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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: [Fictional Cards]: Aztechnology Corporation
Date: Sat, 11 Apr 1998 15:12:21 -0700
Donald Arganbright wrote:

> >MEDELLIN / Runner: Ganglord / 6Y
> >5/3. Ork. Melee-1, Street-2. Medell=ECn receives two Drug tokens
> from Club Vortex (instead of one). Any player may pay Medellin's owner=

> 1Y to move a Drug token from Medellin to a Runner they control.

> Ok. I don't really know why I would want my oppents to have access to
> my drugs, but ok.

The Medellin drug cartel was/is infamous for the amount of drugs
(particularly cocaine) they ship to the US.

The Runner works in a couple of different ways -- for one, he allows you
to 'trade' tokens among your own Runners, which is a much more powerful
effect than I originally intended (although it's still risky, the owner
should end up paying something for the ability). It also lets you trade
resources with a cooperative player, or catch up to a player willing to
siphon off your tokens.

Medellin's the perfect target for a drive-by... that was deliberate. =

I'm not overly fond of cards that rely on other specific cards to work,
but I crossed myself on this one.

> >YASMIN / Runner: Aztechnology Blood Shaman / 6/2Y
> >2/1. Amerindian/Human. Prime Runner. Biotech. Conjure-2. Turn
> >when target Runner is trashed from combat. Return target Runner to
> >play under your control. You remain owner of target Runner while
> >Yasmin remains turned (you may choose not to unturn her during your
> >Refresh phase.) Return Runner to owner's safehouse when Yasmin
> >unturns.

> I like this except for one thing. With the 2¥ upkeep I would rather
> that when Yasmin unturns that the controled runner is then trashed not
> given back to my opponent. The runner died once, had his soul borrowed=

> for a while (at a rather expensive cost), so let him stay dead.

M'm, I figured that the blood magic ceremony she performs restores the
Runner to life; if it so happens that she can no longer control the
Runner, he runs back home. It also makes 'stealing' Runners much more
difficult -- especially an opponent's Prime Runner! - since it means
they may eventually go back to their owner. C'est la vie - no easy
choices in the shadow.

The ability to keep your own Runners around nearly indefinitely is an
intended side-effect... Azzie's notoriously tough that way. Her
secondary abilities (Biotech, shaman) make the choice to use her solely
to return Runners to life pretty difficult. She still needs tweaking,
though: I'd probably drop the Conjure down to one (no Ally Spirits,
ma'am) and add on a second skill or ability (h'm, a 2/1 with Stamina..
j/k.)

> >ZOCATL / Possessed Runner / 0Y
> >6/6. Anti-social, Hermit, Stamina. Lose 5 Reputation at the end of an=
y
> turn Zocatl is in play. During each of your Refresh phases, place a
> -1/-1 token on Zocatl. When Zocatl is trashed, he is fragged.

> I have a problem with this. Granted a 6/6 with stamina for 0¥ sounds=
to
> good to be true. But the -30 rep is just evil. Rep is too valuable to=

> loose to a runner in this way. And there is no way that 1 6/6 guy is
> going to give me more than he takes in this way. I would change it so
> that when the runner is deployed you loose 10 rep and raise his cost to=

> 2¥.

One 6/6 Runner might not give you that much .. but four coming into play
at the same moment just might. (Take that, Bugs!) Incidentally, since
all these Runners are meant to be used with Aztechnology in play,
there's a second strong usage for him.. sacrificed on the temple altar.

> >BLOOD SPIRIT / Gear (Magic/Spirit) / 4Y
> >4/4 Spirit. Play on a Runner with Conjure-2. Turn Blood Spirit and
> >roll D6: 1-2: Trash user. 3+: Place a -1/-1 token on target present
> >Runner. Blood Spirit gains +1/+1 each time this ability is used.

