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Message no. 1
From: Nexx <nexx@********.NET>
Subject: Critter Powers (Really Long)
Date: Sun, 29 Mar 1998 23:09:20 -0600
Many terms in this work are trademarks of the FASA Corporation. Their use is
not to be construed as a challenge to those trademarks. The applications to
which they are put, and the actual text of the piece, however, are owned by
Mark Hall, copyright 1998.

Limiting powers with geasa is one of the coolest ideas I've ever encountered.
I've played troll bearzarks, elven ninjas, and a very deranged dwarf named
"Cannonball" who was frequently thrown into combat by a friendly trog. For
most of them, limiting their powers to certain situations or actions would have
been perfectly within their rather deviant natures. But no one had Awakenings,
and we didn't think of it on our own.
When I finally got Awakenings, I went nuts customizing stuff (which I may post
if this is received well). Playing Mage had already gotten me thinking in
terms of subjective paradigms, so I played with some other ideas and
reorganized magic to my liking.
Like I said, I like geasa. If someone wants to take a geas, they get the
normal 25% reduction in cost. If they take 2 geasa, the power costs only 50%.
I keep a very careful eye on these, though, because some people will do
anything for points. I make people justify geasa in terms of their history and
personality, and use them ruthlessly. On the other hand, I'm willing to cut
costs even further for really cool limitations.
Now if I can only find a group.
The following powers have not been play-tested, only eyeballed. I'm currently
working on an addendum which will include the powers from Paranormal Animals of
North America, which will be posted if I get a good response from this. I'll
also post what I did with the Weaknesses Critters can take if I get a good
response. I'd appreciate comments, feedback, and flames that actually do more
than insult my parentage, intelligence, or lack of social life. If you must
call me an idiot, at least tell me why.

The powers below are set up like this.

Name of the Power (Cost)
Description, notes, some suggested geasa and any special mechanics. A couple
general notes are needed, however. And powers with implied ranges are assumed
to be equal to the adept's magic attribute in tens of meters, with ranges like
a heavy pistol (anything above 60m is extreme range). Any power that is not
constant (like Immunity to Age) or fairly instantaneous (like Flame Projection)
must be sustained, inflicting the normal target number penalty and giving the
adept an astral presence. Also note that most powers assume that where Essence
is mentioned in the basic power description, the adept uses his Magic attribute
instead, and I constantly refer to this as the standard substitution.

