/r/MastersofShadows
The GM Subreddit for ShadowHaven
/r/ShadowHaven is the primary subreddit of the community and where games are posted.
/r/ShadowHavenCharGen is where players go to post character sheets to be approved in order to play.
/r/ShadowHavenBBS is a forum for discussion regarding issues affecting ShadowHaven along with rules questions.
/r/MastersofShadows is GM subreddit. It's private to avoid metaplot spoilers
/r/shadowrun is for general Shadowrun content.
Logo by Dark Moon Dancer
/r/MastersofShadows
The rough plot: The show Runners Gone Wild needs a flashy second season ending! Hand to hand combat, unarmored and relatively unarmed combatants! Three or four teams seperated, armorless and alone to fight off their foes and find their friends!
Part of this metaplot: http://www.shadowhaven.info/Runners_Gone_Wild
Plot is for: Non magician/mysad combatants. Frankly, I'd rather street sams and other non-caster competent characters be allowed to shine, show off their tricks, and see what the haven has.
TL/OP FOR: Runners or Prime Runners with a signfanct amount of karma out of generation.
Linked below is the Run document and what will be submitted on the main subreddit. https://docs.google.com/document/d/1QPlKDJxiMRejJ0IRbewle85VuBALoYQ9dA0YMQkId6o/edit?usp=sharing
https://docs.google.com/document/d/1Ghcj4UYNxOHDX7KvgOn-Vl6IcXYlR4Fm6x-AB_CsNI4/edit?usp=sharing
In summary: The run will be against a Sony/ Sony subsidiary Laboratory with extraterritoriality. There is a heavy focus on rigger systems. The goal of the run is to enter into the building and destroy prototypes of an up and coming technology.
The thing that explicitly needs confirmation is the objective of the run and the reward I plan on giving out: The tech that is to be destroyed are prototypes and examples that are pivotal to the next stage for the production of new hardware that lets riggers "rig" the "augmented" people without being a cyber zombie and being relatively cheap. There is no working examples yet, but sabotage would prevent this from being built for the near future. As per the rules, I need confirmation for new tech.
I plan on giving 12 Karma worth of Nuyen to either be given pure or as equipment, as well as 3 karma. Given that the run is backed by a matrix entity, what kind of equipment would be applicable to be given out? I am preferential to giving out gauss and laser weapons, which require thematics approval to my understanding.
I need help with producing a cyber zombie that the Sony Corporation has temporarily stored here as well as making the stats for an onsite rigger. Advice on if I am too harsh or very leniant with the dice being thrown around would also be appreciated.
How fast should the HTR team take to get on-site? Should it be an AAA/AA/A due to its distance from Seattle?
Mr. Johnson is a Latino Human male and is intending to hire a group of Runners to steal his cousin's (by marriage) car to sell it at a profit
His cousin is a Dwarf Hobby mechanic who yerzed out his car for street tournaments and beauty contests (it's work in progress according to him) Small time crime,built with limited recources for street cred.
The Johnson saw this car while visiting family and having no Moral core immediatly planned to pawn it off for Drugmoney.
The runners will meet the Johnson in an Alley,next to a Chop Shop (for cars not people)
He will have poor Runner etiquette,clearly only getting to host the run through his Fixer,clearly not a real big time Johnson.
He will try to haggle the players for items (drugs) or lowered wage,a successful negotiation or intimidation will set the Price to 2k per person (2.5k or 2k and 500 worth of ganger items (per the player's discretion) if they succeed particularly well. An unsuccesful negotiation will set them at 1k nuyen per head. Particular failure (crit glitch) in negotiations will upset the Johnson but carry no ill effect despite lower pay.
The Players are given the location of the Cousin's apartment (Knowledge roll will reveal Territory is unaligned to any particular bigger gang,but it's a Drekhole). regular Questioning will reveal the location of the Garage. This location is not given by the unprepared Johnson. Failure to ask will reveal only the apartment.
Smart Players (assumed) will reach the Garage in a Harbourside property (industrial-housing). The Garage is in a walled in Cul-De-Sac with the only exit beeing a chainlink gate that is chained shut, messing with the Gate will receive Thug attention almost immediatly as there is a row of Garages all of which house their personal property.
sneaking into the walled in row of garages and looking at the Garages will prompt a little search looking for the proper car,taking too long on the search will prompt Thug attention unless it is done particularly sneakily (they will notice open garage doors)
The Car they are looking for (a GMC Pheonix) will be behind a particularly difficult lock (locked with an old pin lock,the door behind has a shifting bar mechanism,unless the players have tumbler lockpicking as a skill 4 successes required to open) This will be handwaved how hard it is (Dwarf mechanic made this lock to protect his pride and joy/you haven't seen a mechanical lock in like...ever). players with the skill are rewarded. players without the skill will not get through.
Getting in through other means will see them unable to unlock the door from the inside without the key.
Breaking the door is an option,but will attract Thug attention.
