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- @SH y @CO 5 1 @EX 0 ram:data/farbe @TI "NAGEE 1"
- THE FIRST ANNUAL NEO-ANARCHISTS GUIDE TO EVERYTHING ELSE
- @CO 2 1
- "It is easier not to believe in electrons than in dragons: electrons, at
- least taken singly, won't try to make a meal of you."
- Stanislaw Lem
- The Cyberiad: Fables for the Cybernetic Age
-
- Edited and Compiled by Jerry Stratton
- jerry@teetot.acusd.edu
- jerry@usdcsv.acusd.edu
- Compuserve: 76506,636
-
- The copyrights of each article are held by the original authors.
- This compilation is Copyright © 1992 Jerry Stratton.
- Distribute freely, at no cost to the user or profit for yourself.
-
- Welcome to the First Annual Neo-Anarchists Guide to Everything Else. If we're
- lucky, this will be a semi-regular electronically-distributed magazine devoted
- to FASA's Shadowrun® role-playing game. In the NAGEE, we'll be covering
- everything else. Everything that our contributors feel should have been
- covered, but wasn't. And, just things that look nice, 'cause looking good is
- the only way to go.
-
- If you'd like to contribute, here's the kind of stuff we're looking for:
- 1) Area Descriptions
- 2) Adventures
- 3) Fiction
- 4) Spells
- 5) Spirits
- 6) Cyberware, Weapons, and Equipment
- 7) Creatures
- 8) Reviews
- 9) Everything Else
-
- Take a look at this issue for an example. If you see something that inspires
- you, send us your inspiration. If you see something that's missing, send us
- that as well. If you have no idea what to write about, describe your home town
- as it will exist in the year 2050, after the awakening. Or write a story about
- one of your characters' adventures. Or, just sit back and read. They also
- serve who just chip in. Tell us what you think about the articles, as well.
- If we get letters, we'll print them, just like a real magazine. Heck, you can
- even send them in shadowtalk.
-
- By the way, this Guide comes in two versions -- Rich Text Format (for Word 4.0
- and other word processors) and an ascii text version. The ascii version
- contains the same information as the Word version, but doesn't look nearly as
- spiffy. If you don't have a friend with a Macintosh and Word 4.0 (or higher),
- expand your circle of friends: contacts are, after all, the key to survival.
-
- Many thanks to all those who have contributed to this issue.
-
-
- CONTENTS:
- Bulletin Board
- Fort Hollywood
- Louder Than A Bomb
- The Meat Market
- Dead Zones
- Shadow U.
- The Neo-Anarchists' On-Line Grimoire
- Master Spell List
- The Pharmacy
- Shadow Space
- Insanity
- A Confederate Cajun in Southern California
- Law of the Pack
- The Chipper
-
- The Annual Neo-Anarchists Guide to Everything Else is published whenever I feel
- like it. I'm Jerry Stratton. My address is 4129 1/2 Utah Street, San Diego,
- CA 92104. The single copy price is jack shit, and there is no subscription.
- Direct inquires to Jerry Stratton at jerry@teetot.acusd.edu or
- jerry@usdcsv.acusd.edu on internet, or 76506,636 on Compuserve. The above
- addresses are subject to change, especially Snail Mail. The First Annual
- Neo-Anarchists Guide to Everything Else was released on March 15, 1992. Beware
- the Ides of March, chummer. Current issues should be available on Compuserve's
- RPG group and via anonymous ftp at usdcsv.acusd.edu in the rpg/shadowrun
- directory. Shadowrun is a registered trademark of FASA, Inc.
-
- THE BULLETIN BOARD
-
-
- From: Silver Cianide
- Address: <jerry@teetot.acusd.edu>
- Date: Wed, 11 Mar 52 09:27:11
- To: Neo.Anarch.Guide.Everything.Else
- Subject: The Bulletin Board
-
- Well, the bulletin board for the Neo-Anarchists Guide to Everything Else is now
- officially up. Send your comments, ideas, information, warnings, and just
- plain drek to the Bulletin Board via me, Silver Cianide, at
- jerry@teetot.acusd.edu.
-
-
- From: Maximum Overload
- Address: <gaul@wam.umd.edu>
- Date: Wed, 11 Mar 52 23:07:54 -0500
- To: Neo.Anarch.Guide.Everything.Else
- Subject: Orichalum Cyberarms
-
- How 'bout this one... to ponder, there are no real rules in this one, merely
- an idea.
-
- The Orichalum Cyberarm... Ideal for punching, plus a good focus as well...
- Mind you, the mage using this does lose a point of essence, but the fact that
- there is a focus involved does compensate. Cost is the usual... Cyberarm
- cost+(rating x 300,000); A bit steep, but when you consider the possibilities
- (orichalum spurs, razors, etc.) it works out. I doubt Orichalum Decks would be
- useful (magic and VR doesn't mix at all!) and vehicles are right out.
-
- A little background...I ran into a CorpMage with one of these. Dear ol' Max
- Overload (El Rigger Mejor, c'est moi) hit him with a panzer. Just cuz you're
- magic don't mean you're invulnerable to tech.
-
-
- From: Maximum Overload
- Address: <gaul@wam.umd.edu>
- Date: Thu, 12 Mar 52 19:37:49 -0500
- To: Neo.Anarch.Guide.Everything.Else
- Subject: BloodRunners
-
- Somewhere in California (any place, really) there is a growing gang called the
- BloodRunners. Even for a Sprawl Gang they are vicious and cruel. They are all
- of mixed race, creed, and subspecies, but they all share a common bond. Anger
- and hate. Their leadership are mostly Vampiric, and most underlings are not,
- but (when they prove themselves) are infected as they rise in rank. The Yaks
- are using them more and more often as hit teams or enforcers (since they are
- rather effective), and the Seolpa Rings are beginning to realize their
- potential as well. Both are actively employing the BloodRunners for various
- jobs, although each are unaware of the others presence. The BloodRunners don't
- dress like a gang, they all wear normal clothing (so as not to make them easily
- distinguishable), however, they do all wear black silk shirts so they can
- recognize each other.
-
- The BloodRunners are extremely dangerous... Not to be taken lightly. If ever
- confronted, pray. Some of us carry silver crosses for that purpose. Another
- characteristic worth mentioning- whether or not the gang member is infected
- with the Vampiric Virus, all members drink the blood of the slain after a
- skirmish or battle. They even scare the I-Marines.
-
- I ran into one once - With an Armored ATV. Had to back over it twice and then
- tossed it into the Pacific. Needless to say, I now live in FDC.
-
-
- From: Silver Cianide
- Address: <jerry@teetot.acusd.edu>
- Date: Sat, 14 Mar 52 09:18:50
- To: Neo.Anarch.Guide.Everything.Else
- Subject: BloodRunners
-
- Fraggin Christ! Does anyone else have any confirmation of this?
-
-
- From: TAG
- Address: dmm@linde.harvard.edu
- Date: Sun, 15 Mar 52 07:07:56 EST
- To: Neo.Anarch.Guide.Everything.Else
- Subject: The Barrier
-
- My party is attempting to circumvent the primary problems e.g. insanity/death
- associated with the barrier by entering a state of "cryogenic statis" in a life
- support unit on the way up. Why cryo? We hope that our lowered body functions
- and reduced auras due to being enclosed in high tech machinery will help us
- survive. We have already decided we can deal with the rest of the problems.
- Dave will be there with them and could use your input.
-
-
- From: Silver Cianide
- Address: <jerry@teetot.acusd.edu>
- Date: Sun, 15 Mar 52 08:41:55
- To: Neo.Anarch.Guide.Everything.Else
- Subject: The Barrier
-
- Well, I can't name my sources, but you might look at the article in this issue
- of the NAGEE (Shadow Space). It describes the state of astral space beyond the
- barrier and in the void. (It also includes your group's findings on the
- barrier. Thanks much! Not everyone would have been willing to share such
- hard-won data.)
-
- I think I speak for many when I say we await your findings avidly. I hope you
- come back to tell us what's out there.
-
-
- FORT HOLLYWOOD
- WELCOME TO THE JUNGLE
-
- "I think you're wild.
- You're chrome on my cyber, Hollywood Child."
- -- Elven Ozone, Creamtronic Dreams
-
- Disclaimer: Hey! I get to write something for the Anarchists' Guide! Rock
- on! I've tried to make sure this is as accurate as possible, and I've called
- on quite a few of my friends to add their comments. Enjoy, chemsabes.
-
- Jerry Stratton, Silver Cianide
- jerry@teetot.acusd.edu
-
- LOS ANGELES
-
- A SHORT HISTORY OF HELL
-
- The first thing people see when flying into Los Angeles at night is the sea of
- light. Los Angeles is the largest metrozone in North America. Extending from
- the Angeles National Forest 160 kilometers down to Northern San Clemente, from
- the Pacific Ocean 100 kilometers to Palm Springs, Los Angeles is solid urbania.
- There are sections of Los Angeles that haven't been seen by outside eyes for 20
- years or more. East Los Angeles and the Watts District are today's versions of
- our grandparents' uncharted jungles. Who can forget Brigit McSidhe's classic
- performance in Tarzana of the Jungle?
-
- Landing at LAX, Los Angeles is the largest jewel in the world, a nightlight of
- immense proportions. The third thickest smog in the world makes it sparkle
- like chrome on a poseur.
-
- Describing the lights of Los Angeles in the twentieth century, Douglas Adams
- said:
-
- "... but light is meant to illuminate something, and having driven through
- what this particularly dramatic sea of light was illuminating they didn't think
- much of it."
-
- Mr. Adams also described Los Angeles as "...being like several thousand square
- miles of [...] junk mail, but without the same sense of moral depth. Plus the
- air is, for some reason, yellow."
-
- Of course, today it's brown. If you plan on spending any time outside, bring a
- filter.
-
- He makes a good point. Los Angeles is now a rat's maze of walls and highways.
- In the jungles, there is no law and no escape. All areas around a jungle are
- walled, with the result being the jungles are walled in. Gangs rule like
- ancient Irish marauders.
-
- >>>[You'll need weaponry in the jungles, but don't flaunt it. People
- will die for a good weapon in the shit zones of LA, and gang leaders
- will not hesitate to sacrifice their gangs for a good automatic.]<<<
- -- Erol Flin (10:11:54/01-01-50)
-
- >>>[Don't even be seen with smart goggles. You'll be wading in corpses
- in seconds.]<<<
- -- Chrome Charlie (09:54:12/01-01-50)
-
-
- HIGHWAYS AND LOWAYS
-
- In Los Angeles you only need a drivers' license to drive the highways, since
- that's the only place where the CHP patrols. Local police will only require
- that you have a credstick or other form of identification. A drivers' license
- is a valid form of identification, of course.
-
- Highways:
- 2 Santa Monica Blvd
- 134 Ventura Frwy
- 210/30 Foothill Frwy
- 170 Hollywood Frwy
- 42/5 Santa Ana Frwy
- 10 (West) Santa Monica Frwy
- 110 Harbor/Pasadena Frwy
- 405 (from 101 to 2) San Diego Frwy
- 5 (North of 10) Golden State Frwy
- 10 (West to 210) Santa Monica Frwy
- 1 Pacific Coast Hwy
-
- Loways:
- 405 (except 101 to 2) San Diego Frwy
- 101 Ventura/Hlywd Frwy
- 66 Foothill Blvd
- 5 (except N of 10) Santa Ana Frwy
- 10 (East to 210) San Bernardino Frwy
- 710 (except N of 10) Long Beach Frwy
- 39 Beach Blvd
- 72 Whittier Blvd
-
- >>>[Last time I was in Hollywood, I was stopped from entering Hwy 101.
- Security officer recommended I just turn around unless I had an
- automatic of some kind. I guess the rent-a-car looked too sedate.]<<<
- -- MicroMara (19:12:34/01-02-50)
-
- >>>[You were in LA without a weapon?]<<<
- -- Chrome Charlie (10:07:11/01-03-50)
-
- >>>[I had an Ingram under the seat, but I wasn't going to show it to a
- fucking cop!]<<<
- -- MicroMara (18:49:41/01-03-50)
-
- >>>[Why? Cops admire a good weapon as much as anyone else.]<<<
- -- Security Czech (20:52:02/01-03-50)
-
- If you're going to drive a highway, you'll need a permit. Highways are
- strictly regulated to avoid traffic problems. There are 24 colors, each for a
- specific hour, and you buy the color(s) you need. The Gold Permit is rare and
- expensive, but it gives you full access to the highway you ride. The Gold
- Permit costs 20,000´. Standard Permits cost 1,200´, and permits last for one
- year. You can get a Commuter Permit for 1,800´, which gives you the choice of
- two hours, but they must be at least 6 hours apart. If you want one for a
- prime hour (6,7,8, and 9 in the morning, or 3,4,5,6,7 or 8 in the afternoon),
- apply early. The waiting period for these ranges from 2-12 months, depending
- on the highway. Others have a waiting period of from 0 to 11 weeks.
-
- If you need to use the highway now, you can wait in the daily lane. This
- allows you to use the highway once, for up to an hour. You'll need to buy
- another daily for your return trip. Dailies cost 10´ normally, 15´ on weekends
- (6 PM Friday to 4 AM Monday).
-
- >>>[Be prepared to wait up to 3-4 hours on Friday and Saturday nights.
- And the Hollywood offramps are usually locked out after 11 PM those
- nights.]<<<
- -- Thomas Chin (03:39:25/01-03-50)
-
- >>>[Damn cruisers.]<<<
- -- Chrome Charlie (10:09:11/01-03-50)
-
- >>>[The chips will stop and arrest anyone driving with an incorrect
- permit. They do not want another disaster like the Highway 101 fiasco.
- If you miss your time slot, you've just missed a day of work.]<<<
- -- MicroMara (19:02:12/01-03-50)
-
- >>>[Why not take the bus? They've got Gold Permits.]<<<
- -- Security Czech (20:58:59/01-03-50)
-
- >>>[Sure. And you'll be lucky if any part of your car remains at all in
- the bus parking lot. They're guarded by incompetent orcs on meth.<<<]
- -- Bible Bob (00:05:32/01-03-50)
-
- >>>[Hey! My brother-in-law is a parking attendant for CalTrans.]<<<
- -- Erol Flin (10:01:41/01-04-50)
-
- >>>[See?]<<<
- -- Chrome Charlie (10:29:29/01-04-50)
-
- >>>[The best way to get onto the Highway is to rent a car with the right
- permit. Rent-a-car agencies by permits in allotments. Renting a permit
- with your car usually adds 20-60´ per day, depending on the time slot.
- Or 400-1000´ for a Gold.]<<<
- -- Hank Spank Williams
- (13:21:05/01-04-50)
-
- >>>[Don't think you can fool a chip with a colored sticker. The colors
- of the permit are for you, not the cops. The permits are actually
- upcoded for ultraviolet scan.]<<<
- -- Puestiel (14:42:20/01-04-50)
-
- >>>[Which brings up a little known fact: when you buy a permit, your
- name goes into a police file (easy to get into, my decker friends tell
- me). Chip copters automatically scan every car they pass, and the
- computer can tell if the car has been reported stolen or if there's
- anything the police want to talk with you about.]<<<
- -- MicroMara (18:48:02/01-04-50)
-
- >>>[Deckers got friends? Anyway, it also means they keep track of who's
- been where, don't they?]<<<
- -- Lester Riverfield
- (19:18:21/01-04-50)
-
- Loways do not require permits. Bring beer, a pizza, and a weapon. You'll
- be going about two kilometers an hour at best. Many people on the Loways
- live in their vehicles.
-
- >>>[Of course they do. They lost their lease while they were stuck on
- the road.]<<<
- -- MicroMara (19:22:34/01-03-50)
-
- >>>[The best way to get around on the Loways is by bike. Gotta look out
- for the assholes, though. Never know when someone's going to swerve or
- open a door.]<<<
- -- Erol Flin (10:11:09/01-04-50)
-
- >>>[Loway 101 has the best parties]<<<
- -- Chrome Charlie (10:37:29/01-04-50)
-
- >>>[Make sure your credstick is green. Food copters will lower food,
- drinks, water, and gas. But it costs. About triple standard prices. Oh,
- and bring cash or barter for the less legal stuff.]<<<
- -- Feral (12:03:58/01-04-50)
-
-
-
- SPECIAL ATTRACTIONS IN LOS ANGELES
- ------------------------------------------------------------------------------
-
- DISNEYLAND
- ----------
- Disneyland was founded nearly a century ago as the dream of pioneer vid
- animator Walt Disney. Disneyland is by far the best children's show of the
- awakened world. The Adult price is 40´, and the Child (14 or under) price is
- 30´.
-
- >>>[You can get a 10´ discount at just about any Ralph's. And Disney is
- always doing special promotions.]<<<
- -- John (02:33:11/01-02-50)
-
- >>>[Disney security is top-notch. They don't want anything screwing up
- the kiddies' fun. And believe me, they can hide a lot of weaponry inside
- those stupid costumes.]<<<
- -- MicroMara (18:57:09/01-04-50)
-
- >>>[Who the frag wants to make a run on Disneyland?]<<<
- -- Feral (12:01:32/01-05-50)
-
-
- THE LA BREA TAR PITS
- --------------------
- Once a major attraction in Los Angeles (The Rancho La Brea Fossil Pits), the
- tar pits were purchased by the Thessalonians, an order of mages, in 2032.
- Originally, their contract required that they keep the tar pits open to the
- public, but after an altercation with the city, they closed their doors in
- 2034.
-
- >>>[Yeah. The city was none too pleased about the drek going on there.
- In 2034 a swat team tried going in. The fireworks were incredible, but
- the mages won. Nobody's been inside the pits since then.]<<<
- -- Puestiel (14:30:32/01-04-50)
-
- >>>[What drek? What were the Thesses doing that the city didn't like
- enough to risk taking on an order of mages?]<<<
- -- Chrome Charlie (10:57:01/01-04-50)
-
- Now, the tar pits are covered with a wicker and mud dome, and surrounded
- by meso-american stonework. Shops nearby sell postcards and other
- memorabilia.
-
- >>>[Yeah, and every morning the stones are covered in graffiti, and
- every morning they clean it off by nine.]<<<
- -- Puestiel (14:41:20/01-04-50)
-
-
- THE LOS ANGELES COUNTY MUSEUM OF ART
- ------------------------------------
- Located at 851 La Cienega, in a relatively decent section of Los Angeles, the
- LA County Museum of Art has a vast collection of modern and historical art.
- The Museum specializes in indigenous American artforms - from pre-Columbian
- Mexico and Peru to that of the Eskimo tribes of UCAS, and colonial America.
-
- There are also galleries for the Italian Renaissance, the Dutch Golden
- Age, French Impressionism, and African post-Awakening.
-
- >>>[Heh. I remember when they airlifted all the art out of the original
- location, on Wilshire Blvd, back in '29.]<<<
- -- Puestiel (14:49:33/01-04-50)
-
- >>>[Anyone know what ever happened to that building?]<<<
- -- Bible Bob (00:12:57/01-03-50)
-
-
- SOUTH COAST BOTANICAL GARDEN
- ----------------------------
- Located at 26300 Crenshaw Blvd, on the Palos Verdes Peninsula, the South Coast
- Botanic Garden is an amazing sight for most Langelenos. Admission is 5´ per
- adult, 2´ for senior citizens and children. The garden contains a lake, ducks,
- an orchard, and a wild bird sanctuary. Plants from Mediterranean and African
- climes join with Southern California plants in this 87-acre planned wilderness.
