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Message no. 1
From: Matb <mbreton@**.NETCOM.COM>
Subject: Amerindian Expansion Set (1/1)
Date: Thu, 2 Jul 1998 01:31:51 -0700
Target- 140 cards: Current: 61
18 Objectives 6
26 Challenges 7
15 Locations 6
12 Contacts 3
25 Runners 11
20 Gear 11
12 Specials 11
12 Stingers 6


* OBJECTIVES *

KIVA OF FIRE / Objective
Reputation Award: 20. Unique. +2/+0 to all Challenges.
Runners and Challenges trashed during a shadowrun against this Objective
are fragged.
BONUS: If you have scored all four Kiva Objectives, you win the game.
[A shaman, crouching before a blazing bonfire. The parts of him lit up
by the flames seem skeletal in the fragmented light.]

KIVA OF LIGHTNING / Objective
Reputation Award: 20. Unique.
Place a token on Kiva of Lightning when it is revealed. If Kiva of
Lightning begins owner's turn with a token on it, remove the token and
place it face down.
At any time during a shadowrun against this Objective, players may play
Challenges and turn Runners to add them to the shadowrunning team.
BONUS: If you have scored all four Kiva Objectives, you win the game.
[Dancing figures at a pow-wow, flashing lightning only partially
revealing their ecstatic faces.]

KIVA OF THUNDER / Objective
Reputation Award: 20. Unique.
While this Objective is revealed, Runners may not use special abilities
during shadowruns.
BONUS: If you have scored all four Kiva Objectives, you win the game.
[A rain-spattered Mojave warrior, looking out of place on a neon-lit
street.]

KIVA OF WATER / Objective
Reputation Award: 20. Unique.
While this Objective is revealed, all Runners unturn at the beginning of
each player's turn.
BONUS: If you have scored all four Kiva Objectives, you win the game.
[A Pequot fisherman, surprised at the size of the fish caught in his
net.]

THE PASSING OF WINTER / Objective
Reputation Award: 25.
Treat all Runners on shadowrunning team as if they only had the basic
level in each of their skills.
BONUS: You may increase one of target present Runner's skills by +1
until the end of the game.
[Two Native American boys, engaged in a footrace. The one in the
forefront is blurred, his facial features merging with those of a hawk.]

VISION QUEST / Objective
Reputation Award: 20.
BONUS: You may search your deck for a Spell, Spirit, or Totem and deploy
it on a present Runner at no cost.


* CHALLENGES *

AMAHUECO INDIANS / Challenge (Outdoor)
6/6. If Jivaro Indians have previously been revealed on this shadowrun,
treat Amahueco Indians as a bluff.
When Amahueco Indians is revealed, owner may place a -1/-1 token on
Amahueco Indians to deal 2 damage to target Runner. (Owner may place
multiple tokens on Amahueco Indians this way.)
Sleaze: Stealth-3.
"All they've got are wooden spears! How tough can they be?"

AMAZONIAN RAIN FOREST / Challenge (Awakened)
If alarm is triggered, place Amazonian Rain Forest in owner's
safehouse. At the beginning of each of owner's turns, controller may
roll D6:
1-2: Trash Amazonian Rain Forest.
3+: Treat target Location as a copy of Amazonian Rain Forest.
Location's owner may turn a Runner with Attack Rating greater than 3 to
'revert' Location back to normal.
"There *was* a trail there .... "

AZTLAN MILITIA / Challenge (Personnel)
Trash Aztlan Militia and roll D6 for each Runner (+2 if owner frags
Aztlan Militia instead of trashing it). On 5+, trash Runner.
[A charging mob of warriors, their eyes glowing fanatically.]

JIVARO INDIANS / Challenge (Outdoor)
6/6. If Amahueco Indians have previously been revealed on this
shadowurn, treat Jivaro Indians as a bluff.
When Jivaro Indians is revealed, owner may place a -1/-1 token on Jivaro
Indians to place a Poisoned Arrow token on target Runner. (Owner may
place multiple tokens on Jivaro Indians this way.) A Runner holding a
Poisoned Arrow token may not be affected by Biotech.
Sleaze: Firearms-1, Stealth-2.

QUETZLCOUATL / Challenge (Awakened)
8/12. Unique. Shadowrunning player may trash cards from his hand when =

Quetzlcouatl is revealed. When combat begins, Quetzlcouatl gains +1/+0
for each cards remaining in shadowrunning player's hand.
Sleaze: Conjure-3 OR Sorcery-3.
[A huge winged and feathered snake, a shimmering glow outlining its
form.]

SNOW MOOSE / Challenge (Outdoor/Awakened)
6/6. Any bonuses from Objectives are doubled.
Sleaze: Athletics-2, Stealth-1 OR Melee-3.
[A giant bull moose, bellowing; beneath its enormous hooves, an
Amerindian warior lies trampled, bow and arrows scattered on the
ground.]

