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> NPC assassins, Got a PC with the "Wanted" Negative Quality
raggedhalo
post Jan 23 2009, 10:54 AM
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Hi folks,

One of the PCs in my campaign, a troll wujen who recently learnt the Sacrificing metamagic from a free spirit and thus changed his Mentor Spirit from Wong Fei Hung (Dog) to Yanluo Wang (Dark King) has the Wanted Quality from Runner's Companion, whereby there's a bounty on his head set by the Smoke Circle Society.

He's a 400BP character with ~120 Karma, so I've created some assassins as Superior characters, per the rules in the BBB (600BP and 150 Karma). They'll come after him individually, probably while he's with the team, but I'm looking for critiques of the sheets and any ideas for tactics.

This is the first one, very loosely based on Samas Aran:

[ Spoiler ]


The second one started off inspired by Jubal Early from Firefly but went in a really different direction somewhere along the line:

[ Spoiler ]


I'm thinking of also making a demolitions expert, who specialises in setting people's vehicles to explode with them in (in effect adding a Termination System to their vehicles and setting it off remotely when they get in). Probably a dwarf.

My thought is that I'd take the Leon approach, getting closer and closer to the target with each failed attempt; so first the demolitions, then the sniper, and eventually the unarmed guy. There's supposed to be an attempt every other mission or so, so given the shape of my campaign I'd love suggestions for another attempt between the sniper and the unarmed guy...
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Ryu
post Jan 23 2009, 11:06 AM
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Use the second one, modified to be a pure adept or modified to have more spells and slightly more spellcasting magic. Nice threat that has a reason to use close combat, engaging the wujen while the wujen has company - because it´s more sporting that way.

The first is IMO a no-go. Superior snipers are not a fun idea. She could kill part of the team without much tactics.
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ElFenrir
post Jan 23 2009, 11:22 AM
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Yeah; at least close-combat, the folks have a chance. While oddly enough I find the top character to be less sheerly powerful overall-as in, head to head the team could probably not have too much trouble-that barret model and the skill to use it from a million paces away is just nasty. Agreed; the second guy is the best bet here.
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raggedhalo
post Jan 23 2009, 11:32 AM
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Thanks, Ryu. As I can add up to 30 Karma to the second one and stay within the bounds of "Superior," I figure I'll add an extra level of initiation, taking more adept powers as my "metamagic" (we use the optional rule from the SM errata that allows this) and reordering the magic to be 5 adept/3 magician, then add the Shadow and Sterilise spells -- so he can take advantage of his blind fighting and also leave no evidence. Any other spell suggestions?

Sadly, I think you're right about the first one. I might retool her as a shotgun-toting "hunter" type rather than as a sniper -- so she'll at least be withing range of the team's weapons. Weapon as follows:

Enfield AS-7 shotgun firing EX-EX ammo
Mods: Chameleon Coating, Gas Vent 3, Personalised Grip, Skinlink
Accessories: Sound Suppressor, Ext. Smartlink
8P, -2AP, SA/BF, 24(d); 10, 40, 80, 150

For the demolitions guy, I'm thinking along the lines of the Fat Man from Metal Gear Solid 2; starting by blowing up the target's car and then placing bombs in places he's likely to go, but staying fairly close to watch the carnage.
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Artemis
post Jan 23 2009, 11:45 AM
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I ran a mission recently with a 300BP sniper with a Walther and chameleon suit which caused major problems for the group. One of the main reasons realworld snipers are so nasty is that they choose the ground and in SR if they have good knowledge of the parties capabilities they can render the party combat ineffective in a couple of rounds.

Since the group met the sniper last I have been mostly using her as a high grade annoyance factor, they go to a meet get in the car and the tyre explodes, they're at home watching trid suddenly theres a bullet hole (and sparks) where mcgyvers head was and so on. This way Im still bringing the wanted flaw into play without setting a major assault up every couple of games, and when it is sprung on them I dont feel to bad about stringng them up like a pinata.
I don't know if that approach works for you but it's endless amusement for me.
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Browncoatone
post Jan 23 2009, 11:50 AM
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Agreed. Use the close combat guy but, as Captain Jack Sparrow would put it, wait until the opportune moment to strike.

