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Mailing List Logs for ShadowRN

Message no. 1
From: EDU%"BARNHART%KNOX.BITNET@*****.UIC.EDU"
Subject: None
Date: 23-FEB-1992 14:16
From: EDU%"BARNHART%KNOX.BITNET@*****.UIC.EDU" 23-FEB-1992 14:16
To: ShadowRun List
Subj:


Hey there chummers,
I've got a question for everyone. I have a Rigger who has a moderate skill
in Rotocraft, but has no Rotocraft. What is everyone's opinion on how much
something like that is used? I mean, I have the Nuyen to buy it, but I don't
know if I want to invest that much money into something that we will never use.
The party constists of 2 riggers, 2 samuri, 2 mages, decker, and a merc. We
already have a party van and everyone has there own mode of transportation, but
as always, we like to expand our goodies.
QuickTrigger
Message no. 2
From: uk%"ISTPNORTON@***.liverpool-poly.ac.uk"
Subject: None
Date: 27-FEB-1992 08:05
From: uk%"ISTPNORTON@***.liverpool-poly.ac.uk" 27-FEB-1992 08:05
To: BARNHART <@************.ac.uk,@*****.UIC.edu:BARNHART@****.bitnet>
Subj:

Nice boots, Chummer, nice boots!!!

Anyone thought of seeing if FASA want on the mailing list???
Message no. 3
From: uk%"ETMDMAPLE@***.liverpool-poly.ac.uk"
Subject: None
Date: 27-FEB-1992 08:05
From: uk%"ETMDMAPLE@***.liverpool-poly.ac.uk" 27-FEB-1992 08:05
To: BARNHART <@************.ac.uk,@*****.UIC.edu:BARNHART@****.bitnet>
Subj:

Armour spells and similiar things I'd like to know why the
target number is the Willpower if the target is willing ?
Surely like illusions the target number should be reduced
if they are not resisting the spell that or have a set TN#
like with the barrier spells.
Message no. 4
From: BITNET%"HAMBUREE@****" "morgan"
Subject: None
Date: 27-FEB-1992 12:13
From: BITNET%"HAMBUREE@****" "morgan" 27-FEB-1992 12:13
To: BARNHART@****
Subj:

the way that a gm makes his pcs sweat is very simple...you get them into a
do or die situation....in my campaign, i am having my pcs track a serial killer
the only problem is that if they get under too much fire or get hit too much,
they die...this keeps them on their toes...another thing that is keeping them
on their toes is the fact that the serial killer is the PREDATOR...a little
tough huh???

Matt Morgan....Archamge of Philadelphia
Message no. 5
From: EDU%"GT2150@*******.SIU.EDU"
Subject: None
Date: 27-FEB-1992 15:56
From: EDU%"GT2150@*******.SIU.EDU" 27-FEB-1992 15:56
To: BARNHART%KNOX.BITNET@*****.UIC.EDU
Subj:


In-Reply-To: Your message of Thursday, Febuary 27, 1992

> From: BARNHART%KNOX.BITNET@*****.UIC.EDU
>
>
> From: uk%"ISTPNORTON@***.liverpool-poly.ac.uk" 27-FEB-1992 08:04
> To: BARNHART
> <@************.ac.uk,@*****.UIC.edu:BARNHART@****.bitnet>
> Subj: Lets here it for the boys, BAM... Thats better...
>
>
>
> I know this isn't about the rules system of SHADOWRUN but I'm
> entering it any way...

Have you tried a complicated plot where the PC's have no idea who is who o
r what is what.? big gins don,t mean a lot when you not sure when to use them.
Make them sweat by thinking not by feeling hopeless.

Ka' ge
Message no. 6
From: Austin Repath <REPATH@*****.HUMBERC.ON.CA>
Subject: None
Date: Thu, 2 Apr 92 18:21:39 EST
Chummers;

I'm not sure if this got through before, I recieved a mail error.

Im curious to know how a player character in Shadowrun would go
about stealing a car (in the game ofcourse.) Would it be the same
as stealing any old car now-a-days (pick the lock and hot wire
the car) or would there be more to it then that?

THANX THE YONDERBOY
Message no. 7
From: Seth Scott <seth@***.UOREGON.EDU>
Subject: None
Date: Thu, 2 Apr 92 21:53:17 -0800
SUBJECT: Seeking non-FASA publications...

Hoi, chummers. Just a question I thought I'd throw out to y'all...
I'm looking for non-FASA publications containing Shadowrun material/ideas...
(ex. White Wolf and other mags) Anyone got any sources to recommend?
Email me any ideas : seth@***.uoregon.edu

Thanks!

BTW, has anyone out there read 'Kage,' the mag advertised in the back of
the Black Book? Is it worth reading?

--- Seth aka Woodsy (the Owl Shaman)
Message no. 8
From: Stainless Steel Rat <ratinox@******.COE.NORTHEASTERN.EDU>
Subject: None
Date: Fri, 3 Apr 92 10:42:01 EST
>>>>> On Thu, 2 Apr 92 18:21:39 EST, Austin Repath
<REPATH@*****.HUMBERC.ON.CA>
said:

REPATH> Chummers;

REPATH> I'm not sure if this got through before, I recieved a mail error.

REPATH> Im curious to know how a player character in Shadowrun would go
REPATH> about stealing a car (in the game ofcourse.) Would it be the same
REPATH> as stealing any old car now-a-days (pick the lock and hot wire the
REPATH> car) or would there be more to it then that?

(He whips out his Rigger Black Book, flips to page 113, looks at the
section on Anti-theft Systems.)

Shadowrun abstracts anti-theft systems thusly: any anti-theft system has a
rating from 1 to 10 (or more). This is the number of dice it rolls against
the would- be thief in an Opposed Test, the thief rolls his appropriate
skill (such as electronics, security systems, etc). If the thief wins, he's
got it; if the system wins, the appropriate security measure takes effect.

Security systems get expensive, rating 1-3 costs 100Y per point, 4-6 costs
400Y per point, 7-9 costs 1000Y per point, and 10+ costs 5000Y per point.

--Rat
Message no. 9
From: Prowll <XAVIER@*****>
Subject: None
Date: Wed, 8 Apr 92 11:36:00 CDT
Hey, Cowboy, Heard anything else from "Stark Arms" on any more toys? I have
an ork chummer that needs a big toy for an extraction.
-Prowll
Message no. 10
From: wliaw@**********.MPS.OHIO-STATE.EDU
Subject: None
Date: Mon, 13 Apr 92 16:14:20 EDT
> They're coming out with a 2nd edition for shadowrun?!?! Are we going to have
> to buy the new book or will there be some conversions hand-outs at Gen Con?
> I like the changes to combat but I'm not quite sure what I think about the
> changes to the magic system. I'm not sure if I would buy it or not, because
> I own so much of the earlier shadowrun material that it wouldn't be worth
> the money to trash them for the new second edition rules.


The stuff from the first edition will be compatible, the only one that
needs some cahnges is the Grimmore. You don't need to get any new book
other than the 2nd edition book itself. In fact, I don't think FASA plans
any update on the sourcebook other than Grimmore. So your investment on
first edition is quite safe.



---
InterNet:wliaw@**********.mps.ohio-state.edu (NeXT Mail Accepted)
=================================================================
>>>>>Is your program running? You'd better go catch it! :)
Message no. 11
From: "John J. Trembly" <trembly_j@******.DOFASCO.CA>
Subject: None
Date: Mon, 13 Apr 92 20:24:34 EST
unsub shadowrn

--

______________________________________________________________________________
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
John J. Trembly Dofasco Inc.
(TREMBLY_J@***.DOFASCO.CA) 1330 Burlington St. East
(416) 544-3761 X6291 Hamilton,Ont. L8N 3J5 Canada
______________________________________________________________________________
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Message no. 12
From: Prowll <XAVIER@*****>
Subject: None
Date: Thu, 14 May 92 10:42:00 CDT
hoi chummers...

SHADOWBEAT is out. haven't had a look at it, but the picture of the
interview with Dunklezahn (sp?) the dragon was cool...
-Prowll
Message no. 13
From: Unknown sender
Subject: None
Date: Unknown time and date
Hoi Chummers, heard mention of new totems and just had to put my two cents
in. I've been working on the Oak totem for player characters and wanted
some input, so here ya go.

OAK-
CHARACTERISTICS: Oak is strong and noble, speaking infrequently, and
carrying himself like a king. He is a born leader. He usually appears
strong and healthy with thick hair and barrel chested. He is very close
to his home land and will do anything to protect it.

ADVANTAGES: +2 dice for Combat and Health spells. +2 dice for Forest
spirits. He may also summon Leshy. The force of the Conjuring is equal to
the number of Leshy desired times 2.

DISADVANTAGES: -2 dice for Illusion spells. Cannot use any spells with
fire,acid,or lightning side effects (Trees don't like those things).
Oak must also protect the land in any way possible, no matter what
the cost.

So chummers let me know what you think via the network.

Power Slave
Hermetic Mage
=========================================================================
Date: Sat, 6 Jun 92 13:46:58 -0900
Reply-To: "ACAD1A::KSJWB" <KSJWB@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chaos <KSJWB@******>
Subject: Re: "new" totems / magical traditions


=> #43 KSREC Fri 05 Jun 23:37

From: Greet's
Subject: Re: "new" totems / magical traditions

Ok...That is a good explanation for Bardic Magic..But under what Hermatic or
Shamatic?.....
And if you can explane that What about Wicca (witchs)???
-Ronald Cannon
=========================================================================
Date: Sun, 7 Jun 92 11:43:01 BST
Reply-To: J.W.Martin@********.AC.UK
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: J.W.Martin@********.AC.UK
Subject: UNSUBSCRIBE

To whoever runs this list, can ya unsubscribe me....please
=========================================================================
Date: Mon, 8 Jun 92 10:51:00 EST
Reply-To: "Misli, gammi gra'dil, Strygalldwir" <CBICKFOR@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Misli, gammi gra'dil, Strygalldwir" <CBICKFOR@******>
Subject: Attack question.