-
- >>>[The garden is a fragging weird place. Every once in a while some
- enchanter gets the idea that it makes a perfect hunting ground for bio
- supplies -- Mediterranean and African? What could be better? -- but it's
- invariably an immense waste of time, effort, and soul. The plants here
- simply cannot be enchanted.]<<<
- -- Arden Ariadne (20:50:31/12-30-50)
-
- >>>[Yeah. I was one of them. Afterwards, I checked into the history of
- the thing, and it turns out the gardens are on top of a twentieth
- century sanitary landfill. And landfill's atop an earlier diatomaceous
- earth mine. It's no fragging wonder there's no magic left there.]<<<
- -- John Flaring Tree (09:33:03/01-01-50)
-
-
- HOLLYWOOD
- ---------
- Hollywood has walls on three sides, and the fourth side is blocked by the
- foothills of Mt. Hollywood. Hollywood is walled from Van Ness Avenue in the
- east to Fairfax Avenue in the west, and Melrose Boulevard in the south. It is
- bordered by West Hollywood (west), Wilshire (south), and City College (east).
- Laurel Canyon City is considered by some to be part of Beverly Hills, and
- Laurel Canyon does cooperate fully with both Hollywood and Beverly Hills
- officials. Laurel Canyon is the route between Hollywood and Beverly Hills,
- since West Hollywood is walled out of both places. The Laurel Canyon-West
- Hollywood wall runs along the south side of Sunset Blvd.
-
- On weekends, outsiders try to go over the walls, especially from West Hollywood
- and City College.
-
- >>>[Most succeed. But remember that Hollywood Security shoots to kill.
- Still, once you're inside, you're safe.]<<<
- -- Chrome Charlie (10:29:25/01-03-50)
-
- >>>[Sure, from Security. But don't wander off the blvd at night!]<<<
- -- Feral (12:01:11/01-03-50)
-
- >>>[The blvd fills up on Friday nights. Most shops stay open well past
- midnight, if only to protect their stores.]<<<
- -- Hank Spank Williams (13:33:31/01-04-50)
-
- The authorities recommend that tourists take a bus or a cab. There is no
- parking on weekends unless you get in Friday morning, before the morning rush
- hour. As office workers leave Hollywood, cruisers come in.
-
- >>>[Well, I recommend hiring a helicopter. No telling who you'll meet
- on a bus.]<<<
- -- MicroMara (18:37:22/01-02-50)
-
- >>>[Since when was an anarchists' guide for drekkin' tourists,
- anyway?]<<<
- -- Chrome Charlie (10:31:21/01-03-50)
-
- >>>[Incidentally, Hollywood is a Corp. It's got a CEO and a Board of
- Directors like any other. And it brings in a ton of Nuyen. Anyone taken
- a look at their balance sheet recently?]<<<
- -- Feral (12:39:42/01-03-50)
-
-
- HOTELS IN HOLLYWOOD
-
- THE DUNES SUNSET HOTEL & RESTAURANT
- --------------------------------------------
- 5625 Sunset Blvd.
- (213) 467-5171
-
- The Dunes motel actively seeks the tourist market. It is located near
- Universal Studios, Dodger Stadium, the Hollywood Convention Center, the
- Memorial Coliseum, and, of course, Beverly Hills. They provide daily,
- inexpensive tours through Hollywood, Laurel Canyon, and Beverly Hills. You can
- expect to pay two times normal prices here. The rooms are small, and the Motel
- only has ten floors, but it is spread out over nearly an entire block.
-
-
- HOLLYWOOD PALM HOTEL
- ---------------------------------------------
- 2005 N. Highland Ave.
- (213) 850-5811
-
- The Hollywood Palm cultivates an early twentieth-century charm. Near the
- famous Hollywood Bowl, the Palm is an expensive place for tourists and the
- hotel of choice for celebrities. The upper 19 floors are reserved for those in
- the acting profession, and the lower 35 floors are for the general public. The
- Palm has it's own small city -- twelve restaurants, a bank, a rent-a-car
- agency, and a small hospital.
-
- Expect to pay approximately 4 to 5 times normal for a general-occupancy room in
- the Hollywood Palm. If you're a celebrity, you can pay up to 10 to 20 times
- that, but the service is worth it.
-
-
- HOLLYWOOD ROOSEVELT HOTEL
- ----------------------------------------------
- 7000 Hollywood Blvd
- (Hollywood and Orange)
- (213) 462-5400
-
- The Hotel Roosevelt was built in the early twentieth century, renovated in
- latter part of the twentieth century, and renovated again in 2029. The upper
- floors are almost always reserved for acting ensembles and other luminaries.
- Rates for the lower floors will be about three times that of a comparable hotel
- elsewhere. Expect to pay ten to 20 times for an upper floor.
-
- The Roosevelt now has 50 stories, and sways like a palm tree during an
- earthquake. There are plans to add another 10 stories to the old hotel.
-
-
- HOTEL HOLLYWOOD
- ----------------------------------------------
- 5825 Sunset Blvd
- (213) 462-5400
-
- The Hotel Hollywood has just been completely renovated. It is now the largest
- hotel in Hollywood, with 79 floors.
-
- >>>[Of course it's just been renovated. Someone blew up the last
- one.]<<<
- -- Chrome Charlie [10:20:32/01-03/50]
-
- Rates here are only about twice what you'd pay for a comparable hotel room
- elsewhere. The Hotel Hollywood used to be a seedy place, and hasn't yet moved
- beyond the tourist industry. You won't find any stars staying at the
- Hollywood.
-
- >>>[You can see the upper floors in the latest Neil sim -- they're using
- them for the dormitory site.]<<<
- -- Warner Bones (08:49:31/01-07-50)
-
- >>>[There are, of course, dozens upon dozens of seedy dives in this
- town. You can get away with only moderate prices (a drekky room for what
- you'd expect to pay for a good one) if you want to.]<<<
- -- Feral (12:21:19/01-07-50)
-
-
- HYATT ON SUNSET
- --------------------------------------------
- 8401 Sunset Blvd
- (213) 656-4101
-
- The Hyatt is located between Beverly Hills and Hollywood. It's south side
- overlooks the Laurel Canyon-West Hollywood wall, and the north side overlooks
- the Hollywood Hills (Laurel Canyon). The Hyatt is a favorite of corps types.
- Corporation meetings and continental conferences are regularly held at the
- Hyatt.
-
- Expect to pay three to five times normal for a room here. Many corporations
- have a discount at the Hyatt, so check with your boss first.
-
- >>>[My boss? Somehow I don't think the Ripper has a working relationship
- with the Hyatt on Sunset.]<<<
- -- MicroMara (18:46:20/01-02-50)
-
-
-
- HOLLYWOOD
-
- COLUMBIA RECORDS AND CHIPS
- --------------------------
- Like most record companies, CRC maintains a sizeable presence in Hollywood.
- Columbia, however, is much more ostentatious than others. Their building is
- built with floors that look vaguely like 80 disks stuck one on top of the
- other.
-
- >>>[They'll charge you 1´ for a tour of the place. But no free
- handouts.]<<<
- -- Chrome Charlie [10:20:15/01-05/50]
-
-
- GUITAR CENTER OF HOLLYWOOD
- --------------------------
- The famous Guitar Center chain's main store is on Sunset Boulevard near the
- border between Hollywood and Laurel Canyon. See the axes made famous by Paul
- Gilbert, Eddie Van Halen, Riot Tenzine and Torquemada, among many, many others.
-
- >>>[Of course, if you don't want to spend quite so much, or the sight of
- sleeze bothers you, there are about a dozen other music stores in the
- same three block area.]<<<
- -- Silver Cianide (10:21:51/01-03-50)
-
-
- HOLLYWOOD BOWL
- --------------
- Just head on up Highland Avenue or Cahuenga, and signs will direct you to the
- famous Hollywood Bowl. The Bowl is a wonderful concert hall. It's surrounded
- by the Hollywood Bowl theme park. The theme park is only 2´ if you have a
- ticket for a Bowl event, or 10´ otherwise (8´ Seniors and children). During
- the summer, the Los Angeles Philharmonic plays here regularly. Most rock and
- pop tours pass through the Bowl on their way through the CFS.
-
- >>>[The Bowl is truly a wonderful place to hear music. It's like
- listening to Bach somewhere deep beneath the earth.]<<<
- -- MicroMara (18:49:41/01-02-50)
-
-
- THE HOLLYWOOD CHRISTMAS PARADE
- ------------------------------
- For over 120 years the Hollywood Christmas Parade has been a staple of the
- Christmas season on the North American continent. Even in the depths of the
- VITAS plague, Hollywood continued to present us with a cheering spectacle of
- lightness and goodwill.
-
- The parade is usually the Sunday following the third Thursday of November, for
- historical reasons. Many Hollywood civic groups participate, as do many
- celebrities. Since 2035, the Screen Actors Guild has provided a yearly show of
- wage mage actors sure to warm the heart.
-
- >>>[Bleah! Bleah, bleah bleah!]<<<
- -- Hank Spank Williams (13:42:31/01-11-50)
-
-
- THE HOLLYWOOD SIGN
- ------------------
- The sign was originally built with mules and wagons in 1923. It was destroyed
- in 1978, and restored in the same year, this time with helicopters. Then, the
- sign was mostly cement, 45 feet high and 450 feet wide. In 2032, the Hollywood
- Chamber of Commerce decided to bring the sign up to date, and after a five year
- celebrity fund-raising campaign, the familiar laser-light auto-stim sign was
- put in place.
-
- The sign is part of Griffith Park, near the Griffith Park Astronomical Museum.
-
- >>>[Believe it or not, the Griffith Park Rangers are trouble to mess
- with. I guess after the Lord Holies tried to blow up the sign in '47,
- Hollywood decided to hire some professionals.]<<<
- -- Feral (13:01:53/01-07-50)
-
- >>>[Old news. Sure, they did hire some pretty expert people in '48 and
- '49, but 'cost-cutting measures' forced them to go back to standard
- security in '50. So if you want to make a run on the sign (why?) you
- shouldn't have any problem.]<<<
- -- Chrome Charlie [10:15:28/01-08-50]
-
-
- THE HOLLYWOOD STRIP
- -------------------
- The place to be in Hollywood on the weekends is the strip. Hollywood Boulevard
- is half of it. The other half is Sunset Boulevard. Take your car, your bike,
- or your feet, and drive from Hollywood Boulevard to Vine Street to Sunset
- Boulevard (or, if you're feeling adventurous, Melrose Boulevard), to . Don't
- take Orange, the lights only work half the time. And just keep circling. Stop
- in at the Sunset Grill for a burger if you're not worried about your health.
- And bring a gas mask.
-
- >>>[Like filters aren't SI in Hollywood anyway? Yo, waitress! I'd like a
- burger and a side order of emph, to go!]<<<
- -- Hank Spank Williams (13:35:51/01-11-50)
-
- >>>[Designer filters are all the rage. You can pick them up at most
- shops on the boulevard. Everywhere but Hollywood, air filters are white
- and boring.]<<<
- -- Warner Bones [08:43:32/01-07-50]
-
- One of the first things you'll notice on Hollywood Boulevard and Vine Street
- are the stars on the sidewalk. Don't look down too much, those holograms can
- get very disorienting.
-
- >>>[That's verity. I've seen people trip over themselves and fall into
- the street because of those things. Fortunately, traffic never moves
- faster than a crawl.<<<
- -- Warner Bones (09:01:55/01-07-50)
-
- These are dedications to entertainment stars of the past and present. If a
- star has died recently, you'll see a light display and flowers above their
- star.
-
- >>>[Heh. When Charlie Sheen died, the faux-fleurs and holo-deds came in
- from everywhere. They had to set up a special viewing room somewhere
- else, because it blocked the boulevard. And we don't let nothing block
- the boulevard.]<<<
- -- Chrome Charlie [10:35:09/01-03/50]
-
-
- THE MELROSE WALL
- ----------------
- On Melrose Boulevard you can see the South Wall -- it's right behind the
- buildings.
-
- >>>[You can usually find a couple of bodies there as well.]<<<
- -- Chrome Charlie (10:49:20/01-03-50)
-
-
- MUSICIANS INSTITUTE
- ------------------------------------------------
- McCadden and Hawthorne
-
- Hidden just off Hollywood Boulevard (and in the shadow of the Hollywood
- Dianetics Building), Musicians Institute has been churning out speed
- guitarists, bassists, drummers, synthists, and vocalists since the twentieth
- century. As their alumni, they boast of such historic greats as Paul Gilbert,
- Adrian Anders, Nathan Holm, Meci Abroux, and Teleri Orloff. Elven Ozone's
- bassist Mike Orgone swears by his BIT (Bassist Institute of Technology)
- training. If you're interested in honing your chops, seriously consider
- spending a year with the Institute.
-
-
- THE NEW ORC WAX MUSEUM
- -----------------------------------------------
- Hollywood and Highland
-
- Once the Hollywood Wax Museum, this is one of the oldest institutions in
- Hollywood. All the stars of today and yesterday are sculpted in life- like
- wax. You can have your picture taken with anyone from Dunkelzahn to Neil the
- Ork Barbarian.
-
- >>>[The best museum is their basement. They don't re-use their wax, just
- in case some of these has-beens ever come back into style. They've got a
- basement full of old and long-forgotten actors.]<<<
- -- Warner Bones (09:23:21/01-07-50)
-
- >>>[The reason they don't re-use them is that the real bodies are
- underneath the wax, drek-head.]<<<
- -- Chrome Charlie (10:21:39/01-02-50)
-
-
- THE SUNSET STRIP
- ----------------
- For most people, Sunset Boulevard is the other half of the Strip. It doesn't
- have the proliferation of small shops that Hollywood Boulevard does but it does
- have a couple of nice minimalls and more established fast food joints.
-
- >>>[The best record stores are on Melrose, chummer.]<<<
- -- Chrome Charlie (10:39:21/01-03-50)
-
- >>>[Yeah, but if you want a guitar, go all the way to the end of Sunset.
- Start at Guitar Center, and wander in a blissful haze.]<<<
- -- Silver Cianide (10:45:35/01-03-50)
-
-
- XIAO'S CHINESE THEATRE
- --------------------------------------------------------
- Hollywood and Orange, Xiao Inc.
-
- Calling this Xiao's Theater is a minor misnomer. All the film theaters on the
- Hollywood and Sunset Boulevards are Xiao's. The Chinese, however, is the first
- of the Hollywood empire. It started as Graumann's Chinese Theater sometime in
- the last century, but was bought out immediately and renamed Mann's Chinese
- Theater. Mann's expanded throughout Hollywood, and Xiao Inc. inherited it
- when they bought Mann's in 2029.
-
-
- DIANETICS VS. THE UNIVERSAL BROTHERHOOD
- ---------------------------------------
- There is a war being fought, a war for the hearts and minds of the people of
- Los Angeles. This is a war between the established forces of L. Ron Hubbard's
- Dianetics and the usurpers from the North, The Universal Brotherhood.
-
- >>>[Heh. I've got it on real good authority that the only thing keeping
- the UB from wiping their leather with Dianetics is something they want
- real quiet.]<<<
- -- Chrome Charlie (10:30:39/01-04-50)
-
-
-
- LOUDER THAN A BOMB
- LAS VEGAS UNDER THE NAN
-
- "This style seems wild.
- Wait before you treat me like a stepchild."
- -- Public Enemy, Louder Than A Bomb
-
- Disclaimer One: Las Vegas is it's own place. You almost have to have been
- there to truly understand its personality. There is a pretty funny and telling
- essay in September's Travel & Leisure magazine, which sums up the feeling of
- Vegas as "That was the silliest thing I've ever seen. I loved it."
-
- Disclaimer Two: There seems to be a feeling that all citizens of the NAN are
- back-to-nature environmentalists. I feel that this is exaggerated. I feel
- that each environmental (and other) issue has more than one side (see entry on
- the Glen Canyon dam) and that there comes a point where you have to sacrifice
- nature -- even just a little -- in favor of survival. Also, for the most part,
- you're more likely to see a NAN citizen in a suit than in deerskin. The NAN
- people are still human, and corruption doesn't just disappear because your skin
- is not white.
-
- What follows are excerpts from Transformation of the West (BarTours, c. 2049)
- dealing with the relevant area.
-
- Lester Lowe Ward III, American Vacation Magazine
- ward1@husc.harvard.edu
-
-
-
- AN OVERVIEW
- ------------------------------------------------------------------------------
-
- HIGHWAYS
- --------
- By necessity, Interstate highways are kept intact and in good repair. Most of
- the U.S. Highways were also kept intact. However, due to the NAN's lower
- population and environmental stance, many of the State Highways have been
- neglected to the point of unsuitability or, most notably in the V Regions (see
- below) removed. It is also worth mentioning that internal combustion ground
- vehicles are more heavily taxed than electric cars in the NAN, although there
- is no legislation banning the vehicles.
-
- >>>[Just what does U.S. stand for, anyway? I see it all over the old
- highways and off-road.]<<<
- -- Rocker (02:43:50/5-6-52)
-
- >>>[U.S. is an abbreviation for U.C.A.S. Many of the old roads were
- built by the old American States.]
- -- Seelie (05:33:12/5-9-52)
-
- >>>[This lack of legislation is mainly due to the efforts of combine
- farmers, who -- thanks to White Hawk's process -- find it much cheaper
- to make their own gasohol.]<<<
- -- LJ (07:10:38/8-29-52)
-
- >>>[In practice, the combustion tax only really applies to legal
- citizens of the NAN, as it is, in all of the Nations, levied upon
- registration of the vehicle. It is a pretty major tax, though. In the
- Ute, for example, registering an internal combustion car is about ten
- time more expensive than registering an electric car of the same
- make.]<<<
- -- Doctor Love (01:01:15/8-31-52)
-
-
- V REGIONS
- ---------
- The NAN have turned large portions of their land into places designated as
- untouched by legislation or pollution. Made up originally of the old U.S.
- National Parks, they have grown much larger. The Zion/Bryce Region, one of the
- biggest V Regions, contains the old Zion, Bryce and Capitol National Parks, as
- well as Dixie and some of Fishlake National Forests. Like most of the V
- Regions, cars are not allowed within, except in certain entrance points. Only
- official air units may enter the air space under 18,000 feet. All of the state
- highways, as well as part of U.S. 89 have been removed from the Region, but
- the abandoned small towns have been left to rot, so some manmade shelter can be
- found, in decaying shape.
-
- >>>[Riggers are advised to avoid crossing through large portions of the
- V Regions. Although the chance of officials firing on you (or even
- following you) within the V Regions is pretty slim, if they catch you
- outside, you might as well hang it up.]<<<
- -- Doctor Love (23:53:02/4-7-52)
-
- >>>[The area bordered by Interstates 70, 15, 25 and 40 is some of the
- most breathtaking land on this planet. It also has some interesting
- examples of paranatural flora, some with healing properties.]<<<
- -- Tess (14:23:45/7-7-52)
-
- >>>[I'm told that there is a small group in the Ute who try to track
- down and assassinate riggers who violate V Regions. Anyone heard of
- this?]<<<
- -- Blaster (12:56:16/8-31-52)
-
- >>>[I've heard that some areas in the V Regions are also Dead Zones.
- Anyone know?]<<<
- -- Rocker (02:48:59/5-6-52)
-
- >>>[DOO-DOO_do-do-DOO-DOO-do-do<<<]
- -- Marker (09:32:01/5-6-52)
-
-
-
- THE UTE NATION
- ------------------------------------------------------------------------------
-
- LAS VEGAS
- ---------
- That Vegas was allowed to remain more or less unchanged is as telling as it is
- surprising. Even today, untold kilowatts are used for the light show in
- downtown Vegas. The glitz is the same as it ever was.
-
- >>>[What is surprising about it? Vegas was taking in billions of dollars
- a year before the treaty of Denver.]<<<
- -- Mamma (17:12:23/2-5-52)
-
- >>>[Vegas is also one of the only places in the Ute where you can get
- good steak.]<<<
- -- Manticore (12:47:34/3-1-52
-
-
- HOTELS
- ------
- The legendary hotels in Vegas are still going strong. Ceasar's will probably
- stand for yet another hundred years and Bally's will last until it gets burned
- down (again). Rates are about half of what you'd expect from comparable
- resorts in other parts of the world. Chips, although once good as currency,
- are now only useable within the casino where they were purchased. By old Vegas
- tradition, however, churches still except them.
