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Message no. 1
From: shadowrn@*********.com (Russ Parker)
Subject: Prison Populations - We're ahead of the Curve!!
Date: Thu Apr 11 19:15:01 2002
>From the SR Archive Timeline Explorer:

2002: In the U.S.A., prison populations have jumped to 700,000 inmates.

>From the American Correctional Association:

According to the Bureau of Justice Statistics bulletin Prisoners in
2000(published in August, 2001), "the total number of prisoners under the
jurisdiction of federal or state adult correctional authorities was
1,381,892 at year end 2000" (Beck and Harrison, 2001).

In 2000 we exceeded the SR expectations for 2002 by just shy of 100%!!
Yippy.

Russell Parker
Peregrine Systems Customer Support
AssetCenter Level 2, NAPLA


-----Original Message-----
From: shadowrn-request@*********.com
[mailto:shadowrn-request@*********.com]
Sent: Thursday, April 11, 2002 9:05 AM
To: shadowrn@*********.com
Subject: ShadowRN digest, Vol 1 #1850 - 5 msgs


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Today's Topics:

1. Re: pharmacologist skills (WyrmOuroboros@***.com)
2. Re: Harlequin (WyrmOuroboros@***.com)
3. Re: pharmacologist skills (Bryan Pow)
4. Tunguska plot idea. (Bryan Pow)
5. Re: pharmacologist skills (Gurth)

--__--__--

Message: 1
From: WyrmOuroboros@***.com
Date: Wed, 10 Apr 2002 13:27:29 EDT
Subject: Re: pharmacologist skills
To: shadowrn@*********.com
Reply-To: shadowrn@*********.com

psycho@*********.co.nz writes:
> What specialisation of biotech would a pharmacologist be likely to have?

Biotech? A pharmacist isn't likely to have Biotech, except at a very low
level. People show pharmacists injuries and skin problems all the time, or
describe symptoms to them; if it's something simple, the pharmacist usually
says, 'Well, that sounds like XYZ', but in all cases winds up with 'you'd
need to talk with a doctor about that.' This being my current
career-path...
:P

If a Pharm.D. DOES have Biotech, give him Biotech/Extended Care; usually the

R.Ph. will debate treatment decisions with the doctor, depending on whether
or not the doctor actually tells the R.Ph. what the hell's going on.

> And what knowledge skills other than medicine(toxicology) and chemistry?

Biochemistry, not chemistry.
Pharmacology.
Pharmokinetics.

Those three are the big ones that have to do with the medications
themselves;
pharmacology deals with drugs and their interactions with each other,
pharmokinetics deals with how drugs interact with the body itself.
Biochemistry over chemistry, because a pharmacist doesn't deal with
NON-biological items all that frequently...

As for non-medication-related issues, I'd add on the following:

Active Skills:
Leadership (Commercial or Morale)
Instruction
Interrogation (Verbal)
Negotiation (Con, used mostly for defense)

Knowledge Skills:
Street: Hot Drug of the Day, Pharmaceutical Legalities, Controlled Substance

Legalities
Academic: (See above)
Sixth World: Insurance Issues, Corporate Politics (Pharmacy Chain)
Background: Computer (Who doesn't have it?)

You'll notice that there's two different 'legalities' Street Knowledge
skills. This is because there are different (sometimes radically different)

legalities on how different medications can be dispensed. They're also
placed under 'Street Knowledge' because the fact of the matter is that
legalities change from state to state -- even county to county.

Anyhow, enough babbling ...


The Wyrm Ouroboros
'Half Russian mathemetician,
half Silicon Valley code freak.'


--__--__--

Message: 2
From: WyrmOuroboros@***.com
Date: Wed, 10 Apr 2002 13:45:04 EDT
Subject: Re: Harlequin
To: shadowrn@*********.com
Reply-To: shadowrn@*********.com

dhyde@*********.net writes:
> Umm....damn dude you'll have to explain that one to me....I gave up on
> Harlequin's Back cause it was too damned forcing and lead everyone on a
> one way path....WAY too much like premade AD&D campaigns
> Derek

Pretty basic, really; for the most part, it depends on how much you trust
your players, and/or how trustworthy their characters are. Some of my
players' characters, if you managed to get them to give their word, you
could
send to the ends of creation and beyond. Trick always lay in getting them
to
give their word...

Anyhow. Each module is broken up into different sets of occurrences. At
some point in each -- about midway in the original, pretty early on in the
second -- the characters should be thought trustworthy enough to be told
enough of the story to get them to be able to promise/contract to see it
through 'to the bitter end'. The bitter end, in the first case, is getting
HQ to a showdown; the bitter end in the latter is the successful conclusion
to the quest. You tell them what the final goal is; at that point, you can
do damn near anything to them.

Astral quests are easy, 'cause they're mini-runs. It's even easier if
they're couched in 'pre-history' terms, i.e. 'hey, isn't that Louis XIV that

they're trying to assassinate?!?' As they enter each scenario, make the
goal
simple to discern, but let them know that the method of accomplishing that
goal will be as critical as the actual accomplishment. It'll make a
difference if, to save the kid from the mob, they choose to talk the mob out

of burning him as compared to, say, riding in with swords drawn and
butchering the peasants. Coach them in the very beginning for what the
'feel' of the quest is leaning towards, and let them know that the more
successful they are in getting it to lean that way, the better off -- karma
or otherwise -- they'll be.

Physical runs are at least as easy, IMO; violence begets violence, and if
they murder everyone early on, the later runs will be tougher, the
individuals less willing to negotiate -- or take prisoners. Let them know
this early on under the conditions. IIRC, the very first Harlequin run is a

theft of a physical object from a corporate location. Offer them a bonus if

it's done quietly. Better yet, offer them a ramping bonus depending on how
quietly it's done.

