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Jackie

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Posts posted by Jackie

  1. I've been doing a fair amount of reading on various EMP devices recently, partly from a novel, which sparked interest

    in the actual devices, partly from scientific papers on same.

    Now that its clear a HE device can be built that'll deliver a substantial EMP without the use of fission or fusionable fuel, I'm forced to wonder how a dangerous threat like this isn't

    more carefully managed. So I'm forced to ask other GM's...

    To EMP or not to EMP!?

     

    Most milspec stuff with be hardened vs both the short and long pulse devices, but what of civilian stuff?? I assume most corp stuff will be milspec with regards to shielding. Even then all the papers I've read say while you can simulate the EMP

    over isolated subsystems, the only real way to test hardness is to have something 'take' an actual emp. Apparently, how different subsystems come together is important, and diffult to test via simulation.

     

    How much if any EMP stuff do you use? Do your players use?

    Do you have any house rules for their application? If so I'd be

    glad to hear about them.

     

    Seeking 2 cents....

  2. A brief 2 cents...

     

    Mostly I agree with some of the earlier posts....let some common sense rule...your all bright enough folks. If you hit a person with a law rocket...for all but the very smallest chances..its Goo city. Likewise if you pop a M1 Abrams with a 10mm pistol round...its going to bounce like a rubber ball.

     

     

    My personal preference is to avoid the 'mega' hardware..ACPA, tanks...etc..well I do use the odd punk naught...they generally don't fly...but they do roll well.

     

    Anyway thats my 2 cents worth

  3. Well here's my paltry 2 cents worth.

     

    In a word YES.

     

     

    I take a very 'story' like line to my game and while no given

    plot is set in stone nor has a fixed destination, its all about

    the action and futhering a broad story arc. Sometimes this

    means I have to cut the PC's a break...sometimes it means

    they get broken. Dice Rolls I look at just like rules, if its going

    to significantly derail my game..I toss it out. I do tend to make

    the 'fudged' outcomes near the 'die roll', but generally not

    quite as catastrophic or amazing.

     

    Anyway..that's my 2 cents worth

  4. Quick 2 cents worth,

     

    I've always treated Authority much like the 'voice of command'..once you've learned it you've got it. Some of it is non-verbals on how to carry yourself, other parts are knowing the procedures. If you think that cops aren't nearly every bit as on the ball as some of your milspec solo types, you should sit down and find re-runs from this season's 'Combat Missions'. Watch and see how the SWAT officers fair vs your other milspec 'solo's. I know I was somewhat suprised by how on the 'physical' side some of them weren't quite as good, but on some of the basic stuff of moving in body armor, fire control, and controled field of fire some of them were as good or better than some of the milspec guys. Anyway that's my 2 cents worth for the day...

     

    Jackie

  5. my quick 2 cents worth,

     

    I've always been of the notion that the most basic design for cyberoptics would have been designed around the 'Its all fun and games til someone puts an eye out' or the 'You'll shoot your eye out kid' situations. Meaning that the eyes were

    designed as replacement organs for sight. Now with various groups plucking out eyeballs for some spiffy enhanced mod...I'd still say the bread and butter is the accident replacement, next followed by the 'I was blind at birth' replacements.

     

    The 'basic' eye would be specifically designed to work with a flesh counterpart. Most functions and 'options' would also be

    so designed. A number of options would function just fine

    solo those are pretty obvious. Now concerning antidazzle, bot th eyes wide open...flash...sure the meat's going to go all teary and your going to have spots from the retinal afterglow...but the 'undazzled' eye will still fuction, but at a lesser capacity -4 to -6 on A/N et al.  As for the different sight mods here's my thoughts.

    Low Lite: Would work fine single eyed, welcome to looking at dusk folks...not unlike looking though a 1 lux night camera with both eyes open..its funky but in about 1/2 hour your fine.

     

    Micro/Teleoptics: Again period of adjustment required. Pick up a pair of binocs or a monoc some time...you can look with both eyes, its just very 'messed' up. But with a moderate amount of effort its quite possible to focus from one field to the other.

