From: flashlife@amd.com
Reply-To: flashlife@amd.com
Errors-To: flashlife-control@amd.com
Subject: Flashlife   V2 #3
To: flashlife@amd.com

From: Carl Rigney (moderator) <flashlife-control@amd.com>


Flashlife  Mon, 8 Apr, 1991   Volume 2 : Issue 3

Today's topics:

  Re:  Questions about Flashlife Itself (Carl Rigney)
  Enemy Way Ceremony			(Kicking Bird)
  Spirits and Ghosts			(Kent Jenkins)
  ShadowRun places and cyberpunk mixes... (Lakota Oyate)
  character skills			(ananda)
  Mentalists				(Lester Ward)
  Badger Shaman				(Kicking Bird)
  Archetype: Urban Gator Shaman		(T9AA)
  Archetype: Orc Wolf Shaman		(T9AA)
  Archetype: Elf Eagle Shaman		(T9AA)
  Archetype: Dwarf Racoon Shaman	(T9AA)
  Archetype: Orc Bear Shamanic Adept	(T9AA)
  Archetype: Orc Decker			(T9AA)

----------------------------------------------------------------------


Date: Tue, 26 Mar 91 15:12:27 PST
From: cdr (Carl Rigney)
Subject: Re:  Questions about Flashlife Itself

Thanks for asking.  And this will go into the digest, since I suspect
many others may be wondering the same things you did.

A simple rule of thumb - nothing involving amd.com uses underlines;
flashlife-control has a hyphen.

Volume 1 was all the individual mail; not in digest form.  It totalled
about 500 messages totaling 1.4 megabytes.  Its archived but not
available at the moment, I may try to make it available via mail server
or FTP someday.

The first digest was Volume 2  Issue 1.

Questions work like this:  If you've got a question that would generate
interesting discussion, send it to flashlife so everyone has a chance
to answer, and people should answer to the list.  If you've got a
question that has one answer (what powers do spirits have; how does
combat work) send it to flashlife-control (or flashlife-request, same
thing) and I'll either answer it or pass it along to someone who can so
the entire list doesn't have to read 20 answers all describing how to
do combat.

An advantage to the digest form is that I look at all the mail before
queuing it to the digestifier (I suppose the proper term is intestine)
so if you get it wrong it's not as bad as when the list was a direct
reflector; I'll probably catch it.  But its a good idea to send things
to the right place.

Also, keep in mind that the list is primarily intended as a forum for
Shadowrun gamemasters to talk to their peers, trade ideas and solve each
other's problems.

	Actually, I have a boatload of questions for the Screamsheet
	readers, so do you want "one topic per letter" or "whatever
	comes to mind at the time"?

It takes less room in the digest if you put them all together, but its
much easier to find them in the archives if you give each area of
questioning its own subject.  The latter also allows people to use
meaningful subjects when replying, so one can follow discussion
threads.  I prefer it, but don't insist on it.  It's greatly
appreciated if people make a second pass over messages before
submitting them to tighten them up, fix typos, and delete leading
whitespace except where used to indicate quoted text.  That last point
is important - please don't indent every line of your message with
whitespace, its just wasted bytes.  Indenting the first line of a
paragraph is OK, although I don't do it.

And it helps a LOT if everyone uses meaningful subjects on their
follow-ups, instead of just "Re: Flashlife Vol 2 #1."  It saves
me a lot of time

--
Carl Rigney, Moderator
flashlife-control@amd.com


--------------------------


Date: Wed, 27 Mar 91 17:05:54 CST
From: Kicking Bird <E9AB%SDSUMUS.BITNET@VM1.NoDak.EDU>
Subject: Enemy Way Ceremony

I feel pretty stupid in my post about skinwalkers I
forgot to describe the Enemy Way ceremony.

