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Mailing List Logs for ShadowRN

From: shadowrn@*********.com (Steve Collins)
Subject: paladin
Date: Wed Sep 26 15:25:01 2001
----- Original Message -----
From: Charlie Martineau <aschezuasche@*******.com>
To: <shadowrn@*********.com>
Sent: Wednesday, September 26, 2001 12:47 PM
Subject: paladin


> Hay this is Stasis I was wonding if anyone had info on paladins for
> shadowrun?? And shredder needs to learn to spell and make better
street
> names.
> ~stasis
>

I am assuming you are refering to D&D Style Paladins here and not
Mobile Artillery Systems and no there is no information on them
because they can't really be made to work entirely. There are 2 things
that can get you close however.

1) The spellcasting Paladin: This is simple, you take a shaman of a
Christian Saint, do up the totem, and link all of his powers to a
Moral Code Geas, that means all 6 of his starting Magic Points will be
contingent on his maintaining the Moral Code. He would get some kind
of benefit back for this but I am not really sure what it would be.
This will replicate the spellcasting ability of Paladins and allow for
most fo their powers to be duplicated through the spells, however it
will not really make them combat gods like they are in D&D.

2) The fighting Paladin: Again simple, make him a shamanic physical
adept with all his powers linked to a Moral Code Geas. He won't have
the spellcasting abilities that Paladins do in D&D but he will kick
but in Combat.

Neither would be a very playable character as a "typical" Shadowrunner
as when it comes down to it shadowrunning is all about breaking the
law, even if that law is imoral and Paladins cannot do that. However
in alternative campaigns, especially very magic oriented ones where
the corp aspects are toned down it would work fine.


Steve

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