Something new - a little run ready to be fleshed out and used. As ever criticism / feedback is welcome - as are your NPCs, Locations, maps, runs etc!
Run name: The Delta Run
Concept: Players hired to carry goods from A to B
Design: This run was used in my campaign to expose the player party to a whole host of NPCs of various power levels, that they could try to befriend or learn about, introduce a new fixer, and to showcase and explain a little about availability and street index, and where some of those costs might go.
I started off with the idea “this run has to be worth a whole heap of cash”… a quick flick through the book gave me the ideal starting point – “Move by wire 4”, from Man and Machine. Given my campaign setting of 2058 (SR3), this was bleeding edge tech, and would cost a fortune on the streets. In the back of my mind I worked on some shadowy prime runner, perhaps looking to spend his massive hoard of savings and get ready for those elite runs that make the news worldwide.
The following stat block is all SR3 based, and works on the mechanics of availability and street index from SR3. I have no idea how this holds up against SR4 or 5 –but I’m assuming that the gear and mechanics would change, but the concept probably remains the same and can be reworked with minimum effort.
Move By Wire (MBW) 4, Essence 7, 2 Million base price, Availability 20 / 45 days, Street index 3.5
First of all, factor in the street index – bumps the price up to 7 million, straight off the bat.
Change to Delta grade cyberware – X8 cost, X0.5 Essence, +9 availability
MBW4 (Delta), Essence 3.5, 56 Million Nuyen, Availability 29 / 45 days
Now factor in the rules for lowering availability by throwing cash at the problem
-11 Availability, + 17.6 Million, total cost = 73.6 Million
Now I had my fixer make a test to acquire the goods – no successes on the first roll, so I threw a karma reroll in, which generated a success. I added 10% to the cost to represent the fixers “effort” implied by the reroll.
Total cost for MBY4 (Delta), Essence 3.5, 80.96 Million Nuyen, 1 success on target no 18, 67 days to deliver.
Right! Now I knew that the fixer would have 2 months to make arrangements for delivery, and an idea of the “street value” of the goods – which would dictate the measures available.
Players introductionThe players started to catch wind in the shadows of a “big op”. Gangs were suddenly flush with petty cash all around them, and there was a strange sense of expectation in the city. Then they got a call from the Puppet, saying that another fixer was after some talent – it was a high paying job, but carried some significant risk of combat, were they interested? They of course said yes, with the lure of a 5 figure payout, and signed up – and were introduced to “Fat Frank”.
After a chat with him, they had a location for the meet, a time, and a strange request – they had to tell Frank what vehicle they would be driving. Exactly – make, model, colour, after market addons, decals – the works.
The MeetThe location was a large dry dock down on the Tacoma waterfront, with good access to local roads. The player team was the second team to turn up. Each team was directed to a separate area of the dock, where there was a little numbered flag, told to chill, as they’d be here for several hours, to go to comms blackout, and not to engage in any magical activity.
The team were the second team into the warehouse, and the teams arrived in a loose reverse order of seniority / rep – i.e. the best runners arrived last and had to spend the least time waiting around. This gave the players plenty of time to scope out the other teams, and learn something about them.
The teams present were: - The Black Widows – a go gang looking to move up into the world of running, 6 chromed dwarves on motorbikes, still wearing their gang colours.