-
- >>>[Tips are big in Vegas. It is a good idea to have chips or other
- loose cash in Vegas for tips, as credit transfers are fairly slow. When
- gambling (including slots), drinks are free but a tip (1´ is sufficient)
- is expected. For good seats at a show tip the maitre d' 5´ to 20´. Other
- tips include the standard 15% for meals as well as:
- Dealers: based on service and winnings
- Valet Parking: 1´
- Bellman: 5´, unless lots of bags, when more is required
- Maid: 1´ per day ]<<<
- -- Archon (19:51:00/11-1-51)
-
- >>>[Vegas casinos are always running and always heavily populated.
- You're also always being watched electronically. It is a very tough
- place to sneak about.]<<<
- -- Spiderman (22:55:12/11-3-48)
-
-
- ALGIERS HOTEL
- ----------------------------------------------------
- Address: 2845 Las Vegas Blvd
- Average Hotel (2 floors)
- No racial bias
- LTG# 7777 (ALGIER)
- Owner: Angie Red Cloud
-
- This motel-style place is a Vegas exception. It has no casino, no nightclub.
- It does have a pool and boasts far better rooms and service than most hotels of
- its kind.
-
- >>>[Stay here if you want to keep away from crowds, or just if you're
- trying to save money.]<<<
- -- Glitterfoot (02:18:12/12-23-51)
-
-
- BALLY'S LAS VEGAS
- ----------------------------------------------------
- Address: 3645 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub, Mall
- Bias against magicians
- LTG# 7777 (BALLYS)
- Owner: Tony Lercara
-
- One of the largest resorts in the world, Bally's contains a full shopping mall,
- two major showrooms, a health club, a youth center, an Olympic pool, six
- restaurants, a comedy club, various bars, golf privileges, and 2,832 rooms.
- Formerly the MGM Grand (before the 1980 fire), rooms are rife with old
- Hollywood photos and each room has a star on the door.
-
- Gambling facilities include 1,000 slot machines, 11 craps layouts, 84 blackjack
- (5´ minimum bet), 12 baccarat, 9 roulette, 20 poker (20 nuyen buy-in), sports
- and race book. Unlike most resorts, Bally's slots run entirely on credit (no
- coins); this drives some away, but provides a different background noise than
- most casinos. Magicians are tolerated, but strongly discouraged from gambling.
-
- >>>[Wage Mages roam the crowds, and one checks everyone who enters. If a
- magician checks in, almost every employee in the place will know soon.
- Winners of big pots are checked for magical ability. Lucky magicians are
- politely asked never to return.]<<<
- -- Wanda (03:16:12/1-4-50)
-
- >>>[Security is heavy, but very sedate and in the background. Weapons
- larger than light submachineguns must be checked in. Bally's squeezes
- extra service out of their Wage Mages by giving them first go at trouble
- makers in a silent way. They dislike shooting customers, but will do so.
- The last man to attempt a robbery at Bally's was allowed to leave with
- 100K in cash and chips, but was sliced in half by a security drone as
- soon as he left.]<<<
- -- Cooler (12:23:10/1-15-52)
-
- >>>[Bally's computer system is layered and an onion style fairly typical
- of Vegas. The outer layer is blue, housing reservation making
- information and news about upcoming events. Next is a green system
- holding ticketing, control of the movie units in each room, elevators
- and some of the more mundane resort operations. Next is an orange layer
- for billing, personnel records and the security cameras. The supposedly
- deepest layer holds more personnel records (hard to read) and financial
- information (which seems legitimate and really boring). From the
- outside, there seem to be more nodes than I can account for, but so help
- me if I can find another SAN, even in the red layer. All the things that
- can help you get rich quick are usually their own isolated systems. This
- is the Vegas norm. Keno, for example is an isolated system. The slots
- are individual non-Matrix computers, also isolated. The record keeping
- archive for the sports book is isolated (and red). This is actually more
- effective here than in the rest of the world, because these isolated
- systems are constantly used and manned, as the casinos run 24 hours a
- day.]<<<
- -- Bilbo (23:29:10/2-24-52)
-
-
- CEASAR'S PALACE
- ----------------------------------------------------
- Address: 3750 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub
- No racial bias
- LTG# 7777 (PALACE)
- Owner: Joel Spicola
-
- This Vegas standard emulates a Roman city, complete with moving sidewalks,
- pool, health club, shops, seven restaurants, bars, and 2000 rooms. The
- statuary of the Palace is composed of replicas (some in Carrara marble) of
- David, Venus de Milo, the Rape of the Sabines, and more.
-
- There are two separate casinos and a private baccarat lounge. Minimum
- blackjack bet is 5´, but there is one 3´ table. Poker buy-in is 25´. Ceasar's
- still has slot, poker and blackjack machines which run on quarter nuyen chips.
-
- >>>[Centurions abound in this place, some orks and trolls. They are
- usually armed with Taser weapons. Some areas have lockers with a
- Narcojet rifle and Net Guns. More insidious are the hidden cameras, some
- of which have servoguns. Just about every mirror in the place has a
- camera behind it.
- I'm told that Ceasar's hires (some say creates) Samurai to walk about
- undercover, armed. I've seen several men who would fit the bill; not
- obviously cybered, but very fast. Custom stuff if I've ever seen it.
- There is usually a rigger wired into the security system, part of which
- is not Matrix accessible. Remember that Heavy Armor is way illegal in
- the Ute, even for corporate (or casino) security.]<<<
- -- Cooler (12:24:01/1-15-52)
-
- >>>[Elementals patrol astral space on the lookout for spells. Awakened
- customers are warned upon entry that magical spells will not be allowed
- for any reason within the casino. Elementals do not attack quickened or
- locked spells. Instead they alert a Wage Mage, who checks to make sure
- the spell is not for the purpose of cheating. Generally, the Mage will
- watch the magician for quite some time.]<<<
- -- Marackeshh (23:56:52/2-6-52)
-
- >>>[Ceasar's entire system is red, except for a separate green
- reservation computer. It utilizes isolated gambling systems. The system
- is not sculpted at all. Perhaps Ceasar's wished to spare its employees
- Roman overkill.]<<<
- -- Bilbo (23:29:12/2-24-52)
-
- >>>[Big winners, especially on the slots, at Ceasar's are usually
- subject to examination for magical ability and cyberware. Slot winners
- with cybereye video cameras are asked never to come back. Ditto card
- game winners with headware memory/program carriers. By the way, cameras
- and hand computers are not allowed in any casino in Vegas.]<<<
- -- Ex-Big Winner (12:18:34/2-25-52)
-
-
- THE EDGE
- ----------------------------------------------------
- Address: 3661 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub
- No racial bias
- LTG# 7777 (28-1287)
- Owner: Matre Pagano
-
- Built in the late 1990's, this smaller resort is themed around the dark future
- presented in the cyberpunk literary movement of the early '80s. Among it's
- neon, lasers, smoke and stainless steel-sheeted architecture can be found a
- Matrix amusement park (looking much like an auditorium of chairs, each with a
- input into the 'mind-park'), three restaurants, two lightning exhibits, 900
- rooms, one of the largest holo-game arcades in the country, and several
- historical/artistic exhibitions of some of the less savory aspects of human
- nature. Recently, in an effort to win back customers, the Edge has taken a
- post nuclear turn. (Two guests apparently died of heart failure when illusory
- nuclear detonations kicked off a surprise attack party last January.) Where
- most Vegas casinos are open spaces, the Edge's casino is a mass of twisted
- metal, smoke and arcing electricity. It also has no slot machines of any kind.
- Blackjack minimum is 10´ and poker buy-in is 30´. Baccarat tables occupy a
- sort of aristocratic calm in the storm.
-
- >>>[No slots? They're cutting themselves out of some profits. Plus the
- atmosphere is one not really suited to those with weak constitutions.
- Weird.]<<<
- -- A.C. (19:32:09/12-1-51)
-
- >>>[We view the Edge as an artistic endeavor, not a profit making
- opportunity. But A.C. is correct. If not used to the lifestyle, please
- stay away. This makes it easier on our janitorial staff.]<<<
- -- Alexis Pagano, L.L.B. (18:50:19/12-23-51)
-
- >>>[Security here is very visible, as fits in with the theme. Guns are
- allowed, but using them his harshly dealt with. The camera/servo-gun
- combo is used here too, except that they are not concealed. An
- occasional patron disappears, but other patrons are usually blamed. I
- tend to agree with that, the Edge is a tough place. But artistic in a
- kind of jump-off-a cliff way.]<<<
- -- Cooler (12:24:01/1-15-52)
-
- >>>[I was present at what is now called the Doomsday Party. It was a
- pretty raucous time, and surprising as hell. There I was, up five grand
- at blackjack, when suddenly missiles bust through the far wall
- (apparently, no matter where you were, it was through the 'far wall')
- and bathes the poker tables with nuclear fire. Lasers fired from the
- walls, 'killing' people (employees in make up, it turned out). The place
- quickly turned into a madhouse. We all wondered why they took guns that
- night, but the place woulda been a bloodbath if they hadn't. It ended up
- being a hell of a party. My winnings were swiped in the confusion, but I
- didn't mind so much. It was that kind of party.]<<<
- -- Arc (15:10:01/3-03-52)
-
- >>>[The Edge is one of the few casinos where Magic is actually
- tolerated. But be warned, if (and only if) you use magic to gamble, it
- will be used against you. They usually have much more practice. The
- magician to normal ratio is about double in employees and patrons
- alike.]<<<
- -- Scar (23:59:01/6-25-52)
-
- >>>[The Edge system has two layers, an orange reservation/billing layer
- and a black everything else layer. Stay away from this one; it is very
- heavy into psychological IC, but not sculpted (which enhances the IC's
- mental impact).]<<<
- -- Bilbo (23:29:14/2-24-52)
-
-
- EXCALIBUR
- ----------------------------------------------------
- Address: 3850 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub
- No racial bias
- LTG# 7777 (28-5630)
- Owner: Joseph H. Thomasi
-
- Looking like a fantasy castle (complete with drawbridge, moat and
- ladies-in-waiting), Excalibur harkens back to the legends of King Arthur. On
- the 117-acre site can be found 23 shops, an 890-seat amphitheater, two pools, a
- marriage chapel, 7 restaurants (including Lance-A-Lotta Pasta), 6 theaters,
- bars, and 4,000 rooms. The gaming area is over 100,000 square feet, including
- 2,600 slot machines, a crossbow arena and a separate gladiatorial games viewing
- room. Excalibur also boasts its own jousting arena. Minimum blackjack bet is
- 3´ and poker buy-in is 20´.
-
- >>>[As you'd expect, all the guards here are in armor (chain or plate
- mail, that is) and carry archaic weapons. Be warned, the spears are
- tasers and under the plate is much tougher stuff. Beware of the head of
- security, named Merlin, natch. He keeps magical things under control.
- For some reason, not too many real mages come here. Too tacky, I
- guess.]<<<
- -- Cooler (12:25:59/1-15-52)
-
- >>>[Excalibur's system is sculpted to appear as Avalon, but in function
- is almost identical to Bally's.]<<<
- -- Bilbo (23:29:16/2-24-52)
-
-
- THE MIRAGE
- ----------------------------------------------------
- Address: 3400 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub
- No racial bias
- LTG# 7777 (27-6667)
- Owner: Maria Maldinato
-
- The Mirage's claim to fame is a volcano which erupts every 15 minutes. It also
- houses 5 restaurants, a spa, a salon, a waterfall strewn pool, an indoor
- rainforest, shops, 3049 rooms, and empty cases and aquariums which used to
- house dolphins, sharks and paratigers. The top five floors are penthouses,
- accessible only by private elevators. The casino is a bit brighter than
- others. Minimum bet is generally 5´, but some 2´ blackjack tables exist.
-
- >>>[Mirage security is notoriously hard to spot, until they're all over
- you. All firearms bigger than handguns are asked for (but not absolutely
- required) at the door. Two riggers are always on duty, one monitoring
- cameras, one running drones inside and out. If some security people
- hassle you, remember their faces; data worth money.]<<<
- -- Cooler (12:25:59/1-15-52)
-
- >>>[The Mirage has a structure similar to Bally's, but where Bally's has
- an orange sub-system, the Mirage's is red. Additionally, both red layers
- can be reached from the green layer and not each other. This system has
- no unaccounted for nodes and is sculpted so that each layer appears as
- Caribbean island. The SAN to the rest of the Matrix appears as the beach
- of the Mainland.]<<<
- -- Bilbo (23:29:18/2-24-52)
-
-
- TROPICANA
- ----------------------------------------------------
- Address: 3801 Las Vegas Blvd
- Luxury Hotel, Casino, Nightclub
- No racial bias
- LTG# 7777 (TROPIC)
- Owner: Michael Beck
-
- Tropicana offers Caribbean decor, seven restaurants, lounges (one of which
- offers a great view of the tennis courts), a golf course, glass elevators, the
- largest indoor/outdoor pool (including swim-up blackjack tables, three Jacuzzis
- and a water slide), a lagoon surrounded island, and 1,913 rooms.
-
- Gambling is pretty standard (5´ minimum with two 2´ blackjack tables, 20´ poker
- buy-in), with the added feature of weekly underwater glad games.
-
- >>>[Tropicana security wear Caribbean dress and carry SMGs very
- prominently, but if you want to pull anything this month, do it here.
- The guards are competent, but don't work as a team. It won't be long
- 'til they fire their sec head. They require gun check in, but don't
- check real well.]<<<
- -- Cooler (12:26:40/1-15-52)
-
- >>>[Hmmm. I don't pay attention to mundane matters so I will take
- Cooler's word for it, but astral space in and around Tropicana is
- teeming. Avoid spell casting at all costs.]<<<
- -- Praxis (13:13:13/1-16-52)
-
- >>>[The Tropicana system is an almost laughable orange. Unfortunately,
- there isn't much in it.]<<<
- -- Bilbo (23:29:18/2-24-52)
-
-
- BOULDER DAM
- -----------
- Completed in 1935 to control water flow and provide power to a large portion of
- the Southwest, Hoover Dam was an asset that the Ute Nation could not afford to
- be without. Although there was an initial media outcry favoring elimination of
- the dam to "remove man's scars to the land", when the issue was put to a
- national election, the Ute people elected to keep the dam by a 90 percent
- majority, mostly due to a highly successful (not to mention different)
- word-of-mouth campaign.
-
- >>>[This entire campaign was funded by the corporations who wish to
- continue their exploitation of our lands.]<<<
- -- Michael Breathing-Dog
- (05:49:55/4-25-52)
-
- >>>[Sorry. B.D., but for the first time I can recall, your info sucks.
- It was the Vegas-based Mafia who sent the Dam advocates to every town in
- the Ute. The Mob was concerned about the loss of the electricity from
- the Dam to Vegas, although I think the people would have voted to keep
- it even without the Mafia preaching about farmer's water rights.]<<<
- -- Ex-terminator (01:19:39/9-4-52)
-
- Originally named Boulder (due to its proximity to Boulder City), the Dam was
- renamed Hoover Dam not too long after completion. When the Ute Nation was
- formed and they began to assess their territory, they changed the name to its
- original form.
-
- Although the lake formed by the dam -- Lake Mead -- was a large tourist center
- before the Awakening, the entire dam complex (as well as Boulder City) is now a
- military installation ensuring the safety of the dam (mainly against aggression
- from the California Free State). Although Interstate 93 still exists as a road
- through the region (and still runs across the top of the dam), it is closed to
- public traffic.
-
- >>>[There is more traffic in and out of Boulder Dam than is strictly
- necessary for simple dam defense. It could be anything from simple
- training to high security stuff. Any guesses?]<<<
- -- Edward Seven Men (12:12:12/10-10-52)
-
- The dam is 660 feet thick at the base, 45 feet think at the crest and spans the
- 1244 feet across the Black Canyon. The structure contains roughly 4.4 million
- cubic yards of concrete.
-
- As the dam was originally built using funds from seven states, some legal
- documents existed dealing with the dams distribution of water and power to
- these seven states. The NAN lands who left the Treaty of Denver with control
- of these lands (some sooner, some later) invoked these documents and demanded
- their share from the Ute.
-
- The Ute Council responded by declaring that as the previous agreements dealt
- with borders that no longer existed, new agreements would have to be made. The
- other nations soon discovered that whether Ute had a legal right to do this or
- not was irrelevant, as the Ute had the dam and could control its output.
-
- Agreements were drawn up, with Ute getting by far the best end of the deals.
- The Council gave preferential treatment to other Amerindian nations. It
- treated Aztlan with disdain, but they received a far better deal than did
- California.
-
- Boulder Dam's 17 generators now supply over 2.4 million kilowatts to a large
- portion of the Southwest, including Vegas and Los Angeles. The Boulder Dam
- still controls water flow to prevent the floods of summer and droughts of
- autumn which necessitated its construction in the first place. Lake Mead,
- which backs up nearly 180 miles behind the dam, can store nearly 2 years of
- average Colorado River water flow (about 28.5 million acre-feet).
-
-
- GLEN CANYON DAM
- ---------------
- Before 1956, the area which was to become the Glen Canyon dam site was almost
- entirely inaccessible. The nearest available point of crossing to the other
- side of the canyon was 200 miles away. That changed with the construction of
- the Glen Canyon Bridge in 1959. The dam itself (built about 75 feet upriver
- from the bridge) was completed in 1963. Lake Powell did not finish filling the
- canyon until 1980.
-
- After the new Ute government had dealt with Boulder Dam, they began to discuss
- what to do with Glen Canyon. Sighting the reasons for keeping Boulder Dam,
- most of the government was satisfied to leave Glen Canyon as it was as well;
- however, a somewhat large lobbying group attacked the Council over the issue,
- charging that the Council members had "turned their backs on the land." In a
- short time, this group gained more support, and seemed ready to demand the
- destruction of the dam "to allow the earth to heal herself."
-
- The Council reacted by putting the issue on the next national ballot. During
- this announcement, a small coalition forced their way to the podium and
- announced that destroying the dam would destroy the ecosystem which had finally
- stabilized in Lake Powell, doing more harm to the land than good. This was
- coupled with a well executed media blitz, including support from Vegas, Salt
- Lake, Provo, and Denver news services.
-
- The election was held, and after four recounts, the Ute elected to keep Glen
- Canyon dam with 59% of the vote. Security at the dam was increased for a time,
- but eventually returned to normal as disgruntled activists flocked to another
- issue of the day.
-
- >>>[At the time, rumors abounded about who was behind the ecosystem
- group (who actually seemed to be the most coherent, if you ask me). I
- give most credence to the rumor that FoodTech was their main financial
- backer (this was before their U.N. indictment, remember). What their
- interest was, I'm not sure. In any case, the ecosystems group was most
- decisive in splitting up the environmental vote.]<<<
- -- John Phillip Souixsa (23:45:13/01-04-52)
-
- >>>[Lies! It was Aztechnology, who wanted to maintain their stranglehold
- on our lands.]<<<
- -- anonymous (12:49:12/03-06-52)
-
- >>>[After FoodTech's indictment, they were eaten up by Maritech, who now
- holds a monopoly on trout exportation.]<<<
- -- Tess (14:58:45/7-7-52)
-
- The dam is one of the major hubs of the Colorado River Storage Project (CRSP)
- not only in water storage, but in power generation. The dam's 1.8 million
- kilowatts do not reach L.A. or Las Vegas and only rarely (in emergencies) does
- the power reach Phoenix, Salt Lake or Denver. Instead the dam powers hundreds
- of medium and small cities and towns in what what used to be Arizona, Colorado,
- Utah, Wyoming, New Mexico and Nebraska. The 13,800 volts from the generator is
- stepped-up to 345,000 volts for its transmission to Montrose, from where all
- power from the CRSP system is routed.
