Difference between revisions of "Current Matchup"

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==Opposing Team Roster==
==Opposing Team Roster==
{| class="wikitable" style="text-align: center;" align=right
|-
|style="background:#eaecf0"| '''Fan Factor''' || 1
|-
|style="background:#eaecf0" rowspan=2| '''Assistant Coaches'''<br>'''Cheerleaders''' || 1+1
|-
| Bloodweiser Babes<br>Bribes<br>Wandering Apothecary<br>Wizard
|-
|style="background:#eaecf0"| '''Apothecary''' || Rostered
|-
|style="background:#eaecf0"| '''Team Rerolls''' || 8
|-
|style="background:#eaecf0"| '''Team Value''' || 4000
|}
'''Nurgle's Negotiators'''
* Mercato tries to set the terms for the intrusion of disease into the world:
** Endemic Disease
** Pandemics
** Epidemics
** Injury Infection
** Magical Healing
** Structural Rot
** Food Spoilage
** Hygiene
** Nurgle's Rot
{| class="wikitable sortable" style="text-align: center;"
|-
! Name  !! Position !! Learned Skills !! Default Skills !! MA !! ST !! AG !! AV !! Injuries !! Cost
|-
|colspan=11|
|-
| – || Beast of Nurgle || +ST, +MA, Frenzy, Block, Dodge, Break Tackle || Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, Tentacles || <span style="color:#00cc00">5</span> || <span style="color:#00cc00">6</span> || 1 || 9 || – || 330
|-
|colspan=11|
|-
| – || Nurgle Warrior || +ST, Tentacles, Block, Guard, Stand Firm, Shadowing || Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration || 4 || <span style="color:#00cc00">5</span> || 2 || 9 || – || 260
|-
| – || Nurgle Warrior || Block, Guard, Fend, Side Step, Tackle, Prehensile Tail || Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration || 4 || 4 || 2 || 9 || – || 240
|-
| – || Nurgle Warrior || Horns, Sure Feet, Block, Guard, Mighty Blow, Claw || Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration || 4 || 4 || 2 || 9 || – || 240
|-
| – || Nurgle Warrior || Block, Multiple Block, Grab, Guard, Thick Skull, +AV || Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration || 4 || 4 || 2 || <span style="color:#00cc00">10</span> || – || 240
|-
|colspan=11|
|-
| – || Pestigor || Foul Appearance, Two Heads, Extra Arms, Sure Hands, Catch, Diving Catch || Horns, Nurgle's Rot, Regeneration || 6 || 3 || 3 || 8 || – || 220
|-
| – || Pestigor || Foul Appearance, +AG, Two Heads, Juggernaut, Strip Ball, Kick || Horns, Nurgle's Rot, Regeneration || 6 || 3 || <span style="color:#00cc00">4</span> || 8 || – || 220
|-
| – || Pestigor || Disturbing Presence, Foul Appearance, Very Long Legs, Leap, Jump Up, Guard || Horns, Nurgle's Rot, Regeneration || 6 || 3 || 3 || 8 || – || 220
|-
| – || Pestigor || Juggernaut, Tackle, Mighty Blow, Claw, Piling On, Pro || Horns, Nurgle's Rot, Regeneration || 6 || 3 || 3 || 8 || – || 200
|-
|colspan=11|
|-
| – || Rotter || Foul Appearance, Kick-Off Return, Pass, Strong Arm, Accurate, Safe Throw || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 200
|-
| – || Rotter || Disturbing Presence, Foul Appearance, Dirty Player, Dauntless, Wrestle, Claw || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 160
|-
| – || Rotter || Disturbing Presence, Foul Appearance, Dirty Player, Sneaky Git, +MA, Sprint || Decay, Nurgle's Rot || <span style="color:#00cc00">6</span> || 3 || 3 || 8 || – || 190
|-
| – || Rotter || Disturbing Presence, Foul Appearance, Two Heads, Dodge, Diving Tackle, Pass Block || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 180
|-
| – || Rotter || Foul Appearance, Very Long Legs, Leap, Big Hand, Dump-Off, Nerves of Steel || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 190
|-
| – || Rotter || Disturbing Presence, Foul Appearance, Very Long Legs, Leap, Big Hand, Hail Mary Pass || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 180
|-
| – || Rotter || Disturbing Presence, Foul Appearance, Tentacles, Prehensile Tail, Two Heads, Leader || Decay, Nurgle's Rot || 5 || 3 || 3 || 8 || – || 170
|}


