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Message no. 1
From: Wavy Davy ctysmd@***.leeds.ac.uk
Subject: Voodoo gone bad
Date: Tue, 2 May 2000 17:39:49 +0100 (BST)
Being recent comer to SR (just before 3ed came out) I have been making
it a little quest of mine to collect as many of the older SR2 and SR1
source books as I can find, as I like to see how the game has
developed over the years. Anyway to the point:- I just aquired the
Awakenings source book (which I enjoyed reading thourouly, as it fills
in some of the flavour lacking in MiTS, IMO), but it promted me to
post this question:-

What the frag happened to Voodoo? I read the MiTS version first
thought it was cool, just like being a shemen except you could be
possessed, but in Awakenings it was much different, darker and way cooler.
Anyone know why it was changed? I am planning to incorporate the govi
rules and the blessings and possesion rules in the my SR3 game, but
was it changed for good reason? I suspect it could be a bit high
powered,


--
Wavy Davy (who shares wins)
...If you go flying back through time, and you see somebody else flying
forward into the future, it's probably best to avoid eye contact.
Message no. 2
From: Alfredo B Alves dghost@****.com
Subject: Voodoo gone bad
Date: Tue, 2 May 2000 16:17:57 -0500
On Tue, 2 May 2000 17:39:49 +0100 (BST) Wavy Davy
<ctysmd@***.leeds.ac.uk> writes:
<SNIP>
> Anyone know why it was changed? I am planning to incorporate the
> govi
> rules and the blessings and possesion rules in the my SR3 game,
> but
> was it changed for good reason? I suspect it could be a bit high
> powered,

I think part of the reason was that the Loa were pretty unaccessible to
beginning characters due to the Good Karma requirements.

--
D. Ghost
Profanity is the one language all programmers know best
- Troutman's 6th programming postulate.

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Message no. 3
From: TalonMail@***.com TalonMail@***.com
Subject: Voodoo gone bad
Date: Tue, 2 May 2000 17:46:31 EDT
Wavy Davy <ctysmd@***.leeds.ac.uk> wrote:
>What the frag happened to Voodoo? I read the MiTS version first

>thought it was cool, just like being a shemen except you could be

>possessed, but in Awakenings it was much different, darker and way cooler.

>Anyone know why it was changed? I am planning to incorporate the govi

>rules and the blessings and possesion rules in the my SR3 game, but

>was it changed for good reason?

The Voodoo rules were revised in MitS for several reasons: 1) The second
edition rules were often cited as too complicated (and they took up too much
space in an already crowded book); 2) To bring the Voodoo rules into line
with the way the other magical traditions in Shadowrun worked; 3) To clear up
and simplify matters with relation to the types of loa spirits (and to bring
loa spirits into line with how other spirits in the game worked). Voodoo
wasn't revised because it was too powerful, that's why Tir Path magic was
revised : )

Of course, if you like the Awakenings rules, there's no reason you can't use
them in third edition, they should port over pretty well, I would think.

Steve Kenson

Talon Studio
http://members.aol.com/talonmail
Message no. 4
From: Augustus shadowrun@*********.net
Subject: Voodoo gone bad
Date: Tue, 2 May 2000 22:28:44 -0700
From: Wavy Davy <ctysmd@***.leeds.ac.uk>
Subject: Voodoo gone bad

> What the frag happened to Voodoo? I read the MiTS version first
> thought it was cool, just like being a shemen except you could be
> possessed, but in Awakenings it was much different, darker and way
cooler.
> Anyone know why it was changed? I am planning to incorporate the govi
> rules and the blessings and possesion rules in the my SR3 game, but
> was it changed for good reason? I suspect it could be a bit high
> powered,

If you want to check out another angle for Voodoo in shadowrun... you might
wanna try finding White Wolf Magazine #34 (January 1993)

As far as the background on Voodoo goes... Awakenings is the better
source... but for everything else, I'd say the magazine easily tops what
Fasa did.

Firstly... they treat the Houngans as a cross between hermetic mages and
shamans... They don't really fall into either category.

