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Mailing List Logs for ShadowRN

Message no. 1
From: "David M Girardot (Girardot, David)" <GIRARDOT@********>
Subject: Shadowrun is too Damn Magick Oriented!
Date: Mon, 5 Oct 92 12:46:29 edt
Hear! Hear! Psuedo-COmbat Mage sez:

>>>>>>[I rest my case.This is a magic oriented game. More so in the i
>igence compartment. Anyone ever meet up with a powerful but
>extremely stupid mage? By the way Scrag.....don't threaten me, I
>know were you live.]>>>>>
> --Psuedo <8:25:46/10-5-92>

Yes Shadowrun is too magick-oriented, and this distresses me. Anyone else
have ideas of how to limit the magely folk? (How about changing the base
damage of spells back to light... muahahahaa).

The poor street sam's got kicked in the pants when the grimoire came out.
And despite the autofire rules, hot lead just ain't a replacement for a well
placed HellBlast!

Hey, howabout a new spell, Increase Drain:

Increase Drain
Type: M Duration: S Range: LOS Target: Will (R)
Drain: (F/2)+3 (M for level 1; S for level 2; D for level 3).

This spell comes in three varieties, Level 1,2, and 3. After the resisted
success test, any extra successes count as "drain points" against the target
which effectively increase the "power" of drain resist targets for the
victim. Neddy tosses at Frag the Wonder Mage, gaining three extra successes.
As long as Neddy maintains the spell, Frag resists drain at +3 to his target
number. The spell creates an astral interference in the mage, making it
harder for him to channel the energies necessary for a spell. A special case
occurs when the caster rolls all sixes -- in this case the targets drain will
always be physical damage. (Oops.)

This spell also increases the base Drain code by a number of boxes equal to
the level of the spell. For instance, a Level 3 Increase Drain would
increase the victim's drain of a xM spell to xS (M plus 3 boxes is S).

And howsabout a new item of gear, an Astral Flash Pack

$ 50k nY Avail Fat Chance

This item appears as a normal flash pack, but contains genetically engineered
cells capable of throwing off an Astral Screaming that is extremely
distracting to mages. This has the base effect of raising all magick targets
by one (by two if the mage is actually assensing when the pak goes off).
Additionally, because of the Astral Interference, the modifier for sustaining
spells becomes +3 rather than +2. The effect lasts until the pak is
destroyed or until its battery runs down (about six hours).

--David

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Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.