-
- Like Boulder Dam, Glen Canyon provides water to acres of surrounding land, as
- well as maintaining a steady flow of water to prevent flooding in the early
- summer and drought in the fall. Summer output is generally about 30,000 cubic
- feet per second. Additionally, Lake Powell (the lake formed by the dam) has
- grown to be a major tourist attraction for the Ute.
-
-
- PAGE
- ----
- Located on the northwestern border of what used to be the Navajo Indian
- Reservation, Page was founded in the 1950's to provide homes and services to
- those who worked on the Glen Canyon Dam, and later, those who ran the dam and
- worked for the tourist trade.
-
- After the Treaty of Denver, income from tourism fell to almost zero and Page
- lost half of its population. Once the furor from the dam vote had died down,
- Page officials realized that the only way to assure the survival of Page was to
- bring back the tourists. After securing a small Federal loan from the Ute
- Council, Page launched an extensive advertising campaign throughout the Ute.
-
- Although the growing Amerindian corporate class was slow to respond, they did
- respond. By 2045, Page had doubled in size and is rapidly becoming one of the
- Ute's most visited vacation spots.
-
- Page offers a back-to-nature type vacation without many of the back-to- nature
- type drudgeries. This "go rock-climbing in the naked desert by day, sleep in
- silk sheets by night" style of recreation appeals to the growing Native
- American urban/corporate class, as more of them are being born and raised
- within cities. Page offers boating, water-skiing, white- water rafting,
- Anasazi ruins, hiking and rock-climbing hand in hand with music, theatre,
- dancing, night clubs and luxury hotels on the lake.
-
- The canyon itself separates the two halves of Page's offerings. Page itself is
- located on a hill overlooking the south rim. The boat harbor (and a few
- hotels) are on the north shore of Lake Powell. Up the coast of Lake Powell can
- be found Nonnoshoshi (a Navajo word meaning "the rainbow turned to stone"), the
- largest natural bridge on earth.
-
- Page boasts a fairly large convention hall, a 700-seat auditorium, a small
- airport, and a moderate-sized, state of the art heliport. Helicopter travel is
- the only convenient ways to get into page, especially from the North, as U.S.
- Highway 89 is no longer (State Highway 98 still runs south from Page, however).
- Supplies usually reach Page by helicopter or by pollution-free barges and
- ferries down Lake Powell. It is important to note that what was the Glen
- Canyon National Recreation Area is one of very few such areas that was not
- turned into a V Region.
-
- >>>[Page, at least Inner Page (the original Page, before the Tourist
- Boom) is a designed town. Schools and churches are built right across
- from one another, apparently in deference to old United States zoning
- laws. (Something about churches and schools in neighborhoods where you
- couldn't get alcohol licenses.) Mind you, it is a bit expensive. If you
- plan on staying for more than a week and wish to shuttle from hotels to
- camping to conventions, it will probably be in your best interest to
- have your car (electric ONLY) ferried to Page. Cabs can get a bit
- expensive. Better yet, bring a bicycle. Generally, about everything
- useful (hotels, meals, etc.) is about 20 - 25% more than usual for
- Ute.]<<<
- -- Steel Monkey (04:42:43/01-01-50)
-
- >>>[You can find an occasional rigger here, as sweaty people wandering
- in from the desert isn't that uncommon. Anglos here are met with a firm
- politeness that gets annoying quickly. You will get great service and
- will be treated well, but not the friendly smile which seems to be
- reserved for Amerinds. Ditto for metahumans. Oh yeah, check out the
- Holiday Inn's restaurant. Inexpensive food is really good. And the
- luncheon hostess, Dorian, is definitely a sight for travel-weary
- eyes.]<<<
- -- Doctor Love (00:01:23/02-16-51)
-
- >>>[Careful, chummer, Dorian is one of the Elementals.]<<<
- -- Mirage (15:12:37/04-30-52)
-
- >>>[The who? Aren't they a band?]<<<
- -- Doctor Love (00:03:43/05-05-52)
-
- >>>Mirage said 'Elementals', Doctor, and he did not refer to a band. He
- also was just found drowned to death. You were the Ziess-eyed one who
- ordered the milk with the hair in it, correct, Doctor?]<<<
- -- Pyre (00:04:00/05-05-52)
-
- >>>[If that's a threat of some kind, man, I'm in Denver.]<<<
- -- Doctor Love (00:10:12/05-05-52)
-
- >>>[Isn't Nonnoshoshi 'river of death' in Navajo?]<<<
- -- Rocker (02:10:55/05-06-52)
-
-
- "Apache, Helen. Not even Shakespeare or Dickens has been translated into
- Apache."
- - The World According To Garp
-
- "We suck at night. We suck during the day. We even suck during
- eclipses."
- - Late Night with Raji Chandrakasar
-
- "Madness in great ones must not unwatched go."
- - Hamlet
-
-
-
- THE MEAT MARKET
- ------------------------------------------------------------------------------
-
- BLADEBOY
- ------------------------------------------------------------------
- Daniel Alexander Bruns <gaul@wam.umd.edu>
- Priorities: Skills 4, Tech 3, Attributes 2
-
-
- On one of my brief forays into the Hollywood areas (God save me) I, Max
- Overhaul, happened across an odd version of Street Samurai. They seem to be
- indigenous to Hollywood, but are spreading out into the Eastern Coast and the
- outlying areas. I can only speculate about their origins, Perhaps the heavy
- Japanese influence in the Hollywood area led to their existence, but I
- digress...
-
- The Bladeboy is much like a Street Samurai, but, instead of emphasizing
- firearms, uses Armed and Unarmed combat. Quite deadly at close ranges, and not
- any less dangerous from a distance. If you meet one, don't mess with him. If
- you are one, kick some butt.
-
- >>>[I believe the term is 'ass' Mr. Overhaul. Nun looking over your
- shoulder?]<<<
- -- Silver Cianide<09:03:12/03-10-52>
-
- >>>[Referees take note: the Bladeboy has a starting Armed Combat of 7.
- Technically, this is illegal. It would not be unreasonable to make
- Stealth a 5 and Armed Combat a 6.]<<<
- -- Jerry (08:22:48/03-14-92)
-
-
- BLADEBOY
- --------
- The Bladeboy embodies the Real Samurai of Feudal Japan, honorable (usually),
- deadly (always), and stealthy (as often as possible). Extremely dangerous at
- close range, the Bladeboy uses a plethora of silent weaponry for the quick
- kill. However, this doesn't mean that the Bladeboy is not dangerous in ranged
- combat. His bow fulfills that void. Some also think that a bow cannot keep
- it's place in a firefight. That is why he carries a Colt Manhunter.
-
- QUOTES:
- "That's not a knife...<pulls out a Wakizashi> THIS is a Knife..."
-
- "You are about as stealthy as a yak in heat! Stop moving or you will blow my
- cover!"
-
- "Please, friend Mr. Johnson, don't stiff me this time. Really..."
-
- ATTRIBUTES
- Body 5
- Quickness 5
- Strength 6
- Charisma 2
- Intelligence 3
- Willpower 2
- Essence 0.9
- Reaction (6+3d6) 4
-
- SKILLS
- Firearms 4
- Unarmed Combat 6
- Armed Combat 7
- Etiquette (choose) 4
- Stealth 4
- Throwing Weapons 6
- Projectile Weapons 6
- Bike 3
-
- CONTACTS
- Any Street type
- Fixer
- Mr Johnson
- Street Doc
-
- CYBERWARE
- Dermal Plating (2)
- Smartgun Link
- Boosted Reflexes (3)
- Cybereyes
- Lowlight
- Flash compensation
- Spurs(retractable)
- Gear
- Armor Jacket
- Katana
- Monofilament Sword
- Aurora Racing Bike (or Rapier)
- Ranger X Bow
- Smartgun Adaptor
- 36 Precision Ranger X arrows
- Colt Manhunter
- Reactive Trigger
- Firepower Ammo rigged
- 200 rounds ammo
- Wallacher Combat Axe
- Doc Wagon acct (Gold)
- Middle Lifestyle (4 months ppd.)
- 3d6 x 100 Nuyen credstick
-
-
- THE STREET RIGGER
- --------------------------------------------------------------------
- Daniel Alexander Bruns <gaul@wam.umd.edu>
- Priorities: Tech 4, Skills 3, Attributes 2
-
- The Street Rigger is the best there is, an all around Jockey of motor vehicles.
- He has worked for the best and worst of clients, but has always gotten the job
- done at any cost. Now he works the streets, and the occasional Corp Shadowrun,
- for his pay. He is known by many names: Gyro Captain, Getaway Man, TopGunner,
- Panzerboy, and AirCavMan. Whatever name he is today, you can count on two
- things. One, he is one of the best. Two, nobody does it better.
-
- >>>[Note the heavy use of GM discretion in the Street Rigger's gear.
- Gamemasters must exercise veto powers and disallow vehicles they don't
- want new players to have.]<<<
- -- Jerry (09:07:07/03-14-92)
-
- QUOTES
- "Oh dear, excuse me Mr. Corp Slime, did I run over your toes in my Panzer?"
-
- "Dangit, Mr. Troll, would you mind sitting in the BACK SEAT, I can't drive
- with you crowding up the front!"
-
- "Approaching Warp Nine, Captain. Heh heh, I love this job..."
-
- ATTRIBUTES
- Body 4
- Quickness 6
- Strength 3
- Charisma 2
- Intelligence 6
- Willpower 3
- Essence 0.3
- Reaction 6
- Normal 8+1d6
- Vehicle 12+3d6
-
- SKILLS
- Any four vehicle skills at level four.
- Etiquette (Street or Corp) 1
- Firearms 4
- Gunnery 3
- Computer 3
- Electronics 3
-
- CONTACTS
- Merc Mechanic
- Fixer Technician
-
- CYBERWARE
- Vehicle Control Rig (2)
- Smartgun Link
- Datajack
- Wired Reflexes (1)
-
- GEAR
- Smart Goggles (lowlight)
- Ear Communicator
- DocWagon Contract (platinum)
- 2 drones of choice (GM discretion)
- Any 3 vehicles of choice, however check with GM beforehand. (i.e.no
- panzers or restricted craft)
- Acceptable armaments (GM discretion)
- Colt Manhunter (Smart)
- Firepower ammo
- 4 clips ammo
- Armor Jacket
- Remote control deck
- 3 slave ports
-
-
-
- DEAD ZONES
- ------------------------------------------------------------------
- Doctor Jerold Stratton, Ph.D. Psychology
-
-
- Dead Zones are mysterious regions where technology fails. There are known Dead
- Zones in the Anzo-Borrego near San Diego, and one north of Denver.
-
- Dead Zones are known to change size at irregular intervals. One rumor is that
- they wax and wane with the phase and visibility of the moon. Another is that
- they grow as a natural check against the human population -- as populations in
- nearby cities grow, so will any Dead Zones nearby.(1)
-
- When nearing a Dead Zone, computers stop working (and may lose volatile
- memory), and cyberwear starts acting up. This 'warning zone' can vary in size
- from a meter to a kilometer. Once within a Dead Zone, nothing electronic
- works, and it seems that sub-atomic processes stop as well.
-
- Because of the effects, it's very hard to determine how a Dead Zone affects
- technology in the way that it does. Some magicians claim that within a Dead
- Zone, the laws of nature revert to their natural state -- that devised by the
- Greek philosophers and naturalists. Matter becomes homogeneous, composed of
- Earth, Air, Fire and Water.(2) Unfortunately, we can't just go in and check
- this out -- Electron Microscopes don't work, of course, in a Dead Zone.
- Everything visible seems to remain the same, but electricity stops flowing and
- radiation stops (or is blocked) within the zones.(3)
-
- One of the most intriguing theories surrounding the Dead Zones is that the
- Awakening hasn't yet finished. Eventually, the Dead Zones will grow to cover
- the world. Most of the theorists believe that such will only occur after
- hundreds of years, but the implications are staggering.
-
- Much of our knowledge about humanity comes from inference based on techno
- assumptions. Carbon (radioactive) dating is a prime example. If, throughout
- half of our history, radioactive breakdown has not been occurring, then
- everything over five-ten thousand years old is up to twice as old as we thought
- it was.
-
- And what will happen to our civilization when technology fails completely?
- Satellites will fall and undersea villages will suffocate. But is it possible
- that this has happened before? There are many strange legends that crackpots
- of the last century have attempted to explain via an alien race or
- technologically advanced forebears. Could it have been an earlier Awakening
- that drove Atlantis into the sea? Might astronauts have visited us in unknown
- times, only to be stranded here (or elsewhere) when the magic came and the
- technology went?
-
- (1)Urban Legends of the Awakening, Adam Cecil, Harcourt, Fuji,
- Jovanovich, 2049.
- (2)A Theory of Quantum and Zonal Atechnology, Science, Ariadne and
- Phillips, March 15, 2043.
- (3)Two well-received experiments have backed this up. The first
- (Wiedrich and Fries), reported in New Research, February, 2050,
- showed that X-Ray sources do not leave a mark on photographic plates
- within a zone. The second (Larasia), reported in Scientific
- Republican, January, 2050, showed that rats exposed to highly
- radioactive uranium within a zone were unharmed after weeks of
- exposure, while their control group counterparts contracted severe
- cases of cancer in days.
-
-
- SHADOW U.
-
- NEW SKILLS, CONCENTRATIONS, AND SPECIALIZATIONS
- --------------------------------------------------------------------
- by ANANDA%BSU.DECNET%MSUS1.BITNET@Sdsc.Edu
-
-
- The first campaign I started included a rocker and a theatre-type. Due to the
- dearth of related skills in the skill listings, I worked on creating my own.
- After a few sessions and a few new non-player characters, new concentrations
- and specializations also cropped up.
-
- FORMATS:
-
- GENERAL SKILL
- concentration (specializations)
-
- GENERAL SKILL
- concentrations
- specializations
-
- PERFORMING ARTS
-
- Instrumental music and vocal music encompass the ability to play instruments or
- sing well, and can be considered a measure of how good a musician a person is.
- Performance encompasses how the musician interacts with an audience. A person
- could be a technically brilliant musician, cutting lots of audio tracks, yet
- never do a single concert because of an inability to deal with an audience.
-
- INSTRUMENTAL MUSIC
- instrument family--e.g. saxophone, clarinet, flute, guitar, synth,
- etc.
- specific instrument--e.g., alto sax, bass guitar, etc.
-
- VOCAL MUSIC
- choral, barbershop, rock, opera, etc.; vocal synth
- specialization is some aspect of the specific concentration
-
- MUSICAL COMPOSITION
- vocal (choral, barbershop, rock, etc.)
- instrumental (chamber music, symphonic, jazz, etc.)
-
- PERFORMANCE
- actor, singer, comedian, musician
- specialization is a specific style of the concentration
-
- Performance is stage presence and working with an audience.
-
- ACTING
- simsense, movies (flat films), stage plays, trid (by medium)
- comedy, drama, western, horror (by genre)
-
- This skill could possibly switch the concentrations with the specializations.
- I have it arranged this way because more actors talk about making 'the big
- step' from one medium to another (especially trid to movies) than from one
- genre to another. Also, anything to simsense is a much bigger step than
- between any two genres, since the latter doesn't usually require the actor to
- get cybered.
-
- NON-PERFORMING ARTS
-
- ARTISTIC COMPOSITION & DESIGN
- two-dimensional (painting, drawing, etc. [by general technique];
- color or black and white), three-dimensional (sculpture,
- holographs, etc.), animation (children's, adults',
- educational/instructional, etc. [by audience or purpose])
-
- WRITTEN COMPOSITION
- fiction genre -- e.g. mystery, romance, poetry, western, science
- fiction, fantasy, suspense, ´popular fiction', etc.
- novels, novellas/novelettes, 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.
- scripts -- simsense, movies (flat films), stage plays, trid
- (series), music videos
- comedy, drama, western, horror (by genre); documentary, etc.
-
- 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 across different
- genres. Scripts are the exception; script authors seem to cross genres more
- frequently than they cross medias.
-
- ACTIVE SKILLS
-
- UNARMED COMBAT
- Fist-fighting (brawling, boxing)
- Throws
- Grapple is renamed Wrestling (take-downs, holds, escapes)
-
- ELECTRONICS
- Security systems (while it is true that many security systems are
- tied into a computer, there are many that aren't.)
-
- SOCIAL SKILLS
-
- LEADERSHIP
- Gang
-
- INTERROGATION
- Verbal (interviewing)
- Machine-aided (lie detectors, etc.)
- Coercive (torture) (sick, I know, but just the thing for your next
- cyberpsycho npc who is determined to get that tidbit of info
- that your players didn't know they had.)
-
- NEGOTIATION
- Bargain (haggling, barter)
- Con (duping someone; persuading someone to do something they normally
- wouldn't do)
-
- ETIQUETTE
- Media (Journalists, Rockers, Musicians, Actors, etc.)
- Organized Crime (Yakuza, Mafia, Seoulpa rings, Tongs, inter-group
- relations)
- Religions/Cults (by religion or cult, inter-group relations)
- Tech (Technicians, Armorers, Mechanics, etc.)
- Military
- Government
-
- Military and Government specializations include:
- specific branches or departments
- inter-branch or department relations
- local- or state-level groups
-
- About the Organized Crime concentration: Although arguments can be made to
- include this under the Street concentration, the different groups listed as
- specialization possibilities are highly organized and have their own rules of
- conduct, which are very different from the rules of etiquette that would apply
- to gangs and other Street elements. This would seem to argue for the various
- mob groups to be specializations of the Corporate concentration. However, the
- primarily illegal and extra- legal orientation of the mob groups does not fit
- the Corp. concentration. Making Organized Crime its own concentration solves
- these problems.
-
- KNOWLEDGE SKILLS
-
- THEOLOGY
- Christian, Hindu, Muslim, etc.
- history of the religion or church, rituals, customs, etc.
-
- LANGUAGES
- Move Estonian from the Baltic family to the Finnic family. One person
- speaking Finnish and one speaking Estonian can understand each
- other fairly well.
- Romance family: add Ancient Latin, Medieval Latin, and Church Latin.
- There are sufficient differences between the three to
- differentiate them.
- Sign Languages: American Sign Language, Perkins-Athabaskan
- Sasquatch
- Special Languages: Pidgin English (the City Speak equivalent of many
- semi-aboriginal groups in South America, Africa and Asia)
-
-
- SHADOW SKILLS
- --------------------------------------------------------------------
- Jerry Stratton
-
-
- Here are some skills you won't necessarily learn at the city college. You'll
- most likely need to find a teacher in security or in the shadows. These are
- all special skills, and fall under the heading of Action skills. These require
- 2x Karma to train in, so referees take note: they are general skills, and
- cover quite a bit of ground.
-
- OPEN LOCKS
- ----------
- Opening locks covers hard locks (padlocks, etc.), electronic locks, and
- computer locks. Each type requires its own special tools, and characters can
- concentrate in any of those three types (or any other types that may exist). A
- hard lock kit costs 200´. An electronic lock kit costs 400´, and a computer
- lock kit costs 800´. Opening locks is usually an unresisted test against the
- lock's rating, with extra successes reducing the base time to unlock. Some
- especially tough locks will have a threshold less than or equal to their
- rating.
-
- IMPERSONATION
- -------------
- Impersonation covers all forms of impersonating other people: ventriloquism,
- disguise, and mannerisms. Each of those three can be concentrated in. Using
- this skill is usually an unresisted test against a number chosen by the
- referee, using the Skill Success Table. A troll trying to impersonate a human,
- for example, will find it nearly impossible. The referee will need to take
- into account the backgrounds and appearance of the impersonator and the person
- being impersonated. A street punk impersonating a CEO will find it a difficult
- task, unless the street punk has knowledge of corporate etiquette.
