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Message no. 1
From: ">>>>> Axlrose - ... <<<<<" <axlrose@**********.COM>
Subject: Re: Bioware cards with a few more... (long)
Date: Mon, 2 Mar 1998 09:16:32 -0500
At 08:31 PM 2/28/98 -0500, you wrote:
>Hello all, i was making up a deck today and I realized that there weren't
nearly enough >different cyberware cards. So I grabbed the RPG sourcebook,
Shadowtech and I went to >work on a few ideas, here's what I've come up with.

I really like the ideas you presented. Yet one overall point I have
noticed especially lately with all the decks being posted is how few people
are adding cyberware cards to them. There might be the dermal plating but
how often do you see muscle replacement, smartgun link, or wired reflexes?
By the time those cards do come up and are added to the runner, your
opponent could have already ran an objective or two. So they seem to be
replaced with challenges *shrug*. Still, your ideas are great.


>Bone Lacing
>Type: Gear(Cyberware)
>Cost: 3Y
>Text: -3 Essence and +2/+0(A+1) to user. Bone Lacing may be used with
Armor cards. >Limit one per Runner.

This sounds like the aluminum version at titanium essence cost. *smirk*


>Encephalon
>Type: Gear(Cyberware)
>Cost: 3Y
>Text: -2 Essence to user. Play on a runner with Decking. User gets
Decking +1.

>Tactical Computer
>Type: Gear(Cyberware)
>Cost: 3Y
>Text: -2 Essence to user. User gets +2/+0 when using any Ranged Weapon.
+1 to any >Burst Fire roll.

Possibility that smartgun link can (not?) be used with this, for the two
would be counter-intrusive?


>Olfactory Booster
>Type: Gear(Cyberware)
>Cost: 4Y
>Text: -1 Essence to user. If the Challenge just revealed was an Awakened
Challenge, >the player may pull his team out of the shadowrun immediately
without facing the >Challenge.
>Flavor: "*sniff*sniff* Uhm... you smell that?"

>Orientation System
>Type: Gear(Cyberware)
>Cost: 2Y
>Text: -1 Essence to user. User cannot be considered fragged.
>or
>Cost: 7Y
>Text: -1 Essence to user. Use in place of a Shadowrun. User may visit
any player's >Location cards. Normal costs and restrictions apply.

>-------------------------------------------------------------------------
>New rules for following cards:
><Append to the section on Gear and Categories>
>Bioware: Treat all Bioware cards as Cyberware cards except for the
following exception. >Bioware has a Body Cost instead of an Essence Cost.
A runner can hold up to X Body >Cost points worth of Bioware, where X is
equal to the unmodified Body of the runner.
>Example: Glitz has a Beretta and Dermal Plating. Glitz starts as a 3/2,
the Beretta >and the Dermal Plating make him a 5/5(A1). Glitz can still
only hold 2 points of >Bioware because he is originally a 3/2.

Two points I would like to add. First, what does everyone think of the
potential of having fractions of essence cost lost, that is -0.5 but
treated as -1 in general cases? Using the two examples above, olfactory
booster and orientation system, they would be considered -0.5 essence each
to user. To me, there essence loss at -1 each seems too steep considering
what they could do.

Second, considering Hatchetman 2057 with his essence loss freedom, would
the Bioware numbers affect him as with Glitz above, or is he able to layer
it on?


>All Bioware cards are limited to one of each card per runner.

>Note: Not paying for the upkeep (the number after the slash in the cost
category) turns >the runner until the owner's next turn.

>Platelet Factory
>Type: Gear(Bioware)
>Cost: 3/1Y
>Text: 2 Body Index. All damage applied to user is 1 less. Limit one per
runner.
>Flavor: "You'll never bleed to death again."

>Symbiotes
>Type: Gear(Bioware)
>Cost: 3/1Y
>Text: 2 Body Index. Remove 1 damage token from user during the Legwork
>Phase.
>Flavor: "Are you hungry?"

And my quick, thought up addition to the above -

Stuffer Shack
Type: Location
Cost: 2 Nuyen
Text: Turn runner to visit the local Stuffer Shack and roll D6 for each
visiting runner.
On a roll of 1, runner steals 1 Munchie or 1 Nuyen. On a roll of 2-4,
runner obtains 3 Munchies - a Munchie can be consumed to avoid the upkeep
payment cost for symbiotes. On a roll of 5-6, Lone Star takes runner to
the station. Runner considered fragged until end of owner's next turn when
runner returns turned.


>Synthacardium
>Type: Gear(Bioware)
>Cost: 3Y
>Text: 3 Body Index. User gains Athletics +1 and +0/+1.

