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Ancient History
QUOTE (ShadowDragon8685)
Is it at all feasable for that pesky condition that happens when your condition monitor floweth over to be overcome magically?

As Crusher Bob said, for the most part. If you've taken so much damage that you should be dead, there's always a Last Chance Salve.
Crusher Bob
Of course there's an even better way around that tedious death business:

Step 1: become totally awesome
Step 2: Track down Chantrel's Horror
Step 3: Kick it in then head until it agrees to use it's awesome death avoidance powers on your behalf
Step 4: Profit (and maybe wonder if your friends and loved ones will get turned to mincemeat at some surprising point in the future.)
cool.gif
BishopMcQ
I'll admit that I may be mixing some of my IEs, but wasn't Chantrel an IE which the horror knew but she didn't. Thus the horror was using an special powers other than healing her, but the immortality came from Chantrel herself.
Ophis
I think you may be mixing the Chantrel story and Aina's story. I seem to remember Chantrel being human.
hyzmarca
Chantrel was a mortal (probably human). The Horror has a power that allows it to retard and reverse aging by spending its healing tests on a Marked victim. The Horror's healing tests can be spent to heal even deadly wounds. After a certain point, it even heals away age. As such, she wasn't immortal, she was just the beneficiary of remarkable healing abilities.

The Horror also had Blood Memory, which was very nice. It could reconstruct a person from literally nothing using its Blood Memory.
Sir_Psycho
For a horror, it doesn't sound too... horrible.
Grinder
Chantrel's Horror enjoys killing everyone she loves in a brutal bloody way. Most of the time, whole families, neighbors, entire villages are wiped out in a an orgy of blood and gore.

If you're immortal and you can't build up positive relationships with anyone (because they will be killed eventually), you'll feel really lonely after a time. Immortality is a curse, remember?
Sir_Psycho
I could go for that. I mean you'd never have to use contraception. It's just like "yeah, that was great. I'll definately call you... and if you hear something at your door in the morning, it's... a surprise."
Kagetenshi
FWIW, anyone who really managed to get into that mindset would probably be abandoned by the Horror for better prey.

~J
fistandantilus4.0
QUOTE (BishopMcQ)
QUOTE (mfb @ Jan 27 2007, 06:25 PM)
of course, that's based on the assumption that resurrection is impossible. no one has ever been able to provide me with a rules quote to that effect

In SR4: Reference Street Magic, p. 160 Limits of Sorcery Sidebar

Sorcery cannot raise the dead for a more complete quote look higher up in the thread to Emo's post. (Sorry Emo, closest I could do to quote you...multiple quotes get messy)

There have been similar explicit limitations on magic in previous editions of SR.

IIRC, that detail was left out of previous editions, saying only thatt sorcery couldn't create time travel, or mess w/ space (as in teleportation). Of course, you oculd sorta do both of those in ED. Not directly, but in indirect means, (like the gateway spell). So perhaps it should read that you can't do these things yet.
Ravor
And if I remember correctly they still leave it open whether or not Magic can't actually do those things or if people just hasn't discovered how to do them yet. (Personally I like the idea of Magic not being able to raise the dead or bend time/space, while not really having a problem with Astral Walks or even Metaplanar Shortcuts, but that may just be me.)
Not of this World
QUOTE (Kagetenshi)
As for Shadowrun is not Earthdawn, I reject that completely. They are explicitly the same world.

~J

SR and Earthdawn are not explicitly the same world, though it became the only one FASA supported after a few years. I liked the idea of tying any known folklore and history over 5,000 years old into a lot history for the Shadowrun universe.

During SR2 while Earthdawn was explicitly the same world with everything being connected to IEs and Horrors, Shadowrun wasn't doing too well.

Myself I still like that Lugh Surehand and others are characters out of actual folklore. Sadly I feel that SR4 has lost touch with folklore roots of SR just as much as the ED roots of SR.

