Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: shadowrn@*********.com (Dan Turek)
Subject: Staging Things Up
Date: Tue Dec 4 14:00:01 2001
Since I am more used to the older rules, I have always believed anything
(spell, critter powers, etc) could now be staged up for every 2 additional
successes. I believe the rules explicitly state it for combat (firearms and
melee) and thought this the general rule.

Why would you disallow it for other things?


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Message no. 2
From: shadowrn@*********.com (Damion Milliken)
Subject: Staging Things Up
Date: Wed Dec 5 07:40:04 2001
Dan Turek writes:

> Since I am more used to the older rules, I have always believed anything
> (spell, critter powers, etc) could now be staged up for every 2 additional
> successes. I believe the rules explicitly state it for combat (firearms and
> melee) and thought this the general rule.
>
> Why would you disallow it for other things?

Just out of curiosity, but what does one stage up if you get hit by someone
wearing stun gloves and they beat you by 4 successes? Does the (Str-1)M Stun
fist damage and/or the 7S Stun glove damage get staged?

My answer to this somewhat rhetorical question is that, seeing as it is
unlikely that _both_ should be staged up, it is therefore acceptable in the
SR game to have some, special, Damage Codes that are not stageable. Perhaps
Noxious Breath is such an example, too.

OTOH, as Gurth pointed out that a Test needs to be made for the Power to
work, then it would seem more or less sensible that the successes from this
Test would in some way be usable to stage up the damage.

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GE d- s++:-- a25 C++ US++>+++ P+ L+>++ E- W+ N++ o@ K- w+(--) O-@ M--
V- PS+ PE- Y+ PGP-@>++ t+ 5 X+>+++ R++ !tv(--) b+ DI+++@ D G+
e++>++++$ h- r++>+++ y->+++
------END GEEK CODE BLOCK------
Message no. 3
From: shadowrn@*********.com (Strago)
Subject: Staging Things Up
Date: Wed Dec 5 11:35:04 2001
Damion Milliken wrote:

>Dan Turek writes:
>
>>Since I am more used to the older rules, I have always believed anything
>>(spell, critter powers, etc) could now be staged up for every 2 additional
>>successes. I believe the rules explicitly state it for combat (firearms and
>>melee) and thought this the general rule.
>>
>>Why would you disallow it for other things?
>>
>
>Just out of curiosity, but what does one stage up if you get hit by someone
>wearing stun gloves and they beat you by 4 successes? Does the (Str-1)M Stun
>fist damage and/or the 7S Stun glove damage get staged?
>
I would assume the 7S Stun Glove damage. Adepts with the Killing Hands
power stage up that Killing Hands damage, not their fist damage, so why
would the stun glove be any different? It supersedes the standard
damage. And so do the cyber hand-blades.

><SNIP>
>
Message no. 4
From: shadowrn@*********.com (Damion Milliken)
Subject: Staging Things Up
Date: Wed Dec 5 12:20:01 2001
Strago writes:

> I would assume the 7S Stun Glove damage. Adepts with the Killing Hands
> power stage up that Killing Hands damage, not their fist damage, so why
> would the stun glove be any different? It supersedes the standard
> damage. And so do the cyber hand-blades.

The difference is, however, that Stun Gloves _do_not_ supercede the base
damage. They _alter_ the base damage, and also do their own damage. So
hitting someone with Stun Gloves does (Str-1)M Stun _as_well_as_ 7S Stun.
Killing hands, hand blades, and all the rest replace the normal unarmed
damage; but not Stun Gloves. They seem to have forgotten Stun Batons, though
- they do their particular damage, not baton damage plus stun damage. <shrug>

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GE d- s++:-- a25 C++ US++>+++ P+ L+>++ E- W+ N++ o@ K- w+(--) O-@ M--
V- PS+ PE- Y+ PGP-@>++ t+ 5 X+>+++ R++ !tv(--) b+ DI+++@ D G+
e++>++++$ h- r++>+++ y->+++
------END GEEK CODE BLOCK------
Message no. 5
From: shadowrn@*********.com (Bira)
Subject: Staging Things Up
Date: Wed Dec 5 15:20:04 2001
On Thu, 6 Dec 2001 04:21:30 +1100 (EST)
Damion Milliken <dam01@***.edu.au> wrote:

>
> The difference is, however, that Stun Gloves _do_not_ supercede the base
> damage. They _alter_ the base damage, and also do their own damage. So
> hitting someone with Stun Gloves does (Str-1)M Stun _as_well_as_ 7S Stun.
> Killing hands, hand blades, and all the rest replace the normal unarmed
> damage; but not Stun Gloves. They seem to have forgotten Stun Batons, though
> - they do their particular damage, not baton damage plus stun damage. <shrug>

What I get from the pictures is thar stun batons work like
cattle prods, or meter-long tasers. You poke your targer with the
baton's electrified tip. I suppose you could start using the baton as a
real club after the charges run out, but I suspect it would be somewhat
more fragile than a "real" club (which opens the possibility for
something like "hardened stun batons" :)).
--
Bira -- SysOp da Shadowland.BR
http://www.shadowland.com.br
Redator de Shadowrun da RPG em Revista
http://www.rpgemrevista.f2s.com

Further Reading

If you enjoyed reading about Staging Things Up, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.