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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Tue, 7 Jul 1998 03:16:53 -0700
Norman McLeod wrote:

> >BUFFALO PLAINS / Amerindian Location / 2¥
> >You may have any number of Buffalo Plains cards in your deck.
> >You may turn one Runner during your Legwork to visit Buffalo Plains.
> >Roll D6 for each Buffalo Plains. 1-2: Remove one damage from target
> >Runner. 3-4: No effect. 5+: Visiting Runner takes one damage.
> >Trash Buffalo Plains to heal 3 damage from target Runner.

> This is too weak. How about 1-4: Remove d6 damage from visiting runner.=
5+:
> Visiting runner takes one armor piercing damage. In any case, if you're=

> going to turn the runner, you can heal ALL damage, automatically at the=

> beginning of your turn.

Ix-nay on that last thought, smoker. BP heals a *target* Runner, not
necessarily the visiting Runner. Consider also that it heals one damage
(maybe) for each Plains in play - not just under your control - and
that each player can have six or seven in play.

> >BEAR DOCTOR SOCIETY / Contact (Amerindian) / 4¥
> >Use only once per turn, and only during your Legwork.
> >Pay X¥ and roll D6. 1-2: No effect. 3+: Remove X damage from targe=
t
> >Runner.
> >[A shaman dressed in bear-furs and painting symbols on an obviously si=
ck
> >woman.]

> Again, this is too expensive, remember biotech.

Right: Remember Biotech. Excluding the Amerind expansion, there
are... *two* Runners with Biotech, and one Spell, one Drone, and one
Gear that can heal Runners, each with drawbacks. Shifting the ability
to heal away from Runners and toward a harder-to-attack Contact is worth
the randomness.

> >NAVAJO SCOUT / Contact (Amerindian) / 2¥
> >Use only during your Legwork phase.
> >4¥: You may look at the top Challenge in target player's Challenge
> >stack. If the card revealed is an Outdoor Challenge, you may frag
> >Navajo Scout to trash that card.
> >[A deep thicket. Just barely visible is the glint of a nocked arrow;
> >behind it, the cold eyes of a warrior waiting in ambush.]

> Weak and limited in scope.

Yup. Like the Doctor, it moves some skills away from Runners and into
Contact land.

While it costs more then the Corporate Secretary (the other "Recon"
contact), it's a lot more certain. The costs start equalling out after
more than one use. It also works great alongside Recon deckers, instead
of wholly replacing them.

> >FEATHER DANCER / Mage / 5¥
> >3/3. Amerindian/Dwarf. Athletics-1, Sorcery-2. When Feather Dancer
> >scores an Objective, turn X Runners you control to add X¥ to your
> >Credstick.

> I don't know if I would use this, it's not a strong enough ability, how=
many
> runners do you have in your safehouse when you make a run.

Quite a few, depending. FD also adds Athletics to the Mage's skill
selection, which itself is worth it.
=

> >SEES WITH ANCIENT EYES / Tribal Mage / 6¥
> >3/3. Amerindian/Elf. Firearms-2, Sorcery-1. Sees With Ancient Eyes
> >gains +2/+0 when using Indirect Fire.
> >"I'll be so far away, you won't even hear the shot."
> >Concept: Paul Ossman
=

> How about this: When using indirect fire, Sees With Ancient Eyes deals =
an
> additional two damage. His own threat rating is irrelevent when using
> indirect fire.

A bit clearer, but I think even that can be improved upon.

> >STORMCLAW / Shaman / 5¥
> >4/3. Amerindian/Human. Sorcery-2, Conjure-1. The first Totem played=

> >on Stormclaw is free.
> >[An Indian with a wolf head dress looking up into a rainstorm.]
> >Concept: Donald Arganbright

> This is really powerfull. With no upkeep, this puts him hands and feet =
above
> Sally Tsung, who is powerfull enough to begin with.

'Swhat I thought, too.

> >AZTEC BURIAL MASK / Gear (Miscellaneous) / 3¥
> >Play on Amerindian Runner. Runner gain +0/+2 and Guard. This Runner
> >must use the Guard trait whenever possible.
> >"Death is to be embraced, so the spirit can live."
> >Concept: Donald Arganbright

> Cool. How about "Guard +1"

Nah. Knuckles, a 7/9 (A1), Guard-2? Stick some armor on him and say
good-bye to most non-AP Challenges. Give him Dermal Plating and you can
count most of the AP Challenges right out, too.

> >A GAME OF TURTLES AND GULLS / Special / 6¥
> >All Runners who have a higher Body Rating than their Body become
> >Turtles: Reduce their Attack rating to 0 and double their Body and
> >Armor.
> >All Runners who have a higher Attack Rating than their Body become
> >Gulls: Double their Attack Rating. Gulls may not benefit from armor.
> >Neither Turtles nor Gulls may use skills.

> Cool. You could try to word it more carefully. You need to make the
> difference clear between Body and Dody Rating how about "higher than th=
e
> body rating printed on the runner"? Or something.

It's meant to be variable that way -- ie, a Turtle can come out of its
shell.

Keep in mind that the actual space for card text is very limited.

> >DIRTY LITTLE SECRET / Special / X¥
> >Unique. Target player loses X Reputation.
> >"Just between us, my hoop!"
> >Concept: Dan Weber

> Whoa, that's really powerfull. It needs another restriction.

Ummm, it *is* really restricted. How often do you have 10Y to toss
around? And only to set your opponent back? Anything under than that
isn't worth it (considering you can't use it in reaction to a player
winning).

Probably should frag itself, like False Mentor.


- Matt

------------------------------------
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Animal uiribus ridendi in ioca sua eximum.

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