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Message no. 1
From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: Amerindian ideas (2/5)
Date: Tue, 14 Jul 1998 11:56:06 -0700
Please comment on these -- Be brutal! I like the ideas and I really would
like them to work, so I need your help -- Thanks to Felix who made some
very helpful comments on the last set . . . and yes, it is helmet.
Thanks -- Paul O.

STINGERS

War Party /Stinger / 3Y
Play on any shadowrunning team.
Add +X/+X to each runner until the end of the turn. X= number of
Amerindian runners on the team minus 1d6 (minimum 1). Affected runners
will be fragged if they voluntarily pull out of the current or ANY future
shadowrun.
Flavor: "Retreat is weakness; weakness is death"
[A group of Amerindian runners wearing war paint while in full battle gear
– uzi’s armor, pistols, hand razors, cyberwear, etc]

SPECIALS

Coyote Totem
-2/+2 Stealth +1
Play on runner with conjure. No runner may have more than one totem. Frag
to return user to the safehouse at any point.
"You can’t hit what you can’t catch. You can’t catch what you
can’t=
see."
[A fleeing Elf Amerindian with a devilish grin on her face looking over her
shoulder as she is melding into the shadows of a dark and trash filled ally]

GEAR

Vulture feather -- Gear/Talisman – Unique -- 4¥
Play on any Mage. User receives -2/+2 and Stealth +1. User may return to
the safehouse at any point during the run; if user uses the talisman in
such a way; any number of players may turn a team of runners to
simultaneously intercept the remaining runners as they return to the
safehouse regardless of the outcome of the shadowrun.
Flavor: "Don’t worry . . . I’ve got your back"
[An grinning Amerindian in the foreground running towards the viewer while
in the background there is a massive battle where one team of runners is
being ambushed by several other teams.]

Eagle Feather -- Gear/Talisman – Unique -- Rare -- 4¥
Play on any Mage. User receives -2/+1 (A+2).
Frag eagle feather to avoid all damage taken in combat.


My thinking on this next one was that this spell would be a type of
Amerindian Hellbalst with a twist.

Call Ancient Warrior – Gear/Spell – Rare -- 5¥
Play on Runner with Sorcery. Turn to use the Attack Value of an ancient
warrior in place of user's Attack Value. Attack Value = 4+1d6. Before
turning, owner may pay 5Y to make all damage from the Ancient warrior armor
piercing for one turn. After turning, owner rolls D6 adding the user’s
sorcery if the runner is an Amerindian:
1-4: The Ancients are angered – Mage turns against runner team!
5 - 8: Normal effect
9+: Trash card – Mage controlls an 8/8 (A2) Ancient Warrior Spirit (Roll d=
6
at the beginning of each turn: on a 6+, spirit turns on all runners present.
Flavor: "Trust me, I know what I’m doing"
[An Amerindian mage with a look of terror as the spirit of an Ancient
warrior descends upon him]
Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Amerindian ideas (2/5)
Date: Wed, 15 Jul 1998 08:19:25 -0700
Paul D. Ossman wrote:

> War Party /Stinger / 3Y
> Play on any shadowrunning team.
> Add +X/+X to each runner until the end of the turn. X= number of
> Amerindian runners on the team minus 1d6 (minimum 1). Affected runner=
s
> will be fragged if they voluntarily pull out of the current or ANY futu=
re
> shadowrun.
> Flavor: "Retreat is weakness; weakness is death"
> [A group of Amerindian runners wearing war paint while in full battle g=
ear
> – uzi’s armor, pistols, hand razors, cyberwear, etc]

At the least, any effect which is going to affect future events ("ANY
future shadowrun") should be marked with a token. This is better than
the previous version (which, iirc, you could turn any number of Runners
to pump up the shadowrunning team) but, mechanically, a little off: I
can include *zero* Amerindian Runners and get a +1/+1 bonus (pretty
decent with four or five Deckers), yet, on average, a team having four
Amerindian Runners will get the same bonus (!) I understand the need to
limit the bonus, but there's no easy solution for the effect. ('D6 -
number of non-Amerindian Runners' doesn't work terribly well, either.)

> SPECIALS

> Coyote Totem
> -2/+2 Stealth +1
> Play on runner with conjure. No runner may have more than one totem. =
Frag
> to return user to the safehouse at any point.
> "You can’t hit what you can’t catch. You can’t catch what you
can=
’t see."
> [A fleeing Elf Amerindian with a devilish grin on her face looking over=
her
> shoulder as she is melding into the shadows of a dark and trash filled =
ally]

Stealth I can understand (although it's already covered by Rat). -2/+2
suggests a tortoise more than a Wolf: Coyotes gain their strength
through numbers, but are still pretty fierce individually.

Frag to return to the safehouse sounds more like a Rabbit Totem. :)

> GEAR

> Eagle Feather -- Gear/Talisman – Unique -- Rare -- 4¥
> Play on any Mage. User receives -2/+1 (A+2).
> Frag eagle feather to avoid all damage taken in combat.

Nota bene -- there already is an Eagle Feather in the set. Although its
Unique, it *is* NERPSable; and, like I said in another post, the Threat
bonus sits on too many other effects.

> My thinking on this next one was that this spell would be a type of
> Amerindian Hellbalst with a twist.

> Call Ancient Warrior – Gear/Spell – Rare -- 5¥
> Play on Runner with Sorcery. Turn to use the Attack Value of an ancien=
t
> warrior in place of user's Attack Value. Attack Value = 4+1d6. Befo=
re
> turning, owner may pay 5Y to make all damage from the Ancient warrior a=
rmor
> piercing for one turn. After turning, owner rolls D6 adding the user’=
s
> sorcery if the runner is an Amerindian:
> 1-4: The Ancients are angered – Mage turns against runner team!
> 5 - 8: Normal effect
> 9+: Trash card – Mage controlls an 8/8 (A2) Ancient Warrior Spirit (R=
oll d6
> at the beginning of each turn: on a 6+, spirit turns on all runners pre=
sent.
> Flavor: "Trust me, I know what I’m doing"
> [An Amerindian mage with a look of terror as the spirit of an Ancient
> warrior descends upon him]

'Mage turns against Runner team' ==> 'User engages present Runners in=

Runner-vs-Runner combat', I suppose. Since there are only two Mages
that possess Conjure (that's including AEX itself), gaining a Spirit
does nothing, since it's immediately trashed. The usefulness of a
Spirit that may simply turn against the user isn't terribly high, since,
like Adam Bomb, it's going to happen sooner or later.

The joy behind Fireball is that it can quite often have an
'armor-piercing' effect -- since most Challenges and Runners have armor
in the 1-3 range, it essentially does D6 armor-piercing damage. The
nuyen cost to switch this to AP damage isn't worth it, especially since
the spell does "only" 5-10 damage, and has the possibility of a serious
drawback as well.

But keep em coming. They're interesting!



- Matt

------------------------------------
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- Kanya Vashon McGhee

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Further Reading

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