Imps, Fun with foci |
Imps, Fun with foci |
Nov 14 2005, 04:52 AM
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#1
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The back-up plan Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 |
Does anyone remember what book I need to look in to find Imps...I've tried running a search and can't find anything nor can I find an index reference.
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Nov 14 2005, 05:08 AM
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#2
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Moving Target Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 |
Threats 2 is the book you're looking for.
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Nov 14 2005, 05:29 AM
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#3
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The back-up plan Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 |
thanks!
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Nov 14 2005, 05:49 AM
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#4
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Moving Target Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 |
No problem. :)
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Nov 19 2005, 08:34 PM
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#5
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Target Group: Members Posts: 53 Joined: 11-November 05 From: Tri-Cities, WA - USA Member No.: 7,947 |
For the poor, ignorant, and uninformed out there (READ: me), what is an imp?
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Nov 19 2005, 09:22 PM
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#6
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
It's a Rust Monster.
Imps are a kind of malevolent free spirit that has the power to possess magical foci. Like many of the things from Threats 2, it is astoundingly non-frightening. Essentially you have to put the focus aside until you can get enough friends together to kick it out of your focus and blow it to hell. So it's a way for the gamemaster to screw with your equipment. Apparently we are supposed to consider them a world danger or something, but I just don't see it. It's like putting termites as major world dangers - they can potentially cost you hundreds of thousands of :nuyen: in home repairs, but they just aren't a threat to wold peace. -Frank |
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Nov 19 2005, 11:24 PM
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#7
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Target Group: Members Posts: 53 Joined: 11-November 05 From: Tri-Cities, WA - USA Member No.: 7,947 |
Thanks for the info. After posting I was getting kind've paranoid that someone would end up ignoring/flaming me cause I haven't read all the SB's or something :)
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Nov 19 2005, 11:31 PM
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#8
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Moving Target Group: Members Posts: 626 Joined: 1-March 04 Member No.: 6,112 |
XD You win an Internet. |
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Nov 20 2005, 04:01 AM
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#9
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
They were able to compel. I can't remember if the mechanics specified the power, or if it was just in the fluff. They also have the Accident power, and as describe tend to far more lethal "pranks" than normally attributed to imps in mythology. The fluff also tends to suggest some sort of drain on the victim, sending them into psychosis spiral, over a period of days. But the mechanics came through rather weak on this.
All in all though they definitely were one of the less threatening of the offering in Threats 2, acting on a much more personal level than others. They didn't really hint a possible global or even regional conspiracy. In fact as presented they lacked motivation, inclination, and ability to organize anything larger than an accidental cyanide laced tea party. |
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Nov 20 2005, 06:58 AM
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#10
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Imps, played well, can give that ubber-leet mojo toy some interesting personality. They also give a creative GM a way to create a unique focus that the players will have incentive not to use.
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