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gomiville

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Posts posted by gomiville

  1. I'm opposed to having pararell missions, unless you can have different game sessions within the same fabular timeframe.

    I've run the parallel missions in a stripped down format. Reduce the level of detail, essentially, and ask the players just a set of specific questions, with basic die rolls, to accomplish the mission. It doesn't happen "off screen," because the player is still technically deciding what happens, but also make it quick. It's not as satisfying as a usual game session, but you can have the party split up, run a few parallel missions, then rejoin and continue the major mission together. Plot it out ahead of time, with a few significant branching options, depending on player choice and die roll, but keep it tight. Give players simple choices ("Ask nicely or ask roughly? Okay, roll for Intimidation.") and keep the action moving.

     

    Less role-playing, and more choose-your-own-adventure.

     

    Because even if you keep them all together, some things are going to be pretty boring for some characters. Even something like the classic "fixer negotiation" scene can be pretty boring for the players being solo/bodyguards. Besides the occasional roll for Awareness, they're basically just sitting there while the other player does everything. Same for non-combat medtech scenes, or all netrunning, or corporate scenes, etc.

     

    (Caveat: the stripped down format doesn't really fix the problems with netrunners, honestly. Remote Operations really is the way to go, if you want them involved.)

  2. Plus, in-game, there's tech like the Lockdown coprocessor, which can turn any character (or pair of characters, to really triangulate) into a walking "ShotSpotter."

     

    My personal anti-sniper favorite is a pair (or more) of robohounds, equipped with all the necessary Lockdown peripherals, radio-linked together. Sure, the sniper gets that first shot off, but the hounds pretty quickly determine the location and either attack or point it out to the security detail.

     

    Don't make it easy for a player sniper. Give them a properly equipped bodyguard team to deal with, and hope they get that one perfect headshot right, or they may never get a second chance.

  3. Also, instead of "rings," you could design the campaign around a series of bosses. Very old school gaming model, but maybe something like a series of lower-ranked government officials, progressing towards the big boss. Knock off the mayor or local power broker in the seaside town the players land at, or wherever they start. Then progress to the local governor or whatever. Have them work up the ladder of government, rather than simply moving geographically. That way, the difficulty increases, as higher ranked targets have more security, but the team also moves from small town to big city, with more complications, more media attention, more local police, etc.

     

    Are they the only team involved? Maybe there's a competing team, acting for a competing interest, moving in from the other side of the country. They might clash, but they also might find common cause for temporary alliance. Think Soviet and American agents during the Cold War, fighting some mutually opposed dictator, but will the newly installed dictator be Soviet or American allied?

     

    I agree with Mikael that it could be too easy to make it solo-centric. Make sure the entire team gets involved. Maybe introduce an NPC that they have to work with at the center of the team. A fixer or corporate-type, all suave and deal making. They were hired as support for that NPC. Keep them on their toes, not just blowing stuff up, but also having to react and defend their client. Maybe it's a foreign power broker, like a corp trying to secure the local natural resource, or maybe it's a local, like an opposition politician or drug boss trying to overthrow the established order. Use that NPC to focus the solos inward occasionally, allowing the other characters some running time. When the detective has a mission cultivating contacts or tracking down intelligence, the solos aren't just sitting at a hotel or safe house, but could have a parallel mission providing security for a political rally or business meeting.

  4. You could also mine some movies for ideas and flavor:

     

    The Wild Geese

    The Dogs of War

    Men of War

    The Expendables

     

    That last one, while obviously over the top, actually kind of fits with typical CP2020 player style. Big, flashy, lots of muscle and guns. It's fun too.

     

    The first two are classic "mercenaries overthrow a country" films, and the third is a decent "mercenaries secure precious resource for corporates" kind of film.

  5. What are the players? What's their style? What's the method?

     

    Are they fomenting revolution with a rockerboy? Manipulating public perception with a netrunner? Assassinating key leaders with a solo? Making deals with a fixer? Buying people off with a corporate? Some mix of the above?

     

    Is there a running background tally of control or public opinion? While each player mission might have a limited tactical goal, how its carried out might impact how they're seen by the population. Do some locals like the stability the drug lord provides? Do they need to be persuaded to follow a new boss, same as the old boss?

     

    Speaking of which, who hired the players to knock over the country, assuming it's not out of the goodness of their black little hearts? Is it the government looking to install a sympathetic leader? Or trying to get rid of the drug lord, regardless of who takes their place? Is it a corporation looking to exploit local resources? Or trying to eliminate the criminal competition? Is the new boss popular with the locals? Do they have a local power base?

