From: | Matb <mbreton@**.NETCOM.COM> |
---|---|
Subject: | Re: New card ideas (rep affectors) |
Date: | Tue, 26 May 1998 15:42:34 -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."
Eck. This is decent if limited to "small stuff" -- Wanted, Fuchi, or
whatnot -- but consider the possibility of taking on, say, a Doomsday
Device (30 Rep) back by a Media Chick(s) (+10 or more). Suddenly you've
won the game in one round. Admittedly, that's a pretty hard pull early
in the game (you're likely to spend 8Y just on the Chick and this card)
but, bang, it's over.
Double the Rep gain or loss from a Special - that's a nice, limited
effect. Worth about 3Y, maybe keep a Runner that allowed the Stinger to
happen (the attacking Runner in a Wanted, or the returning members of a
shadowrun team) turned an extra round, or even just Hermits for a round,
as they either brag or cry about the deed.
> 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"
"Successful run at least one turn in the past" ... that's too much
book-keeping for me! How about rephrasing it as:
Target player (who has not scored an Objective in the past (foo) turns)
loses 10 Reputation.
That's still a powerful effect, as it doesn't take too much to keep a
player from 'running fpr a turn or three. Make foo = five, and it
sounds more agreeable to me.
> 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.
This isn't all that bad, although I might change the cost from 3 to X (==
number of attacking Runners). Normally you're not going to have more
than one Runner attacking another (Runners on Retainer and Z-Zone being
the exception) and even then, the defending player might not even trash
an opponent, so you could probably straighten this to a flat five Rep.
> 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."
There's a card with an identical name in Underworld. This is far, far,
far too much: Rampaging Mutant has a cost of 5Y, just 1Y cheaper, and
only has a 1-in-3 chance of trashing any particular Challenge. Toss a
Loaded Dice on this puppy and you've just scored an Objective.
> 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!"
Maybe *lose* 5 Rep instead of gaining it - after all, you've been taken
to the precinct, stamped, photographed, had several body cavities
inspected. I could see this allowing a Runner who was just arrested to
come back into play, without the gear, and turned; call it Early
Parole. :)
> 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."
Pretty cool! I'd drop the Reputation award; continuing on the run is
advantage enough.
Don - some pretty funky cards you got there! Some of the effects are
overpowering, but I understand the desire to make strong powerful cards
everyone would want to play with. Keep the ideas flowing, you've got
some good stuff.
- Matt
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