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Message no. 1
From: Teos Abadia <tabadia@*********.COM>
Subject: Amerindian Contributions from Teos
Date: Sun, 2 Aug 1998 12:38:47 -0400
I haven't had time to read previous card idea posts, and I sort of =
wanted to
develop my own ideas without reading those of other people. So, I =
apologize
if there are any similarities to cards already discussed. I am very
interested in people's reactions to my cards.

There are a few new types of cards here, although nothing as different =
as
virus tokens. Still, I can see some opportunities for cards that would =
play
off of the new concepts (Environments, Sacred Lands, Lodges, Homes, =
etc.) I
introduced.

Also, some of these cards are powerful enough that I would want to =
include
other cards that help balance these cards. Instead of doing this =
myself, I
hope others will try and come up with cards that would cancel or =
mitigate
the effects of these cards. All constructive input appreciated.
-Teos.


Amerindian Expansion Contributions
By Teos Abadia
V. 2.0

RUNNERS
-------

DOLOR (Pain in Spanish) / Aztlan Mage / 6¥ [Uncommon]
5/6. Ork Native Runner; Sorcery-2.
If Dolor trashes another
runner, search deck for a gear/magic card.
Play card at -3¥ (minimum cost 1¥).

HIJO DEL FUEGO (Fire Child in Spanish) / Aztlan Shaman / 7¥ [Rare]
6/5. Human Native Runner; Conjure, Demolitions-2.
If Fuego trashes another
runner, place +1/+1 blood spirit token on Fuego.
Fuego may hold up to 2 such tokens.

VEGAN / Druid/Shaman / 5¥ [Common]
3/4. British Elven Runner; Conjure, Social.
-1¥ to Outdoor Spirits played on Vegan.

CONNECTED / Burned Out Mage / 5¥ [Rare]
Amerindian (Inca) Runner.
2/3. Decking-2, Sorcery.
Flavor: "Inca spirituality is about interconnectedness.
I bring it all together, data and mana."

DAVDA / Mage / 5¥ [Common]
3/3. Sorcery-2, Firearms. Stamina.
Indigenous African (Tuareg) Runner.
Picture: Black male runner, many large hoop earrings.
Flavor: "I left the Sahara 'cause it wasn't hot enough."

MANGAS COLORADAS / Shaman / 6¥ [Uncommon]
5/5. Conjure-2, Social.
Amerindian (Apache) Runner.
Mangas Coloradas counts as two runners when taking part in a Tribal
Custom.
Picture: Dark skin, wearing deerskins with colored sleeves, war-paint.

BIG BEN / Druid-Shaman / 7¥ [Uncommon]
6/5. Conjure, Melee, Streetwise.
British Runner.
Big Ben may trash Gear(Spirit) to face target Shaman in Runner Vs. =
Runner
combat.
Flavor:"See ya at high noon, chap!"

TREE-HUGGER / Corporate Shaman / 5¥ [Uncommon]
Image: Tall Hispanic male, 25, wearing slacks, shirt and tie, with =
loosened
tie and shirt unbuttoned. He holds a phone in one hand, and is talking =
into
it. The T-shirt visible under his open dress shirt reads "Save The =
Planet".
3/4 Human. Social-1, Leadership-1, Conjure-1.
2¥: Target runner is not anti-social until end of turn.
Flavor: "This corporation's chemical program needs a holistic =
approach."

ON-SITE / Amerindian (Pueblo) Decker / 6¥ [Common]
3/4 Female Dwarf. Decking-1, Technical-1.
When on a Shadowrun, On-Site trashes an electrical challenge on a 4+.
Flavor: "Staying at home is for weaklings... I'm in the thick of the
action!"

STANDING BEAR / Physical Adept / 6¥ [Rare]
5/4 Human Amerindian. Stamina. Stealth-1, Athletics-1, Melee-1.
Reduce all damage inflicted on Standing Bear by 1.
Flavor: "Mind, body, and mana... technology just gets in the way."