SURVEILLENCE DRONE / Challenge (Electrical)
You may trash Surveillence Drone from your hand to look at a random card
in opponent's hand.
If Surveillence Drone is sleazed on a shadowrun, owner may return it to
his hand instead of trashing it.
Sleaze: Stealth-2


* LOCATIONS *

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.
Trash Buffalo Plains to heal 3 damage from target Runner.

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.]

PAINTED DESERT / Amerindian Location / 2¥
You may have any number of Painted Desert cards in your deck. For each
Painted Desert you control, Runners attacking your Runners in
Runner-vs-Runner receive -1/-1 until the end of the turn. At the end of
any Runner-vs-Runner combat involving your Runners, you must trash a
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.]

THE GATHERING / Amerindian Location / 4Y
Turn an Amerindian Runner to visit The Gathering. Roll D6 (+1 for each
additional Amerindian Runner you turn).
1-3: Runner takes 2 AP damage
4-8: Runner may look at any one challenge already played.
9+: Runner may look at any 2 challenges already played.
Concept: Paul Ossman

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.
You may place one Outdoor, Awakened, or Personnel Challenge from your
hand face-up on Winding Canyon when it is deployed. When any player
begins a shadowrun, frag a random Winding Canyon. The Runner team must
face this Challenge before continuing on the shadowrun. Only one
Winding Canyon may be fragged this way per shadowrun.


* CONTACTS *

BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
Use only once per turn, and only during your Legwork.
Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from target
Runner.
[A shaman dressed in bear-furs and painting symbols on an obviously sick
woman.]

GOVERNMENT BUREAUCRAT / Contact (Political) / 4¥
Players may not voluntarily trash cards at the end of their turn, nor
may they draw more than 1 card during their Legwork phase.
"Yeah, yeah, yeah, I'll get around to it - can't you see I'm buried in
paperwork here?"

NAVAJO SCOUT / Contact (Amerindian) / 2¥
Use only during your Legwork phase.
4¥: You may look at the top Challenge in target player's Challenge
stack. If the card revealed is an Outdoor Challenge, you may frag
Navajo Scout to trash that card.
[A deep thicket. Just barely visible is the glint of a nocked arrow;
behind it, the cold eyes of a warrior waiting in ambush.]


* RUNNERS *

DAUGHTER OF THE PINES / Tribal Shaman / 5¥
3/4. Dwarf. Biotech-1. Athletics-1, Conjure-1, Stealth-1. Daughter=

of the Pines may not participate in shadowruns while you control
wounded Runners.

DUST RUNNER / Tribal Warrior / 5¥
6/6 (A1). Amerindian/Ork. Athletics-1, Melee-1. If Dust Runner is
trashed, frag him.

FEATHER DANCER / Mage / 5¥
3/3. Amerindian/Dwarf. Athletics-1, Sorcery-2. When Feather Dancer
scores an Objective, turn X Runners you control to add X¥ to your
Credstick.

INTICOPA / Blood Mage / 5Y
3/2. Amerindian/Human. Sorcery-1. Turn to cancel any effect which
would allow an opponent to look at your hand, draw pile, or an
unrevealed Challenge you put into play.

LITTLE BEAR / Ganger / 6¥
3/4 (A1). Amerindian/Troll. Firearms-2, Piloting-1. 2¥: Turn Little=

Bear to attack another Ganger in Runner-vs-Runner combat. Little Bear
gains +1/+1 whenever he kills a Runner this way.

REBECCA LONG RIVER / Rigger / 6¥
4/5. Amerindian/Human. Gunnery-1, Piloting-1, Street-1. Rebecca Long
River may not attack or be attacked in Runner-vs-Runner combat.

RIDGE / Mercenary / 8¥
8/8 (A1). Amerindian/Troll.

SEES WATER, SEES SKY / Prime Decker / 6/1¥
2/3. Amerindian/Elf. Decking-2. 3¥: Turn Sees Water, Sees Sky and
place the top card of target player's draw pile or trash pile underneath
Sees Water, Sees Sky. Target player may pay you 1¥ to return one card
underneath Sees Water, Sees Sky to his hand. -1 Decking for each
card underneath Sees Water, Sees Sky. (Runners may not have negative
skill levels.)

