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Message no. 1
From: CDAuvil@***.com (Ty Auvil)
Subject: Superhero powers
Date: Sun, 19 Nov 1995 15:37:03
I was thinking about adding superhero powers to shadowrun and I'm in the process
of developing a system for them

Here it is so far.

Player (or npc) must spend A on resouces and B on race and must start w/ no
money unless they are not part of a team or bankrolled by a corp (for protection)
team or corp suplies gear as needed. I'm not sure how to work out buddies and
conntacts.

Powers are purchased like adept powers. Like Shoot energy strM 1.5 points
body as armor 1 point 4/3 3 points 8/6. I need new powers.

And penalty modifiers, like Enhance strength but subtract charisma 2 to 1
background modifiers like (wolverine) got adamantium spurs str+3S and adam. bone
lacing +5 but can go insane(will+1) when arch nemisis stops by.

Thanks for any help. Please if you are not a superhero fan you should not even
read this but if you do please keep your flames PG-13 rated.
Message no. 2
From: Justin Thomas <Justin.C.Thomas-1@**.umn.edu>
Subject: Re: Superhero powers
Date: Sun, 19 Nov 95 20:29:23 -0600
At 06:34 PM 11/19/95 -0500, you wrote:
> I was thinking about adding superhero powers to shadowrun and I'm in the
process
>of developing a system for them
>
> Here it is so far.
>
> Player (or npc) must spend A on resouces and B on race and must start w/ no
>money unless they are not part of a team or bankrolled by a corp (for
protection)
>team or corp suplies gear as needed. I'm not sure how to work out buddies and
>conntacts.
>
> Powers are purchased like adept powers. Like Shoot energy strM 1.5 points
>body as armor 1 point 4/3 3 points 8/6. I need new powers.
>
> And penalty modifiers, like Enhance strength but subtract charisma 2 to 1
>background modifiers like (wolverine) got adamantium spurs str+3S and adam.
bone
>lacing +5 but can go insane(will+1) when arch nemisis stops by.
>
> Thanks for any help. Please if you are not a superhero fan you should not
even
>read this but if you do please keep your flames PG-13 rated.
>
hmm interesting idea but I really don't agree with it...most "super" powers
can be replicated using current technology and/or magic...

just my thoughts...
******************************
Justin Thomas
"Farr"
Email:
thom0767@**.umn.edu
or if that doesn't work
justin.thomas@*********.mn.org
Message no. 3
From: Brian LaShomb <Brian_LaShomb@*****.com>
Subject: Re: Superhero powers
Date: 20 Nov 95 9:36:22
On 11/19/95 Ty Avil wrote:

I was thinking about adding superhero powers to shadowrun and I'm in the
process
of developing a system for them

Here it is so far.

Player (or npc) must spend A on resouces and B on race and must start w/ no
money unless they are not part of a team or bankrolled by a corp (for
protection)
team or corp suplies gear as needed. I'm not sure how to work out buddies and
conntacts.

Powers are purchased like adept powers. Like Shoot energy strM 1.5 points
body as armor 1 point 4/3 3 points 8/6. I need new powers.

And penalty modifiers, like Enhance strength but subtract charisma 2 to 1
background modifiers like (wolverine) got adamantium spurs str+3S and adam.
bone
lacing +5 but can go insane(will+1) when arch nemisis stops by.

Thanks for any help. Please if you are not a superhero fan you should not even
read this but if you do please keep your flames PG-13 rated.

>>>If Sabretooth stopped by then I would say it would be at least "will
+2",
maybe even "qui +1" for the adrenaline rush. Otherwise, I can't imagine a
Shadowrun/Marvel world. Too sweet for my taste.<<<
Message no. 4
From: dmccraw@*****.aix.calpoly.edu
Subject: Re: Superhero powers
Date: Mon, 20 Nov 1995 20:16:30 -0800 (PST)
In a previous letter, you stated in beatiful words:
>
> I was thinking about adding superhero powers to shadowrun and I'm in the process
>of developing a system for them

Palladium Heroes Unlimited has a whole bunch of powers. And you could try
some of the Marvel Stuff. I know there is a good book on powers but it might
be out of print.

dustin

--
Give blood, play rollerhockey
To walk is human, to skate divine
TSR Lightnings w/ ABEC 3's and Hyper PowerEdge's
Dustin J. McCraw dmccraw@****.aix.calpoly.edu
Message no. 5
From: sedahdro@*****.com (Victor Rodriguez, Jr)
Subject: Re: Superhero powers
Date: Tue, 21 Nov 95 01:21 EST
> Palladium Heroes Unlimited has a whole bunch of powers. And you could try
>some of the Marvel Stuff. I know there is a good book on powers but it might
>be out of print.
Don't forget "Champians" roleplaying system.
---Sedah Drol
--
ATTN: Due to lack of interest, tomorrow has been canceled.
GC3.1
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Message no. 6
From: Stainless Steel Rat <ratinox@***.neu.edu>
Subject: Re: Superhero powers
Date: Tue, 21 Nov 1995 10:49:51 -0500
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*sigh*

If you want to play superheroes, go play Champions. Don't try to graft
super-level powers into what is essentially an heroic-level game. It
won't work. Look at how badly GURPS Supers doesn't work if you don't
belive me.