Mt GM and I had a discussion yesterday about critters. He thinks
that critter attacks use Essence as the equivalent of unarmed combat. I
think the critters use strength as the combat skill. What is right?
Which attribute do critters use to attack?
Skrag.
=========================================================================
Date: Mon, 8 Jun 92 12:10:03 EDT
Reply-To: ratinox@******.coe.northeastern.edu
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Richard Pieri/Stainless Steel Rat"
<ratinox@******.COE.NORTHEASTERN.EDU>
Subject: Re: Attack question.
In-Reply-To: "Misli, gammi gra'dil, Strygalldwir"'s message of Mon,
8 Jun 92 10:51:00 EST
<9206081552.AA06059@******.coe.northeastern.edu>

>>>>> On Mon, 8 Jun 92 10:51:00 EST, "Misli, gammi gra'dil,
>>>>> Strygalldwir" <CBICKFOR%IUBACS.bitnet@******.CUNY.EDU>
said:

MggS|> Mt GM and I had a discussion yesterday about critters.
MggS|> He thinks that critter attacks use Essence as the equivalent of
MggS|> unarmed combat. I think the critters use strength as the combat
MggS|> skill. What is right? Which attribute do critters use to
MggS|> attack?

Actually, neither of you is correct. :-)

Shadowrun rulebook, 3rd edition, page 70, "Critter Combat:"

"Critters do combat in much the same way as characters. Aside
from special powers, a critter uses its Reaction Rating as its Unarmed
Combat Skill. A critter has an Attack Code that works exactly as a
weapon's Damage Code. Intelligent critters (those whose attacks are
designated as humanoid) use normal combat rules. They use weapons and
have skills.
"A critter's Reaction Rating also forms its Dodge Pool. Critters
dodge hand weapons, but they rarely dodge missile [Rat: ranged] attacks.
A critter gets no Defense Pool. A critter makes a normal Resistance Test
to offset damage, using its Body Attribute.


There you go. Note: this is vanilla Shadowrun; a critter sourcebook may
do things differently.

--Rat
=========================================================================
Date: Tue, 9 Jun 92 13:54:00 GMT
Reply-To: "Est sularas oth Mithas..." <9032754@**.IE>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Est sularas oth Mithas..." <9032754@**.IE>
Subject: Critter combat

The critter gets his reaction rating for his attacks.

This brings a question to mind

If a mage is using the shapechange spell but also has "increase reaction +3"
spell locked , what rating does he use for unarmed combat while in critter
form

The grimoire says that when shapechanged the reaction is the subjects INT
+ the critters normal reaction.
Does this mean that the mage gets
critters reaction+mages INT + any increase reaction spells locked

let me give you an example.

take a mage with an int of 9 ( base 6 , increase int +3 locked) , lets say he
has increase reaction +3 ( +3 initiative + 3D6 )
he shape changes into a critter with a normal reaction of 4

that gives him
initiative of 7+9 +4D6 (average 30 ,minimum 20 , maximum 40)

he will get on average 3 actions
now as a bear he has an unarmed attack with damage code of 9D2 ( may be wrong)

3 attacks at 9D2 kills anything


Please tell me this is not possible ( a mage in my party tries this )
I want to justify my not allowing it in the game

What I say is that all spell lockas are lost in the transformation.


sorry if this letter is unorganised

Wintermute
University of Limerick
Ireland

9032754@****.ul.ie
=========================================================================
Date: Tue, 9 Jun 92 11:52:32 -0900
Reply-To: "ACAD1A::KSJWB" <KSJWB@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chaos <KSJWB@******>
Subject: Re: "new" totems / magical traditions


=> #44 KSREC Mon 08 Jun 22:02

From: Greet's
Subject: Re: "new" totems / magical traditions

Ok...So you don't think there are only two type..I like it..I like it...
--------
For thoughts that would like to read a book about initiate groups...
A good one is "The Adept, Book Two:The Lodge Of The Lynx"...
A good one for thoughs who would like to know more about group Magicians..
and how to run one....it's by Katherine Kurtz & Deborah Turner Harris..
Well TTYL
-Ronald Cannon
=========================================================================
Date: Tue, 9 Jun 92 17:32:23 -0400
Reply-To: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: Critter combat
In-Reply-To: 9032754's message of Tue,
09 Jun 92 09:54:00 -0400.
<92Jun9.151856edt.18521@***.utcs.utoronto.ca>

I would say that a shapechanged mage must use any skill (or lack
thereof) in unarmed combat, but keeps boosted reactions, including
those from spells (although the mage may now have problems carrying
around those spell locks). To get the 'reaction as skill' for the
shapeshifted creature requires too much yielding of yourself to the
beast nature (and would of course loose the mage his int bonus); I
would like to see only shamens in the form of their totem go that far.
Hermetics are far too controlled to do it except under really bad
circumstances. :)

- cks
=========================================================================
Date: Wed, 10 Jun 92 16:48:00 CDT
Reply-To: DS01813@*******
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: DS01813@*******
Subject: Shadowrun Second Edition?

I need to get a very detailed description of how to get the second
edition of Shadowrun. I have an IBM/xt with procomm plus. I have no idea of what
the settings should be. All I know is how to run the computer; not how to access
bulletin boards or download from them.
I would appreciate any help. I live in San Marcos, Texas, so I don't
relish the idea of paying long-distance fees while I try and figure it out.


Thanx in advance,


David Satchell
=========================================================================
Date: Fri, 12 Jun 92 14:52:10 EDT
Reply-To: William Pasqual Flint <claymoar@***.UMD.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: William Pasqual Flint <claymoar@***.UMD.EDU>
Subject: New Corp.

Hoi dere chummers, it Claymore.

I am curious if dis present day corporation would probly exsit in the
realm of shadowrun.

PLAY INC.(as know as playboy or playgirl)

Da reason why I am asking is because I have a female mage contact that
also poses nude for a Corporation in my GM's campaign.

Also Play Inc. is a strong Corp dat would seem to survive in shadowrun,
dey proubly convert to image chips, get involved in da simsence biz,
and other dings dat do not have to involve nudity.

Just a dought.

Claymore, "If people knew dat I was very smart for a troll. I may not
live very long."
=========================================================================
Date: Fri, 12 Jun 92 18:36:15 -0900
Reply-To: "ACAD1A::KSJWB" <KSJWB@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chaos <KSJWB@******>
Subject: Re: New Corp.


=> #65 KSREC Fri 12 Jun 18:35

From: Greet's
Subject: Re: New Corp.

Yes I think it would......
Issues Like:
PlayTroll
PlayElf
PlayDwarf
In 2010 Play Inc. Bought out Penthouse...
Hows that...Good Idea (For a Troll)..Good going Claymore..
Do you use a sword?
-Ronald Cannon "Decker/Mage"
=========================================================================
Date: Sat, 13 Jun 92 10:53:42 BST
Reply-To: J.W.Martin@********.AC.UK
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: J.W.Martin@********.AC.UK
Subject: SEX!!!!!!!!!!!!!!!!!!!!!1

Now i got your attention can anyone tell me how to unsubscribe ????????
=========================================================================
Date: Mon, 15 Jun 92 22:13:16 -0900
Reply-To: "ACAD1A::KSREC" <KSREC@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Greet's <KSREC@******>
Subject: Space Exploration?

Greet's all
I have a Question...What happen to Space Exploration???
I mean Why wouldn't a corp do Space Exploration or even put a base on the
moon...And if there was a base on the moon could a Mage/Shaman enter
Astral Space from there??? If a person trys to go pass the atmomospher
they come back insane or not at all, I mean from Astral Space..
Just Food for thought....
-Ronald Cannon
=========================================================================
Date: Tue, 16 Jun 92 07:30:55 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


GET SHADOWRUN LOG9202

Get SHADOWRUN LOG9203

GET SHADOWRUN LOG9204

GET SHADOWRUN LOG9205

GET SHADOWRUN LOG9206

=========================================================================
Date: Tue, 16 Jun 92 07:31:17 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Okay, to some this will seem like really old stuff. But I
figure I wanna drop it on to the net and get a discussion about
it. And hopefully, maybe even a little enlightenment. Today's
subject of inquiry... Quickenings]<<<<<
-Minotaur

Since I am not sure where to begin, I'll just yank open
the Grimoire and begin to babble, see if this makes any sense to you
folks out there. I am typing a line at a time to make responding
a bit easier...

***Theory: Quickenings are not made for people, they are made for places...

Okay I know a barrage of you will disagree, but let's
see if I can show you my point of view...

"The spell is given a permanent 'circuit' into astral space that keeps
it running until it is broken..."
This is from the book (p. 25), and may be jumping to some wrong
conclusions here but:
How can ya drop one of these on a mundane friend (Which several
folks have talked about on this net) since he/she is but an 'shadow' on
the Astral plane?
How can ya attach something like a spell to someone who supposably
cannot be affect from the Astral Plane?
All the work is done on the Astral, the mage assenses, the circuit
exists in the Astral, etc..
Since spells are tangible things in the astral plane, and mundanes
are merely shadows, how can a solid be attached to a shadow? (Unless
of course your Peter Pan and someone is sewing your shadow back on.)


Likewise, if I remember correctly, a mage/shaman who is not projecting
has not astral existence either since other projecting mages cannot hit them
unless they are using locks, etc as a 'grounding source'.
So then, what happens to the mage? He stops accessing the Astral
plane and he is a shadow. Does the quickening lose 'touch' with the 'physical'
astral projection of the mage, or does it in effect become a grounding
source since it link the physical mage to the astral plane?

One final point, minimal at best, the example in the book is Rikki
chucking the spell into the room, not on anyone...


Okay, for many this may be a scary concept. (I know a few of my
players will really begin to sweat since they are looking forward to
removing the Spell Locks for nice safe Quickenings) But I am just not
sure this power was meant to be used on people.

I realize in the book it says a Quickening allows a magician to
make a sustained spell permanent w/o use of a spell lock. And that is a
really big argument against my theory, but I am just wondering if anyone
else has ever run along this same line of thinking, that Quickenings aren't
suppose to be drapped on your Magicians, but rather in areas....

Okay enough babbling. See what happens when you get your undergrad
degree in Philosphy? Ya take simple things and over-examine them
till ya can barely understand them anymore....


