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Message no. 1
From: Sandman <SANDSJO2@******.JUNIATA.EDU>
Subject: Shotguns, Sirrush Dragons, Cybereyes, and Karma
Date: Sat, 6 Nov 1993 17:07:46 -0500
mm-send-edit

Ok, here we go...

Shotguns: Shotguns can fire slug ammo, as well as shot (worked as
flechette). The Mossberg CMDT Combat Shotgun (gotta love it) is
9S damage for slug ammo. If you shoot shot, then the damage level
is kicked up to deadly against an UNARMORED target. If the guy is
wearing armored clothing, much less heavy armor, the level increase
of flechette is negated. Also, the shot is resisted by twice the
Impact armor rating _or_ the Ballistic rating, whichever is higher.
This doesn't affect your statement, but I felt like saying it. So
The mage taking the hit would be going against a damage level of
12D (the burst adds 3 to the power and one level to damage), whereas
if he were unarmored, he would be going against 12D+. Just some
notes you might not have thought of. I like the idea of extra
dice against weapons that have a power of less than the armor.
I might just have to remember that.

Sirrush Dragons:
Quoting from pages 222-223 of the SR2 rulebook...
"Similar species: The sirrush (not included in this selection),
indigenous to Asia Minor, appears quite similar [to the
Eastern Dragon], but its limbs are longer and its tail shorter.
Its head is narrower and deeper, and it lacks whiskers and
barbules. The digits of the sirrush's hind paws are all
forward-facing and show limited dexterity, though the paw
structure is reversed in the most famous ancient rendition
of a sirrush, which is pictured on the Ishtar Gate."
And later on 223:
"Known Great Dragons: Aden, a sirrush, was responsible for
demolishing Teheran in 2020, after the ruling ayatollah
declared a jihad against the Awakened. Aden is believed
to be currently lairing on Mount Ararat."

Cybereyes:
Jason beat me to it, but he did have that nice graph. All I'd like
to point out is that I think that graph should have Cyber and Natural,
not Cybereyes and Retinal Mod as it does. Cybereye mods and Retinal
mods have the same second-ranking to the natural LowLite or
Thermographic vision. I would say that if the meta wants to keep
his natural abilities, he can't get cybereyes; he has to live with
modifications and spend the little bit of extra essence. It's not
that bad for lower penalties under certain conditions.

On a side note, I'm currently playing a technowarrior with cyberears
with Hearing Amplification and no Dampers. It's fun trying to decide
when to use them... he usually errs on the safe side. What would you
rule for someone with Hearing Amp. and not Dampers if he has them on
and a loud noise occurs nearby? (Like gunfire, exploding grenades,
the group joker shouting in your ear...)

Oh, another question: Are Thermo eyes IR? Mainly, can you see IR
light with them, like from IR lamps. (Or IR beams... hmmm... could
get useful.)

And last, Karma:
I'm deprived. Our group last year took the entire school year to
finish a game (four hours most every Wednesday night). Granted,
the game was extremely twisted, and the end scenario had no relation
to where we started. We began trying to keep a policlub from nuking
the Ork Undercity (with a warhead on a subway train that passed through)
and ended up helping Kennaniah, some dude from ancient Israel, prevent
the world from being taken over/destroyed by a group of Void Elementals.
Anyway, we got roughly 30-40 Karma throughout the thing; our GM will
give Karma at the end of a section, whenever it seems we are passing
from one stage into another one (forward or backward we never know!).

Till we speak again... Sandman

: Jon Sands ^ "You disobeyed my direct order. :
: sandsjo2@******.juniata.edu ^ You placed yourself in grave danger. :
: Snail: 1168 Juniata College ^ I am _not_ happy." :
: Huntingdon, PA 16652 ^ -Capt. Picard, "Interface" :
: **** "He hits and... I think I'm going to need more dice..." **** :
Message no. 2
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: Shotguns, Sirrush Dragons, Cybereyes, and Karma
Date: Sat, 6 Nov 1993 17:00:31 GMT
>>Oh, another question: Are Thermo eyes IR? Mainly, can you see IR
>>light with them, like from IR lamps. (Or IR beams... hmmm... could
>>get useful.)

I don't know how they define their terms in Shadowrun, but I would rule
that infrared light is not the same as thermographic vision. The former
picks up a part of the visual spectrum that's not too far from our own (like
IR film) while the latter sense heat patterns. Any fizzix geeks want to
explain it better?

>And last, Karma:
>I'm deprived. >>Rest Deleted<<

Bummer.



J Roberson

Further Reading

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