Second... the Loa are treated as spirits to be summoned (but what about all
that possession stuff, you might ask? thats covered in 'spells')

Thirdly... The magazine article has 24 special voodoo spells... some of them
quite creepy and astounding (of note, I posted this list on the net about a
year or two ago... if its not still out there, I can maybe dig it up off a
disk around here and email it to you)

Yes, some of the spells are quite powerful (as reflected in their SR1 drain
codes... stuff like S5, D4, couple of D3s (if you don't know SR1
draincodes... then (FORCE)S5 drain means that the drain is serious... and
you need to roll the force of the spell, with your willpower and magic
pool... and every 5 successess reduces the drain level by 1 power level)...
so 6S5 would mean you had to roll a 6, 15 times to take no damage from the
drain... was tough back then)

Anyhow... just a thought...

Clint
Auggie
Message no. 5
From: Mik hangfire@*********.net.au
Subject: Voodoo gone bad
Date: Wed, 3 May 2000 15:57:44 +1000
err. if you find it, i'd love a copy.

Mik

----- Original Message -----
From: Augustus <shadowrun@*********.net>

> Thirdly... The magazine article has 24 special voodoo spells... some of
them
> quite creepy and astounding (of note, I posted this list on the net about
a
> year or two ago... if its not still out there, I can maybe dig it up off a
> disk around here and email it to you)
Message no. 6
From: GuayII@***.com GuayII@***.com
Subject: Voodoo gone bad
Date: Wed May 03 03:45:57 2000
Ditto here. My group has a new playe that follows the path of voodoo (first time we've had
a voodoo practitioner...)

In a message dated Wed, 3 May 2000 1:56:02 AM Eastern Daylight Time, "Mik"
<hangfire@*********.net.au> writes:

<<
err. if you find it, i'd love a copy.

Mik

----- Original Message -----
From: Augustus <shadowrun@*********.net>

> Thirdly... The magazine article has 24 special voodoo spells... some of
them
> quite creepy and astounding (of note, I posted this list on the net about
a
> year or two ago... if its not still out there, I can maybe dig it up off a
> disk around here and email it to you) >>
Message no. 7
From: Wavy Davy ctysmd@***.leeds.ac.uk
Subject: Voodoo gone bad
Date: Wed, 3 May 2000 13:28:32 +0100 (BST)
On Tue, 2 May 2000, Augustus wrote:

> If you want to check out another angle for Voodoo in shadowrun... you might
> wanna try finding White Wolf Magazine #34 (January 1993)
>

I've heard of White Wolf many times but have never encountered a copy
in any Britsih RPG stores. I presume it's a RPG journal/magazine, but
is it just for SR or other games as well? And what would be the best
course of action to go about getting hold of that copy?

--
Wavy Davy (who shares wins)
...If I ever become a mummy, I'm going to have it so when somebody opens my
lid, a boxing glove on a spring shoots out.
Message no. 8
From: Adam J adamj@*********.html.com
Subject: Voodoo gone bad
Date: Wed, 03 May 2000 06:51:51 -0600
At 13:28 5/3/00 +0100, Wavy Davy wrote:
>
> I've heard of White Wolf many times but have never encountered a copy
> in any Britsih RPG stores. I presume it's a RPG journal/magazine, but
> is it just for SR or other games as well? And what would be the best
> course of action to go about getting hold of that copy?

White Wolf is a company - they published a general RPG/gaming magazine at
one time. I don't know if they have any back issues available at
www.white-wolf.com, but you could check. Back issues come up fairly
regularly on eBay, also.

Adam
--
< adamj@*********.html.com / http://shadowrun.html.com/tss >
< ICQ# 2350330 / ShadowFAQ: http://shadowrun.html.com/shadowfaq >
< ShadowRN Assistant Fearless Leader / Shadowrun Creative Resources >
< FreeRPG & Shadowrun Webring Co-Admin / The Shadowrun Supplemental >
Message no. 9
From: Gurth gurth@******.nl
Subject: Voodoo gone bad
Date: Wed, 3 May 2000 19:16:56 +0200
According to Wavy Davy, at 13:28 on 3 May 00, the word on the street
was...

> I've heard of White Wolf many times but have never encountered a copy
> in any Britsih RPG stores. I presume it's a RPG journal/magazine, but
> is it just for SR or other games as well?

It was called White Wolf Magazine, but around issue 50 changed to being
White Wolf Inphobia; issue 57 or 58 (I don't feel like walking to my
bookshelf) was the last one published, in 1995 I think. It was a magazine
published by White Wolf, best-known for their game Vampire: The Masquerade
(you may have heard of that :) and related titles, but the magazine dealt
with games from other publishers, too. By the time it turned into
Inphobia, it tried to be a lifestyle magazine, with articles about stuff
like English pubs mixed in with the gaming articles. No wonder it died, if
you ask me...