- The players – the Pink Mohawks, in a delivery van
- The Blackeyes – an all female elf team in an Ares Citymaster – Blackeye (Rigger), Grouch (Street Sam), Angel (Medic), Pixie (Shamen)
- The Dukes – Duke (M, Human, Sniper), Duchess (F, Human, Street Sam), Jester (F, Ork, Rigger), Riptide (M, Troll, Shamen), all in a Red Ranger hovercraft, arrived by sea
- Redlines – Redline (F, Dwarf, Rigger), Blackout (M, Orc, Decker), Thunder (M, Troll, Street Sam), Lightning (F, Troll, Mage), in a modified Osprey tilt-wing
- Scavs Crew – Scav (M, Ork, Street Sam), Nails (F, Troll, Street Sam), Tommy Wu (M, Human, Decker-Mage), Teppic (M, Human, Mage), Skidmark (M, Ork, Street Sam), Tex (M, Human, Adept), in a Landrover 2046
- The Hammerheads – Hammerhead (M, Human, Mage), Floss (M, Ork, Adept), Dental (F, Dwarf, Street Sam), Wiseguy (M, Elf, Face), Vortex (F, Ork, Rigger), in an Ares-Tr55-C
- The Vikings – Odin (M, Human, Face), Jarl (M, Ork, Decker), Hunstman (M, Troll, Mage), Helga (F, Dwarf, Rigger), Hilda (F, Troll, Shamen), Frost (M, Ork, Adept), all in a Rivermaster Patrol boat
Each of the teams was fleshed out a bit with some distinctive features on arrival, and a bit of RP background – some of their own (Redline arrived with her engines screaming her name obviously referring to where she keeps the power settings), some in reaction to the players (the Mohawk mage tried to asense the Blackeyes and was spotted doing so, and got a mouthful of abuse and threats for prying); Nails waved hello to the team members that had obtained the chemicals / guarded her shop for her etc
After a bit of time, Fat Frank arrived, and laid out the mission.
The JobShortly, a sub would arrive with some cargo. Each of the teams was to load the numbered cargo that matched their flag, into their vehicle, start their engines and be ready to leave. Frank would give the signal, and each team was to proceed at speed to a set location. Each team would have its own location, somewhere around Seattle. They were to arrive at the location, follow the directions of the person waiting for them, who would then give them the final location for their cargo.
Behind the scenesShortly after the briefing, and a little more time for RP and story development, a converted ballistic missile sub hove into view and started to offload cargo. Shortly after this a frigate was seen on the horizon, closing fast, and air traffic started to pick up – there was obviously Corp sponsored military heat inbound!
Frank gave the signal, and the 8 teams burst out of the warehouse, in different directions, going flat out in their respective vehicles. The pursuing (Shiawase) forces only had enough vehicles / drones on scene to follow 4 of them, and immediately called for backup, and started to call in city resources under various guises.
I gave the players a bit of a freeway chase, let them work out how to get rid of the tail they picked up, and also described in passing how they kept seeing Lone Star units chasing gangs up and down side streets, or along the opposite carriageway – they picked up that Fat Frank, or his employer, were throwing massive amounts of cash out to all and sundry to create maximum confusion, competing demands on the time and resources, and generally making it easier to slip through the cracks of coverage. After some gun and magic play on the interstate, they arrived at their destination – an underpass under a residential tower. A badly disguised ganger “maintenance worker” pulled them over, and parked them in a row of identical vehicles. At this point the players pretty quickly realised why Frank wanted to know exactly what vehicle they were driving…
After a 30 second layover, where they received the real dropoff point for their cargo, 8 identical vehicles roared out of the far side of the underpass, and again split off in different directions. The two drones that had managed to make it into position were again forced to choose which two vehicles to follow / attack.
By now the situation was horribly complex for the pursuing force – the cargo craft had split into 64 possible vehicles, the time pressure was mounting for recovery of the items, the other corps were getting interested and launching teams, taking advantage of the situation. The death toll from the gang activity was rising, and shortly afterwards the Governor activated the Guard, to come and restore order – and protect the city from the frigate which was now using its cannon to assault the drydock.
The players were listening to radio reports, trying to keep a low profile, amidst ever increasing levels of violence and technology – and eventually made it to their drop off point, where they were met by a smuggler in a stealthed T-Bird. He took delivery of the package, and then headed off towards Salish-Sidhe lands, and the team made their way back home, narrowly making it before the curfew was enforced. They never found out what cargo they were carrying, if it was legit or a cover, or even just empty boxes. They did walk away with a nice big payout though, to help them buy some of the toys needed to help them advance from a gang/street level campaign to a more corporate focussed one. More importantly, they also made some contacts with other teams and fixers, who they have received several jobs from subsequently.
And now, whenever I quote them a price that’s 20 times higher than book value for a rare piece of gear, they go to ask why, and then get a look on their face as they think about the hassle that someone might have to take to get that thing to them, and then go check their credsticks to see if they can afford it.