Hey wasn't this thread about IE's? I believe the "average" IE is as powerful as the "average" Great Dragon. With much more power difference within their groups than between them.
Jack Kain
It should be noted that Immortal elves HAVE been born into the sixth world. So the real question is how powerful are immortal elves from the 4th world. I believe Frosty is the name of an Immortal Elf born into the sixth world. How powerful is she?
Kagetenshi
I don't think the argument has ever been that Immortal Elves are innately massively powerful. It has always seemed to me to involve the whole "multiple thousands of years of experience" thing.

~J
ShadowDragon8685
So...

What's the BP cost for playing a newly-minted Immortal Elf?
Kagetenshi
Immunity to Age, 400 BP.

That's SR3 BP, by the way.

~J
ShadowDragon8685
Isen't that a bit steep for something that's never going to come up in gameplay?
fistandantilus4.0
Same as standard, since there's nothing inately special about them, besides the fact that they won't die from old age. IF you'd like, you can factor in Immunity to Pathogens and Poisons, take the BP cost for those resistances, and multiply as you feel appropriate. Cause you take one immunity, or one resitance edge, and multiply it so that they're immune to all.

QUOTE (Jack Kain)
I believe Frosty is the name of an Immortal Elf born into the sixth world. How powerful is she?


Exactly how powerful she is ins't really stated as of "current SR time line. She's given stats in the Harlequin adventures, and she's nothing special. BUt that was back inthe 50's. SO current time line, she ouwl be better. She's a mage, Hermetic I believe, and an initiate. The clincher here is that she's being trained by Harlequin, who is argueably the most powerful of the IEs. SO she's got a damn good teacher. SO she should be coming along nicely.

Besides that though, it's like Kage said. They're not inately all powerful, it's just that they've had centuries millenia to learn and hone their skills. Where as your bad ass mage has been the hottest stuff on the streets for the last three years, they've seen guys like him a hundred times before.
Kagetenshi
QUOTE (ShadowDragon8685)
Isen't that a bit steep for something that's never going to come up in gameplay?

As pointed out, you do also get Immunity to Toxins/Pathogens. It'll also definitely come up once your game gets past 90-100 years.

~J
ShadowDragon8685
QUOTE (Kagetenshi)
QUOTE (ShadowDragon8685 @ Feb 1 2007, 12:28 AM)
Isen't that a bit steep for something that's never going to come up in gameplay?

As pointed out, you do also get Immunity to Toxins/Pathogens. It'll also definitely come up once your game gets past 90-100 years.

~J

I highly doubt any game is going to see 2170... Would be interesting. Some neat questions to have answered, like...

Did Celedyr ever get that 'jack?
Did the Sea Dragon get her eggs back?
Did Lone Star keep their security contract in Seattle?
Is Damian Knight FastJack?
Where is Large Brown Nipples at after a century (assuming she's still around)
Did the Azzies create a metaplanar bridge and bring forth the Scourging?
Did they ever make RoboBrawl?
Has AH been ousted as an IE yet?
fistandantilus4.0
No to all of those except one which is yes. You guess which. biggrin.gif
Kagetenshi
Yes and it drove him insane, no, yes, no, dead, I hope so, hells yeah, I assume you mean "outed".

~J
ShadowDragon8685
QUOTE (Kagetenshi)
Yes and it drove him insane, no, yes, no, dead, I hope so, hells yeah, I assume you mean "outed".

~J

I meant exactly what I typed.
Kagetenshi
What would that entail? Killing him? Some dark ritual to strip away Immunity to Age?

~J
hyzmarca
They make make him turn in his decoder ring and they scratch his name off of the Christmas card list.
mfb
QUOTE (BishopMcQ)
In SR4: Reference Street Magic, p. 160 Limits of Sorcery Sidebar

Sorcery cannot raise the dead for a more complete quote look higher up in the thread to Emo's post.

missed Emo's post. i still haven't been able to find any such restriction in SR3, though.
ShadowDragon8685
QUOTE (hyzmarca)
They make make him turn in his decoder ring and they scratch his name off of the Christmas card list.

