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Message no. 1
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Here it Is!!!
Date: Fri, 10 Sep 1993 14:18:30 -0500
Here's the people file. . .provided I uploaded it right. I used Text Out
on Wordperfect (and cut the size almost in halk. . .Fonts and formatting
take up LOTS of space. . .)

OK. . .I just glanced over it. There are many tabs, which I use to
line up charts (spaces don't cut it). Also, there are a few lines that
go off-screen. . .your best bet is to download it and bring it up in
a Word Processor to fix it to taste. For reference, it was mostly
in Universe Font on WordPerfect 5.1. Obviously it's a text file now, but
WP likes to go off-screen, especially on the smaller fonts.

J Roberson
************************************************************************
New Archetypes

Here's a few new shadowrun archetypes that are fun to
run. One, the former security guard, is good for his
contacts and for his skills. In fact, in my group, he has
done quite a bit of security work for the main party. The
other, a troll clan worrior, is a great source of fun and
aggravation for the other members of the party.


FORMER CORPORATE SECURITY GUARD
The former corporate security guard has become
disillusioned with the corporations. He once worked for a
major corporation, and he believed in the metroplex system,
until his corporation did some deed that he considered
horrible and atrocious. Finally, disgusted with his
employers and their actions, he left.
He became a shadowrunner in an effort to fight the
power and corruption of the corporations. He refuses to
have any dealings with his former employers, and will
actively take on a run against them. He prefers to use non-
lethal force against people, rather than using lethal force.
Hence, the multitude of non-lethal weapons in his arsenal.
If force is required in a situation, though, he will not
hesitate. If he encounters any of the people from his
former corporation who participated or knew of the
atrocities once committed, he will go berserk and strike
with massive fury.

ATTRIBUTES
BODY:5
QUICKNESS:6
STRENGTH:5
CHARISMA:3
INTELLIGENCE:6
WILLPOWER:5
ESSENCE:2
REACTION:6(7)
+1d6 initiative

Firearms:5
Armed Cbt, edged weapons:6
Unarmed Cbt:5
Throwing weapons:4
Stealth (urban):3
Stealth (Corp):3
Security Procedures:3

CYBERWARE
Hearing Amplification
Select Sound Filter Lvl 5
Cybereyes
Thermographic Vision, Optical Mag Lvl 3, Flare Compensation
Boosted Reflexes Level 2
Skillwires lvl 3
Radio/telephone with comlink X
Smartgun Link
Retractable razors
Skillchips (all level 3)
Interrogation
Bike
Car
Firearms B/R
Electronics
Etiquette (street)

CONTACTS
Any Corporate type
Street Cop
Metroplex Guard
Street Samurai

GEAR
Ares Predator II, Sartgun Link,reactive trigger
Ranger ARMS SM-2, smartgun link, silencer
Defiance Super Shock Taser, Smartgun link
Survival Knife
Shock Glove
Flash Grenades (10)
Partial Heavy Armor
Security Helmet, signal locator, head up display
Forearms Guard
DocWagon, platinum
Tranq patch level 10 (5)
Tracking signal level 5 (10)
Aurora Racing bike
Metal restraints (5)
Concussion grenades (5)
Gas Grenades (5)
AZ-150 Super Stun Baton



TROLL CLAN WARRIOR

The troll clan warrior is perfect for people who really
enjoy roleplaying. He can be a lot of fun, but can also
drive the other party members crazy when done right. The
troll is stupid, very stupid. He loves to smash things. He
is very simpleminded in [As outlook of things, and cannot
comprehend anything complex. He is always hungry, and will
stop and eat if he finds food, even if it is in the middle
of the run. If the troll doesn't get his way, he pouts.
Now, do you want a 10 ft tall troll pouting?

QUOTES
"Duhh!" "I'm Hungry!" "'Kin I Kill 'em now, pa?" "It's
clobberin' time!!!!"
ATTRIBUTES
BODY:11(12)
QUICKNESS:3
STRENGTH:10
CHARISMA:1
INTELLIGENCE:1
WILLPOWER:2
ESSENCE:5.5
REACTION:2

SKILLS
Armed combat-edged weapons-Wallacher combat axe:8
Firearms:6
Gunnery:3
Bike:3
Unarmed Combat:3

CYBERWARE
Smartgun Link


GEAR
Wallacher Combat Axe (2)
ARES MP-LMG, smartgun link
Harley Scorpion with auto cannon
Secure Jacket


These were written up by a runner in our group, and she gave me
permission to post 'em.