-
- The number of successes show how well the impersonation succeeded. Only one
- success will be necessary to fool most people. People who know the person
- being impersonated will have a threshold up to their intelligence. If the
- street punk tries to impersonate the CEO to the CEO's wife, the punk will need
- at least one more success than the wife's intelligence. Impersonating the CEO
- to his secretary will require only 1 extra success (a threshold of 1).
-
- The impersonator can reduce the target number by studying what needs to be
- done. If the street punk above finds someone willing to show him how a
- corporate CEO acts, he can make an Intelligence test vs. the target number
- (6), and the successes here reduce the target number when making the actual
- impersonation attempt. The street punk's intelligence is 3. He rolls 1 six.
- This brings the impersonation target number down to 5. Characters cannot study
- to bring down target numbers that are high because of physical reasons (a troll
- impersonating a human). The referee will have to decide which part of the
- target number is physical and which mental. It takes target number days to
- study for the intelligence test.
-
- A disguise kit costs Rating times 50´ and weight three times Rating kilograms.
- The rating is the maximum target number the kit can deal with. A rating 5 kit
- can only be used for challenging or easier impersonations.
-
- SLEIGHT OF HAND
- ---------------
- Sleight of Hand covers picking pockets, magic tricks, and diverting attention.
- Each of those can be concentrated in. Sleight of Hand is usually an unresisted
- success test against the target's intelligence (perception). The referee may
- assign a threshold for particularly difficult sleight-of-hand attempts.
- Picking a pocket is fairly easy (no threshold), but picking a pocket inside
- several layers of clothing will be more difficult (a threshold of 1 or 2).
-
- A magic kit will cost 50´ or more, depending on what the character is going to
- do.
-
-
-
-
-
-
-
-
- ------------------------------------------------------------------------------
- THE NEO-ANARCHISTS' ON-LINE GRIMOIRE
- ------------------------------------------------------------------------------
- Spells attributed to D.C. and Spectre thanks to Keith Ammann,
- aa687@cleveland.Freenet.Edu
- Spells attributed to White Winter thanks to Erekosse,
- dsk@gator.cacs.usl.edu
-
-
- ASTRAL FOG Manipulation (Transform)
- D.C
- Astral Fog M1 Mana Sustained
-
- A rather oddball desperation move, but D.C. swears it can be effective (then
- again, he's not as good in Astral Combat as I am). Target number of 6, and
- each success generates a point of background count within the spell's area of
- effect, making an effective smokescreen.
-
- Background Count is defined in the Grimoire. It affects every magical act in
- the area.
-
-
- BLACKOUT Illusion
- D.C
- Blackout M2 Physical Sustained
-
- An area-effect stunt of D.C.'s that blinds everyone in the room (including
- yourself, so you might want to Perceive before casting it). And yes, this one
- does work on cybereyes.
-
- It's a physical spell, so it affects cybereyes and cameras. You can think of
- it as cutting off visual input, or you can think of it as replacing one's
- visual input with basic null-light 0% black. Either way it affects cameras
- (however, the target for living beings is their Willpower, while the target for
- a camera is 9, it being a high-tech gizmo thing).
-
- The mere shift to Perceiving voids the spell. However, then you can't really
- hear what's going on...
-
-
- DISGUISE VEHICLE Illusion
- Spectre
- Disguise Vehicle L2 Physical Sustained
- Touch Required
-
- Mask for your car. And it's touch-required, but if you're inside all you've
- gotta do is lay your hands on the wheel or on the seat. Real handy for evading
- pursuers in heavy traffic.
-
- I gave it a one-level boost to the drain code to make it sound like another
- vehicle as well as just looking like it (people are going to raise an eyebrow
- when your erstwhile Dodge Scoot makes the noise of a 150cc engine).
-
-
- EXISTENTIAL BLUES Manipulation (Control)
- D.C
- Existential Blues M1 Mana Sustained
-
- A nihilistic Mob Mind -- overwhelms everyone in the area of effect with a
- terrible sense of futility and pointlessness. Makes 'em just wanna give up and
- quit whatever they're doing. Frankly, I have trouble staying motivated
- sometimes without this spell, but I can see some potential uses.
-
- D.C. originally designed it as a single-purpose Mob Mood, but then realized
- that for only one more level of Drain (and really, M1 is no big deal), he could
- intensify the effects and make them actively want to give up instead of just
- feeling angsty.
-
-
- FORCED TRUTH Manipulation (Control)
- White Winter (Leader, Hermetic Order of Guardians)
- Forced Truth L2 Mana Sustained
-
- The subject of this spell is forced to tell the truth while this spell is in
- effect. The spell does not, however, force the subject to speak. The
- threshold is the victim's willpower. The referee may allow additional
- resistance tests as warranted by the situation.
-
- >>>>>[Like this spell is wiz, but if you want to pick it up at your
- local lore store, ask for the Pinocchio spell version 2.]<<<<<
- ----Erekosse<12:15:03/11-14-51>
-
- >>>>>[I picked up this spell at Blue Moon Lore Store over near Seattle
- U. I got it by its proper name, but I guess it's to be expected since
- the sign on the door said "White Winter Proprietor." This is great to
- lock on an enemy; they'll never be able to live it down in the
- streets.]<<<<<
- ----Grey Eagle<21:47:16/02-09-52>
-
- >>>>>[Tell me about it; in fact, your probably the #*@#$* red-skin who
- nailed me with it. I haven't been able to hang out around my old
- friends since, and they're a wond.... truly obnoxious bunch of fat
- bigots. Oh no, not again. Anyone out there know of a reliable mage for
- hire with reasonable rates.]<<<<<
- ----Hooded Knight<14:18:52/02-12-52>
-
-
- KNOW EXIT Detection
- Spectre
- Know Exit M2 Physical Sustained
-
- Now this one is useful. It's a hypersense spell, with the usual provision that
- the number of successes establishes the effective range. Basically, it's a
- trail of bread crumbs -- lets you know exactly the fastest way out of a
- building, assuming the exit is within the effective range. Once you get this
- spell up and running, you're a virtual escape- route bloodhound.
-
- The thing took me two days to write. It doesn't exactly determine the fastest
- route per se... simply the most efficient one. There's a little bit o' Detect
- Enemies in there too, which I accounted for by adding the Drastic Effects
- modifier.
-
-
- PHANTASMAL FORCE Illusion
- Spectre
- Phantasmal Force D1 Mana Sustained
-
- This is my baby, and I do love it so. Area-effect, full-sensory, realistic
- illusion. I get this sucker going and reality is mine for the creating. You
- see, hear, smell, and feel what I want you too. Having always had a nuyen for
- the macabre, I like to pull stuff like lowering the ambient temperature ten
- degrees, having shrieking demons descending from out of the sky, having a room
- overrun by crawling rats, or surrounding myself in a skull-mask and blue flame.
- A real mindfragger -- unfortunately it's mana-based, but that just confuses the
- chromies even more.
-
- This is a standard illusion spell -- my target number is the victim's Willpower
- and varies from victim to victim. What I have to do is keep track of the
- numbers I roll for the success test.
-
- For example, I cast it at Force 4 and throw in 6 points of Pool, and I roll
- 10,9,5,5,4,4,4,3,1,1. Now, characters with Willpower 6+ need to roll two
- successes against my Sorcery to resist; characters with Willpower 5 need four
- successes; characters with Willpower 4 need seven successes; etc.
-
-
- TEMPORARY INSANITY Manipulation (Control)
- Jerry Stratton
- Temporary L Insanity L2 Mana Sustained
- Temporary M Insanity M2 Mana Sustained
- Temporary S Insanity S2 Mana Sustained
- Temporary D Insanity D2 Mana Sustained
-
- Temporary Insanity changes the target's outlook on life to an extent that
- resembles insanity. The nature of the insanity will depend on the
- circumstances when the spell is cast and the target's original personality.
-
- The target resists with Willpower, and there is a threshold equal to the
- target's Willpower. The number of successes indicate how detailed the insanity
- will be.
-
- Marcia the wage mage, with Temporary Moderate Insanity (Force 4), Sorcery 5,
- Magic Pool 5, and Willpower 6 casts this spell on Billda Ork, Willpower 3.
- Marcia uses 3 of her Magic Pool dice to augment the spell's Force, rolling 7
- dice:, getting 5, 7, 8, 1, 4, 4, 10. This is 6 successes, minus 3 (Billda's
- Willpower), for 3 successes. Billda resists with her Willpower, rolling 3 dice
- vs. Marcia's Sorcery 5, getting 9, 4, and 1. One success does not offset
- Marcia's 3 successes, so Billda is moderately insane (see Insanity)
-
- Marcia rolls drain. She saved 2 Magic Pool dice for drain, so she rolls 8
- dice, vs. the force of 4, getting only 3 successes. She takes Light drain.
-
-
- TRUTH GLOW Manipulation (Control)
- White Winter (Leader, Hermetic Order of Guardians)
- Truth Glow M2 Mana Sustained
-
- This area spell works like a polygraph test, however, with more accuracy.
- Instead of monitoring physiological signs of falsehood, it detects aural
- indications. When a subject tells a lie, the individual will shed a white glow
- perceivable to anyone in visual range. The spell does not force someone to
- speak nor does it require the subjects to speak the truth; however, falsehood
- will be quite obvious. The threshold of this spell is half the subject's
- willpower.
-
- >>>>>[The street name on this puppy in most places is Pinocchio version
- 1. It's great to use at a meet. If everyone knows the nature of spell,
- it's a good way to establish trust where none is present.]<<<<<
- ----Erekosse<02:19:43/03-04-52>
-
- >>>>>[I beg to differ. This spell is awful at a meet. You know the old
- saying, "Tell me no secrets, and I'll tell you no lies." Well most meets
- are secret.]<<<<<
- ----Shade<04:25:34/03-04-52>
-
- >>>>>[Ignore Shade; she's a pathological liar. At our last meet we used
- her to read the contracts.]<<<<
- ----Spit Fire<15:54:54/03-08-52>
-
-
- TURN MARBLE TO BAT Manipulation (Transform)
- D.C
- Turn Marble to Bat L3 Physical Sustained
-
- Yeah, I looked at D.C. that way too, but he wasn't kidding. He actually
- carries a bag of shooters around with him, and when things get tight, he'll lob
- a handful of 'em into the oppos' general direction and chase 'em down with this
- area effect spell. Whammo -- cloud of bats. Instant chaos. It does need to
- be sustained, though; soon as you drop it, the marbles fall to the floor again.
- 'Course, then they can be stepped on.
-
- The drain code is so low because of the Very Limited Target modifier. Not only
- does it only affect glass (real glass, not Plasti-Vue or Saf-T- Glas), it only
- affects spheres of glass less than 3 cm in diameter... and it will only turn
- them into one specific animal, the northern brown bat. Note that the target
- number is going to be the marble's Object Resistance of 5 (simple techie
- object).
-
-
- X-RAY SPECS Detection
- Keith Ammann
- X-Ray Specs L2 Physical Sustained
-
- A handy little gem, to be cast on any voluntary subject. It's a hypersense
- spell, so roll against a Target of 4. Each success lets you look through one
- point of Barrier Rating (inanimate objects only -- you can look through a
- bench, but not a dog). You can guess what my focus for it looks like.
- Yeppers, made in Taiwan.
-
- The target for all hypersense spells (as opposed to ranged detection) is 4; the
- number of successes usually determines the range of effectiveness, but in this
- case it determines the strength of the spell instead. BTW, there is no
- resistance test on the part of the object one looks through, in case anyone was
- wondering.
-
-
-
- SPELL CREATION NOTES FROM D.C.
- ------------------------------------------------------------------------------
- D.C. reverse-engineers everything. He'll think back to the last bad situation
- he and his pals were in, think, "What would have been really handy to help us
- out or buy us some time?" and come up with a spell that fits the bill. The
- Astral Fog came from the time he got his butt creamed in a mano-a-mano in the
- ether and decided that the best thing for him would have been to make it twice
- as tough for anyone to do anything -- that way his oppo would be just as
- ineffective as he was at the time.
-
-
- MASTER SPELL LIST
- --------------------------------------------------------------------
- originally compiled by Chris Spindler
-
-
- Here's a quick reference guide for Shadowrun spells. Thumbing through two
- separate books to determine things that were left out of the table in the
- Grimoire just got too irritating. And now that the On-Line Grimoire is
- regularly providing new spells, it'll only get worse.
-
- The following table is a revised version of the Grimoire's which includes
- useful things like drain code, staging, target numbers and threshold (if any).
-
- Notation
- MA magic attribute
- #S number of successes
- F force of spell
- (X) Extended version
- Perm(n) Permanent after n actions
-
- >>[Double asterisks indicate spells created by us net types. Single
- asterisks indicate spells from published adventures.]<<
- -- Silver Cianide<09:03:12/03-10-52>
-
- We'll include an update with each issue of the NAGEE that includes the On-Line
- Grimoire. If you have any updates (new spells in an adventure, mistakes in
- this listing) send them to us. We'll print the update, and then everybody can
- use their favorite word processor/text editor to paste the update into the
- master list.
-
-
- COMBAT SPELLS
- -------------
- Name Drain Target Staging Range Area Duration Type
- ·········································································
- Death Touch M1 Willpower 1 Touch Single Instant Mana
- Fire Bolt D3 Body 1 Visual Single Instant Physical
- Fire Cloud S3 Body 3 Visual Magic Instant Physical
- Fire Dart M3 Body 3 Visual Single Instant Physical
- Fire Missile S3 Body 2 Visual Single Instant Physical
- Fireball D3 Body 2 Visual MA Instant Physical
- Fireblast D4 Body 1 Visual MA Instant Physical
- Mana Bolt S1 Willpower 1 Visual Single Instant Mana
- Mana Cloud M1 Willpower 3 Visual MA Instant Mana
- Mana Dart L1 Willpower 3 Visual Single Instant Mana
- Mana Missile M1 Willpower 2 Visual Single Instant Mana
- Mana Ball S1 Willpower 2 Visual MA Instant Mana
- Mana Blast D1 Willpower 1 Visual MA Instant Mana
- Power Bolt S2 Body 1 Visual Single Instant Physical
- Power Cloud M2 Body 3 Visual MA Instant Physical
- Power Dart L2 Body 3 Visual Single Instant Physical
- Power Missile M2 Body 2 Visual Single Instant Physical
- Power Ball S2 Body 2 Visual MA Instant Physical
- Power Blast D2 Body 1 Visual MA Instant Physical
- Ram M2 Barrier Rating 1 Visual Single Instant Physical
- Ram Touch L2 Barrier Rating 1 Touch Single Instant Physical
- Slay (Species)M1 Willpower 1 Visual Single Instant Mana
- Stun Bolt M1 Willpower 1 Visual Single Instant Mana
- Stun Cloud L1 Willpower 3 Visual MA Instant Mana
- Stun Missile L1 Willpower 2 Visual Single Instant Mana
- Stun Touch L1 Willpower 1 Touch Single Instant Mana
- Stun Ball M1 Willpower 2 Visual MA Instant Mana
- Stun Blast S1 Willpower 1 Visual MA Instant Mana
- Urban Renewal M2 Material Body 1 Visual MA Instant Physical
- Wrecker L2 Vehicle Body 1 Visual Single Instant Physical
-
-
- DETECTION SPELLS
- ----------------
- Name Drain Target Range Area Duration Type
- ·········································································
- Analyze Device S2 Object Resistance Visual Single Sustain Physical
- Analyze Truth M1 Willpower Visual Aural Sustain Mana
- Combat Sense M2 4 Visual Special Sustain Physical
- Clairvoyance M1 4 Visual MAx#S Sustain Mana
- Clairvoyance(X) S1 4 Visual MAx#Sx10 Sustain Mana
- Detect(Life Form) L1 4/6/10 Visual MAx#S Sustain Mana
- Detect (Object) L2 4/6/10 Visual MAx#S Sustain Physical
- Detect Enemies M1 4/6/10 Visual MAx#S Sustain Mana
- Detect Enemies(X) S1 4/6/10 Visual MAx#Sx10 Sustain Mana
- Detect Individual L1 4/6/10 Visual MAx#S Sustain Mana
- Detect Life L1 4/6/10 Visual MAx#S Sustain Mana
- Eyes of the Pack* S1 4 (Voluntary) MAxFx10 Sustain
- Identify Device M2 Object - Skill Visual Single Instant Physical
- Know Exit** M2 4 Visual MAx#S Sustain Physical
- Mind Probe M1 Willpower Visual Single Sustain Mana
- Pers. Analyze Truth L1 Willpower Personal Aural Sustain Mana
- Pers. Clairvoyance L1 4 Personal MAx#S Sustain Mana
- Pers. Clairvoyance (X) M1 4 Personal MAx#Sx10 Sustain Mana
- Pers. Combat Sense L2 4 Personal Special Sustain Mana
- Pers. Detect Enemies L1 4/6/10 Personal MAx#S Sustain Mana
- Pers. Detect Enemies (X) M1 4/6/10 Personal MAx#Sx10 Sustain Mana
- X-Ray Specs L2 4 Visual Special Sustain Physical
-
-
- HEALTH SPELLS
- -------------
- Name Drain Target Threshold Range Area Duration Type
- ·········································································
- Antidote L Toxin L2 Tox. Str. Tox Stg Touch Single Perm(5) Mana
- Antidote M Toxin M2 Tox. Str. Tox Stg Touch Single Perm(10) Mana
- Antidote S Toxin S2 Tox. Str. Tox Stg Touch Single Perm(15) Mana
- Antidote D Toxin D2 Tox. Str. Tox Stg Touch Single Perm(20) Mana
- Cure L Disease L2 Dis. Str. Dis Stg Touch Single Perm(5) Mana
- Cure M Disease M2 Dis. Str. Dis Stg Touch Single Perm(10) Mana
- Cure S Disease S2 Dis. Str. Dis Stg Touch Single Perm(15) Mana
- Cure D Disease D2 Dis. Str. Dis Stg Touch Single Perm(20) Mana
- Dec. Min. Att. M2 Attribute Staging:3 Visual Single Sustain Mana
- Dec. Med. Att. S2 Attribute Staging:2 Visual Single Sustain Mana
- Dec. Mas. Att. D2 Attribute Staging:1 Visual Single Sustain Mana
- Dec. Min.Cyb.Att.M3 Attribute Staging:3 Visual Single Sustain Physical
- Dec. Med.Cyb.Att.S3 Attribute Staging:2 Visual Single Sustain Physical
- Dec. Mas.Cyb.Att.D3 Attribute Staging:1 Visual Single Sustain Physical
- Detox. M Toxin L1 Tox. Str. Tox Stg Touch Single Perm(10) Mana
- Detox. S Toxin M1 Tox. Str. Tox Stg Touch Single Perm(15) Mana
- Detox. D Toxin S1 Tox. Str. Tox Stg Touch Single Perm(20) Mana
- Heal L Wounds L2 10 - Ess. Touch Single Perm(5) Mana
- Heal M Wounds M2 10 - Ess. Touch Single Perm(10) Mana
- Heal S Wounds S2 10 - Ess. Touch Single Perm(15) Mana
- Heal D Wounds D2 10 - Ess. Touch Single Perm(20) Mana
- Healthy Glow L1 10 - Ess. Touch Single Perm(5) Mana
- Inc. Att. +1 L2 Attrib. x 2 Touch Single Sustain Mana