     

    UV/Thermal/IR: Ok firstly...no new colors..why...the basic interpreter just isn't there, its got to get rendered down into the several million colors we can distinguish. Color is as much a 'brain' interpretation as it is a 'physical' impression. These are the ones that I think would have the greatest problem with single eye function. You might be able to train perceptions to overlap some, but even then you'd be suffering a -3 A/N as nothing is quite as sharp as it should be. The upside to that is the fact your gettings more data than average joe, so you've got a few more tell tales to work with.

     

    'Out of the corner of my eye': With image enhancement I'd say to a degree. But even then your 'eye' isn't dead ahead..it'l gotta swivel some to keep the target focus in sight. Probably rather than a standard A/N to see the watcher you'd be looking at a -2 maybe -3 to the A/N dif to spot watcher.

     

    anyway..that's my 2 cents

  6. Paint ball guns...were mostly designed as a proof of brain power over firepower...its an interesting story, they playtested a munchkin group. The moral was if your smart and can talk the bozo's into playing on your turf, its bad for them.

    An aside, while its very very resistant to most acids...there are plenty of organic liquid solvents that work just fine, after all its just nylon with a different molecular configuration.

     

    Nasty dirty plagues...single target plagues in my book are bad...nice deniable ones that you don't 'cure' but treat...now that's profit margin.

     

    Kidnapped loves ones...that's fine...remember all they have to

    do is 'think' you have them...off them anyway. Or my present favorite, 'turn' the lover...nothing like a little double cross from the heart.

     

    Big Rifle shooting contests...Hey Pc's are alot like Skeet..what can I tell ya. Use them often...no, use them some, yes. Cause lets face it, if you can get to the 1 shot 1 kill, snipers are damned effective and hard to trace. I'm also fond of the 'random' drive by shooting...one shot gun close range...ouchie. Basically both get used to amp up the paranoia level if I think its a bit low, and here's a killer idea I've used a time or two...the sniper misses...and hits the PC's.

    That'll keep'm on their toes.

     

    Emp: Well I've a world to say about emp...and there's doubtless posts on emp. In a world where cyber implants from

    cortical-calculator, to full on brain in a jar conversions happen

    why the frack if you don't have any, or even be along way away from, not use them. In truth they're not hard to make, a trip to the electonics store, and some home made plastic explosives, some time on the net and *poof* you've got one. Down side is reliability...that's where professional manufacturing comes into play. One of the nastiest little ideas I ever saw come out of a punk session was a techie who wired the ever present microwave oven, to fry itself in a big burst pulse...the solo wasn't amused.

     

    Jackie

  7. Back to the 2 cents worth,

     

    I've not had much arms race issues, that's because they already know I'm a mean #######. I was lucky enough to spend a couple of cons listening to Mike P and Co. go over some of their best tips and tricks. Darken them up 2 shades and you can be in some black territory. The sum net result is while I publically tell the players, 'If you've got the cash, go ahead and buy it'. The truth is I don't have to give the bad

    guys ####...I just take bloody training wheels off them. Brain

    power will always beat firepower. While its true you can over

    plan a whisker, and that players will destroy any pre-planned

    counterstrike, as a GM you get to know how they think, react

    and can hose them down with minimum work and effort. And its not always 'violence' that does the trick...find me a long enough stick and a good fulcrum and I can move the moon.

    Leverage works wonders, emotional, finacial, health...all great

    motivators. But as most of ya'll have pointed you, you can't be afraid to slap the tar outta the PC's periodically.

     

    Now I've been playing at alot of different games for quite some

    time, and have run into the 'butt munch' that nearly no-one wants to deal with, either as a 'pickup' Gm or as a player. And

    the 'rest of us' works pretty well for that sort of thing, however if your a sick and twisted individual, God love ya. Its

    nearly as much fun torturing this bozo as it is to get'm to leave. Works well vs players..sucks bum vs Gm's. But in either case, it won't take rocket science to see how he/she/it behaves themselves, nor will it take effort to see all sorts of ways to help them 'trip' them selves to the floor in character.

    And don't forget the punk motto of 'Kick'm while they're down'.