No Deaths: +1,000 each.
No Injuries: +2,000 each.
No Shots Fired: +3,000 each.
No Alarms Set Off: +5,000 each.

If they don't set off any alarms or shoot any weapons, i.e. the guards don't

see/hear a thing, they get an 11k bonus. This is a good thing for the
Johnson, and thus a good thing for the runners. If they fail in this, the
Johnson gets ticked off, perhaps eventually doesn't even hire them for the
rest of the runs, and you stop using the module altogether.

The GM has to be at least as flexible as the players...



The Wyrm Ouroboros
'Half Russian mathemetician,
half Silicon Valley code freak.'


--__--__--

Message: 3
From: "Bryan Pow" <bryan_pow@*******.com>
To: shadowrn@*********.com
Subject: Re: pharmacologist skills
Date: Thu, 11 Apr 2002 10:26:22 +1200
Reply-To: shadowrn@*********.com


>Biochemistry, not chemistry.
Although their Biochemical knowledge is usually pretty thin when compared to

a biochemist (Which is what I am)

>Pharmacology.
>Pharmokinetics.

>Those three are the big ones that have to do with the medications
>themselves;
>pharmacology deals with drugs and their interactions with each other,
>pharmokinetics deals with how drugs interact with the body itself.
>Biochemistry over chemistry, because a pharmacist doesn't deal with
>NON-biological items all that frequently...

Pharmacy should probably be a Skill unto itself, most likely a knowledge
skill, with those as specializations. What SR really needs is a Life Science

Lab Practice active skill, which is then specialized per science ie
pharmacy, biochemistry, microbiology.


When Angels cry "Whence comes your fear?"
I shall reply "I find it here"


_________________________________________________________________
MSN Photos is the easiest way to share and print your photos:
http://photos.msn.com/support/worldwide.aspx



--__--__--

Message: 4
Date: Thu, 11 Apr 2002 14:39:04 +1200
From: Bryan Pow <powbr323@*******.otago.ac.nz>
Organization: Biochemistry, 710 Cumberland Street
To: Shadowrun List <shadowrn@*********.com>
Subject: Tunguska plot idea.
Reply-To: shadowrn@*********.com

I have this player in the Horror shadowrun game I'm running who just
always seems to be in the wrong place at the wrong time. I was thinking
of making her Horror touched, but that seemed a little contrived and
old. Then I listened to the Soil song Breaking Me Down. One of the lines
"gotta be what the nightmare made me" and another " Too much is made of
whats in me, not enough of how I strive" and yet another "Every one has
a little place for me, keep an eye, keep an eye on me". This got me
thinking, how about she's somehow connected to one of the Earthdawn
Passion driven insane during the Scourge. The perfect one was Raggok,
who's about revenge, hatered and jelousy. Then there is the start of the
song "How far can a falling star take me" this got me thinking about
maybe connecting the Tunguska thing to Raggok, after all Halrequin
talked about trying to launch something into orbit. The two idea's are
1: The thing launched into space that crashed in Tunguska allowed
Raggok to influence the world more.
2: They tried to launch the thing into space to get rid of Raggok, but
something went wrong and the rock fell to earth and exploded, spreading
his influence even further. Or maybe Raggok was trapped in space somehow
and can only excert his influence over certain people.

Either way, this brings in the whole
Very-Poweful-and-invincable-being-that-threatens-the-earth-but-only-from-afa
r
thing that goes well with horror games.

Thoughts?
Comments?

--
Ein scharfes Schwert schneidet sehr, eine scharfe Zunge noch viel mehr.
The tongue is sharper than any sword.




--__--__--

Message: 5
From: Gurth <Gurth@******.nl>
Organization: Plastic Warriors
To: shadowrn@*********.com
Subject: Re: pharmacologist skills
Date: Thu, 11 Apr 2002 11:12:58 +0200
Reply-To: shadowrn@*********.com

According to WyrmOuroboros@***.com, on Wed, 10 Apr 2002 the word on the street was...

> > And what knowledge skills other than medicine(toxicology) and
> > chemistry?
>
> Biochemistry, not chemistry.

I'd make Biochemistry a specialization of Chemistry skill. Back when I studied
chemical engineering, we got both and only after the first (or was it second? I
never made it that far :) year could you choose to go either the biochemistry or
analytical chemistry route.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Dat is de kip voor het ei spannen.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++@ UL+ P(+) L++ E W--(++) N o? K w(--) O
V? PS+ PE@ Y PGP- t@ 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998




End of ShadowRN Digest
Message no. 2
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: Prison Populations - We're ahead of the Curve!!
Date: Thu Apr 11 19:55:01 2002
In a message dated Thu, 11 Apr 2002  7:18:28 PM Eastern Daylight Time, Russ Parker
<russ.parker@*********.com> writes:

>
>From the SR Archive Timeline Explorer:
>
>2002: In the U.S.A., prison populations have jumped to 700,000 inmates.
>
>From the American Correctional Association:
>
>According to the Bureau of Justice Statistics bulletin Prisoners in
>2000(published in August, 2001), "the total number of prisoners under the
>jurisdiction of federal or state adult correctional authorities was
>1,381,892 at year end 2000" (Beck and Harrison, 2001).
>
>In 2000 we exceeded the SR expectations for 2002 by just shy of 100%!!
>Yippy.
>
>Russell Parker
>Peregrine Systems Customer Support
>AssetCenter Level 2, NAPLA


Now that is something to be proud of lol

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