     

    And then, how "broad" do you want to make the campaign arc? The first mission could be arriving in country, flying in as tourists or missionaries or something similarly cliche. Or a moonlit beach landing, infiltrating completely illegally. Then they need to contact the local support, and build a network of local informants and contacts. Maybe they don't even start overthrowing anything until the third or fourth mission?

  6. A cyberarm in CheapFBC / CotW could be designed with more STR, IIRC, so you could use it to handle a bigger gun (say, 2gen Myomers - not doing much for a BOD 2 wimpie, but BOD 6 Joe Average gets a serious boost!). Note that I never really understood why a cyberarm counts as BOD 12 for recoil purposes - sure, it is strong and can be blocked in rigid position, but it only menas all the recoil is transferred to your shoulder...

    There's a great little graphic in the GiTS manga, stuck between some panels, describing how a strong cyberarm isn't that useful. Something about trying to lift a heavy weight and the arm just getting ripped out of the (unaugmented) shoulder. Always loved that illustration.

     

    To keep things simple in my games, I keep recoil and similar tasks "full body." Whatever your overall BOD/STR is, that's what you're capable of, for many tasks. A cyberarm might allow you to crush more than usual, but it doesn't really improve your punch, for example (though, maybe a +2dmg for "implanted brass knuckles" or something, depending on arm design).

     

    My thoughts on recoil are mostly about bring the weak up to normal, and allowing the "typically strong" to fire big guns. A generally un-athletic sedentary character, like some versions of a netrunner or something, might have a BOD of 5 or even 4. Not an intentionally weak character, but someone who's diet consists primarily of Cheetos and Mt Dew, and exercise consists of walking to the bathroom, kitchen and bedroom.

     

    "Average" BOD is 5.5, so basically fit characters are around 6 while basically unfit character are around 5. Work out regularly, like a non-combat member of a corporate security team, and you're probably a 7. Train intensively, like for the military or a corporate hit team, and you're probably an 8. Do that and have good genes (or good steroids/muscle grafts), and you're a 9. Be an Olympic athlete, and you're a 10. (Or, be some kind of heroic character and get a "I don't even lift, bro" bonus to 8, 9 or 10 anyway.)

     

    Someone who sits at a desk and doesn't work in the field, and doesn't bother with classic "It's CP2020, just buy your fitness" (classic 80s era corporate), could easily be BOD 4 or 5. That might preclude then from firing a 10mm handgun, which I've always interpreted as the "9mm of the '20s:" ubiquitous and standard. So, just hold the gun more securely, and 10mm is possible for BOD 4. (You're +1 BOD rule also works perfectly here, so it doesn't really matter which rule you use.)

     

    But now we've moved off into a "what should a character's stats be" kind of discussion. A different thread.

  7. There are plenty of ways around armor besides heavier firepower. I've always gone for a "realistic" game world anyway, where people weren't wearing heavy body armor, 24/7.

     

    But, some characters or NPCs are gun carrying types (like SWAT officers or something). Sure, those kinds of units would also use creative solutions to get around armor, but the sidearm is there as a "shit, I need to defend myself and this is all I have" option. Something always strapped to the hip to be pulled when the primary option fails, be that a rifle, super-tazer or something else. Plus, I like the image of "cowboy" CSWAT types that carry a ginormous revolver strapped to their plate carrier for the cool factor, blowing the braincase out of a full 'borg.

     

    And always go for non-ball rounds. AP is good. I allow larger calibers to be HEP (same die roll as regular rounds, but HEP effect), and various specialist AP too (1/2 SP, full penetrating damage, etc).

  8. @ Gomiville - I guess you can do it that way (two-handed pistol stance - recoil factor x1.5, as middle ground between one-handed x2 and two handed unbraced x1).

     

    Personally I'd rather ham-fistedly add +1 BOD in favour of the character using such a grip. Say, you need BOD 8 to safely shoot a .44 Magnum (4d6) one-handed, and BOD 9 to handle a .454 Casull one-handed (4d6+3) - but if you're BOD 8 and use a Weaver stance, you can handle the .454 too as you get +1 BOD for the pro grip.

     

    Let's try and number-crunch it with x1.5:

    .44 (4d6) damage-based is 4, x1.5 is BOD 6 minimum.

    .454 (4d6+3) damage based is 4.5, x1.5 is 6,75, round up to 7.

     

    I'd prefer the +1 BOD myself.