     

    Jackie

  8. Well well well.... 2 cents time

     

    So many useful ideas, and things to comment on I barely know where to start. I think maybe starting as a GM with players who are 'powerplayers'. First let me define my concept of a 'powerplayer'. A power player is someone who tries to maximize the sphere of power they have. Now I've got very little problems with someone making a 'lopsided' character...so they're great at one thing, but suck rocks at others *most others infact*. I think the lopsided characters make some work for the Gm's...as we need to find different ways of forcing the weak side to be important, with just enough strong side to keep the players interested. Now in

    my groups I've got a couple of 'on the edge of' PowerGamers. However, I have managed to get most of the other players 'trained' to say 'NO' for me. I've one hard and fast rule, I don't say no...I just blithely give double to the opposition. After 2 count them 2 incidents....the players now curb my 'edge' folks all on their own.

     

    Now I've had a time or two with Gm's who are 'over the top'

    and there's not alot that can be done if communications don't

    exist between the GM and players. I end ALL of my sessions with some 'open ended' "What do you think?" type questions, so I can feedback my games. If that lane doesn't exist theres

    only a few limited options..

    Option 1: Get to know all the rules, and Powergamer him back first

    Option 2: Talk amongst the players and set up your own game

    Option 3: Duct Tape the bugger to a chain while you drug him and reprogram him.

     

    anyway..that's my 2 cents worth

  9. Only because I feel its required...

     

    Its not about the fact we Americans were once poor, and now rich. I think it was Winston Churchill who said something

    to the effect 'We're a common people, seperated by a common language'. English is a very living and adaptive language, and while both American and Brittish may have a common root, it doesn't mean they will evolve the same. And dispite all those differences I think the following points out something important.

     

     

    A) The Japanese eat very little fat and suffer fewer heart attacks

       than the British or Americans.

     

    B) On the other hand, the French eat a lot of fat and also suffer

       fewer heart attacks than the British or Americans

     

    C) The Japanese drink very little red wine and suffer fewer heart

       attacks than the British or Americans.

     

    D) The Italians drink excessive amounts of red wine and also suffer

       fewer heart attacks than the British or Americans.

     

    E) Conclusion: Eat & drink what you like. It's speaking English that

       kills you.

  10. Hey its 2 cents time from the bit bucket,

     

     

    Here's my little thing with leadership on a direct person to person level. At a leadership success of 25+ a 'leader' can add

    1/2 percentage of any int, ref, tech skill he or she has to a member of the lead group. I cap effective groupsize at about 7 persons.

     

    For example: Bob had a leadership of 10

                     Rifle: 6

                     Basic Tech: 4

     

    For his squad he could add up to 50% (Ld. 10*10 = 100/2 = 50) to Rifle or Basic Tech. That's 3 or 2 points respecively

    Any group may consist of any numbers of 'leaders' but the bonus doesn't stack, but the highest applies.

     

    For larger groups 10+ members I tend to use leadership as a

    morale bonus along this line. Success at 20+ will add up to 1/2 leadership to cool checks for commanded troups.

     

    Expert Tactics is another interesting spot.  That I break into

    some smaller divisions.

    Expert Small Unit Tactics: Your typical edgerunner group size

    Expert Large Unit Tactics: Holy war zone batman

    Expert Campaign Planning: I wanne be like Ike

     

    Each apply a little differently typically small unit is a Init bonus

    based on a successful 25+ leadership on the planning side.

    Generally scaled in 1/3's because of the Init system I use.

    Large unit I generally use as a bonus toward 'timing' things well, which means I adjust difficulty numbers downward by

    about 3 -5 points on a 25+. This applies to the Awareness/notice stuff most on their part not so much the 'close in' fighting stuff. Campaign planning....never had anyone ever take it or use it, but it would be similar but fewer

    points 1-3 points but for all the units in the campaign.

     

    Any way..that's my 2 cents

  11. Alrighty...2 cents time

     

    SA's. Generally speaking I like them...even

    Jury Rig. However I do think some of them need

    a whisker's worth of fine tune.

     

     

    Its a question of style I suppose at the heart

    of the matter. Some people prefer no significant

    distinctions between character roles. Others

    don't mind so much. I think the 'roles' if

    taken 'strickly' are a bit stuffy, but if used

    with a liberal hand can be quite entertaining

    and do reflect that while yes we're all people

    a Doctor is different than a lawyer who is

    much different from a street level dealer who

    is different than a wire head.

