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Mailing List Logs for ShadowRN

From: Matt Breton <mbreton@**.NETCOM.COM>
Subject: AEX: Locations [15]
Date: Fri, 23 Oct 1998 19:39:52 -0500
* LOCATIONS *

ALGONKIAN-MANITOU COUNCIL / Amerindian Location / 4¥
Turn an Amerindian Runner to visit The Gathering. Roll D6 (+1 if Runner is a Tribal
Chief).
1-2: Runner takes 2 armor-piecing damage
3-5: No effect.
6+: Search your draw pile for an Amerindian Runner. Show this card to all players and
place it
into your hand.

BUFFALO PLAINS / Amerindian Location / 2¥
You may have any number of Buffalo Plains cards in your deck.
You may turn one Runner during your Legwork to visit Buffalo Plains. Roll D6 for each
Buffalo
Plains.
1-2: Remove one damage from target Runner.
3-4: No effect.
5+: Visiting Runner takes one damage.
Frag Buffalo Plains to heal 3 damage from target Runner.

DENVER DATAHAVEN / Location (Matrix) / 3¥
Any player may turn a Decker to visit the Denver Datahavan and roll D6 (+ Decking).
0-5: Black IC! Denver Datahaven inflicts one armor-piercing damage on visiting Runner.
Decking -1 to visiting Decker for the remainder of the game.
6-8: Put an IC token on visiting Runner.
9+: Put an IC token on target Runner.
Runners holding an IC token do not unturn during their owner's Refresh
phase. Remove one IC token instead.
Concept: Holland Steffen

LAKE EERIE / Location (Great Lake) / 3¥
Unique. Use only once per turn.
During your Legwork, you may place one Awakened Challenge underneath Lake Eerie (out of
play). You may turn a Runner to visit Lake Eerie and fight one of the Challenges beneath
Lake
Eerie; if Runner survives, return Challenge to your hand and gain X Reputation (X =
Runner's
remaining Body).

LAKE HUDSON / Location (Great Lake) / 3¥
Unique. Use only once per turn.
During your Legwork, you may place one Electrical Challenge underneath Lake Hudson to draw
a card (in Lake Hudson's 'cache'). You may return a card from Lake Hudson's cache to your
hand by discarding a card at random.

LAKE MICHIGAN / Location (Great Lake) / 3¥
Unique. Use only once per turn.
During your Legwork, you may sink one Vehicle or Vehicle Challenge beneath Lake Michigan's
murky surface to gain 1¥. You may spend X¥ to return a card sunk in Lake Michigan
to your
hand (X = card's deployment cost). Challenges are considered to have a deployment cost of
4¥.

LAKE ONTARIO / Location (Great Lake) / 3¥
Unique. +1 to D6 rolls involving Bounty Hunters or arrests while Lake Ontario is in play.
You may place one card underneath Lake Ontatio (in Lake Hudson's 'cache') to prevent a
Runner from being arrested.

LAKE SUPERIOR / Location / 6¥
Unique. Only one Lake Superior may be in play.
All revealed Challenges gain +X/+X. (X = number of Great Lakes in play.)

MEDICINE LODGE / Location / 3¥
Turn a Shaman holding a Totem to visit Medicine Lodge and search your draw pile for a copy
of
the Totem he or she is holding.
3¥: Turn a Shaman to visit Medicine Lodge and search your draw pile for any Totem
card.
Place any cards searched for in this way into your hand.
[A smoke-filled lodge filled with Native Americans. The elders seem calm, peaceful ,
while the
younger ones are nearly retching on the fumes.]

MISSION ON THE HILL / Location / 0¥
If you control at least one dwarf, elf, ork and troll, draw an additional card at the
beginning of
your turn.
If you control Caves of Halferville, The Festerin' Tusk, The Ork Underground, and Tir
Tairngire,
gain 1¥ at the beginning of your Legwork phase.

PAINTED DESERT / Amerindian Location / 2¥
You may have any number of Painted Desert cards in your deck.
For each Painted Desert you control, attac king Runners in Runner-vs-Runner combat
involving
your Runners receive -1/-1 until the end of the turn. At the end of any Runn er-vs-Runner
combat
involving your Runners, you must frag one Painted Desert you control.
[A hermit, staring out into the sun as it sets.]

PUEBLO CORPORATE COUNCIL / Location (Corporate HQ) / 5¥
You may turn Deckers to reduce Pueblo's deployment cost by 1¥ for each Decker turned.
You may turn Deckers to reduce the cost of Deckers or Matrix/Gear by 1¥ for each
Decker
turned.
[The logo/seal of the Pueblo Corporate Council.]

RIVER VALLEY / Amerindian Location / 1¥
You may have any number of River Valley cards in your deck. You may only deploy one River
Valley each turn.
At the beginning of any turn, you may frag one River Valley you control to add X¥ to
your
Credstick (X = number of River Valleys remaining in play).

THE DREAMING WORLD / Location (Nightclub) 6/1¥
Anti-social Runners may not visit The Dreaming World.
Turn a Runner to visit The Dreaming World and roll D6 (+ Runner's Social).
1-3: You wore _that_ _here_? Visiting Runner may not return to the Dreaming World. I
should
have you tossed out by your scruff!
4+: Owner may look at the top X cards of target player's deck (X = result of roll).

WINDING CANYON / Amerindian Location / 2¥
You may have any number of Winding Canyon cards in your deck. You may only deploy one
Winding Canyon each turn.
Whenever a player begins a shadowrun, you may frag a Winding Canyon you control to roll
D6.
If the result is lower than the number of Winding Canyons remaining in play, the shadowrun
is
cancelled.

Further Reading

If you enjoyed reading about AEX: Locations [15], you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.