    I apply the recoil rules for all weapons and BODs, so weaker characters are screwed when it comes to weapons. A BOD 5 character, at the weak side of average, can't handle an 11mm handgun (3d6, BOD 6 one-handed) or a .357 Dai Lung Magnum (3d6+1, BOD 7 one-handed). Using my recoil rules, both can be handled in two-hand grip by a BOD 5 character. Which is basically the same as your BOD +1 rule.

     

    But also, the big guns in the game are nearly impossible to fire. Large revolvers like .454 Casull, or the 14mm fancypants handgun, are beyond the use of most, if not all, people. A 14mm handgun just can't be fired, unless you're wearing a hardsuit or full 'borg (because using Cyberware of the World, your cyberarm is the same BOD as you are). With increasing prevalence of body armor, and implantable cyberarmors, SWAT-type characters (or equivalent player characters) need heavy firepower. I don't actually tend to use the 14mm for this, but the big revolvers (.454 Casull, .477 Boomer, Flipper's version of the .577 Webley, etc). Using my rules, the .577 Webley (5d6+1) can be fired by BOD 8 characters, but by yours, it's a BOD 10 weapon. So, this brings them back into the realm of possibility, without making it too easy.

     

    Shotgun pistols also become usable.

  9. I have a spreadsheet where I've calculated the dice values for every BOD type and most weapon types. For example, BOD 5, single shot handgun, is 2d6+3. So, provided the weapon is below that, you're fine.

     

    I also added in an extra "grip:" two-handed handgun. It fits between the one-handed grip and the two handed unbraced grip. I figured the unbraced grip was like a stockless shotgun, fired from the hip, with a hand on the grip and a hand on the barrel. My two-handed handgun grip is a Weaver or teacup or similar grip. More recoil control than one handed, but not as much as unbraced.

  10. I might end making a similar design just for the heck of it (and use some of the CheapFBC rules in the kitbash process, 'cause why not?) :D

    I just have to say, it was the CheapFBC (and Cyberware round the World) supplements that brought more cyber back into my game world. Thanks.

  11. Or another example:

    Total Weight: 525kg
    SIB/DFB: +4/+3
    Chassis Type: STR 16
    Chassis Cap/Carry: 800/240kg
    Punch: 2d10 (1/2)
    Kick: 3d10 (2/4)
    Crush: 3d10 (2)
    Run: (assuming 6MA): 30m
    Leap: (assuming 6MA with jump boost): 22.5m / 15m
    Jump: (assuming 6MA with jump boost): 7.5m / 5m
    Clearance: 3.5m at full speed
    Ramming: 6d10 at full speed
    Carry: 120kg @ 4 SIB or 240kg @ 2 SIB
    Deadlift (Carry): 720kg (for 9m assuming 7REF)
    Throw: 400kg for 16m, 100kg for 32m, 40kg for 64m (assuming 5 PA skill)
    Greatest External Capacity (to carry without changing surface modifier): 120kg
    Surface Weight Modifier: -5
    Total Cost: 100,456eb
    Trooper Size: 80kg
    Toughness: -5
    Location (SDP/SP)
    Head: 4/30
    Torso: 12/30
    Arms: 4/30
    Legs: 8/30
    Available spaces: Head 0/0, Torso 0/0, R. Arm 0/0, L. Arm 0/0, R. Leg 0/0, L. Leg 0/0
    Item (Location; SDP/SP; Notes)
    Interface: Militech VRI (Head; 15; AD, IR, LL, IE, TO, TT, AH, ERH)
    Medic: Orbital Air Prime (Torso; 20; 7 drugs, requestable telemetry broadcast, 1d6hr beacon, +2 Cool, +2 re-roll stun/death)
    Control System: High Boost (REF+2)
    Jump Jets: 3 with 30rnds of fuel
    A/V Recorder (Torso; 10/0; 12hrs recording time)
    Intercept Capable Scrambler (Torso; 5/0)
    Military Radio (Torso; 10/0; 500km range, burstable, freq hopping)
    Telescopics (Torso; 5/0)
    Thermal Targeting (Torso; 5/0)
    Visual Spectrum Backup (Torso; 15/0; requires Enhanced Aperature or greater)
    Extra Power Cells (R. Leg; 15/0; 8hrs)
    Food/Filtration (R. Leg; 10/0; 48hrs)
    Smoke Cannister (R. Leg; 15/0; 6rnds)
    14mm Magazine (R. Arm; 10/0; 20rnds)
    14mm Pistol (R. Arm; 15/0; PST, +0, 6d6 (14mm, 1), 20, 2, 75m)
    Light Tool Suite (R. Arm; 15/0)
    Extended Life Support (L. Leg; 20/0; 4hrs)
    Flash Cannister (L. Leg; 20/0; 6rnds)
    25mm AGL Magazine (L. Arm; 10/0; 20rnds)
    25mm Auto-GL (L. Arm; 25/0; HVY, +0, Varies (25mm), 20, 1/3/5, 1500m)
    EMP Sponge (L. Arm; 30/0; One use)
    1-Hand Blade (Ext Torso; 20/20; MEL, +1, 4d6+2d10AP (6), NA, 1, 2m)
    Sensor Extensions (Ext Torso; 15/15; 0.66m, requires Wideband Aperature or greater)
    13.9x99mm Magazine (Ext L. Arm; 20/15; 60rnds)
    13.9x99mm Magazine (Ext R. Arm; 20/15; 60rnds)
    13.9x99mm Hvy Rifle (Carried; 30/25; HVY, +2, 6d10+5 (13.9mm, 4), 60, 3, 600m)
    