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

=========================================================================
Date: Tue, 16 Jun 92 07:31:38 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Salutations! I have come to report that I have witnessed an
extraordinary manifestation of magic. This exquisite female,
streetname Quicksilver, has apparently developed an affinity
with normal critters and has begun to manifest similar traits
with certain Paranormals. After careful study, I believe this
to be more than a unique phenomena. In fact, I imagine there
may be more like her, hidden away in the tribes that would
covet such a rare gift. But this, is pure speculation.]<<<<<
-Nidhug, Chronicler of Magic

The Beastmaster

Priority: 4

Prerequisites:
Animal Handling (5)
Animal Biotech (5)
Parazoology (5) [If paranormals are desired]
Magic Theory (5) [If astrally perceptive animal]

Powers:
Empathy-
Can project emotions into non-hostile animals with no
standard resistance.
Can project emotions in a quazi-"calling" for a number
of Kilometers equal to the Beastmaster's Magic
Attribute. Animals may ignore calling by accomplishing
an Unresisted Test using Beastmaster's Charisma as a
target.

Projection-
This power is similar to the Ally power Sense Link. It
may only be accomplished with the Beastmaster's familiars.
Only one projection may be maintained at a time. The
inital dis-orientation when projecting is 10 actions
divided by a Willpower test target(6) successes.
While projecting, the Beastmaster is vulnerable similar
to an Astrally Projecting Mage.
While projecting, the Beastmaster can use their telepathy
power to quazi-control the actions of their beast. This
is more of commanding it, and it may not always follow.
("You want me to get HOW close to that Dragon?!?!")


Telepathy-
With a familiar (explained below) is unlimited range.
With all others, it is touch.

Initiation:

This power is documented only because our only subject of study
was introduced following initiation.

Cost-
The Beastmaster must self-initiate; their magic is too
strange for group initiation and their rarity leads us
to this conclusion. Granted if a group of these mystics
could be encountered, the potential may exist for group
initiation, but their rarity makes such a potential
situation unimaginable.
Ordeal-
The Ordeal required by the Beastmaster is the impression
of their new familiar. The animal in question must be
wild and have NO prior exposure to humanity. This Ordeal
is not required, but since it accomplishes the obtaining
of a new familiar and reduce the Karma cost, it is favored
by this magician. (if such a term is appropriate.)

Additional:
The familiar is a beast that has been selected for bonding with
the Beastmaster. It must have no prior exposure to humanity. The
Beastmaster may have a number of Familiars equal to his/her
magic attribute. I.e. Quicksilver has a magic attribute of 5,
her familiars are: 2 wolves, 2 hunting dog, and an eagle.

Paranormal Familiars:
Paranormal familiars are possible, but only after progressing
through several normal critters. (Do not allow starting
character to begin game with a paranormal, but allow him/her
to reserve point(s) for further progress). The Beastmaster
must fully understand the powers his familiar shall have and
this is demonstrated through a parazoology skill of rating
five (5) or higher. If the beastmaster desires, they may
specialize or concentrate on a specific animal (with the
GM's approval.)

Dual Natured Animals:
Astral critters can be the most dangerous progression for a
Beastmaster. As stated in the book, non-magically actives
exposed to the Astral Plane will go insane/die. Since the
the Beastmaster is quazi-magically active, they can develop
a 'resistance' to this insanity. By obtaining a Magic Theory
skill of 5 or greater, the Beastmaster has demonstrated a
sufficient knowledge concerning the astral plane to survive
exposure via his/her familiars.

Disadvantages:
The Beastmaster is attuned to the animal kingdom and involuntarily
receives empathetic signals from the animals which surround her.
If, for example, she was to walk near a slaughter house, her
emotions would most likely cripple her. One specific example
mentioned during my interview concerned a tiger that was in a
nearby grassland and she 'felt' it die.

The Beastmaster may not replace killed familiars. Beyond the
backlash of the killing of the animal, severe psychological
trauma is anticipated. Likewise, if the beastmaster suffers
a magic loss, the animal is set free from the bond, and most
likely will stay if treated well. However, if cyberware is
installed, the animal will grow ill and die slowly.

>>>>>[ Quicksilver is indeed a rare individual, even for an elf. Her
affinity for animals was demonstrated to me when she 'tamed' a
pair of paranormal critters, Shadowhound and Greater Wolverine
respectively, that were under the influence of magic which
drove them into a quazi-beserk state. Following my observations
of her powers and the magic that was woven into their lifeforce,
I have developed a spell that is merely a shadow of her power:
Control Emotions vs. Paranormal Critters, Permanent. The
drain is unbearable but at least between her powers and my
spells, we have set these beasts free from the insanity-
producing magic that was tormenting them on the mountain where
we found them...]<<<<<
-Gargoyle, Raven Shamanic Adept


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Gargoyle) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
=========================================================================
Date: Tue, 16 Jun 92 10:18:28 EDT
Reply-To: ratinox@******.coe.northeastern.edu
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Richard Pieri/Stainless Steel Rat"
<ratinox@******.COE.NORTHEASTERN.EDU>
Subject: Re: Space Exploration?
In-Reply-To: Greet's's message of Mon,
15 Jun 92 22:13:16 -0900
<9206160616.AA12572@******.coe.northeastern.edu>

>>>>> On Mon, 15 Jun 92 22:13:16 -0900, Greet's
>>>>> <KSREC%ALASKA.bitnet@******.CUNY.EDU> said:

G|> Greet's all

Kon'nichi wa.

G|> I have a Question...What happen to Space Exploration??? I mean Why
G|> wouldn't a corp do Space Exploration or even put a base on the
G|> moon...

No profit in a lunar venture. Orbital is another matter entirely, but
also very expensive.

G|> And if there was a base on the moon could a Mage/Shaman enter Astral
G|> Space from there??? If a person trys to go pass the atmomospher
G|> they come back insane or not at all, I mean from Astral Space..

Probably not. Ya see, the magic is tied to mother Earth in one way or
another. You leave the Earth's biosphere, her area of influence, and no
more magic. Or, magic of a nature inimical to terran life forms.

--Rat
=========================================================================
Date: Tue, 16 Jun 92 08:01:37 PDT
Reply-To: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Subject: Shadowrunners in Spaaaaaaace

I seem to recall some discussion like this a month or two ago in
rec.games.frp, the upshot of which seemed to be that half the people
in the debate thought outer space was the LAST place to take a
SR campaign and the other half were making rules for interstellar
travel and "vacuum elementals" and such. :)

I agree with Rat: Orbitals are where it happens, if at all. The moon just
isn't really worth dealing with, and I think the world's had too much other
shit to deal with to worry about anything farther than *that*. Maybe one
or two unmanned probes have been dropped on the surface of Ganymede or
some similar Jovian moon but I doubt anything would really develop from
it. Right now, actually, I've been considering a prison for the magic-capable
in orbit-- keep them from straying *too* far, at least. :)

And on the Astral-in-vacuum thing: The way I've always looked at it is that
Astral Space surrounds biospheres (or whatever you want to call them-- any
place where life exists) much the same way gravity derives from mass. Earth
has a huge Astral Field; vacuum, the moon, etc. do not have Astral Fields
because they are dead, dead, dead. Vacuum-- at least that of space-- prevents
a mage from leaving Earth via Astral Form. However, I should think that
any enclosed living environment in orbit would have an Astral Space as well--
it supports life, hence it is alive. Well, sorta. Maybe an awfully *thin*
Astral Space, perhaps not enough to allow for summoning, casting, etc. or even
full Astral separation, but maybe enough to allow a mage or shaman to A-sense.
And beyond the walls of the station/spaceplace/colony-- would be vacuum, hence
an inpenetrable wall.

What I haven't decided, at least for the purposes of my own campaign, is
whether a room surrounded entirely by a thin layer of vacuum (i.e. via
double walls or something) on Earth would be impentrable to Astral entry....

--The Elder Dan
"Only the burned believe in fire."

=========================================================================
Date: Tue, 16 Jun 92 08:24:39 -0700
Reply-To: Seth Scott <scotts@******.CS.ORST.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Seth Scott <scotts@******.CS.ORST.EDU>


Hello, y'all. The following is something I'm posting on behalf of some folks
I met on rec.games.frp: Gil Young (gil@******.engr.scarolina.edu) and
Bill Scofield (bills@********.math.scarolina.edu). Thanks to them for this
interesting new angle on priorities...

This is self-explanatory, and, I believe, quite interesting.



Magic Att. Skills Tech Magic Tech Race
40 Full (Human) 30 40 1 mil 300K/50
38 28 38 800K 270K/50
36 27 36 700K 240K/50
34 26 34 600K 210K/50
32 Full (Meta) 25 32 500K 180K/50
30 Adept (Human) 24 30 400K 150K/50 Elf
28 23 28 300K 115K/40 Troll
27 22 27 150K 90K/35 Ork
26 21 26 75K 55K/30 Dwarf
25 Adept (Meta) 20 25 35K 35K/25
24 20 24 20K 20K/20
23 19 23 15K 15K/18
22 19 22 8K 8K/16
21 18 21 4K 4K/14
20 Mundane 17 20 1000 1000/10 Human
19 16 19 700 700/9
18 15 18 400 400/7
17 15 17 100 100/5

Now, we understand these numbers aren't perfect extrapolations, but
they're close enough.

Note that no PC can get below 20 for Race or Magic and that everyone
gets 134 points with which to make a character. In general. GMs are,
as always, allowed to vary this amount for higher or lower powered
games. I haven't figured out where beastmasters or any of the other
magical variants fit into the magic category because I've only recently
heard of them. Feel free to put them where you want. Also, anyone who
wants to play an alternate race (vampire, shapeshifter, sasquatch...)
can set their race priority at 40 --or more--. This table doesn't have
to have a top end.

Note also that players could conceivably be allowed to spend their 134
points (I call them Character Construction Points or CCP's, in memory of
the late, great Soviet Union (: ) on advantages. Taking this idea
further, one could conceivably get more CCP's by taking disadvantages.
I'm working on it.

These rules are *completely* optional and would never want to force
themselves into anyone's game. Please feel free to modify or muck
about with them as you see fit, and any and all comments, questions,
flames, and idle musings are welcome at gil@******.engr.scarolina.edu.