Hyzmarca's got the right of it.
Athanatos
I remember seeing somewhere that IE's gain certain Draconic/Great Dragon Abilities after a certain amount of time, but I can't remember where. It was an EarthDawn Site/book.

IE Regeneration and the like. They weren't generic DragonKin. More like originally being similar to drakes in that they were magically created in addition to breeding.
Therumancer
Immortal Elves are the recipient of what many people have taken to calling "The Divis Mal Complex". While Mal was not the first example of a character specifically created to be "more powerful than you" (whoever you are) he stuck in a lot of gamers minds (at least locally) and seems to epitomize the trend despite several attempts in the Aeonverse to justify/explain him. smile.gif

At any rate, The Immortal Elves, most notably "Harlequin" were created as a metaplot element to try and introduce an evil supernatural enemy that could be faced aside from the corps (for those who wished such a thing), tie the game to Earthdawn, and otherwise make it more interesting to read.

The concept of Immortal Elves was never really developed in Shadowrun, although more might have been said in Earthdawn. My understanding is that Elves are basically immune to aging on their own, as there are a few who are quite ancient despite not having been around as long as the ones who remember the age of Earthdawn. The so-called "Spike Babies".

I mostly got the impression that their "immortality" was a plot device put into the game for those rare GMs who wanted to play directly with the metaplot elements and were inevitably going to deal with the very powerful, wiseguy player who decides he wants to take Harlequin out (for whatever reason). It's "writers fiat" as much as anything.

Conceptually the truely ancient elves seem to be that... ancient elves. They are powerful because they have had so long to develop magic.

I personally wouldn't treat them (at this point) as being any differant from anyone else, except for having much higher stats/abillities due to thousands of years of practice and a greater depth of lore to draw upon (having been around when magic was common and developned) than most mages in the new world who have had access to magic for less than a century.

Their more esoteric abillities being something which (conceptually) could be achieved with enough time and practice, but which go beyond the purview of the game.

Honestly with the changes to the game, the style of writing, and other things, I kind of figure Immortal Elves have kind of outlived their usefulness. They are a throwback to another company, and a differant design team with differant priorities.

I have nothing against the idea, I just am not sure how this could be "picked up" very well especially seeing as a lot of the ideas between 3E and 4E are very differant. Some things (like Varient Metatypes) don't seem to translate very well at all, and that is one of them.

>>>----Therumancer--->
Kagetenshi
QUOTE (Therumancer)
At any rate, The Immortal Elves, most notably "Harlequin" were created as a metaplot element to try and introduce an evil supernatural enemy that could be faced aside from the corps (for those who wished such a thing), tie the game to Earthdawn, and otherwise make it more interesting to read.

You may want to review the publication dates involved. Unless I misremember badly, you're unlikely to find connections that were introduced for the purpose of adding ties to Earthdawn—Earthdawn was created to tie into the threads left dangling by Shadowrun.

As for "usefulness", the game is a few core ideas, one of which is that which IEs represent. For them to have outlived their usefulness means that Shadowrun has ended.

~J
Therumancer
To my knowledge the original adventure "Harlequin" was released a while after the first printing of "Shadowrun" and at that point "Earthdawn" was a work in progress. "Shadowrun" had a degree of hype and was relatively popular as far as RPGs went and as such the idea was that tying Earthdawn into the setting would hopefully increase the popularity/interested in Earthdawn.

I do not think Harlequin or the IEs were conceived as part of the initial setting. I simply believe it was an idea that captured the imagination of gamers, especially seeing as Eartdawn did become popular for a while, and thus the metaplot was expanded.

Ultimatly the idea of Shadowrun was basically to blend Magic and Cyberpunk and cast the player characters as elite "invisible" mercenaries who would take jobs for corperate sponsors against their enemies.