I'd choose a time when the team was divided with the target separated from the heavies but standing right next to the PCs weakest in close combat. Make sure at least one of the secondary targets gets a nasty wound because of their proximity to the target character.

If you're really lucky the team will quarrel amongst themselves over who gets to pay for the hospitalization.
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The Jake
post Jan 23 2009, 01:40 PM
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Option #2 for sure.

High powered snipers are no challenge for the GM and insta-killing/wiping the PCs is no fun for them either.

There has to be a direct causal/effect relationship they're aware of, otherwise there is little point or lesson learned....

- J.
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InfinityzeN
post Jan 23 2009, 02:19 PM
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Snipers and Demo are "No-Goes" almost all the time. They both work ok defending a location, since the party can sneaky-sneak or counter-snipe the snipers and watch out for the demo guys toys. But a Sniper or Demo Expert with the freedom to strike whenever and where ever they want to will quickly wipe out a party.

Up close and personal works best. I went with a bio-monstrosity of a test tube grown killer, but he is pretty close to your second guy in effect. Actually he was more along the lines of your Adept while possessed. But hey, my players are more powerful then yours (pushing prime status now).
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raggedhalo
post Jan 26 2009, 11:14 AM
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OK, then, over the weekend I worked on these folks some more. The first one I'll introduce will be the demolitions guy, AKA the Mechanic. The target will come out of his house unexpectedly at night and find the Mechanic working on the target's van (fitting a Self-Destruct Termination System), giving him the chance to observe or attack the Mechanic, and get the information that the Smoke Circle Society has caught up with him.

I went for the cyberlimbs on the basis that a demolitions expert has probably been blown up at least once -- hence also the various things to promote stabilisation and recovery after injury! The cyberskates are an homage to the Fatman from MGS2.

[ Spoiler ]


Next up will be close combat guy, probably with a focus on good hunting or sportsmanship or something else to make him engage the entire team and focus on the target, rather than just pick him off on his own.

[ Spoiler ]


The next stage will be to use Alésia Glidewell, modified (as above) to use a shotgun rather than a sniper rifle. She'll still engage from cover and surprise but will be much more easily dealt with due to her being within 150m. Does that seem more sensible?

Any other ideas for a fourth hitman to come after the wujen? I have no doubt that it's kill or be killed where this particular character is concerned.
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Ryu
post Jan 26 2009, 12:28 PM
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QUOTE
"One of the PCs in my campaign, a troll wujen who recently learnt the Sacrificing metamagic from a free spirit and thus changed his Mentor Spirit from Wong Fei Hung (Dog) to Yanluo Wang (Dark King) has the Wanted Quality from Runner's Companion, whereby there's a bounty on his head set by the Smoke Circle Society."

"Any other ideas for a fourth hitman to come after the wujen? I have no doubt that it's kill or be killed where this particular character is concerned."

I would severely reduce the quality of the demo man. Neither Demolitions 6 nor Logic 10 are required for what you have in mind, and unnecessary increases in opponent power will result in bad feelings if the result is "PC killed".

The close combat guy could assault multiple targets out of arrogance.

The third depends on your team. 13 dice for firing a shotgun, Reaction 9, extreme armor... but still dead without counterspelling, unless she manages to geek the mage first.
(I play an augmented Fomori Druid (magic 4), and she could take that char out easily, since her Initiative is just short of the hard-cap. An expected soak of 8 before edge is nothing against attacks with a base DV of 10/-2, and a Reaction of 5 would not permit me to sidestep the DR roll. She shoots twice with edge for reroll, and I´m gone. She´d go down right after me, also pretty certain. Two mages on the team on most days.)

