From: | "A.R.Gay" <cs6004@***.AC.UK> |
---|---|
Subject: | Deamons in Shadowrun |
Date: | Wed, 9 Mar 1994 13:23:03 +0000 |
being bounced around, Chopper and I were considering changes to
the magic and summoning rules in SR2. It raised a few
questions, most of which we answered but I thought you might
like to hear them. Any comments would be greatfully accepted,
but please note these are only ideas and no rules have been
discused as yet.
1) Why are there no Deamons in Shadowrun?
Because it was released in America, and the Americans
have a nearly obsesive paranoia with anything that could be
considered `The work of the Devil'. This is because they watch
too much crap TV and have given up thinking for them selves, and
like the majrity of people today are happy to follow blindly
like sheep anyone who leads, without question. I am amazed that
Stormbringer even got published over there with its magic system.
2) What would they be like?
Possibly just very powerful spirits with a very
malicious sense of humour. Or possibly the denizens of one of
the meta planes. In contempory meditation and astral travel
techniques, you are told never to go down from your starting
point. Why? Because all the squiggely things live there. This
would translate quite well into SR terms as one of the levels of
metaplanes not discussed in the books, once more for the reasons
given in 1 about christian religion. *shudder* Maybe these
lower, or negative planes are the homes of the insect spirits,
or maybe something far more insidious. How about beings who
live off of magical energy, and come to the sixth world to drink
the mana present. This would cause patches of dead magic, the
reverse to background count but with the same effects. The
effect may just be a lessening in the overall flux of magic. I
have already uesd negative planar spirits in my game, the effect
on my players was gratifiengly intense, causing worry and
paranoia.
3) What are the abilities of deamons?
Powers such as Accident, Wealth and maybe possion.
the ability to cause frenzy would also be possible. Maybe
creatures like the Nomad (Paranimals of N America. ) are weak
negative planar spirits, which would make the powers of their
biger cousins truley terifiying.
These are just a few thoughts on the possibilities that could be
exploted for plot ideas, any comments of a derogitory nature
are obviously not aimed at SR players, as they are enlightened
enugh not to be Sheep. Better go before I insult anyone else,;-)
--
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* JackFrost <cs6004@****.wlv.ac.uk> For all your shadowtech requirements.*
* "If at first you don't succeed, use Magic..." *
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