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Message no. 1
From: Matti Aistrich <aistrich@********.hkkk.fi>
Subject: Wired
Date: Fri, 23 Feb 1996 13:11:32 +0200 (EET)
On Thu, 22 Feb 1996, Lucifer wrote:

> Top Cat wrote:
> > freaked out by the sight of some guy with a 1 essence (Wired-3 is
> > oh-so-visible dontcha know?).
>
> The actual wires, no. But if you see a guy moving fast enough to
> catch a car going 60 MPH, that's a different story. The 'ware isn't all
> that visible, but the effects are.
>
Also, in Gibson's books people with increased reflexes (especially
poor ones, I admit) sort of "twitch" when they move, which is a telltale
sign.

Then again, having wired reflexes does not mean you'd catch a car going
60 MPH, as your reflexes are increased, not the overall speed you can
maintain.


---------------------------------------------
: Perfect is : Matti M. Aistrich :
: only just : :
: good enough! : aistrich@********.hkkk.fi :
---------------------------------------------
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Message no. 2
From: Mike Alex <mra0118@******.sdsmt.edu>
Subject: Re: Wired
Date: Fri, 23 Feb 1996 09:31:07 -0700 (MST)
>
> Then again, having wired reflexes does not mean you'd catch a car going
> 60 MPH, as your reflexes are increased, not the overall speed you can
> maintain.
>

Actually, given the way the SR mechanics work, an increase to
your reactions means a great increase in speed (Instead of moving 15m on
your one action per 3 seconds, w/ wired III you can do it 3-5 times).

Mike Alex, mra0118@******.sdsmt.edu
"Resistance is futile, (if < 1 ohm)."

Freedom of Speech
R.I.P.
1786-1996
Message no. 3
From: dbuehrer@****.org (David Buehrer)
Subject: Re: Wired
Date: Fri, 23 Feb 1996 12:35:12 -0700 (MST)
Mike Alex wrote:
|>
|> Then again, having wired reflexes does not mean you'd catch a car going
|> 60 MPH, as your reflexes are increased, not the overall speed you can
|> maintain.
|>
| Actually, given the way the SR mechanics work, an increase to
|your reactions means a great increase in speed (Instead of moving 15m on
|your one action per 3 seconds, w/ wired III you can do it 3-5 times).

How? You can only move once per turn, no matter how many phases you act
on. Its in the SRII book under "movement". And BTW, I'm not trying to
flame you. I'm just trying to let you know that, AFAIK, according to
the rules you can't do that.

-David

-------------------------------------------------------------------------------
David Buehrer
mailto:dbuehrer@****.org
http://www.geocities.com/TimesSquare/1068/homepage.html
-------------------------------------------------------------------------------
Message no. 4
From: Mike Alex <mra0118@******.sdsmt.edu>
Subject: Re: Wired
Date: Fri, 23 Feb 1996 13:07:42 -0700 (MST)
> |>
> |> Then again, having wired reflexes does not mean you'd catch a car going
> |> 60 MPH, as your reflexes are increased, not the overall speed you can
> |> maintain.
> |>
> | Actually, given the way the SR mechanics work, an increase to
> |your reactions means a great increase in speed (Instead of moving 15m on
> |your one action per 3 seconds, w/ wired III you can do it 3-5 times).
>
> How? You can only move once per turn, no matter how many phases you act
> on. Its in the SRII book under "movement". And BTW, I'm not trying to
> flame you. I'm just trying to let you know that, AFAIK, according to
> the rules you can't do that.
>

Well, as it turns out, we're both right. A character can only
_run_ once per turn, but he can still walk his quickness in meters on
each of his actions (not as fast, but still a noticable speed increase
for those with wired 3). (top of page 83, SRII)

Mike Alex, mra0118@******.sdsmt.edu
"Resistance is futile, (if < 1 ohm)."