Ghost Rider <paulette_solomon@****.cc.usm.edu>
**************************************************************************

NEGA-MAGICIANS
The fact that magic and certain meta-human races feature so prominently and so
frequently
in folklore shows that these legends are undoubtedly based on a previous Awakening, or
possibly
Awakenings. Given that these legends are true, how could stories have come about of, for
example, humans destroying dragons, when anybody attacking a dragon with a sword would be
fried by a spell before he could do any damage?
Hawkins' colleagues replied that these stories were obviously fiction created
around
distorted memories of the Awakening. Hawkins disagreed and argued that the stories were
true.
And for them to be true, there must have been certain people immune to magic. And if they
existed then, they must exist now.
Despite the scorn poured on this theory by his colleagues, Hawkinsembarked on a
worldwide search for the magically immune people he was sure existed. His colleagues
dismissed
him as a crank and so were more than a little embarrassed when, two years later, he
reappeared
with Miles Freeman, the world's first nega-magician.
RESEARCH ON NEGA-MAGIC
Research has shown that the nega-magician's powers are manifested in a field
that the
nega-magician unconsciously maintains around himself, even when he is asleep or
unconscious.
The width of the field varies but never reaches out beyond two centimeters from the
nega-magician's body.Within this field, no form or magic can exist.Theories as to why this
is so are
mixed but generally fall into twoschools of thought. One, the minority school, believes
that the
nega-magician's field is a form of magical talent which absorbs all magic within its area
to maintain
its power, a sort of magical vampirism. The second, more popular, theory maintains that
the
nag-magician's mind maintains the field around him. Within this field, some claim, the
physical
laws of the planted are changed to laws wherein magic cannot exist. In effect, the
nega-magician
maintains his won personal reality. Both these theories are just theories, and no one
really knows
how a nega-magician's powers work.
EFFECTS ON MAGIC
Nega-magicians are completely immune to all forms of magic. They can not be
harmed by
combat spells, fooled by illusion spells, affected bymanipulation spells, or detected by
detection
spells. Magic cannot affect them at all. Similarly, the powers of paranormal animals
cannot affect
anega-magician.
A nega-magician's immunity to magic includes the powers of physical adepts and
magical
weapons. If a nega-magician is hit by a physical adept doing a Killing Hands attack, he
takes
damage as from a normal punch{ If hit by a magical weapon, he takes damage as if his by a
normal weapon. In addition, every time a nega-magician is hit by a magical weapon, there
is a one
in six change that the weapon will lose its magical properties forever.
Nega-magicians can
never cast spells of their own, or have spell-locks cast on them, or have beneficial
spells such as
healing or disguise spells cast on them. Area spells cast at a nega-magician will not work
with the
area of the spell as normal. Magicians still take the drain for spells canceled
by nega-magicians
as they have still cast the spell. It is possible to indirectly harmnega-magicians
through magic. For
example, if a mage throws an area fireball spell at a nega-magician standing by a car, the
fireball
won't affect the nega-magician. But it may have an effect on the car (igniting the gas
tank and
causing an explosion), which in turn could have a non-magical but nonetheless harmful
effect on
the nega-magician.
ASTRAL SPACE
Nega-magicians quite simply don't register in astral space. Anastrally
projecting mage
could be standing next to a nega-magician and never realize it. Naturally, this makes
nega-magicians very popular as spies and corporate intrusion agents. They are usually too
rare to
waste on guard duty, although they may be used for especially important or magically
dangerous
projects.
SPIRITS AND ELEMENTALS
One of the first things the Chicago Thaumaturgical Research Institute decided to test was
how
purely magical creatures such as Elementals would react to a nega-magician's power. To
this end,
they summoned an air elemental and ordered it to attack Freeman. The air elemental
replied,
"Who?"
The mage in charge pointed to Freeman and explained that he was the one the
Elemental
was to attack. The Elemental replied again, "Who?"
After a half-hour of unsuccessful wrangling, the mage asked Freeman to stand in
front of
the air elemental, then ordered the air elemental to advance five paces, reasoning that
this would
take it through Freemans's field. The air elemental took one step forward, then stepped
two
paces to the right of Freeman, walked past him, then took two paces left and walked two
paces
forward--taking him exactly where it would be if it had taken five straight paces forward.
When
asked why it had stepped by Freeman, the air elemental vigorously denied ever having
stepped
aside.
Repeated experiments with other Elementals and Spirits produced exactly the same
results.
Nega-magicians appear to be totally invisible to purely magical creatures, but
some
subconscious instinct prevents them from accidentally coming into contact with a
nega-magician's
field. For this reason, a Spirits of Elemental can never detect or affect a
nega-magician. ( Some
mages suggest that the Elementals can see nega-magicians but wisely refuse to have
anything to
do with them. )
CYBERWARE
Even with regard to cyberware, nega-magicians follow none of the usual rules
concerning
magic.While cyberware usually causes a steady and measurable decline in amagician's
powers,
nega-magic seems to operate on an all-or-nothing principle. While some
nega-magicians have lost
their powers after minor surgery (such as implanting a datajack), others have retained
theirs despite
major cybernetic alteration. The power loss is never gradual--either it completely stays
or it
completely goes after cybernetic enhancement.
In game terms, for every piece of cyberware implanted, the GM should roll 1D6.
If the roll
is less than or equal to the number of points of Essence lost, then the nega-magician has
lost his
powers forever. A roll of a 1 automatically means the roll failed.
NEGA-MAGICIAN ARCHETYPE
"You have never heard of a nega-magician!? What am I? Untouchable, that's
what I am.
Your enemies can throw spells at me all day, and all they'll get is a
headache.""Face it, chummer,
for magical shadowrun, you can't do without me. For that matter, for any shadowrun, you
can't
do without me."
The nega-magician's immunity to magic tends to make him overconfident--
something that
can be a fatal mistake for someone with a all-too-human vulnerability to bullets.
Attributes: Skills:
Body: 5 Firearms: 6
Quickness: 6 Armed Combat: 5
Strength: 5 Etiquette(Street): 3
Charisma: 3 Electronics: 4
Int: 6 Magic Theory: 4
Willpower: 3 Reaction: 6
Essence: 5.4
Cyberware: Smartgun Link
Datajack

