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Message no. 1
From: "Russell A. Akred" <Phrealance@***.COM>
Subject: Martian Adventure
Date: Sun, 17 Sep 1995 20:20:48 -0400
I ran an adventure that took the 6 PCs to a Martian colony on a job. There
was a high level of roleplaying at every turn because the players literaly
didn't know the rules. Well they knew the rules, just not how they changed
due to the effects of enviroment.
I ran space slightly differnt from the cut and dry of SR2 rules of "Nope
nuthin' there!". In my game the area beyond Terra's mana energy is a chaotic
malstorm pumbling the magically sensitive's aura. It would send most magic
items into a tailspin of unpredictable actions. Some would explode, emit
powerful sensory stimulation, or attach itself to the next cast spell. These
are but a few.
Essensing was a no-no with sever reaction that one is still dealin' with
today. You don't even want to know about conjuring. Anybody thats ran
"Eyewitness" may remember the wise man in the septic system and what was
drawn on his wall. The space between the planets are filled with wandering
powerful lizard looking spirits waiting.
This was even more confusing when adding they was kept in a virtual world
while in cyrogenic suspension for the year long trip. Mages were constantly
holusinating due to the lack of astral imput.
On Mars the Magically sensitive discovered a planet with a confusing astral
feild that seemed to be a living template cast over the barren lanscape. This
made getting lost very easy and frightening.
Where humans built their habitats the magic was weaker than home but more
I would go into the physical challanges the players met but I wanted to
restrict this post to the magic system I adopted. Between the Mars adventure
and a couple of Lunar adventures (One involving the UB) the group found space
an adventure that tested the cockiest PC.

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