Accident (.5/die)
The adept makes an opposed test against his target's essence (with his target
rolling Willpower vs. the adept's Magic rating). If the adept succeeds, his
target's next important roll will suffer from the second part of the rule of
One, even if he succeeds at the task. For example, he succeeds in hot-wiring
the door, but he accidentally uses himself as a ground.
One deterrent to the use of this power is that when the adept rolls all ones
on his Accident test, he loses one die off this power until his next
initiation, when all lost dice are automatically restored.
-
Alienation…
… is for the rich, but I'm feeling poorer every day (sorry, TMBG joke).
Due to the vagueness and potential for extreme abuse this power represents,
I'm not going to work it into an adept ability.
-
Animal Control (5)
This power works just as stated in SR2. A general geas, such as only
predators or only scaled animals, reduced the cost to 3.75. A more specific
geas, such as only wolves or monitor lizards, reduces the cost to 2.5.
-
Binding (2)
This power functions only on a personal level for the adept (i.e. him or
someone he touches). Many adepts use it as a climbing ability, sticking
themselves to walls and ceilings. A common geas removes the ranged aspect,
making it impossible for the adept to stick anything but himself to surfaces.
-
Compulsion (8)
Aside from the standard Essence to Magic conversion, this power function
identically to the standard power. Common geasa restrict either the target or
the action.
-
Concealment (4)
This power functions exactly as mentioned in SR2, with the standard Essence ->
Magic conversion. Many adepts limit this only themselves, allowing themselves
to hide but screwing their friends over.
-
Confusion (6)
The adept rolls Willpower + Initiation grade vs. his opponent's Willpower,
while his opponent rolls Willpower vs. the adept's Magic attribute. If the
adept generates more successes, his opponent is affected just as in SR2. If
his target generates more successes, he will be unaware of the attack unless
astrally active.
-
Electrical Projection (4)
If directed at a target, use the adept's Quickness as his attack skill, using
standard firearms ranges. Damage is (Magic)M, with the target being
disoriented (+2 to target numbers) for the adept's Magic rating in rounds.
If the adept opts for an area affect (adepts must choose one or the other upon
purchasing the power, but may take it twice to gain both effects), all targets
within a number of meters equal to half his Magic are attacked whenever the
power is turned on.
-
Engulf (5)
The adept uses the standard, non-spirit, rules for this power, again with the
standard substitution. Common geasa include choosing a specific element or
limiting the range to touch.
-
Enhanced Physical Attributes and Enhanced Senses
Adepts already have versions of these powers, and as such are not covered
here.
-
Essence Drain
This is not available to adepts, save through infection with the HMHVV.
-
Fear (3)
This power functions as stated in SR2, with the standard substitution.
-
Flame Aura (3)
Again, save for the standard substitution, there is no change. This aura does
not have any effect on objects on the adept's person.
-
Flame Projection (3)
As with Electrical projection, use Quickness as the weapons skill, with
standard firearms target numbers. Otherwise, this is identical to the standard
power.
-
Guard (.25/die)
This power can be used in one of two ways, both of which must be sustained.
The first is to defend against the Accident power, with the warded being(s)
adding the adept's rating in Guard as extra dice to their success test.
The second is to defend, in part, against the rule of One. If a guarded
being's dice all come up as ones, it may re-roll a number of dice equal to the
number of dice allocated in its defense. If they turn up as all ones, a
catastrophic failure still happens. If even one turns up as anything else, the
character only fails.
To ward multiple people, the adept must split his dice amongst them, rather
than lending his full score to each of them. Some adepts specialize in
defending against either natural accidents or magically induced ones
(constituting a geas), but many feel this a waste of talent.
-
Hardened Armor (1 per point of adept impact armor)
This transforms an adepts magical impact armor (gained through the Mystic
Armor power in the Grimoire) into hardened armor. Troll physical adepts may
purchase this for their natural dermal armor, but at three times the normal
cost.
Unlike most adept powers, this does have a visible, physical change associated
with it, leaving the adept with a scaled or chitinous appearance. In the
aftermath of Chicago, this has led to many lynchings of innocent (well, at
least of the crimes they're accused of) and heroic physical adepts. Also note
that this armor remains solely impact armor (save in the case of trolls).
-
Immunity to Age (1)
There are no modifications to this power. Once it is gained, the adept ceases
to age.
-
Immunity to Normal Weapons
Any GM allowing a character to take this power should be sterilized to prevent
his manifest stupidity from polluting the gene pool. Unless its and NPC <g>.
-
Immunity to Pathogens \ Immunity to Poisons
Versions of these powers are already available to adepts (or, in the case of
pathogens, easily adaptable), so I'm not going to create them. See the
Grimoire for Body Control.
-
Infection
Again, this is only available only to those exposed to the HMHVV. Ask Bull
about rules for these characters.
-
Influence (6)
This power works as stated in SR2, with the standard substitution. Common
geasa include restricting the target or the influence exerted. And yes,
sickos, this means you can have a power that influences lust in women, but I
don't want your bad karma.
-
Magical Guard
See Awakenings for a similar power, Magic Resistance.
-
Manifestation
If you live in the physical world, how are you going to manifest from the
astral plane?
-
Mist Form (10)
No changes need be made on this power, save to note that no adept powers
function while it is in use, save those that require no physical component
(GM's call, but don't be nice). Geasa are required with this one, more than
one for anyone but a shape shifter (or an obsessive, high-grade initiate).
-
Movement (1 per multiple)
Rather than the standard power, an adept can opt to permanently increase his
running multiple, at a cost of 1 per +1 to the running multiple.
-
Noxious Breath (4)
This is as the Critter power with only two modifications. First, the range of
this power is limited to the adepts own height in front of him. Secondly, one
must make the standard modification to the damage code.
-
Paralyzing Touch or Howl (see notes)
This is very similar to the adept power of Nerve Strike, as new rules are not
needed. The aural version, Paralyzing Howl, works just as described, but costs
4 points to acquire.
-
Pestilence (4)
While this power works normally, it is worthy to note that the Big D (or his
foundation, if he's dead) offers a reward of $1,250,000 (UCAS) plus anti-viral
treatments for the live capture of possessors of this power.
-
Petrifying Gaze (8)
Again, this is identical to the critter power, save for the standard
modification. Also note that this power can normally be turned off at will, so
the adept doesn't stone everyone they meet.
-
Psychokinesis (4)
Treat as a Magic Fingers spell with a strength and Quickness equal to the
adepts Magic attribute.
-
Regeneration (5, 7 or 9)
This power functions exactly as detailed in the official material. The first
level is the lesser version described for Shapeshifters in their human form in
the Shadowrun Companion. The second level is that described for shapeshifters
in their animal form in the Shadowrun Companion (shapeshifters can update their
human form'' healing capability to this level for a cost of 1.5). The third
level is the version found in SR2. Shapeshifters may update their healing
abilities for two points, which moves the healing powers of both shapes up one
level (the human form healing at the animal rate, the animal form healing at
the SR2 rate).. Common geasa include certain types of damage that can't be
regenerated (fire or silver being common), or particularly vulnerable places
the don't heal well (such as the Achilles tendon or the neck).
Note that with the first version of this power + immunity to age, you have
effectively created an Immortal, ala Highlander. If you use a katana and call
yourself McCleod, I hereby grant permission for your gaming group to beat you
severely about the head and face.
-
Search (.5/die)
This ability can be used two ways. One is to augment the searching abilities
of the adept, adding its rating to any dice rolled for perception tests. It
can also be used independently to find things beyond the range of the adept's
sense. The Difficulty for such tests is 10-Target's essence, or the material
resistance for inanimate objects. A target that does not wish to be found can
resist (or its owner can resist for it), rolling an opposed Willpower test
against the rating of Search.
-
Venom (2.25)
Identical to the Critter power (save for the standard substitution). Many
adepts limit this to a certain attack, such as clawing strikes or bites
(getting bitten by a poisonous troll can't be fun).
********
Whew! What did you think? Let me know, and I'll actually take your comments
under advisement and maybe come out with a second (or third, or fourth) version
if I get good input.

