tr0n
Feb 11 2009, 10:23 PM
So, I'm new to SR4, though I'm very familiar with SR3 and beyond. I've never ran Shadowrun of any version and have put myself out there to my group to pull off a great SR4 game. I'm taking my time in development and reading all that I can absorb from the books, the Sixth World Wiki, Dumpshock, and various other sites.
I'm aiming for a DocWagon campaign to start and ease everyone into the game, as well as develop characters that aren't cardboard cutouts. Any thoughts on that would be greatly appreciated.
I've also generated a few house rules for character creation I'd like some thoughts on:
- Build Point limits have been removed from Attributes, Nuyen, & Qualities.
- Only 1 Technomancer/Hacker type allowed.
- Only 1 Magician and 1 Adept allowed.
- All characters must have a SIN, criminal is ok with GM clearance.
- Max Availability is 8. (F) is not allowed, ® is ok with permits, criminal SINners cannot have ®.
- A minimum of 1/4 of allocated BP for skills must be spent on non-combat related skills. 2(4) Medicine/First Aid/Paramedic is highly encouraged.
Thoughts?
BlueMax
Feb 11 2009, 10:33 PM
After years of watching the flame wars on a Automobile Detailing website, I have a rule.
The first time I use any product, I use it exactly as the instructions suggest.
The next time I may or may not make adjustments.
Run a "Food Fight" game, with combat in a stuffer shack first. With archetypes out of the book. Get everyone settled before you make changes.
And this is from a man who has some of your house rules in his game.
Nexushound
Feb 11 2009, 11:01 PM
I agree with BlueMAx, start out with the limits laid out in the book. They really will help create rounded PC's and keep players from min/maxing their attributes i.e. Body:6 Agility:5 Reaction:5 Charisma:1 Willpower:1 and so on.
Your other rules are very good and will help keep control of things a bit. But No maximum BP on nuyen might throw you another curve ball.
I ran a pretty successful Lone Star Campaign with SR3 and we had lots of fun just answering daily calls from Bum Fights to Gang Wars.
What are some attainable goals for the PC's going to be? Is there chance for promotion? Maybe a move up to High-Threat Response or Helo-Rescue?
Neo-Anarchist "Guide To Real Life" SR2 has some awesome information on DocWagon that can be easily converted to SR4. Vehicles, Standard Response Teams, Skills used by technicians ect. I am sure you could find an electronic file on that one if not in your local used book store.
Good Luck,have fun, and let me know how things turn out.
tr0n
Feb 11 2009, 11:18 PM
QUOTE
Run a "Food Fight" game, with combat in a stuffer shack first. With archetypes out of the book. Get everyone settled before you make changes.
I don't have a problem with this, but myself and my players are all very experienced gamers. We are also intimately familiar with the SR world via SR3 and beyond. It's just that we haven't jumped into SR4 yet and nobody else seems willing to run it. The only issue I have with running this is that it will be over too quick for my posse, and I don't want to deal with the bellyaches I'll hear about people wanting to customize their archetypes.
QUOTE
They really will help create rounded PC's and keep players from min/maxing their attributes i.e. Body:6 Agility:5 Reaction:5 Charisma:1 Willpower:1 and so on.
We don't have a problem with that type of thing. Besides, that would be ludicrous. I would blast them so hard with magic to teach them a lesson it wouldn't even be funny in the slightest.
QUOTE
I ran a pretty successful Lone Star Campaign with SR3 and we had lots of fun just answering daily calls from Bum Fights to Gang Wars.
This is sort of what I was aiming for, though I was going to start them out as an SRT and then move them up from there... That is, if they can manage to survive the corporate schemes and machinations that may come their way. I'm currently in the school of thought that their actions or the story could lead to a scandal which could put them out of a job or far worse. Another interesting idea on that note would be a short stint in prison which could just be time lapsed, or perhaps they have to break out of jail as soon as the lights go out. Who knows? I truly intend on letting them do a few "soft-runs" as just a "Working Joe" DocWagon SRT for the first session or two. With some obvious intense firefights to keep everyone interested.
Any idea on how I can work a Technomancer/Hacker into the troupe other than for drone control? I can easily put a Mage, Adept, or Sam to work. How about the Geek?
Speed Wraith
Feb 11 2009, 11:24 PM
Depends on how much you want your team venturing into grey areas for their clients. I mean, if they're the type to put nuyen over all else (or possibly really want to save lives...hahahahaha!) and a high-end client is just this side of corporate territory then that hacker might be needed to erase the team's trail or get them past some security to their client.
BlueMax
Feb 11 2009, 11:35 PM
What I am about to say is not meant to trigger any flamewars, its an honest attempt at help.
SR3 and SR4 are very different. Being that your experienced gamers, this will probably mean less confusion. However, if your players suffer addled minds like mine, they will make innocent mistakes. "That's how it used to work.... so I just kinda remembered it that way".
