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Message no. 1
From: chipeloi@***.nl (chipeloi@***.nl)
Subject: Cyberzombie/astral question
Date: Sat, 24 Apr 2004 00:49:14 +0200
Gurth stay out please
And keep the spoiler space
thanks






SPoiler space
















More of the same
















And some more






As you probebly know i've got a cyberzombie in my campain, and two mages (both aspected
sorcery) they are spending a lot of time with the cyberzombie and she is poluting astral
space
Any idea's what would happen to gurth's caracter? (would he go toxic, mad, Twisted way,
phobia's?
This is your chance to toy with gurth's mind any idea's are welkom ! =)
Message no. 2
From: tjlanza@************.com (Timothy J. Lanza)
Subject: Cyberzombie/astral question
Date: Sat, 24 Apr 2004 02:41:54 -0400
At 06:49 PM 4/23/2004, chipeloi@***.nl wrote:
>Gurth stay out please
>And keep the spoiler space
>thanks
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>SPoiler space
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>More of the same
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>And some more
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>As you probebly know i've got a cyberzombie in my campain, and two mages
>(both aspected sorcery) they are spending a lot of time with the
>cyberzombie and she is poluting astral space
>Any idea's what would happen to gurth's caracter? (would he go toxic, mad,
>Twisted way, phobia's?
>This is your chance to toy with gurth's mind any idea's are welkom ! =)

Honestly, I'd say none of the above. A better question is why do they hang
around with this guy? He must be one hell of an asset to offset the trouble
he gives them with spellcasing.

--
Timothy J. Lanza
"When we can't dream any longer, we die." - Emma Goldman
Message no. 3
From: datwinkdaddy@*******.com (Da Twink Daddy)
Subject: Cyberzombie/astral question
Date: Sat, 24 Apr 2004 04:29:31 -0500
On Sat, 24 Apr 2004 02:41:54 -0400, Timothy J. Lanza
<tjlanza@************.com> wrote:

> At 06:49 PM 4/23/2004, chipeloi@***.nl wrote:
>> Gurth stay out please
>> And keep the spoiler space
>> thanks
>>
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>> SPoiler space
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>> More of the same
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>> And some more
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>> As you probebly know i've got a cyberzombie in my campain, and two
>> mages (both aspected sorcery) they are spending a lot of time with the
>> cyberzombie and she is poluting astral space
>> Any idea's what would happen to gurth's caracter? (would he go toxic,
>> mad, Twisted way, phobia's?
>> This is your chance to toy with gurth's mind any idea's are welkom ! =)
>
> Honestly, I'd say none of the above. A better question is why do they
> hang around with this guy? He must be one hell of an asset to offset the
> trouble he gives them with spellcasing.

If he spends more than 1/2 his time aroud polluted astral space, let his
aura start trying to sync to it. But, give him warning somehow; perhaps
one of his magical contacts might notice the change in the aura, or he
just starts feeling "warn and fuzzy toward" instead of "cold and detatched
from" the CZ.
At this point, the magic-users should be able to "repair" the damage to
their aura by simply spending enough time away from polluted space.

AFter some amount of expousure, he should start getting "advantages" that
draw him toward the "dark side". First, occasionally don't penalize his
rolls for the polluted space, then never (but, at a similar frequency,
don't apply the bonus for those rare good background counts). By the time
he is not being penalized, there should be a marked change in his aura,
and you may wish to make it clear to the player that he is devling into
"dark places".
Until this half-way point, but after the "advantages" creap in, the damage
to the aura is still fairly reperable, but will require some cleaning
rituals or magics, or perhaps some type of (low-grade <= magic rating)
astral quest to "center" the aura again. These must of course be done
outside the influence of the polluted space, and would be like
anti-biotics: each reapplication is less and less effective.

If the player continues to make polluted astral space his "native
environment", it will corrupt him gradually turning him toxic (or the
hermetic equiv.) This would of course mean that the CZ's background count
aids his casting but those rare good background count penalize it (as will
taking away the penalties, bring in the bonuses gradually), also all the
characters should notice changes in the spirits the going-toxics are
summoning as well as their astral forms; their existing magical contacts
may also become uncomfortable with them or abandon them (possibly turning
into enemies) while any toxics they encounter, while not being
neccessarily friendly (toxic ~= evil ~= untrusting), may not attack them
on sight.
By this time, the aura will be mostly toxic, and the player should keep
this in mind while playing his character. The character's mind as slipped
a bit; it is not beyond repair but the character might take more extreme
or illogical actions than before. Also, while I'd say the damage can be
repaired up until the point the aura is completely toxic it would probably
require spending some karma AND performing a difficult astral quest to
reclaim the magic-user's original self (>= 2x magic rating), probably with
aid from a spiritual guide; this cleaning should rank in
"weight"/importance in the character's life as an initiation. Also, the
character may not even want such cleansing at this point; his powers will
be ehanced and his mind will have slipped enough to think his path may be
correct (although, reasoning or pleading from those close to him could
make him change his mind).


