Shadowrun Campaign #2: Notorious P.I.C.*
Chummers! Being a wageslave not sounding too wiz? Come risk your
hoop in the sprawl and run the shadows! The corps needs slots
like us to clean up their drek and they are willing to throw some
wiz cred at us for it. Sure, there's a little risk involved, but
I know you can handle yourself. Null sheen, neh?" Yeah,
right. That's just a decker from the 'star scanning for drekhead
wannabes to toss in jail. Scan this, I know a guy who knows a
guy. You want to try your hand in the shadows, let me know omae.
When I get back in my meatbod, maybe we can get a drink and talk
some more, right now Fido's telling me he found my paydata, catch
ya on the meatside omae. And upgrade that fraggin' tortoise your
jacking in with!
* - P.I.C. stands for Partners in Crime.
Team - The players and characters.
& Places - The movers and shakers and the places...they
move and shake?
Calendar - When stuff goes down...
Stories - Anything that I send out to the team via the media
of the gameworld.
Stories - the tales of this team's runs as told by the runners.
Players take note - the
Character/Team Building Guidelines are at the bottom of the
Real world location: Rice University
Game world location: Based out of Seattle
Start date: 26MAY2002
Game World Start Date: 01JAN2061
GM: Michael J. Casavant
Prospective players: Corey Radloff, Reema, Tom Fewles,
Ryan McMullan, Sarah Doss
Committed players: Corey Radloff, Reema, Tom Fewles,
Ryan McMullan, Sarah Doss
When the game starts, the group is not a team. None of them knows
the other team members.
The PCs will start the campaign at
a New Year's Eve party on December 31, 2060, in Loveland, Puyallup,
at a dance club called Digital Ducats. [check
out the ad]
Character/Team Building Guidelines
reminders for character creation
- We are using Shadowrun, 3rd edition. Check out my house
- You do not need 6's! Please please please do not feel
you need a 6 to be good at something. A 4 or 5 is great for
most things. A pistoleer should probably have a 5(6), 6, or
5(7). A Mage or Shaman should probably have 5 or 6 in Sorcery
and Conjuring. A bare knuckles fighter should probably have
Unarmed 5 or 6, but please take a look at my Shadowreality
page and think about what the numbers mean. If you make balanced,
reasonable characters, it allows me to challenge you with balanced,
reasonable bad guys.
- Making the skills fit the idea - just to be clear, if you
have a low Charisma and no Intimidation skill, you are not generally
intimidating. Your PC may very well be able to crush the life
out of the person in question but the PC is simply unable to
convey that capability or the willingness to do it.
- Starting gear is limited to Availability 8
- Starting skills and spells limited to a rating of 6
- Use my nifty Karma-Based Priority
System to build your character. You can also use the nifty
Excel spreadsheet, KarmaBuild_V1.0,
that I made (Office 2000, PC format); it may or may not simplify
- Take a look at "What
The Numbers Mean" on my Shadowreality
- I am using the Advanced Melee rules from Cannon Companion,
to include Martial Arts. Don't worry, you can just take Brawling
and be more or less done with it if you don't want to worry
about nifty maneuvers.
- Warning: Bioware of any kind requires GM approval. Take note
that Bioware will make it difficult and expensive to get healed
or have further cyberware inplanted.
Unless your character concept defies this please purchase
the following at a minimum, with at least Rating 3:
- One Combat Skill - Even if you are a Street Mage, some form
of firearm or melee combat is useful. I would highly recommend
one of each.
- Stealth - Because sneaking and hiding are considered separate
specializations, you'll probably need the general skill at a
3 or 4, but beyond that specializing in hiding or sneaking would
probably fit a lot of concepts.
- Athletics - You'll probably need it; most cool combat moves
- Character's socialization
- Etiquette; specialize Etiquette in a subculture appropriate
to the character's background unless there is an in-character
rationale for not being specialized.
- One Area
Knowledge skill that reflects a place the character knows
well, e.g. the neighborhood he grew up in or the area he has
worked in for years.
- Intimidation - If you are making a tough omae, please be sure
to buy some of this. Note that this helps you resist Intimidation
and Interrogation as well.
Minimum Team Skills
Ideally, at least one person on the team should have at
least a Rating 4 in the following skills.
- Electronics Build/Repair
- Gunnery (and/or Launch Weapons)
- Heavy Weapons
- (1-10 pts.) Background - Ideally, will explain your skills
and establish enough character to provide a good role-playing
- (1 pt.) Physical description [~250-500 words] - preferably
something narrative that communicates mood, bearing, clothing,
weapons, attitude, demeanor, build, etc.
- (1 pt.) Lifestyle [~250-500 words] - preferably something
narrative that communicates not only where your character lives
but how. The "feel" of the neighborhood and "a
day in the life" info would be nice too.