Its been a journey for my group, as we only stopped playing SR2 and moved into SR3 in about 2004. Rules shock, culture shock, and revision shock all layered on top of old dogmatic minds.
Draco18s
Feb 12 2009, 12:06 AM
I remember the move from SR3 to SR4. I wasn't all that experienced with SR3 at the time, but there are enough similarities with differences that can make a difference.
One of them being the significantly reduced dice pools. Used to feel normal to throw 25 dice at a problem, thus only throwing 12 felt odd.
tr0n
Feb 12 2009, 12:11 AM
QUOTE
"That's how it used to work.... so I just kinda remembered it that way".
I fully expect some of this to occur. However, I've taken at least some precautions to avert this type of fiasco. I've made available the Quick Start from Catalyst to all players and am also putting together my own rules walkthrough of which everyone will have a copy. Those of the Awakened or Matrix flavor will have a supplement for their own unique rules. Now, when I say we are experienced, I mean we have all been playing for quite awhile. Myself and 2 others for at least ten years of damn near everything. The other two are my only concern. They are experienced as well, though not as much and not with Shadowrun at all. This will make for an easier transition with those two, as they don't have any previous rules or fluff to unlearn.
On a lighter note, any idears on where to start? I'm thinking of just fleshing out the characters themselves with their day to day jobs as an SRT and getting a little involved in their personal lives. I think after a little familiarization with this, and a bond has been formed for the players with their characters, and the characters to eachother, then I can move into some more shady operations. Maybe first present them with a moral qualm such as an area effect that sends them after a client and they are forced to choose between a loved one who doesn't have a contract and another client. The ambulance only has room for two! Which do you choose and how do you explain this to your superiors? Maybe this could lead to darker things or a policy change. Thoughts?
I'm also wondering a few things about DWS:
- What's their policy on employee healthcare and benefits?

- If an employee is severly injured on the job, their must be obvious insurance. Will DWS pick up the tab for Cyber/Bio replacements? Do they offer discount services to their employees for upgrades that will enhance work performance?
- What type of limit do you feel I should set on company owned equipment provided for the job?
- Who here thinks that DWS may have some shadow subsidary that could be involved in Cyborgs or even Cyberzombies?
Nexushound
Feb 12 2009, 12:19 AM
A tecnomancer using a machine sprite running diagnostics on client cyberware is one aspect.
And the security aspect..high level client is injured and the oposition is zeroing in on his locale the Technomancer/Hacker can spoof ID logs,spot and defeat traces,Jam Signals with Electronic warfare and generally wreak havoc on the bad-guys.
And all the equipment keeping your client alive is going to need someone monitoring vitals, administer pharmecuticals through auto injectors and work with the auto-docs.
TM/Hacker can monitor the bad guys wireless traffic, detect active wireless networks entering your area , and keep an eye out on High Profile clients through track and trace operations
Nexushound
Feb 12 2009, 12:33 AM
DocWagon still has a corporate agenda so you can bet any bleeding edge tech involving medicine, biology, bio-ware,cyberware and cybermancy is going to be hot. All corporations have the need for deniable assets at some point or another so if the PC's are doing a good job they may just get a call from the upper echelon of the corp to "Take part in a certain R&D project" or "Monitor a special Client."
As far as their contract and health care they should get basic DocWagon contract coverage. The corp takes care of their own.
With equipment give them some standard stuff in the beginning. Just what they will need to do the job. If they abuse it constantly, come back from shift with a busted up ambulance, or drug stocks come up empty regularly, then their manager can implement some form of punishment. Pay reduction, suspension without pay or down right termination.
If they do well start giving them harder tasks and more dangerous assignments and compensate by hooking them up with better gear. A pumped up ambulance with crowd control devices like smoke generators, flash packs, and gas grenade launchers. More armor and some heavy firepower is a nice treat when you have to go into a Z-Zone. But make them work for it. Good techs get the good assignments and better equipment
kzt
Feb 12 2009, 12:48 AM
QUOTE (tr0n @ Feb 11 2009, 03:23 PM)

[*] Only 1 Technomancer/Hacker type allowed.
It's not useful in this environment to be a heavy hacker. It's trivial to be a lightweight hacker.
QUOTE
[*] All characters must have a SIN, criminal is ok with GM clearance.
I'm not seeing docwagon hiring serious felons and issuing them guns.
QUOTE
[*] Max Availability is 8. (F) is not allowed, � is ok with permits, criminal SINners cannot have �.
DocWagon ISSUES them F rated gear, and ammo for same. They work for a company that will issue them their gear, and expect them to use it and only it.
QUOTE
[*] A minimum of 1/4 of allocated BP for skills must be spent on non-combat related skills.