Shadowrun (especially now) is also flexible enough where you could also run alternative campaigns, say setting the PCs up as some kind of special unit (like the special unit in "Ghost In The Shell", or the convicts in "Cyber City Oedo") for the authorities to fight crime, agents of the (increasingly fragile) goverment, or even perhaps as monster/evil hunters working for some kind of philanthropist interested in making life more difficult for "monsters" and better for "people" even when doing so is not profitable.

The lack of IEs would have little real impact on any of these things. Indeed I seem to remember that some key concepts like "The Dark Ones" or even "Winternight" were listed as hypothetical things GMs might use in the original "Threats" before they were officially written into many of the
supplements.

At any rate, without Earthdawn as a tie in the IEs lose a bit of their "oomph" and the way the game is developing it doesn't seem focused on those plotlines. I mean spellsingers aside, after 20 years noone is even aware of these dark ones or any elder horrors lurking beyond (although Winternight was 'outed', it's mentioned as a result Germanic-themed magic traditions seem to be having some rough moments).

Opinions vary, for most games I'd gloss over the IE bits right now. As far as statting them out, if need be, I'd just make them very powerful elven mages. Maybe if we actually see a new "Earthdawn" and the tie ins continue it might become prudent to resume some of that.

That's just my opinions, everyone should feel free to do whatever they want for their own games of course.

>>>----Therumancer--->



mfb
mysterious carryovers from the Time Before have been with SR since the beginning. that theme may not have been concretely defined as immortal elves and dragons until later, but that doesn't mean that the seeds had not been planted at the inception of the setting. getting rid of immortal elves and the like would have a huge impact even on games not directly related to that part of the material, for the simple reason that it would remove a huge chunk of the basic setting. you'd be left with questions like why Tir Tairngire (and Tir na nOg, for that matter) even exists, not to mention where the heck its name came from. this would impact any game you choose to run, because it would directly impact the characters in your game (both PC and NPC) and their motivations.

no, it would not stop you from playing a cyberpunk game that includes magic. but at that point, why not just play d20 Modern/Future or Cthulupunk?
Athanatos
biggrin.gif d20 is the Devil!!!! lol j/k But still a pain in the ass. Personally I like the fact that Games like ShadowRun, Mage, and etc. tend to have a more realistic look, atleast as it pertains to damage. I never really liked the "I have 500 hp go ahead and hit me with your little dagger!" Atleast give someone a chance to get a single, fatal blow with a sharp, pointy item lol. And not in the "I'm a lvl 1 mage", sort of way.

Back to the topic.

I kind of liked the idea of immortal figures from the past, one would figure that atleast a few mighty mage types would figure out immortality. I mean there are several ways to get it in game lol. The EarthDawn books basically tell you were most Immortal Elves came from(as in original bloodlines), but I also liked an idea that I had.

My idea was that since they can only tentatively put the lifespan of elves at several centuries, the limited lifespan could all be just a cover story. I know that If I was immortal I'd certainly try to cover it up, if only to avoid the "Experimentations" that most corps would use to attempt to "unlock the secrets of immortality". I'd be like, "Of course I only live 300 years or so, if you don't believe me come look me up in a few centuries, human!" As long as you avoid the J. Smith the 35th naming system, and certainly change dress, mannerism and residences, you're likely to be able to pull it off for quite some time.

I know that they've pretty much used that idea in basically any type of immortal fiction lol. (Highlander!!!!) The low "known" population of IE's could be explained in the likely number of accidents, murders, suicides(you know it has to be extremely bleak after awhile, just look at Harlequin's Drinking problems lol), and possibly the "Departed for a distant metaplane." Not to mention the number likely to be in hiding(you just know that most people would despise those uppity, arrogant, and treacherous Immortals).

Atleast the Dragons/Great Dragons are pretty obviously damned scarey, All most people would see when looking at an IE is a pretty conceited Elf! wink.gif There's already enough Elf Bashing going on, lol, without adding in the fact that dying of extreme old age won't eventually rid the world of the problem of your existence!