So, with enough exposue and barring some sort of spiritual rebirth, the
character will eventually become completely toxic. Your discretion when
this happens, but after it does I don't think the efforts of mere mortals
should be able to retore the character to his non-toxic state. The player
should play his character as a toxic or turn the character sheet over to
the GM, as suits your game.

Of course, only do any of this if it will be *fun*. ['Cause that's what
the game is for folks.]

--
Da Twink Daddy
ICQ: 514984; YM: DaTwinkDaddy
datwinkdaddy@*******.com
Message no. 4
From: chipeloi@***.nl (chipeloi@***.nl)
Subject: Cyberzombie/astral question
Date: Sun, 25 Apr 2004 11:52:42 +0200
On 24 Apr 2004 at 4:29, Da Twink Daddy wrote:

> On Sat, 24 Apr 2004 02:41:54 -0400, Timothy J. Lanza
> <tjlanza@************.com> wrote:
>
> > At 06:49 PM 4/23/2004, chipeloi@***.nl wrote:
> >> Gurth stay out please
> >> And keep the spoiler space
> >> thanks
> >>
> >>
> >>
> >>
> >>
> >>
> >> SPoiler space
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
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> >>
> >>
> >>
> >>
> >>
> >>
> >> More of the same
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> >>
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> >>
> >>
> >>
> >>
> >>
> >>
> >> And some more
> >>
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> >>
> >>
> >>
> >
> > Honestly, I'd say none of the above. A better question is why do they
> > hang around with this guy? He must be one hell of an asset to offset the
> > trouble he gives them with spellcasing.

Now this is new.. i'll look it up thanks for the heads up.

> If he spends more than 1/2 his time aroud polluted astral space, let his
> aura start trying to sync to it. But, give him warning somehow; perhaps
> one of his magical contacts might notice the change in the aura, or he
> just starts feeling "warn and fuzzy toward" instead of "cold and
detatched
> from" the CZ.

>SNIP<

Oke thanks that what i wanted to hear.
I'll make sure he gets hint but i still need a plan to keep gurth either killing the CZ or
just
leaving on runs without it...
Message no. 5
From: rothgefa@*******.com (Robert Fanning)
Subject: Cyberzombie/astral question
Date: Tue, 27 Apr 2004 17:41:03 +1000
I agree with that the title "Better off dead" is apt.

I would sooner have my character voluntarily recycle themselves at the body
bank than become a cyber zombie.

Heck, I don't like having characters with an essence below 4 - I had a bad
experience in second edition with lotsa bioware in addition to 0.15 essence.

I needed to get healed quickly and the target number for magic was about 18.

My character had a trauma damper and took a bunch of hits from a light
machine gun and assault rifles.

I was up to 9 boxes of physical and 9 boxes of stun ..... before suffering a
friendly fire incident.

<@^@> put "Hey Robert" (without quotes) in the subject line to bypass my
junk mail filter and do not use the keywords "bank, business, credit, debt,
insurance, interest, loan, money".

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Message no. 6
From: gurth@******.nl (Gurth)
Subject: Cyberzombie/astral question
Date: Tue, 27 Apr 2004 10:49:52 +0200
According to Robert Fanning, on Tuesday 27 April 2004 09:41 the word on the
street was...

> I needed to get healed quickly and the target number for magic was about
> 18.

That's exactly why the cyberzombie in our game usually needs to heal at a
street doc's, or, lately, a coffin hotel... Neither of the two magicians
in the group will typically roll well enough to heal even a single box of
damage, even though we still use the second-edition Treat spell instead of
the SR3 one (TN of 8 - Essence rather than 10 - Essence).

--
Gurth@******.nl - Stone Age: http://www.xs4all.nl/~gurth/index.html
Those who ignore history are doomed to keep liking crappy dance
covers of great songs.
-> Probably NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

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