(As the nega-magician has taken two pieces of cyberware, he has to
make two rolls to see if he's kept his power. Even though he hasn't lost
a point of Essence yet, if he rolls a 1, he will lose his power.)
Contacts: Gear:
Corporate Armor Jacket
IR Goggles
Street Samurai Browning Max-power Rigger
H&K S variant
Fixer Flash grenades
Combat axe
**************************************************************************
More New Archetypes
Here are two archetypes that I have developed since I started playing Shadowrun
some
years ago. They have been published in our local fanzine called fantazine. Others in our
gaming
group also developed some nice archetypes like: The former Joyboy, the Repo man,
Artificial
Person (grown in a vat and escaped from the lab, worth lots of nuyen), Corporate Courier,
Street
Scientist, Mixgen (Humanimal) {You liked those sunday morning cartoons with animals posing
as
humans? Well in Seattle 2050 they still do!}, Corp Kid slummer, etcetera. If you'll like
this post
enough, I am willing to ask the creators of these archetypes to put them also on the net.
These
archetypes were created with the first edition if that makes any significant difference at
all.

The Frustrated Street Cop
When I signed up with Lonestar, I thought I could make a difference. Helping
people and
putting criminals behind bars you know? What crap, all I did was beat up poor
suckers in
riot controls. And when I finally arrested scum, they were back on the street
even before I
could finish my paperwork. But what really made me mad was the influence of the
other
corps. We could not touch them high suits. One time I arrested one, a real piece
of slime he
was. He resisted, so I gave him some punches to make him more docile. The next
day, an
hot shot lawyer gave me the biggest lawsuit I ever saw. Only decent thing to do
was to
quit. But they ain't seen nothing yet. They're not rid of me yet. This
time, no corp lawyer
can protect them.

The ex-policeman is ready for some action. In his time, he saw more than enough
misery
and he likes to do something about it. When given sufficient nuyen he is more
then happy
to crack some nuts. Especially when these nuts have ties with the corps. He
ain't no street
samurai or mercenary but with his experience, skills and contacts he is worth
your money
twice. The ex-Lonestar cop has bumped his head so much that he became more then
a little
cynical.