- Inc. Att. +2 M2 Attrib. x 2 Touch Single Sustain Mana
- Inc. Att. +3 S2 Attrib. x 2 Touch Single Sustain Mana
- Inc. Att. +4 D2 Attrib. x 2 Touch Single Sustain Mana
- Inc. Cyb.Att. +1 L3 Attrib. x 2 Touch Single Sustain Physical
- Inc. Cyb.Att. +2 M3 Attrib. x 2 Touch Single Sustain Physical
- Inc. Cyb.Att. +3 S3 Attrib. x 2 Touch Single Sustain Physical
- Inc. Cyb.Att. +4 D3 Attrib. x 2 Touch Single Sustain Physical
- Oxygenate L2 10 - Ess. Touch Single Sustain Mana
- Prophyl. L Path. L2 10 - Ess. Touch Single Sustain Mana
- Prophyl. M Path. M2 10 - Ess. Touch Single Sustain Mana
- Prophyl. S Path. S2 10 - Ess. Touch Single Sustain Mana
- Prophyl. D Path. D2 10 - Ess. Touch Single Sustain Mana
- Resist Mod. Pain L2 10 - Ess. Touch Single Perm(10) Mana
- Resist Sev. Pain M2 10 - Ess. Touch Single Perm(15) Mana
- Stabilize M1 10 - Ess. Touch Single Perm(20) Mana
- Treat L Wounds L1 10 - Ess. Touch Single Perm(5) Mana
- Treat M Wounds M1 10 - Ess. Touch Single Perm(10) Mana
- Treat S Wounds S1 10 - Ess. Touch Single Perm(15) Mana
- Treat D Wounds D1 10 - Ess. Touch Single Perm(20) Mana
-
-
- ILLUSION SPELLS
- ---------------
- Name Drain Target Threshold Range Area Duration Type
- ·········································································
- Blackout** M2 Willpower/Object Visual MA Sustain Physical
- Chaos S2 Willpower Visual Single Sustain Physical
- Chaotic World D2 Willpower Visual MA Sustain Physical
- Confusion S1 Willpower Visual MA Sustain Mana
- Disguise Vehicle** L2 Vehicle (7) Touch Single Sustain Physical
- Entertainment L1 3 (Voluntary) Visual MA Sustain Mana
- Invisibility L2 3 (Voluntary) Touch Single Sustain Physical
- Mask L1 3 (Voluntary) Touch Single Sustain Mana
- Overstimulation S1 Willpower Visual Single Sustain Mana
- Phantasmal Force** D1 Willpower Visual MA Sustain Mana
- Physical Mask L2 3 (Voluntary) Touch Single Sustain Physical
- See Me Not* L1 Willpower Visual Sustain Mana
- Spectacle M1 3 (Voluntary) Visual MA Sustain Physical
- Stimulation M1 3 (Voluntary) Visual Single Sustain Mana
- Stink S2 Willpower Visual MA Sustain Mana
- TriD Entertainment L2 3 (Voluntary) Visual MA Sustain Physical
- TriD Spectacle M2 3 (Voluntary) Visual MA Sustain Physical
-
-
- CONTROL MANIPULATION SPELLS
- ---------------------------
- Name Drain Target Threshold Range Area Duration Type
- ·········································································
- Control Actions M2 Will Will Visual Single Sustain Mana
- Control Emotions L1 Will Will Visual Single Sustain Mana
- Control Thoughts L2 Will Will Visual Single Sustain Mana
- Existential Blues** M1 Will/3 Visual MA Sustain Mana
- Forced Truth** L2 Will Will Visual Single Sustain Mana
- Hibernate L2 4 Touch Single Sustain Physical
- Influence L3 Will Will Visual Single Perm(10) Mana
- Mob Mind S1 Will/3 Visual MA Sustain Mana
- Mob Mood M1 Will/3 Visual MA Sustain Mana
- Temporary L Insanity** L2 Will Will Visual Single Sustain Mana
- Temporary M Insanity** M2 Will Will Visual Single Sustain Mana
- Temporary S Insanity** S2 Will Will Visual Single Sustain Mana
- Temporary D Insanity** D2 Will Will Visual Single Sustain Mana
- Truth Glow** M2 Will Will/2 Visual MA Sustain Mana
-
-
- TELEKINETIC MANIPULATION SPELLS
- -------------------------------
- Name Drain Target Staging Range Area Duration Type
- ·········································································
- Clout L1 4 (Will)M1 Visual Single Instant Mana
- Levitate Item L2 4 Visual Single Sustain Physical
- Levitate Person M2 Will Visual Single Sustain Physical
- Magic Fingers M2 6 Personal Sight Sustain Physical
- Poltergeist S2 4 L3 Visual MA Sustain Physical
- Use (Skill) L2 6 Personal Sight Sustain Physical
-
-
- TRANSFORM MANIPULATION SPELLS
- -----------------------------
- Name Drain Target Threshold Range Area Duration Type
- ·········································································
- Acid S3 4 Staging:2 Visual Single Instant Physical
- Acid Bomb D4 4 Staging:1 Visual MA Instant Physical
- Acid Volt D3 4 Staging:1 Visual Single Instant Physical
- Armour L3 4 Visual Single Sustain Physical
- Anti-Bullet Barrier S2 6 Visual MA/Force Sustain Physical
- Anti-Spell Barrier S1 6 Visual MA/Force Sustain Mana
- Astral Fog** M1 6 Visual MA Sustain Mana
- (Critter) Form L3 4 (Voluntary) Visual Single Sustain Mana
- Fashion L2 4 Visual Single Perm(5) Physical
- Flame S3 4 Staging:2 Visual Single Instant Physical
- Flame Bomb D4 4 Staging:1 Visual MA Instant Physical
- Flame Volt D3 4 Staging:1 Visual Single Instant Physical
- Ignite S4 Body/Barrier Body/Barrier Visual Single Perm(10) Physical
- Makeover L1 4 Visual Single Perm(5) Mana
- Mana Barrier D1 6 Visual MA Sustain Mana
- Pers. Anti-Spell Barrier L1 6 Visual Single Sustain Mana
- Pers. Physical Barrier M2 6 Visual Single Sustain Physical
- Petrify M3 Body Body Visual Single Sustain Physical
- Physical Barrier D2 6 Visual MA Sustain Physical
- Shapechange M3 4 (Voluntary) Visual Single Sustain Mana
- Transform S3 Will Will Visual Single Sustain Mana
- Turn Being to Goo(P)S3 Body Body Visual Single Sustain Physical
- Turn Being to Goo(M)M4 Will Will Visual Single Sustain Mana
- Turn Marble to Bat** L3 3 Visual MA Sustain Physical
- Turn to Goo M2 Body/Barrier Body/Barrier Visual Single Sustain Physical
- Turn to Tree M2 Body Body Visual Single Sustain Physical
-
-
-
-
- THE PHARMACY
- ------------------------------------------------------------------------------
- DRUGS IN SHADOWRUN
- ------------------
- Drugs have an effect, which is presumably why they're used. They also have the
- following characteristics: Onset Time, Duration, Aftershock Code, Addiction
- Code, and Addiction Lethality.
-
- Body tests vs. Drugs are almost never affected by dermal armor.
-
- ONSET TIME:
- The Onset Time is the amount of time it takes for the drug to take effect.
- Often, this will by multiplied by a Body test vs. an Onset Target. This
- target will usually increase with the drug's rating.
-
- DURATION:
- The Duration is the amount of time the drug's effects last, once the drug has
- taken effect. This will usually be divided by a Body test vs. the Duration
- Target which will increase with the drug's rating.
-
- AFTERSHOCK CODE:
- This is the damage code for Mental damage taken once the drug wears off. If
- the drug's rating is high enough with respect to the user's Body, this will be
- Physical damage. Staging is often affected by the dosage.
-
- ADDICTION CODE:
- If the drug is addictive, the user must make a Willpower test once the drug
- wears off. The 'Wound Level,' or Addiction Level is almost always the dosage.
- The Target number is proportional to the drug's rating. The addictiveness of
- the drug is measured in the staging.
-
- The final Addiction Level (after the Willpower test reduces it) is multiplied
- by the drug's rating, for the number of boxes permanently filled in on the
- character's Mental damage monitor. This is the Addiction Level, and it isn't
- additive. The only time the Addiction Level increases is when an Addiction
- test results in a higher Addiction Level than the character previously had.
-
- If a character with Willpower 5 takes two doses of a drug with a Rating of 3,
- and an Addiction Code of 4(dosage)2, the player rolls 5 dice against a target
- number of 4, staging 2. If the player rolls 1 success, the Addition Level is 2
- -- the dosage. If the player rolls 2 or 3 successes, the addiction level is 1.
- If the player rolls 4 successes, the character is not addicted.
-
- While using the drug, a number of Mental boxes equal to the dosage taken times
- the drug's rating are freed.
-
- If a character has an Addiction Level of 6, and shoots up 1 dose of rating 2,
- the Addiction Level will be reduced to 4 for the duration of the drug's
- effects.
-
- If a character is addicted to more than one drug, keep track of each Addiction
- Level, but only apply the highest.
-
- Penalties due to Aftershock damage do not apply to the Addiction test.
-
-
- ADDICTIVE LETHALITY:
- --------------------
- Each day, the character must make a Craving test. This is a Willpower test
- with a target number equal to the character's Addiction Level. If successful,
- the character has no craving that day. If unsuccessful, subtract the highest
- die roll from the character's Addiction Level, for the additional Mental
- monitor boxes filled in.
-
- If the character goes the full day without getting a fix of at least Addiction
- Level (Rating times Dose), a Body Test is required, vs. the drug's Addictive
- Lethality, with a target number equal to the Addiction Level minus the fix
- taken (0 if none), and a staging equal to the Addiction Code staging. If the
- target number is greater than twice the character's Body, the damage is
- physical. Otherwise, it's mental.
-
- This is also how the character can reduce his, her, or its Addiction Level. If
- the addictive lethality is reduced to no damage, reduce addiction level by the
- number of extra successes, divided by the staging (and rounded towards 0).
-
- These tests are not affected by stun caused by the character's addiction level,
- but they are affected by other stun and physical damage that is there for most
- of the night or day.
-
- John is addicted to Crack, with an addictive lethality of Serious and an
- addiction code of (Rating times 2)(Dosage)(2). His addiction level is 5. He
- has a Willpower of 2 and a Body of 3. Monday morning, he rolls a craving test,
- getting 5 and 3. His target number is his addiction level, or 5, so he has no
- craving that day. On Tuesday, he rolls 2 and 4. He craves some crack, but his
- friends lock him up so that he can't get any. He must make a Body test vs.
- 5S2 (addiction level Serious addiction code staging). This is mental, since
- his target number is not greater than twice his Body. He rolls 2 and 4, taking
- Serious mental damage.
-
- On Wednesday, he fails the craving test again, and manages to sneak in 2 doses
- of rating 2 crack. This is a fix of 4, reducing the Body test to 1S2 (the
- target number is really 2, since that's the lowest possible target number). He
- rolls 4 and 2, taking Moderate mental damage.
-
-
- USING DRUGS
- -----------
- Combat drugs (such as booster shots, nopane, and hul kaline) are most commonly
- administered via slap patches. This takes one action to self- administer, as
- long as the patches are readily accessible.
-
- The next most common means of injection is through built-in cyber- controlled
- injectors. These take no action to use -- a simple thought is all that's
- required. Of course, if a character with a loaded cyber- injector gets a
- craving, the mind will automatically trigger an injection.
-
-
- BOOSTER SHOTS
- -------------
- EFFECT: Booster shots affect the user as boosted reflexes (see the Street
- Samurai's Catalog) of rating equal to the drug's rating. Booster shots are not
- cumulative with boosted reflexes. Booster shots interfere with wired reflexes.
- Subtract the booster shot rating from the wired reflexes rating, for the
- effective wired rating. If this is negative, Reaction is reduced, and negative
- dice are applied.
-
- COST: Booster shots originated in Korea, and Japan is trying very hard to keep
- them from reaching the western world. The Japanese government does not want
- boosted reflexes within reach of drug addicts in their colonies. Within Korea,
- Booster shots are less expensive than in the Americas.
-
- BOOSTER SHOT COST
- Rating Korean American
- 1 200´ 500´
- 2 250´ 750´
- 3 400´ 1,500´
-
- Unless Japan can stop the flow, American prices will drop to Japanese levels
- within 2 years.
-
- ONSET TIME: One Action. The onset target is the drug's rating+3.
-
- DURATION: (Dosage+2)d6 turns. The duration target is the drug's rating +1.
-
- AFTERSHOCK CODE: (2x Rating)D (dosage). If the rating is higher than body,
- the damage is physical.
-
- ADDICTION CODE: (Rating+1)(dosage)2.
-
- ADDICTINO LETHALITY: Deadly.
-
-
- NOPANE
- ------
- EFFECT: Nopane reduces the penalty for physical damage by the drug's rating.
- It reduces Reaction and Quickness by rating. Quickness can't be reduced below
- one. If rating is higher than or equal to Quickness, Quickness is reduced to
- one, and the character has a penalty of 1, plus rating minus quickness, on all
- quickness tests.
-
- Cost: Nopane was developed by the UCAS army, and its use has spread across the
- Americas. It is not common in Europe or Asia yet.
-
- NOPANE COST
- Rating America Eurasia
- 1 50´ 200´
- 2 100´ 300´
- 3 200´ 400´
-
- Nopane is very illegal, and possession of Nopane marks the user as a seedy
- mercenary or killer. There are better and cheaper drugs on the market (illegal
- or otherwise) for normal drug-users.
-
- ONSET TIME: Two Actions. The onset target is the drug's rating+2.
-
- DURATION: (Dosage+1)d6 minutes. The duration target is the drug's rating +3.
-
- AFTERSHOCK CODE: (Rating+1)M(dosage). The damage is never physical.
-
- ADDICTION CODE: (Rating+1)(dosage)2.
-
- ADDICTION LETHALITY: Moderate.
-
-
- HUL KALINE
- ----------
- EFFECT: Hul kaline (also known as Conananol or Scharzezine) increases the
- user's strength by causing the body to go into overtime. Hul kaline is very
- debilitating, though not very addictive. Hul kaline increases the user's
- Strength by rating,. It decreases the user's Quickness by half rating (round
- down) and Intelligence by half ratingÊ(round up).
-
- COST: Hul kaline was developed by the Aratech Arcology in the late 30s. When
- Aratech went under, they sold the formula to a consortium of military
- contractors, and Hul kaline is a staple of South American subcontractors.
-
- Rating Hul kaline Cost
- 1 500´
- 2 1,000´
- 3 2,000´
- 4 4,000´
-
- Possession of hul kaline is very illegal in most areas.
-
- ONSET TIME: Four Actions. The onset target is the drug's rating+2.
-
- DURATION: (Dosage+2)d6 turns. The duration target is the drug's rating +2.
-
- AFTERSHOCK CODE: (Special)D(dosage). The target number is the drug's rating
- plus half the user's original strength (round up). The damage is always
- physical.
-
- ADDICTION CODE: 2(dosage)2. The addiction code is not dependent on the drug's
- rating. Hul kaline is surprisingly non-addictive.
-
- ADDICTION LETHALITY: Deadly.
-
-
- SIMSENSE
- --------
- Simsense is almost exactly like drugs, except that Body is replaced by
- Charisma. Onset time and duration are chip in and chip out, and dosage is
- measured in time.
-
- "Simsense gives you the movie, but with all five senses instead of just two.
- BTL [Better than Life] gives you the same, but pushes the sensory signal to the
- red line. 2XS... hits you at the physiological level as well: adrenalin,
- endorphins, everything."
- -- Nigel Findley
- Shadowrun 4: 2XS
-
- Some less reputable simsense producers program their chips to degrade with use.
- Of course, even normal simsense will go bad under the typical handling it
- receives. Simsense users are not known for their organizational skills and
- hygiene.
-
- COMMON SIMSENSE: (rating 1 to 3)
- AFTERSHOCK CODE: (Rating+1)M2
- ADDICTION CODE : (1+Rating)(dosage)1
- DOSAGE : 30 minutes
- LETHALITY : Moderate
-
- Simsense is very much like movies: a sequence of pre-recorded actions and
- scenes. The simsense industry (centered in Hollywood) has directors,
- producers, and actors, just like TriVid.
-
- BETTER THAN LIFE: (rating 1 to 4)
- AFTERSHOCK CODE : (Rating+2)S3
- If rating is greater than willpower, aftershock is
- physical.
- ADDICTION CODE : (2x Rating)(dosage)2
- DOSAGE : 10 minutes
- LETHALITY : Serious
-
- BTL chips are the scummy side of simsense. The signals are amplified to
- provide a 'better than life' experience. Oddly enough, most BTL chips deal
- with violence rather than sex, although there's usually a sexual tint to the
- violence.
-
- 2XS : (rating 1)
- AFTERSHOCK CODE: (Rating+3)D4
- ADDICTION CODE : (2x Rating)(dosage)4
- DOSAGE : 1 minute
- LETHALITY : Deadly
-
- 2XS is new to the market. It requires a datajack. It must be fed directly
- into the brain. 2XS is so illegal very few people outside of illegal simsense
- users know about it.
-
- INTERACTIVE SIMSENSE: (rating 1 to 3)
- AFTERSHOCK CODE : (Rating-1)L1
- Level 1 and 2 InSense will not cause aftershock,
- unless the user has penalties sufficient to bring
- the target number above 1.
- ADDICTION CODE : (Rating)(dosage)1
- Rating 1 InSense is not addictive unless the user
- has penalties to the roll.
- DOSAGE : 30 minutes
- LETHALITY : Light
-
- Interactive Simsense (InSense) allows the user to change the flow of action,
- and make choices. Some insense gives the user a character-eye view. Others
- are like movies. In each case, however, the viewer has the choice of what
- directions to follow.
-
- Insense requires a special computer buffer to interface. Some insense won't
- work without the interface. Others will work as standard simsense, providing a
- pre-recorded sequence of scenes.
-
- It is rumored that FASA Corp, in conjunction with the Collegium for Research in
- Interactive Technologies, is developing a networking technology for insense.
-
-
-
-
- SHADOWSPACE
- -----------
- Here are two articles describing aspects of outer space. The first describes
- the barrier between the living Earth and the empty void. The second describes
- what exists beyond the barrier. We at the Guide cannot vouch for the accuracy
- of these reports, nor be held responsible for any problems any inaccuracy
- causes.
-
-
- THE SPACE BARRIER
- --------------------------------------------------------------------
- by David Meleedy (dmm@linde.harvard.edu)
-
- What is the barrier? The barrier is a non-typical manifestation of the
- awakening. It is similar to a convection ring, which is caused by mana being
- released in a (typically) traumatic way (i.e. death), and which gets trapped
- at the outer boundaries of earth's domain. Consider that in the rules, the
- earth is described as being one huge spirit. When a being dies, the mana is
- expelled from the body. Mana with no body is at first tenuous and is typically
- near sources of mana that are still bound to living, organized matter. In an
- attempt to preserve itself, the mana flees upwards. Soon however, it reaches
- the outer boundaries of the Earth Spirit domain and cannot travel any further
- because it is not powerful enough to traverse beyond the domain in which it was
- created. At this point, the more powerful spirits are able to gather force and
- form, and return as ghosts. Unfortunately, the lesser spirits, are subject to
- entropy and are eventually dissipated at the boundary of the Earth Spirit's
- domain over a long period of time. This vast bubble of agitated mana is known
- as the barrier.