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--
Rat <ratinox@***.neu.edu> \ Warning: pregnant women, the elderly, and
PGP Public Key: Ask for one today! \ children under 10 should avoid prolonged
http://www.ccs.neu.edu/home/ratinox/ \ exposure to Happy Fun Ball.
Message no. 7
From: StaintonC@***.com
Subject: Re: Superhero powers
Date: Tue, 21 Nov 1995 13:02:14 -0500
In a message dated 95-11-21 11:58:06 EST, you write:

>If you want to play superheroes, go play Champions. Don't try to graft
>super-level powers into what is essentially an heroic-level game. It
>won't work. Look at how badly GURPS Supers doesn't work if you don't
>belive me.

why not? the point of RPG's is...................to have fun and enjoy it.
do whatever you want, i always say, just make sure it's consistant.

The only thing I dislike worse than a rules lawer, is one who is always
right,
tells other people how to play their characters, or run their adventures.
If the players and the GMorDMor Referee or Keeper, or Administrator, etc.,etc
are all gaining pleasure and satisfaction from the game, then what's the
problem.
No rule book is ever meant to be the last word in the game. New rules and
ideas are always being developed and tried (except for T$R, but I won't get
into that), so the only constant is....change

good gaming, & have fun
Chris
(of course I am expecting the obligatory flames from those who get off on
it)..........
Message no. 8
From: Stainless Steel Rat <ratinox@***.neu.edu>
Subject: Re: Superhero powers
Date: Tue, 21 Nov 1995 13:20:12 -0500
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>>>>> "S" == StaintonC <StaintonC@***.com> writes:

S> why not? the point of RPG's is...................to have fun and enjoy it.
S> do whatever you want, i always say, just make sure it's consistant.

That's my point. You won't be able to be consistant with supers running
around in an heroic-scale game. It just doesn't work. Either you end
up with a totally lopsided balance of power and that's no fun, or you
end up playing a super's game with a system that can't handle them well
which is also not much fun. Thus, my suggestion that if you want to
play supers use a game scaled for it, Champions.

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--
Rat <ratinox@***.neu.edu> \ Do not taunt Happy Fun Ball.
PGP Public Key: Ask for one today! \
http://www.ccs.neu.edu/home/ratinox/ \
Message no. 9
From: CDAuvil@***.com (Ty Auvil)
Subject: Re: Superhero powers
Date: Tue, 21 Nov 1995 10:48:19
I don't need a discussion (which is going to happen if I don't stop it now) on
who is right or wrong, I just want to work the bugs out of my super hero power rules.
Thank you for your time.
Message no. 10
From: Justin Thomas <Justin.C.Thomas-1@**.umn.edu>
Subject: Re: Superhero powers
Date: Tue, 21 Nov 95 12:52:35 -0600
At 10:46 AM 11/21/95 -0500, you wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>
>*sigh*
>
>If you want to play superheroes, go play Champions. Don't try to graft
>super-level powers into what is essentially an heroic-level game. It
>won't work. Look at how badly GURPS Supers doesn't work if you don't
>belive me.

I agree, shadowrun is a pretty low profile game, I don't thing people flying
around saving the day is really the image we want...but if you want to make
rules and play with them go right ahead...
******************************
Justin Thomas
"Farr"
Email:
thom0767@****.tc.umn.edu
or if that doesn't work
Justin.C.Thomas-1@**.umn.edu
or
justin.thomas@*********.mn.org
Message no. 11
From: tkerby@***.net (Tim Kerby)
Subject: Re: Superhero powers
Date: Tue, 21 Nov 95 20:36:09 EST
On Mon, 20 Nov 1995 23:12:35 -0500 you wrote:

>In a previous letter, you stated in beatiful words:
>>
>>I was thinking about adding superhero powers to shadowrun and
>>I'm in the process of developing a system for them
>
>Palladium Heroes Unlimited has a whole bunch of powers.
>And you could try some of the Marvel Stuff. I know there is
>a good book on powers but it might be out of print.

Matter of fact, those two systems are perfect for playing Super Heroes.
Try them out if that is what you want. It does not belong in Shadowrun,
IMHO.


____TIM KERBY____ |===================================================
tkerby@***.net |"Never relax. Your run may be over, but someone, somewhere,
drekhead@***.com | is just starting his and the target could be you."
_________________ |===================================================
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Message no. 12
From: tkerby@***.net (Tim Kerby)
Subject: Re: Superhero powers
Date: Tue, 21 Nov 95 20:59:33 EST
On Tue, 21 Nov 1995 13:45:39 -0500 you wrote:

>I don't need a discussion (which is going to happen if I don't stop it now)
>on who is right or wrong, I just want to work the bugs out of my super hero
>power rules. ^^^^

No! Not more bugs !!!.....AAAUUUUGGGGHHH

<<Sorry. Won't happen again.>> ;)




