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Shadowrun Campaign #2: Notorious P.I.C.*

"Hey 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!
Binary Bill

* - P.I.C. stands for Partners in Crime.

The Team - The players and characters.
People & Places - The movers and shakers and the places...they move and shake?
Gameworld Calendar - When stuff goes down...
News Stories - Anything that I send out to the team via the media of the gameworld.
War 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 page.

Campaign Specs

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

Important reminders for character creation

  • We are using Shadowrun, 3rd edition. Check out my house rules.
  • 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 your life.
  • Take a look at "What The Numbers Mean" on my Shadowreality page.
  • 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.

Bare Minimum Skills

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 require it.
  • 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.

Bare Minimum Team Skills

Ideally, at least one person on the team should have at least a Rating 4 in the following skills.

  • Biotech
  • Car
  • Computer
  • Demolitions
  • Electronics
  • Electronics Build/Repair
  • Etiquette
  • Gunnery (and/or Launch Weapons)
  • Heavy Weapons
  • Stealth

Bonus Karma

  • (1-10 pts.) Background - Ideally, will explain your skills and establish enough character to provide a good role-playing basis.
  • (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.