SEES WITH ANCIENT EYES / Tribal Mage / 6¥
3/3. Amerindian/Elf. Firearms-2, Sorcery-1. Sees With Ancient Eyes
gains +2/+0 when using Indirect Fire.
"I'll be so far away, you won't even hear the shot."
Concept: Paul Ossman

STORMCLAW / Shaman / 5¥
4/3. Amerindian/Human. Sorcery-2, Conjure-1. The first Totem played
on Stormclaw is free.
[An Indian with a wolf head dress looking up into a rainstorm.]
Concept: Donald Arganbright

VALKYRIE / Shaman / 6¥
3/3. Amerindian/Human, Biotech. Conjure-1. Frag Valkyrie when target
Runner is fragged. Place target Runner into your hand instead (frag all
Gear target Runner was holding).


* GEAR *

AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runner
must use the Guard trait whenever possible.
"Death is to be embraced, so the spirit can live."
Concept: Donald Arganbright

SPIRIT BAHOS / Gear (Prayer Stick) / 5¥
Play on an Amerindian Runner. Amerindians may only hold one Prayer
Stick at a time. Conjure +1 to user. +1/+0 to all Spirits user is
holding.
"This stick is for the dead, not the living, can you handle it?"
[A native american sitting in front of a blazing fire, his face lit
orange, holding the prayer stick to his chest, and his subtle spirit is
lifting from his body.]
Concept: Cyrill Locke

CHAOTIC WORLD / Gear (Magic/Spell) / 5¥
Play on a Runner with Sorcery-2. Trash Chaotic World to shuffle it into
target player's Objective pile. When Chaotic World is revealed on an
Objective pile, trash it. (Cards may not be permanently exchanged.)

EAGLE FEATHER / Gear (Miscellaneous) / 3¥
+1/+0 to user.
May be deployed as a Stinger at no cost on target Runner when he scores
a shadowrun.

FALLEN WARRIOR SPIRIT / Gear (Spirit) / 6¥
Play on Amerindian Runner with Conjure. Frag runner from your trash
pile to give Fallen Warrior Spirit the Threat Rating of fragged Runner.
"They fall, but they do not truly die."
Concept: Donald Arganbright

INFORMATION EXCHANGE / Gear (Matrix/Program) / 3¥
Turn instead of drawing a card during your Refresh phase. You may look
at all cards target player draws during his next Upkeep phase.

'JACKRABBIT' DRONE / Gear (Outdoor Drone) / 3¥
4/4 Drone. Outdoor. If user is killed, you may transfer 'Jackrabbit'
Drone to another present Runner. (This Runner must be able to hold
'Jackrabbit' Drone.)

MEDICINE POUCH / Gear (Magic/Focus) / 4¥
1¥: +1 to any D6 roll made for Gear/Magic cards user is holding. Use
this ability once per roll and before D6 roll is made.
Trash Medicine Pouch to give user Conjure +1 or Sorcery +1 until the end
of turn.

Raven Feather -- Gear/Talisman -- Uncommon -- 3¥
Play on any Mage. User gains the Hermit trait. If user dies, trash
Raven Feather to return user to
owner's safehouse. Trash all Gear on user except Gear (Magic) cards.
"What is that smell?"
[An Mage sitting on a dirty curb with many scars and looking half dead
smoking a cigarette]
Concept: Paul Ossman

TOMAHAWK / Gear (Hand-to-Hand Weapon) / 3¥
+1/+0 to user. User may add Melee to Attack Value. If user is
Amerindian, you may roll D6 after each combat. 5+: user inflicts damage
a second time.
Concept: Paul Ossman

WARRIOR'S BAHOS / Gear (Prayer Stick) / 4¥
Play on an Amerindian Runner. Runners may only hold one Prayer Stick
at a time. +3/+0 to user. User reeceives Melee +1.
"I will tell the god's to bring revenge, and you my son, will bring
revenge!"
[A native american fending off an entire gang in the dim lit trash
can fires of the shadow infested alleys.]
Concept: Cyrill Locke

WOLF'S BAHOS / Gear (Prayer Stick) / 4¥/2¥
Play on an Amerindian Runner. Runners may only hold one Prayer Stick
at a time. +1/+0 to user and user gains hermit, antisocial, stealth +1,
and athletics +1.
"To be one with nature has its costs."
[A native american wearing a wolf's skin standing over a recent
victim, with blood wrenched hands and the bahos in his teeth.]
Concept: Cyrill Locke


* SPECIALS *

A GAME OF TURTLES AND GULLS / Special / 6¥
All Runners who have a higher Body Rating than their Body become
Turtles: Reduce their Attack rating to 0 and double their Body and
Armor.
All Runners who have a higher Attack Rating than their Body become
Gulls: Double their Attack Rating. Gulls may not benefit from armor.
Neither Turtles nor Gulls may use skills.

COUNTING COUP / Special (Agenda) / 5¥
For each of target opponent's Runners you have killed in
Runner-on-Runner combat, roll D6.
1-2: Receive 1¥.
3-4: No effect.
5+: Receive 2 Reputation.