Thank you, and God Bless. :)



=========================================================================
Date: Tue, 16 Jun 92 14:22:00 CDT
Reply-To: DS01813@*******
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: DS01813@*******
Subject: Quickening

Quickening is allowed to be used on people. The concensus is that
replacing a spell lock with Quickening removes the danger from the Mage.
This is not true. The link still exists, thus it can still be used to
attack the mage through. The benefit is not needing to pay 15,000 nuyen
per lock, and the ability to boost the force of a Quickening above 1.
Remember that locks are force 1 no matter how much Karma is dumped
into them. This makes for weak, expensive, and vulnerable holes in the mages
defenses. Quickening allows a Mage to raise the force through the expenditure
of extra Karma but it does not remove the Astral link to the casting mage.
The reason that no sane Mage would give a Mundane a Spell Lock or
Quickening is because the link is to the Mage and not the person affected by
the spell.


David Satchell
=========================================================================
Date: Wed, 17 Jun 92 06:03:40 CET
Reply-To: "RPG-SURVEY" <J_KANE@****.UNH.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "RPG-SURVEY" <J_KANE@****.UNH.EDU>
Subject: Your interests are? ...

Thanks in advance for taking part in a survey of interests shared by gamers.
Briefly list the hobby & recreational lists/newsgroups you read.

(( Send DIRECTLY to: J_Kane@****.unh.edu ))

Rare, odd and interesting sources of information will be compiled and
made available to participants.
=========================================================================
Date: Wed, 17 Jun 92 10:29:00 EST
Reply-To: "Misli, gammi gra'dil, Strygalldwir" <CBICKFOR@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Misli, gammi gra'dil, Strygalldwir" <CBICKFOR@******>
Subject: RE: Quickening, only on areas

>From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
> it. And hopefully, maybe even a little enlightenment. Today's
> subject of inquiry... Quickenings]<<<<<

>***Theory: Quickenings are not made for people, they are made for places...

> "The spell is given a permanent 'circuit' into astral space that keeps
>it running until it is broken..."
> This is from the book (p. 25), and may be jumping to some wrong
>conclusions here but:
> How can ya drop one of these on a mundane friend (Which several
>folks have talked about on this net) since he/she is but an 'shadow' on
>the Astral plane?
> How can ya attach something like a spell to someone who supposably
> cannot be affect from the Astral Plane?

To take this logic to a ridiculous extreme, no one can be affected by
spells since they are all manipulations of Astral energy that attack the mundane
by his shadowy presence. After all, dermal or worn armor doesn't help against
mana spells, since they are grounded into the body through the astral plane...
Quickening merely makes a particular flow of astral energy (read spell)
last forever. Since spells can effect people, making the spell permanent should
still effect people. Forever.
The reason for not being able to cast spells on people while Astral
is a game balance one. Imagine if you will Joe Samurai. He is wandering
around, and suddenly he starts getting blasted by spells. The mage is astral so
all he can do is sit there and take it. Either the player of the GM will go
nuts if this happens, so it's not allowed. Or so I think. You can read an
aura while astral, and you can cast spells on someone who is astral (either
perception or projection (I think)), but you can't hit a mundane, because they
are a shadow on the astral plane normally? What about the aura? It can be
examined by an astral mage. Makes no sense to me.

> Likewise, if I remember correctly, a mage/shaman who is not projecting
>has not astral existence either since other projecting mages cannot hit them
>unless they are using locks, etc as a 'grounding source'

This is only an astral mage who cannot hit a non-projecting mage. A
mage with a physical presence can still nail you with a spell (cast through
the astral plane).
In a unrelated way, a ritual sorcery team can still focus on you,
regardless of your astral presence. Of course, they still need to find you.

> So then, what happens to the mage? He stops accessing the Astral
>plane and he is a shadow. Does the quickening lose 'touch' with the 'physical'
>astral projection of the mage, or does it in effect become a grounding
>source since it link the physical mage to the astral plane?

I would think the second, since a Quickening is (or so I thought) a
spell lock that can have a force of greater than 1, and doesn't need an
actual physical focus.

> One final point, minimal at best, the example in the book is Rikki
>chucking the spell into the room, not on anyone...

No, a close reading will reveal he had a target. Who or what it was
I have no idea, but he did have a target, and it states in the Grimore that
for area effect spells, quickening should have a specific target, to use as the
target number for the spell.
Just my thoughts.
Skrag.
=========================================================================
Date: Wed, 17 Jun 92 15:46:25 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Hello all combat fiends! We have been contemplating a new skill
for the Street Samurai who just can't seem to kill 'em fast
enough: 2nd Hand Skill. So far we are considering allowing
a person to purchase a second hand weapon. The skill must be
a concentration, and it can never exceed the primary hand. In
the event the person has only a concentration, then they need to
purchase a specialization; basically, they must become more
specific with their 2nd hand. It is also possible to, once you
have bought the needed skills, to wield a gun and a sword, etc
in the second hand or vice versa. The second hand should have
a +2 target modifier. The wielder cannot augment his defense
pool using this skill; he can either use the dice from his
primary skill, or his secondary skill, NOT BOTH! So far we
can imagine 2nd Hand Skills in Armed, Unarmed (?), Firearms,
(logically it must be a weapon fired from one hand, i.e pistols)
and Thrown. So has anyone done anything similar? Suggestions?
Ideas? Criticisms?]<<<<<
-Minotaur


=========================================================================
Date: Wed, 17 Jun 92 15:46:37 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ 'allo evrybdy. Minotaur ere. Ya know, I was browsing through
the net and I d'scovered this slew of GURPS characters that
were printed across the net. It got me thinking; I'd like to
see other folks stats/characters. So I was wondering, would
you folks be interested in swappin characters/npcs/etc...
We do alot of arguing across the net, and alot of brainstormin
so maybe a gallery of pc's turned into npc's might be helpful
to other folks. It also just might be interesting what types
of characters ya folks develop. The only other request I have
is if ya could, include the Priority's ya selected in creat'n
da character.]<<<<<
-Minotaur(14:58:13/6-17-92)


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+



=========================================================================
Date: Wed, 17 Jun 92 15:46:56 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Okay, another quick question: How do you GM's resolve guns
on vehicles? I mean, for a rigger, it seems quite logical. But
How about the Troll Sam who has a LMG mounted to his cycle?
Firearms does not seem appropriate, he/she is controlling the
vehicle more than the armament. Likewise, using his Bike skill
also seems kinda strange. In fact, I am not sure it can be
done. What do ya folks think/do? Is Guns+Vehicle the exclusive
domain of the Rigger?]<<<<<
-Minotaur
=========================================================================
Date: Wed, 17 Jun 92 15:48:10 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Archives?


HOW DO I ACCESS THE ARCHIVES? I have read the help files
and still have no clue. Any helpful soul out there wanna
drop me a clue, or two, or three...

-Steve
=========================================================================
Date: Wed, 17 Jun 92 15:48:49 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Flashlife?


FLASHLIFE? What is it? How/Can I join...

-Steve
=========================================================================
Date: Wed, 17 Jun 92 21:54:00 GMT
Reply-To: "Est sularas oth Mithas..." <9032754@**.IE>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Est sularas oth Mithas..." <9032754@**.IE>
Subject: Shamanic Adept


Hello fellow runners,

I have this Idea for a character so I'm just going to throw ideas at you
some response would be appreciated.

At the back of the Grimoire it lists some new shamanic totems. The one that
interests me is owl. Owl gets bonuses (+2 i believe )to all conjuring and
spellcasting by night. He also has plus one to magical target numbers.

Now let me take you to the section on shamanic adepts. It states that a
shamanic adept can cast spells and conjure spirits if he gets a bonus for
them.

Right so my third priority is gone on adeptism. I put 4 in stats , 2 in tech
( 20 points for spells I believe, I'm not sure ) and one in skills.
That gives me 17 skill points. Sorcery 6 , conjuring 4 , magical theory 4
and probably projectile weapons ( for a centering skill later on) 3.



Well what do you think. Drop me a line and let me know.

BTW all the above info is of memory so flames on incorrect data will be ignored.

+-----------------------------------------------------------------------------+
| Hary J Walsh, University of Limerick, | 9032754@****.ul.ie |
| Ireland. | 9117482@****.ul.ie |
+-----------------------------------------------------------------------------+
| Anyhting you say will be distorted and remixed and used against you |
+-----------------------------------------------------------------------------+
DISCLAIMER: If it wasn't for the knife at my throat I wouldn't have written it.

=========================================================================
Date: Wed, 17 Jun 92 17:07:26 -0400
Reply-To: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: 2nd Hand Skill

There's already a mechanic to handle this; splitting your dice pool.
The exact justification can be anything, but using two weapons, one in
each hand, sounds like a good one. No need for a new skill, no need to
invent new target number penalties, simple.

- cks
=========================================================================
Date: Wed, 17 Jun 92 17:08:24 -0400
Reply-To: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>

Guns on vehicles sure sounds like Gunnery to me.

- cks
=========================================================================
Date: Wed, 17 Jun 92 17:09:52 EDT
Reply-To: ratinox@******.coe.northeastern.edu
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Richard Pieri/Stainless Steel Rat"
<ratinox@******.COE.NORTHEASTERN.EDU>
In-Reply-To: Steven Mancini's message of Wed,
17 Jun 92 15:46:56 -0500
<9206172106.AA01093@******.coe.northeastern.edu>

>>>>> On Wed, 17 Jun 92 15:46:56 -0500, Steven Mancini
>>>>> <mancinis@******.CC.PURDUE.EDU> said:

>>>>>[ Okay, another quick question: How do you GM's resolve guns
on vehicles? I mean, for a rigger, it seems quite logical. But
How about the Troll Sam who has a LMG mounted to his cycle?
Firearms does not seem appropriate, he/she is controlling the
vehicle more than the armament. Likewise, using his Bike skill
also seems kinda strange. In fact, I am not sure it can be
done. What do ya folks think/do? Is Guns+Vehicle the exclusive
domain of the Rigger?]<<<<<
-Minotaur

Any fixed-mount weapon uses Gunnery skill to fire. This includes vehicle
mounted weapons.