     

     

    Does it take combat sense to survive??

    HELL NO..can you make it by without it?

    Sure can, if your smart, know your limits

    and expertise areas.

     

    To give a personal example the group I presently

    play in consists of:

    2 Techies, 1 Fixer, 1 Nomad/Curior, and 1 Solo

     

    Low fire power, high brains = How to really survive

     

     

    As for the skill ya'll HATE: Jury Rig

     

    I've always looked at it in the A-Team/McGyver

    sorta way, but its also designed as a 'last

    ditch' skill, where your low on time, equipment,

    tools, and supplies to make the fix..and yet

    here is your tech making it happen. Will it work

    for long? Probably not, but for a while and a

    while may be just long enough. And lets not

    forget that Jury Rig can be not only used to

    'fix' this broken bit, but take various broken

    bits, some motor oil, and a microwave oven to

    make a fairly field expendiant claymore.

     

    As in the real world the more you know the better

    your odds for survival.

     

    Anyway that's it...

     

    Jackie

  12. ALrighty...2 cents time:

     

    The mob, the fuzz, and the pcs:

     

    What an interesting bedtime story, in my book the trick to know if someothing is going to work as a plot..subplot...or what have you is to remember motivation. On the list of motivation is 1. Money 2. Power...ok so they might be interchangable at some level. But for the mob if there's big risk there'd better be overly big reward, or someone with some big time power, who needs to keep it. As for how I'd

    handle the pc's...here's my 2 cents. I'd start them on small stuff, during which I introduce a handy contact...if your

    players are male..make it female. Make her darn handy but

    outside the mob's main structure. As the Pc's get more and

    more 'good' reviews the jobs get harder and harder..then

    make it so they have to 'target' their friendly NPC lady friend...oh how interesting if some sort of romance developed

    between her and a pc. Anyway...that's enough for this.

     

    Jackie

  13. Okey Dokey folks, been a while since I put in 2 cents worth but here goes

     

     

    Do I kill them: Yes

    Do I enjoy it: Sometimes

    Do I fudge it so they won't die: Yes

    DO I fudge it so they do Die: Sometimes

     

    Best summed up with play for keeps, not always popular but will get you noticed. My general rule of thumb is I tend to try and not let 'random' or 'subplot' encounters lead to a deadly situation..those I save the significant maiming for. If we're working 'main plot' stuff, you can rest assured I've got a can full of frag with your name on it. If your smart you get by, if your dumb you die. My other general moral is, if you consistantly end up in firefights you'll end up dead. Period end of sentance. My last general moral is how I deal with allowing my PC's  access to 'stuff' specifically guns, guns, guns. It goes

    alot like this:

     

    PC1: Can I have a 'super killer sniper rifle with extreme death bullets, and I can see your planet scope'?

     

    GM (me): Sure can Gomer if you've got the cash..lets see that totals to 1 trillion dollars....

     

    PC1: I've managed to pigeon hole enough...yippie skippie goodie for me

     

    GM: Great, will that be cash or charge?

     

    PC2: OH NO you don't...you know if you buy one, our opponents just bought 2 of them or worse.

     

    PC1: Umm...ya know you've got a point there...maybe I should

    buy that platinum trauma team membership instead.....

     

    And so it goes.....

     

    Anyrate there's my belated 2 cents worth.

     

    Jackie

  14. Paltry 2 cents time:

     

    How I wind players up. I dunno about your players, but if I'm

    leaving clues around to suggest wierdness...it just doesn't work for crap...they're mostly howling oblivious. So first moral is to smack them firmly with any sutble clues. Could be anything really and not at all related to any existing plot or subplot. Rather things that suggest items related to the plots or subplots, make them wander down 'wrong' alleys plot wise. That will help encourage the idea that everything is a plot and has some alterior motive. Once that's done...I set them up by giving them something that's blindingly straight forward and uncomplicated. They'll add their own 'take' on it and blow everything out of perportion.

