From: | Felix Hoefert <FHoefert@********.DE> |
---|---|
Subject: | Re: Amerindian ideas (1/5) |
Date: | Sun, 12 Jul 1998 22:56:34 +0200 |
>
> Please comment on these -- Be brutal! I like the ideas and I really would
> like them to work, so I need your help.
>
> LOCATIONS
>
> Ancient Battle Ground / Amerindian Location / 2Y
> Owner may turn any Mage or Shaman he/she controls to visit Ancient Battle
> Ground 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+: Add +2 to the attack OR defense of spirits and spells this runner
> controls; 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 into a dual –
> body erect, hands ready at his sides. His eyes are glazed over as with
> cataracts and lightning sizzles at his fingertips.]
I like the idea to strengthen magic. The chances should be a little
bigger to get the bonus. I would make it 1-4, 5, 6+. That way Amerindian
decks would get a nice boost and others would still be able to use this
card with 2 Amerinds averagely.
>
> The Smoke House / Amerindian Location / 2Y
> Owner may turn any Amerindian runner to visit the Smoke House. Roll D6.
> 1-3: Visiting runner takes 2 AP damage
> 4-6: Target mage or shamen is -1/+1 for one turn
> 7+: Target mage or shamen is -1/+2 and has the guard trait for one turn.
> Modify die roll by -1 for every Burned out or Street Mage/Shaman you control.
> Effects are cumulative.
> [A huge fire masked with heavy smoke. Though the smoke you can barely pick
> out men sitting cross-legged illuminated by the flames.]
I think this one is too ineffective to be used. It´s cheap and safe to
play with, but there are too many other important things to do other
than strengthening a mage/shaman with 1 or 2 points. Then there are two
things that don´t fit the card concept: 2AP damage, and target Runner. I
don´t think a smokehouse should do that much damage, and I can´t see it
affecting external Runners, let alone another player´s Runners.
>
> RUNNERS
>
> ???help me out with a name??? / Shaman / 3Y
> 1/5 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]
I know elves are cheap, but 3 Nuyen for his abilities are too little.
Name: how about Ragged Crow? Also I can´t picture someone wearing the
German chancellor ;oP.
>
> ???name??? / 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]
I´d make her a 5/1.
>
> 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.
Great idea! This card is well done and fair.