--Rat
=========================================================================
Date: Thu, 18 Jun 92 13:01:49 BST
Reply-To: J.W.Martin@********.AC.UK
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: J.W.Martin@********.AC.UK
Subject: Troll gangbangs !!!!!!!!!!!

Ok please can someone tell me how to get off the list, im desperate cos me
mail box is fillin up to fast ???????

I'd be eternally grateful.

sorry about the header...just to get yer attention

jase.
=========================================================================
Date: Thu, 18 Jun 92 11:21:40 EST
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Re: Shamanic Adept
In-Reply-To: <9206172131.AA17486@******.cc.purdue.edu>; from "Est sularas oth
Mithas..." at Jun 17, 92 9:54 pm

>
> Hello fellow runners,
>
"Hoi Chummer" :)

> At the back of the Grimoire it lists some new shamanic totems. The one that
> interests me is owl. Owl gets bonuses (+2 i believe )to all conjuring and
> spellcasting by night. He also has plus one to magical target numbers.

Neat totem. One of my favorites for shy players. (Owl doesn't
speak unless it has something important to say.)

> Now let me take you to the section on shamanic adepts. It states that a
> shamanic adept can cast spells and conjure spirits if he gets a bonus for
> them.

Yeah, but then they screw up and cite Raven as not being able
to become shamanic adepts. Errors so obvious, go figure! :)

> Right so my third priority is gone on adeptism. I put 4 in stats , 2 in tech
> ( 20 points for spells I believe, I'm not sure ) and one in skills.
> That gives me 17 skill points. Sorcery 6 , conjuring 4 , magical theory 4
> and probably projectile weapons ( for a centering skill later on) 3.

ENCHANTING!!! You got the grimoire, read Enchanting! This is
just a teeny Suggestion: ENCHANTING!! ENCHANTING!! ENCHANTING!!

I would worry about centering skills later. (My personal
favorite is whistling Sad Irish Ballads... )

> Well what do you think. Drop me a line and let me know.

Actually, I think by vanilla rules this isn't allowed. However,
we came up with a similar Owl Shamanic Adept. The restriction,
as we saw it, was that the Shaman has NO POWER whatsoever during
the day. We even slagged his projecting/perception ability and
attributed it to a psychological limitation inherent to the
profile of the person.

As a joke, the player thought about making the character also
HMHVV infected... that was when I stopped laughing... :)

-Steve


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | phi@****.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | mancinis@******.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

=========================================================================
Date: Thu, 18 Jun 92 11:23:53 EST
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Re: Buckets 'o' Posts
In-Reply-To: <01GLBQ6THPSI0003BV@****.COLORADO.EDU>; from "John DeLaHunt"
at
Jun17, 92 3:13 pm

>
> Geez, Steve. *FOUR* posts in 30 seconds????? Must be nice to be
> able to type as fast as you........
>
> Out.
>
>
> Rat Rasta ^. .^
> John DeLaHunt =>.<=
> JDELAHUNT@******.COLORADO.EDU "

>>>>>[ That's whatcha get when ya cross Full Cybernetic command of
m'Fairlight with a Multiple Personality Disorder...]<<<<<
-I, me, she, it (**:**:**/?-?-??)

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | phi@****.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | mancinis@******.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

=========================================================================
Date: Thu, 18 Jun 92 09:37:42 PDT
Reply-To: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Subject: Second Hand Skill

Actually, we've done something very similar in our campaign-- Offhand
skills which cannot exceed the basic skill it's mimicking. We don't
limit it to concentrations (i.e. you can have Offhand Armed) and if
you're using the Offhand skill with your offhand then there's no
target penalty-- that's the point of Offhand skill (i.e. if you use
a weapon with your off-hand and are using normal skill, +2 penalty.
If using your off-hand and your Offhand skill, no penalty). Defense
Pools depend on which hand you're using.

Now, sometimes my players want to go just plain crazy and fire, say,
two pistols at once. In cases like this, I tell them that each hand
has +1 penalty above and beyond other penalties, since both hands
are distracted. Thus, if firing both-handed and you only have a
single Firearms skill, then your normal hand is at +1 and your off-hand
is at +3. If you have both normal and offhand Firearms, both hands are
only at +1 (and any other modifiers, of course). And when using BOTH
hands, you'd have a larger Defense Pool-- of course, that pool would
suffer from the same distraction penalties as well.

--The Elder Dan
"I didn't kill him-- I just pushed him off the bridge."


=========================================================================
Date: Thu, 18 Jun 92 10:26:10 PDT
Reply-To: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Subject: Owl Totem

Owl Totem actually gets really gross when the shaman begins to initiate.
If you run a player with an Owl Totem who knows *anything* about the rules
for Shadowrun, be prepared to force them into lots of situations during
the daytime because they become unstoppable at night.

--The Elder Dan
"No way. We want our lungs to be *pink* when they fry us."

=========================================================================
Date: Thu, 18 Jun 92 13:57:00 CDT
Reply-To: DS01813@*******
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: DS01813@*******
Subject: Owl Totem

I haven't researched the topic of the Owl that much but I do have
the Grimoire in front of me and it says that "For purposes of game balance,
however, it is probably best if the Centering Skills are NOT ones of great
use in non-magical areas." This is then refers to shooting a gun as an
example. This is on p.23 under CHOOSING CENTERING SKILLS.
What I suggest for Armed and Unarmed combat skills as centering
skills is that it can be done but that the skill can not be used to attack
with as it would cause to many distractions. Practicing a form or kata for
purposes of concentration is quite a bit different than actual combat.


Darkoth
=========================================================================
Date: Fri, 19 Jun 92 12:50:32 EST
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: Re: Owl Totem (Now Centering Skills)
In-Reply-To: <9206181859.AA19264@******.cc.purdue.edu>; from "*" at Jun
18,
92 1:57 pm

> Darkoth writes:
>
> What I suggest for Armed and Unarmed combat skills as centering
> skills is that it can be done but that the skill can not be used to attack
> with as it would cause to many distractions. Practicing a form or kata for
> purposes of concentration is quite a bit different than actual combat.
>

Exactly, I have a Wolf Shaman with a predisposition towards
edged weapons. One of his centering skill is called Blade
Dancing. In effect, it is a specialization of his armed/edged
skill. In combat, it is useless, however, to see this guy
twirling 2 swords around while performing a minor acrobatic
routine is somewhat intimidating, especially when he lets
loose with a powerblast right after it...

-Minotaur

=========================================================================
Date: Thu, 18 Jun 92 15:08:43 EDT
Reply-To: ratinox@******.coe.northeastern.edu
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Richard Pieri/Stainless Steel Rat"
<ratinox@******.COE.NORTHEASTERN.EDU>
Subject: Centering Skills (was Re: Owl Totem)
In-Reply-To: DS01813%SWTEXAS.bitnet@******.CUNY.EDU's message of Thu,
18 Jun 92 13:57:00 CDT
<9206181858.AA17363@******.coe.northeastern.edu>

>>>>> On Thu, 18 Jun 92 13:57:00 CDT,
>>>>> DS01813%SWTEXAS.bitnet@******.CUNY.EDU said:

D|> What I suggest for Armed and Unarmed combat skills as
D|> centering skills is that it can be done but that the skill can not
D|> be used to attack with as it would cause to many distractions.
D|> Practicing a form or kata for purposes of concentration is quite a
D|> bit different than actual combat.

I've actually seen a reasonable example for using Archery as a Centering
Skill. What makes it reasonable is the use of arrows as expendable spell
foci, with the effect of delivering the spell to the target. The arrows
themselves don't do any damage, since they're used by the spells.

In the long run, though, combat skills are *bad* centering skills,
especially with noncombat spells (especially healing!). The fewer
restrictions on when you can use a Centering Skill, the better it is.

Some possible Centering Skills: Mathematics (do integrals in your
head!), Poetry (prose or verse, great for rockers), Singing or Dancing
(the staple of the shaman, but don't let that be a stereotype),
Harmonica (the pocket harp, take it wherever you go), Oratory (it worked
for Hitler, didn't it? :-). Have fun with centering skills!

--Rat
=========================================================================
Date: Fri, 19 Jun 92 18:53:04 PDT
Reply-To: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: The Elder Dan <crisper@*******.SANTA-CRUZ.CA.US>
Subject: Centering skills

We've had a number of musical instrument centerers in our campaign, plus
a singer. Best choice of musical instrument: Celtic bones. Personally,
I've always wanted a teenage mage who centered through gum-chewing....

:)

--The Elder Dan
"This is not my locker...."

=========================================================================
Date: Fri, 19 Jun 92 22:19:00 CST
Reply-To: 90824840@***.UWPLATT.EDU
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: 90824840@***.UWPLATT.EDU
Subject: RE:Shadowrunners in Spaaaaaaace


This is just in reply to the Mage Prison idea. Instead of hauling them to
an orbital prison, put them underground. Mages cannot astrally project
through earth. Another advancement in the Astral restriction science is
the development of magically active lichens and ivy that are grown to cover
the outside of a building, and harmless bacteria that are filtered through
ventilation systems (taken from the ShadowTech manual). Those are probably
alot less expensive and it's easier to get your shadowrunners involved with
them.

Live long and pretend to prosper-

Mark 90824840@***.uwplatt.edu
The Eye of the Storm
=========================================================================
Date: Fri, 19 Jun 92 19:34:08 -0900
Reply-To: "ACAD1A::KSREC" <KSREC@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Greet's <KSREC@******>
Subject: KA-GEE

Has anyone gotten a issue of Ka-Ge? I sent my money in But have
yet to get it....I want to know how it is....
Thax.
-Ronald Cannon Decker/Mage
=========================================================================
Date: Mon, 22 Jun 92 08:13:58 -0700
Reply-To: Seth Scott <scotts@******.CS.ORST.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Seth Scott <scotts@******.CS.ORST.EDU>
Subject: re: Second Edition


Does anyone out there know when the second edition is supposed to be released?
I presume that it'll be before GenCon, so... August, maybe?

--- Seth

=========================================================================
Date: Mon, 22 Jun 92 10:46:00 CDT
Reply-To: DS01813@*******
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: DS01813@*******
Subject: SHADOWRUN II

I'm going to download Shadowrun II (Beta) from GEnie. I now it
is in Scorpia's Games but I need the name of the file. If anyone knows I would
appreciate letting me know.