DIRTY LITTLE SECRET / Special / X¥
Unique. Target player loses X Reputation.
"Just between us, my hoop!"
Concept: Dan Weber

PHOENIX TOTEM / Special (Totem) / 3¥
Play on Shaman. Roll D6 when user is killed. On a 4+, return user to
safehouse with no damage.

PURITY OF ESSENCE / Special / 1¥
Play on a Runner you control. This Runner may not use Gear during
shadowruns. If this Runner is present when an Objective is scored,
trash Purity of Essence to gain an additional 5 Reputation.
"When you pass through the kivas, you must leave the world behind. You
can take nothing with you."

RAIN DANCE / Special / 0¥
Turn X Shamans or Amerindian Runners. Gain X¥.

RAVEN TOTEM / Special (Totem) / 3¥
Play on a Mage or Shaman. Gear cards cost +1Y to deploy on this
Runner. Cancel any effect which would trash Gear this Runner is
holding. Turn user and trash Raven Feather to retrieve the top Gear
card from your trash pile.

THE OLD CALENDAR / Special / 4Y
The Shadowrun phase now comes directly after the Objective phase,
instead of after the Legwork phase. (Return to the normal turn sequence
afterward).

THUNDER ACROSS THE VALLEY / Special / 3¥
Turn Runner you control who is holding a Ranged Weapon to inflict X
damage on target Runner. (X = Attack Bonus of Ranged Weapon; may not b=
e
modified by Burst Fire.) If target Runner is holding a Ranged Weapon,
he may turn to likewise inflict damage on your Runner.

TOXIC INFLUENCE / Special / 3¥
Upkeep: 5 Reputation. Gain control of target Runner using a Totem. =

When Toxic Influence leaves play, return Runner to owner, unturned.

WAR DANCE / Special / 3¥
Turn any number of Shamans or Amerindian Runners. Any Runner who is
present on the next shadowrunning team gains +X/+X until the end of the
shadowrun. X = 1/2 the number of Shamans and Amerindian Runners you
turned (round down).

WOLF TOTEM / Special (Totem) / 2¥
Play on a Shaman. This Runner gains +0/+2 and Stamina. Whenever you
begin a shadowrun, you must commit as many Runners holding Wolf Totems
as possible. A Shaman may only hold one Totem.


* STINGERS *

CLEANSING FLAME / Special (Stinger) / 2¥
Trash a random Gear card target Runner you control is holding to remove
(D6-2) damage from him.
Concept: Christophe Heustis (from 'The Fire Pit')

GRANDFATHER SPIRIT / Special (Stinger) / 0¥
Frag target Runner in your trash pile to give target Runner +1 level in
a skill fragged Runner possessed, until the end of the game.

HOKAHEH! / Special (Stinger) / 3¥
Target Runner defending in combat gains +3/+0. If this Runner is
Amerindian, he also gains Stamina. Frag this Runner after combat.

LOSS OF FOCUS / Special (Stinger) / 2¥
Target Runner may not use special traits or abilities until the end of
turn.

PEYOTE DREAM / Special (Stinger) / 1¥
Turn an Runner you control to look at one random cards from each
player's hand. If you Runner you turn is Amerindian or a Mage, you may
look at two cards from each player's hand. Look at cards for 5 seconds
before returning.
Concept: Christophe Heustis

WALK WITH THE SPIRITS / Stinger / 1Y
Target Amerindian Runner may join a Runner team with less than the
maximum number of members. Trash this Runner at the end of the
shadowrun.
Concept: Paul Ossman


- Matt

------------------------------------
Quid gignitur ex hyaena et psittaco?
Animal uiribus ridendi in ioca sua eximum.

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 2
From: Wayne Shelden <angel_of_wrath@****.COM>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Wed, 1 Jul 1998 19:59:50 -0500
a few more,

Burial Grounds-Objective - 20pts
no indoor challenges
+2/+2 to awakened challenges
+5 reputation to a players who's runners intercept a run against this
objective (+10 if all intercepting runners are Ameri-Indians)
text "LET THEM REST YOU PUKE!!!!!!!"