    Not as well thought out, and actually really heavy for a hardsuit. Basically went for the military spec ops uber-suit kind of design. High end control interface and medical system. Jump jets. Counter-measures and extra weaponry. Extended power, life support and food/filtration for extra endurance in the field.

     

    A role probably better filled by either a sneaky "nudie" or a full-fledged ACPA, but why not have something for militaries with bigger budgets than brains?

  12. Here's one example:

    Total Weight: 279kg
    SIB/DFB: +4/+2
    Chassis Type: STR 12
    Chassis Cap/Carry: 600/180kg
    Punch: 1d10 (1/2)
    Kick: 2d10 (1/2)
    Crush: 2d10 (1)
    Run: (assuming 6MA): 30m
    Leap: (assuming 6MA): 7.5m / 5m
    Jump: (assuming 6MA): 2.5m / 1.67m
    Clearance: 3.5m at full speed
    Ramming: 6d10 at full speed
    Carry: 90kg @ 4 SIB or 180kg @ 2 SIB
    Deadlift (Carry): 540kg (for 8m assuming 7REF)
    Throw: 300kg for 16m, 75kg for 32m, 30kg for 64m (assuming 5 PA skill)
    Greatest External Capacity (to carry without changing surface modifier): 11kg
    Surface Weight Modifier: 10
    Total Cost: 37,752eb
    Trooper Size: 114kg
    Toughness: -5
    Location (SDP/SP)
    Head: 3/25
    Torso: 9/25
    Arms: 3/25
    Legs: 6/25
    Available spaces: Head 0/0, Torso 0/0, R. Arm 0/0, L. Arm 0/0, R. Leg 0/0, L. Leg 0/0
    Item (Location; SDP/SP; Notes)
    Interface: ECI Wideband HUD (Head; 10; AD, IR, LL, either IE or TO, AH, ERH)
    Medic: Arasaka Monitor (Torso; 15; 4 drugs, single telemetry broadcast, 1d6hr beacon)
    Control System: Low Boost (REF+1)
    A/V Recorder (Torso; 10/0; 12hrs recording time)
    Intercept Capable Scrambler (Torso; 5/0)
    Standard Radio (Torso; 5/0; 80km range)
    Telescopics (Torso; 5/0)
    Thermal Targeting (Torso; 5/0)
    Retract Mono-PA Sword (R. Arm; 15/0; MEL, +1, 4d6+1d10MonoAP (8), NA, 1, 2m)
    Powered Skates (Legs; 20/0; 117km/h or 35MA, 10/10 acc/dec)
    Light Tool Suite (L. Arm; 15/0)
    Sensor Extensions (Ext Torso; 15/15; 0.66m, requires Wideband Aperature or greater)
    G-20 10mm MMG (Carried; 25/25; HVY, +0, 8d6 (10mm, 2), 200, 20, 600m)
    G-20 10mm MMG Magazine (Ext Torso; 10/15; 200rnds)
    

    The lightest frame you can have, wrapped in MetalGear armor. Packed with all the equipment it can carry, it's still so lightweight that it can handle residential interiors without too many problems. A full audio/visual suite, plus evidence-capable recorder, with a shoulder-mounted sensor extension, gives it excellent awareness, even around corners or over walls. The radio is only 80km range for urban use, but includes a decrypt/encrypt capability to secure communications and eavesdrop on local radio chatter. Powered skates allow it to zip through city traffic, while a light tool suite includes alarm bypasses and lockpicks to gain entry. Finally, while the Mono-PA sword isn't generally considered suitable for battlefield combat, it's more than capable to defeat many urban threats. And the 10mm medium machine gun can defeat any non-powered personal armor, and is accurate enough for some sniping needs.