Roleplaying notes: The ex-cop still has some souvenirs from the time he walked
the streets.
He also knows a lot of useful people, streetpeople as well as corpers and of
course some
valuable friends still in the force. He can choose four contacts instead of the
usual two. He
is known to react quickly and with authority. If he doesn't watch out, he still
behaves like
the cop he used to be. Which sometimes is not a good way to make friends. On the
other
hand, he is as stubborn as a mule and he will not take a 'no' for an answer.
Attributes: Skills:
Body - 5 Armed Combat - 4
Quickness - 4 Car - 4
Strength - 5 Etiquette-Corp - 3
Charisma - 3 -Law - 3
Intelligence - 4 -Street - 5
Willpower - 3 Firearms - 5
Reaction - 5 Interrogation - 3
Essence - 5.05 Negotiation - 4
Unarmed Combat - 5
Police procedures - 4
Cyberware:
Retinal Modification Low Light.
Internal Radio
Gear:
Browning Max Power - 100 rounds ammo, 16 Gelrounds, 8 HE-rounds
Defiance T250 Shotgun - 50 rounds, 20 Stunrounds
Stun Baton Armour Vest (Lonestar Logo)
Restraints: 2 Metal, 4 Plastic Membership card Police-club
License for Heavy Pistol Doc Wagon contract Basic

Contacts (4 instead of 2)
Bartender City official Detective
Gangmember Gangboss
Metahuman right committee Humanis Policlub member
Squatter Streetcop
Lonestar secretary Snitch
Reporter Troll bouncer
Other street type


I know this archetype has been on the net before, but I didn't like it. The
rigger wasn't from
the street, to much hardware. This one really is. Every part of the equipment is bought,
stolen or
scavenged by herself. In my humble opinion this is a much better street rigger, much more
satisfying to roleplay.

Street Rigger
What do you mean, me not being a professional. I am as good as they come. I may
not
have the experience of an old-timer. I am more flexible and I know the streets
better then
the palm of my hand. Besides I learn fast, given time I will become the hottest
rigger in
town, mark my words chummer.

The street rigger has outgrown the gangs, she wants more action then the little
jobs (like
stealing cars). With her saved money she bought some cyberware. Now she is ready
for the
real world of the Shadowrunners. Young and rash as she is, she may look
inexperienced,
but she survived for years on the streets and is much tougher then you expect
her to be.
She may not have the professionalism and the big toys from the great riggers,
her street
knowledge makes her a real asset to a party. She can do more then just some
fancy
driving.
Attributes: Skills:
Body - 3 Bike - 6
Quickness - 4 Car - 5
Strength - 3 Computer - 3
Charisma - 3 Electronics - 4
Intelligence - 4 Etiquette Street - 4
Willpower - 3 Firearms - 4
Reaction - 4 Ground Vehicle B/R - 5
Essence - 3.3 Gunnery - 2
Stealth - 3
Unarmed Combat - 4
Cyberware:
Cybereyes (low light + Flare Compensater)
Datajack
Hand razors retractable
Vehicle Control Rig level 1
Gear:
Scarlet Aurora
Ghostrider; old rigged Pick-up with high performance engine + turbo (2),
performance
tires, roll bars and custom paintjob.
Roomsweeper + 50 ammo
Vehicle Tool kit
Simsense player with a dozen chips
Bug scanner (4)
Real Leather Jacket
Flash Pack
The whole of Seattle to steal cars from

Contacts (The street rigger may choose 3 Any Street Types)
Bouncer Corp Rigger
Fixer Mechanic

Street rigger may (if she wishes) belong to a go-gang.


*--<G.Woudstra The Netherlands


**************************************************************************
New Beasties

Since I have plently of time (well sort of) I thought I would give you that
info about the races.

GOBLIN:
Homo bestius
A goblin is a dwarf infected with the HMHVV virus. The virus strips the
unfortunate victim of virtually all body hair and fat, and increases the
output of the salivary and related glands.
This creature typically measures 1.2 meters in height and weighs 40 kilograms
or less. The creature's skeleton is clearly visible due to its low body mass,
and its skin often takes on a sickly, almost glossy sheen. The ears are
large, long, and slightly pointy.

Magic Capability:
Innate. Some reports indicate magically active goblins, but these specimens
without exception were magically active before infection.

Habitat:
Underground areas, urban or rural

Body Quickness Strength Charisma Intelligence Willpower Essence Reaction
5 4x2 6 - 1/5 5 6 4

Attacks Initiative
Humanoid +2D6

Powers: Enhanced Senses (Improved Smell and Taste), Essence Drain (Permanent),
Fire Resistance

Weaknesses: Allergy (Sunlight, Mild), Vulnerbility (Iron)
<<Note: Because they have HMHVV virus, I think is the reason, FASA didn't
want them to be played as PCs. Just looking at the vampire and Wendigo.>>


SPRITE:
No accepted taxonomy.

