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Message no. 1
From: Matb <mbreton@**.NETCOM.COM>
Subject: Amerindian Expansion Set (2/2)
Date: Fri, 10 Jul 1998 09:51:30 -0700
Runners, Gear, Specials and Stingers.

* RUNNERS *

BUCKSHOT / Mercenary / 6¥.
5/4. Ork. Firearms-1. If Buckshot is holding a Ranged Weapon, any
number of Ammo cards may be deployed on it.
[An Aluet, turning a piece of scrimshaw over and over in his hands.]

DANIEL SHEEMAHANT / Mercenary / 8/1¥
4/5. Amerindian/Human. Firearms-2, Leadership-1, Melee-1. 2¥: Turn
Daniel Sheemahant to return target Mercenary to the safehouse.
Concept: Wayne Shelden

DAUGHTER OF THE PINES / Tribal Shaman / 5¥
3/4. Amerindian/Dwarf. Biotech-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 / Tribal Warrior / 5¥
3/4. Amerindian/Dwarf. Athletics-1, Melee-1. 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 a +1/+1 Experience token 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
does not turn to use Indirect Fire.
"I'll be so far away, you won't even hear the shot."
Concept: Paul Ossman

STORMCLAW / Tribal Shaman / 5¥
3/3. Amerindian/Elf. Sorcery-1, Conjure-1.
[An Indian with a wolf head dress looking up into a rainstorm.]
Concept: Donald Arganbright

THUNDERSTORM / Rocker / 4¥
3/4. Elf. If Thunderstorm is present when an Objective is scored, he
gains Fame +1. If the Objective was a Kiva, place a +1/+1 Experience
token on Thunderstorm.
Concept: Wayne Shelden/Rob Thomas

VALKYRIE / Tribal Warrior / 6¥
3/3. Amerindian/Human. Conjure-2. Frag Valkyrie when target Runner is
killed. Place target Runner into your hand instead (frag all Gear
target Runner was holding).

YOUNGEST WOLF BROTHER / Tribal Shaman / 5¥
4/4. Amerindian/Human. Athletics-1, Melee-2. Youngest Wolf Brother
gains +2/+2 if he is the only Runner in a shadowrunning team.


* 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

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.)
"Is it really the world you see? Or only what you expect the world to
be?"

CHIEF'S BAHOS / Gear (Magic/Prayer Stick) / 5¥
Play on a Tribal Runner. Runners may not use special traits or
abilities while holding Prayer Sticks.
User gains Leadership +1. Turn user and trash Chief's Bahos to end any
Runner-vs-Runner combat.

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. Trash
Eagle Feather to heal one damage from user.

FALLEN WARRIOR SPIRIT / Gear (Spirit) / 6¥
Play on Shaman with Conjure-2.
When Fallen Warrior Spirit is deployed, frag Runner in target player's
trash pile. Fallen Warrior Spirit has a Threat Rating equal to fragged
Runner. When Fallen Warrior Spirit is trashed it is fragged.
"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 you control. (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 ot Sorcery +1 until the end
of turn.

RAVEN FEATHER / Gear (Miscellaneous) / 3¥
+1¥ to any Gear deployed n user. Cancel any effect which would trash
Gear this Runner is holding. Turn user and trash Raven Feather to
retrive the top Gear card from your trash pile.
Concept: Paul Ossman

SPIRIT BAHOS / Gear (Prayer Stick) / 5¥
Play on a a Mage or Shaman. Runners may not user special traits or
abilities while holding Prayer Sticks.
Conjure +1 to user. Trash Spirit Bahos to give +1/+1 to all Spirits
user is holding until the end fo
turn.
"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

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¥
Runners may not use special traits or abilities while holding Prayer
Sticks.
User gains Melee +1. Trash Warrior's Bahos to have user inflict damage
first. Trash Challenges or Runners killed by this damage (Challenges or
Runners do not inflict damage).
"I will tell the god's to bring rain, 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


* SPECIALS *

A GAME OF TURTLES AND GULLS / Special / 6¥
All Runners who have a higher Body than their Attack Rating become
Turtles: Reduce their Attack rating to 0 and double their Body and
Armor.
All Runners who have a higher Attack than their Body Rating 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. Frag when played.
"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. Trash all Gear user is holding.

PIT OF FIRE ANTS / Special / 4¥
Target Runner is turned and does not unturn during the Refresh phase. =

Fire Ants inflicts one armor-piercing damage to target Runner during
owner's Refreash phase. Owner of target Runner may turn a Runner with
Biotech to frag Pit of Fire Ants.

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."

