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Mailing List Logs for ShadowRN

From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: Other Magics
Date: Mon, 21 Dec 1998 10:10:36 PST
Hoi,

>I was just reading in the rule book that all magic cards in the >basic
set are spells or spirits...how about some other magic stuff? >Maybe
Staff of Fireball -- little attack bonus (for staff), and >limited
fireball, maybe with charges? Magic items, familiars (weak
>spirits/drones for mages), magic books, potions... The more >powerful
and interesting stuff can be balanced by requiring a lot of >sorcery,
and providing a location (academy) to boost sorcery in >mages. Doubling
the number of cards to use something is a big 'ol
>balancer...so they can be pretty powerful.
>
>Have a better one,
>Chad

Really good idea except that in Shadowrun, magical items really don't
work that way... Your idea of magical items (as presented above) is more
AD&Dish... In Shadowrun you have fetishes and foci that do the some work
for you. Now weapon focus do come in the form of swords (called
mageswords) and staffs... but what those do is give more dice to roll,
or some nifty side effect, or let you take a weapon into astrospace...
There really arn't potions, magic books, robes, and trinkets laying
around. Most stuff needs to be created by the mages own hand. Your
idea still could work, but I think that it would need to be handled
differently to keep with the same atmosphere of the Shadowrun universe.
Also I would be carfull of creating schemes that take away too many
turns in buffing up runners skills, vs another type of runner deck that
can go after an objective every turn and earn rep needed to win the
game.

*** Knife Sharpens on Stone... Man Sharpens on Man ***
*** - Tao ***

Jayden Stormwalker
Donald Arganbright


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