TWO SUNS / Amerindian Mage / 5¥ [Rare]
3/3 Ork. Sorcery-2, Demolitions-1.
When Two Suns is put in play, search deck for a
fireball spell and put in hand.
Flavor: "If you can't take the heat... you're dead."

EARTH MOTHER / Shaman - Prime Runner / 6¥ [Rare/Promo]
Picture: Ancient female troll, one hand on a carved medicine staff.
5/5 Amerindian (Nez Perce) Troll. Conjure-2. Biotech-2.
If Earth Mother faces more than two Challenges in a row, running team =
must
return to safehouse.
Flavor: "My bones can't take this anymore."

LITTLE CROW / Shaman / 4¥ [Common]
2/2 Amerindian (Sioux) Female Human. Conjure.
When Little Crow turns to heal, she may heal target spirit as well.
Flavor: To a Sioux, the bond with the spirit world runs deep."



LOCATIONS
-----------

SNAKE LODGE Location / (Medicine Lodge) / 4¥ [Rare]
Turn visiting Shaman and Roll D6 (+2 if Runner is a Snake Shaman).
1-2: No effect.
3-4: Place lodge token on visiting shaman. Shaman may trash token to =
pay -2¥
for a Spirit.
5-6: Runner may pay 1¥ to deploy 1 spirit token on visiting shaman.
Trash spirit token to give +1/+1 to target Spirit until end of turn.

Or, trash token to heal spirit on user?

BEAR LODGE Location / (Medicine Lodge) / 4¥ [Uncommon]
Turn visiting Shaman and roll D6 (+1 if Runner is a Bear or Snake =
Shaman).
1-2: No effect.
3-5: Remove all virus tokens from target Runner.
6+: Place medicine token on visiting runner. Trash at any time to
remove virus token from target runner.

TEOCALLI / Location (Amerindian/Corporate - Aztlan Temple) / 5¥ =
[Rare]
Turn Aztlan or Corporate Runner to visit Teocalli.
Place 3 damage counters on visiting runner and roll D6.
1-2: No Effect
3-5: Target Opponent trashes 1 card from their hand.
6+: Target Opponent must reveal 2 cards from their hand to owner
of Teocalli. Owner of Teocalli chooses one card to be trashed.
Flavor: "Always there must be sacrifice!"

SACRED LAND / Location (Amerindian Land) / 3/1 ¥ [Uncommon]
Amerindian runners and Shaman may visit this location.
Visiting Runner is considered
to be at Sacred Land until owner's next refresh phase.
While in Sacred Land, owner may modify the die roll of visiting =
runner's
Gear/Magic Cards by +1 or -1 before rolling.

ANCESTOR'S LAND / Location (Amerindian Land) / 2¥ [Uncommon]
Turn Amerindian Runner to attempt to visit Sacred Land. Roll D6, +1 for =
each
point of
stealth and conjure. On 5+, Runner is placed in Sacred land until end =
of
turn.
While in Sacred land, Runner pays -1¥ for Gear(Magic) or Amerindian =
theme
gear.
Flavor: "Our religion is not one of paint and feathers; it is a thing =
of the
heart. -Follower of Handsome Lake, Seneca"

VALE OF SPIRITS / Location (Amerindian Land) / 4¥ [Common]
Turn Shaman to attempt to visit Sacred Land. Roll D6, +2 if Amerindian, =
and
+1 for each point of conjure.
On 5+, Runner heals. Spirits on runner are healed as well.
Flavor: "The spirits of those before us live on... and so shall you."

TOTEM POLE / Location (Amerindian) / 5¥ [Common]
Turn Amerindian Runner to visit Totem Pole. Turned Runner skips their
next refresh phase as they meditate.
While visiting, Gear(Magic) may be deployed on runner.
When Runner unturns, Runner gains (A1) until end of turn.



GEAR
--------

BLOOD MAGIC / Gear(Magic/Spell) / 4¥ [Rare]
Play on Native or Amerindian Runner with Sorcery.
Turn user, choose target unturned runner, and roll D6.
1-3: 2 AP to user, trash Blood Magic. 4-6: 2 damage to Target runner.
If target dies, place +1/+1 blood spirit token on Blood Magic.
Flavor: "I feel your pain."