> And what would be the best course of action to go about getting hold of
> that copy?

Obtaining issues now is pretty hard, but you may still find in second-hand
book stores, at game conventions, and so on. I've not come across issue
#34 (else I would own it :) but I do know #35, with an adventure based on
the New Orleans articles from earlier issues.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
But it's obviously a dream, as I'm waiting for that beam...
--Millencollin, "Vulcan Ears"
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL P L+ E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 10
From: Phil Smith phil_urbanhell@*******.com
Subject: Voodoo gone bad
Date: Wed, 03 May 2000 19:47:40 GMT
Someone has probably posted this and I just haven't got to the message yet
but...

This selection of spells is meant for practitioners of the Darker Arts of
Magic.  It is in no way original; the majority of material herein was taken
from the White Wolf article on Shadowrun done several years ago.  The spells
were rewritten by myself to reflect the rules presented in the Grimoire. 
Some spells are taken from FASA SR sourcebooks (Awakenings, Grimoire, etc.)
and merely included for the sake of completeness.  Please email any
questions or comments to Fetch.

Combat Spells

Dark Blast

When cast, this spell creates bolts of black energy that shoot from the
caster's hands, exploding when they strike the target.  This spell can only
be used against living creatures.
 
Type:  Mana
Range:  LOS
Target:  Willpower(R)
Damage Level: M
Duration:  Instant
Drain: [F/2]M

Violent Shadow

This frightening spell causes a large area of shadow to materialize and
attack anything living within its range.  Whirling about, this shadow opens
cuts and abrasions wherever it touches living flesh.  This spell is an
area-effect spell. Impact armor (1/2 value, round down) resists the effects
of Violent Shadow.
 
Type:  Physical
Range:  LOS
Target:  Body(R)
Damage Level: S
Duration:  Instant
Drain: [(F/2) + 1]D

Detection Spells

Divination

This spell gives the caster a brief insight into the probabilities
surrounding a future event.  If the Spell Success Test is successful, the
magician receives either a brief vision of the circumstances surrounding a
specific event or the answer to a yes/no question concerning some future
event.

Most houngans use some form of personal divination device when casting this
spell.  This device may be anything; tarot cards, a black cat's bones, a
dead enemy's teeth, etc.

The GM should keep the PC's roll for this test a secret, and merely provide
the PC with the appropriate level of information as dictated below.

0 Successes:  The gamemaster should feed the player false information and
lead him to believe the exact opposite of reality.  If the test comes up all
ones, the GM should give the houngan the most misleading information
possible.

1 Success:  The houngan learns nothing of any use.

2-3 Successes:  The houngan can learn the general circumstances surrounding
a certain question or event, but no specific information.

4-5 Successes:  The houngan can learn the specific circumstances surrounding
a single question or event.

6+ Successes:  GM Discretion
 
Type:  Mana
Range: Self
Target:  10
Damage Level: n/a
Duration:  Instant
Drain: [F/2]D

Health Spells

Boil Blood

This dangerous spell causes the target's blood to be heated to the boiling
point, inflicting tremendous damage to his or her body. Boil Blood affects
the blood of the victim directly, so its Spell Type is listed as Physical.
 
Type:  Physical
Range: LOS 
Target:  Body(R)
Damage Level: D
Duration:  Instant
Drain: [(F/2) + 1]D

Heart Burst

This spell causes the victim's heart (and several arteries) to explode. 
Heart Burst affects the victim's heart directly, so its Spell Type is
Physical.
 
Type:  Physical
Range: LOS
Target:  Body(R)
Damage Level: D
Duration:  Instant
Drain: [(F/2) + 1]D

Wither

The Wither spell enables a houngan to incapacitate any organic limb by
touching it.  The incapacitated limb will age and wither, causing the target
immense pain.  Damage done by the Wither spell is inflicted the first turn
it is cast, but the limb remains withered and useless for as long as the
houngan sustains the spell.  Damage done by the Wither spell remains even
after the spell is dropped.
 
Type:  Mana
Range:  Touch 
Target:  Body(R)
Damage Level: M
Duration:  Sustained
Drain: [(F/2) + 2]D

Illusion Spells

Full Stomach

This unique spell induces a feeling of nausea in its victims.  Specifically,
the target believes that his stomach is full of insects, and must succeed in
a Body(4) test to do anything but vomit bugs.  The bugs that he retches are
actually only an illusion, any observer will only see the victim vomiting. 
Even if the victim succeeds in his resistance test, he will still suffer a
+2 Target Number Modifier for any actions
taken in that turn.
 