> This one is also a little unusable. There are not that many Conjure-2
> shamans out there with buff bodies. You might be able to raise it two
> or three points. But as soon as the shaman takes one point of damage
> bye-bye shaman and spirit. I would change it so it requires Conjure-1
> and add the line - Blood Spirit connot be traded amoung runners.

"Target present Runner" may also include other Runners in the safehouse,
opponent Runners in combat, and so on. (Of course, it's also possible
to bleed off one Shaman into the Spirit and then give it to another
Runner. Keeping it at the Conjure-2 level limits that possibility by a
considerable degree.) You got to think crafty. These old Aztec blood
rites are *difficult*.

> >JAGUAR TOTEM / Special (Totem) / 3Y
> >Play on a Shaman. Turn user when target Runner uses a Gear/Magic >car=
d
> and roll D6: 1-3: Trash user. 4+: User may engage target Runner >in
> Runner-on-Runner combat. Resolve as normal.
> >"They strike from out of the jungle, a moving blur -- and return to
> >the forest with blood on their claws."

> This card is confusing. Since all runner turn to go on a shadow run ho=
w
> could the runner turn again to attack someone.

This card would be used by an opponent against Runners on a shadowrun. =

(If the Jaguar shaman went on the shadowrun, he wouldn't be able to use
this card.)

> Second I guess you could
> turn a spirit durring your legwork phase and then lash out at someone.

Yup, that too. :)

> Third the 1-3 trash is a little harsh. I would change it to 1-2 trash
> runner, 3 User must attack runner in owners safehouse, 4-6 User may
> attack any target runner. This adds to the unpredicability of the
> Jaguar.

Given the fact that you'll probably use Titan or Grampa Bones to go out
whacking all sorts of smaller Runners, the 50% chance of dying en route
seems a proper balance. (Originally it was even higher!)

> >THE OLD CALENDAR / Special / 4Y
> >The Shadowrun phase now occurs directly after the Objective phase.

> This is really cool. But is it a global special or just something to
> play on an enemy?

Global effect.. no players are specified so all players are affected.

It actually works pretty neat.. you could put it into play on your own
Legwork phase (which, by the way, would cancel your upcoming Shadowrun
phase - a possible defense against Rush Job) after a turn in whch your
opponent got rocked pretty hard. He'd probably feel obliged to skip the
next shadowrun, since he couldn't use Biotech or deploy Gear to prepare
for it.. but you can do this during your current turn, and then (yow!)
clean up after you take your next shadowrun.

After a while, though, things settle back into the same groove -- you
have to leave the Runners you're going to run with at the end of your
turn, meaning guys like McDeven get really powerful. Hmmmm....

> >TENOCHTITLAN / Location / 3Y
> >Each player may not have more tahn one copy of Tenochtitlan in play >a=
t
> a time. You may roll D6 at the start of your Legwork phase:
> >1-2: Pay -1 to deploy Amerindian Runners this turn.
> >3-4: All Amerindian Runners you control receive +0/+1 until the start
> >of your next Legwork phase.
> >5-6: Pay +1Y to deploy Amerindian Runners this turn.

> This would have its uses. But only if cards start stating what
> Nationality runners are. This card would have little use at all with
> any of the first run cards and underworld.

Actually, there are two Amerindian Runners lready in the game - Macabre
(uncommon) and Ghost Who Walks (rare), both from First/Second Run.

> >And, though it has nothing to do with Aztechnology:

> > . . . AT ANY COST / Special (Stinger) / 0Y
> >Play whenever a dispute arises over the manner in which a card is to
> >be played and, normally, if you'd just shut up and listen to me a
> >minute, a D6 roll would be made to resolve things. Tear up any and
> >all cards involved -- I don't care if it's the only Lord Torgo you've
> >ever seen, you stupid slot -- and the argument is over. There! >Fine=
!
> Are you happy now?!
> >"It may not solve anything -- but it sure relieves the frustration!"

> Umm... No comment

Was meant to come across as being more ... glib.


- Matt

------------------------------------
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For I am drunk and full of reasons....

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