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Message no. 1
From: Menard Steve <menars@***.UMONTREAL.CA>
Subject: Couple of Questions and Suggestions.
Date: Sat, 8 Apr 1995 13:23:22 -0400
Well, I have 1 or 2 questions to ask you all.

1st : What kind of music(if any) to you put on when playing SR? I've been
looking into some alternative or heavy metal options, but invariably the
lyrics detract from the game. Any suggestions?

2nd : What initiate powers are available to the phys ad. ? There is his
special centering and increased magic, but shielding, masking, etc ...
The only one I see as a maybe is masking, and only for those who have
astral perception. what about you?

3rd : I think someone posted something about mental adepts some time ago.=

Me and my players are interested in such a concept, and before making one=

up I'd like to know if one exists already.

Well that all for now.

---------------------------------------------------------------------------=
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--- |\_/| Still The One and Only Wolfbane! --=
-
--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a --=
-
--- \ / decker witha horn ?" --- Scy, Troll decker with a Cý =
---
--- 0 Steve Menard menars@***.UMontreal.Ca --=
-
---------------------------------------------------------------------------=
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Message no. 2
From: Bob Ooton <topcat@**.CENCOM.NET>
Subject: Re: Couple of Questions and Suggestions.
Date: Sat, 8 Apr 1995 14:42:04 -0500
>1st : What kind of music(if any) to you put on when playing SR? I've been
>looking into some alternative or heavy metal options, but invariably the
>lyrics detract from the game. Any suggestions?

We listen to a wide variety of "alternative" music, but most of it is rarely
heard over the din of argument and roleplaying. So we have no problems with
the lyrics distracting us. What I'd suggest to deal with the problem is
ambient music (if you like it). Ask around wherever you buy your music and
they'll be able to suggest some things.

>2nd : What initiate powers are available to the phys ad. ? There is his
>special centering and increased magic, but shielding, masking, etc ...
>The only one I see as a maybe is masking, and only for those who have
>astral perception. what about you?

Masking is pretty much it. None of the others really make it under phys ads.

>3rd : I think someone posted something about mental adepts some time ago.
>Me and my players are interested in such a concept, and before making one
>up I'd like to know if one exists already.

Never heard anything more about them (but wonders if that was in "Shadows of
the Mind" and if that's the case, when will that be coming from NERPS to a
home page near me??).


-- Bob Ooton <topcat@******.net>
Message no. 3
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 10:43:43 +1000
Menard Steve writes:

> 1st : What kind of music(if any) to you put on when playing SR? I've been
> looking into some alternative or heavy metal options, but invariably the
> lyrics detract from the game. Any suggestions?

I don't have any suggestions myself, but at the end of last year
(Sept-Oct-Nov somewhere) we had a big discussion about this. If you scan the
archives, you should be able to spot the appropriate postings, as they were
headered correctly if I remember rightly. But no doubt everyone will repost,
so you'll get plenty of suggestions.

> 2nd : What initiate powers are available to the phys ad. ? There is his
> special centering and increased magic, but shielding, masking, etc ...
> The only one I see as a maybe is masking, and only for those who have
> astral perception. what about you?

That is, apparently, in the NAGA, I have yet to read it myself, but I have a
feeling that Phys Adepts only get Centering and Masking. Can someone give us
a quote from the bootlegged copy?

> 3rd : I think someone posted something about mental adepts some time ago.
> Me and my players are interested in such a concept, and before making one
> up I'd like to know if one exists already.

Arrghh. Psionics again! <grin>, there was a big big debate over that at the
middle of last year, but it was more or less moved over to NERPS
(eventually), so I don't know what came of it. Did any net.publications ever
end up containing any Psi* stuff J.D.?

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 12:43:10 +0200
>1st : What kind of music(if any) to you put on when playing SR? I've been
>looking into some alternative or heavy metal options, but invariably the
>lyrics detract from the game. Any suggestions?

