Every time I speak up on here or elsewhere on teh internets I am a little worried I will unknowingly say something that gets me in trouble, but let me try to respond to this.
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Not including his immortality in the textual part of his chapter is completely fine and understandable. The small issue that I have regarding his whole immortality shtick is that it isn't even included in the gamemaster notes for him, so that if you didn't know anything about immortal elves as a player and you read Lugh Surehand's stats, you still would have no idea that he's been around since the last age of magic. I don't know whether the reason for that is human error, licensing issues, personal preference of the writer or line developer, or whatever, but something at least along the lines of "this guy has been around since before the fall of the Roman Empire" would be good to have for gamemasters not wholly acquainted with SR metaplot, even as unofficial errata.
I think this is the result of a confluence of a few different elements. One of those is that there is no "out of character description" section in Street Legends. There is an IC description and OOC stats. So, from my perspective, there was not a good place to "put" the information that you're talking about. Secondly, well...I like IEs at least as much as the next guy, but I don't think that the most important, fascinating, or relevant thing about them necessarily is their immortality in-and-of-itself. I believe this is especially true in Surehand's case. So I suppose another factor in my decision not to play up the IE angle is that it is just not one of the things that most interested me about the character.
In an unofficial errata or 20/20 hindsight sense, I definitely wish that I had just included 'Immunity to Age' in his Qualities, which would have I think been an adequate hint to most GMs not already in the know that something was special about this guy.
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Also Neurosis, as the writer for Lugh (and maybe Hestaby/Lofwyr?), you can no doubt answer this better than Patrick was able to (no offense meant to Patrick): Why exactly was Lugh not given anything unique to him in terms of his magic? Whenever IE's have come up in SR canon (like the Harlequin adventures), it's been established that they can bend the rules of magic because their magic works differently. IIRC Lugh is experienced in elementalism, nethermancy, and something else. So why exactly wasn't anything included along those lines? I mean, the multiple alternate elemental spells kind of edge into that, but only barely. I can go with the reasoning that not all of the IE's magics from the 4th world is accessible to them yet with the current mana level, but it strikes me as odd to say that all of their ED magic techniques require a higher mana level. Even if they can't use their stronger magic techniques, they should still have knowledge of some techniques that can still work in 207X and are largely unknown to the Awakened world at large (since they're all new at it). Was this a SR-ED licensing issue or something?
Let's see...first off, it was not a licensing issue that I know of. There are, unfortunately, comments I'd like to make in response to this that I cannot because of my NDA; they concern upcoming products that I am involved with.
Generally speaking, my intention was to make the character adequately powerful to defeat any given team of (reasonably built) Shadowrunners should the situation arise (although I think there are many good reasons it never would) without adding in unnecessarily 'wacky' powers (for lack of a better word) to make him even more of a special elven snowflake. At least in this kind of a sourcebook and at this point in the edition's life cycle, I would say that a general guideline is the less new rules something adds to the game, the better. And there are certain fairly hardline rules about what magic can and cannot do in SR, and bringing back the dead is one of them so Nethermancy is right out. Whereas I am fairly sure he has held onto the essence of his abilities from the Elementalist circle of ED.
Also: this may sound odd, but I did not mean the listed stats to necessarily be the be-all and end-all of everything that Surehand might potentially be capable of. Rather, I wanted it to represent the most personal power that the Sixth World might reasonably require of him. In this particular case, and I think this would be a good way of thinking about the Great Dragons too, just because I have not spelled out that the character can do something, doesn't mean he can't. Now obviously, most stat blocks should not be read that way, but I think for things like IEs and GDs it is sort of a good way to approach it.
Does that make any sense?
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Nobody said that Immortal ELves follow the same rules as normal runners. Maybe they don't earn karma at the same rate as normal humans? Maybe they don't retain info as well? Hell, the old saying "I've forgotten more than you'll ever know" may apply as well... It's been how many years? I have trouble remembering all my teachers names from Grade School now, and it's only been 25 or so years. The Immortals probably spent a LOT of the down time just... idling. DOing nothing. A few meddled in human affairs here and there, but most likely just spent 100 or 200 years doing nothing. Nowhere has it ever been stated that they have perfect recall. And half of what they did know still doesn't work due to the lower mana levels. So I can easily imagine them forgetting a LOT of stuff.
Goes without saying, probably, but I completely agree. "I've forgotten more than you'll ever know" has always been very essential to my concept of IEs, since I first learned about them many a year ago.
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Also, the more powerful you get, the less often are there world shattering events that would count as a challenge happening. Previous editions did not have that one point for surviving. Getting through WW2 would count as one adventure, maybe two ("First there was that time when we stopped Nazi occult force from summoning an Horror, and then we had to find Trinity Test location to clean the tainted astral there..."). Also, as I liked to point out when discussing Great Dragons and IE Karma Pool in previous editions, there was a precedent in the rules, as metahuman Karma Pool rose two time slower than humans
I think there's a lot here I agree with as well.