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From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: New Cards idea - Oricalcum
Date: Fri, 15 May 1998 10:51:38 PDT
(snip)

>>Name - Oricalcum Lab
>>Type - Location / Unique
>>Cost - 8¥
>>Text - Oricalcum Lab cannot be removed once in play.
>> Turn runner with Gear/Magic/Spell/Spirit to visit lab
>> pay 2¥.
>> If card is a combative spirit give it a +1/+1 Oricalcum
>> counter.
>> If card is a spell that uses a d6 give it a +1 Oricalcum
>> counter.
>> Any other spell card recieves Oricalcum counter that acts
>> like a spell lock.
>> All counters are cumulitve. No limit to counters on card
>> Only 1 runner may visit per turn.
>
>
> The Spell Lock may be a weensy bit powerful, but there aren't that >
many spells without a die roll or combat (Invisibility aside) Do you >
mean a + or - counter? this would make more sense, though it would > be
significantly stronger. Do these tokens get used up when their >
ability is used, or do they remain?
>

The intent on the +1/-1 counter for D6 rolls was like always having a
loaded dice in play when using this spell. All Oricalcum counters do go
away once used but you can use as many counters at one time as you would
like. So you could buff up a spirit to +3/+3 at one time. Or could
have a +3 added to the D6 on your D6+4 fireball . . . ouch

>>Name - Oricalcum Lab Raid
>>Type - Objective
>>Rep reward - 40
>>Text - Secure System
>> double all threat ratings for barrier challenges. All
>> awakened challenges get +2/+2. All Personel Challenges
>> recieve A+1.
>>Bonus - Running team recieves D6-3 oricalcum counters
>
>Cool!
>
>>Name - Oricalcum Infusion
>>Type - Special
>>Cost - 3¥
>>Text - Roll D6
>> 1-3 Nothing happens
>> 4-5 Player recieves 1 Oricalcum counter to place on any
>> Gear/Magic/Spell/Spirit card.
>> 6+ Same as 4-5 result and player recieves 1¥ to their
>> cred stick.
>
>
>I would say that this is not powerfull enough.

O.K. How about...

Name - Oricalcum Infusion
Type - Special
Cost - 3¥
Text - Roll D6
1-3 Player recieves 1 Oricalcum counter to place on any
Gear/Magic/Spell/Spirit card.
4-5 Player recieves 2 Oricalcum counters to place on any
Gear/Magic/Spell/Spirit card.
6 - Player recieves 1 Oricalcum counter to perminantly
place on any Gear/Magic/Spell/Spirit card. This
counter cannot be removed and is cumulitive with
all other Oricalcum counters

*** In ruling, the Sage attends to the heart, not the eye ***
*** - Tao ***


Donald Arganbright
Jayden Stormwalker


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