No real info in the guide (probably on of those GM discretion things)
In North America, the critter might turn up, but only through the machinations
of a few powerful nobles in Tir Tairngire.

In Europe range seems to be limited to Tir Nan Og.

Body Quickness Strength Charisma Intelligence Willpower Essence Reaction
2 10x1 1 3 4/4 4 6 7

Attacks Initiative
2M +2D6

Powers: Concealment (Personal), Quickness multiplier for flying is x5.

Weakness: none.

* Mike Goldberg *
* M_Goldberg@******.Colorado.Edu *

***The Above were provided in the course of discussing new PC races for
Shadowrun, the results of which appear later on.--J Roberson
*************************************************************
ALL META-HUMAN RACES
Table of Attributes

ELF DWF ORK TRL MNR OGR GBN GNM
PXE

BDY 6 7 9 11 10 9 8 6
4
QUK 7 5 6 5 6 5 6 5
9
STR 6 8 8 10 9 10 8 5
4
CHA 8 6 5 4 4 5 6 6
7
INT 6 6 5 4 4 4 5 9
8
WIL 6 7 6 5 5 5 6 8
7
ESNC 6 6 6 6 6 6 6 6
6
MGC 6 6 6 6 6 6 6 6
6
RTN 6 6 5 4 5 5 5 7
8


{[> Robert A. Hayden ____ hayden@*******.mankato.msus.edu <]}
{[> \ /__ hayden@****.cs.mankato.msus.edu <]}
{[> \/ / aq650@****.INS.CWRU.Edu <]}
{[> #include <std_disclaimer.h> \/ <]}
-=-=-
*************************************************************
Nosferatu
Meine Kamaraden: For those of you who have observed what may well be termed as
a
Vampiric Posturing War, otherwise known as "How Many Ancients Do YOU Know?"
(metaphorically similar to the age-old proposition, "My dad can beat up your
dad") it may interest
those involved that there IS, in fact, a sub-species of the "normal" (a somewhat
inappropriate
adjective in this instance) Vampire, which appears in the Paranormal Animals of Europe
sourcebook.
Before proceeding, an aside: I have stated before my feelings regarding the
idea of Ancient
verses HMHVV, or more mundanely put, pre-Awakening verses post- Awakening Vampires. It is
unnecessary, in my view.

-----Profile on the Nosferatu. . .
Taxonomy: Sanguisuga europa caecus

IDENTIFICATION
Nosferatu appear to be human, with enlarged canine teeth, thin or no head or body hair,
and
extremely pale skin. A complete blood analysis identifies a nosferatu by positive testing
for the
Harz-Greenbaum blood series and the presence of antibodies to the Bruckner-Langer strain
of
Human-Metahuman Vampiric Virus (HMHVV).

Parabiologists do not consider nosferatu a separate species, but rather individuals of a
human
subspecies infected with the Bruckner-Langer HMHVV strain (this virus differentiates them
from
vampires). Because existing documents fail to record the existence of metahuman
nosferatu,
Bruckner and Langer hypothesize that the HMHVV variant they isolated in 2046 is lethal to
nonhumans.

MAGIC CAPABILITY
Always naturally active, nosferatu possess a wide range of innate powers.

HABITS
Nosferatu both resemble and differ from humans infected with the HMHVV strain that
engenders
vampirism. Like vampires, nosferatu consume blood to live, but they need significantly
less than
vampires. Nocturnal creatures, nosferatu share the vampire's allergy to sunlight. Unlike
vampires,
nosferatu live and behave in a very controlled manner, usually possessing the cold,
arrogant,
hyper-rational personality. Nosferatu prefer the solitary life, and so few bother to
control minions,
even though more nosferatu vampires appear able to create such minions. Rarely, nosferatu
may
join a hermetic group in order to develop further resources.

COMMENTARY
The nosferatu poses both more and less danger to the normal human or metahuman than the
vampire. Its high level of intelligence, rationality, and less pressing need for blood
allow it to more
easily and often outthink its enemies, and go longer without sustenance than the average
vampire.
These traits make the nosferatu a dangerous opponent.