Type:  Mana
Range: LOS
Target:  Body(R)
Damage Level: n/a
Duration:  Instant
Drain: [F/2]S

Illusory Illness 

When this spell is cast, the target feels as though he has become infected
with a disease similar to VITAS-III.  As long as the spell is sustained, the
target will suffer the disease's effects (short of dying) and no drugs or
healing spells will help him.  For the purposes of this spell, the disease's
speed is considered instantaneous, that is to say the target will become
violently ill immediately after the houngan has cast Illusory Illness.  The
side effects of this spell are fever, chills, and vomiting.
 
Type:  Mana
Range: LOS
Target:  Willpower (R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2) + 1]S

Illusory Wounds 

Targets affected by the Illusory Wounds spell believe that severe cuts,
abrasions, and bullet wounds have appeared throughout his body.  If the
spell is successful, the target suffers temporary Stun Damage of 1 box on
the character's Condition Monitor for each extra success the houngan
generates.  The Stun Damage target modifiers apply to all tests the target
makes.

If the houngan achieves 10 or more successes, the pain incapacitates the
subject, leaving him unable to move or act.  Note that the target need not
'recover' from the Illusory Wounds spell, he suffers no real damage.

If the target makes a successful Willpower test against a target number
equal to the houngan's total number of extra successes, he may ignore the
effects of the spell and perform 1 action
 
Type:  Mana
Range: LOS
Target:  Willpower (R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2) + 1]D
 
Spider's Nest

This unnerving illusion causes the target to believe that a small pimple
suddenly appears on his face.  As the target watches, the pimple grows
grotesquely and bursts, releasing dozens of small spiders from the illusory
boil.  This spell does no damage, but the target suffers from major
distractions while the spell is sustained - he must make a Willpower test
vs. 2 times the number of any extra successes the
houngan scores in his Spell Success Test to do anything but try and beat off
the spiders for a turn.  For example, if the houngan receives 4 extra
successes, then the target must roll Willpower (8) in order to perform any
action other than frantically try and brush off the spiders.
 
Type:  Mana
Range: LOS
Target:  Intelligence (R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2)+1]S

Manipulation Spells

Black Breath

This spell allows the caster to exhale a noxious black mist that does damage
to any caught in its fumes.  Once expelled, the mist is stationary and
dissipates after one combat turn.  This is an area-effect spell, but the
caster is considered to be at center of area of effect, though the caster
cannot be damaged by the black mist.
 
Type:  Physical
Range: Self
Target:  Body(R)
Damage Level: M
Duration:  Instant
Drain: [(F/2) + 1]S

Body Rot

One of the houngan's most terrifying spells is Body Rot.  This spell causes
its victim's body to rapidly decay, as if the aging process had been
increased by a hundredfold.  If the spell is successful, the target suffers
a cumulative +1 Target Number Modifier each turn the spell is sustained! 
After ten Combat Turns, if the houngan is still sustaining the spell, the
target collapses into a heap of stinking,
rotted putrescence and stays that way until the spell is dropped.
 
Type:  Mana
Range: LOS
Target:  Body(R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2) + 1]D

Create Zombie 

When cast on a specially prepared corpse, this manipulation spell animates
it as a zombie. The caster of the spell can issue simple (less than 20
words) commands to the creature to carry out basic tasks. Zombies attack as
humanoids.
 
Type:  Physical
Range: Touch
Target:  6
Damage Level: n/a
Duration:  Permanent (20 turns)
Drain: [(F/2)+ 2]S

Damballah's Blessing

This manipulation spell transforms the arms of the houngan into two king
cobras that the houngan may use in Unarmed Combat.  Each cobra does 3L
damage and instantly injects a 3D toxin into its victim.  Each cobra may
attack one target per turn using the houngan's Unarmed Combat skill with a
+1 Reach modifier.  Damballah's Blessing is a personal spell only and may
not be cast on anyone save the houngan himself.

Type:  Physical
Range: Self
Target: 6
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2)+2]M

Damballah's Child

This is a limited shapeshifting spell that allows the houngan to assume the
form of a king cobra while retaining his human consciousness.  Houngans in
cobra form may cast spells, but cannot fulfill any geasa or perform any
Centering Skill that requires gestures or spoken words.  Clothing and
equipment are not transformed.   This spell is a personal spell only and may
not be cast on any target except the houngan himself.
 