I'd like strongly encourage medical skills.
tr0n
Feb 12 2009, 01:15 AM
QUOTE
It's not useful in this environment to be a heavy hacker. It's trivial to be a lightweight hacker.
My player who will be donning the Technomancer/Hacker mantle is fairly creative and fully intends on being right up in the middle of things in person. I don't forsee too much of an issue there other than me having to be creative to utilize his skills and make things interesting and multi-dimensional. I've always been of the opinion to let your players play what they want. It's a bad GM who tells their players no because it won't fit, that's just being lazy and uncreative. Granted, there are times when a concept or personality won't fit with the group as a whole, but I woulld never limit someone from playing a character based on their abilities not being useful enough.
QUOTE
I'm not seeing docwagon hiring serious felons and issuing them guns.
I don't believe a Criminal SIN has to indicate a felon. You could just be a SINless who was arrested at some point and then gained a Criminal SIN for booking purposes. It could also be possible with a work-release or parole program for a non-violent crime felon with a good story. This is one of the many things that will require my players to use common sense and sound judgement as well as the GM's approval. We all try to keep it as reasonable as possible.
QUOTE
DocWagon ISSUES them F rated gear, and ammo for same. They work for a company that will issue them their gear, and expect them to use it and only it.
Obviously this is the case, but in some instances, players may want something more customized or personal. This is just like a detective who is issued a gun by the police force or has the option to buy one (within reason!) on his own as long as it is registered properly. If they want something fancy or illegal, the first answer is no because they aren't criminals or runners and just don't have the contacts for that. Later in game however, it could make for some interesting reprecussions to explain to your superiors that you botched saving your client while using illegal arms that were acquired on the black market from non-existant people for an undisclosed sum...
QUOTE
I'd like strongly encourage medical skills.
I'm encouraging more than just medical skills, but yes. It's not listed previously in the post, but I am requiring all team members to have at least a decent first aid skill or specialization in medicine no matter their position on the team. They must have at least the basic skills required to be hired by DWS to be an employee.
Thank you all for your input so far. It's very much appreciated. Any other thoughts on any of this? DWS? Dunk's Will? A nameless woman with a tattoo? 17 seconds of blurry security footage? Crash Cart? Those are some jump points for my brainstorming on building an adventure or campaign. Go wild.
BlueMax
Feb 12 2009, 01:18 AM
QUOTE (kzt @ Feb 11 2009, 04:48 PM)

I'm not seeing docwagon hiring serious felons and issuing them guns.
To each his own. I prefer a DocWagon who hires serious felons.
tr0n
Feb 12 2009, 01:46 AM
QUOTE
All corporations have the need for deniable assets at some point or another so if the PC's are doing a good job they may just get a call from the upper echelon of the corp to "Take part in a certain R&D project" or "Monitor a special Client."
I've been thinking the same thing. I like the idea of Cyborgs and Cyberzombies. I'm considering a full conversion Cyborg (CCU) as an option under the right conditions for a really loyal employee/player who gets completely fragged... but that's a long way away. Now getting sent out on a special retrieval operation to pacify and contain an "asset", on the other hand, could be a great start into a career in the shadows.
tr0n
Feb 12 2009, 02:38 AM
Disappointment! There was some good momentum going in this thread and now it's came to a screeching halt! Maybe I'm just being impatient. I'm going to get dinner and some coffee. Leave me some gems for when I return, please!
Warlordtheft
Feb 12 2009, 04:27 AM
QUOTE (BlueMax @ Feb 11 2009, 08:18 PM)

To each his own. I prefer a DocWagon who hires serious felons.
Well. maybe they were serious felons before they joined Doc Wagon...
tr0n
Feb 12 2009, 05:34 AM
You know, not speaking from experience, but being a felon in todays job market doesn't necessarily bar you from a job. Specific jobs or companies may not hire you due to a record, while others will still hire depending on the nature of the crime. As I stated before, a criminal SIN doesn't mean you are a felon. Either way, I don't forsee it as a problem given careful consideration, good intentions, and a healthy background.
Any thoughts on how to drag them out of the norm as an SRT to "expand their horizons"?
Any thoughts on the limit I should put on the size of my troupe? Currently, I have 4 regular players, a fifth is come and go, and a sixth, seventh, and eighth may join.
How heavily involved are you or your players with a character's personal life in game, outside of the "job"?
kzt
Feb 12 2009, 05:42 AM
Minor stuff is ok. Issuing felons 12,000 pounds of vehicle to drive through the city at 80 MPH, narcotics and guns imposes a huge liability on DocWagon. As well as they are the people who are supposed to treat the very rich docwagon clients, which means they have access to their medical records. Again, this is a huge liability issue for DocWagon.
You can do whatever you want, but I think it's silly.
