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Message no. 1
From: "Gurth" <gurth@******.nl>
Subject: Professional Ratings
Date: Sun, 4 Feb 1996 16:16:06 +0100
I was thinking about professionality ratings just now, and it occured to
me that I make very little use of them. The most important reason for this
is that most of the NPCs in my adventures drop out of firefights because
they are dead from a single shot or burst, and so have no way of pulling
out when their PR is exceeded.
Similarly, the PR doesn't take into account the fact that you start
thinking about retreating when you see your buddies get blown to bits --
even NPCs with PRs of 1 will fight to the last man if they are getting
blown away by Panther cannons...

With this in mind, I am currently thinking up the following house rules
(I mean that I do this while I type this message). Think of them as
guidelines, not hard-and-fast rules:

Professional Ratings don't only indicate what kind of wound an NPC must
take before he withdraws from a fight (SR2 page 187), but also when he
sees others of his own side go down.
After seeing a number of people, equal to his PR, on his own side go
down, an NPC will cautiously try to pull out of the fight regardless of
his own wounds.
An NPC who sees people go down, equal to twice his PR, will turn around
and flee as fast as possible, without paying much attention to what is
going on -- panic, to put it simply.

The above means that NPCs can have PRs over 4 to reflect the fact that
they stay in a fight longer than others.


I also introduce another Professional Rating:

Panicy Non-Player Characters (Rating 0)
Panicy NPCs are untrained and are scared of violence. They react to any
combat situation by fleeing in the direction that seems to be safest,
absolutely without a plan. Examples of panicy NPCs are pedestrians (who
were Average under SR2 rules), and the general Joe/Jane in the street.

Panicy NPCs will withdraw from a fight as soon as it breaks out, and will
not try to participate in it at all. If they take any wound at all, they
immediately break into a run for the nearest place of safety, probably
screaming their lungs out while doing so. The gamemaster may make a
Willpower (4) test for the character to determine whether or not he is
able to steel his will and withdraw normally.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
This won't hurt a bit.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 2
From: dbuehrer@****.org (David Buehrer)
Subject: Re: Professional Ratings
Date: Mon, 5 Feb 1996 07:06:14 -0700 (MST)
Gurth wrote:
|
[snip: Concerning adding to the Profesional Rating rules]
|
|An NPC who sees people go down, equal to twice his PR, will turn around
|and flee as fast as possible, without paying much attention to what is
|going on -- panic, to put it simply.
|
|The above means that NPCs can have PRs over 4 to reflect the fact that
|they stay in a fight longer than others.

Sounds great. I would add one thing.

How about adding that if an NPC has Leadership that their rating in that
skill adds to the PR of the rest of the NPCs with them for purposes of
fleeing?

-David

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