***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
ICQ 8108186 , AIM handle Nexx3
************
A beautiful woman is the hell of the soul, the purgatory of the purse, and the
paradise of the eye.........
***********
Only after the last tree has been cut down, Only after the last river has been
poisoned, Only after the last fish has been caught, Only then will you find
that money cannot be eaten.
- Cree Indian Prophecy
***********
Am Moireach Mor!
Message no. 2
From: bktoys <bktoys@*********.COM>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 01:15:00 -0500
I like it a lot. If you do not post the rest on the List please send it to
me.

Sean Conway
AKA ....
Bad Karma

http://www.geocities.com/Area51/Corridor/6528



> Limiting powers with geasa is one of the coolest ideas I've ever
encountered.
>I've played troll bearzarks, elven ninjas, and a very deranged dwarf named
>"Cannonball" who was frequently thrown into combat by a friendly trog. For
>most of them, limiting their powers to certain situations or actions would
have
>been perfectly within their rather deviant natures. But no one had
Awakenings,
>and we didn't think of it on our own.
> When I finally got Awakenings, I went nuts customizing stuff (which
I may post
>if this is received well). Playing Mage had already gotten me thinking in
>terms of subjective paradigms, so I played with some other ideas and
>reorganized magic to my liking.
> Like I said, I like geasa. If someone wants to take a geas, they
get the
>normal 25% reduction in cost. If they take 2 geasa, the power costs only
50%.
>I keep a very careful eye on these, though, because some people will do
>anything for points. I make people justify geasa in terms of their history
and
>personality, and use them ruthlessly. On the other hand, I'm willing to
cut
>costs even further for really cool limitations.
> Now if I can only find a group.
>The following powers have not been play-tested, only eyeballed. I'm
currently
>working on an addendum which will include the powers from Paranormal
Animals of
>North America, which will be posted if I get a good response from this.
I'll
>also post what I did with the Weaknesses Critters can take if I get a good
>response. I'd appreciate comments, feedback, and flames that actually do
more
>than insult my parentage, intelligence, or lack of social life. If you
must
>call me an idiot, at least tell me why.

>***************
> Rev. Mark Hall, Bardagh
> aka Pope Nexx Many-Scars
> ICQ 8108186 , AIM handle Nexx3
>************
>A beautiful woman is the hell of the soul, the purgatory of the purse, and
the
>paradise of the eye.........
>***********
>Only after the last tree has been cut down, Only after the last river has
been
>poisoned, Only after the last fish has been caught, Only then will you find
>that money cannot be eaten.
>- Cree Indian Prophecy
>***********
>Am Moireach Mor!
Message no. 3
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 16:31:08 +1000
Nexx writes:
>Immunity to Age (1)
> There are no modifications to this power. Once it is gained, the
adept ceases
>to age.