DRUM FETISH / Gear (miscellaneous) / 1¥ [Common]
Play on target Gear (Magic/Spell).
Turn to add +1 damage to damage inflicted by spell card carried by same
runner.
Frag to instead add D6-2 to damage inflicted by spell card.
Roll D6 after use if user has more than one fetish.
5+: user looses one sorcery skill level until end of turn.
Trash any cards lost due to this change.

BONE SHARD FETISH / Gear (Miscellaneous) / 3¥ [Rare]
Play on target Gear (Magic/Spell) card held by Amerindian / Native
Runner. Frag Bone Shard Fetish and roll D6. On 3+, Damage inflicted =
by
spell is Armor-Piercing until end of turn.

DEERSKIN / Gear (Armor) / 1¥ [Common]
+0/+1 to runner wearing Deerskin.
Runner gains Stealth-1 when Outdoors.
Cannot be used with other armor cards.

TEPEE / Gear (Amerindian Home) / 2¥ [Uncommon]
May not be used while facing indoor challenges.
Play on Amerindian Runner. Stingers can not
target Runner on a D6 roll of 4+.
Flavor: "Never stay in one place for long."

NAVAJO HOGAN / Gear (Amerindian Home) / 3¥ [Common]
Play on Amerindian Runner. While Runner is present,
all runners in safehouse take 1 point of damage less from
any source of damage.
Trash if damage is from a medium or heavy weapon.
If damage is Armor-Piercing, roll D6. Trash on 4+.

TRIBAL MARKING / Gear (Tattoo) / 1¥ [Common]
Play on Runner that completed a successful Shadowrun last turn.
Runner gains Leadership until end of game.
Tribal Marking may not be traded by Runner.

MYSTIC TATTOO / Gear (Tattoo) / 2¥ [Rare]
Play Mystic Tattoo on Runner with Conjure.
Trash Mystic Tattoo to trash outdoor Challenge.
Runner takes 3 AP damage.
Tattoo may not be traded by Runner.
Flavor: "It's a mark bestowed by Spirits, and using their blessing
is not without sacrifice"

ANIMAL FORM / Gear (Magic/Spell) / 5¥ [Rare]
Play on Runner with Sorcery-2 or Amerindian Runner with Sorcery.
Turn to change form until end of turn. Runner may not use
Gear cards while in Animal Form.
Available forms:
Panther: +2/+0, Athletics+1.
Bear: +1/+2, Melee+1.
Hawk: May choose to join or leave a Shadowrun initiated by owner.
After use, Roll D6. On 2+, Trash Animal Form and Runner reverts to
natural state.

SPIRIT POWERS:

CONFUSION / Gear(Magic/Spirit Power) / 3¥ [Rare]
Play on Gear(Spirit).
2¥: Turn Confusion to sleaze target present challenge, and
Roll D6: on 5+, trash Confusion.
Flavor: "Always you metahumans come to us with your problems."

GUARD / Gear (Magic/Spirit Power) / 3¥ [Uncommon]
Play on Gear(Spirit).
Turn Guard and Spirit holding Guard. Spirit has Guard trait until end =
of
turn.
Flavor: "Such soft bodies, such strong souls."

SEARCH / Gear (Magic/Spirit Power) / 2¥ [Uncommon]
Play on Gear(Spirit).
3¥: Turn Search and Spirit holding Search.
Owner may name a specific Gear or Runner card,
then search deck for target card. Put card in owner's hand.
Flavor: "Yes, I can find that."

ACCIDENT / Gear (Magic/Spirit Power) / 3¥ [Common]
Play on Gear(Spirit).
Turn Accident and Spirit holding Accident when another player announces =
a
Shadowrun
and has picked a team of runners.
Target runner on the team has an accident. Place a 0/-1 damage token
on runner and return runner to owner's safehouse.
Flavor: "It's just an ankle sprain, but there's no way I can go!"

BAD MEDICINE / Gear (Magic/Spell) / 4¥ [Rare]
Trash Bad Medicine. Target Runner is -5/-1 until
end of current turn.