-
- Now, any living magically sensitive creature (including man), that comes in
- contact with the barrier is instantly subjected to the trauma of being in
- contact with the dissipation of thousands of living creatures. This is what
- causes the phenomenon of insanity and death which manifests in magicians who
- pass 50 miles above the earth either astrally or physically. In game terms for
- a magician to survive contact with the barrier he must make a Body roll against
- an (Essence)D1 wound, using his base Body score (no spells allowed). What is
- happening, is that the entropic effect of the barrier is attempting to rip the
- spark of life (Essence) from the body of the magically attuned character. The
- character's only defense at this point is the effect of his/her body which is
- attempting to stay alive (hold in the Essence). To avoid lasting insanity
- because of the joining of his mana with that being dissipated, he must make a
- Willpower roll with a target number of his magic rating and a threshold of his
- Essence-1. This is because the higher the character's magic rating, the more
- attuned he is with awakened phenomenon. This effect is so powerful that the
- character's mind will become overwhelmed by the environment unless he makes a
- roll to maintain his identity. At this point though, the character has already
- been determined to be alive, and so there is a tenuous link already between his
- body and his Essence, this tenuous link is represented by the small subtraction
- in the threshold number. The threshold method was chosen because of its
- similarity to mind affecting game mechanics (i.e. thought control spell, or
- decking).
-
- Magic which comes into contact with the barrier is subject to the full force of
- its disruptive power. As the weaker spirits dissipate (which is most of them)
- they release their magical energy, which causes a domino effect across the
- upper atmosphere. What this means to a magicians spell, is that the magic is
- dispelled and "washed away" by the tidal forces of magical energy that sweep
- across the edge of the barrier. All astral links (yes, Quickened locks too),
- including those established by ritual sorcery are instantly severed. Obviously
- spells cannot be sustained in this environment.
-
- Magic items which are physically carried into contact with the barrier will be
- destroyed unless they make a save of the Force of the object vs. a target
- number of 12. Also, the link between the magician and the item is also
- disrupted unless the item makes a save of its Force vs. a target number of the
- karma invested in the bonding and a threshold of the number of items bonded
- when the barrier was reached. The magical energy of a Fetish is automatically
- destroyed.
-
- Nature Spirits, being restricted by domain, and more intelligent than any mage
- who goes to the barrier, will not come in contact with its destructive
- phenomenon. If a shaman attempts to bring/summon a nature spirit to the
- barrier, he will fail. Elementals are a different matter. An Elemental which
- comes into contact with the barrier must resist discorporation with its Force
- in dice against a target number of the number of services remaining times the
- magic rating of the mage who bound it. Should the Elemental survive, the
- magician must make a Magic test (his magic rating in dice) against the Force of
- the elemental or the bond between them is broken, and it will go free. Should
- the mage die or go insane, the spirit or elemental, is obviously free of any
- further obligations. Allies, due to the unique process of their creation, are
- not instantly disrupted by the barrier. However, the mage must make a test
- using his magic rating in dice against twice the ally's force or it will go
- free if it so chooses. (Note that you cannot use the magic rating dice
- supplied to the mage by the ally or use automatic successes from an elemental).
- Whether allies or elementals may pass beyond the barrier is currently unknown.
-
- >>>[See the next section. While elementals can pass beyond the barrier,
- they are extremely volatile in the void. It may be possible that allies
- in a physical form will be protected from the void. Our sources are
- unclear on that point. None of them have an ally.]<<<
- -- Silver Cianide<09:00:15/03-15-52>
-
-
- BEYOND THE BARRIER
- ------------------
- ASTRAL PERCEPTION
-
- Anyone viewing the astral plane while in outer space must make a Willpower test
- vs. 6D3/Mental. Anyone who remains conscious after this test must make a
- Charisma test vs. 5D1/Insanity, each turn. Already existing insanity is
- applied as a bonus, not a penalty, to these two tests.
-
-
- SPIRITS
-
- Nature spirits cannot travel into space. If they are forced to do so, they
- lose 1 Force Point per minute. Other planet-created controlled spirits
- (Elementals, Watchers, etc.) must make a Force test vs. 4D1 every Force days.
- The spirit does not actually take damage, but loses Force points equal to the
- wound level -- 4 for Deadly, 3 for Serious, 2 for Moderate, and 1 for Light.
-
- On a largely uninhabited planet, the target number for resisting drain from
- summoning a nature spirit is at +2. On an inhabited but alien planet, the
- target for drain is at +1. When conjuring elementals, watchers, and other
- non-nature spirits on a largely uninhabited planet, the staging for drain is
- increased by 1.
-
- Non-nature spirits can be summoned in space, with a staging for drain at +1,
- but the spirit will not be controlled.
-
-
- SPACE INHABITANTS
-
- Many strange creatures live in space. There are abandoned, haunted space
- stations, lost, insane wizard ghosts (wizards who tried to astral project
- beyond the barrier), and free spirits. There are rumors, as well, of gigantic
- floating webs in space, and man- or whale-sized spiders spinning them. Legends
- of creatures that thrive on magic cast at them, and rumor of a strange nature
- spirit or elemental whose domain is the void. It will take much more
- exploration before the truth of these legends comes out.
-
-
- INSANITY
- --------
- Insanity is measured as Light, Moderate, Serious, or Deadly. The penalty to
- target numbers is the same as for normal damage, and is cumulative with
- physical or stun damage. There is no penalty for deadly insanity, but such a
- character can only be a non-player character.
-
- When in a situation where insanity may occur, resistance will be rolled with
- Willpower. Insanity helps keep a character sane: if an already insane
- character makes a willpower test vs. further insanity, the insanity penalties
- are applied as a bonus instead of a penalty.
-
- Insanity heals in a manner similar to mental damage, although rest is not
- required. A Charisma test is rolled. Insanity damage does not apply penalties
- to this roll, but mental or physical damage does. Divide the duration by the
- number of successes. This is the amount of time it takes for insanity to drop
- one level. If there are no successes, the level does not drop, and the
- duration is doubled for the next roll.
-
- Insanity Duration Target Number
- Deadly 10 days 6
- Serious 6 days 5
- Moderate 3 days 4
- Light 1 day 3
-
-
- EFFECTS
-
- The exact effects of insanity are left up to the player and referee. The style
- of the game and the situation that caused the insanity should dictate how
- insanity is treated.
-
- Light insanity should involve minor distractions or compulsions. Moderate
- insanity should involve definite compulsions and/or a twisted world-view.
-
- Serious insanity will involve occasional hallucinations, paranoia, and/or very
- strange compulsions. Deadly insanity indicates that the character is
- completely insane. Most of the character's time is spent with hallucinations.
- It might involve paranoid delusions and schizophrenia, or a complete,
- non-stable personality switch.
-
- Insanity is not cumulative. However, characters can have multiple insanities.
- Only the penalty for the most serious insanity modifies success tests. Each
- insanity must be cured separately.
-
- A character might have a deadly psychosis (fear of flying), a moderate neurosis
- (kleptomania), and a light paranoia. Whenever the character is in a situation
- where kleptomania grabs hold, the character has the penalty of 2 for moderate
- insanity. If kleptomania isn't in effect, the character has the penalty of 1
- for the paranoia (since paranoia will pretty much always be something the
- character will have to worry about). Whenever the character's fear of flying
- takes effect, the character is played by the game master, and no penalties are
- in effect. (Yes, the no penalty for deadly does override the real penalties
- for lesser insanities. It's the highest insanity, not the highest penalty,
- that takes precedence.)
-
-
- ------------------------------------------------------------------------------
-
-
- A CONFEDERATE CAJUN IN SOUTHERN CALIFORNIA
- --------------------------------------------------------------------
- Sony-Louis Rollando
-
- The desert sun beat hard from the west. In my right hand, I held an Ithaca
- SA-50. Not standard issue, but I prefer a little surprise. To my left, Gary
- surveyed the area with binoculars. He pocketed them, and pulled out an old
- pair, with glass lenses and no electronics.
-
- "Looks like the zone caught up with us. Does it grow?"
-
- "Could be. Full moon tonight."
-
- I looked at my wristwatch -- a mechanical one, for in the zones nothing else
- worked reliably. Above the watch was a wrist calculator. There are no
- mechanical analogs to that. I punched in 3 + 2. It came up 7.12159. We were
- definitely in the zone. Half an hour ago, 3 + 2 equalled 5. I sheathed my
- gun. At best, firearms in a zone don't work at all. At worse, the decreased
- burn rate builds pressure slowly and explodes the weapon.
-
- We went back into the small cave. Gary slept three hours, and I kept watch. I
- saw one snake.
-
- It was 2045. In the east, President Iroff had finally signed the Lee Treaty,
- though the war between the states had really been over with for nearly a
- decade. Not my problem anymore, though. Not since I moved to SoCal. I'd been
- with the Pendleton Franchise for 8 years, and the Confederate Army for three
- years before that, and was just beginning to have second thoughts about
- spending my life as a career soldier. Or ending my life as a body shield for
- whatever renemage tries to earn extra pesos hiring out to the Franchise.
-
- No mages here, fortunately. Just a real mental jack who'd decided he could
- hide from the law in a technodead zone. Hell, he'd of been safer staying in
- San Diego. Even then, the law didn't give a damn about some minor murderer.
- All the wigs wanted was to make sure no one thought a dead zone was a free
- zone.
-
- So here I was. Somewhere in the Anzo Borrego. I loosened up with the katana
- before handing the watch over to Gary. In three hours, we moved on. I've been
- meaning to ask a naturalist why there are no dead zones on a beach.
-
- Two sleeps later, we found our first trace of him. At first we thought he was
- being clever, setting an obvious trail to lead any one following either astray
- or into a trap. So we move along real careful, like, for an hour. Turns out
- he's not clever, just an idiot. I heard a saying once about mad dogs and
- Englishmen. I've never met an Englishman, but this guy was a total cake.
- Swapped spit one too many times with the dragon. He's living in a fucking
- cabin in the center of a small, flat valley, sun baking the rocks like a
- natural microwave.
-
- Still thinking this guy can't be that crazy, but wondering what it does take to
- systematically track down and kill only redheads whose names begin with G, I
- set up my bow. Adjusted the scope, a mechoid, of course, for the estimated
- distance, and waited underneath an overhang.
-
- In the vids, this is where two soldiers always manage to solve their
- existential problems in a down-home, philosophical discussion. Fuck that. In
- the middle of the desert, it's hot, it's dry, the sun stares down like an
- ancient angry god, you don't feel like thinking, let alone talking.
-
- So he comes out, probably to take a leak, the poor slob. One arrow and he's
- down, the next, he's good as dead. Gary looks on with the binoculars, and
- tells me when it looks like he's stopped breathing. We don't bother to check
- the body until nightfall. It's not worth leaving the cool, and you never know
- -- he may be faking it. From 300 feet it's hard to tell with old optics. But
- if he lays there in the sun all day, it won't matter what he's faking.
-
- The moon rose before the sun disappeared. We came out of hiding, went into the
- little valley, checked the body. He's dead, no doubt. Peek inside the cabin,
- which is still holding in the day's heat, and there's nothing there. We left.
-
- At the top of the valley's side, I turn around to take one last look at the
- sucker. And stop. The body was gone.
-
- Shit. Like the old chummer used to say, just when things can't get any better,
- they gotta get worse.
-
- Gary saw the same thing. He swore as well. It meant we were going to have to
- track the bastard, or whoever stole him, down. The hot day was fast becoming a
- cold night.
-
- The calculator no longer worked at all. We climbed about fifty feet higher
- than we were, and surveyed the area. The full moon lit the desert almost as
- well as the sun, but our binoculars showed no one nearby -- no person, no
- animal larger than a lizard, the only sign of humanity the fruitcake's cabin.
-
- The door swings in the breeze, but I don't feel anything up here. The air has
- that humid, kind of damp, fleshy feel. You've never been in heat until you've
- been in Louisiana in August. Or the Yucatan, I suppose, in whatever passes for
- boiling there. Or even West Africa, from what I've heard. But I believe I'm
- babbling.
-
- And I was. But momma set me right. She always did, that silvery smile, bright
- red hair. But that was the neighbor-girl-next-door. Daddy came in from the
- wars and set his briefcase down, but I couldn't see him over the din of the
- trivideo set. It wasn't for nothing they called us inseparable, my sister and
- eye. Red blood in my I, and a song in my heart.
-
- Obviously, something was wrong. Far wrong and way cool. I thought I heard
- thunder in the distance, but it was Gary slapping me back to reality. Which
- wasn't an easy trip with the whore-whore-horehounds blowin' in the wind. I
- steeled myself against his mind, obviously the fruitcake's mind was still here
- in the dead zone, trying to infect us with his madness.
-
- Or, perhaps not trying at all. Only a mindless life force, a shell, a lifeless
- mind trapped in the moon, to fade as the moon fades to nothingness.
-
- I crouched, and saw the stars, and felt the ground again. Now there was a cold
- wind, and an odd smell in the air.
-
- Gary kicked at someone. The kick should have sent his opponent tumbling over
- the edge. Instead, there was a slurping noise, and I saw his toes exit his
- opponent's back, straight through the liver. A hot smell exploded into the
- air, sun-boiled meat. Gary tried to hold back his nausea, and lost. It
- occurred to me that it was too bad he wasn't a redhead, then without thinking I
- drew my sword and hit whatever it was he'd kicked. I saw the thing's face, and
- it was the nut, and he was dead, but he clawed at me anyway. His mouth hung
- open, and his tongue lolled out one side of it.
-
- My sword had cut deep, and I yanked it out, as he clawed at me again. I rolled
- back, and realized why video adventurers always had a shield. Steaming water
- poured out the wound in its side. Gary pounded its back with his staff. It
- staggered forward, but kept its eyes on me as I swung the sword back and
- chopped off his head.
-
- It staggered forward, still clawing, and I thought we were fucked, when it just
- stopped, swooned, and fell. I could still feel the ripples of the life force
- in the air, but it had lost its power.
-
- We didn't rest until we reached the horses the next morning.
-
-
-
-
- LAW OF THE PACK
- --------------------------------------------------------------------
- by Keith Ammann
-
- The gray October wind blew plastic wrappers up the street and some of the brown
- haze out of the air. The afternoon sky was thick with clouds. The street was
- empty of people except for a thin, white-haired young man wearing a respirator
- mask and a goblin in a tan trenchcoat and spiked dog collar. As the thin youth
- covered his motorcycle with a plastic sheet, the goblin stared at the sky.
-
- "So much for today's job-hunt," said the goblin, spitting on the ground.
-
- "Yeah, Arch, like we were goin' anywhere anyway." The young man lifted up his
- respirator and wrinkled his nose. "Man. This rain better wash some o' the
- smog down." The two moved into a nearby doorway and sat down on the steps.
- Thunder rumbled quietly to the west.
-
- "I don't know why you're hangin' around with me, man," said the goblin.
- "You're the one with the diploma. You could be out doin' somethin'."
-
- The human shook his head. "The corps ain't for me, Archie. I can't live like
- that. You gotta give yourself away, man. They don't let you have your own
- life anymore. I'd rather stay on the streets."
-
- "Man, Corin, you always was the spooky one."
-
- Neither one said anything for a while.
-
- "How's your dad?" asked Corin.
-
- "Better. He's finally gettin' the people organized. They're gonna have some
- kind of rally." Archie kicked his heel against the concrete steps. "I'm really
- glad he finally got that promotion. 'Bout time they got an ork foreman down
- there. Might make some real money now."
-
- "You think of applyin' down there?"
-
- "Naw, man. Not on the line."
-
- "Why not?"
-
- "Because..." Archie thought for a minute, resting his chin on his hand and
- rubbing his enlarged lower teeth with his thumb. "Because I wanna be someone.
- Because I want a real job and a real life. I don't want people lookin' at me
- like I'm just another dumb ork with nothin' but muscle and attitude. That drek
- chokes, man."
-
- Corin looked down, then at Archie. "They gonna think that anyway."
-
- Archie sighed. "I know. But down on the line, people fight you to prove it.
- Too much hate there for me, man. I don't wanna get into all that."
-
- "I know what you mean," Corin said. "But you gotta get somethin' sometime."
-
- "Yeah." Archie hadn't had a job since he'd left high school. He hadn't even
- gone for an interview since the disaster a year before, when he applied for a
- counter job at the neighborhood Stuffer Shack convenience store, hoping that he
- could eventually make it to manager. Since that interview, he'd always found
- excuses not to go to any others, fearing the rejection he was sure he'd
- receive.
-
- ---
-
- "Name?"
-
- "Archie Santangelo."
-
- "How old are you?"
-
- "Nineteen."
-
- "Education?"
-
- "Two years at Jarman High."
-
- "Only two?"
-
- Archie hadn't thought it would be the right thing to say that he'd been
- expelled his junior year for trying to stop a fight between two normals. The
- security guard, seeing Archie shove the larger of the two hard against a
- locker, assumed he had started the fight. For some reason, the dean didn't
- think it was strange that a B student with a clean disciplinary record would
- assault two other kids at once. "That's right," Archie said.
-
- "Program?"
-
- "College prep."
-
- "Not vocational?"
-
- The dogs in Archie's head woke up. His voice took a hard edge.
-
- "No, not vocational. College prep."
-
- The interviewer noticed the change in tone and looked up coldly.
-
- Archie had made his first mistake. "What previous experience do you have?"
-
- "None yet."
-
- "None yet," repeated the interviewer, as if he had guessed the answer
- beforehand and just been proven correct. "What made you want to work at
- Stuffer Shack?"
-
- "It's near home," Archie replied as Corin had coached him. "I don't have a
- car. I can work night shifts. I know how the stores are organized. I'm not
- afraid of being robbed."
-
- The interviewer smirked. "Do you know what to do in case of a robbery?"
-
- "Don't resist. Get a good look at the robber so you can describe him later.
- Give him what he wants. Hit the Panicbutton as soon as he leaves."
-
- The interviewer scowled. He'd expected the ork to say something like, "Jump
- the counter, maul the fragger, and give what's left to the cops." Somehow he
- didn't like the fact that Archie knew the right answer. He looked up. "Why
- the dog collar?"
-
- Second mistake. He'd forgotten to take it off before the interview.
-
- "I just like it."
-
- "Can't wear it on the job."
-
- "I understand."
-
- "We have strict dress codes. You wear the uniform and the hat. No scruffy
- clothes, no street clothes. No dog collars."
-
- "I understand."
-
- "Good." The interviewer looked down again. "Any criminal record?"
-
- "Nope."
-
- "No assaults? No vandalism?"
-
- "I said no."
-
- "Ever stolen from an employer?"
-
- "I told you, I've never been employed."
-
- "You drink? Use drugs or chips?"
-
- "I don't have a jack. And I don't use drugs." The dogs began to growl.
-
- "But you do drink."
-
- "Yeah, some."
-
- "Ever drink on the job?"
-
- Archie jumped up. "Goddamnit, I told you! I haven't had any other job yet!"
-
- The interviewer looked up slowly, icily, and closed the folder.
-
- Strike three. "Thank you, Mr. Santangelo. That will be all."
-
- Archie looked open-mouthed at the interviewer. Gradually, disbelief was
- replaced by understanding. "You never intended to hire me at all, you bastard.
- You were just stringin' me along. It's 'cause I'm an ork, isn't it?"
-
- The interviewer said nothing.
-
- "Isn't it?"
-
- The interviewer pressed a button on his telecom. "Liz, please show the
- applicant out."
-
- "You goddamn bastard." Archie shook his head and walked wearily out of the
- office, ignoring the girl in the doorway who stared at him vacantly. The
- barking of the dogs was giving him a headache.
-
- ---
-
- The clouds finally broke open. A drizzle of pale yellow rain began to fall,
- turning gradually into a steady shower. Archie backed further up the steps,
- pulling his long legs out of the rain's reach. The wind picked up. Corin
- zipped up his heavy black jacket.
-
- "What time is it?" Corin asked.
-
- "Why don't you get a watch?" said Archie.
-
- "Can't afford one, drekhead. What time is it?"
-
- Archie looked. "Quarter after four."
-
- "Guess we're stuck here for a while."
-
- ---
-
- The rain continued on into the early evening. When it finally stopped, Corin
- took a sniff, decided the air was safe to breathe again, and walked up the
- block toward his basement apartment. Archie went down the block to his own
- building.