The cost for this power is too small. Although it is of little use for PCs
(after all, who here plays campaigns that span _decades_, let alone
centuries?), the effect on the game world would be staggering. PhysAds all
over the world would be striving for initiation solely to gain this power.
Magicians would be tearing physads apart in an attempt to magically
duplicate the power.

Sure, Immunity to Age would be a cool power to have as a concept, but it
should be a LOT higher in cost.

--
.sig deleted to conserve electrons robert.watkins@******.com
Message no. 4
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 00:33:44 -0600
----------
> From: Robert Watkins <robert.watkins@******.COM>

> Sure, Immunity to Age would be a cool power to have as a concept, but it
> should be a LOT higher in cost.

About where? Personally, I made it a low-cost power simply because it was
largely useless to players, and I aimed this at players (since it is a well
known-fact that GM's can cheat). Also, quite frankly, its because I loved the
idea of playing an immortal, and wanted to be able to get both powers at
character creation. Yes, I am a gaming geek. Biscch mich, scheissenkopf.

***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
ICQ 8108186 , AIM handle Nexx3
************
A beautiful woman is the hell of the soul, the purgatory of the purse, and the
paradise of the eye.........
***********
Only after the last tree has been cut down, Only after the last river has been
poisoned, Only after the last fish has been caught, Only then will you find
that money cannot be eaten.
- Cree Indian Prophecy
***********
Am Moireach Mor!
Message no. 5
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 16:59:33 +1000
Nexx writes:
>> Sure, Immunity to Age would be a cool power to have as a concept, but it
>> should be a LOT higher in cost.
>
> About where? Personally, I made it a low-cost power simply because
it was
>largely useless to players, and I aimed this at players (since it is a well
>known-fact that GM's can cheat). Also, quite frankly, its because I loved
the
>idea of playing an immortal, and wanted to be able to get both powers at
>character creation. Yes, I am a gaming geek. Biscch mich, scheissenkopf.


It's by extrapolation... if (essentially) immortality is available, without
too much difficulty, for a small segment of the population, you're going to
get a LOT of resentment built up towards that section of the population.
It's starting to build up in SR against elves, those smug youthful bastards
who look the same at 47 (the oldest non-spike babies) as they did at 21!
(Witness the resentment Khan feels in "Never Trust An Elf")

A almost classic fictional book on the subject would be "Methusaleh's
Children", by Heinlein.

--
sig deleted to conserve electrons robert.watkins@******.com
Message no. 6
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 08:06:17 -0600
----------
> From: Robert Watkins <robert.watkins@******.COM>
> It's by extrapolation... if (essentially) immortality is available, without
> too much difficulty, for a small segment of the population, you're going to
> get a LOT of resentment built up towards that section of the population.

Perhaps I didn't make myself clear. About what would you have it cost?
Believe it or not, I'm willing to change these things around... that's a large
part of why I submit them to the list, so I can get feedback and answer charges
of gross stupidity.
Message no. 7
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Critter Powers (Really Long)
Date: Tue, 31 Mar 1998 08:36:38 +1000
Nexx writes:
>> From: Robert Watkins <robert.watkins@******.COM>
>> It's by extrapolation... if (essentially) immortality is available,
without
>> too much difficulty, for a small segment of the population, you're going
to
>> get a LOT of resentment built up towards that section of the population.
>
> Perhaps I didn't make myself clear. About what would you have it
cost?
>Believe it or not, I'm willing to change these things around... that's a
large
>part of why I submit them to the list, so I can get feedback and answer
charges
>of gross stupidity.


I'd have an Immunity to Age power be _at least_ as expensive as Regeneration
(so, 5 to 9).

--
.sig deleted to conserve electrons robert.watkins@******.com
Message no. 8
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers (Really Long)
Date: Mon, 30 Mar 1998 17:49:03 -0600
Any other comments? If not, then I have to start working on the longer
version, with weaknesses, PAoNA (sorry, nothing from Europe 'caus I don't have
it). I'll wait until the weekend, and then get to work.

