From: | Deird'Re Brooks <deirdre@***.ORG> |
---|---|
Subject: | Military, Bioware, Bombs, & other stuff |
Date: | Mon, 29 Nov 1993 08:57:30 -0800 |
Subj: Intelligent GMing and Role-Playing
We just had this little exchange on the 'net. I would like to
use it to point out a few things that I don't think most S'run
GMs, or players, ever think of.
>> Well, I have always been of the opinion that you cna take out
>>any other cha. if you do it right. If one of those 300+ karma
>>point cha. deceided to kill me I might just step over into
>>their world for a moment and do something really silly like
>>expend enough C4 on their appartment to blow up a few city
>>blocks. Our previous party did it, we could do it again. Of
>>course I recomend retiring those cha. right away. People tend
>>to get a bit upset when you demolish 3 or 4 city blocks.
>>Still, I do not think even 300+ karma can defend against 90+
>>kilos of C4. Who needs a nuke? All that nasty radiation.
>Nah, nukes can be pretty clean if you're careful about it. I
>mean, really, we're talking 61 years into the future. A small
>suitcase nuke would do the job admirably, _and_ leave very
>little fallout.
>Or you could attempt to use a fuel-air explosive. That would
>give you thermonuclear level explosion without the nuclear.
>Just heat, light and kinetic energy.
The FIRST problem is the simplest. How do you find one, or four,
little fish in the *huge* pond of a city? >FYI Seattle *claims*
a population of 3,000,000, given the dynamics of poverty as
demonstrated for the world in India, Argentina, and South Central
L.A. it's actual population is very propably about 6 to 7 million
with only about 2.75 million people actually *counted*!< Fish
that don't have credit cards, legal licenses (for anything),
addresses, legal phone numbers, or any other form of usable
identification. Or, worse, they have identifications (in the
case of Diamonds) under anything from two to eight different
names depending on the day of the week.
The SECOND problem is just precisely how does the character make
the search look so natural that no-one, of *many* friends they
have helped, will call them and tell them that some 'people' are
lookin' for them?
The THIRD problem is that the character will probably be a bit
noticable carting the explosives into UCAS-SEA don't y'think?
The detection threshold is a '2' so they will get caught. Plus
it will take, for an apartment block, an amount much closer to
5,000 kilos. (C4 ain't a miracle cure for buildings, let alone
for a *block* of them!) Or, of course, they can always try to
buy them in SEA. With a high enough Etiquette-Street it can be
done, and you might get enough successes to keep the seller from
calling "a few friends" about the extremely odd sale too.
Diamonds has *9* successes to find out if a buy like that goes
down y'see.
The FOURTH problem, considering that you have found out where
they slept last night, gotten to it, and got your explosives to
it, is; Are there any traps, surveilance devices or other
security on the area. If you did your homework you will know
that you are dealing with from one to three hermetic mages and a
pair of samurai-deckers.
The FIFTH problem is that where they slept last night is rarely
where they will sleep the next.
"So lure them to a fake meet." y'say. OK, the meet will be
scouted astrally, and physically, before the meet. The place,
and it's surroundings will be kept under physical and magical obs
till the meet is over, and they will be dressed to survive a
.50M2HB using *my* interpretation of them. (No single bit of
armor heavier that an Armor Jacket, just layered per AGRL) They
know that the average ranges of their usual detects (explosives,
traps, enemies) is 360 meters and they plan accordingly. They
will control all areas within that range that could conceal
enemies and deny all areas outside of it. They *are* used to
"line-of-sight" and it's effects. Watcher and bound spirits are
a great way to deny an area. Either the watcher pops up yelling
and waving, and Diamonds adds a grenade, or the elemental eats
the person trying to hide there. Both have happened.
So while did I write up this "brag file" y'ask? Because if any
oppo of a team doesn't have at least that heavy security then the
GM isn't doing her job. These P.C.s are a bit O.T.T. but not
much at all. Most suits would sleep most nights in the same
place, but they would also have *armed* guards and *more*
security too.
Players, you should be looking for everything on this list when
you go to the john in a strange place, let alone when you try to
make a hit on a suit or another runner.
Oh, yes, SEA *is* the kind of place where a member of your group
will kill you for the reward on your head. If you've bought a
'buddy' *then* and **ONLY** then do you have someone you can
trust. If the game is being GM'd correctly, that is. London,
Berlin, Sydney, Tokyo, Singapore, Paris. They should be the same
in those respects, or the GM should maybe go back to AD&D.
To: The Deb Decker:
Subj: Economics of Shadowrunning.
OK, we see it about the same. I think cyberguns are a nut-ball
idea too, but spies would love em. ("DisARMing", great!)
OK, here's the drill on the Cop package and the Regular Army
package. Both of these would actually probably qualify as Alpha-
ware as they are customized for ease of building, ease of
installation, and cheapness of equipment. They would be
installed by doctors using state-of-the-art medical equipment to
get the most benefit (lowest Essence cost) possible. The Essense
cost for the cyber group would be multiplied by .72.
