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Full Version: Working on building a run, can I have some thoughts on how you'd handle it?
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Zednark
The Johnson is a mid-level fixer, of the kind runners might not even find useful: A Barrens slumlord. He sets up in places like Redmond and charges cheap rent to those who can pay. Of course, he doesn't actually own the buildings, but it's an open question who does.

The job is simple. There's an apartment building in Bargain Basement, Redmond run by a gang called the Zone Dogs. Place is their only turf, but they run a successful (for barrens standards) nightclub on the ground floor. Place is as valuable as real estate gets in Redmond, and Mr. Johnson wants it. Naturally, the Zone Dogs are disinclined to leave. Your job is to get them to.

There are around 50 Zone Dogs total, and they all live in the building. The gang is mixed race, both in terms of metatype and ethnicity, mainly because they're excited for any recruits they get. They're led by Mutt, an ork Dog shaman, who is a decent but not great magician (Magic 3-4, no initiate grades, probably around 9-10 dice in 5e). He's the only magic user in the gang, though there are rumors that there is a technomancer present as well.

Gang armament varies by rank. Low level members are issued a combat knife, and few have the scratch to carry more or armor themselves. Mid-level members tend to carry Remington Roomsweepers, since they're cheap and can fire shot (shot, of course, being very effective against unarmored barrens dwellers), and they also tend to have some degree of armor (typically an armor vest). High-level types have armorjacks and Defiance T-250s. The inner circle has Colt M23s and upgraded armorjacks. Overall, they rely on numbers and intimidation rather than the latest gear.

The gang membership is very superstitious, mainly due to their shamanic leadership. Mutt encourages this, as it means few question his power.

The Zone Dogs have no ongoing rivalries, but they recently made peace with the Kaisers, an all-German, mixed-metatype go gang who style themselves as a mix of Imperial German and House of Habsburg. It should be noted that the Kaisers are NOT Nazis, Neo- or otherwise, and don't care what ethnicity you are. They just keep it German to preserve their motif, and their idea of German is fairly loose (they can't tell the difference between different Germanic branches, so Germanic looking English types and Nords are also present). They carry reproduction Kar-98s and Lugers, modded to use modern ammunition. They also wear replica WW1 German army helmets, complete with spikes. They're larger than the Zone Dogs, and their leader, Wilhelm IV, only canceled the war because he was worried his lieutenants were plotting something, and he needed to concentrate on that. Tensions remain high, however.

The apartment building in question, called the Redmond Tower Apartments, has around 15 stories, the uppermost two of which are reserved for the Zone Dogs. Floors 2-13 are home to apartments (treat as Low Lifestyle, or Squatter if there's a shitload of people sharing) and hold a variety of tenants. Expect Low-rank mob and cartel members, Shadowrunners on a budget, hordes of squatters who share space, local business owners, and the few people who have jobs.

Mr. Johnson has allowed an expense account of 10,000¥, and if the job is successful each team member will get 15,000¥. As a bonus, Mr. Johnson offers to set the team up a group apartment indefinitely. Consider this a 80% discount on a group Low Lifestyle. With 150 apartments in the building, this doesn't affect Mr. Johnson's bottom line much, and he can use the team for extra security if the need arises.
Iduno
That sounds like a lot of opposition, so the players may decide it's easier to offer protection to the Zone Dogs. If they're being sent it, there's already a threat to combat. Set up a permanent peace between the two gangs, ally themselves, maybe something happens to the slumlord.

Although the "correct" way appears to be to to increase tensions between the gangs until there is open warfare, then mop up.

Third option is they see an opportunity (real or imagined) and just attack. Either while they're scouting the area, or trying to meet with the leader.

You know your players. Which of the 3 options (or others) do you think they are more likely to take? No matter what, you still might want some plan for each, because players hate making your job easy.
Zednark
Frankly, I'm expecting something unpredictable like trying to spook them out the building with a haunting.
ShadowDragon8685
The budget is 70,000¥?

Just buy the place from the gang that owns it for 40,000¥, tell the gang they can continue to operate their nightclub, sell it to Mr. J for 70,000¥. Make it clear that this is a matter that parties involved are prepared to spend money the gang can't match moving them out by force, but that there's no reason the gang can't profit from the matter instead of dying over.

Win-Win-Win.
Iduno
QUOTE (Zednark @ Nov 30 2016, 01:33 PM) *
Frankly, I'm expecting something unpredictable like trying to spook them out the building with a haunting.


So there are also some meddling kids relaxing at the nightclub?

Somewhat more seriously, with the superstitious gangers, the plan might actually work. A mage/spirit showing up from the astral + levitate spell = poltergeist. Please tell us if the players go this route.

Or spiking the drinks in the nightclub with k-10.
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