If they decide to break the door the inside of the Garage will be filled with Thugs cooking Drugs inside the Garage,they will attack on sight.
If they decide not to break in they can make the decision to steal the keys from the Dwarf
If the players decide to steal the key as to not hotwire or hack the car or because they hit the proverbial wall in the form of the bolted shut Garage door they will have to pay the Dwarf's apartment a visit,an old building,9 stories. the Dwarf is in the 4th story,the elevator is crashed in the basement and they can climb the shaft.
The building is run down and unmaintained. obvious Druggie hive.
Stairs go up
Basement is flooded.
Bottom floor has a little entrance area with hobos and barrel fires
Floor 1 has some racist orcs and Trolls who will bug the players if they are not "cool"
Floor 2 has Latino gangers,there is holes in ceilings with ramps to go from floor 2 to 3 and there will be stuff there to nick (Jazz and kamikaze) as well as a drug lab. There will be mothers and kids Note: These people are associated with the Johnson. a succesful perception test lets the players associate the tattoos,this is the "family" the dwarf married into. Mr johnson is trying to screw them over but killing or otherwise overly harming them will have negative consequences. Going too hard will result in getting no pay or even Notoriety (if the players just assault openly with death killy guns)
Floor 4 has the dwarf and his crib as well as some empty rooms,one room if entered has a conspiracy theorist who will use improvised explosives and molotovs for self defense. Players can enter his apartment if they try to sneak in over the outside wall
Floor 5 has a small coven of rat shamans they will offer food and not bother the players
Floors above that should be irrelvant
the Dwarfs Domicile is boarded up on the outside,anything smaller then small drones can get in the cracks.
The Dwarf will be asleep and drunk-.
waking him nets you a shotgun to the face.
Keys in his kitchen next to some jazz and a notepad talking about the monthly cost of his garage rental (location included)
The keys are to his car and to his garage
Returning (or going to) the garage with the key will not trigger the drug lab encounter and unlocking it with a key sneaky breaky style instead have the players find a meticulously lovingly maintained garage with a coddled blindingly shined car.
Getting out will involve driving said car,(unless one of the players conjure a fucking helicopter)t he chainlink fence will be opened and thug attention will be gained.
The Thugs will see somone other than the dwarf is driving (unless the players do something fun) and a car chase will ensue
Knowledge checks and Driving tests will result in better or worse chases (driving though Gang territory,getting into traffic,attracting police attention,making jumps onto highways and darting through alleys stuff like that.)
damage to the car is tolerated,more than 5 pips of damage will have pay reduced per person by 500 nuyen,totalling the car will make the Johnson angry and go without pay.
Killing anyone without a darn good reason during the run might have serious consequences,harming the Johnson's family will mean they go without pay.
The Gangers have to be lost for the car to be delivered
^(put into 2k Nuyen as a payout per person and 2-4 Karma depending on runtime)
^(up to 5 players,intended for 3 (infiltration, Rigger and Street Sam))
So I got an idea for a run, and I'd like feedback and ideas from members here.
My idea is this, a Johnson (Not sure from which corp) gives the runners a job to break into a high security Ares facility and steal a prototype weapon they've been developing, or, if stealing it is not an option, destroying it.
The prototype in question is a modified Ares HVAR, capable of supporting far more attachments then the standard HVAR.
As for the facility itself, I haven't exactly constructed the floors and security, though it will be heavily guarded, meat astral and matrix.
The host will also contain backup blueprints for the prototype that can be used as paydata.
I've thrown together some very rough initial thoughts on my idea for Sandbox style runs. I would love feedback.
https://drive.google.com/open?id=1V1us7QGOh-h7sXTTkfC4QtV7UQ2J1oF0
Edit: Now with an updated version of my plan.
SK has been meddling into Azzie farming operations using a Toxic cult into order to kill off some of their farming things (someone in upper management thought it would be cheaper and easier to have some crazies do it because they did it through shells and no one would actually think that they would use those monsters). A new charismatic mage from Germany, disgraced SK toxic mage who has been on the run with her posse of toxic adept, scary rigger boy, and attack techno outta hell who have come and taken over the SK operation, bringing it from corporate sabotage to full of mass starvation of North America and as much of the world as possible.
Start with SK upper management hiring runners to investigate into the Azzie operations because they have gotten radio silence and they can't have it be know they were using toxic mages to sabotage them. Progress from there, deciding to side with which ever corp or entity within the corp, telling the dragon himself what is going down, helping the blood mages of the Azzies deal with the Toxic peeps, helping the Toxic cult if they really want to and create mass starvation.
So tags for the run would be the two corps, Azzies and SK, Out of Seattle, and Toxic Cult/nuclear spirits and/or blood mages depending on who the runners wanna work with. I can see this being 2-4 runs, with final as semi-prime. Thoughts?
Hey GMs, tell me what you did in December so I can update the wiki.
A series of runs to set up an overseas (or at least outside Seattle) branch of the Haven.