COP Package
Wired Reflexes 2, Vehicle Control Rigging 1, Smartlink, 300MP
FIFF memory with Display Link, Audio/Visual Link, Radio with
Encryption 6, Datajack, Lo-lite, Flare Compensation, plus Level
Dampers. The Total is 5.94 Essence. It would be a little
expensive but it would save a lot on medical bills and
infrastructure costs. Cost, with volume discount, 263,000nY
INFANTRY (Regular Army) Package
Wired Reflexes 2, Smartlink, Orientation System, Lo-lite,
Thermographics, Electronic Magnification 3, Rangefinder, Flare
Compensation, Level Damper, Radio with Encryption 8. Plus Full
Spectrum Immunity to diseases. The Total is 3.996 Essence
rounded up to a full 4 Essence. Cost, with volume discount,
243,000nY. This is less than the cost of two current-day TOW
missiles, without the launcher. A division of these soldiers
could easily defeat an army of normal soldiers. And, as I said
before, the most expensive thing in the world is a second best
army.
Infantry Non-Coms would have a Beta-ware package that would
include a Tactical Computer 3. Figuring an Essence cost of 5 for
the Tac-Comp the Total would be 5.064 (round to 5) Essence.
To all,
Please comment;
Subj: Increased Reflexes Spell and what works with it.
9. The Increased Reflexes Spell vs Reflex Booster
Cyberware and Synapse Accelerator Bioware. Just precisely
how are these two items regarded vis a vis the Increased
Reflexes spell? Do they count as Cyberware? Do any of them
work with the Increased Reflexes spell? Does Enhanced
Articulation? (My thoughts are that none of them will work
with the spell but, a very good case could be made to allow
the use of Synapse Accelerators *and* Enhanced Articulation
WITH the Increased Reflexes spell. Both are bioware and so
are made from the Mages own body. They aren't installed as
much as grown in place.)
As it is written at present the fastest a cyberless and
biowareless mage can react is 17 + 4 dice (average 31
initiative) while a Street Samurai maxes out at 25 + 4 dice
(average 39 initiative). This seems proper to me.
If Enhanced Articulation works with the spell it allows
the same mage to reach 18 + 4 dice (average 32 initiative).
If Synapse Accelerators do not count as Cyberware for the
purposes of the Increased Reflexes spell then that same mage
can reach a initiative of 18 + 6 dice (average 39
initiative)! And it is very hard to justify not allowing
the Increased Reflexes spell to be used in tandem with
bioware. Bioware, after all, being a part of the mages body
with some modification. These two aren't installed as much
as grown in place. Complicated, no?
If Boosted Reflexes do not count as cyberware then a
mage could have an initiative of 20 + 6 dice (average 41
initiative). Boosted Reflexes are an electro-chemical
modification to the body. Is it cyberware by the definition
in the Increased Reflexes spell?
There is, indeed, a cost to the mage. Boosted Reflexes
and Enhanced Articulation cost 3.4 essence and 4 magic while
Synapse Accelerators and Enhanced Articulation cost 2.2
essence and 3 magic. But if those items were put in by good
doctors at a Beta clinic then the Enhanced Articulation
costs only .36 essence and the Synapse Accelerators only
cost 1.28 for a total cost of 1.64 essence and 2 magic,
while the Boosted Reflexes costs 1.344 and the Enhanced
Articulation still costs .36 giving a total Essence cost of
1.704!
Am I correct in considering Synapse Accelerators,
Enhanced Articulation and Boosted Reflexes as Cyberware for
the purposes of the Increased Reflexes spell? This one is
causing some heartburn here. The rules are very clear
reguarding Wired Reflexes, pretty clear reguarding Boosted
Reflexes (though the status of Boosted Reflexes as cyberware
*can* be argued) and absolutely murky reguarding bioware.
In fact, by the strictest interpretation of the written
rules, bioware *does* work with the Increased Reflexes
spell. The spell description states that any form of
*cyberware* that adds reaction dice cannot be used with the
spell. Bioware is *not* cyber, as is made clear in the
Shadowtech book. Enhanced Articulation definitely does work
with the spell, no question there, it doesn't add dice.
-----
zIvy, again. . .
More responses to various posts.
To: Ben Jordan
Subj: Crunchy Gangs - I think not.
>1. Post snipers along a street they see you on. Hard to take
>out snipers. Particularly when they take you by suprise. No
>reaction test for that first shot really. Just a declaration
>"you have been shot, role to resist."
Snipers don't give a Reaction roll? I think not. SRII, page 89,
starting with the big bold words "Surprise". If your GM isn't
using these rules, you are being cheated.
Thanks for being able to see the light on the cybered vs
uncybered military question. All your points are accurate,
especially the ones about just who drives most research and gets
the benefits before everyone else.
Everyone else:
Subj: Cyber Military;
The desert incident of 90-91 was a great example of what happens
when an military (Iraq's in this case) isn't up to speed
technologically. All generals know "It CAN happen here" and they
do their best to prevent it, and intelligent (or scared) citizens
want them to. The worst value in the world is a "second best"
military.