Type:  Physical
Range: Self
Target: 6
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2)+2]M

King Cobra Form
 
Body Quickness Strength Charisma Intelligence Willpower Reaction Initiative
2+x (5+x)*3 1+x -  @  #
@+4 

 
Attacks:  3L bite, injects 6S toxin w/a speed of one turn, -1 reach

x - Increase Body, Quickness, and Strength Attributes by 1 for every 2
successes the houngan achieves in his Spell Success Test.
@ - houngan's own Intelligence Attribute
# - houngan's own Willpower Attribute

Dispossess

A specialized voodoun spell, Dispossess allows a houngan to force another
houngan sustaining a Possession spell to leave his victim's body.  If the
spell is successful, the houngan using Possession is 'dumped' back into his
own body, and suffers a +2 modifier for 1d6 turns due to 'dump shock'.  The
target number for this spell is the Force of the Possession Spell being
combated.
 
Type:  Mana
Range: LOS (of Possessed Body)
Target:  Force(R)
Damage Level: n/a
Duration:  Instant
Drain: [(F/2)+1]S

Invasion

Similar to Black Breath, this spell allows the caster to exhale a small
cloud of green gas.  The cloud enters a single target's body and causes
damage on a cellular level.  The gas enters through the pores of the
target's skin, so cybernetic filtration systems and holding one's breath are
of no use.  Full body suits designed to keep out germs and viruses
completely negate the effects of this spell, however.
 
Type:  Physical
Range:  LOS
Target:  Body(R)
Damage Level: M
Duration:  Instant
Drain: [(F/2) + 1]M

Legba's Feast

This spell produces a full meal (feeds five full adults - maybe less if
they're trolls) from only a small amount of ingredients.  For instance, a
few grains of rice and a dry bean thrown into a pot will be transformed into
simmering red beans and rice.
 
Type:  Physical
Range: Touch
Target:  4
Damage Level: n/a
Duration:  Permanent (5 Turns)
Drain: [F/2]L

Little Death

An aggressive form of the Hibernate spell, Little Death causes the target to
fall into a death-like coma; his metabolism slows by a factor of X, where X
is equal to double the number of successes that the houngan achieved in his
Spell Success Test.  If four successes are scored, then Little Death slows
the subject's metabolism by a factor of 8.  To all observers, the target
will be dead - his true condition can only be discovered by Astral
observation or some other form of magical detection.  Everything that would
affect the target's body (i.e. wounds, disease, lack of air, etc., etc...)
is also slowed by a factor of X.
 
Type:  Physical
Range: Touch
Target:  Body(R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2) + 2]S

Possession

The Possession Spell allows the houngan to enter a target's body with his
own consciousness and control the target's body.  If the target fails his
Willpower Resistance Test and the spellcaster's Spell Success Test succeeds,
the houngan falls into a trance state and his consciousness takes control of
the target's body.

The houngan may use the subject's physical skills with a +2 modifier for all
tests for the duration of the spell.  The occupying magician uses his own
mental skills, but he cannot use his magic skills.  Damage to the body of
the target or the houngan affects the houngan's target numbers for any
further tests made while in the target's body.

If the subject dies during the spell, the houngan must resist 8D Stun damage
or die himself.  If the houngan's body dies, the houngan dies with it and
the spell is broken.  Subjects have no memory of the time the spell was in
effect.

*The use of this very powerful spell could easily upset game balance if not
handled very carefully by the GM.  The GM should use great discretion when
allowing Possession in his game.
 
Type:  Mana
Range: LOS
Target:  Willpower(R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2)+3]S

Tears of Blood

This spell allows the caster to cause a single target to start crying Tears
of Blood.  The result is reduced visibility for the target as well as
paranoia at the fact that blood is seeping from his eyes.  The target takes
a +1 modifier for every 2 additional successes the houngan generates in his
Spell Success Test.
 
Type:  Physical
Range:  LOS
Target:  Body(R)
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2)+ 2]S

Tentacles

This spell causes the houngan's fingers to lengthen and become octopus-like
tentacles; each one is able to stretch up to the houngan's Body attribute in
feet.  Each tentacle has a Strength of 1, but may combine it's strength with
others.   If a tentacle is severed, when the spell is dropped the houngan
will find that the appropriate finger has also been severed.
 