A fourth hitman? If it´s really kill or be killed, the Wujen is dead now. I would suggest a wujen initiate, with Shielding->Absorption, Chanelling, possessing ally spirit, and a broad selection of spells. Initiate combat by shaping the street in front of the wujens vehicle.
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raggedhalo
post Jan 26 2009, 12:36 PM
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My thinking behind making the Demolitions guy as good as he is is that, when he's doing his thing, he's excellent. But, at least in the first encounter (which may well result in violent death as the target's a blood mage, after all) he'll be exposed to risk directly. His hardcoreness won't be immediately visible in the realms of trying to kill a PC, unless the target lets him go for some reason.

The team is pretty solidly built for close combat, aside from the guy who tends to just use an assault rifle loaded with anti-vehicle ammo, and the target who would likely just manabolt til the cows come home. I figure she looks tougher than she is against those odds.

Using a magician of some kind as the fourth assailant makes a lot of sense. Thanks!
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Kev
post Jan 26 2009, 03:00 PM
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I'll agree with the close-combat make. The magic is a big help, too. The problem with snipers, as already laid out, is that if they're good, they're one-shot, one kill. If they get to choose the engagement range/location, then... well, you've got a couple of dead PCs!

It could be fun if you engineer an encounter with the sniper. You know, let the PC know they're under fire by having the sniper, for some reason, miss, THEN let combat begin. Could be fun watching the PCs squirm when they realize they're taking fire and they don't know from whom or where.
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InfinityzeN
post Jan 26 2009, 06:52 PM
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QUOTE (Kev @ Jan 26 2009, 10:00 AM) *
You know, let the PC know they're under fire by having the sniper, for some reason, miss, THEN let combat begin.


WHAT! A sniper never misses, never-ever-ever-ever!

Well, ok. So it does happen. How about having it happen while the team is walking down a fairly busy street. Some pour smoo' steps in front of the PC at just exactly the wrong time and eats a high velocity round to the dome. (IMG:style_emoticons/default/devil.gif)

Spatter the pour lil blood mage in brains, have everyone start screaming and running, etc. Good times had by all, hopefully with some high explosive thrown into the mix. (IMG:style_emoticons/default/silly.gif)
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IceKatze
post Jan 26 2009, 07:09 PM
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hi hi

Snipers and demolitions people aren't so bad really, well, not so long as the group has some edge left over. The player could always burn a point of edge to escape certain death, but I would also allow a long shot test on perception for a point of edge as well.

Player: I burn a point of edge to escape certain death.
GM: The sniper is focused directly on your head, she pulls the trigger, but just as she does a ganger on a motorcycle drives into the path of the shot.

And really, if a character knows he's got a bounty on his head that will attract the big game hunters, he should know better then to expose himself to the possibility of sniper fire. Whenever I hunt my players, I let them know in advance that they need to be really careful and that I really mean it.
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Pendaric
post Jan 26 2009, 07:24 PM
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Interm level gun fu assassin or throwing adept. Or the old stand by of a stealth suit archer with poison.
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ChipheadCharley
post Jan 26 2009, 09:00 PM
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I would personally do it in escalating stages. My reasons are that even though a player may know he has a bounty on his head (he took the points for it) its different to let him learn of it through course of play. One of the most memorable scenes in Star Wars is the Han Solo/Greedo incident in the cantina after all. Besides the first one(s) should be nuasances but not too deadly, after awhile the higher caliber hitters will get drawn in as he survives more and more attempts. Going back to SW's, Greedo is a scrub and it wasnt until the bounty was signifgantly higher that Boba became interested.
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JeffSz
post Jan 26 2009, 10:33 PM
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QUOTE (IceKatze @ Jan 26 2009, 02:09 PM) *
hi hi

Snipers and demolitions people aren't so bad really, well, not so long as the group has some edge left over. The player could always burn a point of edge to escape certain death, but I would also allow a long shot test on perception for a point of edge as well.

Player: I burn a point of edge to escape certain death.
GM: The sniper is focused directly on your head, she pulls the trigger, but just as she does a ganger on a motorcycle drives into the path of the shot.

And really, if a character knows he's got a bounty on his head that will attract the big game hunters, he should know better then to expose himself to the possibility of sniper fire. Whenever I hunt my players, I let them know in advance that they need to be really careful and that I really mean it.