----------
> From: Robert Watkins <robert.watkins@******.COM>
> I'd have an Immunity to Age power be _at least_ as expensive as Regeneration
> (so, 5 to 9).
Message no. 9
From: "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA>
Subject: Re: Critter Powers (Really Long)
Date: Wed, 1 Apr 1998 11:35:21 -0500
>> Sure, Immunity to Age would be a cool power to have as a concept, but it
>> should be a LOT higher in cost.
>
> About where? Personally, I made it a low-cost power simply because
>it was
>largely useless to players, and I aimed this at players (since it is a well
>known-fact that GM's can cheat). Also, quite frankly, its because I loved
>the
>idea of playing an immortal, and wanted to be able to get both powers at
>character creation. Yes, I am a gaming geek. Biscch mich, scheissenkopf.

How about providing a sliding scale - double your lifespan for 2
points (elves are closer to immortality, after all :-).

Let them actually get Immunity to Age after they've reached a natural
lifespan of a millenium. Figure elves are at 200 years, so they'd
need to spend 6 points, trolls (40 years) would need 10.

Hmm. On second thought, maybe 3 points would be better?

James Ojaste
Message no. 10
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers (Really Long)
Date: Wed, 1 Apr 1998 14:44:43 -0600
> How about providing a sliding scale - double your lifespan for 2
> points (elves are closer to immortality, after all :-).
>
> Let them actually get Immunity to Age after they've reached a natural
> lifespan of a millenium. Figure elves are at 200 years, so they'd
> need to spend 6 points, trolls (40 years) would need 10.

I like it. I may fudge with your numbers a bit, but I like the idea.
Message no. 11
From: Stephen Delear <c715591@******.MISSOURI.EDU>
Subject: Re: Critter Powers (Really Long)
Date: Thu, 2 Apr 1998 21:52:13 -0600
At 11:35 AM 98-04-01 -0500, you wrote:
>>> Sure, Immunity to Age would be a cool power to have as a concept, but it
>>> should be a LOT higher in cost.
>>
>> About where? Personally, I made it a low-cost power simply because
>>it was
>>largely useless to players, and I aimed this at players (since it is a well
>>known-fact that GM's can cheat). Also, quite frankly, its because I loved
>>the
>>idea of playing an immortal, and wanted to be able to get both powers at
>>character creation. Yes, I am a gaming geek. Biscch mich, scheissenkopf.
>
>How about providing a sliding scale - double your lifespan for 2
>points (elves are closer to immortality, after all :-).
>
>Let them actually get Immunity to Age after they've reached a natural
>lifespan of a millenium. Figure elves are at 200 years, so they'd
>need to spend 6 points, trolls (40 years) would need 10.
>
>Hmm. On second thought, maybe 3 points would be better?
>
>James Ojaste
>

Just at thought about immortals. In ED humans make much better mages then
elves (they can learn multiple magic skills). While most of the Imort
Elves that we see have become powerfull magicians if I human magician
wanted to become imortal he'd have to have the power to do so. In other
words a human as old as an immortal elf would have to be EXTREAMLY
powerfull ("the enemy???" but they really arn't that powerfull!!!). Beware
of Merlin.

SteveD
Stephen Delear
University of Missouri-Columbia
Check out my Photo Message Board at http://www.missouri.edu/~c715591
"Sometimes I do get to places just when God's ready to have somebody click
the shutter" Ansel Adams
Message no. 12
From: Gurth <gurth@******.NL>
Subject: Re: Critter Powers (Really Long)
Date: Fri, 3 Apr 1998 12:41:10 +0100
Stephen Delear said on 21:52/ 2 Apr 98...

> Just at thought about immortals. In ED humans make much better mages then
> elves (they can learn multiple magic skills). While most of the Imort
> Elves that we see have become powerfull magicians if I human magician
> wanted to become imortal he'd have to have the power to do so. In other
> words a human as old as an immortal elf would have to be EXTREAMLY
> powerfull ("the enemy???" but they really arn't that powerfull!!!). Beware
> of Merlin.

You're forgetting the paths stuff the elves do. They can take one
discipline after the other, and once they've finished they know _all_ of
them. So you could have an elven
elementalist/illusionist/nethermance/wizard/more after a couple of
centuries.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Circumvent yourself.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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Message no. 13
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Critter Powers (Really Long)
Date: Fri, 3 Apr 1998 08:38:30 +0000
> Just at thought about immortals. In ED humans make much better mages then
> elves (they can learn multiple magic skills). While most of the Imort

Nix, nix. Humans can use Versatility to pick up the other skills,
but ANYONE can just spend a lot of Legend Points and pick up a second
(or more) discipline. (Thus giving you access to Karma for said
skills) Thus, Humans don't make better mages in the long run.
Equal, except the elves end up living longer. After a few
generations of this, the elves have more knowledge they share among
themselves and thus secure their powers.

