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From: Doctor Doom <JCH8169@*****.TAMU.EDU>
Subject: Troubles with Munchkins? Don't use NERPS
Date: Mon, 19 Apr 1993 10:04:23 -0500
Troubles with Munchkins?

Rules-Screwers giving you headaches?

Want to trottle that guy who always comes up with a REAL creative
interpretation of the regulations?

Do you presently dread gaming sessions?

Don't get mad...

Don't use NERPS...

We suggest you use THE WILD HUNT

In accordance with the Freedom of Information Act (not really, but it is a
plausible excuse) I present to those members of the mailserver with information
regarding what probably deserves the title of

The Most Powerful Entity in ShadowRun...


WILD HUNT

No Accepted Taxonomy


IDENTIFICATION

The Wild Hunt is a congregation of spirits that takes different forms
from culture to culture. Authorities hypothesize that appearances in different
cultures are a result of the viewer's expectations--the perceiver shapes what
is perceived. Known as the Chasse Maccabei, Chasse Artu, or Mesnie Hellequin
in France, the Raging or Furious Host in Germany, the Yule Host in Iceland,
and by many others names in local cultures elsewhere, most versions of the Wild
Hunt follow the same manifestation pattern. The Wild Hunt usually appears as a
number of large canines led by a spirit that manifess as a dark-cloaked,
faceless humanoid form, frequently bearing antlers on his head. In some
versions of the Wild Hunt, huntsmen follow the leader riding great steeds that
look like horses with glowing red eyes and smoky, flaming breath. The
manifestation of the Wild Hunt is particularly terrifying because the baying of
hounds, blowing of trumpets, and the clamor of horses' hooves beating on the
ground accompany its appearance.

MAGIC CAPABILITY

Diverse (innate and magically active).

HABITS

The Wild Hunt is a magical force of immense power, and the concepts of
activity cycle, social behavior, and habits are irrelevant to describing it.
The Wild Hunt rides only rarely and always by night. What the Wild Hunt is
responding to when it appears is not known, though some believe it can be
raised by shamanic summoning. Wild Hunts may serve to track down and slay an
enemy of the summoner (if summoned), or create general mayhem and spread terror
and fear; the ultimate goal of this phenomenon is very difficult to determine.
The handful of shamans said to be capable fo raising a Hunt never speak of it.

COMMENTARY

The Wild Hunt holds a powerful place in European myth. The Hunt is a
terrifying, irresistable force: those who see it allegedly go insane (in fact,
medical reports diagnose witnesses to teh Wild Hunt as victims of traumatic
shock syndrom complicated by enduring side effects).

Though the Wild Hunt is defined as an astral entity with manifestation
powers, the phenomenon does not conform to known principles of astral-
metaplanar organization and expression. However, lingering traces o the
glamour power in the terrain over which the Hunt travels stongly suggests a
faerie classification, and the Hunt's prominence in folklore supports this
suggestion. Because magicians are understandably unwilling to open their
senses and magically explore such a powerful force, hermetic studies are few
and far between. Technological study also proves extremely difficult: it is
impossible to predict when a Wild Hunt will ride, and its passing creates an
effect that causes massive equipment malfunction.

POWERS

The Wild Hunt as a collective entity has the following powers:
Alienation (Zone x 5), Confusion (Zone x 5), Control Resistance, Enhanced
Senses (Low-Light Vision, Thermographic Vision), Fading, Fear (Zone x 2),
Glamour (Zone x 5) (uses twice the Essence of the highest-Essence being in the
Wild Hunt as the number of any Resistance Test a victim makes to negate this
power), Immunity to Age, Immunity to Cold, Immunity to Fire, Immunity to Normal
Weapons, Immunity to Pathogens, Immunity to Poisons, Magic Sense, Magical
Resistance, Manifestation, Search.

Hounds possess Enhanced Senses (Improved Smell) and Sonic Projection

Steeds possess Flame Projection and Noxious Breath.

Huntsmen possess Enhanced Physcial Attributes (Strength, once per
night, for [Essence x Essence] turns).