GOOD MEDICINE / Gear (Magic/Spell) / 3¥ [Uncommon]
Trash Good Medicine. Target Runner is +2/+3 until end
of current turn. Any damage taken from the additional
body points is removed at the end of the turn.

CHEROKEE POULTICE / Gear (Magic/Herb) / 3¥ [Common]
Play on Shaman or Amerindian Runner.
Turn Cherokee Poultice and Roll D6:
1-3: No effect.
4-5: Remove all virus tokens from target Runner.
6: Remove all virus tokens and damage counters from target runner.
Flavor: "This is grandfather's special recipe"

SIOUX HERBAL REMEDY / Gear (Magic/Herb) / 3¥ [Common]
Play on Shaman or Amerindian Runner.
Turn Sioux Herbal Remedy. Runner may ignore fatigue until
end of turn. At end of turn, runner takes 1 AP damage.
Flavor: "Take one, call me after the Run."

BLESSING OF SPRING / Gear (Magic/Shamanic Spell) / 2¥ [Uncommon]
Play on Runner with Conjure or Amerindian Runner with Sorcery.
Turn Blessing and Roll D6. On 4+, runner is immune to virus tokens
until end of turn.

CURSE OF WINTER / Gear (Magic/Shamanic Spell) / 3¥ [Uncommon]
Play on Runner with Conjure or Amerindian with Sorcery.
Turn Runner and attach Curse of Winter to target runner.
Target Runner receives a penalty of 1 to all die rolls for contracting
viruses. If target runner acquires a virus, roll D6. On 5+, place
a virus token on another random present runner.

WRECKER / Gear (Magic/Spell) / 2¥ [Rare]
Play on Runner with Sorcery.
Trash Wrecker spell to trash a just-revealed
Vehicle Challenge.
Flavor: "I hate runners that don't use their turn signals!"


CHALLENGES
----------

ARROW TRAP / Challenge (Amerindian) [Uncommon]
(Picture: long hallway, arrows flying from holes in wall towards =
surprised
runners)
Arrow Trap contains one arrow. Add one additional arrow for every =
Amerindian
runner owner of Arrow Trap turns.
Each arrow fires at a random runner (a runner may be hit by more than =
one
arrow) and inflicts D6-2 damage.
Flavor: "The more natives you find, the more traps you can expect them =
to
have left behind."
Sleaze: Athletics-2

SPIRITS' IRE / Challenge (Awakened) [Common]
Picture: Two Nature Spirits chasing after two ork runners. One spirit =
is
about to engulf one of the runners.
7/8 (A2). Ranged Weapons may not be used against Spirit's Ire.
Trash Spirits' Ire if shadowrunning team has more than 2 =
Gear(Magic/Spirit)
cards present.

ONE OF TWO / Challenge (Amerindian/Personnel) [Uncommon]
If One of Two is defeated in combat, place One of Two in Shadowrunning
Team's safehouse. When run ends, runners returning and in the =
safehouse
must face the challenge. Trash the challenge after resolving any =
combat in
the safehouse.
5/6 (A1). Damage is Armor Piercing if One of Two is in the safehouse.
Flavor: "I believe you met my brother"

TRACKED DOWN / Challenge (Amerindian/Personnel) [Rare]
If Tracked Down is not sleazed, place Tracked Down in the Shadowrunning
team's safehouse. Combat is resolved in the safehouse after the next
challenge is resolved or when runner team returns to the safehouse,
whichever occurs first.
If no runners are in the safehouse at that time, trash Tracked down. =
Trash
Tracked Down after combat is resolved.
7/5. Sleaze: Stealth-3
Picture: Amerindian war party. One Amerindian is kneeling near tracks, =
and
points towards the distance.
Flavor: "They came from this way. Perhaps they left their home =
unguarded."

TEST OF STRENGTH / Challenge (Amerindian) [Common]
5/6. Sleaze: Leadership-2, Social.
Owner of running team must choose one runner that is not holding Gear.
Runner must face Test of Strength in single combat.
If all Runners present posses gear, trash one runner's gear, then =
resolve
combat.
Add +1/+0 for any prior Tests encountered on this run.
Picture: Huge Amerindian and a weakling runner inside a red circle =
painted
on the ground, facing off before combat. A crowd of Amerindians and =
Runners
surrounds them.
Flavor: "Surely you do not need all this weaponry to fight?"

