Difference between revisions of "User:Dusk"

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Revision as of 08:53, 29 December 2017

/u/mitsayantan

Characters

Character Archetype
Cyber Knight Street Samurai
Yokai Mystic Adept

Contacts

Character Archetype Public
Catch-22 Electronics and Software Yes
Dr. Henry Wallace Street Doc Yes
Gunrunner Weapons and Ammo Yes
Hideo Masamune Talislegger Yes
Jean Jacques Pierre Tailor Yes
N0v4 H0t Technomancer Services Yes

Style Sheet

Welcome to a Mystical Cyberpunk Seattle

My GMing style a very “mirror shades” balance of narrative and investigation driven games ending in a climactic showdown at the end. I view the 6th world, especially the Seattle metropolis, as a primarily cyberpunk dystopia with streaks of magic. Thus, my runs are heavily inspired by cyberpunk pop culture like Ghost in the Shell, Blade Runner, Deus ex and Psycho Pass. Most of my runs are heavy on street level and matrix based investigation (with some magic thrown in), to follow the clues that lead to the “showdown”. I prefer to make my dice rolls out in the open unless the roll would reveal something important to the plot of the run and/or break the tension/immersion.

The Meet

I am fine with players declining the job, at the meet. There will not be any IC repercussions for doing so. However, dumping the job after it has been accepted and pay has been negotiated, may lead to consequences during the run or in future runs; as the Johnson will react appropriately to the situation. That being said, the PC(s) are free to act in response to the Johnson's backlash.

Grittiness and adult themes

I like to paint the 6th world (despite how outlandish it can be) in dark, gritty colors often bringing up adult themes like human trafficking, extreme body modification, racism, identity theft and grim supernatural elements. Thus, it’s important to know that players are comfortable with the subject matter. Darker themes don’t always show up, but when they do, I use the X-card system.

The Showdown

The showdown is the climactic finale of the run. In rare cases, a run may begin with a showdown. Combat is stylized (not mandatory but rewarded) along the lines of Exalted. I give out bonus dice (+1) in response to appropriately described combat actions.

Eg of regular combat: “I shoot the ganger with a bullseye burst” OR “I declare called shot vitals and charge the enemy with an unarmed attack.”

Eg of stylized combat: “I tighten my grip around the Raiden as I line my shot. The perfectly lined up shots exit the barrel, aimed for the ganger’s center mass.” OR “I charge at the enemy hoping to do a cs vitals. I break his arm, the bone splinter poking out, grab it and stab it into his jugular.”

In addition I give edge back for successfully completing any objectives that lead to the showdown.

Difficulty and Consequences

In my eyes, PC shadowrunners are borderline superheroes or super anti-heroes. They are rare individuals with fantastic talents and I expect them to shine in their respective fields of expertise. That being said, I present a realistic level of threat and competent NPC opposition. While most NPC opponents will not be able to match the PCs in terms of expertise (dicepool), they will counter with realistic tactics and maneuvers. They will fight like their lives depend on it. I expect players to accept this challenge and roll with the punches. The risk of burning edge to survive, or gaining negative qualities due to the fallout of a run is always there. If a PC burns edge to not die, they may be given an appropriate negative quality, depending on how they cheated death/retirement.

Table Rules

  • In addition to standard CHA, intimidation may be initiated or resisted using STR or BOD + Intimidation. STR or BOD can be defaulted on. In certain cases, MAG can also be used as the attribute for intimidation (provided the PC has shown sufficient amount of destructive magic).
  • In certain scenarios, I call for edge rolls. The player rolls their current max edge. Depending on the situation, I look for either glitches (if trying to avoid something bad) or a single hit (when trying to do something positive using sheer dumb luck).