Strait to the Heart - Stinger 1Y
Play on Amerindian with a gear/bow card
Roll D6
1-4 no effect
5+ double damage inflicted by runner this combat
text "Against a lucky man, even a god has little power"

Little Wolf Running- Tribal Leader
3/4(A2) 6/1Y Prime Runner
Leadership x3, Street
amerindian/human runner Friendship-Amerindians
Only one Tribal Leader may be in play at any time.
All amerindians cost -1Y
text "Human, Troll, Elf or whatever. All tribe members are the same to
me"

---------------
new ability-friendship
Friendship allows one runner of that class to imidiatlly join a shadowrun
that said runner is in (does not allow more then 6 runners on a run)

I'll send more later,
Wayne
Message no. 3
From: Norman McLeod <mcleodn@***********.NET>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Thu, 2 Jul 1998 00:35:53 -0400
>SURVEILLENCE DRONE / Challenge (Electrical)
>You may trash Surveillence Drone from your hand to look at a random card
>in opponent's hand.
>If Surveillence Drone is sleazed on a shadowrun, owner may return it to
>his hand instead of trashing it.
>Sleaze: Stealth-2

Frankly I don't see why anyone would use this card. It is too weak, and not
really usefull at all. Too weak. Give it a threat rating or something, or
make the ability for trashing from the hand stronger.

>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.
>Trash Buffalo Plains to heal 3 damage from target Runner.


This is too weak. How about 1-4: Remove d6 damage from visiting runner. 5+:
Visiting runner takes one armor piercing damage. In any case, if you're
going to turn the runner, you can heal ALL damage, automatically at the
beginning of your turn.

>BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
>Use only once per turn, and only during your Legwork.
>Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from target
>Runner.
>[A shaman dressed in bear-furs and painting symbols on an obviously sick
>woman.]


Again, this is too expensive, remember biotech.


>NAVAJO SCOUT / Contact (Amerindian) / 2¥
>Use only during your Legwork phase.
>4¥: You may look at the top Challenge in target player's Challenge
>stack. If the card revealed is an Outdoor Challenge, you may frag
>Navajo Scout to trash that card.
>[A deep thicket. Just barely visible is the glint of a nocked arrow;
>behind it, the cold eyes of a warrior waiting in ambush.]


Weak and limited in scope.


>FEATHER DANCER / Mage / 5¥
>3/3. Amerindian/Dwarf. Athletics-1, Sorcery-2. When Feather Dancer
>scores an Objective, turn X Runners you control to add X¥ to your
>Credstick.

I don't know if I would use this, it's not a strong enough ability, how many
runners do you have in your safehouse when you make a run.

>SEES WITH ANCIENT EYES / Tribal Mage / 6¥
>3/3. Amerindian/Elf. Firearms-2, Sorcery-1. Sees With Ancient Eyes
>gains +2/+0 when using Indirect Fire.
>"I'll be so far away, you won't even hear the shot."
>Concept: Paul Ossman


How about this: When using indirect fire, Sees With Ancient Eyes deals an
additional two damage. His own threat rating is irrelevent when using
indirect fire.

>STORMCLAW / Shaman / 5¥
>4/3. Amerindian/Human. Sorcery-2, Conjure-1. The first Totem played
>on Stormclaw is free.
>[An Indian with a wolf head dress looking up into a rainstorm.]
>Concept: Donald Arganbright


This is really powerfull. With no upkeep, this puts him hands and feet above
Sally Tsung, who is powerfull enough to begin with.

>AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
>Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runner
>must use the Guard trait whenever possible.
>"Death is to be embraced, so the spirit can live."
>Concept: Donald Arganbright


Cool. How about "Guard +1"
>A GAME OF TURTLES AND GULLS / Special / 6¥
>All Runners who have a higher Body Rating than their Body become
>Turtles: Reduce their Attack rating to 0 and double their Body and
>Armor.
>All Runners who have a higher Attack Rating than their Body become
>Gulls: Double their Attack Rating. Gulls may not benefit from armor.
>Neither Turtles nor Gulls may use skills.

Cool. You could try to word it more carefully. You need to make the
difference clear between Body and Dody Rating how about "higher than the
body rating printed on the runner"? Or something.

>DIRTY LITTLE SECRET / Special / X¥
>Unique. Target player loses X Reputation.
>"Just between us, my hoop!"
>Concept: Dan Weber

Whoa, that's really powerfull. It needs another restriction.
Message no. 4
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Tue, 7 Jul 1998 03:16:53 -0700
Norman McLeod wrote:

> >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.
> >Trash Buffalo Plains to heal 3 damage from target Runner.

> This is too weak. How about 1-4: Remove d6 damage from visiting runner.=
5+:
> Visiting runner takes one armor piercing damage. In any case, if you're=

> going to turn the runner, you can heal ALL damage, automatically at the=

> beginning of your turn.

Ix-nay on that last thought, smoker. BP heals a *target* Runner, not
necessarily the visiting Runner. Consider also that it heals one damage
(maybe) for each Plains in play - not just under your control - and
that each player can have six or seven in play.

> >BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
> >Use only once per turn, and only during your Legwork.
> >Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from targe=
t
> >Runner.
> >[A shaman dressed in bear-furs and painting symbols on an obviously si=
ck
> >woman.]

> Again, this is too expensive, remember biotech.