TEST OF COURAGE / Challenge (Amerindian) [Uncommon]
3/3. Sleaze: Leadership, Social-2.
Target present runner must face Test of Courage in single combat.
If runner is defeated, remove any damage inflicted on runner by Test of
Courage, and trash another target runner instead.
Add +1/+0 for any prior Tests encountered on this run.
Picture: Puny-looking runner pointing at himself as if to say "Me?"
Flavor: "YOU will fight for him!"

TEST OF LOYALTY / Challenge (Amerindian) [Rare]
7/6 (A1). Sleaze: Leadership-3 or Social-3
Add +1/+0 for any prior Tests encountered on this run.
1¥: +1/+1 (A+1) or -1/-1 (A-1)
Both the owner of the challenge and the owner of the Shadowrunning
team may pump this challenge to improve or hinder the threat rating.



OBJECTIVES
----------

ORINOCO FLOW / Objective (Amerindian) / 35 REP
No Indoor or Electrical Challenges.
Shadowrunners that are not Amerindian ignore Stamina.
Requirement: Roll D6. On 4+, face Quechua War Tribe 10/12 (A2).
Any player may turn Amerindian Runners they own to modify the die roll =
by +1
or -1.

BURIAL GROUND / Objective (Amerindian) / 30 Rep
No indoor or Corporate Challenges.
Remove all Gear(Magic/Spirit) cards with a threat rating and place =
under
Objective.
Requirements: Running team must face all Gear(Magic/Spirit) cards in =
combat.


STINGERS
---------

WAIYATSIT (NEZ PERCE GUARDIAN SPIRIT CHANT) / Stinger (Tribal Custom) =

Turn Amerindian Shaman. One Gear/Spirit on turned runner may be =
considered
present
with target runner defending in Runner vs. Runner combat until
end of turn.
Flavor: "Are you sure you want to pick on my friends?"

DISTURBANCE / Stinger (Tribal Custom) 2¥
Turn Amerindian Runners. Roll D6. For each runner turned, add +1 to =
die
roll.
On 5+, trash target Tribal Custom in play.
Picture: Circle of Amerindians around a campfire, wearing body paint =
and
whooping.
Flavor: "There is a grave disturbance in the metaplanes"

AMERINDIAN AMBUSH / Stinger / 1¥
At least one Amerindian Runner must be present.
Roll D6 for each present Amerindian Runner. On 4+, trash runner.
If no Runners died as a result of the die roll, trash Amerindian
runner of your choice. Trash target Corporate or Lone Star Challenge. =

Flavor: "Today is a good day to fight-today is a good day
to die. -Crazy Horse, Oglala Sioux"

TRIBAL SACRIFICE / Stinger / 3¥
Trash target challenge. Each Amerindian present takes D6-1 AP damage.
Flavor: "You have guns, and so have we. You have powder and lead, and =
so
have we. You have
men and so have we. Your men will fight
and so will ours, till the last drop of the Seminole's blood has =
moistened
the
dust of his hunting ground. -Osceola, Seminole, 1836

SWARM OF LOCUSTS / Stinger / 2/1¥
Play on target runner's safehouse containing Amerindian Runners.
A swarm of locusts decimates crops owned by tribes of those Runners.
All unturned Amerindian Runners in target safehouse are turned while =
Swarm
of Locusts is in play.
Flavor: "Father, our crops are destroyed. We must find food!"

ALLERGIC REACTION / Stinger / 1¥
Target Metahuman Runner is -2/-0 until end of current combat.

TRIBAL LAW / Stinger / 2¥
Cancel any just-revealed Corporate or Lone Star Challenge.
"Your laws don't apply here, chummer!"


