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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Shadowrun card ideas... [Part 1]
Date: Sun, 22 Mar 1998 20:26:02 -0800
>>>>> Axlrose - ... <<<<< wrote:

> Here are the e-mails as I sent them to FASA. A few of the cards I have
> already posted onto the list and of those, a few I got replied to. Was
> only until I sent the cards out via private e-mail did I get any major
> feedback. I also left my comments afterwards.

> Dikote 1 - Gear (Accessory)
> Cost: 2 Nuyen
> Text: "Play on any personal gear (cyberware/weapon) or gear (hand-to-hand
> weapon) and add +1 to attack value of gear. Roll D6 after each use. On a
> 4+, trash Dikote 1 card. Once applied, card can not be transferred."
> Picture: Crossed hand razors with a sparkle of light on the tip.
> Flavor: "Let's see Ginsu! top that one!!!"

A bit minimal in its use -- I don't see too many people using Ammo cards
(with the exception of APDS) because it's hard getting the three-card
combo going. With only a +1 to attack value, it's got even less of an
effect that Explosive Ammo (the easiest comparison). I'd drop the cost
(to 0) or add in some secondary effect.

The wording can be streamlined to just: "Play on any Hand-to-Hand
Weapon..."

> Dikote 2 - Gear (Accessory)
> Cost: 4 Nuyen
> Text: "Play on any personal gear (armor) and add +1 to armor value of gear.
> Armor trashed through use trashes Dikote 2. Roll D6 after each use. On a
> 4+, trash Dikote 2 card. Once applied, card can not be transferred."
> Picture: Runner in full armor holding up a bottle of wax (in a commercial).
> Flavor: "Bullet proof, rust proof, weather proof but not cost proof..."

Ditto the above. Streamlined wording: "Play on any Armor. (A+1) to
user...." The 'if Armor gets trashed, so does Dikote' doesn't need to
be there. Incidentally, I'd probably have both Dikote and Armor trashed
together, no matter what (pretty hard to scrape off only the coating);
the bonus to Armor is definitely worth the drawback.

> Delta Clinic - Location
> Cost: 5 nuyen
> Text: "Delta Clinic must be attached to a Corporate Location (HQ) card. 2
> Nuyen: Turn visiting runner to obtain 1 bioware or 1 cyberware gear card at
> one less (+1?) the essence loss, with a minimum -1 to user. Bioware
> patients receive 3 Munchies tokens upon leaving."
> Picture: A very high tech and modernized medical facility with masked doctors.
> Flavor: "Only the finest are created here... at a price."

Ahhh, now I remember these. I'd change the "attach to HQ" to "must have
HQ in play," which simplifies things a little (and keeps the Clinic
going after the HQ gets bombed). As you can see with the Virus tokens
and 'arrests', any new rules mechanics need to be explained on all the
cards that generate the particular effect, so you'd have to explain
Munchie tokens on this card as well. (I'm hoping FASA will take the
time to update the basic rulebook in First Run / Second Run / Third (?)
Run etc. to include the new rules mechanics generated in expansion
sets.)

Lower Essence cost doesn't seem to be *that* much of a problem, but the
text ought to be clarified as to whether the owner still has to pay
Deployment costs (I say yes).

Incidentally, wasn't a particular someone complaining about the number
of tokens in the game? :)

> Stuffer Shack - Location
> Cost: 2 Nuyen
> Text: "Turn a 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 - a
> Munchie can be consumed to avoid the upkeep payment cost of certain bioware
> cards OR roll D6 : a roll of 1-3 drains -1/-1 while 4+ energizes a runner
> +1/+1 until end of turn. On a roll of 2-4, runner obtains 3 Munchies. 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."
> Picture: A typical convience store front at night with a couple runners
> hanging around while Lone Star patrols near-by.
> Flavor: "Munch-a-munch-a-munch-a-munch, Munchies hit the spot!"

Wow. And I thought GenLab had a lot of text (and never mind to TR/PR
specials).

Streamlined text:
"Turn visiting Runner and roll D6. 1: Add 1Y to your Credstick OR
add 1
Munchie token to Runner. 2-4: Place 3 Munchie tokens on visiting
Runner.
5-6: Runner is arrested. Return Runner to owner's hand (trash all
Gear on
Runner). Trash a Munchie token and roll D6: 1-3: -1/-1 to user until
end
of turn. 4+: +1/+1 to user until end of turn."

This keeps the D6 rolls separate and clear as to their effect.

Well, this seems like a necessary card if the Bioware was to be
incorporated, but, ahh, I won't go into length on those.

Next post!


-Matt

------------------------------------
Beware the man who casts two shadows.

GridSec: SRCard / Wolf in Shepherd's Clothing
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