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Moving Target ![]() ![]() Group: Members Posts: 189 Joined: 21-February 11 Member No.: 22,370 ![]() |
Initially I told my players I wouldn't post this on dumpshock, because people might take offense at their miserable excuse for roleplaying, but I have decided that since some people here enjoyed reading about the last campaign I ran, I will post their exploits here for the greater amusement of dumpshock.
I'm not sure exactly how it happened, but I went out for beers with my shadowrun group about two weeks ago and on that outing the following two things were decided: 1.) We were all fed up with playing a Caribbean League game in which nobody wanted to be pirates or GM for pirates 2.) I would be running a more level-headed urban game set in 2072 London. The irony of these two decisions will of course become readily apparent in the following weeks. My mostly-male player group announced their intention to all make and play female characters, and thus the unofficial moniker "Dykes of London" was born. As I am now posting this on the internet, I guess it has become the official title for the campaign as well; if this in any way offends your fragile sensibilities, please take it in the good humor which is intended. I set out a few ground rules for chargen (750 Karma, Availability 12/12R/12F gear, and nothing from Bogota!) and these are the miserable piles of statistics I received: First up is Valk, a human lady born of a wealthy corp family with a rather alarming interest in cybernetic augmentation. A former combat biker, Valk squandered her family fortunes and borrowed not an inconsiderable sum of money from Renraku to finance her near-full-body cybernetic replacement. As a result of all this, she has a surprising amount of armor, as well as physical damage boxes and a pain editor to boot. Unfortunately for Valk, it means she also lives in a wino-infested bolthole next to a bunraku parlor in the East End of London; she can't move out because anywhere else would cost money and she cannot pay that rent *and* pay Renraku at the same time. Next we have Song, a neotenous ork girl chaos magician mystic adept. Yes. Song is cursed with the gift of amnesia, and all she knows is that she was found on the banks of the Thames outside the Lambeth Containment Zone by a street doctor, she can cast magic, she can shoot guns, and she has a lot of funky 'ware in her head. Little Song also has crippling flashbacks whenever she sees the Adams-Hoffman corporate logo. More on that later. Artemis is a gruff satyr chick on the run from the rest of her merc outfit in Bogota. She made a deal with some Amazonian smugglers to get her out of the country, and she still owes them big for that. Artemis came to the UK with only a few things: her milspec armor, a crate full of guns, and an outstanding bounty on her head from her former employers, Proelium Industries. Artemis currently shares a flat with Song in the East End. Next up is Pidgin, an elf with some fancy cyberlegs and not-too-shabby skills in talking to people and stabbing them in the face with her elbow spurs. Pidgin runs a courier business from her East End flat with her roommate, a Jamaican troll by the name of Creole. Creole has a shady past in the Caribbean League (he taught Pidgin some fighting techniques he picked up in Azzie arenas and he spends most days locked in his room smoking lots of deepweed), but we'll get to that later. Lastly we have Brandy, a hipster girl Technomancer from the West End. Still the picture of teenage naivete, Brandy is looking for her brother Jerry, who left the house one day saying he got a new job that would let them live "anywhere they wanted" after he was done. Jerry never came back. Brandy spends lots of time on the Matrix, cruising for info on Jerry and hacking into anything that looks remotely interesting (because Black Hat, her Paragon, tells her to). More on The Truth About Jerry later. Session notes to follow. |
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Lo-Fi Version | Time is now: 10th February 2025 - 10:47 PM |
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