So, one of the things that irks me about Shadowrun is how all the NPC stat sets just list the weapons and spells each NPC has, without saying what they do. So yesterday night I made up quick-reference sheets for all the NPCs I thought I might get to today - namely, the Devil Rats in the Carrion building, the BTL-heads outside Delphia's, and Risa's gang. I couldn't finish the Shangri-La runner team as I was too exhausted by that time! I did however also do a couple of standard Lone Star officers in case I happened to need them.
The next matter was to think about tactics. Last session, what threw me (and let to me underplaying the Shangri-la guys) was the PCs coming up and fighting from inside their car where basically the car's stupid Armor value (Armor 20 Body 10) makes them immune to most standard weapons. Several of the NPCs are armed with grenades, but I know they're useless because of the Scatter rules, so I decided instead that it might be a good idea to have an NPC dash up to the car and plant a time-bomb on the back of it. The only problem with that is that in order to break through that much armor it would need to be a pretty big ol' bomb, which a) would be difficult to explain, and b) would probably blow up most of the surrounding area as well. Still, as it turned out, it didn't come up in the session...
Another thing I might mention is that before this session we had a barbeque. It was good. Several players drank several bottles of beers. One of these was Zod's.
So, after pointing out to Zod that having chameleon coating on his vehicle did not make the turrets invisible, he removed them from the car and replaced them with ramplates (of which we shall see more later) and the session began with the runners headed over to Carrion Studios to find out about the disk. They come up to the building and check out the front, and Dawg then decides to turn Kane invisible in order that he can explore unnoticed. Kane walks through the door (with the receptionist distracted by simsense I figured she wouldn't notice the door flapping around), and starts rooting around the studio, walking past Stanley without disturbing him - and forcing me into quickly ad-libbing a layout for the place. He heads down the back corridor to where a band is playing and considers sneaking into the soundbooth itself in search of equipment that might be able to play the disk, but I tell him it's all been ripped out and replaced by now. He also asks about posters or platinum disks or anything similar that might indicate the bands that played here, and I mention a few posters. He then sneaks back past Stanley and into the break-room.
Meanwhile, outside the other players have decided they're getting bored standing around and decide to go into the studio hoping to create a distraction for Kane. Mr. Happy Punch asks the girl at the desk about the disk, but amazingly manages to avoid mentioning "Carrion Studios" for several attempts - he starts by asking about "JB" and "Absent Friends", which the girl mistakes for band names.. they eventually mention Carrion and get the contact with Stanley, who leads them down to the break room - where, unknown to him and the group, Kane is still waiting, invisible.
The runners, figuring that Stanley is an old studio engineer, ask him if he might have any equipment that would play the disk. I figure this is a reasonable lead for them to follow up, and he offers to go and get an old audio player, although Mr. Happy Punch insists on going to his house with him. He also points the runners at the upstairs room, which Kane rushes off to search, barging his own way in and starting to shift the boxes around. Dawg decides to drop the invisibility spell, and Kane is promptly attacked by one of the devil rats, which tries to bite him but doesn't break his armor. Kane hits back with his bayonet, twice (due to his high IPs), but misses. The rat tries to escape, but Kane intercepts it successfully, so it tries to bite him again and again fails to break its armor. Kane then pulls out his monofilament sword and chops the rat in half.
At this point the other players are growing bored and frustrated, so I decide there are no more devil rats and allow Kane to find the chips in the box, while Mr. Happy Punch and Stanley get back from his apartment with the audio player. Kane comes downstairs with the chips, and Stanley tries to play the disk, finding it encrypted. I rule that Stanley can also connect the player to Kane's comlink, and he manages to decrypt the first layer. Stanley also gives them the lead to Delphia, and an address for her. Kane, oddly, doesn't attempt to slot or read the chips he took from the storage room, and they head off.
Kane calls up his fixer to get information on Delphia, and Smiley gives him some details including her address. He also asks about selling the stuff they've gathered so far. Smiley says he'll take the weapons, but he won't take the ripped-out cyberware, and that if they want to take it to Tamanous themselves they _might_ get something for it, but probably not too much. And also, they're fricking evil. Zod's player suggests that perhaps they should try to take them down. That could be interesting.
Because the other players are clearly wanting some action to get them involved, I decide to tweak the Delphia scene by toughening up the BTL-heads outside her place a bit, making them adults instead of teenagers (to reduce the moral issue) and making them belligerent. So, they drive up to the apartment and see them.. whereupon Zod announces he's going to ram the car into the wall of the apartment!
This takes a fair bit of rules checking, and brings up some confusion too. First of all, it's stated that the damage from ramming must be resisted by passengers and vehicle separately, but it isn't clear if this means the damage from being rammed or the damage from doing the ramming or both. Secondly, it's not clear if the passengers benefit from the protection of the vehicle's armor in resisting the damage. Based on how I ruled it, though, the ramplated car hit the wall, turning the 5 BTL-heads into pavement pizza and knocking a 2m hole in the apartment wall while the vehicle was undamaged and several of the PCs took several boxes of Stun. (And I'm not sure yet what it would have done to Loomis, who is still in the trunk. Since he wasn't wearing a seatbelt, does that mean he'll take P? Zod's player claimed that the car is wi-fi shielded so Loomis' commlink wouldn't be any use, though.)
Delphia panics and runs for the back door, whereupon Zod announces he wants to shoot her full-auto in the legs. I give him a called shot penalty as well as the one for shooting out of the car, and he manages it, dropping her to the ground and leaving her bleeding out. The mage rushes out of the car to stabilise her while Zod attaches her to the winch of his car (groan) and they, um, talk to her. At this point she thinks they've been sent by the Triads or some similar group in relation to BTLs, and as soon as they announce they're looking for information about JetBlack she's shocked they'd do such a ridiculous thing - but she states that she'll help them only if they get her treated, get her a new apartment, AND do the "side mission" for her. At this point, some of the players started to complain about a random girl not just caving in out of fear, but it turns out that Zod doesn't actually have Intimidation. Eventually, Dawg just casts Mob Mind on her to get the lead to Marli, and then spends a few turns erasing the astral signature. They untie Marli, call DocWagon on her behalf, and head out.
Arriving at Marli's, Kane heads over to hit the speaker button but doesn't mention the disk, so gets told to come back with an appointment. The team attach a hook to the iron gate and use the car to pull it off the hinges. This immediately sets off the alarm, and also alerts the ghosts in the house - some of whom leave the barrier and thus show up on Dawg's Detect Enemies spell. The runners are a bit unsure what to do about the alarm, and eventually decide to just - drive the car towards the door of the house. As the car is heading up to the door, one of the ghosts hits Zod with a fear effect. Turns out his Willpower is 1, so he immediately turns the car around and drives a block away, shaking and panicking about something horrible around the house. Once they've calmed him down, Dawg summons a Spirit Of Man at Force 1 to go and astrally scout the house, and he comes back with reports about the ghosts and the wards.
At that point, the session ended because it was getting late and Zod's player had apparently fallen asleep.
So, some interesting twists and some interesting hooks, and generally it didn't seem quite as bad as the previous session, but I'm surprised how quickly some of the characters are forgetting their own abilities...