From: | "Paul D. Ossman" <guggenheimer@**********.COM> |
---|---|
Subject: | Response to Amerindian cards |
Date: | Fri, 17 Jul 1998 13:37:31 -0700 |
>Ram - Human Decker
>7Y
>4/4
>Decking x3, Technical, Firearms
><The first Gear: Program put on Ram is free.>
>*Flavor: 'If you haven't run the Pueblo Net naked, well, you just haven't
>lived.'
>**Why?: The price and the skills are very similar to Iron Mike. I dropped
>the threat rating a little and added a special ability. He appears in the
>adventure in NAN vol. 1
Looks good!
>Della Cooper - Human Federal Agent
>6Y
>4/5
>Leadership, Sorcery, Firearms, Melee
><Della Cooper counts as 'Lone Star' for purposes of card resolution>
>**Why?: Lone star decks fail to work, alot of the times because none of the
>Lone Star personas really have any skills. Hence, her special ability. She
>also appears in the NAN vol 1 adventure.
I agree about the lack of skills with a lone star deck -- I like it! A
lone star with skills and a woman!
>Susan Hands*as*Wings - Dwarf/Amerindian Rigger
>8/2
>3/6 (A1)
>Piloting x2, Technical x2, Gunnery, Demolitions
><Susan Hands*as*Wings may trash a Drone she controls to do X Armor Piercing
>damage to a present target, where X equals the two values of the Drones
threat
>rating. All other runners present take one Amor Piercing damage.>
>*Flavor: 'Who do you think invented the exploding drones?'
>**Why?: The cost I based off of Torgo. The one less initial explains itself
>IMHO. The skills are things she is noted for. For those who know the Table
>Top game, the 2's are 7 or 8's. She is from the books 'Prime Runners'.
Great Card! I like the skill and profesional combinations you have created.
>CHALLENGES:
>Toxic Shaman (Awakened)
>3/3
>Conjuring x2, Firearms x2
><If alarm is triggered, the owner may immediately play any Spirit cards from
>thier hand upon the Toxic Shaman, at no cost. The spirits add thier threat
>rating to the Toxic Shaman's. After combat is resolved, trash all Spirits
>used this way.>
>**Why?: Well, Toxic Shaman's are supposed to be some of the nastiest
things a
>runner team will ever come up against. As for the Spirit thing, I think the
>no cost and trashing them would be just the same as discarding them yourself.
>They appear in any number of Shadowrun books.
The low threat rating makes up for deploying the spirits at no cost and
then trashing them. I like the idea of being able to pump a challenge in
other ways than adding nuyen. Why not add this pumping ability to all
players and all runners? While using a spirit already in play is costly,
it would be well worth it to beat a tough team.
>La Venta Squad (Personel)
>7/7 (A1)
>Social, Gunnery x2
>1Y - +2/+0
><If Aztechnology is in play, this challenge may not be sleazed>
>*Flavor - 'If your not with us, your against us....and with them!'
>**Why? - The formula I used for the 'pumpable' trait, was that 1Y always
>equaled 2 points. The Aztechnology thing, because LaVenta are freedom
>fighters fighting Aztechnology. They're more on edge in times of war. They
>are from the 'Underworld Sourcebook'.
Tough to beat, but it is a personal challenge. Could Duncan still trash
this one if Aztechnology was out? I think he could.
>Compresion Wall Darts (Electrical/Indoor)
>Roll a D6 for each runner present. On a 3+, that runner returns to safe
house
>turned, and cannot unturn during his owners next unturn phase. -1 to a
>runners roll for each point of Athletics or Technical she posesses.
>*Flavor - 'Only way to get by 'em is to know where to step, or move before
you
>get hit, son. Too bad you did niether.'
Great idea, but I would call it Poisoned Compresion Wall Dartsembellish the
text so that it read:
"Roll a D6 for each runner present. On a 3+, that runner is poisoned and
returns to safe house turned , and cannot unturn during his owners next
unturn phase OR is frag the runner at the end of the run and continue. -1
to a runners roll for each point of Athletics or Technical she posesses."
>STINGERS
>Zuni Attonment - Stinger
>Cost - 0
>Target Amerindian who just aided in trashing either a Personal challenge or a
>Runner does not untap during it's owner's next untap phase. If target
>Amerindian is untapped, tap him and as above.
>*Flavor: 'We are a peaceful people. We only kill when not given a choice.'
>**Why?: Not many cards in the proposed expansion target Amind's, that I've
>seen. Underworld had almost more bad then good for the three new factions.
>This comes from the NAN vol 1.
Nice idea!
>Native Brother - Stinger
>Cost - 3Y
>Play on an unturned Amerindian in your safehouse when there is one of you
>Amerindians involved in a combat. The Amerindian from your safehouse is no
>involved in the combat, to be resolved normally from that point on. This
card
>cannot be used to put an excess of 6 runners on a Shadowrun.
>*Flavor - 'About time you got here. But I had it under control, anyway. No.
>Really!'
>**Why?: Just cause I thought it was new and unusual. Tip #357, don't
>barfight an Amerind. ;)
I do not understand the text on this one.
>More to come Soon!
I look forward to reading them
Paul O.