==Match Consequences==
==Match Consequences==
On a Win
* +2 fan factor
* Pick one consequence to advance by one degree.
* Shamanic magic is modestly superior to all others at confronting disease.
* Nurgle grants Mercato a set of totems and rituals that make the city the center of adapting to its emergence.
On a Loss
* -2 fan factor
* Mercato is cursed to be the center of the world’s first epidemic or pandemic.
* Clerical magic is modestly superior to all others at confronting disease.
===Specific Consequences===
{| class="wikitable" style="text-align: center;"
|+ Wounds
|-
| Win + Side Goal || Wounds are no more dangerous absent unusual conditions.
|-
| Mixed Result || Significant wounds should be treated with folk remedies or simple magic to prevent infection.
|-
| Loss + Failed Goal || Even minor wounds commonly become severely infected absent serious magical healing.
|}
{| class="wikitable" style="text-align: center;"
|+ Food Spoilage
|-
| Win + Side Goal || Food preservation stays much the same.
|-
| Mixed Result || Food preservation becomes more difficult and expensive.
|-
| Loss + Failed Goal || Ruinous food spoilage threatens the practicality of urban living.
|}
{| class="wikitable" style="text-align: center;"
|+ Material Rot
|-
| Win + Side Goal || No change to the longevity of natural materials.
|-
| Mixed Result || Natural materials require more meaningful effort to maintain.
|-
| Loss + Failed Goal || Natural materials degrade quickly enough to significantly reduce standards of living.
|}
{| class="wikitable" style="text-align: center;"
|+ Childrearing
|-
| Win + Side Goal || Children are not particularly prone to disease.
|-
| Mixed Result || Childhood becomes more dangerous, most of which can be offset with simple preventatives.
|-
| Loss + Failed Goal || Few families can afford the magic to prevent significant childhood mortality.
|}
{| class="wikitable" style="text-align: center;"
|+ Hygiene
|-
| Win + Side Goal || Hygiene remains a matter of presentability.
|-
| Mixed Result || Basic cleanliness becomes necessary to prevent disease.
|-
| Loss + Failed Goal || Cities and other crowded spaces become dangerously filthy.
|}
{| class="wikitable" style="text-align: center;"
|+ Endemic Disease
|-
| Win + Side Goal || There is no endemic disease.
|-
| Mixed Result || It becomes common for people to periodically suffer from minor disease.
|-
| Loss + Failed Goal || Absent magical protection, people can suffer a succession of debilitating diseases.
|}
{| class="wikitable" style="text-align: center;"
|+ Epidemic Disease
|-
| Win + Side Goal || There are no epidemics.
|-
| Mixed Result || Epidemics are limited to a particular race.
|-
| Loss + Failed Goal || Pandemics sweep across cities, irrespective of race.
|}
{| class="wikitable" style="text-align: center;"
|+ Nurgle’s Rot
|-
| Win + Side Goal || Nurgle’s Rot is difficult to spread.
|-
| Mixed Result || Epidemics of Nurgle’s Rot periodically arise.
|-
| Loss + Failed Goal || Nurgle’s Rot becomes endemic.
|}

Revision as of 00:55, 26 January 2022

Special

Opposing Team Roster

Fan Factor 1
Assistant Coaches
Cheerleaders
1+1
Bloodweiser Babes
Bribes
Wandering Apothecary
Wizard
Apothecary Rostered
Team Rerolls 8
Team Value 4000

