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From: Matb <mbreton@**.NETCOM.COM>
Subject: Prime Runners Update for 2060 (Fictional Cards)
Date: Thu, 5 Mar 1998 18:11:15 -0800
Well, the clock is slowly slipping forward, and the Shadowrun universe
is just about to drop the New Year's Ball on 2060. What have the years
doen for our favorite SRTCG Runners?


DA' PROFEZZUR 2060 / Street Samurai / 7/1Y
7/6 (A1). Troll Prime Runner. Melee-2, Technical-1. 2Y: Da' Profezzur
counts as human until the end of turn. You may pay 2Y to negate any
effect which targets Trolls.

Looks like Da' Prof finally found that 'cure for goblinization'... sort
of. With Loki, the Humanis Policlub Member, and a few other effects
(even an enemy Festerin' Tusk!), his ability may stay in hot demand.


DIRK MONTGOMERY 2060 / Detective / 4/1Y
3/3. Human Prime Runner. Athletics-1. 2Y: Roll D6. 1-4: Search your
deck for a Contact and deploy it immediately. 5+: Trash a random
Contact you control.

Dirk was the subject of my Deck of the (Week?) column some time ago.
This is a slightly reworked version from that column.


DODGER 2060
...was glorfed by an unknown Matrix anomaly, possibly originating rfom
Renraku Arcology. No, seriously, I just couldn't top his already cool
power(s).


FASTJACK 2060 / Decker / 7/1Y
1/3. Prime Runner. Recon-2. Decking-4, Technical-4. 3Y: Once per
shadowrun, you may move a just-revealed Challenge to a Objective of your
choice. If there are no legal Objectives, trash Challenge.

Never liked FJ's ability. The Recon-2 nearly pulls the same thing off,
and the ability to move Challenges around can be really powerful itself.


GHOST WHO WALKS / Gang Leader / 8Y
5/5. Human/Amerindian Runner. Athletics-1, Firearms-2, Melee-1. You
may pay the deployment cost of any Special targetting your Runners to
cncel its effect and trash it.

After a nasty injury (in an as-yet unpublished novel), Ghost can no
longer run the shadows the way he used to. Instead, he's surrounded
himself with the Pale Moon Society, the Native American sprawl gang in
the _Secrets of Power_ trilogy, and has tried to set himself up as a
mover and shaker.. and does a pretty good job keeping his extended tribe
safe and secure.


GLITZ 2060 / Rocker / 4/4Y
3/2. Elf Prime Runner. Fame-8. Social-3.

Glitz finally pushed Maria Mercurial off the charts with his hit trid
single, "I Have No Mouth and Damn I'm Hungry". And after a sizzling
scandal affair with elven btl star Foxy Roxy, Glitz knows how to make
the screamsheets steam!


HATCHETMAN 2060 / Cyborg / 8/1Y
6/6 (A1). Human Prime Runner. Firearms-1, Melee-1. You must trash a
Hatchetman you control to put Hatchetman 2060 into play. 2Y: Turn to
trash a Hatchetman in play and restore 2 points of Essence on Hatchetman
2060. Transfer any Cyberware on trashed Hatchetmen to Hatchetman 2060.

There's a certain arrogance about him, passing street toughs and samurai
in the course of his business, looking over young mercs and realizing, I
was once *just* like them. Only now I'm better.

And occasionally, H'man 2060 is able to confront one of these razorboys,
and look back into his own youth, and regain some small portion of his
soul. Unfortunately, it usually result in the mirror being smashed, and
more cy'ware being implanted by the clinic....


JACK SKATER 2060 / Street Samurai / 6/1Y
4/6. Human Prime Runner. Firearms-1, Melee-1. Whenever a team Jack is
on scores a shadowrun, earn an additional amount of Reputation equal to
the number of Runner's on Jack's team.

This is, I confess, someone else's idea - but I like it so much I'm
including it here.


KHAM 2060 / Mercenary / 8Y
5/6. Ork Prime Lending Rate. Leadership-1, Social-1. Trash Kham and X
Ork Runners you control to add 2XY to your Credstick.

Kham, like Ghost, has given up the shady life of running and gone into
high finance. Gotta pay all the mercenaries somehow, ja?


RAVAGE 2060 / Street Samurai / 7/1Y
6/7 (A1). Human Prime Runner. Stamina. Athletics-3, Melee-2. Roll D6
whenever Ravage kills another Runner in Runner-on-Runner combat. 4+:
You must pay 2Y and Ravage attacks another Runner in play, even if only
your Runners remain. If you cannot pay, trash Ravage.

If I remember the story well enough, Ravage always seemed ready to snap
off and kill Skater for something or other. Or am I confusing the story
with a different novel? Ah, I dunno. At any rate, fits her name pretty
damn well.


RIKKI RATBOY / Street Shaman / 4/1Y
3/4. Human Prime Runner. Conjure-2. Trash a Spirit and reduce Rikki's
Conjuring one level to give him Sorcery+1 until the end of game. Trash
a Spell on Rikki and reduce his Sorcery one level to give him Conjure+1
until the end of the game. Trash Rikki to change his profession to
either Mage or Shaman.

...And I'm *serious* about that last sentence, because it can be done.


SALLY TSUNG 2060 / Mage / 6/1Y
3/3. Human Prime Runner. Conjure-2, Sorcery-2. Any player may spend
2Y to make Sally Yakuza until the end of turn.

Guru Point to anyone who can tell where I'm dredging up the Sally - Yak
connection from. Another set-up for the Underworld expansion.


SCATTER 2060 / Rat Shaman / 5/2Y
4/3. Ork Prime Rib. Anti-social. Conjure-3. Pay 1/2 cost of Spirits
given to Scatter (round up). Trash a Spirit on Scatter to return target
ork to the safehouse, or to give Scatter (A1) until end of turn.

She's gotten a little more deft in her usage of Astral things. Since
Kham left the shadowrunning scene for the bank (the same bank she's been
trying to break into!) she's become a little more active in the World,
making her a bit tougher. Like Ghost, though, she prefers to run things
behind the scenes.


SKWRAAAAAARK! 2060 / Cyborg / 8/1Y
8/8 (A2). Troll Prime Runner. Anti-social, Stamina. Melee-3. At the
beginning of your Legwork, reveal the top card of your draw pile. If
the card is Cyberware, deploy it on Skwraaaaaark! for free, otherwise
trash it.

Heh heh heh. This is a tricky one.


STATIC 2060 / Wiz Kid Decker and Secret Borg / 1Y
0/1. Human Prime Runner. Anti-social, Recon, Hermit. Decking-3,
Technical-1. Static cannot wear Armor. 16Y: Trash a Drug token on
Static to give him +15/+15 until the end of turn.

Never knew Static could do that, huh? Now you know why he has the
Technical skill -- to fix himself back up after he pops.


WHEELER 2060 / Rigger / 6/1Y
4/4. Dwarf Prime Runner. Leadership-1, Piloting-3. 1Y: Turn Wheeler
to force target player to search his deck and frag a Vehicle card. 2Y:
Turn Wheeler to trash target Vehicle in play. 3Y: Trash a just-revealed
Vehicle Challenge. Use this ability once per turn.


Whew! Hopes you likes!


-Matt


------------------------------------
I will work harder. -- Boxer: Animal Hero, First-Class

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.