Hand of God doesn't mean they escape their fate - it means they escape death.

The character takes the bullet to the brainpan, ends up hospitalized for a period of time, and is released only after reconstructive surgery, and I do believe there is some attribute loss (in this case I'd lower Logic due to brain damage). But the character -is- alive.


On the other hand, the GM putting someone else conveniently in the way and spraying the target with said stranger's brain matter would be a GREAT dramatic moment; the PC's could dive for cover, and start hunting the hunter.
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Kev
post Jan 26 2009, 11:02 PM
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QUOTE (JeffSz @ Jan 26 2009, 05:33 PM) *
On the other hand, the GM putting someone else conveniently in the way and spraying the target with said stranger's brain matter would be a GREAT dramatic moment; the PC's could dive for cover, and start hunting the hunter.


Exactly. It's kind of fun to put the fear of God into a runner with moments like that. In the case of the demoman, have him notice the odd click that wasn't there before when he tries to start his car. Maybe he notices the device under the dash - whatever. If he's being hunted, blow up his car. He'll either call every contact he knows hungry for blood, or he'll call every contact he knows to smuggle him out of the city! (IMG:style_emoticons/default/biggrin.gif)
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IceKatze
post Jan 26 2009, 11:24 PM
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hi hi

While using the Hand of God rule traditionally involves the character suffering near fatal wounds and miraculously surviving, the RAW clearly states that it is up to the GM to decide what happens and that the GM may nearly kill the character if she wants to. However, for a shot that comes entirely out of nowhere, I'd be willing to cut the player some slack.

It really depends on whether or not your players can be sufficiently motivated by fluff or if they need something crunchy to make them sweat. I usually run with the former, so I usually don't have to resort to forcing them to use edge unless they do something really monumentally stupid. (and even then I try to give them a bit of forewarning)

On a different note: I once GM'd a campaign where one of the players took the Day Job and SINner flaws. It doesn't take a genius to realize this will cause problems, lets just say his car had a habit of blowing up. It eventually got to the point where the team considered his cars to be expendable assets. Thankfully they ran with the concept and even set up a particularly brilliant trap for a would be assassin knowing full well they were being hunted, and I never even saw it coming.
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hyzmarca
post Jan 26 2009, 11:57 PM
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Actually, the correct use of Edge would be to burn edge for a critical success on the Dodge test and then pull out a pistol and blind fire in the direction of the gunshot, burning edge for a critical success on that. You matrix your way out of the bullet's flightpath and put a bullet directly down his scope and through his eye socket.

But really, this situation calls for a squad of snake-themed sword adepts lead by David Carradine.
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Pendaric
post Jan 27 2009, 06:37 PM
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Or a group or four phys adepts, three of which sacrafice themselves so the fourth can get a clean shot at the target.
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Fix-it
post Jan 27 2009, 06:57 PM
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if I might make a suggestion,

I would postulate that a drone rigger would be a far more economical choice than human assassins.

anonymous (drone's can't talk)
disposable (what's 8K? nothing)
and re-usable without being cookie-cutter. (oh look, an identical assassin to the last 3)
plus it can take many shapes and forms. a combat rotodrone one day, a small swarm of spiders w/poisoned blades the next. a package delivery drone w/a fresh batch of IED.
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The Jake
post Jan 28 2009, 06:07 AM
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One of my players has this flaw, but the backstory is that he is wanted alive (very explicitly). This makes it more challenging.

I haven't done it (yet) but I will be building up a hit squad (400BP) of at least 4, possibly 5 guys - prolly just use the human street sammy archetype if I get real lazy, load them up with stun rounds, concussion and flashbang grenades, DMSO coated narcojet rounds, and nail the team, kidnap the mark and bug out. PCs will wake up in a hazy state with a crumbful of clues to follow them and meanwhile, said PC will have to find a way to escape.

The thing is one of the PCs have actually been warned directly it is coming. At this stage, they're being watched. The one PC that came across the intel has been an asshole about it and hasn't shared the info with the other PC with the flaw. Oh well. They'll learn to work as a team eventually...

- J.
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