From: | Matb <mbreton@**.NETCOM.COM> |
---|---|
Subject: | [FICTION] Amerindian Mini-expansion (2/2) |
Date: | Wed, 24 Jun 1998 08:16:45 -0700 |
Native American mini-expansion. This post contains all the Runners,
Gear, and Specials.
This expansion set is also available on my website, at:
http://www.geocities.com/Area51/Station/2189/amerind.htm
* RUNNERS *
DUST RUNNER / Tribal Warrior / 5¥
6/6 (A1). Amerindian/Ork. Athletics-1, Melee-1. If Dust Runner is
trashed, frag him.
FEATHER DANCER / Mage / 5¥
3/3. Amerindian/Dwarf. Athletics-1, Sorcery-2. When Feathered Dancer
scores an Objective, turn X Runners you control to add X¥ to your
Credstick.
LITTLE BEAR / Ganger / 6¥
3/4 (A1). Amerindian/Troll. Firearms-2, Piloting-1. 2¥: Turn Little=
Bear to attack another Ganger in Runner-vs-Runner combat. Little Bear
gains +1/+1 whenever he kills a Runner this way.
REBECCA LONG RIVER / Rigger / 6¥
4/5. Amerindian/Human. Gunnery-1, Piloting-1, Street-1. Rebecca Long
River may not attack or be attacked in Runner-vs-Runner combat.
SEES WATER, SEES SKY / Prime Decker / 6/1¥
2/3. Amerindian/Elf. Decking-2. 3¥: Turn Sees Water, Sees Sky and
place the top card of target player's draw pile or trash pile underneath
Sees Water, Sees Sky. Target player may pay you 1¥ to return one card
underneath Sees Water, Sees Wky to his hand. -1 Decking for each
card underneath Sees Water, Sees Sky. (Runners may not have negative
skill levels.)
VALKYRIE / Shaman / 6¥
3/3. Amerindian/Human, Biotech. Conjure-1. Frag Valkyrie when target
Runner is fragged. Place target Runner into your hand instead (frag all
Gear target Runner was holding).
* GEAR *
CHAOTIC WORLD / Gear (Magic/Spell) / 5¥
Play on a Runner with Sorcery-2. Trash Chaotic World to shuffle it into
target player's Objective
pile. When Chaotic World is revealed on an Objective pile, trash it. =
(Cards may not be
permanently exchanged.)
EAGLE FEATHER / Gear (Miscellaneous) / 3¥
+1/+0 to user.
You may deploy Eagle Feather at no cost on target Runner when he scores
a shadowrun.
INFORMATION EXCHANGE / Gear (Matrix/Program) / 3¥
Turn instead of drawing a card during your Refresh phase. You may look
at all cards target
player draws during his next Upkeep phase.
'JACKRABBIT' DRONE / Gear (Outdoor Drone) / 3¥
4/4 Drone. Outdoor. If user is killed, you may transfer 'Jackrabbit'
Drone to another present
Runner. (This Runner must be able to hold 'Jackrabbit' Drone.)
MEDICINE POUCH / Gear (Magic/Focus) / 4¥
1¥: +1 to any D6 roll made for Gear/Magic cards user is holding. Use
this ability once per roll
and before D6 roll is made.
Trash Medicine Pouch to give user Conjure +1 ot Sorcery +1 until the end
of turn.
* SPECIALS *
COUNTING COUP / Special (Agenda) / 5¥
For each of target opponent's Runners you have killed in
Runner-on-Runner combat, roll D6.
1-2: Receive 1¥.
3-4: No effect.
5+: Receive 2 Reputation.
RAIN DANCE / Special / 0¥
Turn X Shamans or Amerindian Runners. Gain X¥
WAR DANCE / Special / 3¥
Turn any number of Shamans or Amerindian Runners. Any Runner who is
present on the next
shadowrunning team gains +X/+X until the end of the shadowrun. X = 1/2=
the number of
Shamans and Amerindian Runners you turned (round down).
WOLF TOTEM / Special (Totem) / 2¥
Play on a Shaman. This Runner gains +0/+2 and Stamina. Whenever you
begin a shadowrun,
you must commit as many Runners holding Wolf Totems as possible.
A Shaman may only hold one Totem.
* STINGERS *
GRANDFATHER SPIRIT / Special (Stinger) / 0¥
Frag target Runner in your trash pile to give target Runner +1 level in
a skill fragged Runner
possessed, until the end of the game.
- Matt
------------------------------------
Quid gignitur ex hyaena et psittaco?
Animal uiribus ridendi in ioca sua eximum.
GridSec: SRCard / Freedonian Research Assistant
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