-Dave
2.4.12
// April 3rd game moved to April 10th //
-Dave
1.4.12
// Comm Static :: Message Intercept //

// run sniffer.cu9 //
// contacting host . . . //
"Tell me what I'm looking at.""It's them again. It's gotta be. Same spell signature, same biometrics, hell some of them are even wearing matching jackets! You familiar with this symbol?"
"Looks like some kind of iconography. Could be part of a street gang."
"Nah. They aren't gangers. Yakuza maybe. Jackets could be their calling card, the tokko-fuku that represents their bososoku clan."
"I've seen enough. Hire someone to find out more."
29.3.12
// Loot Gained :: 27.3.12 //
After looting the bodies in the hallway, the runners managed to scavenge the following:
- Five HK MP-7 Submachine Guns [5P, -1 AP, SA/BF/FA, RC (2) Ammo 30(c)] 1,450¥ each
- Five Custom Military Armor [10/8] 8,000¥ each
- Two extendable shock staff [2 Reach, 6s(e), -half AP] 750¥ each
- Five Rating VI goggles [smartlink, safe target system, flare compensation, image link, internal commlink rating III] 5,000¥ each
- Five gas masks 200¥ each
- Five thermal smoke grenades 35¥ each
- Ten Rating VI tranq patches
- Forty gel rounds
- Fifty normal rounds
- 682¥ in certified assets
28.3.12
// Karma Gained :: 27.3.12 //
Dave here. This week we had a guest player, Kristen Johnson, who is playing an Elven weapons specialist. Her character, Luna, was working for Ms. Johnson, and was serving as head of security during an extraction/pick-up at the Hyatt Executive Suites in downtown Seattle. Thanks to the on-site security and tactical expertise of the runners, the team managed to safely deliver Ito Sosuke to the Johnson. There was a big gunfight in the hallway, Hamilton set off a strobe grenade that partially blinded his own teammates, and Dorimo got half of his leg blown off by a shower of bone-shattering burst-fire bullets. Boris and the elf gun-bunnies managed to make quick work of the first wave of thugs, and Dorimo's wind kami managed to distract and disrupt enemy communication. Vulcan's drones caused some confusion in the lobby, and got shot up pretty bad in the process. The Johnson offered double pay for running interference while she coerced Ito to reconsider his allegiances. After all this, Lugh and Vulcan spent a few weeks entrenched in black market negotiations while Dorimo recovered in a Mitsuhama Body Garden. Boris spent his weeks working and purchasing garbage bags full of horse tranquilizers. John Doe and Luna worked a freelance contract with the local mafia, gunning down a jury member. It was a fun session, and I felt it captured a few of the iconic elements of what a Shadowrun session should contain: a hallway gunfight, someone getting a limb blown off, a Johnson acting suspiciously, and the troll becoming bulletproof for a full round. Also Hamilton's character is legitimately paranoid...yup, sounds like Shadowrun!
OH yeah, you guys probably want Karma. Let's see..
1 for surviving, 1 for roleplaying, 1 for strategy and teamwork, 2 for mission objectives, and 1 for acquiring 20,000¥ in one payout. That brings you guys to 40 total Karma, and 4 Street Cred.
NEXT WEEK :: RENT IS DUE!!
I'll post loot in another post.
27.3.12
// Corporate Etiquette Guide :: Shiawase Mega-Corp //
//uploaded Uniformat text file :: posted by Kia//
Shiawase Damashii ETIQUETTE
• Be polite. Never lose your temper. Always show respect. Never violate this rule.
• Make yourself knowledgeable—not only in Japanese business customs, but Shinto as well. The more cultured you appear, the less likely you will be regarded as expendable.
• Bring a meishi. A meishi is a business card. Even in this wireless age you are expected to present a meishi printed on real paper. Don’t show off, though. Having a card that’s more elaborate than your boss’s can cost you points.
• Note how you’re addressed. This will indicate what the speaker thinks of you. Shadowrunners are rarely addressed with the honorific suffix –san. Being a criminal, the best you can usually hope for is a –hikoku (defendant) or –yogisha (suspect). If he calls you a burakumin, he sees you as expendable.
• Call your Johnson “Naka-udo-san.” Naka-udo is the internal Shiawase name for a professional go-between. (Actually, a naka-udo is an archaic name for a professional marriage arranger, a function that is currently regaining popularity.) Just by knowing this, you will distinguish yourself from the riffraff your Shiawase Johnsons usually deal with.
• Watch out for sokaiya runs. No, sokaiya ain’t milk. A sokaiya run is a specialized type of shadowrun in which you’ll be required to attend a shareholder meeting of a rival corporation or corporate takeover target. Your job will be to disrupt the meeting and cause the rival to lose face or to dig up dirt and blackmail it. Sokaiya runs are very well paid because they demand a high degree of flair and fine instincts.
