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> Man, Iduno about this GM, Game Log
Iduno
post Aug 14 2017, 10:27 PM
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Moving Target
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Joined: 27-January 07
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I've started running a somewhat Mohawk game for 3 (now 4) players who haven't role-played SR before (I'm GM, because I've go the books and slightly more playtime). Each game is one month in-game time, but we game about once a week. They mostly let me get away with making mistakes, and I mostly do as well.

The players:
Trinket Jammer: A dwarven chaos mage with Artificer as a mentor spirit. Was originally a Wiccan (which gave me my plan for a seasonal theme/feeling for each run based on the nearest Wiccan holiday), but changed early. Came from a university background. Uses shape metal and artisan:sculpture skill to get in good with people who prefer technology to magic.
Sam the Samurai/Face: An elf who would prefer to shoot things, but is getting into being the party face. Not much character background, due to the player's paranoia/laziness.
Plex Reset the Decker/Rigger: Dwarf from a moderately wealthy background. Found out cheating was more interesting and more profitable during university, until he was disowned when he got caught. Drives the party van.

December 2071:
The first run was fairly simple, to allow us to get a good grip on the rules and what the characters could do. They were hired by another group of runners working with the same fixer to assist in a run. They were to keep Crash Cart ambulances from reaching the Gates Casino, but allow Doc Wagon ambulances through. Luckily, it's a busy time of year, and there shouldn't be that many. They briefly considered buying a LAW (this will be a recurring theme), but did not do so. Probably for the best, even the Star can't ignore rockets on the interstate in nice neighborhoods. They have to keep them away for 1/2 to 1 hour, depending on how well the other team's decker does at suppressing alarms.

The team immediately starts planning, and asking more questions about what they learned from the Johnson. They come up with quite ways of disabling vehicles (accident power, using shape metal, drive by shooting, decking and hitting the brakes at speed, etc.), and decide to do the ones that will draw the least attention first. Then they look up the ambulance stations who will be responding, and figure out the two highways they need to cover. The decker got a lucky roll (and the opposition glitched) while trying to get into Crash Cart's radios, so they were able to listen in without being noticed for the full hour. They choose one to patrol in the van, while the astrally-projecting mage and air spirit take the other side. I slowly ratchet up the opposition until they're barely succeeding, which happens to be almost the length of time they needed to stop the ambulances for. Then they heard there was going to be a final attempt with HRT leading the charge. The HRT vehicle was tricked out, and had a mage to foil some of their tricks. They took out the ambulances following first, then used up the last spirit service on an Engulf attempt. The Sam took out the drones. The HRT team rolled well, regaining control after taking out a truck, then started following the runners' van. I expected a showdown, but the mage projected into the HRT vehicle, and dropped a high-force stunball at her own feet. They all got home safely, and were able to rest up.
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