SPECIAL
-------

RAIN DANCE / Special (Tribal Custom) / 3¥
Turn Amerindian Runners to Dance.
For every runner turned, trash one Outdoor
Challenge encountered on Shadowrun.
Trash Rain Dance at end of turn it was played.
Illustration: Forest under heavy rain, runners dimly visible in =
background,
Hell Hound in foreground, trying to sniff the scent.
Flavor: "Corps can't see ya, beasts can't smell ya."

HARVEST DANCE / Special (Tribal Custom) / 2¥
Turn Amerindian Runners to Dance. Place one food token in play
for each runner turned. Trash food tokens at end of successful
Shadowrun. Each food token heals one damage counter from a
returning runner.
Trash Rain Dance and any food tokens at end of turn.
Illustration: Pueblo Amerindians returning to a village,
greeted by wives and friends bearing food.
Flavor: "Those you watch over will watch over you in return."

SUN DANCE / Special (Tribal Custom) / 3¥
Turn Amerindian Runners to Dance. While in play,
owner may choose one Shadowrunning team per turn.
Runners on that team loose one point of stealth for
each dancing runner. Trash Sun Dance if any dancing runners
remain unturned at the end of a player's legwork phase.
Flavor: "What's wrong with this place! It should be night by now!"

CHEYENNE ARROW CEREMONY / Special (Tribal Custom) / 3¥
Turn Amerindian Runners to Ceremony. For every runner turned,
place arrow token on target bow or crossbow. Trash token at any time to =

add +1/+0 to damage inflicted by card.
Flavor: "The Arrow Ceremony always brought fortune, no matter the type =
of
game hunted."

RITE OF PASSAGE / Special (Tribal Custom) / 3¥
Turn Amerindian Runner to act as mentor for target Anti-Social Runner. =
Keep
mentor turned to maintain Rite of Passage. While maintained, runner is =
not
considered Anti-Social. Rite of Passage is trashed when mentor =
unturns.
Flavor: "You are a difficult student. I will do my best."

PUMA TOTEM / Special (South American Totem) / 1¥
Play on Shaman. Only one totem can be in play on Shaman.
Roll D6 during legwork. On a 1-3, It is nighttime.
+2/+1 to Shaman at night.
-1/-2 to Shaman during the day.

RITUAL SORCERY / Special / 4¥
Turn X Shamen or Amerindian mages to deploy spirit token in target =
player's
Safehouse. Target player choose 1-6 unturned runners to engage spirit =
in
combat. Trash spirit token at end of current turn.

CORPORATE ALLIANCE / Special (Corporate) / 1¥
Play in a game with more than 2 players.
Choose target player. Until end of turn you may trade
a card you have in play with target player, in exchange for
cards or Nuyen that player has in play.

LOW LIFESTYLE / Special (Lifestyle) / 4¥
Play on Runner carrying no more than one Gear card. This Lifestyle
replaces any other lifestyle in play by owner.
May not sleaze corporate or Lone Star Challenges. Sleaze
Yakuza or Mafia Challenges on a 4+.

HIGH LIFESTYLE / Special (Lifestyle) / 5¥
Play on Runner carrying at least one Gear card. This Lifestyle
replaces any other lifestyle in play by owner.
Gear cards put into play by owner now cost +1¥.
Trash corporate challenge encountered on Shadowrun on a
D6 roll of 4+.

STREET LIFESTYLE / Special (Lifestyle) / 1¥
Runner may have only one lifestyle.
First Gear played on runner is free.
Runner is considered Anti-Social when facing Corporate or
Lone Star challenges.

Environment Cards:

WOODED FOREST / Special (Environment) / 3¥
Play on target non-Indoor Objective. Only one Environment may be
in play on an objective.
All Challenges on target Objective require Stealth+1 to Sleaze.

RIVER BANK / Special (Environment) / 4¥
Play on target non-Indoor Objective. Only one Environment may be
in play on an objective.
All Gear/Spirits are now considered to be Runners by
Challenges on this Objective.
Flavor: "Rivers are the conduits where souls and spirits unite."