     

    The general over all moral I use it to keep them off balance

    and as underinformed as your plot will allow for. Periodically its good to 'over extend' information to them so they choke on it, but generally just feed it a teaspoon at a time.

     

    As to specific ideas on how to manage this I'm very fond of

    AI's and rogue hunters...they sorta like 2020's men in black.

    But you can incorporate almost anything into a 'step' beyond. As scary as it seems to me and many others now, lets not forget how serious a tool terror is...random stupid crap can be very unsettling. If your campaign/players can handle it then its a very useful tool to create that feel of doom/unease.

     

    Anyway my 2 cents....

     

    Jackie

     

  15. Ahh...2 cents time:

     

    As for managing skills, I'm probably the worlds worst and best example on how to handle it. First and foremost I'm am very very tollerant of what my players want to build. If they want to 'play in the box' they're welcome to, if they want to work 'outside' the roles, that's cool too. Now generally my players all start with a 'basic' idea what they're looking to play and I try and help the create something that'll be fun for them to play with.

     

    With this said I do end up with a mighty big cross section of people from the ultra well rounded ball, to the heavy lop-ended killing machine. This certainly does make work for the GM no doubt, but nothing that can't be over come. And I also tend to 'punish' those lop-ended buggers by putting them in situations that require skills they don't have, also by being one of the 'best' in the world...they get tagged with REP and a high one..meaning the folks around them end up having much harder times and being 'targets'. The old axium of don't

    try and draw fire it annoys those around you rings very very true.

     

    As for assigning skill points, I tend to play 'fast and loose' with

    the system to a degree. I tend to stick to the 40+stats for the start of things, then based on age and background will go

    and add or ask questions about where skills came from. If I'm happy with the answers they can stay, if not I suggest either reduction/elimination/or background modification to account for the skill package.

     

    Short, sweet and my 2 cents

     

    Jackie

  16. Ok folks my 2 cents worth:

     

       My take on cyberpychosis has always been a progression.

    The initial thought might be to pick up some slight advantage

    in 'this or that' manner over the average Joe. Then as time

    progresses that advantage doesn't quite cover it so another

    and another gets added on. As a GM I tend to be very very

    'open' handed, but reserve the right to play 'the addiction'.

    Meaning as Emp/Humanity starts to get down near the dregs

    I turn on the 'salesman genes' and start selling on options.

    You'd be amazed how many people buy into that as players.

     

    This idea sorta comes out of an article I read in a now lost

    Interface. The basics of the idea is that the significant portion

    of cyberpsycho's aren't the 'SOLO' types...they're the weenie

    beancounting accountant who to get an edge on a promotion

    gets new implant after new implant to aid his job performance.

     

    The way I view the breakdown process is pretty simple, and

    not unlike the 'limit' testing you see teens do. The 'victim' of

    psychosis presses the limit of their mind bodies to achieve whatever is their personal obession. Once that fails they

    take a different tactic toward the same end *eg augmentation* and try it again. Eventually as those 'barrier'

    events are broken the 'freedom' and latitude they have to act

    in gets larger. Over time actions they'd never have considered

    themselves capable of are now very possible...even upto

    plotting and comitting murder *or purchase of same* of the

    person/people in the 'way' of the 'goal'.

     

    Keep in mind its not only 'hardware' that creates this loss of connection to people, stress plays a big part in it too. I highly

    recomend the various articles in Grimm's CyberTales about

    the various stress inducers from lack of sleep et al. Don't forget that one of the biggest stressors you can apply isn't

    being 'shot at'..but lack of money. Any of you who have been

    broke or nearly so can I bet recall the amount of stress that

    simple fact caused....Do I eat or pay my Net bills this week??

     

    I'm personally quite happy with letting my players play EMP about as low as it will go, so long as they allow me to insert

    the odd idea or impulse. Generally I'll do that by "GM BRICK"

    or by Awareness/notice....give them ideas/sights/clues that

    no-one else has/can see etc. Some of the most interesting

    sessions I've run have been by a raving nut on a tear. Eventually they end up crossing over the line with either NPC's or PC's and end up messy. From a GM's stand point

    it makes for a nice 'breather' session where everything is almost all PC driven and you can sit back and just periodically

    kick the PC back into play until someone scores.