Someone (Sorry, I can't find the post) said that the Army would
not spend money on cyber that they would "just have to remove
when the troopers term was done." just to make the cyber-troop
seem unfeasable. Think again. They would come up with a "fix"
such as removing some vital *pieces* maybe, but way more likely
is that they would simply put the person on life-long reserve
duty. They do that *now* y'see.
To: John Fox
re: Cyber-military
The example you quoted, that of the ex-military officer actually
prooves something else entirely. He proves that the designers
didn't have any military time or knowledge. Cyberpunk 2.0.2.0.
was written by people who were at least exposed to the military.
Take a look at their ideas for a glimpse of the a government
would really handle the situation of war and cyber.
The odds of a cyber-soldier having only two or three months of
training are zip. An infantryman now gets 6 months, it ain't
gonna get shorter. The odds of a Charly killing a cyber-grunt
approach nil. The extra speed really does tell. External
smartgun, etc makes for the "second best" army again.
To: Jason J. Carter
re: CrisZ's dice rolling system(?)
Thanks for posting the percentages, you saved me the time. That
"system" *was* a rather inaccurate idea!
re: Ram/Wrecker spells
Maybe you should re-read the rule book? I'm afraid that your
*first* interpretation of the operation of the Ram spell is a bit
out of line from the SRII rulebook. The Ram spell seems to have
been written to confuse, actually. Your *second* method would
work, but again, it is a long ways outside of the actual rules.
Thanks for the FASA errata from Ka-Ge though, I cannot afford the
magazine.
You and I agree on the process of targetting a spell from the
astral to the mundane through a casting mage. What a surprise
*that* can be!
re: Essence cost of Bioware. I calculated in the effect of a
Very Good doctor (x .8 Essence), per the Street Samurai Catalog.
Sorry, I should have mentioned that.
re: Clips vs Magazines.
Wrongo! High capacity weapons use *LINKED BELTS* for their ammo.
Clips are *only* used now-a-days when one is firing rimless
pistol ammo in revolvers. Revolvers headspace on the rim,
pistols headspace on the case mouth. The clip gives the effect
of having a rim on the cartridge so it may be fired in a
revolver. They come in "half-moons (hold 3 rounds) and "full-
circle" (hold 6 rounds).
Another interesting point, though a bit off the subject.
Caseless ammunition really cannot be used in revolvers. A
revolver cylinder is open at both ends and firing a caseless
round in one chamber would light off all the rest of the loads.
With only one barrel I think everyone can see the problem. . .
re: Karma pools
The rulebook *states* that 10%, rounded UP, (SRII, page 191, left
column, right under Karma Pool) of *every* karma award goes into
the karma pool. It also states that the rest, rounded UP, (SRII,
page 190, Right column, 5th paragraph) goes into the Good Karma
stock. That means that if you get 4 karma for a run (cheap GM,
maybe) you add one karma to your pool, and four to your Good
Karma.
John E. Doner
Re: Cyber-military
I agree. No matter how high-tech the weapon system is it can't
hold the ground. That part of the job has to be done by
infantry.
To: Aaron Wigley
Re: Cyber-military
The realities of the militaries are hard to get across. If one
hasn't *been* there one really can't understand. I, being a
woman, wasn't *supposed* to see combat, but no one ever cleared
that with charlie. I spent three days under fire, and shooting
back, in the 'nam and I have known a LOT of people who did it all
the time. Grunts, Special Forces, LRRPs, Chopper jocks. My ex-
husband was an Army Ranger, 3 1/2 tours in the 'Nam. In fact, I
met him there.
The day after the first cyberware was invented *every* army in
the world was obsolete and the next day every army that could,
meaning ALL of them, were cybering up. By 2053 they all had it.
Or were out of a job because of conquest. Ben Jordan described
the *real* life situation very well in his post (message 30/76)
on the subject, I shan't quote it, it's too long, but look it up!
As for the USAF SOC CCT "being there first", I think not! They
ain't even gonna BE in the places the LRRPs, Special Forces,
Rangers, Airborne, and Air Cavalry get into. Yeah, I knew a few
of them SOC CCTs too, but their job ain't the same. (Planting
beacons for smart bombs, and dumb pilots, ain't a picnic though,
I gotta give them credit.) The Spec. Forces had one job, the
LRRPs had another, the Rangers yet another, with the Airborne,
and the Line had the big one. Dunno about the SEALS, only place
I ever saw them was in the bars. Different service, y'see. My
friends, lovers, and "big brothers" were all Army.
The One group you really forgot was the Air Cav. The pilots
would *have* to be Riggers and the gunners wired to their pieces,
with at least Wired Reflexes 2. Helicopter gunnery makes for a
very fast war.
-----
Marzhavasati Kali |If mail bounces, check spelling. It's deirdre.
deirdre@***.org |If that doesn't work, send mail to
|deirdre%efn.org@*******.cs.uoregon.edu
"I prefer acid tripping over tripping while on acid."
-- Taffy S.