-
- His family was already seated around the dinner table when he got there.
- "Hurry, Archie, your food's getting cold," his mother called as he hung his
- long coat on a peg, picked up his two sisters' coats, and hung them up too. He
- sat down at the table between his father and his younger sister, Mary. The
- dinner was flavored nutrisoy, as usual. No specials tonight. He picked up his
- fork and started shoveling it in. His father was talking about the union; they
- were going to have a rally the next night. Archie made interested noises.
-
- "Mommy, can I get a straw?" Mary asked.
-
- "Certainly, honey." Archie's mother got up and went to the drawer that had the
- straws. She and his other sister, Anna, hadn't undergone the mutation that
- affected Mary, him, and their father, making their muscles denser and stronger,
- their frames taller, and their faces frightening parodies of normal humans'
- faces, with slightly pointed ears and overgrown lower canines that poked out
- between their lips. Archie and his younger sister had been born that way;
- their father, he was told, changed at puberty. He'd spent three weeks in the
- hospital, and come out more strong and stubborn than ever before. Anna, being
- fifteen years old, was considered beyond risk. She would probably stay human
- the rest of her life.
-
- "Mom, why you gettin' Mary a straw?" Archie said. "She's gotta learn to drink
- from a glass some time."
-
- "Archie, don't be mean."
-
- "I'm not bein' mean, Mom. Mean is gonna be the kids in high school askin' why
- she don't drink out of a glass like everyone else." Mrs. Santangelo put the
- straw in Mary's glass with a resigned look at Archie. Mary drank the soymilk.
- Archie shook his head and returned to his food.
-
- "Find a job today, Archie?" asked his father.
-
- Drek, thought Archie, having hoped that his father would talk about the union
- until dessert. "No, Pop. Got rained out."
-
- "It wasn't raining this morning."
-
- "I wasn't up this morning." Knots formed in Archie's stomach. His appetite
- fled. The dogs howled.
-
- "Why weren't you up this morning?"
-
- "Pop, I'll go out tomorrow."
-
- "Answer me! Why weren't you up looking for a job this morning?"
-
- "Michael, please." His mother's face had a pained expression.
-
- "Paula, stay out o--"
-
- "Pop, I'll go tomorr--"
-
- "Don't shout --"
-
- "You will get up out of --"
-
- "Pop, I will --"
-
- "Can I head over to Rachel's?" said Anna. Her soft, steady voice cut through
- the shouts. The argument lost what little continuity it had.
-
- "Yes, dear, go ahead," said Mrs. Santangelo. Anna got up from the table and
- went for her coat. Archie and his father looked at each other once again.
-
- "Archie, hon, if you're not doing anything tomorrow, could you pick Mary up
- from school?" asked his mother before the shouting could begin again. The
- front door opened and shut.
-
- "He's not--"
-
- "Yes, Mom," Archie said. His father scowled angrily. "Pop, I'll check the ads
- tomorrow morning."
-
- Mr. Santangelo glared at Archie, pushed away from the table, and walked into
- the TV room.
-
- ---
-
- Archie got up early the next morning, mainly because his father woke him up.
- That day he browsed through the want ads on the newsfeed, made a couple of
- half-hearted phone calls, and didn't write down the information he got.
-
- Early in the afternoon, he went out to find Corin. He was hanging around on
- the corner with Martin Megistus, the street magician. Martin was popular with
- all the kids, but only Corin had stayed interested in the old man's tricks as
- he grew up. He said the magician was the real thing, and he was learning the
- stuff himself. Martin had always told Archie he had the talent as well, but
- Archie could never stay interested. Most of the things the magician said went
- over his head. Any time he thought he understood something, the dogs would get
- restless, and he'd lose his concentration. Corin could focus his attention on
- something for hours at a time. Archie didn't care about things if he didn't
- understand them right away.
-
- Corin, as usual, was completely wrapped up in what the magician had to say.
- Archie tried to look interested but couldn't. His efforts to get Corin's
- attention away from the magician came to nothing. His "Sayonara" as he left
- barely got a nod. He checked his watch. It was a little after two-fifteen.
- He headed off to pick up his sister.
-
- Archie walked up the drive to the front door of Milton Elementary. He'd gone
- there too, when he was little. The lobby always looked really small compared
- to how he remembered it, no matter how many times he came back. Watercolor
- paintings from the art classes covered the fake-wood- paneled walls. Children
- milled noisily about. Parents bumbled through the crowd, calling out, trying
- to find the ones that were theirs. Carefully and gently Archie pushed his way
- over toward the auditorium doors, next to that weird metal thing that was
- supposedly a sculpture. It had been there forever. Corin had always been
- fascinated by the metal thing, with its small, intricate shapes and moving
- parts. Archie had never gotten the point. He craned his neck and scanned the
- lobby, looking for Mary.
-
- When he spotted her, the dogs started barking in his head. She had been
- crying; there were dark circles under her eyes. A big black smudge of dirt
- covered one side of her new jacket. Her long, brown hair was messed up.
- Forgetting politeness, Archie plowed through the crowd toward his sister.
-
- "Mary, tell me what happened."
-
- "No." Her lip trembled.
-
- "Who did this, Mary? Tell me who did this?"
-
- "No." She shook her head.
-
- "Dammit, Mary, what happened?"
-
- "Nothing."
-
- Archie felt ready to explode with frustration. "Come on. Let's get home." He
- took her hand and started walking, too fast, toward the door. As they walked
- out the door and down the drive, Archie's questions were answered. A group of
- human kids, standing at the bus stop, pointed and laughed. Archie stopped in
- his tracks and put a hand on Mary's shoulder. "Stay right here, Mary," he
- said. Mary stood as still as a fence post. Archie strode toward the bus stop
- kids.
-
- "What're you starin' at?" he shouted. "What the hell you think you're starin'
- at?" Most of the children stopped laughing. One whispered, "I don't know, but
- it's u-u-ugly!" Another giggled at that.
-
- "Who said that?" demanded Archie. The dogs strained at their leashes. "Who
- was it? Was it you?" he shouted into on child's face.
-
- The child was petrified. Archie straightened up.
-
- "That," he said with fierce restraint, "is my sister. You hear me? My sister.
- And if I find out that any of you little snots are messin' with her again,
- teasin' her, pushin' her around, callin' her one single fraggin' name that's
- not her own, then I hope you got the bus fare to get back from where I'm gonna
- kick your snotty little asses to. You got that? One word! One word and
- you're meat." The children stood frozen, speechless. Out of the corner of his
- eye, Archie saw a teacher walking over. He nodded to her and turned to walk
- back toward his sister. The teacher continued walking, approaching him. He
- gritted his teeth.
-
- "Can I help you, sir?" the teacher asked accusingly.
-
- Archie turned his head and gestured to his sister. "No, but maybe you could
- start helpin' her. 'Bout time someone did." He shut himself off from the
- teacher, took Mary by the hand, and walked her home without a word.
-
- On the way home, his head was full of angry thoughts. He'd only been trying to
- look after his sister, and the teacher -- the same one he'd had years before --
- had thought he was some sort of criminal. A chill wind picked up. The studs
- of his collar felt cold against his neck. Archie hung his head, ashamed of his
- outburst. He wondered if he could actually bring himself to do anything to
- those kids if they bothered Mary again. He wondered if he'd ever be able to
- live with himself if he did. His hand gripped Mary's tightly. The dogs
- remained awake, watching.
-
- When Archie got home, Corin was waiting outside. "Sorry I wasn't -- " He
- noticed Mary's condition and broke off. What happened? he mouthed.
-
- Archie motioned Corin to come on in. He glanced at the elevator; broken again.
- It's not fair to make a ten-year-old kid walk up four flights, he thought. He
- carried Mary up the steps.
-
- His mother told Mary to go change and wash up. "Mom," Archie started, "a bunch
- of kids were --"
-
- "It's okay, Archie. She's fine. She just needs to get straightened up."
-
- "Mom, she's not fine. The kids are knockin' her around. You gotta talk to the
- teachers there."
-
- "She'll be fine, Archie. She's not hurt. Just a little dirty."
-
- "What if she gets hurt?"
-
- "Archie, don't worry. Everything will be okay." Mrs. Santangelo turned and
- followed Mary.
-
- Archie swung his fist at the air. "Nothing. Not a damn thing I can do."
-
- "C'mon, Arch. 'Sko over to my place." Corin motioned Archie to leave.
-
- They went out the door. Anna was coming up the stairs. "Hoi, Anna," said
- Archie. Corin waved. She smiled at the two and turned into the apartment
- without a word.
-
- Corin walked down the stairs. Archie stomped. "I can't take this anymore,"
- Archie said. "Kids pickin' on Mary. Guys at work givin' Pop the screws. Pop
- givin' me hell for not bein' perfect. Day after day with nothin' to do. I
- can't take it."
-
- "Get a job."
-
- "Slot off, man, I'm serious. I am goin' absolutely nuts. I live on a street
- with squatters, chipheads, people with dead-end jobs and unemployed bums like
- us. And there's not a fraggin' thing I can do about it! I can't even get a
- fraggin' job--"
-
- "You tried lately?"
-
- "That's not the fraggin' point!" snapped Archie as they walked out the door.
- "Even if I tried, I wouldn't get nothin'. They're keepin' me out. Don't want
- me. Don't want a fraggin' ork doin' somethin' they could get a normal do to.
- Don't want me nowhere but on the line or on the street, where I can't do
- nothin'. Christ, I gotta do somethin'!"
-
- "What can't you do?"
-
- "I can't change nothin'. I can't stop people from messin' with my own goddamn
- sister. I can't make people see what's goin' on. I start maulin' people, what
- does that do? Nothin'. I'm just what they want me to be then, see?"
-
- Corin nodded quietly. "Yeah, I get it."
-
- "I don't wanna hurt no one. I just can't stand to see all this drek goin' on
- around me. I gotta do somethin'. God, they won't even let me protect my own
- goddamn sister."
-
- Corin gave Archie a moment to cool down. "Let's get somethin' to eat, man."
-
- "Got no appetite," said Archie.
-
- "You can buy mine, then."
-
- Archie laughed. "You take me to Stuffer Shack, you're meat."
-
- ---
-
- The dogs started barking later that evening. Archie couldn't shut them up.
- They drove him to distraction. As he and Corin approached his building, the
- barking became more and more insistent. Archie stared blankly at the building.
- In his mind, the dogs barked disaster. A dreadful intuition overcame his
- reason. He bolted away, up to the building and through the door, bounding up
- the steps two and three at a time, hitting the stairwell wall once as he lost
- his grip swinging around the rail. The dogs barked incessantly. He burst
- through the apartment door without turning the knob all the way, nearly ripping
- the bolt slot from the frame.
-
- His mother sat on the couch, holding Mary. The girl was crying in terror and
- grief, tears streaming down her face, gulping in air and expelling it in
- horrible wails of anguish. His mother sat still, her face pale, her eyes
- sunken, staring straight ahead, mechanically stroking the girl's hair. Anna
- sat on a chair in the dining room, tracing a finger around in circles on the
- table.
-
- "What's wrong?" screamed Archie. "Someone fraggin' tell me what's wrong!" His
- shouting intensified the young girl's crying. His mother shrunk back against
- the sofa. Neither spoke.
-
- The only answer came from the other room. "The Humanis Policlub crashed Pop's
- union rally," said Anna in a melancholy monotone, not looking in Archie's
- direction. "They came with baseball bats and shotguns. They said they were
- there to punish the local that hired goblins as foremen." She paused. "They
- beat Pop to death."
-
- The dogs were going crazy, barking, pulling at their leashes, jumping and
- cursing and yelping in every direction. Archie's head spun.
-
- "They what? Who were they? Who did it?"
-
- "The police broke it up," said Anna. "Pop was already dead. They arrested a
- bunch of them." Anna looked at Archie, a strange, puzzled expression on her
- face. "Mom won't press charges."
-
- "WhaaAAAGGHHH!" Archie had meant to confront his mother, but instead of words
- came an inarticulate roar. His mother's face was devoid of emotion, almost
- devoid of life. She spoke like a ventriloquist's dummy, like the words weren't
- her own and she was only the medium. "I don't want any more trouble, Archie.
- I don't want any more trouble. Everything will be all right. It has to be.
- No more trouble."
-
- In his anger, Archie brought both his forearms down on the end table, smashing
- it into jagged fragments. His mother closed her eyes tightly and shook her
- head. Mary wailed. Anna turned back to staring at the table. The dogs broke
- free, the pack charging off on the hunt. Archie, running, followed them out
- the door, leaping down the stairs. On the second flight he turned his ankle
- painfully as he landed, adding to his rage as he stubbornly and unevenly ran
- down the rest of the stairs and out into the street, screaming incoherently all
- the way.
-
- Corin saw his friend tear out of the apartment building, yelling his guts out,
- loping along with a face that could give a mercenary a heart attack, and was
- struck dumb with shock. Archie never even saw Corin as he ran through the
- streets in agony, flailing his arms, barely maintaining his balance. The dogs
- had been loosed to the hunt. Hunting normals. Archie was part of the pack,
- being driven along with them. The pack would find their quarry, and Archie
- would join them as they chased and cornered and tore it to pieces. He charged
- down the streets with the pack, looking for the one that would pay for what
- normals had done to his family.
-
- Suddenly something caught him and he wasn't running, he was falling.... His
- body slammed heavily against the pavement, his jaw scraped against asphalt.
- His hands were torn by gravel. He tried to get up but couldn't get his limbs
- to obey his commands. He was losing the chase. As he lay on the ground,
- screaming pleas to the darkness, the pack charged off and left him behind. He
- collapsed down and sobbed helplessly, unable to do anything.
-
- Combat boots appeared next to Archie's head. Corin was kneeling down beside
- him, his face painted with nervousness and every limb shaking. "You go-g-gotta
- ch-chill, Arch," he stuttered out. "You g-gotta t-tell t-t-tell me wh-wha-what
- ha-what happened."
-
- Archie's voice was choked with anguish. "They got away... The fraggers got
- away...."
-
- "Who-who did?"
-
- "They're gonna pay," sobbed Archie. "I'm gonna kill 'em... kill 'em all...
- every fraggin' one...."
-
- "Archie, what are you talkin' ab-bout? You're n-n-n-n--" Corin scrunched his
- eyes shut and bit his lip. "You're... not... going to... kill anyone."
-
- Archie's scream tore ruts through the street. "I KNOW!! They'll never let
- me... won't let me defend my own fraggin' family....
-
- Don't you see? All this goddamned drek... I can't do anything... they won't
- let me...."
-
- "Archie, you can't kill anyone. You said it yourself. You can't become what
- they want you to be."
-
- Archie exhaled a deep sob and dropped his head. His forehead hit the asphalt,
- jarring his senses. "I can't be anything," he breathed out. "I can't do
- anything. All I can do is lie here and take it." He paused. "All I can do is
- lie here. Corin, why can't I move my fraggin' arms?"
-
- "My fault, man."
-
- Archie suddenly felt free to move. He sat up dizzily. "What the hell'd you
- do?"
-
- "Somethin' Martin taught me. Said your anger'd run away with you someday.
- Told me to do that if I ever saw it happen."
-
- "Do what?"
-
- "Never mind, man." Corin took a deep breath. "C'mon, let's get you cleaned up.
- You're a fraggin' mess."
-
- "Gimme a sec. My head hurts." Archie lay back down, propping himself on his
- forearms. "I dunno what to do, man. I feel so fraggin' helpless. Muscle an'
- attitude's all I got. Can't use it without becomin' somethin' I can't stand to
- look at. Just another dumb goddamn ork."
-
- "You got a lot more than that, Arch. You know what's right. Lots o' people
- can't see that. And you ain't afraid to stick up for it."
-
- "Doesn't matter. Just a dumb fraggin' ork. Never be anything else. Not even
- good enough for the line...."
-
- "Come on, man, your head works just fine. I can't stand stupid people, but I
- hang with you. You know what's right. You just gotta know how to make people
- listen."
-
- Archie sighed. "I dunno. I just get so fraggin' confused... maybe if I just
- got somewhere where I could think...." Archie fell silent for a moment. He
- looked up at Corin, his eyes narrow. "You think they'd let me back into
- Jarman?"
-
- Corin thought. "Doubt it. Maybe another school."
-
- "Got no car."
-
- "We'll figure somethin' out. Come on."
-
- Corin steadied his friend's arm as he got to his feet. They walked and limped
- up the block. "Hey, Corin," Archie asked, "how come you got so many books?
- You won't buy a TV or a fraggin' watch, but you buy books?"
-
- "You wanna read any of 'em, you're welcome to," Corin said, looking Archie and
- breaking into a small smile. "Knowledge is power."
-
- Neither one said anything for a while.
-
- ---
-
- "The more I think about it... the more it looks as if I've been a cog in one
- thing or another since the day I was born. Whenever I get set to do what I
- want to do, something a whole lot bigger than me comes along and shoves me back
- into place."
- -- Anonymous WWII soldier
-
-
-
- THE CHIPPER
- --------------------------------------------------------------------
- Reviews of things you have to pay for.
-
-
- THE FUTUROLOGICAL CONGRESS
- --------------------------------------------------------------------
- Stanislaw Lem
- translated from Polish by Michael Kandel
- Harcourt, Brace, Jovanovich, 1985
- 1250 Sixth Avenue, San Diego, CA 29101
- 111 Fifth Avenue, New York, NY, 10003
-
- In the world of Shadowrun, altered reality is a way of life. People jack in
- and chip in, using drugs, simsense, BTL, 2XS, and decks. What effects will
- there be when people can control their lives to the extent that chips can be
- controlled?
-
- Stanislaw Lem wrote The Futurological Congress before the advent of virtual
- reality technology, but the drugs that play a major part in this work are
- uncannily similar to chips in 2050 AD. Lem shows us what is possible with
- simsense.
-
- In a society where governments can no longer take care of their citizens, they
- use drugs to create an artificial world. Artists drop out of the real world
- and create their masterpieces in their own private world, for their own private
- pleasure. Companies spring up that create custom drugs which allow customers
- to vent their anger against individuals in a non-violent, socially acceptable
- way.
-
- Lem's writing, as usual, is superb, and he deftly explores the ramifications
- and possibilities of a world where reality is both fixed (nature) and fluid
- (simulated). The Futurological Congress is highly recommended to any Shadowrun
- referee.
-
- reviewed by Jerry Stratton
-
-
- SHADOWRUN 4: 2XS
- --------------------------------------------------------------------
- Nigel Findley
- Penguin Books, USA Inc., 1992
- 375 Hudson Street, New York, NY 10014
-
- The writing in 2XS is awkward, and typos abound. Simply as fiction, I cannot
- recommend this book. It does, however, provide a good look at the world of
- Shadowrun. While general editing was lacking, continuity editing seems to have
- been tight -- everything conforms almost exactly to Shadowrun terminology and
- effects. You can almost see the game behind the story.
-
- But only almost. Dirk (the hero) just isn't on the ball. It's surprising he's
- survived this long without getting fragged. We, as readers, can tell what's
- happening to Dirk and his friends before he figures it out, even though we're
- only told what Dirk sees. Are we more pre-disposed to strangeness than Dirk
- would be? Unlikely. Dirk lives in the awakened world. The traffic report he
- listens to warns of octopi climbing onto the highway and chomping cars.
-
- If you're a Shadowrun gamer, I do recommend reading this. You get a
- description of simsense (the 2XS of the title) from the user's experience. You
- see a mage/free spirit relationship. And you get a nicely described
- Shadow-mission towards the end. The virtual reality descriptions in this book
- are better, and more useful from a gaming standpoint, than those from the story
- in the Virtual Realities supplement.
-
- SPOILER WARNING: This book contains spoilers for the Universal Brotherhood.
-
- reviewed by Jerry Stratton
-