Thanx
Darkoth
=========================================================================
Date: Mon, 22 Jun 92 08:49:06 -0700
Reply-To: Seth Scott <scotts@******.CS.ORST.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Seth Scott <scotts@******.CS.ORST.EDU>
Subject: Hey, Darkoth---


If you succeed in getting the (Beta) Srun II, tell us about it!

-- Seth
=========================================================================
Date: Mon, 22 Jun 92 13:21:00 EDT
Reply-To: NA NA NA NA NA NA NA NA POW <WESTONCP7253@********>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: NA NA NA NA NA NA NA NA POW <WESTONCP7253@********>
Subject: The new NAGEE

Hello there!

I'm trying to get the Neo-Anarchist's Guides, but they seem to be
zipped in a form that every single unpacking program, or decompressor I've
tried tells me is impossible. Could they be a bad upload?


P.S. I'm working from a Mac desktop, and using Fetch 2.06 to
try to get them. Sigh



*******************************************************************************
Little Rascal, * who was that blood soaked man? * Wombat Skydancer
Raccoon ShamThanks,


Rascal

=========================================================================
Date: Mon, 22 Jun 92 14:38:00 CST
Reply-To: ANANDA%BSU.DECNET@*****
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: ANANDA%BSU.DECNET@*****
Subject: Re: Shamanic Adept

> is From: "Est sularas oth Mithas..." <9032754@**.IE>

> At the back of the Grimoire it lists some new shamanic totems. The one that
> interests me is owl. Owl gets bonuses (+2 i believe )to all conjuring and
> spellcasting by night. He also has plus one to magical target numbers.

> Now let me take you to the section on shamanic adepts. It states that a
> shamanic adept can cast spells and conjure spirits if he gets a bonus for
> them.

What you're missing here is that the bonus must be via spell purpose or spirit
type. Following the rules strictly, you can't be an owl shamanic adept because
their bonuses are dependent upon time, rather than purpose. You could be a cat
shamanic adept, casting only illusion spells and conjuring only city spirits,
but not an owl shamanic adept able to cast anything, even if it's only at
night.

I really dislike using any weapon skill as a centering skill. If you as a gm
allow it, you may have your too-clever player trying to eke some combat-
usefulness out of it, even if the player's original stated intention was that
the skill would be strictly non-combat oriented.

My favorite thing to do with my npc initiates is to give them two or even three
different centering skills. Usually, the skills are at least moderately useful
in some other way as well: chanting in Church Latin for one npc who sometimes
poses as a priest, singing or playing for the rocker-mage type, and there are
others...

--Ananda

ananda%bsu.decnet@*****.msus.edu /ananda%bsu@*****.msus.edu \__if the .decnet
ananda%bsu.decnet@*****.bitnet \ananda%bsu@*****.bitnet / causes problems

"Does this mean we have to start fighting?" ;)
=========================================================================
Date: Mon, 22 Jun 92 13:25:06 -0900
Reply-To: "ACAD1A::KSREC" <KSREC@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Greet's <KSREC@******>
Subject: Question on some Cyberwere

Greet's all
I have a Question..I've ran arcoss two cyberware item that have no
discription for..Program Enabler .1 essence and Datasoft Link .1 essence..
If you know what ether of two do Please tell me...
Thanxs......
-Ronald Cannon
=========================================================================
Date: Mon, 22 Jun 92 17:11:25 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Greetings fellow runners. We here in the Coven of the City Dwellers
have expanded some spell ideas into new spell formulae. So we
submit the following]<<<<<
-Gargoyle(11:53:10/6-20-92)

Name: Screamer Duration: Sustained
Catagory: Illusion Drain: M3

This spell allows the caster to designate a voluntary target
and amplify his/her voice so that all voluntary subject within the
area of effect can clearly, and distinctly hear his voice. While
originally designed to augment the skills of various performers,
the sly shadowrunner will find several practical purposes.

Spell Design:
Obvious Single Sense Illusion (Auditory) L1
Area of Effect M1
Drastic Effect S2
Voluntary Subject Required M2
Physical Spell M3

>>>>>[ Shadowrunner Purposes? Yeah it does make a neat one way
communication system. All those opponents think yer chuckin
a killer spell and all yer doin is saying hello to yer
friend sitting across the bar. It's real Wiz!]<<<<<
-Rattler

>>>>>[ Yeah until mental-midget fails their save, then yer screwed
as someone else hears your best pick-up line...]<<<<<
-Mr. Magique

-------------------------------------------------------------------------
Name: Voice Masque Duration: Sustained
Catagory: Illusion Drain: M2

This illusion duplicates the effects of the cyberware
modification, Internal Voice Mask. The caster must have prior
exposure to the voice that is to be imitated.

Spell Design:
Realsistic Single Sense (Vocal) M1
Area of Effect S1
Drastic Effect D1
Caster Only M1
Physical Spell M2


>>>>>[ I love this, couple it with the Screamer! I was in Grey's
a while back and threw these two, and POOF! the half the
audience who wanted to hear me (I asked first) starting hearing
Dunkelzahn sing Puff the Magic Dragon!!!]<<<<<
-Kaliedescope

>>>>>[ Oh really? So you're the schmuck who was messin in my bar
last week eh?]<<<<<
-Thane

>>>>>[ Hmmm. Puff the magic Dragon? Thane, I wish to speak with you
at your earliest opportunity...]<<<<<
-Dunkelzahn

>>>>>[ ?!?!?!?! I want my Mommy!!!]<<<<<
-Kaliedescope

------------------------------------------------------------------------




=========================================================================
Date: Mon, 22 Jun 92 17:11:57 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>[ Okay here goes another list of easier questions...]<<<<<
-Minotaur

1. Cat Shaman vs Light Wounds
Do you folks have the shaman reserve dice, to reflect their
need to 'play' or do they get to through as many dice into
it as they desire but do at Max a Light Wound.
Also is it a light wound before/after the target resists?

2. How about damage on any unique weapons? i.e. Monofilament Garrote?

3. When you folks play with free spirits and you use the charts in
the back of the book, what do you do when you roll same power
more than once? Right now, for some, I limit the original power,
i.e. * form allows 1 animal, one human type, etc...
Ideas? Suggestions? a Breath Mint?

4. Okay here's a new one that just hit me while fumbling down the cs
lab stairs and I am looking for a magic point cost:

Enhanced Movement-
This physical adept ability enhances the movement
factor of the adept. This can be used primarily
for ground movement but other specialties could
seem possible.

Example: Speedy the Elven Hitman buys the skill at level 3
being an elf, he has a quickness of 5, now usually
his movement is 5x4 = 20. Well now he has a surprise
in store for his next victim. Using his new power
he can chase at 5x7 = 35! Watch out world...


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
=========================================================================
Date: Mon, 22 Jun 92 17:25:53 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>


>>>>>[ Okay a quick question. Kinda obvious to some. This time I am curious
how other folks treat elementals bound by karma. For instance;
What can they be bound to? a location? an object? a person?
What types of services can they do beyond basic 'guard my home' ?
How many services do you folks allow to be given permanently
to a bound elemental? only one? one per service it had when bound?
The reason I ask is because I have the idea for the following. I recently
blasted a large whole in the chest of a dragon... needless to say after
lumping a bunch of karma into the shot from my HMG, the fragger fell.
Now I have this nasty dragon skull, the flesh etc was burned clean by
a mage friend who elemental did an exquisite job. Okay, back to my idea,
I wanna turn this thing into a cyberware re-clamation device...
Take skull, rivet rack large enough to hold a corpse into lower jaw...
Bound an elemental with service: protect the cyberware in the corpse
and then roast away what is left...
My questions are:
a. Is this posible at all IYHO ?
b. Can I get one elemental and have it bound with 2 services?
c. Should/can I use 2 elementals insteads?
Well that's my idea. Whatcha think?]<<<<<
-Gemini(17:22:53/6-22-92)

=========================================================================
Date: Tue, 23 Jun 92 09:26:50 -0500
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>

>>>>>[ Okay so we are back with more... Gargoyle and myself were left
behind for the last few months and we decided to play 'What If..'
Never, I repeat, NEVER, play 'What If' with a Raven shaman...
He is stranger than I could every hope to be and he does it all
without the aid of peyote!!!]<<<<<
-Nex(08:49:17/6-23-92)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Name: Face Dancer Duration: Sustained
Catagory: Manipulation Drain: L4

This spell takes makeover to the next step. While makeover allows
for cosmetic surgery, this spell actually re-molds the facial features
to any desired effect. Thus, Gargoyle, a troll friend of mine could shift
the location of his horns, or redesign his face to appear like an elf.
(Though the rest of him stays the same.) Please note this spell version
is voluntary, though a non-voluntary variant has been designed. Unlike
many manipulations, this spell require the caster, who is always in control
of the 'resculpting' to be able to see the target, i.e. he needs a mirror
to work upon himself, or LOS for others.

Spell Design
Major Physical Change M2
Drastic Effect S3
Limited Target (Facial Features) M3
Voluntary L3
Physical Spell L4


>>>>>[ Nasty spell, simply put, I am not
Many-of-Many-Faces...]<<<<<
-Gargoyle(08:57:23/6-23-92)

>>>>>[ That is suppose to be humourous I take it
pinkskin?]<<<<<
-Many of Many Names(*/-)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Name: Sound Shield Duration: Sustained
Catagory: Manipulation Drain: M2

This spell creates a shield through which no sound may pass.
Originally designed as a privacy device, additional uses are being
discovered daily. The spell creates a dome, invisible to the naked eye
but easily picked up on ultra-sound, that has a radius less than or
equal to the caster's Magic attribute. For each success gained (normal
manipulation target = 4), the caster raises the target needed to hear
any noise from within the shield by 1. However, similar to other barrier
spells, this 'protection' works in both directions. All those within
the barrier may speak normally and hear each other, and those outside
the barrier can speak and hear each other, but across the barrier
is virtually impossible.

