From: v121mhb5@ubvmsc.cc.buffalo.edu (D.O.G. of S.A.R.P.A.)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun Questions
Date: 6 Oct 92 17:14:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <92279.143411AMS138@psuvm.psu.edu>, AMS138@psuvm.psu.edu writes...
>Hopefully, these are not FAQ, (if the are, please direct me to the FAQ list),
>but here goes...
> 
>1) Does anyone have any material of running in the D.C./Baltimore area.  The
>   Neo-Anarchist Guide to North America mentions the Federal District of
>   Columbia, but no details were given.

	The Neo-Anarchist guide does give some maps and locations.  Don't
expect to see a Sourcebook for the Area, though.

> 
>2) Is there any material on shell people (ref. Anne McCafrey) - basically
>   peoples brain and nervous system in a mobile support chamber, or cyborgs.
>   These seem like logical extensions of replacement technologies.
> 

	Well, if you as a GM don't mind screwing over the essence  rules
completely, there's no reason why you can't create an entity with as much
cyberware and whatever stats you want to give it.  Then again, you really
can't work this in for PC types.  As for the "official" SR Universe, I
haven't seen anything like this yet.

>3) What about psionics (mind powers)?  Is there an established way to handle
>   this, is it handled under magik, or is it completely ignored?
> 

	Well, you could develop a "psionic adept".  Come up with some
abilities like limited telepathy, danger sense, that sort of thing.
Character wouldn't be a full-blown spellcaster, but so what.

	It is never indicated in the rules whether or not mana spells
like Mana Bolt or Sleep have physical manifestations.  If, in your game,
you decide these spells are not visible to mundanes, then you can build
a "psionicist" by giving a mage mana bolt, mind probe, control thoughts,
and maybe a magic fingers spell.  A lot of the spells are really flexible
this way.  (But have you seen the drain code for Mind Probe in SR II?)

>4) Speaking of magik, is it all encompasing, or are there variance in power
>   in different places (and how do you handle it).  Also, is magik operable
>   in orbit (and beyond?)?
> 

	First of all, in the Grimoire you have background count rules, for
places in which there is such a surplus of psychic energy that astral per-
ception is very difficult.  If you wanted to create a "holy ground" that
gives bonus dice to certain shamans, etc, you probably could.

	I had a chat with Tom Dowd at Origins back in '91.  He explained
then that astral space basically covers the earth's atmosphere only.
There is no magic above a certain altitude, and any mage who gets boosted
into orbit is likely to go insane.  The game universe has made hardly any
mention of space, so I guess there's room for a GM to be inventive.

>I would also like any input on handling mutations and bioengineering, spell
>research (creating new spells), alternate totems, etc.  Either post,E-mail or
>US Mail.
> 

	Spell research is covered pretty well in the Grimoire.  SRII and
the Grimoire contain some new totems (like lion and shark) that aren't
in the basic game.  Bioengineering gets treated in the new Shadowtech
sourcebook, which has all sorts of nasty goodies in it.  
	Hey, if you wanna create a mutant, it's not to hard to decide
what stats it should have.  Of course, I'm not real sure what the damage
code of a tentacle would be.....

					Jim Scannell
					Killer GM at large

>Thanks.
> 
>Yah, Drinking kills brain cells, but only the weak ones.
>----------------------------------------------------------------------
>Andrew M. Schmidt                 BITNET:   ams138@psuvm
>University Creamery, PSU          INTERNET: ams138@psuvm.psu.edu
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