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Message no. 1
From: Roger J. An ricker@********.com
Subject: Final TechnoShaman Rules
Date: Wed, 11 Aug 1999 15:35:40 -0400 (EDT)
The PC in my campaign who wishes to play the technoshaman and I have
finally started to finish up on some rules.

It's true that a techno-shaman could be a bona-fide munchkin if left
unchecked. So, we have formalized the rules a little more,
brought him a little more down to earth, and I think the techno - shaman is
more playable, upon your approval and further thought. Basically it is
just another tradition that has different geasa.

Upon consideration, we have decided that a techno-shaman would be more
plausible if he uses technology to enhance his magical spell casting
capabilities; something like fetishes and foci except his foci are not
made of purified radicals but lovingly crafted circuit boards and
transistors.

For example, he would use a portable trid projector to produce a very
realistic phantasm spell. Casting and sustaining the spell would become
easier (read: extra dice), but he would have to rely on the tech to produce
the effect (read: spell geasa, he would be unable to cast any spells
without his gizmos).

Other tech-magic combinations we've come up with are

mind-probe, along with a tricorder gizmo
barrier, using an electro-magnet
Imp. invisibility, with a portable ECM module
Increase Intelligence, with a "Thinking hat"
Heal, using a bio-med kit
fire-ball, using a flamethrower
Clairaudience, using one of those nifty listener devices (I don't know the
name)
Jump, with nifty flying boots

Anything else, please let me know I am eager to hear, no matter how silly.

Essentially, the devices augment the magic, and vice-versa. In some cases,
the devices may not even work without the aid of magic (i.e. thinking hat
and flying boots), but would be very technological nontheless, just for
effect. Other times, the magic enhances an already working thing, but
providing it with more power, improved precision, and enhanced duration.

The technoshaman will also be able to summons ghosts in the machines.

Suggestions?

Roger J. An
Message no. 2
From: Sommers sommers@*****.edu
Subject: Final TechnoShaman Rules
Date: Wed, 11 Aug 1999 16:32:27 -0400
At 03:35 PM 8/11/99 -0400, you wrote:
>The PC in my campaign who wishes to play the technoshaman and I have
>finally started to finish up on some rules.

<snip stuff>

>Suggestions?
>
>Roger J. An

Steve Kenson did an interesting article on Technoshamans for Pyramid
magazine. They used technological fetishes for spells, and a WYSIWYG
viewscreen for virtual shamanic lodges in 3d. It actually sounded pretty
cool. And the artist did a great picture of what one would look like.

If you have a subscription for them, they have a few articles on Shadowrun
there, along with other interesting stuff.


Sommers
Insert witty quote here.
Message no. 3
From: McCollum, Shawn Shawn_McCollum@*********.com
Subject: Final TechnoShaman Rules
Date: Wed, 11 Aug 1999 18:12:33 -0400
> -----Original Message-----
> From: Roger J. An [mailto:ricker@********.com]
> Subject: Final TechnoShaman Rules
>
>

> Other tech-magic combinations we've come up with are
>
> mind-probe, along with a tricorder gizmo
> barrier, using an electro-magnet
> Imp. invisibility, with a portable ECM module
> Increase Intelligence, with a "Thinking hat"
> Heal, using a bio-med kit
> fire-ball, using a flamethrower

Now if I had a flamethrower why would I use a fire-ball spell :)

Seriously though, check out the some links for Mage: the ascension there is
a group called the sons of ether that use techno objects to work their
magic. It's a little different then shadowrun but some good ideas. Their
is a book out called The Technomancer's Toybox for the game that has a few
things in it.



Shawn McCollum
Message no. 4
From: Ereskanti@***.com Ereskanti@***.com
Subject: Final TechnoShaman Rules
Date: Wed, 11 Aug 1999 19:14:06 EDT
In a message dated 8/11/1999 2:36:37 PM US Eastern Standard Time,
ricker@********.com writes:

<snipped the initial commentary on Technoshamans>

> Other tech-magic combinations we've come up with are
>
> mind-probe, along with a tricorder gizmo

<VEG>

> barrier, using an electro-magnet

hmm...very high-end tech for SR IMO...

> Imp. invisibility, with a portable ECM module

combine countermeasures with ruthenium...

> Increase Intelligence, with a "Thinking hat"

an interesting thought

> Heal, using a bio-med kit

<VEG>

> fire-ball, using a flamethrower

Coming Soon actually

> Clairaudience, using one of those nifty listener devices (I don't know the
> name)

Laser Microphones and "bugs" work here just fine.

> Jump, with nifty flying boots

Hydraulic Jacks...

> Anything else, please let me know I am eager to hear, no matter how silly.
>
> Essentially, the devices augment the magic, and vice-versa. In some cases,
> the devices may not even work without the aid of magic (i.e. thinking hat
> and flying boots), but would be very technological nontheless, just for
> effect. Other times, the magic enhances an already working thing, but
> providing it with more power, improved precision, and enhanced duration.
>
> The technoshaman will also be able to summons ghosts in the machines.

Now *THAT* is a Resonance thing...and I would advise considerable care when
going that direction...

> Suggestions?

I *wish* I could give them...

-K
Message no. 5
From: philippe pelletier philippe.pelletier2@*********.ca
Subject: Final TechnoShaman Rules
Date: Wed, 11 Aug 1999 21:00:12 -0400
Your way to see things seems good, but you should check the technocracy books,
of Mage the Ascension, t could give you some others idea.

Mirage

Roger J. An a écrit:

> The PC in my campaign who wishes to play the technoshaman and I have
> finally started to finish up on some rules.
>
> It's true that a techno-shaman could be a bona-fide munchkin if left
> unchecked. So, we have formalized the rules a little more,
> brought him a little more down to earth, and I think the techno - shaman is
> more playable, upon your approval and further thought. Basically it is
> just another tradition that has different geasa.
>
> Upon consideration, we have decided that a techno-shaman would be more
> plausible if he uses technology to enhance his magical spell casting
> capabilities; something like fetishes and foci except his foci are not
> made of purified radicals but lovingly crafted circuit boards and
> transistors.
>
> For example, he would use a portable trid projector to produce a very
> realistic phantasm spell. Casting and sustaining the spell would become
> easier (read: extra dice), but he would have to rely on the tech to produce
> the effect (read: spell geasa, he would be unable to cast any spells
> without his gizmos).
>
> Other tech-magic combinations we've come up with are
>
> mind-probe, along with a tricorder gizmo
> barrier, using an electro-magnet
> Imp. invisibility, with a portable ECM module
> Increase Intelligence, with a "Thinking hat"
> Heal, using a bio-med kit
> fire-ball, using a flamethrower
> Clairaudience, using one of those nifty listener devices (I don't know the
> name)
> Jump, with nifty flying boots
>
> Anything else, please let me know I am eager to hear, no matter how silly.
>
> Essentially, the devices augment the magic, and vice-versa. In some cases,
> the devices may not even work without the aid of magic (i.e. thinking hat
> and flying boots), but would be very technological nontheless, just for
> effect. Other times, the magic enhances an already working thing, but
> providing it with more power, improved precision, and enhanced duration.
>
> The technoshaman will also be able to summons ghosts in the machines.
>
> Suggestions?
>
> Roger J. An

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