Spell Design:
Minor Environmental Change S1
Area of Effect D1
Physical Spell D2

>>>>>[ Impossible to hear? These spell chuckers got another thing
coming. I just got the top of the line Chiba ear replacements
and I can hear a flea fart on the back of a dog in a movin
vehicle!]<<<<<
-Anthrax

>>>>>[ No chrome-dome, it is a physical spell, that means the buggers
took into account cyberware....]<<<<<<
-Gemini

>>>>>[ How ya know so much Gemini? I just saw ya last week, yer all
metal too...]<<<<<
-Anthrax

>>>>>[ My magic theory chip drekhead...]<<<<<
-Gemini

>>>>>[ Enough from the metal men, we here at the Coven of the City
Dwellers realize this spell has a ridiculous drain yet
we could find no way to reduce it. If some other magician
wishes to redesign the spell with an easier drain, please
alert us to this modified formula. We would be most interested
in seeing it.]<<<<<
-Gargoyle

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Well that's it for now folks...
Comments?
Questions?
Barium Enema?


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "Of all that is written, I love only what a person hath written with |
| his blood. Write with blood and thou wilt find that blood is spirit" |
| -Nietzche, Thus Spoke Zarathrustra |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
=========================================================================
Date: Tue, 23 Jun 92 16:38:45 EST
Reply-To: john <LENAERTJ@********>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: john <LENAERTJ@********>
Subject: healing spells

Hoi Chummers,
I've encountered a problem with the healing spells heal deadly, and treat
deadly. My players have been using this as a way of becoming immortal. Every
time someone dies they use the spell to bring someone back, and the worst that
happens is they need a replacement limb or loose a point of magic. They are
starting to get very cocky.
Is this use of the spell legal? Also do the players have to make a body
roll to see if they can be healed using this spell as described in the
Sourcebook under first aid.
=========================================================================
Date: Wed, 24 Jun 92 00:20:00 EST
Reply-To: "SIX-SIX-FIVE: Neighbor of the beast" <RNGST@*******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "SIX-SIX-FIVE: Neighbor of the beast" <RNGST@*******>
Subject: Re: healing spells

john asks:

> Hoi Chummers,
> I've encountered a problem with the healing spells heal deadly, and treat
>deadly. My players have been using this as a way of becoming immortal. Every
>time someone dies they use the spell to bring someone back, and the worst that
>happens is they need a replacement limb or loose a point of magic. They are
>starting to get very cocky.
> Is this use of the spell legal? Also do the players have to make a body
>roll to see if they can be healed using this spell as described in the
>Sourcebook under first aid.

First off, I wouldn't allow a Heal Deadly or Treat Deadly
Wounds spell to work unless the patient was stabilized first. In
other words, the patient must still be alive for healing to take
place and must stay alive until the casting is finished. In my
game, most cases where a deadly wound has been taken will allow
you to stabilize the character. The exceptions are cases where
the body is just too massively damaged. Beheadings, for example,
or falling out of an airplane.

The rules aren't very clear (surprise!) but here's how I run
them in my game. Let's say the team is sneaking into a building
and character Alice gets gunned down by the guards, taking a
deadly wound. She is considered dead at this point, and can not
be helped by a Heal Deadly spell. She can be resuscitated,
however, if help reaches her within a number of minutes equal to
her body rating (dermal armor doesn't count here). Beyond this
"grace period", the brain suffers damage of lack of oxygen and
death is irreversible.
Character Barney, who's got some medical training, waits for an
opening, then drags her to cover and starts working. This takes
two minutes.
Barney uses his Biotech skill (plus three dice if he's being
help by a medkit's computer) with a target number of 10 plus the
number of minutes since Alice went down (two in this case.) Also
add in the modifiers for things like environment, listed on page
144 of the basic manual. In the game world, Barney's applying
bandages to wounds, performing CPR, and doing similar things.
This takes 1 minute.
If he gets no successes, Alice is still dying. If her "grace
period" hasn't run out another medic could try helping her.
Barny could try again too, but he'd get a +2 to his target number
because he failed once. If Barney gets all ones, Alice has
bought the farm and nothing else can be done.
If he gets even one success, he's performed his job correctly.
Now we need to see if Alice's heart can get started again. She
makes a Body success test (dermal armor not included) with a
target number equal to the number of minutes since she went down.
In this case, the number would be 3 (2 minutes for Barney to
reach her, and 1 minute for him to work on her).
If she gets even one success, she has a deadly wound and is out
cold, but she is stable. A Heal Deadly spell could be used on
her now. She could also undergo conventional care. If she gets
no successes, she is dead and can not be brought back.
If Barney had been a magician, he could have forgone the CPR
and bandages by casting a Stabilize spell (listed in the
Grimoire) with a target number of 10 plus the number of minutes
it took him to reach her minus Alice's essence. If he got at
least one success, Alice would be stable and could then be
treated.

An alternate rule my group is debating would allow Alice to
simply make a Body test (dermal armor not included) with a target
number of 10 minus her essence. Any successes Barney got
applying first aid would be used to reduce her target number.
Personally, I think this may make it too easy to stay alive.
It's already next to impossible to inflict deadly damage on some
of those samurai. Maybe if we made it 12 minus essence. Even
so, it still might be too easy.

Comments on my interpretation of the rules? On the proposed
alternative rules? On death in general?


Ernest the mage (RNGST@*******)
Master of Magic, Lord of Spirits, Driver of a really cool Truck

"Breakfast? Well, I've got some fish-flavor Pop-Tarts. . ."
=========================================================================
Date: Wed, 24 Jun 92 00:52:44 -0400
Reply-To: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: healing spells
In-Reply-To: rngst%pittvms.bitnet's message of Wed,
24 Jun 92 01:20:00 -0400.
<92Jun24.004915edt.18444@***.utcs.utoronto.ca>

Personally, I find it OK that people stay alive (but hurt) in Shadowrun;
good stories rarely kill the main characters all that often. If you want
to fix it, though, I would simply rule that taking any more wounds after
you get taken to deadly damage kills you, clean and simple; coupe de grace
shots, that shotgun spread that nicked you, the burning building, whatever.

- cks
=========================================================================
Date: Wed, 24 Jun 92 06:14:00 EDT
Reply-To: "Steven Heleski [Donley Computer Center]" <STEVEN@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Steven Heleski [Donley Computer Center]" <STEVEN@******>
Subject: Weight


Here is a insteresting question that pop up during one of my gaming
sections.

How heavy is a drone?

I could find nothing to answer this question.

Steven Heleski
EDCC
=========================================================================
Date: Wed, 24 Jun 92 09:01:44 EDT
Reply-To: MacGyver <macgyver@***.OHIO-STATE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: MacGyver <macgyver@***.OHIO-STATE.EDU>
Subject: re: Second Edition
In-Reply-To: <9206221530.AA04657@****.cis.ohio-state.edu>; from "Seth
Scott"
atJun 22, 92 8:13 am

Seth Scott writes:
> Does anyone out there know when the second edition is supposed to be released?
> I presume that it'll be before GenCon, so... August, maybe?

I think it's at GenCon.

=========================================================================
Date: Wed, 24 Jun 92 11:16:12 EDT
Reply-To: ratinox@******.coe.northeastern.edu
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Richard Pieri/Stainless Steel Rat"
<ratinox@******.COE.NORTHEASTERN.EDU>
Subject: Re: Weight
In-Reply-To: "Steven Heleski [Donley Computer Center]"'s message of Wed,
24 Jun 92 06:14:00 EDT
<9206241015.AA13735@******.coe.northeastern.edu>

>>>>> On Wed, 24 Jun 92 06:14:00 EDT, "Steven Heleski [Donley Computer
>>>>> Center]" <STEVEN%LTUVAX.bitnet@******.CUNY.EDU> said:

SH> Here is a insteresting question that pop up during one of my
SH> gaming sections.

SH> How heavy is a drone?

As heavy as the GM thinks it should be. Most drones are man-portable,
however.

SH> I could find nothing to answer this question.

You won't in any of the books.

--Rat
=========================================================================
Date: Wed, 24 Jun 92 11:44:00 CST
Reply-To: 90824840@***.UWPLATT.EDU
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: 90824840@***.UWPLATT.EDU
Subject: RE:healing spells


Hoi,
Another idea to keep your health-spell-wieldin' mages from making your group
too cocky in the field is to have each success from the mage's success test
merely reduce the wound category by one per success instead of allowing complete
recovery. This way, your mage rolling 6 dice to heal his street samurai buddy
(who happens to be riding the "cyberware express") at a target of 9 or 10,
probably won't completely heal the guy, but will allow him to at least haul
his hurtin' butt outa there. Of course when dealin' with deadly wounds, the
target must be stabilized (stated earlier by someone else) before the spell
is cast.

Storm- (not that comic-type person either)
90824840@***.uwplatt.edu

"Of course it's legal!....geeeez we didn't get caught did we?"
=========================================================================
Date: Wed, 24 Jun 92 15:29:00 CDT
Reply-To: DS01813@*******
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: DS01813@*******
Subject: Healing

If you check carefully in the Shadowrun book you will find a section
that states specifically that when healing someone, a success only brings
them to the next lowest level of damage. It does not completly heal them.
Healing a Deadly wound would only reduce the damage to serious.

Also to the person I sent the msg. to about how to take care of your
players seeming to be invulnerable, please post that same message to the rest
of the listserv if you would. I don't have a copy of what I wrote and don't
feel like re-writing it.


Darkoth

P.S.: that msg. mentions how healing is taken care of in SRUNII.
=========================================================================
Date: Thu, 25 Jun 92 09:18:39 CET
Reply-To: Silicon Avatar <rahayden@*****.WEEG.UIOWA.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Silicon Avatar <rahayden@*****.WEEG.UIOWA.EDU>
Subject: Help needed for strange new world

Hoi Chummers,

I'm about to start a SR campaign, and I am looking for adventure ideas.
The party is not solidified completely yet as to what the different people
will be playing, but I expect your usual assortment of magicians, shamans,
deckers, and Rambos. There will be 4 players (with more possibly added).

A couple things about my world though.

1) I set my game about 15 to 20 years beyond normal shadowrun. This give
it a slightly higher tech feel.

2) ALL characters have datajacks. Computers are now integral with
society. Datajacks are usually installed at birth while the skull is
still soft and the brain is still forming. There is no essence loss for a
datajack and up to 25 megs of memory (also installed at birth).