Right: Remember Biotech. Excluding the Amerind expansion, there
are... *two* Runners with Biotech, and one Spell, one Drone, and one
Gear that can heal Runners, each with drawbacks. Shifting the ability
to heal away from Runners and toward a harder-to-attack Contact is worth
the randomness.

> >NAVAJO SCOUT / Contact (Amerindian) / 2¥
> >Use only during your Legwork phase.
> >4¥: You may look at the top Challenge in target player's Challenge
> >stack. If the card revealed is an Outdoor Challenge, you may frag
> >Navajo Scout to trash that card.
> >[A deep thicket. Just barely visible is the glint of a nocked arrow;
> >behind it, the cold eyes of a warrior waiting in ambush.]

> Weak and limited in scope.

Yup. Like the Doctor, it moves some skills away from Runners and into
Contact land.

While it costs more then the Corporate Secretary (the other "Recon"
contact), it's a lot more certain. The costs start equalling out after
more than one use. It also works great alongside Recon deckers, instead
of wholly replacing them.

> >FEATHER DANCER / Mage / 5¥
> >3/3. Amerindian/Dwarf. Athletics-1, Sorcery-2. When Feather Dancer
> >scores an Objective, turn X Runners you control to add X¥ to your
> >Credstick.

> I don't know if I would use this, it's not a strong enough ability, how=
many
> runners do you have in your safehouse when you make a run.

Quite a few, depending. FD also adds Athletics to the Mage's skill
selection, which itself is worth it.
=

> >SEES WITH ANCIENT EYES / Tribal Mage / 6¥
> >3/3. Amerindian/Elf. Firearms-2, Sorcery-1. Sees With Ancient Eyes
> >gains +2/+0 when using Indirect Fire.
> >"I'll be so far away, you won't even hear the shot."
> >Concept: Paul Ossman
=

> How about this: When using indirect fire, Sees With Ancient Eyes deals =
an
> additional two damage. His own threat rating is irrelevent when using
> indirect fire.

A bit clearer, but I think even that can be improved upon.

> >STORMCLAW / Shaman / 5¥
> >4/3. Amerindian/Human. Sorcery-2, Conjure-1. The first Totem played=

> >on Stormclaw is free.
> >[An Indian with a wolf head dress looking up into a rainstorm.]
> >Concept: Donald Arganbright

> This is really powerfull. With no upkeep, this puts him hands and feet =
above
> Sally Tsung, who is powerfull enough to begin with.

'Swhat I thought, too.

> >AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
> >Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runner
> >must use the Guard trait whenever possible.
> >"Death is to be embraced, so the spirit can live."
> >Concept: Donald Arganbright

> Cool. How about "Guard +1"

Nah. Knuckles, a 7/9 (A1), Guard-2? Stick some armor on him and say
good-bye to most non-AP Challenges. Give him Dermal Plating and you can
count most of the AP Challenges right out, too.

> >A GAME OF TURTLES AND GULLS / Special / 6¥
> >All Runners who have a higher Body Rating than their Body become
> >Turtles: Reduce their Attack rating to 0 and double their Body and
> >Armor.
> >All Runners who have a higher Attack Rating than their Body become
> >Gulls: Double their Attack Rating. Gulls may not benefit from armor.
> >Neither Turtles nor Gulls may use skills.

> Cool. You could try to word it more carefully. You need to make the
> difference clear between Body and Dody Rating how about "higher than th=
e
> body rating printed on the runner"? Or something.

It's meant to be variable that way -- ie, a Turtle can come out of its
shell.

Keep in mind that the actual space for card text is very limited.

> >DIRTY LITTLE SECRET / Special / X¥
> >Unique. Target player loses X Reputation.
> >"Just between us, my hoop!"
> >Concept: Dan Weber

> Whoa, that's really powerfull. It needs another restriction.

Ummm, it *is* really restricted. How often do you have 10Y to toss
around? And only to set your opponent back? Anything under than that
isn't worth it (considering you can't use it in reaction to a player
winning).

Probably should frag itself, like False Mentor.


- Matt

------------------------------------
Quid gignitur ex hyaena et psittaco?
Animal uiribus ridendi in ioca sua eximum.

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 5
From: Norman McLeod <mcleodn@***********.NET>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Mon, 6 Jul 1998 18:49:40 -0400
>> >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.
>> >Trash Buffalo Plains to heal 3 damage from target Runner.

>> This is too weak. How about 1-4: Remove d6 damage from visiting runner.
5+:
>> Visiting runner takes one armor piercing damage. In any case, if you're
>> going to turn the runner, you can heal ALL damage, automatically at the
>> beginning of your turn.

>Ix-nay on that last thought, smoker. BP heals a *target* Runner, not
>necessarily the visiting Runner. Consider also that it heals one damage
>(maybe) for each Plains in play - not just under your control - and
>that each player can have six or seven in play.