Freedom of Speech
R.I.P.
1786-1996
Message no. 5
From: dbuehrer@****.org (David Buehrer)
Subject: Re: Wired
Date: Fri, 23 Feb 1996 14:12:26 -0700 (MST)
Mike Alex wrote:
|
|I wrote:
|>
|> How? You can only move once per turn, no matter how many phases you act
|> on. Its in the SRII book under "movement". And BTW, I'm not trying to
|> flame you. I'm just trying to let you know that, AFAIK, according to
|> the rules you can't do that.
|>
|
| Well, as it turns out, we're both right. A character can only
|_run_ once per turn, but he can still walk his quickness in meters on
|each of his actions (not as fast, but still a noticable speed increase
|for those with wired 3). (top of page 83, SRII)

I was not aware of that...(and now I'm wondering why none of the other
players in my game noticed it either). Thanks for pointing that out to
me.

Question: Does the same rule apply to rigged characters and vehicle
movement? I.e. can they maneuver the vehicle they're jacked into at maximum
speed once per turn and at cruise speed on the rest of their actions? I
know this sounds like a stupid question, but at the moment I can't remember
ever seeing a reference to this (and I'm at work, so I can't look it up).

Thanks,
-David

-------------------------------------------------------------------------------
David Buehrer
mailto:dbuehrer@****.org
http://www.geocities.com/TimesSquare/1068/homepage.html
-------------------------------------------------------------------------------
Message no. 6
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: Wired
Date: Fri, 23 Feb 1996 23:42:55 +0000 (GMT)
|
|Mike Alex wrote:
||>
||> Then again, having wired reflexes does not mean you'd catch a car going
||> 60 MPH, as your reflexes are increased, not the overall speed you can
||> maintain.
||>
|| Actually, given the way the SR mechanics work, an increase to
||your reactions means a great increase in speed (Instead of moving 15m on
||your one action per 3 seconds, w/ wired III you can do it 3-5 times).
|
|How? You can only move once per turn, no matter how many phases you act
|on. Its in the SRII book under "movement". And BTW, I'm not trying to
|flame you. I'm just trying to let you know that, AFAIK, according to
|the rules you can't do that.

Movement....
during your turn you can choose to spend all phases running (x3 quickness)
or
move your quickness in meter per phase.

If you have 4 phases of actions, this means you can move *faster* than if
you dedicated the round to running.
(At least that's the way it worked in 1st Ed, I think 2nd's the same...)
--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal in:- |to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hikers' guide to the galaxy. |
------------------------------------------------------------------------------
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| (add this to your .sig) |h/h+ !r! !y-|
------------------------------------------------------------------------------
Message no. 7
From: seb@***.ripco.com (Sebastian Wiers)
Subject: Re: Wired
Date: Fri, 23 Feb 1996 18:24:12 -0600 (CST)
> || Actually, given the way the SR mechanics work, an increase to
> ||your reactions means a great increase in speed (Instead of moving 15m on
> ||your one action per 3 seconds, w/ wired III you can do it 3-5 times).
> |
> |How? You can only move once per turn, no matter how many phases you act
> |on. Its in the SRII book under "movement". And BTW, I'm not trying to
> |flame you. I'm just trying to let you know that, AFAIK, according to
> |the rules you can't do that.
>
> Movement....
> during your turn you can choose to spend all phases running (x3 quickness)
> or
> move your quickness in meter per phase.
>
> If you have 4 phases of actions, this means you can move *faster* than if
> you dedicated the round to running.