>Orthoskin
>Type: Gear(Bioware)
>Cost: 3Y
>Text: 3 Body Index. User gains +0/+1(A+1). Orthoskin cannot be deployed
on a runner >with Dermal Plating and vice versa. Orthoskin may be used
with other armor.

>Tailored Pheromones
>Type: Gear(Bioware)
>Cost: 3Y
>Text: 2 Body Cost. Roll a D6 when a Personnel Challenge is revealed. On
a 4+ user >gains Social +1
>Flavor: "Do I smell alright?"

>Adrenal Pump
>Type: Gear(Bioware)
>Cost: 3/1Y
>Text: 3 Body Cost. +4/+1 to user and user gains Anti-social.

Perhaps Munchies could be used here also to alleviate some of the hyper
activeness of the runner, that is, to avoid the upkeep cost.


>Suprathyroid Gland
>Type: Gear(Bioware)
>Cost: 2/1Y
>Text: 3 Body Cost. +2/+2 to user.

>Cerebral Booster
>Type: Gear(Bioware)
>Cost: 4Y
>Text: 2 Body Cost. User gains +1 to Sorcery, Conjuring, Technical, or
Decking. User >must have the skill before Cerebral Booster is deployed to
get the bonus.

>Damage Compensator
>Type: Gear(Bioware)
>Cost: 3Y
>Text: 2 Body Cost. User gains Stamina.

>Pain Editor
>Type: Gear(Bioware)
>Cost: 5Y
>Text: 3 Body Cost. Double the user's body during the Shadowrun Phase.

So for healing purposes, would the runner need to heal up to his normal
body or any extra from the pain editor? That is, if the body is normally
3, during the run the runner takes 4 points of damage, would he need to
heal (3 - (4/2)) 1 point or 4 points?


>Synaptic Accelerator
>Type: Gear(Bioware)
>Cost: 3Y
>Text: 3 Body Cost. Roll D6 after each combat user survives. On a 5+,
user inflicts >damage a second time.

Similar to wired reflexes except cost is 5 nuyen and a roll of 4+ inflicts
damage a second time...


>Trauma Damper
>Type: Gear(Bioware)
>Cost: 2Y
>Text: 2 Body Cost. User gains -1 to the fatigue caused by damage.

>Toxin Exhaler
>Type: Gear(Bioware/Weapon)
>Cost: 2Y
>Text: 2 Body Cost. May only be used once per turn. Use attack value of
Toxin Exhaler >in place of user's attack value. Attack Value: D6+2 (+1 for
each point of Melee on >user).
>Flavor: "Oh, Speaking of a bad case of dog-breath...."

>Enhanced Articulation
>Type: Gear(Bioware)
>Cost: 3Y
>Type: 1 Body Cost. User gains Athletics +1

>Muscle Augmentation
>Type: Gear(Bioware)
>Cost: 4Y
>Type: 3 Body Cost. +2/+2 to user and user gains Athletics +1.

Very similar to muscle replacement, a card many seem to not use. *shrug*


>I tried to translate the Shadowtech Book (which I still have the
compounds, chemistry >and gene-tech to go) as best I could. The upkeeps of
each piece of bioware represents >the runner's increased need for either
more nutrition or additional chemicals that the >body would need to
survive. If you don't pay the cost, your runner is helpless. >Should the
runner be trashed instead?

I would not want that, the runner being trashed. If that was the case,
what good would having bioware be? The moment you can not upkeep the cost,
the runner ~dies~? I can see with prime runners, don't pay the cost, they
walk and do business elsewhere, for aren't we the players technically
'gang' leaders telling our runners what to do and all?
And add that some of the above cards are similar to cyberware without an
upkeep cost, if someone really wanted a runner to have them, they would
probably go the pay-once route and worry about upkeep costs elsewhere.


>Some items in the book just wouldn't work for the the card game (unless
they >implemented more drug cards and added poison, poison gas(the Poison
Gas Trap is an >Electrical Challenge) and disease stuff). All of the ideas
need a lot of help from you >guys to become cool enough for me to be happy
with. Give me your feedback.

>What do you guys think?

An idea that could go along with the above. I did see one version of this
on someone's web page or they posted it, I forgot with the age, but how
about this idea -

Delta Clinic
Type: Location
Cost: 5 nuyen
Text: Delta Clinic must be attached to a Corporate Location (HQ), that is,
there must already be a headquarters in play to turn to. 2 Nuyen: Turn
visiting runner to obtain
1 bioware or 1 cyberware gear card at one less (+1?) the essence loss, with
a minimum being -1 to user. Bioware patients receive 3 Munchies tokens
upon leaving.

Credit due to whoever originally proposed the idea with my additions as
noted. I feel with the rarity of delta clinics in the Shadowrun world as
it is, the cost should justify that. Plus this gives those Corporate
Location cards some usage besides place holders in binders.