I didn't notice that "target runner", which does indeed make it considerably
better, but you can't count on your opponent having many of them. Besides,
you can end up having each of the plains deal damage to you as easily as
heling you. I would even consider taking the damage out completely, but I
think you should make it 1-4 for healing.

>> >BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
>> >Use only once per turn, and only during your Legwork.
>> >Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from target
>> >Runner.
>> >[A shaman dressed in bear-furs and painting symbols on an obviously sick
>> >woman.]

>> Again, this is too expensive, remember biotech.

>Right: Remember Biotech. Excluding the Amerind expansion, there
>are... *two* Runners with Biotech, and one Spell, one Drone, and one
>Gear that can heal Runners, each with drawbacks. Shifting the ability
>to heal away from Runners and toward a harder-to-attack Contact is worth
>the randomness.

Ah, true, but again, I don't think I'd be willing o pay 6Y to heal my
Knuckles even without the risk. I'd rather just turn him. Part of the idea
of the other healing cards is that they can all be used on a shadowrun. It
does you very little good to be able to heal during the Legwork, at least
not often, when a runner must turn to heal.

>> >AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
>> >Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runner
>> >must use the Guard trait whenever possible.
>> >"Death is to be embraced, so the spirit can live."
>> >Concept: Donald Arganbright

>> Cool. How about "Guard +1"

>Nah. Knuckles, a 7/9 (A1), Guard-2? Stick some armor on him and say
>good-bye to most non-AP Challenges. Give him Dermal Plating and you can
>count most of the AP Challenges right out, too.

True. That could get really ugly.

>> >A GAME OF TURTLES AND GULLS / Special / 6¥
>> >All Runners who have a higher Body Rating than their Body become
>> >Turtles: Reduce their Attack rating to 0 and double their Body and
>> >Armor.
>> >All Runners who have a higher Attack Rating than their Body become
>> >Gulls: Double their Attack Rating. Gulls may not benefit from armor.
>> >Neither Turtles nor Gulls may use skills.

>> Cool. You could try to word it more carefully. You need to make the
>> difference clear between Body and Body Rating how about "higher than the
>> body rating printed on the runner"? Or something.

>It's meant to be variable that way -- ie, a Turtle can come out of its
>shell.

>Keep in mind that the actual space for card text is very limited.

I still don't understand the card. "All runners who have a Body Rating
higher than their Body become..." I assume you meant Body Rating higher than
their Attack rating? that was what confused me.

>> >DIRTY LITTLE SECRET / Special / X¥
>> >Unique. Target player loses X Reputation.
>> >"Just between us, my hoop!"
>> >Concept: Dan Weber

>> Whoa, that's really powerfull. It needs another restriction.

>Ummm, it *is* really restricted. How often do you have 10Y to toss
>around? And only to set your opponent back? Anything under than that
>isn't worth it (considering you can't use it in reaction to a player
>winning).

>Probably should frag itself, like False Mentor.

Like many cards in Shadowrun (i.e. Katana) it becomes very powerful in a
certain type of deck. In a Fuchi/Decker deck, players will spend 30Y on
block parties, and frequently. I guess you're right though, even a loss of
30 Rep isn't that bad. Maybe the card could be unable to put a player's rep
below zero or something.
Message no. 6
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Tue, 7 Jul 1998 05:49:16 -0700
Norman McLeod wrote:

> >> >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 targ=
et
> >> >Runner. 3-4: No effect. 5+: Visiting Runner takes one damage.
> >> >Trash Buffalo Plains to heal 3 damage from target Runner.

> >> This is too weak. How about 1-4: Remove d6 damage from visiting runn=
er.
> 5+:
> >> Visiting runner takes one armor piercing damage. In any case, if you=
're
> >> going to turn the runner, you can heal ALL damage, automatically at =
the
> >> beginning of your turn.

> >Ix-nay on that last thought, smoker. BP heals a *target* Runner, not
> >necessarily the visiting Runner. Consider also that it heals one dama=
ge
> >(maybe) for each Plains in play - not just under your control - and
> >that each player can have six or seven in play.

> I didn't notice that "target runner", which does indeed make it conside=
rably
> better, but you can't count on your opponent having many of them. Besid=
es,
> you can end up having each of the plains deal damage to you as easily a=
s
> heling you. I would even consider taking the damage out completely, but=
I
> think you should make it 1-4 for healing.

You've still got the possibility of having a nice plain-scape (AD&D
pun?) to cover your own tail. Send in a Runner with decent Armor, you
can end up healing a lot, if not the majority, of your other Runners. =

Being able to trash Plains to heal damage makes up for the potential
drawback of snuffing the visitor.

