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From: Norman McLeod <mcleodn@***********.NET>
Subject: Re: Amerindian Expansion Set (1/1)
Date: Mon, 6 Jul 1998 18:49:40 -0400
>> >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.

I didn't notice that "target runner", which does indeed make it considerably
better, but you can't count on your opponent having many of them. Besides,
you can end up having each of the plains deal damage to you as easily as
heling you. I would even consider taking the damage out completely, but I
think you should make it 1-4 for healing.

>> >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 target
>> >Runner.
>> >[A shaman dressed in bear-furs and painting symbols on an obviously sick
>> >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.

Ah, true, but again, I don't think I'd be willing o pay 6Y to heal my
Knuckles even without the risk. I'd rather just turn him. Part of the idea
of the other healing cards is that they can all be used on a shadowrun. It
does you very little good to be able to heal during the Legwork, at least
not often, when a runner must turn to heal.

>> >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.

True. That could get really ugly.

>> >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 Body Rating how about "higher than the
>> 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.

I still don't understand the card. "All runners who have a Body Rating
higher than their Body become..." I assume you meant Body Rating higher than
their Attack rating? that was what confused me.

>> >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.

Like many cards in Shadowrun (i.e. Katana) it becomes very powerful in a
certain type of deck. In a Fuchi/Decker deck, players will spend 30Y on
block parties, and frequently. I guess you're right though, even a loss of
30 Rep isn't that bad. Maybe the card could be unable to put a player's rep
below zero or something.

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