To Bradley, I hope this was helpful for you did ask for feedback. The
others, any comments or complaints, besides this being too damn long?


>Bradley Aaron Rebh
>>>>>Axlrose - eating Munchies!!!<<<<<
Message no. 2
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Re: Bioware cards with a few more... (long)
Date: Mon, 2 Mar 1998 11:53:52 -0500
On Mon, 2 Mar 1998, >>>>> Axlrose - ... <<<<< wrote:

> >Tactical Computer
> >Type: Gear(Cyberware)
> >Cost: 3Y
> >Text: -2 Essence to user. User gets +2/+0 when using any Ranged Weapon.
> +1 to any >Burst Fire roll.
>
> Possibility that smartgun link can (not?) be used with this, for the two
> would be counter-intrusive?

I'm pretty sure the two were compatible in the RPG, I don't see why they
wouldn't be. Technically, they do two completely different things. The
Tactical Computer tracks the target where the Smartgun Link tracks the
gun. At least that was the impression that I got.

> >Orientation System
> >Type: Gear(Cyberware)
> >Cost: 2Y
> >Text: -1 Essence to user. User cannot be considered fragged.
> >or
> >Cost: 7Y
> >Text: -1 Essence to user. Use in place of a Shadowrun. User may visit
> any player's >Location cards. Normal costs and restrictions apply.

I thought of somethign even better:
Text: -1 Essence to user. 2Y:Turn user and roll D6. On a 5+ search your
deck for a Location card and put it in your hand.
Flavor: "Yeah, I know where that's at, but it's gonna cost ya..."

> Second, considering Hatchetman 2057 with his essence loss freedom, would
> the Bioware numbers affect him as with Glitz above, or is he able to layer
> it on?

One way to allow Hatchetman 2057 to take advantage of the Bioware would
be to label all the cards: Gear (Cyberware/Bioware)

That would get around a lot of the cyber/bio stuff, otherwise I'd say that
Hatchetman is limited to good ol' fashioned metal and chrome.

> >Symbiotes
> >Type: Gear(Bioware)
> >Cost: 3/1Y
> >Text: 2 Body Index. Remove 1 damage token from user during the Legwork
> >Phase.
> >Flavor: "Are you hungry?"
>
> And my quick, thought up addition to the above -
>
> Stuffer Shack
> Type: Location
> Cost: 2 Nuyen
> Text: Turn runner to visit the local Stuffer Shack and roll D6 for each
> visiting runner.
> On a roll of 1, runner steals 1 Munchie or 1 Nuyen. On a roll of 2-4,
> runner obtains 3 Munchies - a Munchie can be consumed to avoid the upkeep
> payment cost for symbiotes. On a roll of 5-6, Lone Star takes runner to
> the station. Runner considered fragged until end of owner's next turn when
> runner returns turned.

That sounds pretty cool. I like the idea. :)

> >Pain Editor
> >Type: Gear(Bioware)
> >Cost: 5Y
> >Text: 3 Body Cost. Double the user's body during the Shadowrun Phase.
>
> So for healing purposes, would the runner need to heal up to his normal
> body or any extra from the pain editor? That is, if the body is normally
> 3, during the run the runner takes 4 points of damage, would he need to
> heal (3 - (4/2)) 1 point or 4 points?

If the runner had a 3 body and he took 4 damage, the runner would die
during the End Phase when his/her body would go back to normal. If I
remember right, the pain editor only works when the user is worked up.
So eventually the runner would stop being numb and realize exactly how
much damage he/she has taken. The doubling of the body would only take
effect during the Shadowrun Phase.

> I would not want that, the runner being trashed. If that was the case,
> what good would having bioware be? The moment you can not upkeep the cost,
> the runner ~dies~? I can see with prime runners, don't pay the cost, they
> walk and do business elsewhere, for aren't we the players technically
> 'gang' leaders telling our runners what to do and all?

I agree completely, I was just worried I wasn't making the cards and
effects cost enough.

> And add that some of the above cards are similar to cyberware without an
> upkeep cost, if someone really wanted a runner to have them, they would
> probably go the pay-once route and worry about upkeep costs elsewhere.

I agree, was just trying to stick to what the bioware actually did.
Muscle Augmentation for instance is identical to to Muscle Replacement
save for Quickness will allow you to help with Reaction

Also, some cards may be the same, but you're still limited to 6 essence,
so say you have a runner with Dermal Plating and Muscle Replacent, no room
for Wired Reflexes? Use a Synaptic Accelerator instead! See?

Thanks for the imput, it was greatly appreciated. Look for part to when
I add in my ideas for better living through chemistry. :)

-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------

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