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From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: [FICTION] Amerindian Mini-expansion
Date: Sun, 28 Jun 1998 18:31:04 -0400
Since the list has been pretty quiet lately, I thought I would make a large
post of some of my card ideas. I am not all that familiar with the
shadowrun novels, but I have played the RPG a few times; in addition, I am
not all too familiar with Native American Folklore so any and all
suggestions would be appreciated.

The following ideas are based off of the problems I have with Mage/Shaman
decks; the mages and shaman may be able to do some damage with their
spells, but their body ratings are so low that the runners are sitting
ducks for special cards. Mages and shaman require more time, effort and Y
in order for them to do damage and they are too vulnerable to attack. In
addition, it is very difficult to soak up damage without some bruisers to
tank and/or guard. In addition, spells are relatively expensive to only be
used once per run.

The low costs on the locations reflect the amount of Y required to build up
a Mage or shaman.
And finally, More Elven Gangers and new Bikes would allow a better Ancients
Deck from UW.

Noah wrote:

> Talks to the spirits
> Special (stays in play)
> 3 nuyen
> Play on Amerindian runner. Give runner 1 Recon.
> Frag to look at all challenges in play.
> Picture: inside of medicine hut circle of sitting Amerindian, fire in
> the center of the circle, image of a person formed from the smoke of
> the fire.
> Flavor: "Ancestors hear our prayers, What is it you see"

The picture is great and I like the flavor, but I do not think that 3y
should enable you to look at all challenges and I think that this type of
card would work better as a location. Here is my idea:

The Gathering / Amerindian Location / 4Y
Owner may turn any Amerindian runner to visit The Gathering. Roll D6
adding the number of Amerindian runners that you turn.
1-3: Runner takes 2 AP damage
4-8: Runner may look at any one challenge already played.
9+: Runner may look at any 2 challenges already played.

Other Locations

Ancient Burial Ground / Amerindian Location / 2Y
Owner may turn any Mage or Shaman he/she controls to visit Ancient Burial
Grounds and roll D6 adding +1 for every Amerindian runners that you turn.
1-5: Every runner in owner’s safehouse takes 2 pts AP damage
5-8: No effect
9+: Double the effect of any attack by spirits or spells and the runner
receives hermit and anti-social. Effects last for the rest of game.
Burned out and Street Mages/Shaman must roll with a -1 penalty
Flavor: "A man leaves something in there and comes back with something=
else."
[A grassy field covered in fog. The spirits of the ancient warriors hidden
in the fog while the front of one Amerindian runner is seen as he walks out
of the fog. His posture is similar to one who is walking in a dual – body
erect, hands ready at his sides. His eyes are glazed over as with
cataracts and lightning sizzles at his fingertips.]

The Smoke House / Amerindian Location / 2Y
Owner may turn any Mage or Shaman to visit the Smoke House. Roll D6 adding
the number of Amerindian runners that you turn.
1-3: Runner takes 2 AP damage
4-8: Runner is now -1/+1
9+: Runner is now -1/+2 and has the guard trait.
Modify die roll by -1 for every Burned out and Street Mages/Shaman you
control.
[A huge fire masked with heavy smoke. Though the smoke you can barely pick
out men sitting cross-legged illuminated by the flames.]

Ancient Battle Ground (or War Party or something – I’m not happy with th=
e
name) / Amerindian Location / 3Y
Owner may send up to six Amerindian runners to the Ancient Battle ground.
Add +X/+X to each visiting runner for two turns. X= number of runners
sent. On the next turn any runner that visited Ancient Battle Ground may
not be affected by any special card and must go on a run or be fragged.
Visiting runners may not voluntarily pull out of ANY future shadowruns.
Flavor: "Retreat is weakness; weakness is death"
[A group of Amerindian runners wearing war paint while in full battle gear
– uzi’s armor, pistols, hand razors, cyberwear, etc]