Anything that happens to be in my stereo, from Tori Amos to Lagwagon and
anything in between and beyond except house/techno/jungle/shit. Just turn
the volume down so it's background music instead of foreground.

>2nd : What initiate powers are available to the phys ad. ? There is his
>special centering and increased magic, but shielding, masking, etc ...
>The only one I see as a maybe is masking, and only for those who have
>astral perception. what about you?

Masking and centering are available to physads, other powers aren't. Masking
is available to _all_ physads, including those without astral perception so
says the NAGM. The only other powers available are those you buy with your
increased Magic rating, plus of course any other (non-FASA) powers you
design or find somewhere.

>3rd : I think someone posted something about mental adepts some time ago.
>Me and my players are interested in such a concept, and before making one
>up I'd like to know if one exists already.

I've never heard of this but it sounds interesting. Post it if you don't mind...


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
he's not trying to catch your eye; he's just trying to get a life
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
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B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 5
From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 11:56:33 BST
Nightfox asked
> 1st : What kind of music(if any) to you put on when playing SR? I've been
> looking into some alternative or heavy metal options, but invariably the
> lyrics detract from the game. Any suggestions?

I use metal, but then only because all my team are at least partial metal-heads
(and their characters, too much titanium I say). It gives my hands something to
do while I wait for them to make their minds up (I'm a drummer, bring on
the drummer jokes, I love em).
I also use the theme from eccalibur (dont ask what it;s called, I don't know. There was a
soundtrack in the library all right), and A Fistfull of dollars,
but only for certain specific adventures (you GM's know what I mean, grin).

Oh yeah, I put it on quiet too, unless it's for the big end scene of the
above-mentioned adventures <grin>.

Oh yeah, and no house/techno/jungle shit, like gurth said.


> 2nd : What initiate powers are available to the phys ad. ? There is his
> special centering and increased magic, but shielding, masking, etc ...
> The only one I see as a maybe is masking, and only for those who have
> astral perception. what about you?

I let them have centering, and Masking if they can astrally perceive. I
modified the centering, so they can cneter for success too, cos the PhysAd
had a hard time of it in my game (too many sammies).

Oops, apparaently the NAGM (and Gurth) has contradicted me, better go
change my game again. (It's not the first time).


> 3rd

didn't someone say seomthing about them being in NAGM? Something about
physads who could chuk _some_ spells? Or was that something completely
different (seeing as Gurth quotes the NAGM, and hasn't heard of these).


Phil (Runs-With-The-Pack)
Message no. 6
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 13:13:02 -0400
>>>>> "Menard" == Menard Steve <menars@***.UMONTREAL.CA>
writes:

Menard> 1st : What kind of music(if any) to you put on when playing SR?
Menard> I've been looking into some alternative or heavy metal options, but
Menard> invariably the lyrics detract from the game. Any suggestions?

Try Hawkwind, Osric Tentacles, Blue Oyster Cult, ``space rock'' in general.

Menard> 2nd : What initiate powers are available to the phys ad. ?

Centering is the only ability officially recognized by FASA. Some groups
allow masking, but usually only if the Adept has astral perception.
Shielding is right out because Physical Adepts don't have a Magic Pool,
though again, some groups allow it but in those cases the Adept only gets
his grade in Shielding, no other dice, so it's weaker than a spellchucker's
ability, but it's there nonetheless.

--
Rat <ratinox@***.neu.edu> | Warning: pregnant women, the elderly, and
http://www.ccs.neu.edu/home/ratinox | children under 10 should avoid prolonged
PGP Public Key: Ask for one today! | exposure to Happy Fun Ball.
Message no. 7
From: Bob Ooton <topcat@**.CENCOM.NET>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 14:54:04 -0500
>didn't someone say seomthing about them being in NAGM? Something about
>physads who could chuk _some_ spells? Or was that something completely
>different (seeing as Gurth quotes the NAGM, and hasn't heard of these).

