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Mailing List Logs for ShadowRN

Message no. 1
From: Mike Goldberg <m_goldberg@**.COLORADO.EDU>
Subject: Drug question...
Date: Wed, 26 Apr 1995 14:25:26 MST
Got a question for you all (in case that it turns out to be a world shattering
event (which incidentally isn't what I'm going for)):

I have started the ball rolling for introducing a new villian. One that will
be hind a new designer drug, and probably will sell used-cyber on the side.

My question is twofold: What sort of new drug would be good for a storyline
like this? and are their any particular limits I should set on this?

As a side note: I noticed a mention of initiating during the time when
Earthdawn would be existing. Small question as to that: Where did you pull
grades from? As far as I can tell there are circles for Earthdawn, but there
are no grades. Grades come from a new way to look at magic that has developed
within the Shadowrun timeline.

Merely curious. *grin*

Later,
M.
Message no. 2
From: Freddy Frypp <JAMES-CUENO@*********.EDU>
Subject: Re: Drug question...
Date: Wed, 26 Apr 1995 16:01:00 CST
> I have started the ball rolling for introducing a new villian. One that will
> be hind a new designer drug, and probably will sell used-cyber on the side.

"No really.... Only one owner and she only used them when she was
playing bingo. No really. Look at the gleam on those blades. You
can see they were really well cared for."

> My question is twofold: What sort of new drug would be good for a storyline
> like this? and are their any particular limits I should set on this?

Well, since chips have surpassed - most - drugs along the lines of
abuse, howzabout an experimental drug to enhance magical power?

Some wild, amazing, modified neurotransmitter that reduces drain for
about the length of a good encounter plus an extra hour or two and,
oh yeah, there's that nasty side-effect that basically equals losing
three years off of your lifespan with every dose as your nerves
slowly get burnt away (not to forget the chance of paralysis, loss of
coordination and the like).

I was thinking about starting Teutone on something like that. Lord
knows he's already warped enough.

Or maybe something that would shield deckers from damaging feedback?
Slowing them down some, imparing judgement and basically not being
worth the extra protection.

jim
Message no. 3
From: "Thomas W. Craig" <Craigtw1@***.COM>
Subject: Re: Drug question...
Date: Wed, 26 Apr 1995 17:17:34 -0400
I pulled the grades from the path that I created for Fourth World magic in
ShadowRun.
Tom
Message no. 4
From: "JOHN SPAIN <BIOTECHNOLOGY YEAR 1-FOREVER" <93135653@****.DCU.IE>
Subject: Re: Drug question...
Date: Wed, 26 Apr 1995 21:38:50 +0000
Well.... My two pennies:
If it's a 'recreational' drug it better be damn near religious experiences
to be able to compete with BTL's.
If it's a combat drug... well.. I dunno. Anything I can think of probably
exists already in the Shadowrun mileu... A booster of some kind...
Maybe an 'increase willpower' drug, to allow the grunts more survivability
vs. mages?
Actually, I was thinking of a drug of my own for a character I wanted to
introduce... But I'm keeping that for myself :)

Hey...Whattabout steroids from hell! Several sourcebooks mention that they
are now legal in sport competition because they're undetectable...
'Course, not much point in pumped up humans when you got trolls...
Hey! Pumped up trolls!

Nahhh....

-John spain
Message no. 5
From: Freddy Frypp <JAMES-CUENO@*********.EDU>
Subject: Re: Drug question...
Date: Thu, 27 Apr 1995 09:02:56 -0600
> 'Course, not much point in pumped up humans when you got trolls...
> Hey! Pumped up trolls!

Sure. Natural body and strength up around the stratosphere, then slap
in some muscle augmentation then drug them to the eyeballs. "Faster
than a speeding bullet, stronger than a locomotive and able to drop
tall buildings with a single punch."

jim

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