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Mailing List Logs for ShadowRN

From: Sean Justice <JUSTICE@********.BITNET>
Subject: More combat pool stuff.
Date: Sat, 10 Apr 93 13:42:35 EST
Okay, I admit that my example was wrong. I suffered a software
tasking failure while reference the primary memory core. Oops.
Inspite of the erronious method of display, the point that the
example was _supposed_ to illustrate is still correct. Combat Pool
successes are different than body dice successes. You are DODGING.

Now a friend of mine says, why bother with this? It's just
semantics. SR treats body and combat pool dice the same. Well, he's
right. It *is* semantics, but it's *important* semantics.

Take a look.
1) DSMO/MAO rounds. These inflict some slight stun. Not easy
to avoid, but nothing serious. Base light stun damage. But,
if I resist the damage, IT'S STILL IN MY SYSTEM! Sure I
didn't take any damage, but I still get hit with the full
SIDE-EFFECTS of Mao. Things like my Adrenal Pump doesn't
work the way it's supposed to now, or (if I don't have a
pump) my reaction time is shot. -1 reaction, -1d6 for
initiative.

2) DSMO/HYPER rounds. Read my other message for what this stuff'll
do to you.

3) DSMO/CYANIDE rounds. NO resistance test. That's right. In DSMO,
cyanide takes effect 1 minute after exposure. You make ONLY a
combat pool roll to avoid getting hit in the first place. One
minute later you make a body resistance test, with no combat pool,
to avoid becoming a ghost. Not fun stuff.

4) DSMO/CARCERANDS/whatever rounds. Again, no resistance test. You
get hit or you don't. You make you're body resistance test when
the carcerands break down and dump whatever yukky stuff they
were carrying into your bloodstream. (Yes, 'yukky' is a technical
term.)

5) Net Guns. For these, you use your Strength instead of your Body.
Why? You are trying to escape from the net, not resist damage.
You blow it, you're lying bound on the ground until some nice
gent with a knife takes a couple a minutes to cut you free. Not
gonna happen in a firefight. Why did I include this one? You
CAN use you're combat pool to try and not get caught in the first
place.

6) Tasers. Due to the different target numbers, it is VERY possible
to completely offset the 8S stun damage of a Yamaha Pulsar, and
still spend the rest of the fight bouncing on the floor. But if
you get enough successes from you're combat pool alone, you can
completely ignore this very nasty target-stopper.


These are just some examples. They can be extended to cover DSMO/anything
easily. Same for about half a dozen nasty things I can't even think of
right now. All of these nasty side-effects are completely ignored if you
get enough combat pool successes for a 'clean miss'. Almost all of these
will get you very dead if you get hit, no matter how many combat pool +
body successes you get.

All test mentioned can ALWAYS be augmented by the Karma pool.

-- Magister
First Law of Debate: If logic and proof cannot carry your argument,
drown your opponent with Volume and Quantity.

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.