Well, you can only RUN once per turn, but otherwise movement does not
affect action in srII. Brings to mind recent terror tactic- invisible,
armored (spell locks) samurai, with HEAVY astral backup, goes into LARGE romm
with claymore(the gigantic sword, excelent ÿûa armor penetration). My movement
was high enough (QK 11, 16+4d6) that I couldcould
wax a dude on one side of the room, them move all the way to the other side
and kill the guy covering himm.... woulda worked, too, exept for the dam dmso
grenades...
> --
> ______________________________________________________________________________
> | |What to do if you find yourself stuck in a crack in |
> |u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
> | |move, with no hope of rescue. |
> |Andrew Halliwell |Consider how lucky you are that life has been good |
> |Principal in:- |to you so far... |
> |Comp Sci & Visual Arts | -The BOOK, Hitch-hikers' guide to the galaxy. |
> ------------------------------------------------------------------------------
> |Words the Americans can't use on the internet (but i can ;) | GCv3.1 |
> |fuck, shit, cunt, tit, abortion, asshole, cock, penis, twat, |GCS/FA>$ |
> |bitch, (anal rape tag), midget, tossing, plutonim 232, |d---(dpu) |
> |(alt.binaries.hamster.ducttape.watersports), assasinate, |s+/- a- C++ |
> |rebellion, fertilizer, explosives, anarchy, babyoil, fornicate,|U N++ K- w--|
> |POE, weather, underground, subgenius, Bill Clinton, kidnap, |M+/++ PS+++ |
> |socks, suicide, machine, marijuana, LSD |PE- Y t+ 5++|
> |---------------------------------------------------------------|X+/++ R+ tv+|
> | Thank You Big Brother... |b+ D G e>PhD|
> | (add this to your .sig) |h/h+ !r! !y-|
> ------------------------------------------------------------------------------
>


--
--Seb
Message no. 8
From: seb@***.ripco.com (Sebastian Wiers)
Subject: Re: Wired
Date: Fri, 23 Feb 1996 18:32:41 -0600 (CST)
>
> > |>
> > |> Then again, having wired reflexes does not mean you'd catch a car going
> > |> 60 MPH, as your reflexes are increased, not the overall speed you can
> > |> maintain.
þò> >
>
> Well, as it turns out, we're both right. A character can only
> _run_ once per turn, but he can still walk his quickness in meters on
> each of his actions (not as fast, but still a noticable speed increase
> for those with wired 3). (top of page 83, SRII)
>
>
Well, yeah, but even with Qk 11 and 16+4d6, yah max out at 66m/3sec, a
good bit less than vehicles, and NOT 60 MPH. Then again, I don't consider my
caracter "extreme", or a full bore munchkin.

--
--Seb
Message no. 9
From: "Paul J. Carmen" <odin@*********.educationconnection.k12.ct.us>
Subject: Re: Wired
Date: Fri, 23 Feb 1996 22:14:17 -0500
At 12:35 PM 2/23/96 -0700, you wrote:

>|>
>|> Then again, having wired reflexes does not mean you'd catch a car going
>|> 60 MPH, as your reflexes are increased, not the overall speed you can
>|> maintain.
>|>
>| Actually, given the way the SR mechanics work, an increase to
>|your reactions means a great increase in speed (Instead of moving 15m on
>|your one action per 3 seconds, w/ wired III you can do it 3-5 times).
>
>How? You can only move once per turn, no matter how many phases you act
>on. Its in the SRII book under "movement". And BTW, I'm not trying to
>flame you. I'm just trying to let you know that, AFAIK, according to
>the rules you can't do that.

You can move on every phase you have an action in..you can only run in one
of em. At least that how I understand it.
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/_/ Paul J. Carmen _/_/
_/_/ odin@*******************.k12.ct.us _/_/
_/_/ Imagine something funny here _/_/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Message no. 10
From: nicholch@*****.msu.edu (christy nichols)
Subject: Re: Wired
Date: Sat, 24 Feb 1996 00:19:40 -0500
> Well, as it turns out, we're both right. A character can only
>_run_ once per turn, but he can still walk his quickness in meters on
>each of his actions (not as fast, but still a noticable speed increase
>for those with wired 3). (top of page 83, SRII)

You know I think our GM got tired of these rules. I think he decided that
he would make your running speed equal to your quickness plus any sucesses
on your athletics, walking equal to half your quickness, and sneaking equal
to either a quarter of it or 1 (it's hard to tell, 8 quicknesses are
relatively rare) That way fast people are fast, slow people are slow, and
he doesn't have to worry about the math. Actually, I think he ruled that
those were the speeds you could go and still be combat ready. If you just
want to run I think he uses the quickness x multiplier + (number of actions)
x quickness. Such that a troll with a 3 quickness who got three actions
would go:
3 x multiplier of 2 = 6
+ 3 x number of actions 3 = 9
for a grand total of 15 (meters??) in a combat round

For that 15 meters you pretty much have to have decided that there is
nothing you could possibly want to do other than get the frag outta there,
cause he won't give you a combat pool or any ability to do much except free
actions.