Type:  Physical
Range: Self
Target:  6
Damage Level: n/a
Duration:  Sustained
Drain: [(F/2) + 1]M

Venom Spew

This spell allows the houngan to spit a huge stream of acidic venom from his
mouth.  This spell has the Elemental effects of Acid (1/2 Impact armor
resists; full body armor treated to resist toxic chemicals is immune;
Ballistic and Impact degrade 1 point each otherwise; any other materials
including firearms may
corrode) and of Venom (Calfree State Sourcebook - damage done by Venom is
(Essence)D if the venom touches the skin or is absorbed in any other manner;
there is no anti-toxin for this particular venom so the character must
simply resist w/Body).
 
Type:  Physical
Range: LOS
Target:  Body(R)
Damage Level: D
Duration:  Instant
Drain: [(F/2) + 2]D

Don't thank me; this is one of the fourty-something grimoires I have
downloaded. This isn't the whole article but it is in SR2 (almost SR3)
format.
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Message no. 11
From: Augustus shadowrun@*********.net
Subject: Voodoo gone bad
Date: Wed, 3 May 2000 13:38:21 -0700
----- Original Message -----
From: Gurth <gurth@******.nl>


> According to Wavy Davy, at 13:28 on 3 May 00, the word on the street
> was...
>
> > I've heard of White Wolf many times but have never encountered a copy
> > in any Britsih RPG stores. I presume it's a RPG journal/magazine, but
> > is it just for SR or other games as well?
>
> It was called White Wolf Magazine, but around issue 50 changed to being
> White Wolf Inphobia; issue 57 or 58 (I don't feel like walking to my
> bookshelf) was the last one published, in 1995 I think. It was a magazine
> published by White Wolf, best-known for their game Vampire: The Masquerade
> (you may have heard of that :) and related titles, but the magazine dealt
> with games from other publishers, too. By the time it turned into
> Inphobia, it tried to be a lifestyle magazine, with articles about stuff
> like English pubs mixed in with the gaming articles. No wonder it died, if
> you ask me...
>
> > And what would be the best course of action to go about getting hold of
> > that copy?
>
> Obtaining issues now is pretty hard, but you may still find in second-hand
> book stores, at game conventions, and so on. I've not come across issue
> #34 (else I would own it :) but I do know #35, with an adventure based on
> the New Orleans articles from earlier issues.

Of note... issues 31 thru 35 was a 5 part series on New Orleans... the first
three parts were background information, NPCs and such.

White Wolf had abit of Shadowrun stuff in it over the years (but if you are
looking for back issues... Issue 17 was the first issue, containing a review
of the then newly released SR1)... I think issue 34 and 38 were the most
interesting to Shadowrun players (voodoo magic and new physad powers
respectivly... on the issue 38 topic, I recently put the powers in the
rec.games.frp.cyber forum and might still be there on your server if you
missed it)

As well... the occasional issue of Challenge had some Shadowrun stuff in it
too (starting around issue 34 I think, not sure though). That one had some
good stuff... but if you have a chance, look at the issue first... some of
the stuff was just new archtypes... but it also had stuff like cyberlimbs,
mecha combat/drones, some new totems, etc.

Of the other gaming magazines out there, I never found anything that really
spun my wheels... some of the Pyramid magazines had stuff that was "so so"
and Adventures Unlimited did a couple of adventures.

As for Inphobia going down the crapper... I always attributed it to the
fact that the magazine was sold encased in shrinkwrap (yeah, some issues had
CCG cards, but some didn't)
In general the White Wolf audience was always abig chintzy when it came
to spending cash, and asking them to spend money on something they couldn't
even check out before buying really killed sales... and then ofcourse...
after they dropped the other gaming product from their content (for the most
part) the other game fans out there stopped buying it.

Aug
Message no. 12
From: Augustus shadowrun@*********.net
Subject: Voodoo gone bad
Date: Wed, 3 May 2000 13:44:58 -0700
----- Original Message -----
From: Phil Smith <phil_urbanhell@*******.com>
>
> Don't thank me; this is one of the fourty-something grimoires I have
> downloaded. This isn't the whole article but it is in SR2 (almost SR3)
> format.

Yeap that was pretty close to being complete... and unlike my old list, was
in SR2/3 format.

Thanks for posting that,

Aug

Further Reading

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