Blackpool
Feb 12 2009, 05:47 AM
Well, I like to get into characters personal lives when it is possible. I've done whole sessions of just the characters out and experiencing the world and doing normal things while waiting for work. I really enjoy it and I want my players to take the ball and run with it. But some players need constant prodding and it gets frustrating when the game becomes job, sum up downtime, job, look for new gear, spells, etc., job, wash rinse and repeat.
I would say if your players what an in depth game, then talk to them about the various aspects of the SR world and get them thinking about what they would be doing in it. Then switch it to the characters and then maybe run through and little bit of solo or small group daily like things before you officially start the game. This should help you with the Doc Wagon idea because they will not be doing typical shadowrunner downtime things, they'll be doing normal citizen type things.
BlueMax
Feb 12 2009, 05:58 AM
QUOTE (kzt @ Feb 11 2009, 09:42 PM)

Minor stuff is ok. Issuing felons 12,000 pounds of vehicle to drive through the city at 80 MPH, narcotics and guns imposes a huge liability on DocWagon. As well as they are the people who are supposed to treat the very rich docwagon clients, which means they have access to their medical records. Again, this is a huge liability issue for DocWagon.
You can do whatever you want, but I think it's silly.
you mean like legal lawsuit liability?
Or angry enemy liability?
Chummer, everyone runs a different dark future. In mine, you ain't got no right to sue Doc Wagon. Especially as a customer but just about everyone.
"Doc Wagon ran over my kid when he was chasing a ball." -- Angry mother
"File this paperwork here, and I am sure we will get to processesing it as soon as possible. Five to seven years, mam." Bored, incompetent, underpaid, overworked, Metroplex worker.
Now, if a Doc Wagon team hauls off and shoots some of somebody else's boys, that generates a whole different kind of liability.
They wouldn't have a team of felons doing regular support in Bellevue, agreed. But you know the C zones near the Z zones that need HRT people? who better to hire than people who are disposable... err desperate.... errr "In need of a new future"
Besides, it can make good copy.
Draco18s
Feb 12 2009, 06:22 AM
Keep in mind that in the case of super platinum clients it's expected that Doc Wagon runs over, steps on, and otherwise ignores non-clients.
tr0n
Feb 12 2009, 06:41 AM
QUOTE
Keep in mind that in the case of super platinum clients it's expected that Doc Wagon runs over, steps on, and otherwise ignores non-clients.
I agree. Which makes for some fun reprecussions when you step on or run over another DWS client or even someone with friends in high/low places.
Felons aside, what kind of skills do you think the characters should bring to the table as a team?
I'm considering making some runners myself to use as NPC's that have contracts. They will get called in on these folks for aid, and then the characters can build contacts or enemies.
Crossing into corporate territory is up to the group. DWS may not approve and may officially have a strict stance against it, but if the team is slick enough to not leave tracks, and DWS looks the other way for a job well done, then kudos to them. Of course, no tracks are ever entirely erased. Someone will know something, and this leads to fun.
JeffSz
Feb 12 2009, 04:10 PM
QUOTE (tr0n @ Feb 11 2009, 08:15 PM)

My player who will be donning the Technomancer/Hacker mantle is fairly creative and fully intends on being right up in the middle of things in person.
I would tell him, in that case, he should play a Hacker and multi-specialize. A technomancer is a balloon full of chili. If he gets shot he's going down. Your hacker -can- be more "in the thick of things" and do well.
QUOTE
I don't believe a Criminal SIN has to indicate a felon.
In order for the Criminal SIN to give you build points, yes, you're an ex-con or an escaped felon (though you may have finished doing time and be legally released by now). If you have a criminal SIN but have been pardoned or if your crime wasn't serious enough to be a disadvantage for getting a job or getting around in the city, that's just backstory; no negative quality for you - no BPs!
QUOTE
Obviously this is the case, but in some instances, players may want something more customized or personal. This is just like a detective who is issued a gun by the police force or has the option to buy one (within reason!) on his own as long as it is registered properly. If they want something fancy or illegal, the first answer is no because they aren't criminals or runners and just don't have the contacts for that. Later in game however, it could make for some interesting reprecussions to explain to your superiors that you botched saving your client while using illegal arms that were acquired on the black market from non-existant people for an undisclosed sum...
I would create a package of "standard gear" including weapons, armor, medical equipment, etc. with a set cost in nuyen; have all players pay for that, and they start with that equipment - which can be restricted, highly unavailable, etc. Anything else they purchase for themselves would follow your houserules for availability etc.
Also i'd have them split the cost of the docwagon, and make sure each one has a middle lifestyle unless they have a good reason.
The reason i'd have them pay for these even though their employer is issuing them is that nuyen during chargen isn't actually the character's money, it's the value of their equipment and lifestyle, regardless of who "owns" it.