     

    Popular with SWAT teams and corporate security reaction squads.

     

    Don't use it to take on tanks, but it can move to the crime scene quickly (at 117km/h or over 70mph), leap rooftops over many alleyways (up to 7.5m) or jump high enough to climb into second story windows (up to 2.5m), deadlift light cars or debris (up to half a ton) and carry civilians out of harms way (able to carry up to 180kg). While it's advised to move carefully in standard residential housing (diff 20), it's more than capable to moving on light commercial or heavy residential flooring (diff 15). Oh, and it can be piloted by a beefy 114kg/250lb officer, instead of the usual skinny hardsuit jock.

     

    Like I said, not something you throw around without care, but potent even as the lightest hardsuit possible. Scaling it up to a STR 14 or 16 frame, and you can have heavier armor and more gear.

     

    (Interesting tidbit: While this suit can only leap 7.5m with a running start, it can throw a partner, in the same suit, up to 16m. Y'know, in case you need to cross a really big gap.)

  13. I have them in text files scattered around, but I can dig them up and post a few.

     

    I use the MaxMet rules to create them. STR 16 frames, by canon, have 1 slot in the head, 3 in the torso and 2 in all limbs. For STR 12 and 14 frames, I've occasionally use those option spaces, and sometimes downgrade them to 0.5/2/1. I haven't been consistent, unfortunately.

     

    Oh, and I did create new mass/cost frames for the low-end, replacing the canon ones for hardsuit design. I extrapolated from existing frames, making lighter but more expensive ones. The canon STR 12 frame is 125kg, while the canon STR 20 frame is 116kg, so I made a lightened frame for 75kg (but nearly 3x the cost).

     

    Handheld weapons are really the name of the game. 12.7mm or 14.5mm rifles, or the G-20 8mm MG, or the 13.9mm rifle. Put sidearms in an external holster on the leg. Only mount some equipment internally, with the limited space.

     

    Hardsuits aren't as heavily equipped as real ACPA, but they can carry more than a regular trooper.

  14. I've designed a lot of low-end ACPA (STR 12-18) for my games. I prefer them, as a technology, to full cyborgs, so I use low-end ACPA as the "heavy combatant" role on the street, instead of 'borg. ('Borgs exist in my games, but much more rare)

     

    MaxMet says they can carry armor up to twice their STR. So, STR 12 frames can only carry SP24, which is your basic force-enhanced MetalGear armor (I fudge that last SP to allow SP25 on STR 12 frames). STR 14 frames can wear SP28, which is basic assault armor, and STR 16 can wear SP30 (there's no canon SP32 armor, and I don't bother creating it). So, not enough to face down tanks, like a "regular" ACPA, but good enough for the street against civilian and military small arms. Popular with SWAT-type paramilitary forces and military special operations.

     

    But, more important than armor are the recoil rules, I think (which I personally apply strictly). Even weak little STR 12 can therefore fire 14mm or 12ga handguns with one hand, and 4ga autoshotguns or 12.7mm assault rifles from the shoulder, plus 4mm railguns easily. Armor to withstand small ams, and weapons to defeat nearly any personal body armor.

     

    Then, you have the added physical abilities of a light frame. You can run a bit faster, but add in the skates or powered skates from MaxMet, and you can fly down the road. Imagine police rapid response in suits like this, dodging around traffic like Rollerbladers of Doom. Throw on climbing claws and you can scale buildings. I don't use jump jets on light suits like this, but consider the added urban mobility there. Or a massive combat knife, as a one-handed blade weapon, able to punch through car doors and gut someone wearing any soft armor out there.

     

    They won't carry all the bells and whistles of a full ACPA, but ultra-light frames like this can be a truly terrifying GM-hammer if the players get too rowdy.

     

    But, like anything in MaxMet, be careful or they can turn any game into a military blood-fest.

  15. My version of CP2020 has never really involved "corporate wars." Certainly not like the 4th Corp War books (though I personally like them for material and ideas).

     

    Black ops, certainly, because it can often pay to eliminate the VP of marketing or something of an opposing corp (or within your own corp, because promotions might not be fast enough). Money covers all sins, so why not break a few commandments in the name of profit?