First run: the main Sysop pays for a bunch of runners to go overseas to another country, and start networking, find the local runner bar, that kind of thing. First run's aim: Find Runner Bar or Equivalent.
Future runs: Based around building up a reputation for Shadow Haven in the new place.
Things worth noting: Whoever takes the first run is going to pave the way for the other runners. Whoever takes a run in that part of the world afterwards has to make their own way there, or be there already. Maybe have travel time to and from the other city in real time, maybe a day or 2, can't show up to Seattle meatspace RP areas in that time (at least not in the flesh), or for a few days after arriving, or a day or so after leaving.
Some contacts will be less useful, others moreso; Any data/info brokers based in other cities may either have no change or be more useful if they have local knowledge from living in that city. Jerry can be a desirable contact now. Runs may or may not have to specify which city they're in. That paragraph on runners lifestyles outside of Seattle might actually be used now. A new contact category would open up: Intercity transporter of some description.
Knowledge skills would be largely unaffected except for anything that explicitly calls out Seattle like specs in Sprawl Life (Sprawl life is the same everywhere, but the Seattle sprawl has unique things found in the spec kinda thing)
This could be big, or it could be meh. It could change things a lot; I don't know any other LCs that have an international runnerbase in-character. It'd make things Interesting, at least. If this idea gets approved, there will be much to consider, including which city we're expanding to, among other factors.
What are your thoughts?
Are we doing anything in particular for this? Or a Christmas metaplot in general?
Hey GMs,
I've been slacking on updating the story so far, so tell me what you have been doing in the last 3 months with your plots and I'll weave that into a joint story. Also, please link to any wiki articles that would be useful. Thank you!
For this run, the big thing and opposition is Insect Spirits, specifically Ant Insect Spirits infesting Ghouls (and a Harvester).
The main opposition:
Fleshform Ghoul Aspected Spellcaster (F8 Ant Spirit) with some mind magic.
Insect Shaman vampire, Mystic Adept (Magic 9), lots of spells, adept abilities.
Multiple squads of Ghouls that are Hybridized, generally adepts (though some have cyberware). Orks and Humans make up the majority of this. Average of F5 Insect Spirits. 5 Soldier ants, 10 Workers.
Harvester: Fleshform Insect Spirit. F7 Scout.
They will use tactics and generally have trapped the entire length of the entrance to their tunnels. The vampire is (surprise!) the one leading them into the nest. If Rabbit applies, they will be picked, because the vampire wants Rabbit for the Queen.
Summary of what's going to happen: 5-8 force 6-8 spirits will happen, possibly more or less, stronger or weaker, depending on the team. The team will be given a warded coffin-sized thing to transport, and will believe that the Johnson (in this case the talismonger) is inside it, and that they have to keep her safe. Their goal is to get the crate to a set of co-ordinates somewhere in Redmond, and leave the box there, the idea being that when the spirits/people open the box, the alchemical prep inside will melt faces. Meanwhile, Firebug will transform the actual Johnson and herself, and the two will escape in animal form, safely warded by a Concealment spell and being under natural ground. The party will be told that they have to get the box out of town because she has some powerful magic but can't control how much collateral damage there'll be if she starts a FITE, and needs to get somewhere with fewer people.
Success: They get a decent talismonger contact (4 RVP), a decent chunk of nuyen (maybe 20k), 10 RVP, some Street Cred, or reputation among the practitioners of the relevant tradition, and some decent karma to bulk up the rest of the RVP they earn. May also have some decent foci/etc available. Will also be owed a favour. Firebug will receive none of this, as she's in theory doing the least dangerous aspect of this thing. The Talismonger will not be usable for a week irl, as she's hiding out.
Failure: If they fail to get the box out to the destination, the collateral damage will raise their notoriety significantly. They won't get paid. They will not do well.
Legwork required: Need to find a place in Redmond with no people around: hits reduce the casualties and resulting Notoriety. Threshold 3 to hit 0 Notoriety. Need to plot a route there: hits reduce the time it'll take to get there and thus the combat rounds they have to deal with these things. Might want to call in a favour or 2 to let the locals know to stay away from the area; will reduce the hits needed on the finding a place by (hits/2) if they think of this. Don't need to find out who's doing the threatening but it'll sure as hell help; low roll will reveal they're either dealing with dragons or Creedus Maximus, and a decent roll will reveal that the dragons haven't been doing this kind of thing in years and it's almost certainly either Creedus or copycats
Things That Need Approval:
First off, is this a High Threat or Semi-Prime run? If it's semi-prime, I'll need approval from someone for that, and I'll adjust run rewards accordingly.
Secondly, is it alright to have a GMPC in this game? Juniper Jones seemed a convenient NPC, and Firebug is the obvious choice for person to help out this aspected mage. I don't want to risk losing the NPC, so I'm keeping it off-screen, and Firebug's not getting any rewards from this, she's just here for convenience. I intend to skin the whole thing as before Juniper moves into the suburban house that is her residence on her wiki page, and this is the reason she moved, and also how she met Firebug in the first place, possibly.