     

    Any way there's my 2 cents.

     

    Jackie

  17. OK 2 cents worth....

    Vampires and 2020....my initial instinct is to just say NO, but that's my personal instinct.

    If your wanting to up the 'eerie' feel to your game

    by having some supernatural bits in it, fine. I've

    even got a few I hope useful suggestions in it.

    1. Don't like the Pc's have the supernatural roles. Keep them strickly NPC, and don't let them know

    what's going on..let them discover it on their own.

    Its a mighty handy tool to let your solo's trash some

    bozo with Spas fire, only to have them get up a few

    minutes later, a little annoyed they need to buy new clothes.

    2. Add posers of the various common supernatural types. Vampires and werewolves are easy...there's

    ample tech to do those, as well as many of the

    more 'human' Faeries. I'd interspese true posers, with techie geeks out on a lark, and perhaps real

    'minions' of the supernatural, lead by the real deal.

    3. I'd glean WHITEWOLF, Night's Edge for ideas, but

    draw the mechanics from interlock and the existing

    tech. Its not terribly difficult to extrapolate tech

    to cover supernatural abilities, and I think would make your 'rules' side alot easier to deal with.

    4. Make sure to draw the Pc's specifically down wrong

    allies of ideas and solutions to the wierd stuff that's going on. Just when they think they've got it figured...change the rules on them...at first I'd feed them 'yet another' goth poser gang..which is successful....maybe too successful. Just make the leader really smart. Maybe let the 'NPC' Cop or Corp who hires the pc's to bust the case wide open the real Vampire protecting his territory...keep the players off balance is my suggestion for supernatural...hit'em when they're not looking for it.

     

    Jackie

     

  18. My quickie 2 cents,

    I do tend to use music, some. I've got 2 campaigns

    running presently and use in one of them music to

    good effect. I generally have a good idea of what's

    going on most nights *sometimes I get blind sided*

    but I'll toss together a sample set of music. If I'm

    expecting alot of street stuff, stuff from the Crow

    soundtrack, maybe some bits from Bladerunner.

    Club scene's get more lively stuff, or maybe some

    'current' stuff..which in 2020 doubles for oldies stuff.

    Yeah that's right..boy bands as OLDIES...scared yet?

    I also rarely ever leave off a combat section that

    doesn't include GNR's Get into the Ring, or the

    'Good Bad and Ugly' theme. Generally I use the

    music as a very low, almost subconcious thing, generally keep a 3x5 with the tracks handy and just remote the tunes when I need them. You can likewise do 'themes' for your major NPC's or

    PC's...how many people don't see Darth Vader in

    their mind's eye when they hear the Imperial March?!

    It can be a very hand tool, if its not too distracting.

    Any way..that's 2 cents worth

  19. OK I'd set this as pretty standard stuff if

    your expecting a hit.

    1. Counter Snipers

    2. Disguises/Bodyscupt doubles

    3. Tinted windows

    4. False travel plans

    5. Dupicate transports

    For general all purpose security it depends on how

    high a 'top' suit your talking about. Might well include

    all of the above. If not general precautions.

    1. Tinted and bullet proof glass for office/car/av et al

    2. Bodyguards with armor

       Enhanced hearing range, boosted reflexes,

       Image Enhancement optics, Teleoptics, hand

       scanners.

    3. Room 'toxin' sniffers

    4. General security for rooms and access...retinal or

       DNA typing most probable.

    But as much as you like it or don't, IF  the opposition

    doesn't expect a sniper, and they're good enough

    shots, and professional enough to be descrete and

    not tip their hand in advance, its #### near impossible for even a high standard of passive security to stop a sniper.

    Anyway that's my 2 cents

    Jackie

  20. Hmm, interesting topic. I take a bit of a different view on it however. I see biotech as a more expensive, slower, but over all more resiliant alternative to cyber. Its biggest disadvantage is

    cost and time. Upgradability has some down sides as

    well.

    Cyber on the other hand is quick/cheap/and easy, but exacts its toll on humanity and easy dedetection.

