From: | Sight Unseen <toabo@****.UTEXAS.EDU> |
---|---|
Subject: | Mechanics by day, Runners by night |
Date: | Wed, 30 Oct 1996 04:07:56 -0500 |
>you... but dont give it away)) was that I might make a mission (first
>time ever) but I was thinking about ordering (yeah who bothers to ask ;))
>the players to have at least a build/repair vehicle skill... maybe if
>there is a decker an electronics or b/r something... and start the group
>off as being employed at an automotive repair facility... ummm a garage :P
>
> Then when they get a little talking make the garage boss a fixer
>or a contact or something, the leader of the gang a manager of the
>place.. and have them have normal jobs as well as shadowrunning... now I
>know this may not be normal so I was kindof thinking that once they pull
>their first job... as criminals the fixer keeps them away from the work..
>but also keeps the garage as a safehouse/part time contact place.... as
>well as having other runners/people working there....
>
>Just a thought... give me your opinions please :)
>
>
>Crucible
>
Interesting. So will these guys have SINs since they are gainfully
employed? SINs can make life interesting for players, esp. if they ever
have run-ins with Lone Star. <g>
Also, is this going to put limits on the allowable cyberware? I
mean, what need would a garage worker have for a spur or smartlink? I
suppose you could argue that the decker and magic users do their "hobbies"
on the side. If the guy had chrome, why would he still be working in a
garage? (I don't mean to imply that it can't be explained, just that it
should have an explanation.)
Peace and Long Life,
Scott