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Message no. 1
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: No Bottle, just the Demon (Was - Super foci)
Date: Mon, 29 Dec 1997 19:33:48 -0500
>I was thinking of putting in a super foci(a sentinent,evil,cruel device)
>into my new campaighn.I would like you bottomless pit of evil GMs, to
>help me desighn the specifics(All I really know is that in my campaighn
>The item killed dunky. and until Beyond The Pale comes out this item is
>my best guess.)

First off, have you read the adventure Bottled Demon?
IMO this run would pretty much give you exactly what you want.
It's an older adventure from 1st ed SR, but very usable in SR2 as well.
Check it out.

If that won't do, then you've got free reign.
You used this foci to kill Dunk in your campaign eh?
Howabout a magical version of the Ultimate Nullifier from Marvel Comics?
Basically the thing will completely wipe from existance any single object
the weilder can conceive of.
The catch is that it "nullifies" the weilder to gain the energy needed to do
so.
Maybe there's a group of magi that found this thing and were trying to
puzzle it out.
They're examining the object in their lab, when one casually mantions how
pissed he is that "That damn dragon got elected ... I'd sure like to take
him down ..."

There's a bright flash, and when the other mages recover, "Good Ol' Bob" is
gone, and the Nullifier is laying in a pile of smoking ash ...

Now the mages have a problem ... what do they do with this thing?
Potentially they can use it to completely destroy anyone they don't like,
but the cost is a bit high.

That's where the runners come in.
The magi hire the runners to make several nasty runs against the magi's
enemies.
Then they tip off the enemy so he can frag the runners.
After being suitably abused by the enemy, the runners are rescued by the
mages.
Now ther runners have a good reason to want the enemy dead.
That's when the wizards introduce one PC to the nullifier, and tell him an
edited version of it's powers.

What none of them realize though is that the nullifier is powered by a
Horror/Demon/Big Nasty Entity who is using ALL the life energy he absorbs to
gain more power, and ultimately be set free from his prison - the nullifier.

>And I would just love tinner to tell me some evil GM tricks.I have a
character who plays a character exactly like Bull.

You poor, poor man. ;-)
My advice is simple - make him suffer.
Give him something to care about, then hurt it.
Give him friends then kill them.
Challenge his ethics and morals with tough decisions.
Offer him power and then use it to try to corrupt him.
Let him think he's the big fish in the pond, and then show him who's
aquarium he's really living in.

But - overall, keep the action coming. Don't let him relax, keep him
jumping, don't allow him time to think and plan. It will make his eventual
victory or defeat that much more potent.

Good luck, hope this helps.

Steven A. Tinner
bluewizard@*****.com
http://www.ncweb.com/users/bluewizard
"Physically Adept/Mentally Challenged"

Further Reading

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