The Enemy Way is used to cure corps sickness.  The ceremony
is nine nights of songs and sacred dances.  The pc is told
to sit on a sand painting, the patern changes every night.
Because of the length of the Enemy Way and the large numbers
of dancers that are involved the ceremony, today, will cost
several thousand dollars, or a large number of sheep or cattle.
Livestock is the preferred method of payment.  The pc's are
also responsible for the food needed during the Enemy Way.
I'm sure that a good GM will come up with a just price.

Once the pc's body or essence is at 0 they die.  The Enemy
Way is the only cure.  Corps sickness is caused by the magic
of the Navajo.  No one but a Navajo shaman can cure or even
detect the nature of the sickness.
                                       Kicking Bird
                                    e9ab@sdsumus.bitnet


--------------------------


Date: Wed, 27 Mar 91 13:41:50 EST
From: Kent Jenkins <jenkins@magnus.ircc.ohio-state.edu>
Subject: Spirits and Ghosts

Every once and a while, I hear about people doing such things as "conjuring
ghosts," or talking to people who are dead.  The Grimoire, however, doesn't
talk about dead people going to the Metaplanes wich, according to the book, is
where conjured spirits and elementals come from.  (Either Paul Hume just didn't
think of covering it or he realized what a sticky mess it would be to make a
certain statement on the spirits of mankind.)

So, although this is a rather vague question, what are Ghosts in Shadowrun and
how do you handle them?

I would imagine conjuring one specific spirit out of many would take a lot of
effort.  Then again, are Ghosts strictly spirits, because if they are Mages
can't conjure them.

I hope to get a lot of opinions on this one.  It's been nagging at the back of
my head for a while.

-Kent Jenkins
("Thenomain")



--------------------------


Date: Wed, 27 Mar 91 16:54:50 CST
From: Lakota Oyate <E9AB@SDSUMUS.BITNET>
Subject: ShadowRun places and cyberpunk mixes...

Since I run the MinneApple part of the adventure, here is the
stuff about that:

1) The Treaty of Denver did not satisfy anyone. The border for the
eastern edge of indian lands didn't either.  The Indians wanted the
border for The minneApple to be on the west side of the town, circling
around and rejoining the river at Fort Snelling. The UACS people wanted
the border to be on the east side of St. Paul, rejoining the river at
Fort Snelling. Neither side really wanted it. They finally decided that
the river made a good border. That means that both sides got stuck.

2) Minneapolis is a reservation for Wasichu (haulis), and is policed
moderately by indian peoples. Remember, the last time the indians
created a city, it was Kahokia(sp?) mounds in Illinois. No one lived on
it by the time Columbus came.  The more the NAN cops try to deal with
Minneapolis, the more they think that the Kahokia people had the right
idea by abandoning city life. In Minneapolis, you have Orcs, Trolls,
dealers, rockers, and people with dumb haircuts and chemical addictions.
You have rampant chemical and technical dependancies and big tall ugly
buildings.  You have a statue honoring Prince.  You have air pollution,
but the winds blow it over to the UACS.
  
  St. Paul is a San Diego for Minneapolis's Tijuana. Straighter people,
cleaner streets, and hotels that are rented by the night, not by the
hour.  Due to a general lack of food (Face it, the best farmland on the
continent is in NAN territory, growing buffalo) the poorer sections have
occasional food riots. No problem with housing, considering that the
population dropped due to disease during the last 40 years. The UACS
has had a 'guns for butter' slant for these riots: You want butter,
we'll give you guns (or at least, the active ingredient, heh)

3) The eastern border for indian lands is this: Lake of the Woods to
Lake Itasca. follow the Mississippi down to Davenport, Iowa. A diagnal
line from there to Texarcana, where it meets the New Texas border and
becomes the southern border.

4) A pow-wow takes place each summer at Lake Itasca, near the mouth
of the Mississippi.  It is the Father of Waters Pow-wow, and is a
very spiritual event.  This could be the place of a very interesting
campaign, especially if someone starts rumors about a PCs former
activities to the normally violently law-abiding shamans there.
Hint Hint BD.  (Think about what kind of curse 17 shamans and a
big papa drum could do at such a holy place, and they don't have
to know the WHOLE truth)

-Lakota here-
    I'm doing this for the good of the sacred hoop.

