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Message no. 1
From: Aristotle antithesis@**********.com
Subject: shock weapon question.
Date: Sun, 1 Oct 2000 03:04:46 -0400
Greetings -n- Salutations,

Recently my group was ambushed at a bar. The only weapon available to them
was a taser. While running the combat a question came up. Is the modifier
to target numbers for being shocked cumulative, or is it the number of
rounds the part that adds up?

.:Example:.
The attacker hits the target with a taser, all appropriate rolls are made
and the target is "shocked" for 4 rounds at +2. Since the taser is a
semi-auto the attacker fires another round. This time the target is
shocked for 3 rounds at +2. Does this mean that the target is at +4 for 3
rounds and +2 for the last round, or does this mean that the target's
target numbers are at +2 for 4+3=7 rounds?

confused,
Travis "Aristotle" Heldibridle.


"If the radiance of a thousand suns were to burst at once into the sky,
That would be like the splendor of the Mighty One... I am become Death,
The shatterer of Worlds."
-- The Bhagavad-Gita (quoted by Dr. Robert Openheimer after the first test
of an atomic bomb)
Message no. 2
From: Gurth gurth@******.nl
Subject: shock weapon question.
Date: Mon, 2 Oct 2000 11:06:40 +0200
According to Aristotle, at 3:04 on 1 Oct 00, the word on the street was...

> The attacker hits the target with a taser, all appropriate rolls are made
> and the target is "shocked" for 4 rounds at +2. Since the taser is a
> semi-auto the attacker fires another round. This time the target is
> shocked for 3 rounds at +2. Does this mean that the target is at +4 for 3
> rounds and +2 for the last round, or does this mean that the target's
> target numbers are at +2 for 4+3=7 rounds?

The SR3 rules don't say, so it depends on how much you want to
inconvenience the target... If you want tasers to be very effective, add
the modifiers; if you want them to have relatively long-lasting effects,
add the times; if you want players to use them all the time, do both :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
It was a warning shot that missed.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 3
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: shock weapon question.
Date: Mon, 02 Oct 2000 07:45:23 -0600
Aristotle wrote:
>Greetings -n- Salutations,
>
>Recently my group was ambushed at a bar. The only weapon available to them
>was a taser. While running the combat a question came up. Is the modifier
>to target numbers for being shocked cumulative, or is it the number of
>rounds the part that adds up?
>
>.:Example:.
>The attacker hits the target with a taser, all appropriate rolls are made
>and the target is "shocked" for 4 rounds at +2. Since the taser is a
>semi-auto the attacker fires another round. This time the target is
>shocked for 3 rounds at +2. Does this mean that the target is at +4 for 3
>rounds and +2 for the last round, or does this mean that the target's
>target numbers are at +2 for 4+3=7 rounds?

I would rule that the greater of the two effects takes precedence. The
target would suffer a +2 modifier for four rounds.

If you really want the effect to be cumulative then I would suggest adding
everything. In the above case the target would suffer a +4 modifier for
seven rounds. However, in that case if the modifier exceeded the target's
Body I would rule that the target would have to make a Body or Willpower
(whichever is higher) test vs the modifier or suffer a heart attack. I.e.,
players wouldn't be able to take advantage of the cumulative effect without
taking the risk of killing the target. And if the players think being able
to kill opponents by giving them heart attacks is a good thing, well...
every Lone Star officer is armed with a taser.. <EGMG>.



To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Warm nights, good food, kindred spirits....great life!"

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