Its antisocial nature, few numbers, and, above all, its dislike for engendering more of
its kind, on
the other hand, make it in some ways less dangerous than its vampiric cousins. Observed
nosferatu
appear to prefer transmitting their HMHVV version only to their siblings' offspring
(nosferatu
themselves appear to have strikingly low fertility, a suspected side effect of their
antisocial,
schizoid personalities). Nosferatu consider themselves to be fortunate to be in this
condition, and
jealously guard their superiority from others.

POWERS
Compulsion (LOS), Enhanced Physical Attributes (Body and Strength, twice per day each, for
[Essence]D6 turns), Enhanced Senses (Improved Hearing, Low-Light Vision, Thermographic
Vision),
Essence Drain (Permanent and Temporary), Fear (LOS), Immunity to Age, Immunity to
Pathogens,
Immunity to Poison, Infection, Influence (LOS), Magical Resistance, Regeneration.

Notes: Unlike the vampire, the nosferatu can drain Essence permanently without limit
(though it
can only increase its own Essence to double the normal maximum). Nosferatu always follow
the
hermetic traditions; the gamemaster may determine details as he wishes.

WEAKNESSES
Allergy (Sunlight, Extreme), Essence Loss (at a rate of 1 point per 1D6 +1 months)

GAME INFORMATION
B Q S C I W E
R Attacks
Nosferatu * *x5 * * * * (2D6)
* Humanoid
Suggested Minimums for non-character generated nosferatu
Body 4, Strength 4, Charisma 5, Intelligence 3, Willpower 5 Essence minimum: 7

*****---------------------------------------------------------------------------------
Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.
Doom Technologies & Weapon Systems -- Dark Thought Publications
>>>
Working on solutions best left in the dark. <<<
[ Doctor Doom :
jch8169@********.tamu.edu ]
**************************************************************************
New Rocker Archtype
Ok, chummers i hacked this out finally, and i want your coments, questions,
flames, whatever. Note that i use the name rocker for lack of a better word
ther would not be many of these guys walking around. or maybe there are
more than everyone would like... Also, i do not have the advantage of
having shadowbeat to aid me in this, so if anything in there would be helpful,
please let me know.

THE NEW IMPROVED ROCKERS (CAUSE THE OLD ONES WERE BORING)

Rockers, vid-stars, and politician are constantly in the
public eye. Fame brings with it a certain amount of recognition.
Some, however, seek to take their fame to new levels.

Emotion Enhancer
level essence cost
1 2 60,000Y
2 3.5 300,000Y
3 5 1,500,000Y

level 1 would be a rocker that has a big name locally, in a
city, but not as much on the national scene. He would be good
swaying individual people, but less so for crowds.
level 2 would be someone who is starting to make it big
around the entire state. He would be better at bigger crowds, but
starting to loose himself as a people person (fame could be going
to his head)
level 3. The crowd will bend to pretty much anything. the
single person will be in awe of your presence. Walking down the
street becomes almost an impossibility.

Swaying the crowd:
level one: (the single)
Suggestion (single person): You say "wouldn't you like to
walk around that corner?" and the person say's yah,
and leaves. Note that a person being influenced will
not harm himself or others if it is not already in his
nature.
Control Emotion (single person): The swaying of emotions of
a person. From content to depressed, or whatever.
Level two:
Control Actions (single person): more effective that
suggestion. Personal harm becomes possible with a
direct command.
Mob Mood: Same as control emotion, but works on a number of
people at a time.
Level three:
Mob Mind: What you are saying 'sticks' in the people's minds.
If you are singing "kill your dog" there are going to
be an awful lot of dog food companies loosing money.

GM NOTE: these abilities only work in a live performance. A
record with suggestive lyrics will not affect the
people, so you have to be good to draw the crowd in the
first place.

How to use this nifty new cyber:

+1 charisma for each level

Change emotions:
TN=Targets willpower plus modifiers on table below.
happy content angry depressed
sad
happy ----- 1 +4 +4 +4
content +1 ----- +3 +3
+3
angry +4 +3 ----- +3 +3
depressed +4 +3 +3 -----
+0
sad +4 +3 +3 +0 -----

Any not covered here is up to the GM. (that's what
he's there for)
Control thought:
generally it will be the willpower of the target,
or the average of the crow plus a modifier for
what the rocker wants them to do. I'll leave that
up to the GM

The performance, or oration skill is required for it's use.
Instrumental music, vocal music, musical composition, and speech
writing are all background for these two skills.

Ok, now for the nitty gritty rules stuff. The rocker would
roll his performance or oration skills against the target. If it
is successful assume the target or targets will act accordingly.
the performance skill can never be higher than your charisma.