-=SwiftOne=-
Brett Borger
SwiftOne@***.edu
AAP Techie
Message no. 14
From: THADEUSv20 <THADEUSv20@***.COM>
Subject: Re: Critter Powers (Really Long)
Date: Fri, 3 Apr 1998 14:13:33 EST
In a message dated 98-04-02 22:52:41 EST, you write:

<< Just at thought about immortals. In ED humans make much better mages then
elves (they can learn multiple magic skills). While most of the Imort
Elves that we see have become powerfull magicians if I human magician
wanted to become imortal he'd have to have the power to do so. In other
words a human as old as an immortal elf would have to be EXTREAMLY
powerfull ("the enemy???" but they really arn't that powerfull!!!). Beware
of Merlin. >>

In the earthdawn main book they come out and say that there are other
immortals, in fact they specifically mention a dwarf immortal in the history.
Something truly horrible, imagine an immotal nethermancer. Hell even death
would only be the beginning for such a beings oppennents. heh heh
Message no. 15
From: Erik Jameson <erikj@****.COM>
Subject: Re: Critter Powers (Really Long)
Date: Fri, 3 Apr 1998 15:37:24 -0500
At 02:13 PM 4/3/98 EST, you wrote:

>In the earthdawn main book they come out and say that there are other
>immortals, in fact they specifically mention a dwarf immortal in the
history.
>Something truly horrible, imagine an immotal nethermancer. Hell even death
>would only be the beginning for such a beings oppennents. heh heh

An Immortal Nethermancer? Gee, if you just *have* to have that, you would
likely end up with something like an AD&D lich or demi-lich. No thank you.

Blerg.

I'm not really keen on the Immortal Elves in the first place, so I'd rather
not even think about other immortals if at all possible. Doesn't really
fit in with the rest of the Shadowrun world.

Erik J.


"Oh my God, they killed Dunkelzahn! You bastards!!!"
Message no. 16
From: Spike <u5a77@*****.CS.KEELE.AC.UK>
Subject: Re: Critter Powers (Really Long)
Date: Sat, 4 Apr 1998 23:22:27 +0100
And verily, did Erik Jameson hastily scribble thusly...
|An Immortal Nethermancer? Gee, if you just *have* to have that, you would
|likely end up with something like an AD&D lich or demi-lich. No thank you.

Why?
Nethermancers don't have to be evil.
The're just better suited to battling horrors and other astral nasties than
other spell casters....

--
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|u5a77@*****.cs.keele.ac.uk| Windows95 (noun): 32 bit extensions and a |
| | graphical shell for a 16 bit patch to an 8 bit |
|Andrew Halliwell | operating system originally coded for a 4 bit |
|Principal Subjects in:- |microprocessor, written by a 2 bit company, that|
|Comp Sci & Electronics | can't stand 1 bit of competition. |
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|GCv3.1 GCS/EL>$ d---(dpu) s+/- a- C++ U N++ o+ K- w-- M+/++ PS+++ PE- Y t+ |
|5++ X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! :( |
Message no. 17
From: "Jeremy \"Bolthy\" Zimmerman" <jeremy@***********.COM>
Subject: Re: Critter Powers (Really Long)
Date: Sat, 4 Apr 1998 14:53:08 -0800
----------
> From: Spike <u5a77@*****.CS.KEELE.AC.UK>
> To: SHADOWRN@********.ITRIBE.NET
> Subject: Re: Critter Powers (Really Long)
> Date: Saturday, April 04, 1998 2:22 PM
>
> And verily, did Erik Jameson hastily scribble thusly...
> |An Immortal Nethermancer? Gee, if you just *have* to have that, you
would
> |likely end up with something like an AD&D lich or demi-lich. No thank
you.
>
> Why?
> Nethermancers don't have to be evil.
> The're just better suited to battling horrors and other astral nasties
than
> other spell casters....
>

The fact that most of the villians in Earthdawn adventures are
Nethermancers that have gone too far is just coincidence, I'm sure. ;)

Further Reading

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