Made sense to me, and, well, in the end, it's always up to the GM.

Christy
<nicholch@*****.msu.edu>
"Hey, they're all pretty fraggin' quick to me..."
-- Sam, fox shaman, who, we will note, does not have the
Increased Reflexes spell yet, and who doesn't have to worry
about moving quickly herself.

And guys, there will be a test - there are two of us using this account, and
replying to posts. If you're quoting my one of us, try to remember to check
to see who said it - it's kinda disconcerting to be quoted as saying
something that I didn't even know existed.
Message no. 11
From: "Gurth" <gurth@******.nl>
Subject: Re: Wired
Date: Sat, 24 Feb 1996 12:35:18 +0100
David Buehrer said on 23 Feb 96...

> How? You can only move once per turn, no matter how many phases you act
> on. Its in the SRII book under "movement". And BTW, I'm not trying to
> flame you. I'm just trying to let you know that, AFAIK, according to
> the rules you can't do that.

No, it works like this: you can move a number of meters up to your
Quickness in *every* Combat Phase in which you have an action other than a
Free one. Of those, you can run on only one of them.

Pulling a human street sam called Richie from a pile of character sheets,
we find he has a Quickness of 8 and initiative of 12+3D6. Let's say he
rolls 15, making his total initiative 27 ==> Richie has actions on 27,
17, and 7. If he moves on all his actions, Richie can cover a distance of
8x3+ 8 + 8 = 8 x 5 = 40 meters.
OTOH a human character with a Quickness of 8 but an initiative of only
4+1D6 can move a maximum of 24 meters per turn, because he only will have
one action.

Also note that, in both cases, Athletics (Running) skill can increase the
effective distance covered.


David Buehrer said on 23 Feb 96...

> Question: Does the same rule apply to rigged characters and vehicle
> movement? I.e. can they maneuver the vehicle they're jacked into at maximum
> speed once per turn and at cruise speed on the rest of their actions? I
> know this sounds like a stupid question, but at the moment I can't remember
> ever seeing a reference to this (and I'm at work, so I can't look it up).

Vehicle movement in combat works totally different. Absolute movement
(like with characters) isn't even used, it's all relative to the other
vehicle you're trying to escape from or get close enough to to shoot at.
A rigger with multiple actions in a turn will have more actions to spend
on making the other vehicle's occupants' lives miserable, but it has
nothing to do with the distances covered by either vehicle.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Once it's gone, you can never lose it.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 12
From: Timothy Little <t_little@**********.utas.edu.au>
Subject: Re: Wired
Date: Sun, 25 Feb 1996 13:59:52 +1100 (EST)
>| Well, as it turns out, we're both right. A character can only
>|_run_ once per turn, but he can still walk his quickness in meters on
>|each of his actions (not as fast, but still a noticable speed increase
>|for those with wired 3). (top of page 83, SRII)
>
>I was not aware of that...(and now I'm wondering why none of the other
>players in my game noticed it either). Thanks for pointing that out to
>me.
>
>Question: Does the same rule apply to rigged characters and vehicle
>movement? I.e. can they maneuver the vehicle they're jacked into at maximum
>speed once per turn and at cruise speed on the rest of their actions? I
>know this sounds like a stupid question, but at the moment I can't remember
>ever seeing a reference to this (and I'm at work, so I can't look it up).

It's bad enough having run-walk-walk-run-walk-walk for normal movement - for
riggers (or indeed any other vehicle movement) it gets much, much stranger.

Example: A Skyswimmer airship tries to flee a pursuer. The amphibian has
had its handling upgraded with fly-by-wire to 2.

The rigger, an expert pilot with skill 8, makes the Position Test with 16
dice (skill + control pool) against target number 2 (the airship is not in
clouds). The result is 13 successes, which is then multiplied by the
cruising speed of the airship (90 m/turn) to get the distance travelled.
(Feeling uneasy yet?)

