
> shadowrun at least 1 full turn in the past. Total Reputation
>earned for that run is halved.
>Flavor - "To the media if it didn't happen just now, it didn't
> happen"
>
Lasting effects should be straight specials, not stingers, assuming this is
supposed to be a permanent adjustment. In my opinion, this card and
Braggin Rights just make the game more complicated. Media Chick affects
earned rep without being so confusing.
>Name - You Da Man
>Type - Stinger
>Cost - 3¥
>Text - Play on target runner after the runner was the defender in
>runner vs. runner combat and that runner survived. Player
>recieves 5 rep for each runner that target runner trashed.
>
Good idea. Change the cost to 2Y and limit it to 5 rep only and you've got
a winner.
>Name - Back Door
>Type - Special, Unique
>Cost - 6¥
>Text - Play on target objective, before attempting a shadowrun.
> Roll D6.
> 1-3 Nothing Happens
> 4-6 Running team ignores all challenges on target objective
> This run cannot be intercepted.
>Flavor - "We really did our homework on this one."
>
First of all, there's already a card with this name. Second of all, this
card is much too powerful. Only 6Y for a 50% chance to walk away with an
objective with no opposition? Plus, there are already cards that do away
with challenges (Rampaging Mutant, 5Y for 50% chance per challenge) and
cards that prevent interceptions (Stand Aside, Intimidation).
>Name - Connections
>Type - Stinger
>Cost - 4¥
>Text - Play on target runner that was just arrested. Return runner
> and any gear held by runner to owners safehouse, unturned.
> Player gains 5 reputation
>Flavor - "Everyone in this damn town has connections!"
>
Sisko can already prevent someone from being arrested. Why would avoiding
arrest give you rep? It seems to be its own reward.
>Name - Nice Try, Small Fry
>Type - Stinger
>Cost - 2¥
>Text - Play after a run was intercepted, and at least one runner
> from the original shadowrunning team survived the combat.
> Gain 5 rep points for each intercepting runner trashed and
> the Shadowrun may continue as normal.
>Flavor - "They tried to stop us . . . Their mistake."
>
This card defeats the whole purpose of interceptions as a strategy, and
gives out rep to boot. No more sacrificing a puny runner to stop the big
bruiser juggernaut. Again, this effect is already covered by Stand Aside
and Intimidation.
David