THE OLD CALENDAR / Special / 6¥
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) 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 = half 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 before committing other Runners.
A Shaman may only hold one Totem.


* STINGERS *

FOOTFALLS IN THE MIST / Special (Stinger) / 1¥
Play when target Challenge has been sleazed during a shadowrun. Return
the Challenge to owner's hand.

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) / 2¥
Turn an Runner you control to look at one random card 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

POINT OF NO RETURN / Special (Stinger) / 5¥
Play when target player is within 20 Reputation of winning the game. =

Cancel the effects of any card that would cause target player to lose
Reputation. Any cards that go to target player's trash pile are
fragged.
"That's it. There's no turning back."

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



(The best is yet to come!)


- 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: "(Ryan Smith)" <SnakeIzBac@***.COM>
Subject: Re: Amerindian Expansion Set (2/2)
Date: Fri, 10 Jul 1998 13:46:37 EDT
In a message dated 98-07-10 11:07:30 EDT, you write:

<< 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.) >>


Oh man this is a Beautiful Card.... Wow.. I love it!
Message no. 3
From: Sorrow <sorrow@*******.ORG>
Subject: Re: Amerindian Expansion Set (2/2)
Date: Fri, 10 Jul 1998 12:54:19 -0500
><< 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.) >>
>Oh man this is a Beautiful Card.... Wow.. I love it!

No way! There has got to be a way for SWSS to get rid of the card.
What if it turns out to be a challenge (or some other card that the owner
doesn't care about)? He's not going to care about getting the card back.
You just paid 3Y to get a card that will net you nothing, causes you to lose
decking and no way to get rid of it.

Sorrow
---
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
Message no. 4
From: cyberbunny <cyberbunny@*****.COM>
Subject: Re: Amerindian Expansion Set (2/2)
Date: Fri, 10 Jul 1998 14:02:40 -0400
This card helps opponents. It takes a card from the top of their library and
lets them get it for 1 nuyen, like a hibrow kind of. Make it:

Use during your legwork phase. 1 nuyen: turn sees water, sees sky to look at
target players hand for 10 seconds and choose a card. Place this card
underneath sees water, sees sky. Player may retrieve a card by paying 1
nuyen during their legwork phase. Sees water, sees sky has decking -1 per
card under him.

<< 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.) >>


Oh man this is a Beautiful Card.... Wow.. I love it!
Message no. 5
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Amerindian Expansion Set (2/2)
Date: Sat, 11 Jul 1998 03:44:30 -0700
Shortly before the dawn of the Sixth World, cyberbunny
<cyberbunny@*****.com> wrote:

> This card helps opponents. It takes a card from the top of their =

> library and lets them get it for 1 nuyen, like a hibrow kind of. Make
> it:

Actually, SWSS affects "target player" -- that includes yourself. 3Y to
draw a card, or stuff one out of play for a while. Hmmmm. Not bad.

Additionally, target opponent pays *you* (not just subtracts money from
his Credstick). So, getting money for doing your opponent favors really
isn't that bad of a deal.

One way to make the card stronger would be to place the card face down
beneath SWSS, without looking at it. But the card's kind of rambling as
it is.

And previously, Sorrow wrote:

> No way! There has got to be a way for SWSS to get rid of the card.
> What if it turns out to be a challenge (or some other card that the
> owner doesn't care about)? He's not going to care about getting the =

> card back. You just paid 3Y to get a card that will net you nothing, =

> causes you to lose decking and no way to get rid of it.

Yuh pays yuh money, yuh takes yuh chances. :)

Of course, you can always get rid of the card by not paying his Upkeep.

> ><< SEES WATER, SEES SKY / Prime Decker / 6/1¥
> > 2/3. Amerindian/Elf. Decking-2. 3¥: Turn Sees Water, Sees Sky an=
d
> > 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.) >>


- 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. 6
From: Wayne Shelden <angel_of_wrath@****.COM>
Subject: Re: Amerindian Expansion Set (2/2)
Date: Sat, 11 Jul 1998 09:36:38 -0500
>Runners, Gear, Specials and Stingers.
>
> * RUNNERS *

>DANIEL SHEEMAHANT / Mercenary / 8/1¥
>4/5. Amerindian/Human. Firearms-2, Leadership-1, Melee-1. 2¥:
>Turn
>Daniel Sheemahant to return target Mercenary to the safehouse.
>Concept: Wayne Shelden

acctually, it should be : Concept: Wayne Shelden/Native American Nations
Vol 2.
This guy is acctually in the sorce book. Hmmmmm, maybe he should be a
prime runner then?

Anyway, glad you like it,
Wayne

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Further Reading

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