     

    But I tend to have a more "tame" vision of the future, as a result. If the corps have overt military forces, it's only in places no one can find on a map, guarding some resource that everyone needs enough to not care who dies to get it.

  16. I was involved in MA early on, then kind of peripherally in Chicago, but now I'm mostly an outside observer in downstate IL.

     

    But, in both places, it's been a pretty "old white man" party.

     

    It is probably regional for the local candidate, but at the national level, there's still an increasing conservatism. And, it's likely that the more conservative down ballot folks are the ones getting the greatest press.

  17. In the past few years, there's been a surge in Evangelicals, Tea Partiers and other social conservatives. Many in the Party have started arguing for "legal restriction" of abortion, same-sex marriage and other issues (apparently threading some needle that "legal restriction" isn't the same as "government regulation"). Having a personal belief against these issues is fine, but keep it out of government and don't restrict others. That's not libertarian.

     

    I started voting Libertarian back in the day because of their stance on censorship and book bans (a huge issue for me personally). But, I'm also quite socially liberal. Back in the '90s, the Party was a lot better about this kind of thing, but I feel like it's moved away from me (rather than the other way around). It's maybe a tad unfair, but I think they've abandoned some of their ideals in the search for votes. So, while I hope Johnson gets more than 1% of the vote this time around, and the Party, as a third party, gets greater and greater visibility, I'm just disappointed in them.

  18. The Libertarians have been steadily gaining steam since Bush II. Outside Johnson, in fact, many down ballot Libertarian candidates are basically small government Republicans. Especially with Trump this time around, I think the party might get even more votes than last time, as former GOP voters flee.

     

    Honestly, personally, though I have voted Libertarian in every Presidential election I've been eligible for, I'm going Green this time around. The ideals I voted Libertarian for back in the '90s have changed. They've gone further right, and less libertarian. The Greens aren't perfect, but they're closer to me, overall.

  19. Guys, I need some feedback on the Chi flow theory skill...

    I like it. It's a decent mechanic for a fairly vague idea (making the first assumption that it works).

     

    I might restrict the "Chi Luck" to physical issues. REF or BOD skill rolls, maybe any Luck adjustments to injury, etc. You can't use Chi Luck to increase odds of finding a contact at a bar, for example. Chi is about your own body, mind and soul working better, not the universe as a whole.

  20. damn those things are fugly and super obvious. come on drug cartels, aren't you guys suppose to be making billions on this black market? shell out a few hundred k for an armored Mercedes, have a little class B)

    The lighter ones mentioned at the link are more like armored SUVs, which while not invisible, are at least somewhat subtle.

     

    That is, until you spot weld an M2 pintle to the trunk floor.

     

    but in all seriousness, those "tanks" remind me more than a little of ww2 era half tracks, scout cars and APC's fielded by both sides in the conflict. so it seems all is lost, the drug cartels have acquired 1940's levels of mechanized warfare. when they take it out of the garage and it goes rumbling down the street, everybody is going to know about it. so get someone with a cell phone to call in the grid and drop some mortar rounds on the fucker. or have the cops rig an RC car with a shaped charge munition in it's belly then park it under the beast... like ze Germans did back in the day ;)

    Considering how "simple" a networked mortar would be to create, at this point, just wait until they escalate to that level of technology and firepower.

     

    Hell, a high school kid could hack a little smartphone app to pass along GPS coordinates to a server. A little trigonometry, and the mortar could aim itself. BOOM, there goes the narco-tank (and the mercado it's parked next to, and the surrounding parked cars, with shrapnel flying into the school down the block and peppering the front of the church across the street).

  21. A shiny cult dressed in muted and neutral colors, full of disillusioned corporates and former rockerboys and girls. Networked through their neuralware, sharing the oneness of the universe and finding unity in rebirth.

     

    And, behind it, a group of netrunners gleaming useful information from that network. Access codes, account numbers, blackmail secrets and more. An exclusive Hollywood Hills spa hiding an info theft ring.

     

    Pamela Anderson is good casting, actually. The aging sex symbol thing works for the story. Honestly, I'm impressed with her performance, from what I've seen of her before.

  22. Well, that's mostly what I've done a few posts ago :P I guess we can make a few adjustments there, though :D

    Whoa, I completely missed that post. I'm sorry about that. Reviewing now.

     

    Okay, yea, that looks good. I might tweak it for personal games by upping or lowering particular pay, but sticking to the canon payscales makes a little more sense.

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