ROCKY CLIFF / Special (Environment) / 4¥
Play on target non-Indoor Objective. Only one Environment may be
in play on an objective.
All Runners get (A2) while Shadowrunning against this Objective.
Trash any Runners taking damage.
Visual: Cliff face, runners at top, firing down. One runner is toppling
over.
Flavor: "Yeah, you get cover fire, but one hit and it's all downhill."

SPRAWL / Special (Environment) / 5¥
Play on target non-Outdoor Objective. Only one Environment may be
in play on an objective.
+2/+2 to City Spirits Shadowrunning against this Objective.
Flavor: "I've seen things moving in the streets, man!"


Totems:

CAT TOTEM / Special (Totem) / 3¥
Play on Shaman. Runner may not hold more than one Totem.
+2/+2 (A1) to city spirits on runner if runner is wounded.
Cat may not go on Shadowruns with more than 3 other Runners.

DOG TOTEM / Special (Totem) / 4¥
Play on Shaman. Runner may not hold more than one Totem.
-1¥ to City Spirits played on Dog. Conjure +1 with respect to holding =

City Spirits.
Dog is intensely loyal. Runner must be present on any shadowrun team
assembled by owner.

LION TOTEM / Special (Totem) / ¥
Play on Shaman. Runner may not hold more than one totem.
+2¥ to all gear cards played on Lion.
Lion may choose to ignore any Special (Environment) in play.
Message no. 2
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: Amerindian Contributions from Teos
Date: Sun, 2 Aug 1998 22:17:34 +0200
Teos, I like Your contribution to the Middle/ South American areas. We
definitely needed more of those. ---Felix
Message no. 3
From: Bolton Sara <pin12962@*******.PING.BE>
Subject: Re: Amerindian Contributions from Teos
Date: Sun, 2 Aug 1998 23:31:46 +0200
At 12:38 2/08/98 -0400, you wrote:
>I haven't had time to read previous card idea posts, and I sort of wanted to
>develop my own ideas without reading those of other people. So, I apologize
>if there are any similarities to cards already discussed. I am very
>interested in people's reactions to my cards.


GREAT!

I specially like the idea of "pirit powers" cards.

Vincent
Message no. 4
From: "(Ryan Smith)" <SnakeIzBac@***.COM>
Subject: Re: Amerindian Contributions from Teos
Date: Sun, 2 Aug 1998 19:34:04 EDT
In a message dated 8/2/98 12:34:58 PM Eastern Daylight Time, tabadia@**=
SENTECH.COM writes:


First off i would like to say before i comment is, that you have a lot of=
bright ideas. Here are some cards that cuaght my eye. You have so muc=
h here, it would honestly take me a long time to read. I will do my be=
st in reading them.




<< ONE OF TWO / Challenge (Amerindian/Personnel) [Uncommon]
If One of Two is defeated in combat, place One of Two in Shadowrunning
Team's safehouse. When run ends, runners returning and in the safehouse
must face the challenge. Trash the challenge after resolving any comba=
t in
the safehouse.
5/6 (A1). Damage is Armor Piercing if One of Two is in the safehouse.
Flavor: "I believe you met my brother" >>

*COMMENTS* -- This is a real original Challenge. I like this one.


<<
ORINOCO FLOW / Objective (Amerindian) / 35 REP
No Indoor or Electrical Challenges.
Shadowrunners that are not Amerindian ignore Stamina.
Requirement: Roll D6. On 4+, face Quechua War Tribe 10/12 (A2).
Any player may turn Amerindian Runners they own to modify the die roll by=
+1
or -1.

*Comments* This is a good objective--- But I will forever have a TRUMATIZ=
ING Expierance of hearing *Enya* every time i look at this objective.. =
LOL

TRIBAL SACRIFICE / Stinger / 3¥
Trash target challenge. Each Amerindian present takes D6-1 AP damage.
Flavor: "You have guns, and so have we. You have powder and lead, and so
have we. You have
men and so have we. Your men will fight
and so will ours, till the last drop of the Seminole's blood has moiste=
ned
the
dust of his hunting ground. -Osceola, Seminole, 1836>>

*COMMENTS*--- Maybe make this a *Unique* card.. or make it something like=
"trash target challenge on a 4+ or better"

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