5) Lakota Oyate and I discussed a lot of this and this is why our
worlds overlap so much. Of course, there is still much I can spring
on him to make his life miserable.

And it is the highest praise for a GM to hear groans of anguish
coming from his players...

    Ya dave just wait whatever comes around goes around all life
    is a hoop.
    Just wait till I get you in Unnight you little sh*t

Dave
another generous and sadistic GM
t9aa@sdsumus.bitnet
"it is such a shame that whole families have to be killed by something
as little as a pack of rabid wolves." -Leanna


--------------------------


Date: Thu, 28 Mar 1991 11:01 CST
From: ananda%bsu.decnet@msus1.msus.edu
Subject: character skills

Two topics:
1.  Music & composition skills
2.  Multiple concentrations or specializations question

The campaign I start next weekend includes a rocker and a theatre-type.  Due to
the dearth of related skills in the skill listings, I worked on creating my
own.  I'd appreciate your comments and suggestions, especially where things are
vague and where there are ?? in the listings.

Formats:

general skill
	concentrations
			continuance
		specializations
			continuance
general skill
	concentration (specializations)

Instrumental music
	instrument family--e.g. saxaphone, clarinet, flute, guitar, synth, etc.
		specific instrument--e.g., atlo sax, bass guitar, etc.
Vocal music
	choral, barbershop, rock, etc.
		specialization is some aspect of the specific concentration
Musical composition
	vocal (choral, barbershop, ??), instrumental (chamber music, 
	symphonic, ??)
Artisitic composition
	two-dimensional (painting, drawing, ??), three-dimensional (sculpture,
	??)		
Written composition
	fiction genre--e.g. mystery, romance, poetry, western, science fiction,
			fantasy, suspense, `popular fiction', etc.
		novels, novellas/novellettes, short stories
	non-fiction genre--news, science (either general or a specific field), 
			self-help, diet/nutrition, etc.
		books/texts, articles (e.g., magazine, journals, newspaper, 
			etc., as appropriate), etc.
{Note:  the reason that the genres are concentrations and the lengths are
specializations is that a person can easier write different lengths of works
within a different genre than write works of similar length accross different
genres.}

**Where should I put play writing and screenplay writing?**

These are the ones I really need some help with...

Acting (genre)
	comedy, drama, western, horror, ??
Acting (medium)
	stage, movie, television, simsense, ??  {in my world, non-sim movies
		and tv series are still being made in some areas}

If I keep these as two skills, what would the specializations be?  If I made
it one skill, Acting, what would the concentrations be:  the media, or the 
genres?  *Why?*  Would the others then be the specializations?    

{Is the transition from drama to comedy harder than the transition from stage
to television?  What about television to simsense vs. western to horror?}

Performance (stage presence, working with the audience, etc.;)
	actor, singer, comedian, musician
		specialization is a specific style of the concentration

The problem appears when you have someone who does lead vocals and plays a
synth, but doesn't act or do comedy routines.  

Hmmm.  This gets into additional skills questions...

If someone wants two concentrations in a skill or two specializations in a
concentration, but doesn't want the rest of the concentrations or
specializations, how many points would that cost?  How much karma would be
needed to increase the skill level?

	[I think you're getting into too much detail - Music is a skill,
	 vocal or instrumental is a concentration, guitar is a specialization.
	 Likewise writing.  TV writing in 2050 is a cross between computer skill
	 and Etiquette(Media).  Other tastes may differ. 
	 You can buy a second concentration for the same price as the first, although
	 its more cost effective just to buy the general skill instead.  --CDR]

--
Ananda
ananda%bsu.decnet@msus1.msus.edu  /ananda%bsu@msus1.msus.edu \__if the .decnet 
ananda%bsu.decnet@msus1.bitnet    \ananda%bsu@msus1.bitnet   /  causes problems

"Yes, a stealthy troll.  Gimme a break.  Can *I* help it if my last name
happens to be the same as a semi-legendary fictional thief?  And can you
imagine the grief I'd get if I was a klutz??"		
--Liralen Slovotsky aka Tess Blammor, bouncer aka Huntress, targeteer


--------------------------


Date: Sun, 31 Mar 91 20:56:21 -0500
From: ward1@husc9.harvard.edu (Lester Ward)
Subject: Mentalists

	[Please note that I strenuously disagree with this whole approach;
	 psychic powers are just thinly disguised magic.  But in case anyone
	 else finds this interesting, I'm letting it through.  --CDR]

                              Mentalists

I'll try to keep this vision of what Mentalists (e.g. telepaths, telekenetics,
etc.) are in Shadowrun short and sweet.  Mentalists are those individuals with
advanced mental abilities.  Note that while I don't feel that mental powers are
magical, I will use the magic system from Shadowrun for convenience and
playability.  It really doesn't matter if this talent is magical or not.

In game terms, Mentalists are Adepts (Magic Priority = 3).  They are a bit 
like a magical adepts.  The bonuses and restriction for Mentalists:
o The only magical skill they can take is sorcery.  Alternately, a new skill 
  could be developed called Mentalism.  I favor sorcery, for it allows
  combat on astral plane.  Any either case, they get a Magic/Mental Pool 
  equal to that rating, but the pool may only be used to resist drain or 
  assist in application of a power.  No spell defence dice allowed (but 
  perhaps mental defencedice).
o They follow _neither_ the shamanic nor hermetic tradition.
o They have full access to Astral Space.  Some GMUs may wish to make any 
  damage taken by them on the Astral plane always physical, but I discourage 
  it.
o They can become Initiates, but only may only use Centering, Masking, and 
  Quickening.  Alternately, they may not become initiates.  I discourage 
  this because it gives them no chance to use powers permanently without 
  getting distraction increases to TMUs
o They can only choose from a limited selection of mental powers.  For game 
  purposes, treat powers like spells (for drain, karma cost, use, et. al.).  
  See the list below.  Additionally, most of these spells may only be cast 
  on the Mentalist himself.  Those which can be RcastS on others of marked 
  with an asterisk (*).
o They have a Magic attribute of 6.  This only limits their powersU force, 
  but it my be decreased by normal means (deadly wounds, etc.)
o They may not use foci of any kind.

The main difference between normal Sorcery adepts and mentalists are access to
Astral Space, use of foci, and spell use limitations.  I feel that the 
benefits (Astral connection) are outweighed by the limitations, and thus 
are game balancing.

SPELLS USEABLE
Chaos*
Chaotic World* (?)
Clout*
Confusion
Control Actions*
Control Emotions*
Control Thoughts*
Death Touch* (?)
Detect (Life Form)
Detect (Object)
Detect Individual
Detect Life
Entertainment* (and other like spells, mana only) (?)
Healthy Glow
Hibernate
Ignite (Pyrokinesis)
Increase Attribute (?)
Influence*
Levitate Item
Levitate Person
Magic Fingers
Mana Dart* (?)
Mana Missile* (?) (Mind blast type thing)
Mask
Mob Mind*
Mob Mood*
Oxygenate
Personal Analyze Truth
Personal Clairvoyance
Personal Combat Sense
Personal Detect Enemies (both ranges)
Poltergeist
Resist Pain
Stun spells (all)* (?)
Use (Skill)

There are some problems with this presentation, so I would like to here 
from you.  The spell list will probably need revision.  Also, what do the 
mental powers look/function like in Astral Space?  IUm also not sure about 
the Initiate thing, since it is more magically based.  The main problem is 
this:  Is there, in the sixth world, a difference between mental powers and 
the ability to do magic?  I feel there is.  Perhaps it would be better to, 
instead of allowing initiation, create some alternate method of making 
powers run constantly.  I am reluctant to say that powers should not be run 
constantly.  Rather, I would like a high cost way of making them so.

Please respond,

LLWardIII
ward1@husc9.harvard.edu


--------------------------


Date: Tue, 02 Apr 91 16:57:24 CST
From: Kicking Bird <E9AB%SDSUMUS.BITNET@VM1.NoDak.EDU>
Subject: Badger Shaman

Last night my friend Dav and I were playing Shadow Run.  After several
hours he asked me what the most powerful animal on the prairie was. I
immediately answered badger.

So I got ta thinkn' an came up with this.

Badger Shaman

CHARACTERISTICS:  Badger is warrior first then hunter.  He is very
surly and aggressive.  Badger enjoys working alone and is quite
antisocial.  The badger will attack anything that annoys him and he
will fight untill his opponent runs or lies dead at his feet.

ENVIROMENT:  Prairie

ADVANTAGES:  +2 dice for combat; +2 dice conjuring Prairie Spirits

DISADVANTAGES:  A Badger shaman is a loner.  He is almost apathetic
about the world until something challenges him or invades his
privacy.  If someone annoys Badger, he must take a willpower success
test with a target of 4.  He will attack for 4 turns minus 1 turn for
every success.  A pissed Badger will attack the source of his annoyance
with his most powerfull weapon or spell.  If the shaman kills or runs
his opponent off or when the time is up he snaps out of it.  -1 die for
all health spells.

--
Kicking Bird


--------------------------


Date: Wed, 27 Mar 91 16:47:32 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU
Subject: Archetype: Urban Gator Shaman

   SO, I decided to build a prototype: the Urban Shaman. He doesn't
do all that much by way of offensive stuff, but is built legal in
the Archetype generation part of the book. (Add Grimoire)

Lee Cortez
 Urban Shaman                      Gator Totem

Bod    3                            4 Magic
Quick  3                            3 Attributes 24
Str    3                            2 Tech 20,000/20
Cha    5                            1 Skills 20
Int    5                            0 Race
Will   5
React  4
Ess    6
Magic  6

Skills:                            Gear:
 Etiquette (Street) 2               M
 Conjuring 5                        R
 Sorcery 5                          C
 Theory 5
 Psychology 3

Spells: +2 Combat and Detection, +2 City Spirits
 Mind Probe 4                       M1 Mana Sustained
 Personal Analyze Truth 4           L1 Mana Sustained
 Influence 4                        L3 Mana Permanent (10)
 Mana Bolt 8                        S1 Mana Instantaneous

Lee is a social worker dealing with the remains of the Seminole tribe
after the Ghost Dance and the Treaty of Denver. They retain some of
their lands in southern Florida, but due to renewed racism after the
ReEducation camps and the Treaty, as well as being separated from
support from the NAN, the tribe is going downhill.  He tends to be
cold and analytical, but will not think twice about doing things
beneficial to the tribe.

Gear and position in tribe are the decisions of the GM, but lets get
real: The Seminoles are one of the few tribes that are still in the
Wasicu (white people) part of North America. Economic development
is still lousy and they are probably still under the BIA.



--------------------------


Date: Wed, 27 Mar 91 16:47:57 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU
Subject: Archetype: Orc Wolf Shaman

This is another shaman. You can either make an orc an orc or you
can make him a shaman, but it is impossible to make him both.


GREEN FIRE
Knut Skull-Crusher
 Orc Shaman                        Wolf Totem

Bod    5                            4 Race
Quick  3                            3 Magic
Str    5                            2 Attributes
Cha    4                            1 Skills
Int    1                            0 Technology
Will   3
React  3                           Allergy: Silver, Moderate
Ess    6
Magic  6                           Racial Bonus: Low-light Vision

Skills:                            Gear:
 Etiquette (Tribal) 1               Medicine Lodge (3)
 Conjuring 5                        Real Leathers
 Sorcery 3                          HK277(2 clips)
 Theory 1                           Reusable Detection fetishes
 Firearms 2                         Warpaints (Black & Green)
 Military Theory(conc in Tactics)2
 Stealth 2
 Unarmed combat 4

Spells: +2 Detection & Combat, +2 Forest Spirits 5
 Personal Combat Sense 1(reusable fetish, cum. of 4)
 Personal Detect Enemy 1(reusable fetish, cum. of 4)
 Ram Touch 3 (cum. of 5)

Knut is the war chief of the Wood-River tribe where northern
Minnesota should be (We rewrote the map of the NAN. Eastern
is Lake of the Woods; straight line to Lake Itasca; down the
Mississippi to Davenport, Iowa; straight line to Texarcana).

He holds a position in the tribe higher than would be guessed
by his tribal etiquette. This position was gained in the active
defense of the tribe from corporate goons, a neighboring elf tribe,
and rigger vehicle that drove past carrying weapons to anti-spear-
fishing rednecks. He has a decent sense of humor but is more the
type for the Super Bowl than Saturday Night Live, as if there was
any wonder. He gives as good as he gets by way of insults and
slams, and often time by way of physical combat (he always wins
because he always cheats. He's good at it. He's a war chief).

He considers his brother and fellow shaman, Norm, to be a gutless
wimp since he won't cast combat spells. (More on Norm later, but
I have to say that he has a charisma of 5 and Knut is jealous)



--------------------------


Date: Wed, 27 Mar 91 16:48:13 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU
Subject: Archetype: Elf Eagle Shaman

Ever tried to make a magic-using metahuman? Hellish, isn't it?
This is one of the few I've tried. I also have an orc, a dwarf,
and a troll named Ted (NO, not a bunny shaman B) )


DARKEAGLE
Mari'iana Ti'ilania Whitebow
 Elf Shaman                        Eagle Totem

Bod    1                            4 Race
Quick  4                            3 Magic
Str    1                            2 Tech 20,000/20
Cha    4                            1 Skills 20
Int    4                            0 Attributes 15
Will   4
React  4                           Allergy: Sunlight, Moderate
Ess    6
Magic  6                           Racial Bonus: Low-light Vision

Skills:                            Gear:
 Etiquette (Tribal) 2               Medicine Lodge (9)
 Conjuring 4                        Ruger Super Warhawk(2 clips)
 Sorcery 4                          HK277(3 clips)
 Theory 1                           Real Leathers
 Firearms 3
 Military Theory(conc in Tactics)3
 Stealth 3

Spells: +2 Detection, +2 Wind Spirits   20
 Personal Combat Sense 3    L2 Physical Sustained
 Personal Analyze Truth 3   L1 Mana Sustained
 Mana Bolt  6               S1 Mana Instantaneous
 Urban Renewal 4            M2 Physical Instantaneous
 Armor 4                    S2 Mana Permanent (15)

Mari'iana is the war chief of the Kili tribe in where northern
Minnesota should be (We rewrote the map of the NAN. Eastern
is Lake of the Woods; straight line to Lake Itasca; down the
Mississippi to Davenport, Iowa; straight line to Texarcana).

She holds a position in the tribe higher than would be guessed
by her tribal etiquette. This position was gained in the active
defense of the tribe from poachers, a neighboring orc tribe,
and a newboar driven mad by a poisoned poacher arrow. She follows
the Eagle shaman tradition of not having a sense of humor. She
will cause severe mental trauma if not structural damage if ever
called "Keeb".

She has a slight weakness for Dandelion wine, however.

"All I know about elves is that they make good cookies"
-Lakota Oyate


--------------------------


Date: Wed, 27 Mar 91 16:48:24 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU
Subject: Archetype: Dwarf Racoon Shaman

Yet another one for the file of metahuman sha-people. Dwarves
this time.  They tell us how orcs and elves and trolls (Oh MY)
live, but only give us the Dwarf techie.  Great. I will not
reverse this trend (I want to stick him in the Black Hills,
but if I keep the dwarven Mining tradition, Lakota Oyate will
kill me)

GreyBeard (Yes, I know It's used)  Martin Pennyman
 Dwarf Shaman                      Raccoon Totem

Bod    3                            4 Race
Quick  2                            3 Magic
Str    3                            2 Tech 20,000/20
Cha    3                            1 Skills 20
Int    3                            0 Attributes 15
Will   4
React  3                           Allergy: Sunlight, Mild
Ess    6
Magic  6                           Racial Bonus: Thermograph Eyes
                                                 Resistance to Disease
Skills:                            Gear:
 Etiquette (Tribal) 1               Medicine Lodge (9)
 Conjuring 5                        Armor Jacket
 Sorcery 5                          Combat Axe
 Theory 2
 Armed Combat 3
 Stealth 4

Spells: +2 Manipulation  +2 City Spirits

Racoon is a curious creature, and so is GreyBeard. He lives in
the Wasicu reservation in Rapid City, (where whence was South Dakota)
and keeps his living by hiring out to the various families to cause
mischief among the other tribal families. Needless to say, the
Tribal Defence Force does not like this activity.

He doesn't do much of what he does for monetary reasons (If it
did, he'd dress a lot better than he does, and move out of that
one-room pit he lives in). The dictionary has his picture next
to the word mischievious. When he was a kid, it was next to
precocious, but they changed it. He never did. Imagine Calvin
with a beard. B)

"I talked to a friend today, and said 'what's the good word?'
"He said there are no good words.
"So I went to another friend and said 'what's the good word?'
"He said, 'Rejoice, for the end of the world is at hand.'
"I have to get new friends."



--------------------------


Date: Wed, 27 Mar 91 16:49:32 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU
Subject: Archetype: Orc Bear Shamanic Adept

Norman Sucks-Marrow               Bear Totem
Orc Shamanic Adept
                                   Priorities:
Bod    5                            4 Race
Quick  4                            3 Attributes
Str    5                            2 Magic
Cha    5                            1 Tech
Int    3                            0 Skills
Will   5
Ess    6
React  3
Magic  6

Skills:                            Gear:
 Etiquette (Tribal) 2               Medicine Lodge (6)
 Conjuring 3                        Real Leathers
 Sorcery 5                          Combat Axe
 Theory 1
 Armed Combat 3
Special Skills:
 Dancing 3 (Centering skill)

Spells: Healing Spells and Forest Spirits
20 points



--------------------------


Date: Wed, 27 Mar 91 16:53:38 CST
From: T9AA%SDSUMUS.BITNET@VM1.NoDak.EDU>
Subject: Archetype: Orc Decker

Yes, you read it right. The ORC DECKER.

Archetype
"Let's cut the crap. You need someone with a hole in their head
to run nets for your bulletheads. I can handle that. You get a
Keeb or a Breeder, sure thay can look good barhoppin' with ya,
but can they do the job?
"Besides, their flashy clothes and dumb haircust can give you away
when runnin' the shadows.
"I know you got the juice, buddy, so tell me sumthin': We dealt or
just wasted time?"

Commentary
 The Orc Decker is looking for a way up and out to the good things
in life (as defined by Conan?).  He has learned skills in what
remains of the education system and in the streets, and learned
from screamsheets and the heard word that riding the stream of
conscienceness pays mucho dinero.

Bod    3                            4 Race
Quick  4                            3 Tech
Str    3                            2 Skills
Cha    1                            1 Attributes
Int    5                            0 Magic
Will   4
React  4                           Racial Bonus: Lowlight vision
Ess    6                           Roll for Allergy

Skills:                            Gear:
 Etiquette (Street) 2               Fuchi Cyber-4 with Response
 Bike 3                                             Increase:2
 Computer 6                         Yamaha Rapier
 Theory 3                           Ruger Super Warhawk
 Firearms 4
 Stealth 4                         Headgear:
 Unarmed Combat 3                   Datajack
                                    Headware Mem. (30mp)



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End of Flashlife
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