The final result is 1170 metres for that turn, or very likely somewhat more
than Mach 1. If the GM allows air elementals to speed vehicle movement
(mine does, but they must be great-form), you can get utterly insane speeds
by this procedure.

Just imagine a plasma-hot rigged pilot in an upgraded Lear-Cessna Platinum
II executive jet with Force 4 air elemental boosting movement. Mach 40? 50?

--
Tim Little

--
Tim Little
Message no. 13
From: Helge Diernaes <ecocide@***.econ.cbs.dk>
Subject: Re: Wired
Date: Mon, 26 Feb 1996 11:58:18 +0100 (MET)
On Fri, 23 Feb 1996, Mike Alex wrote:

> >
> > Then again, having wired reflexes does not mean you'd catch a car going
> > 60 MPH, as your reflexes are increased, not the overall speed you can
> > maintain.
> >
>
> Actually, given the way the SR mechanics work, an increase to
> your reactions means a great increase in speed (Instead of moving 15m on
> your one action per 3 seconds, w/ wired III you can do it 3-5 times).

You are sure of this?

--
Sil

-------------------
---
------------------------------ ----------------------------------------
Excerpt from "The Girl's Mine" (HIStory).
(Some cosinger) "<sighing> Michael, we're not going to fight about
this."
(Michael Jackson, taking with a voice indicating a recent forcible removal
of his testicles) "Haa, I thought I told you, I'm a lover not a fighter."

- At which point I've an overwhelming impulse to smash my
audio with whatever means available. Including my head.

-----------------------------------------------------------------------------
NB: Any eventual comments on the errors in the above is welcome.
-----------------------------------------------------------------------------
Helge Diernaes | ecocide@***.econ.cbs.dk
------------------------------ ----------------------------------------
---
-------------------
Message no. 14
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Wired
Date: Mon, 26 Feb 1996 13:36:30 GMT
> From: Timothy Little <t_little@**********.utas.edu.au>
>
> Example: A Skyswimmer airship tries to flee a pursuer. The amphibian has
> had its handling upgraded with fly-by-wire to 2.
>
> The rigger, an expert pilot with skill 8, makes the Position Test with 16
> dice (skill + control pool) against target number 2 (the airship is not in
> clouds). The result is 13 successes, which is then multiplied by the
> cruising speed of the airship (90 m/turn) to get the distance travelled.
> (Feeling uneasy yet?)
>
No! - FASA have more sense, you cannot get more than the full speed
of the 'whatever' however many success you roll, usually thats 3
times crise but not for everything. You can then deal with the
movement a number of ways.
1) move total/actions each rigger action phase : easy
2) move total meters / phases in round (counting from best roll)
every phase. This is more complex but easy enough with a calculator
or pencil and paper (as someone will roll an odd number to make the
mental maths awkward!) that way you know the ranges easy. Movement
speeds are all sorted in the position test unless the thing starts
moving during the turn in which case a maximum of cruising speed the
turn it starts to move is best (ok you still get Formula1/ indy car
acceleration but it'll usually do this is SR not a maths lesson!)
That foce 'oh yuck' elemental is still fun but everything else is ok.

> Just imagine a plasma-hot rigged pilot in an upgraded Lear-Cessna Platinum
> II executive jet with Force 4 air elemental boosting movement. Mach 40? 50?
>
no but probably Mach several assuming the elemental does not get left
behind!
For some idea you can catch semi balistics around force 8 spirt /
grade 2 odd initiate thats 30 odd Km/round astral fast!