Not phys ads, physical magicians. Priority A for magic. They have to split
their magic points between phys ad and mage powers. Which means if a
character with a 6 magic rating puts 3 points in phys ad powers, if he casts
any spell above 3 in force, he's taking physical damage. Oh yeah, they also
have to take geasa for every 2 points they send to their phys ad side.
Those are the basics of the phys mag.


-- Bob Ooton <topcat@******.net>
Message no. 8
From: NIGHTFOX <DJWA@******.UCC.NAU.EDU>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 13:50:04 -0700
Phil (Runs-With-The-Pack) wrote

>Nightfox asked
>> 1st : What kind of music(if any) to you put on when playing SR? I've been
>> looking into some alternative or heavy metal options, but invariably the
>> lyrics detract from the game. Any suggestions?

I did?

Funny - I never remember asking about music.

Heck - I've only hear this question 10 different times on the list.
I doubt I would ever ask it.



Carmina Buerana for the heavy combat or dramatic scenes



Nightfox - The One, The Only - Thank the lord for that small favor
Message no. 9
From: Walker George <F8AE@*******.SDSTATE.EDU>
Subject: Re: Couple of Questions and Suggestions.
Date: Sun, 9 Apr 1995 22:16:31 CST
>1st : What kind of music(if any) to you put on when playing SR? I've been
>looking into some alternative or heavy metal options, but invariably the
>lyrics detract from the game. Any suggestions?

I usually play Zooropa by u2 or something else equally futuristic, like
the BladeRunner soundtrack

>2nd : What initiate powers are available to the phys ad. ? There is his
>special centering and increased magic, but shielding, masking, etc ...
>The only one I see as a maybe is masking, and only for those who have
>astral perception. what about you?

I believe they only get Shielding and Masking, my grimthingy isn't
handy right now.

-=Finster=-
HA HA HA!!! :-D
Message no. 10
From: Gurth <gurth@******.NL>
Subject: Re: Couple of Questions and Suggestions.
Date: Mon, 10 Apr 1995 11:18:40 +0200
>> 3rd
>
>didn't someone say seomthing about them being in NAGM? Something about
>physads who could chuk _some_ spells? Or was that something completely
>different (seeing as Gurth quotes the NAGM, and hasn't heard of these).

This was about what? I can't remember :) It appears to be about physads
casting spells, and it is possible if you make a "physical magician."
*Takes out copy of NAGM*
"Warning! The following is presented as an option only. Gamemasters should
carefully consider before allowing these characters into their campaign..."
is what the NAGm says about them.
It goes on to explain that you have to use priority A for Magic, and need to
split your Magic Attribute between full magician and physad -- for instance
make a Magic A character, and say "4 points of Magic go to the physad, 2 to
magician." In this way you get to spend 4 points on adept abilities, and can
cast up to Force 2 spells (if you have Sorcery skill) without taking
Physical Drain. These guys can use all magical skills normally.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Ever get the feeling you've been cheated?
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B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 11
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Couple of Questions and Suggestions.
Date: Mon, 10 Apr 1995 22:32:29 +1000
Walker George writes:

> I believe they only get Shielding and Masking, my grimthingy isn't
> handy right now.

They don't get Shielding, at least as far as the rules go. Many people seem
to like the idea of giving them Shielding though, as a house rule.

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 12
From: Jani Fikouras <feanor@**********.UNI-BREMEN.DE>
Subject: Re: Couple of Questions and Suggestions.
Date: Mon, 10 Apr 1995 17:22:11 +0200
> 1st : What kind of music(if any) to you put on when playing SR? I've been
> looking into some alternative or heavy metal options, but invariably the
> lyrics detract from the game. Any suggestions?

It depends on the run, but my generic firefight music is either
Terminator II or The Hunt for the Red October. I have used Clannad
and some Conan the Barbarian for "Celtic Doublecross" and I generally
use some new stuff in every run. Sisters of Mercy, Monowar etc.

> 2nd : What initiate powers are available to the phys ad. ? There is his
> special centering and increased magic, but shielding, masking, etc ...
> The only one I see as a maybe is masking, and only for those who have
> astral perception. what about you?

