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Mailing List Logs for ShadowRN

From: TopCat <topcat@******.net>
Subject: Re: Killing in Shadowrun...
Date: Fri, 24 May 1996 05:08:09 -0500
>The whole point of meeting in regular grounds are that you know the
>typical patterns of people there at that time of day. Lots of rooms in a
>nightclub?? *boggle*

Bathrooms, basements, backrooms, bars, seperate dancefloors, seperate floors
(each with all of the above) add up to a lot of rooms for a decent nightclub
in 2057. Dante's is HUGE.

>>What if the corp owns the restaurant? Paid the chef for a favor? Passer-by
>>sprays a pump of breath-freshener/cyanide before the plate/drink ever makes
>>it to the runner. Better yet, use time-release poisons. Then you can make
>>them do things before they die, or be nice and let them live knowing that
>>they can be nailed now.
>Oh yeah, and they can find a cure in that time too. And what if the
>drinks get mixed up? Passer-by trips, cyanide freshner goes off in some
>guy's face? You know, stuff-ups?

If the corp is incompetent enough to make the mistake, then they'll pay for
it. But I don't play incompetent corps. Maybe I'd let a mistake go by if I
wanted to let the players know what was going on. I'd have to be feeling
really generous though or have a lot planned along those lines. The corp
will have the cure for any poison they use.

>>>A mage can't bash through a sustained spell.
>>They can't?
>No. You can NOT ground through a sustained spell. Nor does sustaining a
>spell open you up to the Astral plane. Go read your rules.

You didn't say ground. You said bash.

>>>Spirits aren't too much of a problem for a prepared team.
>>They aren't?
>Nope.

Alienation, Accident, and Concealment are three of my faves.

>>Only takes one magically active hit team to do the job. A corp mage is more
>>likely to be more powerful than a runner mage (resources matter to mages
>>too). If you do things right (which any worthwhile corp team will) then you
>>won't lose anyone. Shadowrunners do this all the time, the corps are better
>>at it, they'll be able to do it just fine.
>Jeez... Go read your rules, TC. In Awakenings, for example... Magic is
>THE great leveler. Not many mages are fond of being on strike teams. They
>don't like doing it, 'cause it's DANGEROUS. A corp mage is not likely to
>be significantly more powerful than a runner mage.

In Awakenings they also mention average magical security for Aztechnology,
Saeder-Krupp, and Lone Star. Admittedly, they are three of the biggies, but
MAN are they awesomely powerful. More powerful and prepared than
Joe-Average shadowrunner and his friends. More numerous as well if they
decide to be. Some mages won't be fond of being on strike teams. They'll
be happier working out new formulae in the corp's labs. But as I mentioned
before, I believe (and it's an opinion based on current corporate practices)
that the corps will tailor magical assets for whatever purpose they desire
as soon as they can (which means as soon as the corp knows the asset-to-be
is magically active). If they need more combat mages, they'll make more
combat mages from the ground up with tailored scholarships and training
programs.

-------------------------------------
"I was thinking of the immortal words
of Socrates, who said: I drank what?"
-- Real Genius
-------------------------------------
TopCat at the bottom...

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