Speed Wraith
Feb 12 2009, 06:12 PM
QUOTE (tr0n @ Feb 11 2009, 08:15 PM)

SNIP
Thank you all for your input so far. It's very much appreciated. Any other thoughts on any of this? DWS? Dunk's Will? A nameless woman with a tattoo? 17 seconds of blurry security footage? Crash Cart? Those are some jump points for my brainstorming on building an adventure or campaign. Go wild.
Crash Cart...rivalry can go a long way, I'd consider creating a prime runner team of Crash Cart docs to be occasional rivals. I would introduce them by having them show up to pick up some corper that got tagged in a firefight with your team's shadowrunner client and do their best to hinder your team in the process. Eventually they look to actively harass your team as a joke, things escalate, etc. until they're played out and you get rid of them in a big blaze of fire.

Could make your hacker darned useful, too, when things escalate.
kzt
Feb 12 2009, 06:22 PM
QUOTE (JeffSz @ Feb 12 2009, 09:10 AM)

I would create a package of "standard gear" including weapons, armor, medical equipment, etc. with a set cost in nuyen; have all players pay for that, and they start with that equipment - which can be restricted, highly unavailable, etc. Anything else they purchase for themselves would follow your houserules for availability etc.
Also i'd have them split the cost of the docwagon, and make sure each one has a middle lifestyle unless they have a good reason.
The reason i'd have them pay for these even though their employer is issuing them is that nuyen during chargen isn't actually the character's money, it's the value of their equipment and lifestyle, regardless of who "owns" it.
I'd argue that if you issue the player the stuff they don't get charged points. It isn't theirs. They can't take the Alpha home at the end of the day. They also can't use anything else in it's place on the job. "You WILL wear the armor we issue, I don't care how 'It slows me down' or 'It's too heavy'. There is the gym, feel free to use it after or before your shift or over lunch".
tr0n
Feb 12 2009, 07:23 PM
QUOTE
Crash Cart...rivalry can go a long way, I'd consider creating a prime runner team of Crash Cart docs to be occasional rivals. I would introduce them by having them show up to pick up some corper that got tagged in a firefight with your team's shadowrunner client and do their best to hinder your team in the process. Eventually they look to actively harass your team as a joke, things escalate, etc. until they're played out and you get rid of them in a big blaze of fire. Could make your hacker darned useful, too, when things escalate.
Thank you very much! I was wondering when someone would pick up on that part of the post. Still could use some more ideas minds to bounce things off of...
QUOTE
If you have a criminal SIN but have been pardoned or if your crime wasn't serious enough to be a disadvantage for getting a job or getting around in the city, that's just backstory; no negative quality for you - no BPs!
Fair enough. I hadn't been thinking of the criminal SIN in the Quality aspect. I was just considering it as flavor. I'll put a tighter reign on that one for the campaign. My ultimate goal with the players is to have them begin their descent into the shadows as regular, law-abiding citizens.
QUOTE
The reason i'd have them pay for these even though their employer is issuing them is that nuyen during chargen isn't actually the character's money, it's the value of their equipment and lifestyle, regardless of who "owns" it.
QUOTE
I'd argue that if you issue the player the stuff they don't get charged points. It isn't theirs.
QUOTE
I would create a package of "standard gear" including weapons, armor, medical equipment, etc.
Equipment, huh? Sheesh. Well my thoughts at this point are that I will define standard gear that is owned by DWS. The players will use this while on the job, but it doesn't come home with them. Implants of all varieties will be bought on their own, though they may receive a DWS employee discount. Any implants with an availability exceeding our already set values will be owned by DWS, on loan to the character and subject to removal or deactivation at any time. It makes sense that they pay for their own lifestyles; they don't live in a DWS Arcology, and even if they did I'm sure there would be an equivalent fee or tax for such.
...As to a BP cost for these perks or a Nuyen cap, I'm not sure yet. I suppose I'll have an answer once I put the list together and get a look at the possible ramifications.
Speed Wraith
Feb 12 2009, 07:41 PM
Some stories/story lines should come from character drama, so it is hard to toss ideas of that sort out there except to recommend watching/reading things about EMTs and doctors (St. Elsewhere, Third Watch, Four Patients, that messed up Nick Cage flick I can't think of...) They're still people, so all sorts of drama can come from those places, though I think you mentioned having an action-oriented game, so those will probably be minor arcs.
There are always situations when DW employees can come into serious conflict along the same exact lines as some runner campaigns. Most patients have some sort of story, some reason they're in trouble medically. Not to mention there are bound to be the occasional side jobs where the DW team is actually engaging in a run for some extra nuyen. Faked heart attack of customer who is looking to switch their employers as part of an extraction, for instance. Maybe one or more of the team gets involved in organ legging. How big of a mystery can you write up when the team picks up a victim of a kink bomb and finds themselves hunted by some powerful group?
