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From: ">>>>> Axlrose - ... <<<<<" <axlrose@**********.COM>
Subject: Re: Review of Vampire Cards and Evil things
Date: Thu, 31 Dec 1998 15:40:46 -0500
At 03:44 PM 12/30/98 +0200, Sha'iich Desert Twister wrote:

Sorry for the delays, but with work and the holidays...
Also, Sha'iich, your personal e-mail address is overriding the reply-to=
field.


>Name - The Great Hunt
>Type - Objective
>Rep - 15
>Restirctions - A player controling vampire runners may not send runners to
run against >The Great Hunt.
>Text - When a shadowrun is declared against The Great Hunt, all vampires
in play are >instantly fully healed and unturned.
>Requirments - Any player may turn any number of vampires to engage
shadowrunning team >in runner vs. runner combat. All vampire challanges
receive +2/+1.
>Bonus - For each unturned vampire runner at the end of the shadowrun you
score 5 more >rep points.

>So, if they don't want you to gain points, they have to attack your
runners. Take some >beefy bastards on this runner and score some major
points against vampire decks.

Where to begin? Alright - ~why~ would I want to use this objective at all?
Say I am playing Donald with his collection of vampire runners. If this
objective comes into play, suddenly his runners are healed, which means
cards I might have in play like Bounty Hunter are suddenly harder to use.
Add that with him running vampires, chances are he is also running vampire
objectives with vampire challenges. Considering that a great majority of
the vampires are on the stronger side compared to the average runner, the
harmful affect of +2/+1 I doubt will phase him much. Toss in a
regeneration or two and the whole is for mute. With the requirements (as I
understand them) allowing him to turn his vampires against me while I
attempt to hack through the challenges - argh! I might as well just
sacrifice them to the fraggin' Azzies!

With the bonus, all Don would have to do is send his six baddest vampires
against me, turn the rest to visit locations or something, and the bonus is
now null and void. If I use the beefy bastards you imply to use, why not
just send them on simpler runs like Wake the Dead without having to deal
with vampires at all? Then again, with decks I have seen barely using such
gear like cyberware, unless I run a brute deck to start, beefy is not too
possible.

Throwing in a card idea I created, Martin de Vries, the infamous vampire
hunter, because he is a vampire himself, your restrictions are telling me I
can't use him for his intended purpose.

On a side note, because I did not get any feedback on those card ideas, I
am assuming they must have been ~perfect~. *grin*


>Wrath
>Stinger
>Cost 2¥
>Playable on a runner. Runner gains +4/+0 until end of turn and his
defence is >considered 2 or his current defence, whichever the lower.

>And the idea is indeed taken from M*gic.

The cost seems a bit too low. I use this on a runner like Torgo, play a
Tactics: Converge on Squaaaaaark, and the two walk through another
challenge. Toss in a Full Heavy Armor on Torgo and he can pass another
challenge easily...


>Lychentrophy
>Gear/Spell
>Cost 3¥
>Targets a mage with at least 2 sorcery. Turn the mage and target another
runner during >your legwork phase. Choose wolf, bear or tiger. Put this
card on the target runner >but now its text is changed according to what
you've chosen (the effect may be >triggered once each turn and applies only
for one combat, according to the runner >owner's choice): Wolf - +1/+2 and
stamina, Bear - +3/+0 and biotech, Tiger - +2/+1 and
>guard.

>It's a bit long so it can be splitted to 4 cards (Lychantrophy: Wolf,
Lychantrophy: >Bear etc)

A bit wordy is correct (I was given a cigar once on that point, right Don?
*snicker*) Anyway, what this can do is build up an army of shape shifters
that apparently do not have any drawbacks. I give Torgo a Bear ability and
now he is 12/9 and can heal!!! When would this spell end - during its
first use, that is, the moment the original three bonus points for Bear are
lost? At the end of the player's turn or never or...? Does reverting back
to 'normal' form happen simultaneously, or does it take a round of not
turning the runner to revert? And at a cost of only 3 Nuyen, what a=
bargain!


>K'rob
>Human Agent
>Cost 9¥
>9/11 (A1)
>Stealth 2, Athlecs 2, Piloting 1, Streetwise 2, Firearms 1
>Prime Runner. Anti-Social. K'rob may only go on shadowruns with no other
runners. >K'rob may not go on a run unless you pay 2¥.

>The avg. action figure of a FBI agent.

If this is an average FBI agent, then Mulder and Scully are in trouble.....

I do believe this is the most powerful runner at 9/11 (A1). Granted he has
the draw back of having to pay to go on a run, I guess in lieu of having to
pay an upkeep cost even though he is a Prime Runner. The anti-social
aspect is not much of a hinderance considering all the other things he can
do. Some social challenges like Lone Star Crowd Control (think that what
it is) with its challenge of 4 or more runners triggers the alarm is for
mute against this individual. Other challenges he can bash right through
while tossing a gun and armor his way, he's running single-handedly through
anything.


>Disguise
>Gear/Spell
>Cost 1¥
>Target a mage with at least 1 sorcery. Turn the mage and target an Elf,
Dwarf, Ork or >Human runner you control during your legwork phase. Until
the beginning of your next >turn, that runner is considered either Elf,
Dwarf, Ork or Human, of your choice.

Eh? I guess you have something against us Trolls huh? I understand the
purpose of this card, but what would be the point? If I am running an elf
deck and have locations like Tir Na' Org (bah - spelling) which boosts
those same elves, having a cheap spell that allows one of my few non-elf
runners to benefit is for naught. Cards such as Extreme Prejudice are for
naught too - I just changed my Stomper into a human and avoid that whole=
card.

Perhaps I am being a bit harsh, but I figure I would show how difficult it
can be to create cards. Possibly being a bit biased and boosting my ego,
the three most card creators on the list : Matt, Donald, and myself - we
went through the early stages of having the perfect card, only to have
another shred it to bits. On my hard drive I still have many of the first
two's early card ideas, along with my own. When I look back at my attempt
at an A.I. card - oh brother, what was I thinking? The other two can
relate I believe, along with everyone else that created cards then and see
what can be now. It takes time - Amerindian Expansion was worked on for
over six months before you can now see the 'final' results... and even
those get revised today.

Side note - Don, I'll get to your cards soon.

Have a good one,
>>>>>Axlrose - ...<<<<<

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.