3) In order to represent the higher level of tech in this society, the
essence costs of all cyberwear is halved. The price is the same. You
could buy older equipment at 1/2 cost but the essence loss is then normal.

For the sake of the fact that I don't want to write up a whole new slew of
weapons, weapons are kept as is (although things like laser blasters are
starting to come into vogue. they are much better than that hunk of crap
in the street sam). Newer weapons include gauss rifles (and vehicle
guns), gyrojets, and particle weapons. these are, of course, top of the
line with a suitable nuyen cost.

4) Corporations are moving off world. I am basing much of my off world
sites on GURPS Terradyne. This details many colonies on the moon, Titan,
Mars, the Asteroids, and Europa, in addition to near-earth facilities.

5) The setting is rather dark. Imagine the drearyness of Blade Runner or
Brazil coupled with the kind of "fantasy" tech of Total Recall or Aliens.
Earth is a shithole for the most part, and people will kill for a chance
to move off-world.


In any case, I'm looking for some adventure ideas. Something original
that hasn't been used in every single sci-fi movie ever made. This group
is heavy into sci-fi and I don't wish to bore them.

it might also be helpful to post your ideas back to the list as I'm sure
everyone could used some suggestions.

Thanks for your time.

Silicon Avatar

[ rahayden@*****.weeg.uiowa.edu ]

=========================================================================
Date: Fri, 26 Jun 92 01:56:38 EST
Reply-To: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: More Spells to post and for yer enjoyment.


>>>>>[ Okay, so I got these done quicker than I imagined. We submit
for your approval, criticism, whatever.. these new spells.
Both spells are Manipulation Catagory. Hope ya enjoy...]<<<<<
-Gargoyle

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Name: Constrictor Duration: Sustained
Catagory: Manipulation Drain: M2

This spell creates several bands of energy which solidify
around a selected target and attempt to restrain him/her. For each
success (target # = 6) achieved, treat the bands as that strength
equivalent in a subduing test (Basic SR book, p. 71). Note, once
the target breaks free of the spell, i.e. overcomes the spell in
a subduing test, the spell is useless, the bands may not be moved
or repositioned. In effect, this spell restrict the use of the
arms and legs of the target. This is a physical spell.

Spell Design
Base: Use 'Unarmed' Skill L2
Drastic Effect (ignores unarmed skill) M2


>>>>>[ When first designing this spell, I had several colleagues
argue it was weaker than a Use Unarmed Skill. Granted, for
someone who has a decent unarmed this may be true, but since
this spell was designed for a friend with no unarmed skill
whatsoever, I believe it serves its purpose adequately.]<<<<<
-Gargoyle, raven shaman

>>>>>[ We've contemplated a mana form, so as to allow the caster
to restrain the target from astrally projecting, but it is
still in pieces all over the lodge.]<<<<<
-Lockjaw, gator shaman

-------------------------------------------------------------------------
Name: ByPass Duration: Instant
Catagory: Manipulation Drain: M3

This spell is designed to allow the caster to telekinetically
unlock doors, windows, etc.. Unlike a magic fingers which would require
the caster to see the lock, this spell does it all for the mage. This
spell has had NO effect on Maglocks. The 'skill' of the spell is equal
to the number of successes achieved, target 4.
Mechanics: Basically, the GM should establish a difficulty
rating for each lock. The caster then must beat a threshold equal
to the rating assigned by the GM.

Spell Design
Minor Environmental S1
Drastic Effect D2
Very Limited Target (Locks) M2
Physical Spell M3

>>>>>[ When I first designed this spell, I never realized why,
now it has become obvious, it was a gift from Raccoon..]<<<<<
-Whisper, Raccoon Shaman

>>>>>[ Yeah, well thank 'ol Black Eyes when ya see him, guess I
followed m'bosses instructions when I stole a copy of it
from ya eh Whisper ol boy?]<<<<<
-Nikodaemus, Rat Shaman

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Comments?
Criticisms?
Compliments?
Suggestions?
Salt Water Taffy???


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "I do not pretend to know what many ignorant men are sure of." |
| - Clarence Darrow |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


=========================================================================
Date: Mon, 29 Jun 92 06:14:00 EDT
Reply-To: "Steven Heleski [Donley Computer Center]" <STEVEN@******>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: "Steven Heleski [Donley Computer Center]" <STEVEN@******>
Subject: Univerisal Brotherhood Module...


*HELP*

I am looking to purchase the "Universal Brotherhood Module" but I can not
find it anywhere.... Can anyone tell me where I could find it.

=========================================================================
Date: Mon, 29 Jun 92 13:14:30 CET
Reply-To: Silicon Avatar <rahayden@*****.WEEG.UIOWA.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Silicon Avatar <rahayden@*****.WEEG.UIOWA.EDU>
Subject: Shadowrun Net Plot Book

Greetings Chummers,

If you remember back to a couple of days ago, I posted a request for plot
ideas that were original for my poor gaming group.

Well, I got about 2 ideas, and about 10 requests for me to forward any
ideas I got.

So I came up with this idea, which, I admit, i stole from the ADND-L
server, to make a Shadowrun Plot Book.

Unfortunately, like all Net Books, you ahve to have more than one person
doing the work. So what I would like y'all to do is to send me all of
your plots. Be as elaborate as you want to be.

In turn, I'll put them together into one document so that everyone can
have a great reference.

NOTE: If I am stepping on the toes of the NAGEE project, I apologize.
But, this could be a suppliment to the NAGEE if that was desired.

In any case, you ideas and comments are welcome.

Silicon Avatar


-------------------------------------+-----------------------------------.
| rahayden@*****.WEEG.UIOWA.EDU | AQ650@*********.FREENET.EDU |
+-------------------------------------+----------+------------------------+
| How peaceful this world would be without love. | Black holes result |
| How safe, how tranquil . . . how dull. | from God dividing the |
| Sean Connery - The Name of the Rose | universe by zero |
+-------------------------------------+----------+------------------------+
| Robert "Scooby" Hayden | Angus MacCryre (S.C.A.) |
`-------------------------------------+-----------------------------------'
=========================================================================
Date: Mon, 29 Jun 92 18:36:23 -0700
Reply-To: Seth Scott <scotts@******.CS.ORST.EDU>
Sender: Discussion of the Fantasy game ShadowRun <SHADOWRN@*****>
From: Seth Scott <scotts@******.CS.ORST.EDU>
Subject: re: GEnie


Does anyone know how to join GEnie? What are the fees involved, etc...?

Thanks!

Seth Scott (scotts@******.cs.orst.edu)
Message no. 14
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: None
Date: Tue, 16 Jun 92 07:30:55 -0500
GET SHADOWRUN LOG9202

Get SHADOWRUN LOG9203

GET SHADOWRUN LOG9204

GET SHADOWRUN LOG9205

GET SHADOWRUN LOG9206
Message no. 15
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: None
Date: Tue, 16 Jun 92 07:31:17 -0500
>>>>>[ Okay, to some this will seem like really old stuff. But I
figure I wanna drop it on to the net and get a discussion about
it. And hopefully, maybe even a little enlightenment. Today's
subject of inquiry... Quickenings]<<<<<
-Minotaur

Since I am not sure where to begin, I'll just yank open
the Grimoire and begin to babble, see if this makes any sense to you
folks out there. I am typing a line at a time to make responding
a bit easier...

***Theory: Quickenings are not made for people, they are made for places...

Okay I know a barrage of you will disagree, but let's
see if I can show you my point of view...

"The spell is given a permanent 'circuit' into astral space that keeps
it running until it is broken..."
This is from the book (p. 25), and may be jumping to some wrong
conclusions here but:
How can ya drop one of these on a mundane friend (Which several
folks have talked about on this net) since he/she is but an 'shadow' on
the Astral plane?
How can ya attach something like a spell to someone who supposably
cannot be affect from the Astral Plane?
All the work is done on the Astral, the mage assenses, the circuit
exists in the Astral, etc..
Since spells are tangible things in the astral plane, and mundanes
are merely shadows, how can a solid be attached to a shadow? (Unless
of course your Peter Pan and someone is sewing your shadow back on.)


Likewise, if I remember correctly, a mage/shaman who is not projecting
has not astral existence either since other projecting mages cannot hit them
unless they are using locks, etc as a 'grounding source'.
So then, what happens to the mage? He stops accessing the Astral
plane and he is a shadow. Does the quickening lose 'touch' with the 'physical'
astral projection of the mage, or does it in effect become a grounding
source since it link the physical mage to the astral plane?

One final point, minimal at best, the example in the book is Rikki
chucking the spell into the room, not on anyone...


Okay, for many this may be a scary concept. (I know a few of my
players will really begin to sweat since they are looking forward to
removing the Spell Locks for nice safe Quickenings) But I am just not
sure this power was meant to be used on people.

I realize in the book it says a Quickening allows a magician to
make a sustained spell permanent w/o use of a spell lock. And that is a
really big argument against my theory, but I am just wondering if anyone
else has ever run along this same line of thinking, that Quickenings aren't
suppose to be drapped on your Magicians, but rather in areas....

Okay enough babbling. See what happens when you get your undergrad
degree in Philosphy? Ya take simple things and over-examine them
till ya can barely understand them anymore....


+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Steve Mancini (a.k.a. The Minotaur) | mancinis@******.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancini@**.cc.purdue.edu |
| Political Science Department | phi@****.cc.purdue.edu |
+-----------------------------------------------------------------------+
| "We are in a Universe with more and more information, and less and |
| less meaning." - Jean Beaudrillard |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Message no. 16
From: Steven Mancini <mancinis@******.CC.PURDUE.EDU>
Subject: None
Date: Tue, 16 Jun 92 07:31:38 -0500
>>>>>[ Salutations! I have come to report that I have witnessed an
extraordinary manifestation of magic. This exquisite female,
streetname Quicksilver, has apparently developed an affinity
with normal critters and has begun to manifest similar traits
with certain Paranormals. After careful study, I believe this
to be more than a unique phenomena. In fact, I imagine there
may be more like her, hidden away in the tribes that would
covet such a rare gift. But this, is pure speculation.]<<<<<
-Nidhug, Chronicler of Magic

The Beastmaster

Priority: