From: flashlife@amd.com
Reply-To: flashlife@amd.com
Errors-To: flashlife-control@amd.com
Subject: Flashlife   V2 #5
To: flashlife@amd.com

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


Flashlife  Tue, 30 Apr, 1991   Volume 2 : Issue 5

Today's topics:

  Re: How to make players think (D. J. McCarthy)
  Limiting Mages (The Renegade Ranger)
  Tech Priority 3 & 4 (Milord)
  Priorities in Archetype Generation (CRIT)
  More Stuff: Metahumans, Stealth (Andrew David Weiland)
  New Metahuman Design Rules (N.A.Charsley)

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


Date: Thu, 25 Apr 91 09:30:24 PDT
From: dmccart@modl01.intel.com (D. J. McCarthy)
Subject: Re: How to make players think

	I've been stuck in a rut like this too, in a lot of different
games, and I've only recently found a way out.  It might not work too
well in Shadowrun, but I'd give it a shot.

	Set up a command structure.  Or rather, have the players set up
a command structure.  I'm not talking about a rigid military-like
structure, just one that has a definite decision-maker and maybe a "vice
decision-maker", and have the rest of the players tell the decision-
maker what's going on and what they think they should do about it.

	Think of the new Star Trek (although this may be a little too
militaristic of an example): when there's something to be planned, all
the officers pile into a conference room and they throw out ideas until
the captain picks one that he feels will work best.  A lot of bad ideas
usually get brought up, but a lot of good ideas do too.  It's up to the
leader to pick the best one.

	If the shy players are afraid that whatever they suggest will be
the thing to get done, then they might not be saying anything because
they're afraid it's dumb but it will be carried out regardless.  Having
a leader provide a "sanity check" might be just the thing they're
looking for.

	If they're good role players, as you suggest, then the best
choice of the leader would be the smartest character that *isn't* being
run by the person who usually conducts the strategy monologue.  Have
someone else mediate.  If she mediates, then her idea will probably get
picked and that will get you nowhere.  The leader should also actively
recruit ideas - "So, Quiet One, what do *you* think we should do?" - and
not let them get away with saying nothing.

	And, like the old saying goes, "nothing succeeds like success."
Carl is right; if the same old "kill everyone" tactic is working for
them, there's little reason to change.  If player death is the only way
to snap a group out of the hack 'n slash mentality, then that's what you
have to do.  Sorry, chummer, but he who lives by the smartgun dies by
the smartgun.

-- 
D. J. McCarthy
dmccart@swtec1.intel.com
intelhf!mipos3!modl01!dmccart


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


Date: Wed, 24 Apr 91 22:18:18 EDT
From: tracker@wpi.WPI.EDU (The Renegade Ranger)
Subject: Limiting Mages

Number-crunching and mages can really make a game unbalanced. When
their spell locks are making them become Samurai, and they use
'Analyze Device' to try and program, what is everyone else left to do?
In my campaigns, I've initiated two methods of control, one slightly
more vile than the other.

The first occurs due to the likening of Astral Space energies to a
spring: It has a constant flow, but of limited scope. If someone
diverts the flow upstream, there is less downstream. People who bind
the energies to them, using spell locks or whatnot, decrease the
available energies for true Hermetic or Shamanic research. The people
who would like access to these energies for such legitimate purposes
are no doubt going to be slightly upset that people are using the
powers for criminal or less-than-worthy applications. And they're just
the people to do something about it.


FAMC (Free Astral Magic Coven)
	-An organization of magicians dedicated to the purpose of freeing
Astral energies enslaved by the needless.

Believing that far too many pools of astral energy were being sucked
dry by careless use, the FAMC formed and appointed itself guardian of
astral space. Consisiting of high-level initiates, and a few cybered
'retrievers' (those who physically hunt down the magic binders), this
group polices the realm of astral space, seeking out wanton misuse of
resources. Many of their targets are flagrant users of multiple spell
locks, normally for criminal purposes, a high concentration of
quickened spells, and elementals/spirits as servants. These
individuals can and will free the energies, no matter what it takes.  

Normally Spell locks will be destroyed first, when conspicuous and
multiple, as they do not fight back. Quickened spells are more work,
so they will asess the relative worth of the reason for quickening.
Elementals and spirits they will unbind only in extreme circumstances,
not caring what havoc they wreak. While the seemingly dictatorial
methods may be seen as unfair, these mages have both the resources and
the abilities to compensate people for their losses, if they
voluntarily submit to losing the bound energies. Such compensations as
sponsorship for initiation are often more than enough to convince even
the most spell-lock dependent person to give them up, in the hopes of
currying favor with those more powerful.  

While the structure of the coven is somewhat loose, there is
apparently some interconnection between members which allows easy
decision-making. Known to be in the ranks are at least a dozen 6th
grade initiates, and a few of even more venerable masters. Rumors even
extend to the possibility that several pre-UGE elves (Ancestoral
Ancients) are present as masters of the coven. If true, these being
would be centuries old, and powerful beyond estimation.


The second idea will make Mages hate you the first time they see it
happen. Switch the Narcojet toxin, in Narcojet rounds, with high-level
stimulant ammunition. When mages suddenly have to start rolling dice
to see if they lose magic, they'll learn to avoid open combat real
quick. It gets worse though.	

The twist I've added to the stimulant, and other drug, rules is this:
If you use multiple dosages, you have a higher concentration of the
chemical in your blood. This translates, in game terms, to a higher
rating of the substance, most obviously with stim-patches. Seeing as
they operate on a chemical saturation basis, infusing your blood with
a high enough level to keep you functioning properly, it stands to
reason that the chemical does not difuse throughout the body for a
short while. During this period of time, if chemicals of the same sort
are pumped into the body, the effect is cumulative. If you give the
body a sufficient chance to rest and process the chemicals, it will
take care of them. If not, you take the effects at a higher level.

In game terms: If someone is hit with stimulant (as an example) of
rating 4, then hit with another rating 4 patch two minutes later, they
have the concentration equivalent of a rating 8 patch. Therefore, if a
mage uses a rating 4 stim patch, he rolls to see if he might lose
magic normally. If he uses another rating 4 stim patch within a short
period of time (GM discretion, but should be no shorter than 5
minutes), he takes the magic loss test again, except with the rating
equivalency he must face being the sum of the two ratings: 8. If he or
she waits a sufficient amount of time for the chemical to
deconcentrate and begin processing within the body, then the effect is
not cumulative.

Let me know of comments/complaints/criticisms/cauliflower..	

-Tracker
tracker@wpi.wpi.edu


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


Date: Thu, 25 Apr 91 11:24:10 EDT
From: milord@jhunix.hcf.jhu.edu (Milord)
Subject: Tech Priority 3 & 4

	It is true that tech priority's three and four are powerful, however,
priority four of anything is powerful (although some would argue that it
isn't for race...).  Halving it would be a gross blunder.  Why?  Some examples.

	Your street sam can (with Level 3), now get Wired-2, a smartgun link,
and some minor cyberware and a few contacts.  Docwagon?  Basic.  Now I'm not
saying that this is bad...it seems kind of nice actually, but are you scaling
the opposition down, too?
	A decker with 200,000 isn't.  That simple.  Of course, you could start
him/her out without a deck (it's been done often enough...) and hope you
find (read in steal) a good one.
	True, most other basic characters don't need 400,000 Nuyen, but
when you consider that it isn't money, so much as background, you start
to see it.  Our fixer (yes, I am the person who "wouldn't say anything
if he knew how to end world hunger") used the Tech three to get around
40 contacts.  200,000.  You have to have a way to account for that...
	As for people buying gross amounts of stuff...a few things:

	1)  Essence is your check against cyberware.  If you are letting
characters have alpha- or beta-ware at the beginning of the game then you
might have a problem with Tech--4.  But charging them surgery costs should
balance...

	2)  If people want to buy all sorts of cool stuff, let them.  Where
are they going to put it?  Carry it around with them?  My character, dreamer,
bought around 300K worth of `stuff' and couldn't even begin to carry it all.
Most of it sits around, waiting for a time to be useful.

	3)  Lastly, Tech--4 is a `free safety' on character conception.  Just
like the fact that if you want a martial artist, build them as a physical
adept (refering to the last discussion in flashlife...if you really want
to call them non-magical, fine by me), if you need to build a character that
isn't magical, super-dude, or meta-human, but interesting, Tech--4 might
be the place to go.  Consider Dreamer:  Tech, Stats, Skills.  First thing
I got, Skillwires 6 and backup cyberware.  Dreamer simply could not be
built without high skill wires.  In truth, I ran out of money having only
1million Nuyen.  So, Dreamer had only a few chips in the beginning.

I think the problem might lie, not in the 400,000 Tech 3 but in the 20,000
Tech 2.  Most mages and physical adepts don't have anything.  Maybe you
should consider giving all characters one or two contacts `free'  That
would be a boon to everybody, but moreso to those who can't afford much.
It doesn't terribly overpower the characters, but helps those with low techs.

	Brian Bankler

Dreamer-"I've heard there is a Ziabatsu that is working on better expert
systems for drones that suddenly lose their riggers.  Can I invest?"
		-- Said shortly after returning to Seattle after the
			Germany run in Harlequin (assuming I survive).

"Is this hell?" -- During a two-second bout of consciousness.



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


Date: Tue, 30 Apr 1991 15:33:21 PDT
From: CRIT@USDCSV.ACUSD.EDU
Subject: Priorities in Archetype Generation

I was reading through some sample archetypes on your list and noticed that
people were using the priorities in a way I wasn't so I thought I would ask.

In the rulebook, it says to assign a priority from 0 to 4 to each column of
the master character table.  They then say the total of your priorities should
be 10.  I assumed that this meant you could use 2 3's and a 4, or any
combination that added up to ten.  I notice, however, that they use all the
numbers between 0-4 once in generating their examples.

The characters generated via my method don't seem too out of line with the
game balance, but it would be nice to know if the rest of the Shadowrun world
is doing it differently.

Thor

	[The official rule is that you assign each of 0 through 4 once.
	 The other sentence was a mistake.  Some people allow sum-to-10
	 anyway because it gives you more possibilities.  I now have a
	 completely different character-building system that I & my
	 players like a lot better; its part of my house rules. --CDR]


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


Date: Tue, 30 Apr 91 18:07:11 -0400
From: Andrew David Weiland <aw1s+@andrew.cmu.edu>
Subject: More Stuff: Metahumans, Stealth

More news from the new Shadowrun DM:

One of my players informs me that a Decker can use up 1 Million Nuyen
buying programs.  I still hold that the rigger and samurai cannot use 1
Million Nuyen unless you allow Alpha or Beta Cyberware, or buy things
you won't be able to use, like helicopters or possibly hordes of
skillsofts.

	[Not hard at all - Skillwire 6 is 600,000 nuyen by itself. --CDR]

Race:  I believe that metahumans are severely hosed, since they must
give up priority 4.  So i've invented a different system.  There's no
real race priority, but Metahuman genes are approximately the equivalent
of priority 3.

There are four characteristics; magic, tech, skills, and attributes. 
Humans can assign priorities 1, 2, 3, or 4 to the four characteristics. 
The one exception is magic, where one can take priority 4 (mage), 3
(adept), or 1 (no magic).

A metahuman without magic takes priorities 1, 2, and 4, the same as
human adepts.  I suggest that you restrict metahumans to tech priority 3
instead of 4, unless you halve the tech priority 4 award (as i did). 
Otherwise it's impossible to duplicate a metahuman samurai, decker, or
rigger.  Metahuman adepts take priorities 1, 2, and 3 (as do human
mages). Metahuman mages take priorities 1, 2, and 2 (that's priority 2
for two characteristics).

Stealth: I'd also like to hear how people here handle stealth skills,
since there are no clear rules in the book.  As i play it a character
who makes a stealth success test (with a target number based on the
environment) manages to avoid detection until someone starts searching
for him.  Otherwise anyone nearby gets an intelligence check to detect
him (usual target number 3, modified for concealment and darkness).  If
someone searches for him, the target number is based on the environment
or twice the character's successes, whichever is lower.

As you can see, this system depends a lot on GMs discretion.  I've been
thinking about codifying it, but i want to see what everyone else has
done.

-- 
Andrew D. M. U. Weiland | aw1s@andrew.cmu.edu


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


Date: Fri, 26 Apr 91 15:21:46 BST
From: <N.A.Charsley@loughborough.ac.uk>
Subject: New Metahuman Design Rules

[This took a long time to reformat.  Please don't indent an entire article
with spaces; they just waste time and bytes.  --CDR]

The Reasoning Behind the Rules.

Over the past couple of weeks a group of us here at Loughbrough have
become increasingly awere of the total disadvantage of being a
metahuman. Although in reallity this is a problem which can be lived
with it does cause an imbalance in the game. The problem is that it is
more cost affective to play a mage than a metahuman, this leads to
more mages than metahumans in shadowrun groups. When it is considered
that in Seattle 40% of the Population is Metahuman but less than 1%
are magically active, this ratio should show up if not in the actual 
group itself, atleast in the pool from which the group is derived.

After much discusion we decided that a change to the methods of 
designing Metahuman archatypes was needed. The following rules are
thoes which we felt were best suited to remadying the situation. 
They are our best shot and I am submitting them to flashlife with some
Trepidation. Please be gentle with them they can be misused. I would be
grateful if you would send any comments direct to me at
N.A.Charsley@loughborough.ac.uk and I will send a summary of the
comments to flashlife in a couple of weeks.

Metahuman Creation Rules

This will eventually replace the book rules for designing
metahumans. It will also demonstrate what individuals can get for
their priorities.

I.    Priority Assignment

The priorities are still the same i.e. 4,3,2,1,0 assigned between
Magic, Attributes, Skills, Tech and Race. The new Master Character
Generation Table is as follows,

Priority  Magic    Attributes    Skills         Tech/Spells           Race
    0       -          15          17                 100/ 5            0
    1       -          17          20               1,000/10            5
    2       -          20          24              20,000/20           16
    3     Adept        24          30             400,000/50           28
    4    Magical       30          40           1,000,000/50           40

No mater what race, you can only be a magic user if you spend three
or four points, as previously only for humans.

II.   Brief Description of the Metahuman Creation Rules

So now we have our points how can they be spent? These rules apply
to Homo sapiens sapiens as well). The full description of the
system follows.

Points can be spent in two or three ways.
1)	To buy the physical characteristics of the race.
2)	To be treated better than the stereotypical member of your race.
3)	If your campaign allows for characters having SINs then they
	can be bought for Ten Points.

You can get points back from two sources.
1)	By the way that the stereotypical member of the race is
	treated by the rest of society.
2)	From the severity of the allergy that the character has.

so the formula is as follows,

	0 <= Race -( Attribute Mods + Racial Bias + Allergies +
	Personal Bias  + SIN )

the components of the formula are explained under in the next section.

	<<< What do you call an Elf standing
	with fourteen Trolls? - The Quarterback >>>

III. Detailed Explanations

A.    Attribute Modifiers

Each race has different abilities, which affect various sections
of the Gaming System. The more sections effected the more useful
that ability is. The following table contains the values that are
suitable.

          TotalCombatDefenceMagicDefenceAstralDeathDamageHealingNormal
Body        6           1           1           1     1     6     
Quickness   3     2     1                                   
Strength    2     1                                   1
Charisma    2                 1           1                       
Intelligence3     1           1           1                       
Willpower   5                 1     1     1                 1     1
Dermal      5           1           1                 1     2     
Reach       2     1                       1                       
Low-Light   2     2                                               
Thermo      4     4                                               
Disease    0.5                                       0.5          

This provides the following points for the Standard Metahuman
races,

	Elf    9    +1 Quickness [3] +2 Charisma [4] Low-light Eyes [2]
	Dwarf 17    +1 Body [6] -1 Quickness [-3] +2 Strength [4]
			+1 Willpower [5] Thermographic Eyes [4]
			+2 Dice versus Disease [1]
	Orc   19    +3 Body [18] +2 Strength [4] -1 Charisma [-2] 
			-1 Intelligence [-3] Low-light Eyes [2]
	Troll 31    +5 body [30] -1 Quickness [-3] +4 Strength [8] -2
			Charisma [-4] -2 Intelligence [-6] -1 Willpower [-5]
			+1 Dermal [5] +1 Reach [2] Thermographic Eyes [4]

B.    Racial Bias

As can be seen in our society today people are discriminated
against because of their race, creed, sex and sexual preference.
Seattle in 2050 is unlikely to be any less prejudiced. For simplicity
this bias has been broken down into two parts.

1)	Tolerance; will people work with you, serve you in
	restaurants or let you join their Tennis Clubs?
2)	Violence; do supermarket trollies have an affinity for your
	ankles, are you subject to drive-by shootings, or do they
	stop and make sure they got you?

The following table shows how this works. On the basis that if you
are fully Tolerated it is unlikely that people will kill you on sight,
therefore the level of Violence can never be higher than that of
Tolerance.

Levels     Tolerance    Points     Violence     Points
  0         Total          0        Never          0
  1         High          -4      Confront        -4
  2        Average        -8        Wound        -12
  3          Low         -12    Incapacitate     -16
  4         None         -16        Kill         -24

	<<< How do you stop a group of Trolls from raping your sister?
	- Throw them a Football >>>

Again for the standard races the following values are obtained,

Elf         - 8   High Tolerance [-4],          Confront [-4]
Dwarf       - 8   Average Tolerance [-8],       Never [0] 
Orc         -24   Low Tolerance [-12],          Wound [-12]
Troll       -28   Low Tolerance [-12],          Incapacitate [-16]

An additional modifier applies, if the character is of a non Anglo-
American background then either Violence or Tolerance should be
increased one level.

The Racial bias is dependent on how the society in your gaming
universe reacts to metahumans. The following is  a brief view of
how the society in Seattle reacts in our gaming universe.

Elves are very airy people, and a little condescending, in the main
they are alright, but you would not want one to date your daughter.
Elf bashing occurs in some of the predominantly human middle to low
class neighbourhoods.

Dwarves are very thrifty almost miserly, and they are more at home
in sewers and dark tunnels than in civilised society. They have to
pay more for membership to Nightclubs etc and are usually
prevented from staying in high class Hotels. Very little violence is
aimed at dwarves because there is little rep to be gained from it.
The only time that Dwarves get the short stick is in the infrequent
games of Dwarf-Ball (a relative of Dwarf tossing) played in the Big
Rhino, although these are even more infrequent since the ball won
the last game!

Orcs on the other hand are genetically criminal (the amount of
stick that Orc Law enforcers get is quite remarkable) and on the
whole cowards. Most places will not employ them because they are
untrustworthy. They will be unlikely to gain membership of any
non-Orc Clubs and they will most probably be taken for questioning
if they are seen in the lobby of any but the lowest Hotels. Their
rep is such that the young man who has just been mugged by a
female dwarf will swear blind that she was a gang of orcs.

Trolls are considered a cross between a puppy and a rhino. They
are quite stupid (if you repeat it several times they will finally
understand) but will do their best to please you. On the other hand
the best place for them is as faraway from human habitat as
possible. A Troll wondering into a Middle Class neighbourhood (with
out the dust cart) will be shot by a concerned citizen, because
there are small children playing in the neighbourhood.

<<< Did you hear about the Dwarf Mugger? - He charges Sales Tax >>>

C.    Allergies

These are no longer random, and so the severity and type can now
be chosen for the character. They follow the table laid out bellow.

Allergy     Points     Severity     Points
Silver         2       Nuisance        0
Iron           0         Mild         -1
Sunlight      -1       Moderate       -2
Plastic       -3        Severe        -3

As can be seen from above the breakpoints are,
An Elf only needs a Mild Allergy to Iron. [-1,0]
A Dwarf cannot break even.
An Orc does not need an allergy to break even. 
A Troll needs a Nuisance allergy to Plastic. [0,-3]

To illustrate this point, an elf with a severe allergy to plastic [-
3,-3] will gain 5 point which can be used to improve ones standing
in society (termed social modifiers)

D.    Personal Bias

In each race there are levels of discrimination levied against
different members, due to their choice of friends or because of
their similarity to the discriminators (Personal Bias). Therefore a
high personal bias offsets a low racial bias,

Social Modifiers = Personal Bias + Racial Bias

The benefits of using points towards personal bias increase the
Social Modifier. It must be pointed out that because there will
always be some discrimination, your racial bias must always be
larger than your personal bias. For example a troll with a racial
bias of -28 cannot have a personal bias larger than 27. So what
does this Social Modifier effect? Well it makes a difference to how
much you have to pay for your day to day living, as described under
lifestyles.

<<< How do you stop a troll from mugging you? - Tell Him he already has! >>>

E.    SINs and SINlessness

In some campaigns there is a very large penalty for not having a SIN, 
to try and get round this players will try and claim that they have a
SIN gained from some method, It is possible for a SINless person to
obtain a SIN from several places. The cost in points was set at ten 
for a very good reason. If a character is a non mage then they will
always be able to assign priority One to Race so This means that they
must assign at least priority Two. Of course the style of the 
campaign will determine if SINs can be bought in this method and what
they will cost.

IV.   Lifestyles

Well there are two ways to do this. The first is the simple way, the
cost for a months lifestyle is simply multiplied by a factor
relating to the Social Modifier as follows,

Cost = Life style x ( 100 - 3 x Social Modifier )
	-----------------------------
		100

This of course is the simplified version of looking at it and
although you are proportionally penalised due to how much you are
spending, it does mean that even when you are only buying food you
are getting a raw deal. It also does not give any clues as to  what
you actually get for you money. The other method suggested is to
have each lifestyle give you certain points with which to purchase
services. The number of points that you actually get will have your
soicial modifier added to it and that is how many point you get to
spend.

Point Allocation

Lifestyle     Cost      Points      Minimum
Luxury      100,000Y      28          15
High         10,000Y      20          10
Middle        5,000Y      13           7
Low           1,000Y       7           2
Squatter        100Y       3           2
Streets           0Y       0           0

The points that you get are allocated every month so it is possible
to decide that you want to change what you get for your money. It
is also possible to look at what you get and then back calculate how
much you should pay per month. If you are paying for a certain
lifestyle then you should be better off than if you were paying
for the lifestyle bellow that which you are in, so if you social
modifier would take the points value below the minimum points 
allowance then you get the minimum points. It can also be seen that
some of the combinations are rather unrealistic, ie. it is unlikly 
that you could get a security firm to look after your squat.

Points     Food         Shelter    Security         Travel
  0        None          None        None            None
  1      Low Grade      Coffin    Locked Door        None
	 Nutrasoy       Hotel
  2     High Grade      Squat     Neighbourhood      Tube
	Nutrasoy                     Watch           Pass
  3      Autochef     Apartment    Gang Bribes    Jack Rabbit
  4    Maid Service   Nice Condo   Police Bribes    Americar
  5     Housekeeper   Nice House      Security      Westwind
	 Firm
  6     Household     Roomy Condo                    Elite
	 Staff
  7                   Roomy House                   Nightsky
  8                   Snazzy Condo
  9                   Penthouse 

The following are some examples of how the system should be used.

Character Concept,  Elf Company Man with SIN.

The fact that the character is an Elf automatically sets both the Attribute
Modifiers and the Racial Bias. We have also stipulated that he has a SIN so
again we are fixed with that expenditure, so at the moment we have

	0 <= Race -( 9 - 8 + Allergies + Personal Bias + 10)
	     Race -( 11 + Allergies + Personal Bias)

Being a company man with a SIN he will most likly be treated well, and so his
social modifier should be as low as posible (-1) this means that his Personal
Bias will be 7 (-1 = -8 +7), so the equality now becomes,

	0 <= Race -( 11 + Allergies - 7)
	     Race -( 18 + Allergies)

The most points taht can be got back from an allergy are 6 for a Severe
allergy to Plastic. This would mean that the points from race would have to be
at least 12 (priority 2), on the other hand the minimum allergy would cost 2
points and so we would requier 20 points (priority 3). If we assign priority 2
to race then we get 16 points and the equallity becomes as follows.

	0 <= 16 -(18 + Allergies)
	0 <= -2 + Allergies

This means that the character must have at least a Mild allergy to Iron. This
has selected the priority for race and the other priorities should be assigned
in the usuall way, ie.
	Magic		0	None
	Attributes	3	24
	Skills		4	40
	Tech		1	1,000Y
	Race		2	16

The Next Example is very simple,

Character Conception,  Human Magic user with a SIN.

Well from Normal Rules, any full blood mage or shaman must have a priority of
4 for magic and human wishing a SIN must have a race of 2 (they lose the other
6 points of the 16 they get for priority 2 race), so now the remaining
priorities must be assigned
	
	Magic		4	Full magic user
	Attributes	1	17
	Skills		0	17
	Tech		3	150,000/50
	Race		2	16

The last example is more to demonstarte the other parts of the sytem, it
involves the creation of a new race, we will follow in the Tolkinesk vein and
call them Hobbits. The first thing we must deside is what their stats are
changed by (remember this is for the race as a whole not one individual).

	[DEATH TO HOBBITSSSSS! --CDR]

Hobbits are tought little creatures (+1 Body), they are also agile although
they don't run that fast (+2 quickness, x 3 running multiplyer). They are not
very strong (-1 strenght), and they have average charisma. They have simmilar
inteligence to humans but are generaly more stubbone than even dwarves (+2
willpower). They don't have much of a reach, and are as blind in the dark as
humans (no vision mods), however they are very resistant to poisions and other
diseases (+2 dice vs disease). Thier lack of stature makes them the butt of
everybodies jokes, but thier harmless jovial behaviour means that they are
never physicaly harmed.

	[Don't start paragraph's with From!
	 And don't use brackets - those are reserved for comments. --CDR]

[F]rom the above discription we can work out the Attribute Modifiers, Racial
Bias and average Social Modifiers for hobbits.

Attribute Modifiers,

	+1 Body			( +6)
	+2 Quickness		( +6)
	-1 Strength		( -2)
	+2 Willpower		(+10)
	+2 dice Vs Desesase	( +1)
	Total Modifier		(+21)

Racial Bias

	Average Tolerance	(-8)
	No Violence		( 0)
	Total Modifier		(-8)

This means that the Social Modifier for a Hobbit is also -8.



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

End of Flashlife
**************************