Helpful stuff:
shadowtech:
tailored pheromones
reflex recorder
extended lung volume
regular gear:
voice modulation
-increased volume
-tonal shift
-Secondary pattern
synth link
cosmetic/plastic surgery

--Iron Claw (i'm back/folks)

"we create munchkins to deal with munchkins"
--

If I had a million dollars, I'd buy you a green dress
But not a real green dress that's cruel
--BareNaked Ladies, $1,000,000
Huh? Nevermind. I donno, I just got here.
*************************************************************
PIXIE
Homo sapiens avianis

IDENTIFICATION:
The height if the typical pixie is 1.0 meters and weight is 24 kilograms.
Coloration is typically tan to white, although some instances of darker
shades are reported. Females have 2 mammae and all pixies have 32 teeth.
Bone structure and features appear in many ways to be similiar to _noblis_.
_Avianis_ has a pair of wings anchored between the shoulder blades and is
typically capable of short-term flight. Pixie body hair is sparse, but
head hair is abundant. Typical pixie custom is to wear the hair in long,
braided strands, often adorned with beads. Eyes are similiar to _nobilis_
in fuction and shape and are sensitive enough to grant vision in low-light
settings. Ears come to a definite point.

HABITAT:
In urban areas, pixies inhabit standard human structures, although they
are often designed with the small size of the occupants in mind. In the
wilderness, avianis has been known to inhabit structures built into trees
or cliffs, although ground dwellings are not uncommon.

HABITS:
Pixies are active both night and day, but seem to prefer the daytime and
early night. Their diet is vegitarian. They tend to live in large groups
of an extended family. Pixie life-expectancy is unverified, but is
estimated at 60 to 80 years. Preeding season is unrestricted. Gestation
is 136 days.

YOUNG:
Usually two, although triplets are not uncommon. Larger births are very
rare. Birthweight is 5.4 percent of the mother's weight. Suckling time
is six months.

[> Robert A. Hayden ____ hayden@*******.mankato.msus.edu <]}

Nulls

Nulls in Shadowrun, courtesy of Michael D. Bourgon and Dark Thought Publications,
Copyright 1993.

Based on a character from Jack L. Chalker's _The Demons at Rainbow Bridge._


Null is the colloquial term for a being posessing no astral presence, or without a
remarkable and
individual one. To the best efforts of science and magic both, they remain unexplained,
and no
causal relationship has been discovered for this strange phenomena.

A Null is, so far as science will speculate, a mutation, a deviation from the standard
genetic pattern
of homo sapiens sapiens, perhaps an experiment by Mother Nature in the world of the Third
Awakening. No data exists to explain the null's lack of presence on the Astral Plane, and
most
Thaumaturgical circles deny their existance with a shudder.

Nulls do not make astral "noise," having no astral presence to speak of. This
is not to suggest that
they do not have one, rather, this means that they cast only the shadow of a normal astral
presence, displaying only the disturbance normal for a living mass.

Generally speaking, spells designed to interpret the aura, detect/manipulate the
perceptions/thoughts/emotions of the null are unproductive. The spells are simply unable
to find a
presence to connect to. However, spells which merely require a miscellaneous target or
have
physical effects operate normally.

Anonymous research in the SeaTac area suggests that combat spell effectiveness is
unchanged, as
well as healing spells. Spells which augment existing senses also are unaffected.


Game Notes:

Nulls must spend priority B (3 in Shadowrun I system) on magic, and must be
base-stock human [homo sapiens sapiens]. They are, however, non-magical: This
merely represents the modification of their link with the Astral Plane.

Neither their emotional nor their cerebral characteristics may be determined
from Astral Space. No manipulation of these may occur, either, as to do so
would require a receptive target for the spell. For all intents and purposes,
a null appears as a body without a mind - physical health may be evaluated, but
any clues as to the nature and/or existance of their thoughts/feelings go
unseen.

Reactions to nulls vary; from merely a strange glance, muttered "unnatural," to
acute digestive upper abdominal distension [regurgitation]. This last is
purely psychosomatic, and seems to follow hand-in-hand with some of the more
fundamentalist magical disciplines.

Magical information extraction methods are useless on a null, so they are ideal
for courier or information dealer positions, and often found in similar
positions both in and external to corporate hierarchies. They are, of course,
still succeptible to more conventional means of coercion.

Further Reading

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Disclaimer

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