Well the official rules (at least the copy of The Neo-Anarchists Guide to
Magic that has been floating around the net) say that you can use stuff like
shielding. But I say go for it, its only logical.

--
"Believe in Angels." -- The Crow

GCS d H s+: !g p1 !au a- w+ v-(?) C++++ UA++S++L+>++++ L+>+++ E--- N++ W(+)(---)
M-- !V(--) -po+(---) Y+ t++ 5++ R+++ tv b++ e+ u++(-) h*(+) f+ r- n!(-) y?
Message no. 13
From: "St. Jean, Ricky" <stjeanr@*******.CANADOREC.ON.CA>
Subject: Re: Couple of Questions and Suggestions.
Date: Mon, 10 Apr 1995 11:35:00 PDT
Wolfbane Asked:
> 1st : What kind of music(if any) to you put on when playing SR? I've been
>looking into some alternative or heavy metal options, but invariably the
>lyrics detract from the game. Any suggestions?

Anything by Trent Reznor for combat.
Anything by Vangelis for any other time. The blade-runner release is great
for mood and drama.
Message no. 14
From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Couple of Questions and Suggestions.
Date: Mon, 10 Apr 1995 20:15:37 BST
> Not phys ads, physical magicians. Priority A for magic. They have to split
> their magic points between phys ad and mage powers. Which means if a
> character with a 6 magic rating puts 3 points in phys ad powers, if he casts
> any spell above 3 in force, he's taking physical damage. Oh yeah, they also
> have to take geasa for every 2 points they send to their phys ad side.
> Those are the basics of the phys mag.

Cools, thanks Bob, now I can go and have phys-ads with spells.

Phil (Runs-With-The-Pack)
Message no. 15
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Couple of Questions and Suggestions.
Date: Tue, 11 Apr 1995 11:03:34 +1000
Jani Fikouras writes:

> Well the official rules (at least the copy of The Neo-Anarchists Guide to
> Magic that has been floating around the net) say that you can use stuff like
> shielding. But I say go for it, its only logical.

It does? I thought Gurth said it only allowed Masking and Centering.

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 16
From: Bob Ooton <topcat@**.CENCOM.NET>
Subject: Re: Couple of Questions and Suggestions.
Date: Tue, 11 Apr 1995 00:37:16 -0500
>Cools, thanks Bob, now I can go and have phys-ads with spells.

Umm, there's more to it than that...

If a phys mag loses all his mage-style magic points, he loses his ability to
cast at all. Nothing can change that.

Phys mags start out with NO ACCESS to astral space. They may purchase
Astral Perception (phys ad power) normally, but they may never project
Astrally. They also receive no metamagic unless they have Astral
Perception. Otherwise they are limited to Masking only.

Phys Mag is also Priority A. There is no Phys Mag Adept.

And above all, it is considered an optional rule to let this sort of
character appear at all. (though I personally would...)


-- Bob Ooton <topcat@******.net>
Message no. 17
From: Jani Fikouras <feanor@**********.UNI-BREMEN.DE>
Subject: Re: Couple of Questions and Suggestions.
Date: Tue, 11 Apr 1995 15:20:34 +0200
> > Well the official rules (at least the copy of The Neo-Anarchists Guide to
> > Magic that has been floating around the net) say that you can use stuff like
> > shielding. But I say go for it, its only logical.
>
> It does? I thought Gurth said it only allowed Masking and Centering.

*AAARGH* *smashes head repeatedly against wall* :) damn typos that was
supposed to be "cant". I'll try to type more carefully in future posts.

--
"Believe in Angels." -- The Crow

GCS d H s+: !g p1 !au a- w+ v-(?) C++++ UA++S++L+>++++ L+>+++ E--- N++ W(+)(---)
M-- !V(--) -po+(---) Y+ t++ 5++ R+++ tv b++ e+ u++(-) h*(+) f+ r- n!(-) y?

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