Mark
Message no. 15
From: dbuehrer@****.org (David Buehrer)
Subject: Re: Wired
Date: Mon, 26 Feb 1996 07:35:50 -0700 (MST)
Gurth wrote:
|
|I said on 23 Feb 96...
|
|> Question: Does the same rule apply to rigged characters and vehicle
|> movement? I.e. can they maneuver the vehicle they're jacked into at maximum
|> speed once per turn and at cruise speed on the rest of their actions? I
|> know this sounds like a stupid question, but at the moment I can't remember
|> ever seeing a reference to this (and I'm at work, so I can't look it up).
|
|Vehicle movement in combat works totally different. Absolute movement
|(like with characters) isn't even used, it's all relative to the other
|vehicle you're trying to escape from or get close enough to to shoot at.
|A rigger with multiple actions in a turn will have more actions to spend
|on making the other vehicle's occupants' lives miserable, but it has
|nothing to do with the distances covered by either vehicle.

I wasn't specific enough, sorry :) What I was thinking of when I asked
that question is: How does movement work when you have a rigger in a
vehicle vs. a non-vehicle? For example, if you've got a rigger in a
helicopter going against a dragon how do you work it? The dragon is not
rigged, is not in a vehicle, doesn't have vehicle skill (at least not for
this scenario), and doesn't have a control pool. The dragon's chances of
beating the rigger on a position test are practicly nil. Even though the
dragon is in its element it is completely fragged.

The way I deal with it (not currently knowing a better way) is to get out
a map of the area and use the regular combat rules. So, my question was
meant to be, does it sound reasonable to let the rigger move his vehicle
on each of his actions, but only at maximum speed once, if I'm using the
regular combat rules instead of the vehicle combat rules?

Thanks,
-David

(People can't read your mind you num-nut. You gotta tell them what's goin'
on in that head of yours when you ask a question.)
<Sorry, it'll never happen again...I hope.>

-------------------------------------------------------------------------------
David Buehrer
mailto:dbuehrer@****.org
http://www.geocities.com/TimesSquare/1068/homepage.html
-------------------------------------------------------------------------------
Message no. 16
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Wired
Date: Mon, 26 Feb 1996 17:29:33 GMT
> From: dbuehrer@****.org (David Buehrer)
>
> I wasn't specific enough, sorry :) What I was thinking of when I asked
> that question is: How does movement work when you have a rigger in a
> vehicle vs. a non-vehicle? For example, if you've got a rigger in a
> helicopter going against a dragon how do you work it? The dragon is not
> rigged, is not in a vehicle, doesn't have vehicle skill (at least not for
> this scenario), and doesn't have a control pool. The dragon's chances of
> beating the rigger on a position test are practicly nil. Even though the
> dragon is in its element it is completely fragged.
>
No.
I would.
Roll position test for the rigger, this gives him sped (crise *
success to a maximum of full speed and so many actions of outgoing
fire to a max of actions of those on board). He then moves distance a
chived divided by phases in the round (equals highest initative roll)
every phase.
The dragon rolls initative as a character, my attack every action (in
its element like a walking person equivanlent to infinity successes
on the position test), it moves a maximum of quickness at all actions
but one when it may move quickness time flying multiplier [latter
could be done more realistically as ((actions - 1) + flying
multiplier)* quickness meters divide by the number of actions it
rolled to get the number of meters it moves at each action]

Mark
Message no. 17
From: "Gurth" <gurth@******.nl>
Subject: Re: Wired
Date: Tue, 27 Feb 1996 12:20:49 +0100
David Buehrer said on 26 Feb 96...

[dragon chasing vehicle]
> The way I deal with it (not currently knowing a better way) is to get out
> a map of the area and use the regular combat rules. So, my question was
> meant to be, does it sound reasonable to let the rigger move his vehicle
> on each of his actions, but only at maximum speed once, if I'm using the
> regular combat rules instead of the vehicle combat rules?

I can see two ways of solving this at the moment:

1) the way you describe above
2) let the dragon roll a Reaction Test in place of a Position Test, and
use its Quickness as its cruising speed. That way, however, anyone in a
vehicle will likely outrun it unless they roll very few successes at a
moment the dragon has LOTS. I'd give the dragon a break here by saying
that it doesn't need to spend an action to pilot itself, while the vehicle
driver will have to do this to avoid crashing.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Tell me what that makes us.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5+ X++ R+++>$ tv+(++) b+@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------

Further Reading

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