And as for the "how powerful" question, I have a very good response....

"Survival of the fittest!" "What doesn't kill you makes you stronger!" And the general "Geek the mage/Mash the Kebler, first!"

Add in the facts; That you're most likely to be around for a very long time. Are an arrogant power seeking bastard who sees yourself/your race to be the pinnacle of creation. And you generally manage to pissoff most other powerful beings, and you're very likely to rather sponge on the power lol. And that's not even including those that actually love magic and seek "pure Enlightenment." The span of several millennia is a very long time for even a, relatively, lazy and lackwitted elf to gain some skillage. biggrin.gif

Serial_Peacemaker
I always play it that the Immortal Elves aren't actually as powerful as they think they are. Reminds me, I have to drop twenty five impaled elven bodies being found around Seattle into my next run.
nathanross
Why all the elf hate? What did we ever do to you? frown.gif

Its not my fault god created us better, or that orcs only live 40 years.

Everyone always picks on the elf, just waiting for the dark elves and ultimate spell casting Wakiyambi, show what's what! smokin.gif
hyzmarca
Well, there is not as powerful as they think they are and then there is having the ability to alter the basic fundamental metaphysical nature of a thing.

If Alachia came to the conclusion that it rains too often in Seattle then she could ReName it into something far more dry.

This doesn't save her from toilet-paper lined with cutter nanites and DMSO, of course, which is why I'm pretty sure that she has a custom spell to take care of that for her.
nathanross
I think you misunderstand, the IEs are on their own, what I mean is normal elves, whats so wrong about elves that everyone has to beat on them, that's what dwarves are for. biggrin.gif
Kagetenshi
I think what saves her from toilet paper lined with cutter nanites and DMSO is the ordinary metahuman reaction to soggy toilet paper.

~J
Gerzel
QUOTE (Kagetenshi)
I think what saves her from toilet paper lined with cutter nanites and DMSO is the ordinary metahuman reaction to soggy toilet paper.

~J

no no no you don't put it in the IE's tp you put it in the bidet.
SirBedevere
When I use IEs they are as powerful as necessary. I know that's a bit of a cop out, but I handle them basically by GM fiat. IMO they are there as plot devices for the GM to use and abuse.
MITJA3000+
I have never used IE's in my games, but they certainly are interesting figures, especially psychologically. The way Alachia/Sheila/Jenna Ni'Fairra/Miss Tick, and Nadja Daviar/Claudia Romanov also, display almost schizophrenic personalities makes them far more interesting than the mighty dragons. I'm kinda sad to see the backs of Laughing Man and Wordsmyth as shadowposters, but at the same time they did always feel like the authors pasted their comments to the conversations in the end, like that bit in Cyberpirates.
Kyoto Kid
QUOTE (nathanross)
...what I mean is normal elves, whats so wrong about elves that everyone has to beat on them, that's what dwarves are for.  biggrin.gif

ic.gif...watch it boycheck, that next bandage may have something different on it than triple Anitbac cream.

--Markova. grinbig.gif
fistandantilus4.0
QUOTE (MITJA3000+)
The way Alachia/Sheila/Jenna Ni'Fairra/Miss Tick, and Nadja Daviar/Claudia Romanov also, .

If I'm understanding what you're saying, Daviar and Romanov are two very different people.

As for Alachia, it's my understanding that Jenna is her daughter. AH says there's no proof that SHeila/Miss Tick is Alachia. I think they are. But that's an old arguement.
MITJA3000+
QUOTE (fistandantilus3.0)
If I'm understanding what you're saying, Daviar and Romanov are two very different people.

As for Alachia, it's my understanding that Jenna is her daughter. AH says there's no proof that SHeila/Miss Tick is Alachia. I think they are. But that's an old arguement.

No, I meant that Daviar and Romanov are the very same person.

And yeah, I know there's no proof, but come on, aren't the hints there? There's never gonna be any hard facts about these things.
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