From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Cyberzombies (was Re: Milspec hardened armor) |
Date: | Sat, 28 Mar 1998 12:56:05 +0100 |
> >I've got a CZ PC walking around, so I have to know their weaknesses :)
>
> One of the PC's in my game is working real hard to go down the zombie
> road, he's one of those types that refuses to do things half way. Have
> any advice for me, anything I should watch out for? How hard should I
> make it for him to get what he wants?
Well, this character was created from the start as a cyberzombie, at a
cost of 20 building points and a couple of semi-mandatory flaws (I gave
the player the choice of a few sets of flaws; this character has
Distinctive Style, Cortex Bomb, and Hunted). This character hasn't been
played for a very long time, but she's quite afraid of Saeder-Krupp (who
"made" her before she fled into the shadows -- actually she was allowed to
flee) and therefore pretty paranoid.
My advice is to give the player the choice of working with whoever turns
the character into a cyberzombie, or to run away from them. Either has
disadvantages, which should be pretty obvious: with #1 you do what they
tell you to, and that's it, while with #2 you don't want them to find you.
I suggest playing up whichever the player chose to keep them on their
toes.
> I tend to give my players what they really want, but only after they bug
> me so hard and so long that they become a real fux0ring pain in the ass.
Same here, last night I decided to finally give in to the wish of one of
my players to make his character a vampire. Or so he thought...
Both player and character have been doing research into vampires for some
time, but the player failed to notice one important thing: only humans
become vampires, and he's playing a troll... Or should that be "_was_
playing a troll"? :)
--
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Oost west, asbest.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
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