The Lead Huntsman, in addition to his other powers, also has Animal
Control (All Normal Critters), Cold Aura (Personal), Electrical Projection,
Paralyzing Touch, and Weather Control. Reports suggest that the Lead Huntsman
also uses combat spells, with all relevant Attribute/Skill Ratings equal to his
current Essence Rating.

No entity in the Wild Hunt can be adversely affected by the power of
another member; for example, the flame projection power of the steeds does not
harm the huntsmen or hounds.

WEAKNESSES

Allergy (Sunlight, Extreme).

ShadowTalk--------------------------------------------------------------------

>>>>>[ By criminy, I don't ever want to vidie one of these in my back
garden.
Don't think they'd be after Reynard the fox, somehow. ]<<<<<
-- Rambling Sid Rumpo (18:23:11/9-JUL-53)

>>>>>[ Brane Deigh and her Seelie Court know how to raise the Hunt. A
mutual
understanding exists between the elves and the Prod paramilitaries in Ulster;
the Prods don't just use dirty weapons, Lady Deigh doesn't raise the Hunt
against them. There's terrorism enough for all, but they hold back on the big
guns. And you don't get bigger than the Wild Hunt. ]<<<<<
-- Sinead H (05:07:40/10-JUL-53)

>>>>>[ Who are the shamans that know how to raise the Hunt?
]<<<<<
-- Jubilator (22:15:07/10-JUL-53)

>>>>>[ Don't ask who, but we know a few things. Raising the Hunt is a long
process; it's essentially ritual sorcery and requires a group of shamans. It
can only be raised in sites lying on Magical Meridians, whre the background
count is high. The magical drain of the operations is terrifying in itself,
and so the shamans who participate are experts in centering and use as many
power focuses as they can get their hands on. Focuses are often permanently
drained during the operation, and raising the Hunt can also prove fatal to the
shamans. The seps call this magic-making "Ghost Dance magic." Once the Hunt
is raised, that's it; the shamans connot instruct or follow it, though they
can apparently monitor it undestracted by its glamour. ]<<<<<
-- Shambanara (07:13:50/11-JUL-53)

GAME INFORMATION

Wild Hunt
B Q S C I W E R Attacks

Hounds 4 6x8 4 - 2/6 6 (6) 5** 7S
Steeds 9 8x8 9 - 2/6 6 (6) 5** 6D, +1 R
Huntsmen 8 7x8 8 - 6 8 (10) 8** 10S
Lead Huntsmen 10 8x8 10 - 7 10 (12) 10** 12D

Notes: Quickness multiplier applies to travel over any terrain (usually
flying). The Wild Hunt cannot be affeced by magic that would directly and
adversely affect its rate of travel (e.g., the movement power of critters).
The Lead Huntsmen cannot be affected by illusion spells.

** 3D6 Initiative Dice.



I am reminded of the description of the Alien in _ALIEN^3_

"Now, what we've got is a creature about eight feet tall, has concentrated acid
for blood, attacks on sight, and is generally unpleasant."

Generally unpleasant...yes. The only perceived shortcoming of the description
is the conspicuous absence of Ravens, which, for those familiar with the
folklore regarding the Hunt (including Wotan's (Odin's) two Ravens: Hugnin and
Munin--Thought and Memory) probably know, are a integral part of the entity.
I would suggest using Storm Crows (which, despite the implications of the name,
are actually awakened ravens) as a base with the following augmentations and
adjustments:

B Q S C I W E R Attacks

Ravens 3 9x8 2 - 2/6 6 (6) 5** 5M

Powers: Enhanced Senses (Improved Hearing), Weather Control (Flock Only)


Soley for the purposes of adding a bit more flavor the the Furious Host.



Thoughts/prayers, anyone?





Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.

Doom Technologies & Weapon Systems -- Dark Thought Publications
>>> Working on solutions best left in the dark.
<<<
[ Doctor Doom : jch8169@********.tamu.edu ]

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.