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Mailing List Logs for ShadowRN

From: The Reverend <MDB0213@*****.TAMU.EDU>
Subject: Kill em! Mutilate them! Dispell them, even!
Date: Tue, 10 Aug 1993 14:42:54 -0500
From: "Richard C. Osterhout" <rcoster@*****.net>
Subject: Re: Mages and sammis and stuff, oh my!

]yeah, they increased quickness intell reaction and reflexes...*60*!!!! my
]god! they'd be like the "Flash"!!! can they break the sound barrier??? :)
Nope... but it made for some interesting times. Our group worked together as a
group, and so the mages would help us do things. During one firefight, the
mages
(A) took one of our putz-y street sams, and sustained all the different
increases on him, basically making him competent.
(B) Stood back and watched the decker, rigger, and street sam-type person fight
it out with the wage mage, sammi, and merc.
(C) Eclipse, our "faster" mage, kept putting new clips in the wanna-be's gun.
(Much to his chagrin *grin*)
(D) Our powerful mage, in the middle of the firefight (we were winning), walks
up to the sammi (whilst bullets richochet off him), and says "this is pretty
sad... the rigger and the decker are beating you! If I were you, I'd probably
split. That's sad..." and walked off. Wild.... :)

]they average about 4-5 karma per adventure for each player...the sammis
And how much money?

]resentful..to go to a level 7 firearms takes 14 karma points...with 14
But lower level skills take fewer points... instead of working to getting a 7,
try getting a level 3 skill (2 for 1, 4 for 2, 6 for 3===>12 karma)! Then, you
can have multiple skills, while the mages are only good for one particular
thing. Think utility, and keeping out of combat, rather than becoming good at
combat. My riggers tend not to have good unarmed/armed combat skills, instead
preferring to get sociology/languages/electronics/build-repair/etc.

Why is this a thing you want to do? Say we're in Canada. Only the sammi can
speak the language. I could say that I negotiated 15K apiece, when it's really
30K. Gee, I think that language lesson was worth it... ;)

]this is EXACTLY what i've been doing, they only quicken spells like
]increase intelligence +4...
Again... how easy is it for them to get it? How easy SHOULD it be?! Increase
ANYTHING +4 is one hellacious spell, and be near-impossible to get. No offense
to your running style or anything, but next time you might want to make it
difficult to get stuff like that, making it a run or two to even get it. It
seems that they just look in the book and ask for it, and you give it to them.
Not a good idea, especially with the group you've described to us.

]neat to watch smoke come out of a players ears... :)
heh, heh, heh...

]lso, you can only say NO for so long...these guys have been playing these
]particular characters for over a year now....it was over six months before
]i let them have the stuff in shadowtech, and even then, only a limited
]selection of bioware...they still cant have some of the cyberware,
How much karma do they have? Is this a year real time or game-time? A year in
our campaign is only a few months in game-time. And may not be that many runs.
Also, after a certain point, it's time to retire the characters.

]no, but the mundanes get despondant, and degenerate into just point and
Don't know how to fix that one. That's partly their doing, partly the way the
game is going.

> Not really necessary. Have you looked at Shadowtech? Be forewarned, though:
]yes, they have already maxed out on bioware and stuff...
WHAT?!?!?!?!!!! HOW?! Sorry, but our last run just started biotech. We sold a
guy for a LOT of money, and assurance that we could get it sometime. This guy
had the new muscle augs, and enhanced articulation. Our street doc had never
seen anything like it, and is now taking apart the body, hoping to be able to
re-make some of the stuff this guy has. That should only take a few game
months. Also, how much are you charging them? A beta-clinic I once visited
wanted about 100000 NuYen for a SMARTGUN LINK! (35000 for the link, plus
surgery, prep time, doctor's fees, recovery, ...)

]i was talking about the player character...when a spell or spell lock is
]under attack, the mage who cast the spell knows it, and can allocate magic
]pool dice to help protect it...
Sounds right.

]why bother using a module or even
]making up your own when the characters blow the story and screw up the
]continuity/logical outcome of an encounter...
Hmm... in that case, do what a couple of my GMs have done: set up the universe,
and let them do what they want. Our group started trying to figure out "weird
happenings", which led to some VERY interesting runs

Good luck to ya. Hope you don't need it.
Rev
---
The Reverend "They called me the Reverend when I entered the church unstained"
Fear the Information Revolution...for it has reached the hands of the strange.
PGP 2.2 Public Key Block available upon request

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