Nurgle's Negotiators

  • Mercato tries to set the terms for the intrusion of disease into the world:
    • Endemic Disease
    • Pandemics
    • Epidemics
    • Injury Infection
    • Magical Healing
    • Structural Rot
    • Food Spoilage
    • Hygiene
    • Nurgle's Rot
Name Position Learned Skills Default Skills MA ST AG AV Injuries Cost
Beast of Nurgle +ST, +MA, Frenzy, Block, Dodge, Break Tackle Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, Tentacles 5 6 1 9 330
Nurgle Warrior +ST, Tentacles, Block, Guard, Stand Firm, Shadowing Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration 4 5 2 9 260
Nurgle Warrior Block, Guard, Fend, Side Step, Tackle, Prehensile Tail Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration 4 4 2 9 240
Nurgle Warrior Horns, Sure Feet, Block, Guard, Mighty Blow, Claw Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration 4 4 2 9 240
Nurgle Warrior Block, Multiple Block, Grab, Guard, Thick Skull, +AV Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration 4 4 2 10 240
Pestigor Foul Appearance, Two Heads, Extra Arms, Sure Hands, Catch, Diving Catch Horns, Nurgle's Rot, Regeneration 6 3 3 8 220
Pestigor Foul Appearance, +AG, Two Heads, Juggernaut, Strip Ball, Kick Horns, Nurgle's Rot, Regeneration 6 3 4 8 220
Pestigor Disturbing Presence, Foul Appearance, Very Long Legs, Leap, Jump Up, Guard Horns, Nurgle's Rot, Regeneration 6 3 3 8 220
Pestigor Juggernaut, Tackle, Mighty Blow, Claw, Piling On, Pro Horns, Nurgle's Rot, Regeneration 6 3 3 8 200
Rotter Foul Appearance, Kick-Off Return, Pass, Strong Arm, Accurate, Safe Throw Decay, Nurgle's Rot 5 3 3 8 200
Rotter Disturbing Presence, Foul Appearance, Dirty Player, Dauntless, Wrestle, Claw Decay, Nurgle's Rot 5 3 3 8 160
Rotter Disturbing Presence, Foul Appearance, Dirty Player, Sneaky Git, +MA, Sprint Decay, Nurgle's Rot 6 3 3 8 190
Rotter Disturbing Presence, Foul Appearance, Two Heads, Dodge, Diving Tackle, Pass Block Decay, Nurgle's Rot 5 3 3 8 180
Rotter Foul Appearance, Very Long Legs, Leap, Big Hand, Dump-Off, Nerves of Steel Decay, Nurgle's Rot 5 3 3 8 190
Rotter Disturbing Presence, Foul Appearance, Very Long Legs, Leap, Big Hand, Hail Mary Pass Decay, Nurgle's Rot 5 3 3 8 180
Rotter Disturbing Presence, Foul Appearance, Tentacles, Prehensile Tail, Two Heads, Leader Decay, Nurgle's Rot 5 3 3 8 170

Match Consequences

On a Win

  • +2 fan factor
  • Pick one consequence to advance by one degree.
  • Shamanic magic is modestly superior to all others at confronting disease.
  • Nurgle grants Mercato a set of totems and rituals that make the city the center of adapting to its emergence.

On a Loss

  • -2 fan factor
  • Mercato is cursed to be the center of the world’s first epidemic or pandemic.
  • Clerical magic is modestly superior to all others at confronting disease.

Specific Consequences

Wounds
Win + Side Goal Wounds are no more dangerous absent unusual conditions.
Mixed Result Significant wounds should be treated with folk remedies or simple magic to prevent infection.
Loss + Failed Goal Even minor wounds commonly become severely infected absent serious magical healing.
Food Spoilage
Win + Side Goal Food preservation stays much the same.
Mixed Result Food preservation becomes more difficult and expensive.
Loss + Failed Goal Ruinous food spoilage threatens the practicality of urban living.
Material Rot
Win + Side Goal No change to the longevity of natural materials.
Mixed Result Natural materials require more meaningful effort to maintain.
Loss + Failed Goal Natural materials degrade quickly enough to significantly reduce standards of living.
Childrearing
Win + Side Goal Children are not particularly prone to disease.
Mixed Result Childhood becomes more dangerous, most of which can be offset with simple preventatives.
Loss + Failed Goal Few families can afford the magic to prevent significant childhood mortality.
Hygiene
Win + Side Goal Hygiene remains a matter of presentability.
Mixed Result Basic cleanliness becomes necessary to prevent disease.
Loss + Failed Goal Cities and other crowded spaces become dangerously filthy.
Endemic Disease
Win + Side Goal There is no endemic disease.
Mixed Result It becomes common for people to periodically suffer from minor disease.
Loss + Failed Goal Absent magical protection, people can suffer a succession of debilitating diseases.
Epidemic Disease
Win + Side Goal There are no epidemics.
Mixed Result Epidemics are limited to a particular race.
Loss + Failed Goal Pandemics sweep across cities, irrespective of race.
Nurgle’s Rot
Win + Side Goal Nurgle’s Rot is difficult to spread.
Mixed Result Epidemics of Nurgle’s Rot periodically arise.
Loss + Failed Goal Nurgle’s Rot becomes endemic.