____TIM KERBY____ |===================================================
tkerby@***.net |"Never relax. Your run may be over, but someone, somewhere,
drekhead@***.com | is just starting his and the target could be you."
_________________ |===================================================
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Message no. 13
From: tkerby@***.net (Tim Kerby)
Subject: Re: Superhero powers
Date: Tue, 21 Nov 95 20:56:45 EST
On Tue, 21 Nov 1995 12:59:39 -0500 you wrote:

>In a message dated 95-11-21 11:58:06 EST, you write:
>
>>If you want to play superheroes, go play Champions. Don't try to graft
>>super-level powers into what is essentially an heroic-level game. It
>>won't work. Look at how badly GURPS Supers doesn't work if you don't
>>belive me.
>
>why not? the point of RPG's is...................to have fun and enjoy it.
>do whatever you want, i always say, just make sure it's consistant.
>
>The only thing I dislike worse than a rules lawer, is one who is always
>right,
>tells other people how to play their characters, or run their adventures.

I think his only point was that Champions is better suited to superhero
role-playing, and Shadowrun is not. What is the point of a superhero in a
world of cybertechnology and magic? Sounds like someone just trying to
fit in....


____TIM KERBY____ |===================================================
tkerby@***.net |"Never relax. Your run may be over, but someone, somewhere,
drekhead@***.com | is just starting his and the target could be you."
_________________ |===================================================
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Message no. 14
From: Marc A Renouf <jormung@*****.umich.edu>
Subject: Re: Superhero powers
Date: Tue, 21 Nov 1995 21:56:47 -0500 (EST)
On Tue, 21 Nov 1995, Tim Kerby wrote:

> Matter of fact, those two systems are perfect for playing Super Heroes.
> Try them out if that is what you want. It does not belong in Shadowrun,
> IMHO.

If you *really* want to have mutant powers in Shadowrun, just
roll up a couple of random powers out of the paranormal abilities in PANA
or PAE. Cool stuff like Compulsion, Influence, and all sorts of other
subtle stuff is in there, as well as more stereotypical "mutant" powers
like Flame Projection. Keep in mind however, that with the good comes
the bad. Your players will not be nearly as eager to play mutants after
the first one gets Essence Loss without having Essence Drain. Basically,
his mutation has made him spiffy, but is going to kill him in six months
max. The stuff already exists to have mutants in SRII, and there are
already rules for the effects of all the powers/weaknesses. All in all,
if you think that mutants area viable option in your campaign, this route
works quite well.

Marc
Message no. 15
From: W.Blount@*******.anu.edu.au (Warwick)
Subject: Re: Superhero powers
Date: Wed, 22 Nov 1995 17:15:21 +1000
> I was thinking about adding superhero powers to shadowrun and I'm in the
>process of developing a system for them
>

There are a _lot_ better systems for having superhero powers (eg.
Champions) than SR. And the good thing is, you can keep the same SR world,
and just be using a dif. system, with all the things you want.
Message no. 16
From: "Gurth" <gurth@******.nl>
Subject: Re: Superhero powers
Date: Wed, 22 Nov 1995 12:10:43 +0100
Justin Thomas said on21 Nov 95...

> I agree, shadowrun is a pretty low profile game, I don't thing people flying
> around saving the day is really the image we want...but if you want to make
> rules and play with them go right ahead...

SUPERHERO (Contact)
"Saving the world from evil is what I do. I don't care how, but until my fellow
humans and metahumans are safe, I will be needed everywhere. I really wish I
could split myself into two sometimes..."

Quotes
"Out of the way! Let _me_ handle this!"
"Phone booth! Phone booth! Why can you never find a phone booth when you need
one?!"
"Don't fear, my fellow beings! Rescue is near!"

Commentary
Living among the masses in everyday life, the superhero steps into the light
when he hear the screams of innocents under threat. He's society's only hope
against evil masterminds threatening the whole of civilization as we know it.
Either that or he's just a basket case in a tight suit.

Attributes
Body: 5
Quickness: 6(7)
Strength: 6(7)
Charisma: 4
Intelligence: 6
Willpower: 5
Essence: 6
Magic: 6
Reaction: 6

Skills
Etiquette (Media): 2
Unarmed Combat: 3
Special Skills
Acting: 2
Know Ancient Comics: 8
Know Trideo Shows: 8

Physical Adept Abilities
Improved Physical Attributes (+1 Quickness, +1 Strength)
Increased Reflexes +1D6
Killing Hands (S)

Insanity Level: D (see NAGEE1)
Professional Rating: 3-4


:) :) :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
there's a hope please send it faster don't forget to pass a riot
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 17
From: TopCat <topcat@**.cencom.net>
Subject: Re: Superhero powers
Date: Fri, 24 Nov 1995 16:36:04 -0600
Interesting tidbit... am working with a couple friends on a rather strange
campaign. It'll be based around characters (all phys ads) who think they're
superheroes. They wear the capes and tights, the whole deal. They protect
innocents and catch "the bad guys". They are totally freakin' loony and a
danger to everyone around them. Should be fun...


-- TopCat

Further Reading

If you enjoyed reading about Superhero powers, you may also be interested in:

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