Healing Runners is a *major* part of the game; I can't see new cards
being admitted that *don't* have some drawbacks.

> >> >BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
> >> >Use only once per turn, and only during your Legwork.
> >> >Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from ta=
rget
> >> >Runner.
> >> >[A shaman dressed in bear-furs and painting symbols on an obviously=
sick
> >> >woman.]

> >> Again, this is too expensive, remember biotech.

> >Right: Remember Biotech. Excluding the Amerind expansion, there
> >are... *two* Runners with Biotech, and one Spell, one Drone, and one=

> >Gear that can heal Runners, each with drawbacks. Shifting the ability=

> >to heal away from Runners and toward a harder-to-attack Contact is wor=
th
> >the randomness.

> Ah, true, but again, I don't think I'd be willing o pay 6Y to heal my
> Knuckles even without the risk. I'd rather just turn him. Part of the i=
dea
> of the other healing cards is that they can all be used on a shadowrun.=
It
> does you very little good to be able to heal during the Legwork, at lea=
st
> not often, when a runner must turn to heal.

I wouldn't heal Knuckles; I would heal, say, Hatchetman, or Fastjack
(which drops the risk down to 3 or 4Y). This can cover damage from the
Iron Lung, or trying to make sure Tempest doesn't snuff a choice Runner.

A pure Biotech-er can heal Torgo as well as Ice Queen, so a card like
this shifts the balance a little toward the small-Runner side of the
pond.

Still, the deployment cost for both the Doctor and the Scout could
probably be dropped, since their 'per-use fees' are so high.

> >> >AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
> >> >Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runn=
er
> >> >must use the Guard trait whenever possible.
> >> >"Death is to be embraced, so the spirit can live."
> >> >Concept: Donald Arganbright

> >> Cool. How about "Guard +1"

> >Nah. Knuckles, a 7/9 (A1), Guard-2? Stick some armor on him and say
> >good-bye to most non-AP Challenges. Give him Dermal Plating and you c=
an
> >count most of the AP Challenges right out, too.

> True. That could get really ugly.

It's what I watch out for.

Still not sure about 'whenever possible'; although it's an interesting
limitation (zap Jade for a little, then snuff Stomper with Drive-bys)
it's not really a big limitation, given its advantage. I could see
keywording this as Armor, preventing some stack-ups, although it still
sits on top of Dermal Plating and Weapons, which can really make things
ugly.

> >> >A GAME OF TURTLES AND GULLS / Special / 6¥
> >> >All Runners who have a higher Body Rating than their Body become
> >> >Turtles: Reduce their Attack rating to 0 and double their Body and
> >> >Armor.
> >> >All Runners who have a higher Attack Rating than their Body become
> >> >Gulls: Double their Attack Rating. Gulls may not benefit from armo=
r.
> >> >Neither Turtles nor Gulls may use skills.

> >> Cool. You could try to word it more carefully. You need to make the
> >> difference clear between Body and Body Rating how about "higher than=
the
> >> body rating printed on the runner"? Or something.

> >It's meant to be variable that way -- ie, a Turtle can come out of its=

> >shell.

> >Keep in mind that the actual space for card text is very limited.

> I still don't understand the card. "All runners who have a Body Rating
> higher than their Body become..." I assume you meant Body Rating higher=
than
> their Attack rating? that was what confused me.

Uhhh.. damn. Typo on my part. "High Body than Attack Rating" is
correct.

> >> >DIRTY LITTLE SECRET / Special / X¥
> >> >Unique. Target player loses X Reputation.
> >> >"Just between us, my hoop!"
> >> >Concept: Dan Weber

> >> Whoa, that's really powerfull. It needs another restriction.

> >Ummm, it *is* really restricted. How often do you have 10Y to toss
> >around? And only to set your opponent back? Anything under than that=

> >isn't worth it (considering you can't use it in reaction to a player
> >winning).

> >Probably should frag itself, like False Mentor.

> Like many cards in Shadowrun (i.e. Katana) it becomes very powerful in =
a
> certain type of deck. In a Fuchi/Decker deck, players will spend 30Y on=

> block parties, and frequently. I guess you're right though, even a loss=
of
> 30 Rep isn't that bad. Maybe the card could be unable to put a player's=
rep
> below zero or something.

Hmmm. Funny, I play a Fuchi/Decker deck, and I've never spent that
much :) =


Keep your eyes open, rev 2 to the expansion should be on the list
Tuesday night. I think you'll enjoy the changes made to these and other
cards.


- Matt

------------------------------------
Quid gignitur ex hyaena et psittaco?
Animal uiribus ridendi in ioca sua eximum.

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm

Further Reading

If you enjoyed reading about Amerindian Expansion Set (1/1), you may also be interested in:

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