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Message no. 1
From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: Amerindian ideas (1/5)
Date: Sun, 12 Jul 1998 14:39:30 -0700
Please comment on these -- Be brutal! I like the ideas and I really would
like them to work, so I need your help.

LOCATIONS

Ancient Battle Ground / Amerindian Location / 2Y
Owner may turn any Mage or Shaman he/she controls to visit Ancient Battle
Ground and roll D6 adding +1 for every Amerindian runners that you turn.
1-5: Every runner in owner’s safehouse takes 2 pts AP damage
5-8: No effect
9+: Add +2 to the attack OR defense of spirits and spells this runner
controls; runner receives hermit and anti-social. Effects last for the
rest of game.
Burned out and Street Mages/Shaman must roll with a -1 penalty
Flavor: "A man leaves something in there and comes back with something=
else."
[A grassy field covered in fog. The spirits of the ancient warriors hidden
in the fog while the front of one Amerindian runner is seen as he walks out
of the fog. His posture is similar to one who is walking into a dual –
body erect, hands ready at his sides. His eyes are glazed over as with
cataracts and lightning sizzles at his fingertips.]

The Smoke House / Amerindian Location / 2Y
Owner may turn any Amerindian runner to visit the Smoke House. Roll D6.
1-3: Visiting runner takes 2 AP damage
4-6: Target mage or shamen is -1/+1 for one turn
7+: Target mage or shamen is -1/+2 and has the guard trait for one turn.
Modify die roll by -1 for every Burned out or Street Mage/Shaman you=
control.
Effects are cumulative.
[A huge fire masked with heavy smoke. Though the smoke you can barely pick
out men sitting cross-legged illuminated by the flames.]


RUNNERS

???help me out with a name??? / Shaman / 3Y
1/5 Amerindian/Elf. Stealth +2, Conjure +2. Pay 1Y for recon until the
end of turn.
Talks with ghosts receives a +1 to all rolls on any Amerindian location he
visits
[A very thin elf adorned with many pouches, beads, and feathers covering an
armored vest and a Helmut with a pair of night vision goggles turned up to
reveal a aged face with a faint smile]

???name??? / Mage / 6/1 Y
1/4 Amerindian/ Prime Runner /Human. Sorcery -3.
After Dances with Ancestors uses a spell, roll D6:
On a 4+ spell remains unturned.
[An old woman with a cane]

Sable / Ganger Scout / 6Y
4/4 Amerindian Elf. Stealth-1, Firearms-2, Technical.
During owners legwork phase, owner may pay 4Y, turn Sable and any gangers
controlled (no more than 5) and attack all gangers another player controls.
All gangers target players controls may participate in this runner Vs
runner combat.
Message no. 2
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: Amerindian ideas (1/5)
Date: Sun, 12 Jul 1998 22:56:34 +0200
Paul D. Ossman wrote:
>
> Please comment on these -- Be brutal! I like the ideas and I really would
> like them to work, so I need your help.
>
> LOCATIONS
>
> Ancient Battle Ground / Amerindian Location / 2Y
> Owner may turn any Mage or Shaman he/she controls to visit Ancient Battle
> Ground and roll D6 adding +1 for every Amerindian runners that you turn.
> 1-5: Every runner in owner’s safehouse takes 2 pts AP damage
> 5-8: No effect
> 9+: Add +2 to the attack OR defense of spirits and spells this runner
> controls; runner receives hermit and anti-social. Effects last for the
> rest of game.
> Burned out and Street Mages/Shaman must roll with a -1 penalty
> Flavor: "A man leaves something in there and comes back with something
else."
> [A grassy field covered in fog. The spirits of the ancient warriors hidden
> in the fog while the front of one Amerindian runner is seen as he walks out
> of the fog. His posture is similar to one who is walking into a dual –
> body erect, hands ready at his sides. His eyes are glazed over as with
> cataracts and lightning sizzles at his fingertips.]

I like the idea to strengthen magic. The chances should be a little
bigger to get the bonus. I would make it 1-4, 5, 6+. That way Amerindian
decks would get a nice boost and others would still be able to use this
card with 2 Amerinds averagely.
>
> The Smoke House / Amerindian Location / 2Y
> Owner may turn any Amerindian runner to visit the Smoke House. Roll D6.
> 1-3: Visiting runner takes 2 AP damage
> 4-6: Target mage or shamen is -1/+1 for one turn
> 7+: Target mage or shamen is -1/+2 and has the guard trait for one turn.
> Modify die roll by -1 for every Burned out or Street Mage/Shaman you control.
> Effects are cumulative.
> [A huge fire masked with heavy smoke. Though the smoke you can barely pick
> out men sitting cross-legged illuminated by the flames.]

I think this one is too ineffective to be used. Itīs cheap and safe to
play with, but there are too many other important things to do other
than strengthening a mage/shaman with 1 or 2 points. Then there are two
things that donīt fit the card concept: 2AP damage, and target Runner. I
donīt think a smokehouse should do that much damage, and I canīt see it
affecting external Runners, let alone another playerīs Runners.

>
> RUNNERS
>
> ???help me out with a name??? / Shaman / 3Y
> 1/5 Amerindian/Elf. Stealth +2, Conjure +2. Pay 1Y for recon until the
> end of turn.
> Talks with ghosts receives a +1 to all rolls on any Amerindian location he
> visits
> [A very thin elf adorned with many pouches, beads, and feathers covering an
> armored vest and a Helmut with a pair of night vision goggles turned up to
> reveal a aged face with a faint smile]

I know elves are cheap, but 3 Nuyen for his abilities are too little.
Name: how about Ragged Crow? Also I canīt picture someone wearing the
German chancellor ;oP.
>
> ???name??? / Mage / 6/1 Y
> 1/4 Amerindian/ Prime Runner /Human. Sorcery -3.
> After Dances with Ancestors uses a spell, roll D6:
> On a 4+ spell remains unturned.
> [An old woman with a cane]

Iīd make her a 5/1.

>
> Sable / Ganger Scout / 6Y
> 4/4 Amerindian Elf. Stealth-1, Firearms-2, Technical.
> During owners legwork phase, owner may pay 4Y, turn Sable and any gangers
> controlled (no more than 5) and attack all gangers another player controls.
> All gangers target players controls may participate in this runner Vs
> runner combat.

Great idea! This card is well done and fair.

Further Reading

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