These are all thoughts that have run through my mind years ago when I considered running this kind of game
kzt
Feb 12 2009, 08:05 PM
QUOTE (Speed Wraith @ Feb 12 2009, 12:41 PM)

Some stories/story lines should come from character drama, so it is hard to toss ideas of that sort out there except to recommend watching/reading things about EMTs and doctors (St. Elsewhere, Third Watch, Four Patients, that messed up Nick Cage flick I can't think of...)
http://forums.studentdoctor.net/showthread.php?t=257985"Tonight I learned yet another helpful life lesson from one of my patients. If you're on the street corner selling coke and you see the cops coming to bust you don't eat all your coke. Having been taught this valuable lesson I will now know better than to do this and wind up going to the ER in handcuffs, seizing uncontrollably, aspirating my vomit and doing all of this with a white powder moustache looking like and ad for "Got Coke?""
"never leave your last refill of percocet in plain site after your docs office closes if one of these 3 friends is coming over for dinner:
1. some dude
2. my friend
3. that bitch "
"if the two dudes live in YOUR city, don't sit out on your front porch reading the bible and minding your own business at 2 AM unless you are praying to be shot"
"The Law of Inverse Value: the less you contribute to society, the greater the trauma you can sustain with minimal to no physical sequelae, including falls from 3 stories, stabbings (chest, neck, head, slashings to the face), gunshot wounds (chest, neck, pelvis, leg, traumatic arrest (only to be killed 7 years later in a separate GSW incident)), and high speed MVC's, unrestrained, where multiple people in the other vehicle are killed."
Speed Wraith
Feb 12 2009, 08:55 PM
That thread is teh awesome
Speed Wraith
Feb 12 2009, 08:55 PM
Stoopid double post :/
tr0n
Feb 12 2009, 09:22 PM
A little off of my original topic, and I'll get back to that and the other replies shortly, but here's a random question:
What's the maximum amount of initiative passes available? One of my players argues 4, magic or chrome. Am I reading the Technomancer section right? Can they goto 5 or beyond in the Matrix?
Adarael
Feb 12 2009, 09:31 PM
I belive with Unwired, 5 is the new maximum before spending Edge. For technomancers in hot sim, yes. Anybody with Edge can spend a point to get 1 additional - and only 1 additional - IP.
Kanada Ten
Feb 12 2009, 09:32 PM
QUOTE (Speed Wraith)
There are always situations when DW employees can come into serious conflict along the same exact lines as some runner campaigns. Most patients have some sort of story, some reason they're in trouble medically. Not to mention there are bound to be the occasional side jobs where the DW team is actually engaging in a run for some extra nuyen. Faked heart attack of customer who is looking to switch their employers as part of an extraction, for instance. Maybe one or more of the team gets involved in organ legging.
Organlegging: a close contact is in dire need of a heart, but when the team finally gets a hold of one a week later from a flatliner, the contact is dead or found another donar. They've now got a heart to get rid of, where do they turn? It's not like you can just list them on Craig's List.
Black Clinics: The team is called to a back alley clinic, where their patient is in the middle of a complicated cyberinstallation. The surgeon begs them to help him save the target's life and ware, and then tips them really well, offering them more work...
Syndicates: While doing overwatch at an Urban Brawl game, a representative for the syndicates bribes them to slow one side or overlook performance drugs on another. Even witnessing a mob hit, or - worse - undoing a mob hit, could seriously involve the team with the syndicates...
Racketeering: They discover a group of fellow paramedics smuggling cyberware out of DocWagon clinics. Do they join in, or turn them over? And while they mull over the decision, their fellows attempt to silence them by sending them into a warzone.
tr0n
Feb 12 2009, 09:51 PM
QUOTE (Kanada Ten @ Feb 12 2009, 03:32 PM)

Organlegging: a close contact is in dire need of a heart, but when the team finally gets a hold of one a week later from a flatliner, the contact is dead or found another donar. They've now got a heart to get rid of, where do they turn? It's not like you can just list them on Craig's List.
Black Clinics: The team is called to a back alley clinic, where their patient is in the middle of a complicated cyberinstallation. The surgeon begs them to help him save the target's life and ware, and then tips them really well, offering them more work...
Syndicates: While doing overwatch at an Urban Brawl game, a representative for the syndicates bribes them to slow one side or overlook performance drugs on another. Even witnessing a mob hit, or - worse - undoing a mob hit, could seriously involve the team with the syndicates...
Racketeering: They discover a group of fellow paramedics smuggling cyberware out of DocWagon clinics. Do they join in, or turn them over? And while they mull over the decision, their fellows attempt to silence them by sending them into a warzone.
See, this is the kind of juice I'm looking for... What kind of scenarios would a DWS team be apt to handle or become involved in? That's some good stuff, Kanada Ten. Thanks for the valuable input.
Kanada Ten
Feb 12 2009, 10:22 PM
Riots: While speaking at an orkpower rally, Urbantusk was gunned down by rival DocQueens, and HTR has to save him - they just have to get through thousands of his rioting fans to do it.
