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Message no. 1
From: "Like, dude, where's the firefight?" <MURRAYMD@******.BITNET>
Subject: Something new for the mages to chew on (or to be chewed by)
Date: Sun, 25 Apr 1993 22:00:36 -0400
A D D I T I O N A L E L E M E N T A L T Y P E S

Through the research of some enterprising mages hybrid Elementals
have been developed for use by hermetic mages. What these elementals gain
in flexibility they loose in effectiveness. Elementalist Adepts can not
conjure any of these spirits.

Smoke Elementals
Appearance: A Smoke elemental appears as a vaguely humanoid shaped
spirit with inconsistent featues made entirely of dense smoke.
Powers: Confusion (When target is within Force meters of elemental
and in smoke), Engulf (Victim must resist [essence+2]S stun using willpower
or body, whichever is greater. The +2 power mod is eliminated if victim is
wearing breathing gear. Refer to Air Engulf for further info.), Guard,
Manifestation, Noxious Breath
Weaknesses: A Smoke Elemental may be confined by airtight seals in
containers of remarkably small size; Vulnerability (Mud), take only 1/2
damage from Earth or Water.
Aid Sorcery: These Elementals can act as auxilliary Magic Pool
with a rating of Force/2 for Combat or Detection spells.
Aid Study: These Elementals can only add its Force/2 number of dice
to the mages learning attempt for Combat or Detection spells.
Spell Sustaining: These Elementals can sustain one Combat or
Detection spell for Force/2 number of combat turns or days as per the rules
p.142 SR2 rulebook.

Fog Elementals
Appearance: A Fog elemental appears as a mass of dense fog with no
definite shape floating in the air.
Powers: Confusion (When target is within Force meters of elemental
and in fog), Engulf (Victim must resist [essence]S stun using willpower
or body, whichever is greater. The power is modified by +1 for each action
that the elemental has had since engulfing the victim, nullified if victim is
wearing breathing gear. Refer to Air Engulf for further info.), Guard,
Manifestation, Noxious Breath
Weaknesses: A Fog elemental may be confined by airtight seals in
containers of moderate size; Vulnerability (Lava), take only 1/2 damage from
Earth or Fire.
Aid Sorcery: These Elementals can act as auxilliary Magic Pool
with a rating of Force/2 for Detection or Illusion spells.
Aid Study: These Elementals can only add its Force/2 number of dice
to the mages learning attempt for Detection or Illusion spells.
Spell Sustaining: These Elementals can sustain one Detection or
Illusion spell for Force/2 number of combat turns or days as per the rules
p.142 SR2 rulebook.

Mud Elementals
Appearance: A Mud Elemental appears as a humanoid shape of
dripping mud with any defined features constantly changing.
Powers: Engulf (as per Water Engulf except +2 to force for each
action that the spirit has had since engulfing the victim, impact armor
defends against this.), Manifestation, Movement
Weaknesses: Vulnerability (Smoke), take only 1/2 damage from Air
or Fire.
Aid Sorcery: These Elementals can act as auxilliary Magic Pool
with a rating of Force/2 for Illusion or Manipulation spells.
Aid Study: These Elementals can only add its Force/2 number of dice
to the mages learning attempt for Illusion or Manipulation spells.
Spell Sustaining: These Elementals can sustain one Illusion or
Manipulation spell for Force/2 number of combat turns or days as per the rules
p.142 SR2 rulebook.

Lava Elementals
Appearance: A Lava Elemental appears as a humanoid made of fiery
brimstone.
Powers: Engulf (Victim must resist [Essence+1]M damage, add +2 for
flame aura. The character must resist [Essence+3]M damage.), Flame Aura,
Flame Projection (normal), Guard, Manifestation
Weaknesses: Vulnerability (Fog), take only 1/2 damage from Air or
Water.
Aid Sorcery: These Elementals can act as auxilliary Magic Pool
with a rating of Force/2 for Combat or Manipulation spells.
Aid Study: These Elementals can only add its Force/2 number of dice
to the mages learning attempt for Combat or Manipulation spells.
Spell Sustaining: These Elementals can sustain one Comabt or
Illusion spell for Force/2 number of combat turns or days as per the rules
p.142 SR2 rulebook.

Type B Q S C I W E R
---- --- ------- --- - - - ----- ---
Smoke F-1 (F+2)x4 F-3 F F F (F)A F+3
Attacks: (F)L as Unarmed Combat(Reaction)
Powers: See Description
Weaknesses: See Description

Fog F Fx3 F-2 F F F (F)A F+1
Attacks: (F)L Stun as Unarmed Combat(Reaction)
Powers: See Description
Weaknesses: See Description

Mud F+3 (F-1)x2 F+2 F F F (F)A F-3
Attacks: (1.5xF)S Stun as Unarmed Combat(Force); +1 Reach
Powers: See Description
Weaknesses: See Description

Lava F+2 Fx3 F+2 F F F (F)A F-1
Attacks: (F+2)M as Unarmed Combat(Reaction); +1 Reach or as powers
Powers: See Description
Weaknesses: See Description

I thought something along thee lines might add a little spice
to the game. Yeah, it smacks of D&D, but what doesn't? Throw them in if
you like them, they're shareware spirits.
Commentary?

*************************************************************************
* I feel that we should | Matt Murray at the University of Dayton *
* not build any more weapons | MURRAYMD@******.BITNET *
* of war and destruction | MURRAYMD@******.OCA.UDAYTON.EDU *
* until we use what we have. | "Like, dude, where's the firefight?" *
*-----------------------------------------------------------------------*
* Star Fleet Battles Battletech Shadowrun Space Marine AD&D *
*************************************************************************

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