Difference between revisions of "Run Threat Descriptions"

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==WARNING - This Page is not uptodate==
==Milk Run==
==Milk Run==
Milk Runs are extremely low threat games, intended as a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Failure states are exceptionally rare, and opposition, if there is any at all, usually consists of Threat Level 0 or 1 grunts that the PCs may even outnumber. A typical Milk Run could be anything from binding a mischievous but harmless spirit, graffiting a Stuffer Shack Host, or beating up a stalker. Rewards should consist of little more than bragging rights but in some cases a few RVP is acceptable (certainly never more than 5).
Milk Runs are extremely low threat games, intended as a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Failure states are exceptionally rare, and opposition, if there is any at all, usually consists of Threat Level 0 or 1 grunts that the PCs may even outnumber. A typical Milk Run could be anything from binding a mischievous but harmless spirit, graffiting a Stuffer Shack Host, or beating up a stalker. Rewards should consist of little more than bragging rights but in some cases a few RVP is acceptable (certainly never more than 5).

Latest revision as of 08:39, 24 January 2022

Milk Run

Milk Runs are extremely low threat games, intended as a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Failure states are exceptionally rare, and opposition, if there is any at all, usually consists of Threat Level 0 or 1 grunts that the PCs may even outnumber. A typical Milk Run could be anything from binding a mischievous but harmless spirit, graffiting a Stuffer Shack Host, or beating up a stalker. Rewards should consist of little more than bragging rights but in some cases a few RVP is acceptable (certainly never more than 5).

Low Threat

Low threat runs have rewards between 6-9 RVP (an example payout would be 6,000nY and 4 Karma). Opposition is fairly light, consisting of Threat Level 1 or 2 grunts that may slightly outnumber the PCs, low Force spirits with limited powers, or low rating IC. Static defenses and obstacles, such as mana barriers, can go a bit higher in dicepools, since runners can generally circumvent them. Opposition will be disorganized and unlikely to do much other than point and shoot.

A Low Threat run typically involves people or organizations incapable of maintaining long-term consequences on a PC.

Medium Threat

Medium threat runs reward between 10-13 RVP (an example reward would be 12,000nY and 5 Karma). Opposition gets much more serious at this level and consists of TL 3 or 4 grunts who outnumber the PCs in most encounters, medium Force Spirits with the occasional disruptive power, or strong IC with the possibility of Black IC if the players aren’t careful. Static defenses and obstacles, such as mana barriers, can go higher, and circumventing them might be important. Opposition will use low-level tactics like suppression, drugs, alchemical preps, and flanking attempts.

A player is expected to do their legwork to avoid failures, and be comfortable with their role in a team. At this level, weak “landmine” effects begin to show up; an opposing mage might use a screech rifle on the Street Sam, gas may flood out of vents, etc. These effects often come up easily in legwork, and can be defended against by a prepared team.

High Threat

High threat runs reward up to 16 RVP (an example reward is 16,000nY and 6 karma). Opposition consists of TL 5 grunts, with elements of TL 6 opponents. They will use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Often, opposing forces have the means to discover if Runners are working against them and the resources to counter the team. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.

Comprehensive legwork is essential to discovering the full extent of the opposition players will face, with the occasional unexpected wrench thrown in to derail their plan. Proper planning is necessary to avoid failure, and contingencies are an asset. Players are expected to be fully capable in their given role, with a strong understanding of mechanics attached to it. High threat runs include people and organizations that punish failure severely, and are capable of being major detriments to PCs.

Deadly Threat

Deadly threat runs reward up to 20 RVP (an example reward is 20,000 nY and 10 karma). The opposition will consist of TL 6-7 grunts, with elements of TL 8 opponents. In addition to clever tactics, the opposition will actively profile the runners when their identities are known, to the point of using their past reputation, notoriety, or public fame in order to either call in reinforcements or prepare specifically for their abilities. Static factors and obstacles, such as mana barriers and strong hosts, will be accompanied by active defenses - including bound spirits and professional spiders.

Skilled legwork is usually required for the completion of the run, with numerous traps, pitfalls and dangers in uncovering the necessary information to succeed. Players are expected to be fully capable in their given role, with a strong understanding of attached mechanics.

Extreme Threat

Extreme threat runs reward up to 30 RVP (an example reward is 30,000 nY and 15 karma). The opposition will consist of PR or TL 8-9 grunts, with elements of TL 10 opponents. In addition to the tactics and preparations used above, runners can expect to face unfair conditions - including extreme environmental dangers, rapid-response reinforcements, and the possibility of the opposition being forewarned of an expected runner incursion. Both passive and active defenses will be deadly in their own right.

Players will be expected to take the initiative on necessary legwork, with few (if any) hints given as to the kind of information or clues needed to successfully navigate the opposition and complete the run. Uncovering such intel should be fraught with danger.

Players are expected to be fully capable in their given role, with a strong understanding of attached mechanics. Additionally, players should be prepared to accept harsh negative penalties as a consequence of mistakes or failures.

Semi-prime

Semi-prime runs reward up to 40 RVP. At this point, rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma.

Opposing forces consist of TL 11 or 12 units, often matching or slightly outnumbering the PCs. Much of the difficulty from semi-prime runs comes from how opposition behaves. Landmines are hidden behind difficult legwork, and failure comes from PCs being unable to handle rapidly shifting mission parameters. Semi-prime runs involve people, things, and organizations that have the means and the will to invest significant resources towards thwarting attacks by Runner teams.

Prime

Prime runs are the height of a Shadowrunner’s career. Rewards can be upwards of 100 RVP depending on threat and consist of extremely rare and powerful gear, along with elite contacts and sizable cash and karma payouts.

Opposing forces in Prime runs have no listed TL or dice pools. As a GM hosting a Prime run you are expected to have a full working knowledge of all the game’s systems, as well as the ability to provide a challenging experience that will push your player’s abilities to their limits. Prime runs are not to be taken lightly and contain a serious risk of PC death or retirement.


Acknowledgement

Some of these GM rules were taken, modified or inspired by the Shadownet GM rules and the Light in the Dark GM rules.