Chaos: Some madman released a batch of VITAS infected mosquitoes at a conference in downtown, and the team needs to inoculate as many (screaming, fleeing, panicking) clients as possible before the virus spreads.
Beyond the grave: Called to a shedim breakout, the HTR fights their way past the living dead and manages to snag their client, who seems just find. For a Master Shedim, that is.
tr0n
Feb 12 2009, 10:40 PM
I hear a whole lot of brilliance coming from here...
Muspellsheimr
Feb 12 2009, 11:03 PM
Random Post # 6
tr0n
Feb 13 2009, 03:37 AM
QUOTE (Adarael @ Feb 12 2009, 03:31 PM)

I belive with Unwired, 5 is the new maximum before spending Edge. For technomancers in hot sim, yes. Anybody with Edge can spend a point to get 1 additional - and only 1 additional - IP.
Where is this found in Unwired? Does this apply to spending Edge? In the BBB pg 134, it states that you can't have more than 4 IP, even when spending edge. Does Unwired put the cap at 5 with edge or before edge? So a technomancer can maybe have 4 in hot-sim +1 from Overclocking and then spend edge for 6 IP? What about others?
One of my munchkin twinks who happens to be a lawyer in real life is wanting to rules lawyer this up with me.
kzt
Feb 13 2009, 04:12 AM
Shoot them.
Riley37
Feb 13 2009, 05:54 AM
Docwagon patients may have been hurt in embarassing or illegal circumstances, and want records fudged, or even witnesses eliminated. Blackmail and bribery can take forms other than nuyen.
"Pulp Fiction" has a sequence involving medical care under major-consequences-for-failure circumstances.
I've heard of a story of a guy who had a heart attack while at a BDSM dungeon - and he was keeping his hobby a secret from his wife, until then.
Blood magic should get involved sooner or later.
Maybe the PCs routinely drop off patients at ER #5, and one of the staff at ER #5 has a habit of letting some patients die for sacrificing and organlegging purposes, and when a "why does ER #5 have so many DOAs" investigation starts, that staffer manages to frame the PCs as primary suspects (buying time to escape with the goods).
Patients occasionally get crushes on the one who saved their life; patient-nurse romance is a staple of fiction, though nurses are often just too *tired* besides all the other reasons not to get involved with patients. If the PCs are tough, athletic, graceful, smooth-talking professionals, some patients will find that attractive, even if they don't have pretty faces. If the PCs rescue a pair of heiresses, and they both fall for the same PC, and they take it as a rivalry, and hell hath no fury like a woman scorned, then it could be a complicated and dangerous situation. (In another thread, I proposed a scenario in which if the PC *does* take her to his/her place, then at a rather awkwards moment, the HTRT breaks down the door in response to the signal from her anti-kidnap bracelet, which she totally forgot about or didn't know about.)
There's a "Firefly" episode in which the heroes come into possession of a corpse, which turns out to have many SResque complications. I recommend watching all of Firefly, if you haven't; but this episode is "The Message".
tr0n
Feb 13 2009, 06:16 AM
To clarify and answer my own ridiculous question, it seems 4 is the cap unless you are a technomancer in full VR with a fancy technique. Probably something similar for the astral plane which would make sense that thought races faster than mass. So, moving back onto topic...
I'm thinking of baiting one of the characters into debt with a very unpleasant individual or group. Moonlighting in their off-time would be the only way to come up with the cash quick enough to pay it off (which if you are familiar with the ER workforce, they do some fierce workhours in a short time and then may have extended downtime). I figure they debt gets called in, character can't pay, the bad guy(s) decide that to really drive their point home that they want money, they give him X amount of time to come up with it or they hurt his teammates first rather than him... This could cause a little personal conflict for the group which would be interesting roleplay, as well as drive them out of their legal box.
It doesn't have to be a debt to a bookie or the mob or anything. It could be something like extortion or blackmail. It could be that someone lost some money on a hit because the team actually managed to show up and save the client and now the hitman wants the team to pony up the dough to compensate. There are a wide variety of thigns I could use on that. Thoughts?
Draco18s
Feb 13 2009, 06:42 AM
Wait for char gen. See if one (or more) of your players (stupidly) took the right flaw:
In Debt, Evil Twin, Deep Cover, Judas, Hunted, Wanted, Dependents, Enemy (Vendetta?)...probably a couple others, all of those could work
kzt
Feb 13 2009, 07:03 AM
QUOTE (tr0n @ Feb 12 2009, 11:16 PM)

I figure they debt gets called in, character can't pay, the bad guy(s) decide that to really drive their point home that they want money, they give him X amount of time to come up with it or they hurt his teammates first rather than him...