Runners

Talks With Ghosts / Shaman / 3Y
0/5 Amerindian/Elf. Stealth +2, Conjure +2. Pay 1Y for recon until the
end of turn.
Talks with ghosts receives a +1 to all rolls on any Amerindian location he
visits
[A very thin elf adorned with many pouches, beads, and feathers covering an
armored vest and a Helmut with a pair of night vision goggles turned up to
reveal a aged face with a faint smile]

Sees with Ancient’s Eyes / Mage / 6Y
3/3 Amerindian/Elf. Firearms -2, Sorcery-2.
Sees with Ancient’s Eyes may add her attack value to her indirect fire=
attack.
Flavor: "I’ll be so far away, you won’t even hear the shot."
[A female elf sniping from the window of an old warehouse]

Dances with Ancestors / Mage / 6/1 Y
1/4 Amerindian/ Prime Runner /Human. Sorcery -3.
After Dances with Ancestors uses a spell, roll D6:
On a 4+ spell remains unturned.
[An old woman with a cane]

Sable / Ganger Scout / 6Y
4/4 Amerindian Elf. Stealth-1, Firearms-2, Technical.
During owners legwork phase, owner may pay 4Y, turn Sable and any gangers
controlled (no more than 5) and attack all gangers another player controls.
All gangers target players controls may participate in this runner Vs
runner combat.

Stingers

Walk with the Spirits / Stinger / 1Y
Enables any Amerindian runner to join a Shadowrun already in progress at
any time. If runner is already turned, Frag runner at the end of the run.

Specials

Coyote Totem
-2/+2 Stealth +1
Play on runner with conjure. No runner may have more than one totem.
Trash to return user to the safehouse at any point on a run.
"You can’t hit what you can’t catch. You can’t catch what you
can’t=
see."
[A fleeing Elf Amerindian with a devilish grin on her face looking over her
shoulder as she is melding into the shadows of a dark and trash filled ally]

Gear

Any ideas on bikes?

Tomahawk – Gear(/Hand-to-Hand Weapon) – 2Y
+1/+0 user may add melee of the user to the attack value. If user is an
Amerindian runners, roll D6 after each use: on a 5+ attack again!
[Gratuitous scalping shot]

Coyote Foot -- Gear/Talisman – Unique -- Rare -- 4¥
Play on any Mage. User receives -2/+2 and Stealth +1. User may return to
the safehouse at any point during the run; if user uses the talisman in
such a way; any number of players may turn a team of runners to
simultaneously intercept the remaining runners as they return to the
safehouse regardless of the outcome of the shadowrun.
Flavor: "Don’t worry . . . I’ve got your back"
[An grinning Amerindian in the foreground running towards the viewer while
in the background there is a massive battle where one team of runners is
being ambushed by several other teams.]

Turtle Shell -- Gear/Talisman – Unique -- Rare -- 4¥
Play on any Mage. User receives -X/+X (A+X).
X = Runner’s threat rating
Frag Turtle Shell to avoid all damage taken in combat.

Raven Feather -- Gear/Talisman -- Uncommon -- 3¥
Play on any Mage, if user dies, trash Owl Feather to return user to owners'
safehouse with no damage. After resurrection, the runner receives
Anti-social +1 and Hermit +1. Runner retains gear/spell cards, but any non
gear/spell cards on the deceased Runner must be trashed.
Flavor: "What is that smell?"
[An Mage sitting on a dirty curb with many scars and looking half dead
smoking a cigarette]

Call Ancient Warrior – Gear/Spell – Rare -- 5¥
Play on Runner with Sorcery. Turn to use the Attack Value of an ancient
warrior in place of user's Attack Value. Attack Value = 8. Before
turning, owner may pay 5Y to make all damage from the Ancient warrior armor
piercing for one turn. After turning, owner rolls D6 adding the user’s
sorcery if the runner is an Amerindian:
1-3: The Ancients are angered – Mage turns against runner team!
4 - 7: Normal effect
8+: Trash card – Mage controlls an 8/8 (A2) Ancient Warrior Spirit (Roll d=
6
at the beginning of each turn: on a 6+, spirit turns on all runners present.=

Flavor: "Trust me, I know what I’m doing"
[An Amerindian mage with a look of terror as the spirit of an Ancient
warrior descends upon him]

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