    Obviously there are somethings like popup weapons

    et al, that are only going to fit cyber. However I'd argue that senses are better wired bioware side.

    Radio slices, seismic monitors...all easy enough to

    do. I'd like to point out alot of animals for example

    can 'sense' earthquakes and the like...VFL covers alot of that, many of the spectrum stuff can be handled that way as well.

    The biggest, scariest bit of Tech however in my mind is Nanotech. It so useful for putting so many things

    together, mostly without your knowledge, input.

    How tough would it be to make something that for example just looked for mitocondrial dna and removed it...instant death sentance, but slowly....

    they just run down as cell's divide, but the mitocondia don't....

    Jackie

  21. Well list gets long, but here goes anyway.

    1. Soap BAR : Good for washing or turning into soapflake

    2. Taco Bell Tequila: Its cheap and smells rotten

          but will kill most any bugs you'll get. Also make

          s for a great disguise..would you go neat some

          one who smelled like cheap tequilla?

    3. Various household cleaners, Windex, bleach, amonia et al...handy for print removal, blood removal..poisoning..and available from the local

    grocery mega store.

    4. Any small high tech bits...never know when you

     might need to cobble something together.

    5. Various receipts for lots of different things...ya never know when they might be handy

    6. A towel.....If you don't know why...I'm sorry.

    7. Peril Sensative sunglasses...See above reason

    8. Various streetmaps for where you live...sometimes

     dataterms go down chomba...

    9. A good claw hammer: Its the all purpose tool

    10. Superglue/Gaffer's Tape (stage version of duct tape..trust me it works better)

     

    Well there's a good 10 list for ya....but just about any thing you can imagine can be useful somehow...

    Jackie

     

  22. Ok...here's my 2 cents worth of little ideas:

    You've got all sorta of 'cult' related stuff that's possible. Think about the Waco nuts, or groups

    of neo-Luddites....the pages go on as long as

    you've got an imagination left.

    Also can do investigations into gun smuggling etc.

    Did this once worked well, because in a previous

    campaign the same PC's did one job where they

    move an 'entirely legal' shipment and were being

    chased by the ATF....always makes for a fun time if

    when at the end of a session someoen in the group

    suddenly recognises the situation, but from the new

    angle.

    A more interesting way, if you want to get lots of

    angst stuff in there. Have them sent to bust some

    free lance growers of Tabacco..I'm sure one of the

    bio companies has it all locked up in 2020...but have

    the family turn out to be friendly, but very very poor

    then have the corporate goons drop in to strong arm

    them some.....watch the fur fly...

    Umm...that's 3...that's about what 2 cents will getcha...

     

    Jackie

  23. ok stuff I've used:

    Noises at night...or lack of same.

    Make'm make an awareness and a body save

    -  Nothing makes people jumpier than the 'wrong'

      sound in the middle of the night.

    Have a common place they crash, smell of something odd. Can be harmless perfume, or

    dangerous chemicals....have it reoccur as things

    heat up for awarness notice stuff.

    Have some punks put stuff on the door knobs, seats et al....again from harmless to deadly..your choice.

    If your group is like one of mine (Awareness mongers)...give them lots of 'out of the corner of you

    eye' type stuff...lenses, people stareing, someone

    turning and running et al.

    I think one of the biggest things that get my players

    is the 'odd' senses...touch, taste, smell. All too often

    we (GM's) tend to focus on sight, because its a good

    reference and a huge prime input. Its important to

    recall we've got other senses to work with, but can be

    harder to describe in an RP setting.

    But sight can also work wonders...have some 'face' reappear constantly..or seem to, someone nondescript who 'blends' right in....but 'stands' out because he/she/it doesn't stand out...if you follow the twisted logic there.

    More active stuff:

    Cancel Cred accounts, liscenses et al

       *bonus for reappear face this time*

    Myserious bills...on uncanceled accounts in

    odd places.

    Strange package deliveries...etc.

    False warrents posted on the PC's....turns out to be

    a 'computer' glitch.."Gosh we're sorry"

    *Bonus for strip searches and reoccuring faces again

     

    And its easy to go on from there.....

    Anyway..that's my 2 cents worth

    Jackie

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