As laid out, the characters are professional gunmen who would have the weapon permits like most armed professional in SR do. There is a reason why people rarely decide to rob police stations or mug cops and instead rob banks or mug drunk yuppies.
tr0n
Feb 13 2009, 07:50 AM
QUOTE (kzt @ Feb 13 2009, 01:03 AM)

As laid out, the characters are professional gunmen who would have the weapon permits like most armed professional in SR do. There is a reason why people rarely decide to rob police stations or mug cops and instead rob banks or mug drunk yuppies.
Clarify? If I'm on the right page... I don't think that would be a problem. The bulk of their gear is company property. Outside of work, they don't have access to heavy equipment that runners normally do. Now, in game however, they could develop the contacts and the nuyen to garner some heavy firepower, armor, etc. That's a long way down the road though unless they want to wind up in the same situation again or get caught quickly.
Kanada Ten
Feb 13 2009, 08:41 PM
You'll never work in this town again: Eventually, the inevitable happens. A client dies while under their care. Whether it was her sensitive system or allergy to magic that finished her off doesn't matter; what matters is that she was the fiance to a powerful corporate executive who feels ruining the teams careers is the least he can do...
Easter Egg Hunt: The team stumbles across a new cybervirus, one that's driving people mad and killing clients with headware memory and internal commlinks. It mutates and spreads faster before anyone can catch it, changing vectors and symptoms seemingly at random. Can the team track down the source code before their technomancer becomes the latest fatality?
Internal Affairs: The boss has an eye for a PC, and she doesn't take no for an answer. With a reputation as a man-eater, the character might be wary, but can he really pass up her tempting offers and special treatment? But when IA comes around asking him to go undercover and dig around her personal life... What skeletons will the team unearth, and what will they do with the dirt?
tr0n
May 15 2009, 06:57 PM
Initiating Thread Necromancy...Long time, no post. I'm back with a vengeance I hope! We took a small break after our first game due to RL obligations, then we decided to go back to our Warhammer FRP game before returning to SR4. We managed to finish that out for now, so it's back to the drawing board for the SR4 DocWagon campaign.
Just to bring you all up to speed: Our group played through the Food Fight 4.0 adventure with archetypes from the main book just to get the feel for the setting and the new rules (Shadowrun is new to 1 guy, another has only played online MUDs based on the game, and the other two are SR3 vets. It was an all around learning experience for everyone.). So we finished Food Fight in just a few short hours because of much BS'ing inbetween rounds and whatnot, and then we started our DocWagon campaign right where we left off...
The newly generated DocWagon team responded to a client distress call at the very Stuffer Shak we just had left and picked up the NPC girl from the adventure, as well as one of the others that was originally there to kill her. The archetypes actually managed to not only kill everyone involved in the firefight, but also got away clean.
So now we are back to the DWS game and I'm left with a bunch of overly skilled paramedics who are relatively 'normal' and need a way to poke and prod them into the Shadows. At the moment, I'm thinking of two possible routes:
- 1, The original fellow from Food Fight that sent the hit team after the girl wants them dead for screwing up his plans.
- 2. A psycho has gotten his hands on some DWS data and he has a list of platinum clients. He's also whacking them serial killer style.
Thoughts?
...Thread Necromancy Complete!
Stahlseele
May 15 2009, 07:02 PM
Simple Economics, Treatment has gotten so effective, that the Work Market for Paramedics is shrinking.
And the Characters just happen to get laid off. With Todays Economics, people should be able to Sympathize.
They start looking for work, or work will find THEM.
Maybe some Mafia Guys heard about some good Docs who have to pay bills and lost their job?
Someone with a REAL LICENSE Maybe, to use as a Front-End for their Busniess?
Or maybe something like that has happened . . or it was made to look like it has happened to get them out of their jobs?
One Plan inside another inside a screw-over.
tr0n
May 15 2009, 07:24 PM
I was thinking I wanted to keep them running as a DocWagon team. I just need to poke and prod them into the Shadows part-time. At the moment I was thinking of letting them deal with the guy whom is quite pissed they saved the girl. I'm sure he will send someone to make a second attempt and once the team responds to that call and spoils it as well, then he may send someone after a team member to try and impede their functionality.
In the meantime, they can respond to a call here and there with platinum clients ending up dead right before they get to the scene. Once they start picking up the bread crumb trail of clues, they will notice the pattern just about the same time Lone Star does... then it's a race to see who can catch the 'serial killer' first! Lone Star wants the guy to save some face and stop a panic amongst the wealthy, and DocWagon wants him because they discover he's targeting their platinum clients from stolen corporate data with all of the clients personal info!
In the end, I'm not sure I want the team to catch the guy. I'm thinking that I'd like him to hit 5 or 6 high profile targets, then disappear right when it looks like they will catch him. If I do it right, it won't be so frustrating when they discover that he's been right under their noses all along. Maybe I should just scratch that whole last bit and let them catch him if they play their cards right and are clever enough.
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