• Be aware of genchi genbutsu. Genchi genbutsu— “Go and see for yourself”—is a guiding principle in
Shiawase Damashii. Following this principle, Shiawase security personnel do not rely solely on sensor feeds
and other forms of remote observation. If an alarm sounds, someone will come and check out the situation.
You can count it. The trick is to make genchi genbutsu work for you.
• Never say things directly. It’s highly impolite. The art of beating around the bush is called ishin-denshin, in
case you’re looking for a class or chip on the topic.
• If you screw up, apologize. Never blame others. It just increases your shame.
• Hurry. If you run against Shiawase, the MFID will be your most dire enemy. MFID personnel make extensive
use of external sources, private eyes, tabs, even holistic probability models. The more time that passes between your briefing and the start of your shadowrun, the greater the chance the MFID has already alerted Shiawase security or is hot on your tail.
• Don’t follow this list blindly. Remember, Shiawase divisions and their subsidiaries have great autonomy
in how they do business. And countless Shiawase people outside of Japan have never heard of a meishi,
naka-udo, or burakumin before.
// RE :: Shinto and Kami //
// Private Message :: Public Terminal Access Code SSB.020.47 //
from: Kia
re: Shinto and Kami
I can understand your confusion regarding Shinto. Hell, even I get confused sometimes, and I believe in this stuff. To make a very long story very short, followers of Shinto believe in the kami— usually translated by Westerners as “spirits” or “gods.”In reality, they are neither and both. Yes, if you are a shaman and you conjure a spirit, a Shinto believer would call it a kami, because in Shinto everything has a kami. And there are a damn near infinite number of them— yaoyurozu no kami as the saying goes.And therein lies the problem. For example, there is a kami for a certain tree, and a kami for all trees, andanother kami for the concept of trees. Similarly, youhave your family kami, individual ancestor kami, and a kami for the idea of your family. Trying to fit that into Western magic theory can get ugly.
// illustration by Brian Wells //
// end feed //
from: Kia
re: Shinto and Kami
I can understand your confusion regarding Shinto. Hell, even I get confused sometimes, and I believe in this stuff. To make a very long story very short, followers of Shinto believe in the kami— usually translated by Westerners as “spirits” or “gods.”In reality, they are neither and both. Yes, if you are a shaman and you conjure a spirit, a Shinto believer would call it a kami, because in Shinto everything has a kami. And there are a damn near infinite number of them— yaoyurozu no kami as the saying goes.And therein lies the problem. For example, there is a kami for a certain tree, and a kami for all trees, andanother kami for the concept of trees. Similarly, youhave your family kami, individual ancestor kami, and a kami for the idea of your family. Trying to fit that into Western magic theory can get ugly.
// illustration by Brian Wells //
// end feed //
23.3.12
// Karma Gained :: 20.3.12 //
Dave here. After Tuesday's session, the party has earned 5 Karma (1 for roleplaying, 1 for surviving, 1 for teamwork, 1 for rescuing Kosuke, and 1 for evading capture and pursuit). This brings the party up to 34 Total Karma, and Lugh will be able to spend 30 of his Karma.
When we left off, the team had finished successfully extracting Kosuke Ito from Fukushima Gardens. During the crossfire John Doe took some serious physical damage, but thanks to distractions on two ends of the residential complex, the team managed to escape with the target in tow. Lugh managed to secure a low-rent safehouse in the back of a food pantry in Downtown Seattle, but John Doe is still going to need immediate medical care - either in the form of a public hospital, street clinic, or street doc.
When we left off, the team had finished successfully extracting Kosuke Ito from Fukushima Gardens. During the crossfire John Doe took some serious physical damage, but thanks to distractions on two ends of the residential complex, the team managed to escape with the target in tow. Lugh managed to secure a low-rent safehouse in the back of a food pantry in Downtown Seattle, but John Doe is still going to need immediate medical care - either in the form of a public hospital, street clinic, or street doc.
22.3.12
// Medicine And You :: Modern Trauma Treatment //
Sooner or later, you're going to get shot. Luckily, thanks to modern armor and medicine, that doesn't necessarily mean you're out of the game. Here's some general game information for Health and Healing.
Last game session, the party performed an extraction at the Fukushima Gardens in Central Seattle. During the operation, Dorimo and John Doe came under fire from a trio of unidentified assailants. John Doe was pelted by four short bursts (using gel rounds), and took enough stun damage to overflow into his physical damage track box. Dorimo managed to partially resist a stunball launched by a hitmage, but the resulting radius damage was enough to nearly kill John Doe outright. Luckily Dorimo managed to stabilize and heal some of John Doe's wounds, but he's still got 9 full boxes of physical damage. How long will it take the party to find a public hospital, clinic, or street doc, and how long will it take for John Doe to get back on his feet? More importantly, how much will it cost?
Healing Stun damage requires a Body + Willpower (1 hour) Extended Test. The character must rest for the entire hour for it to count. Each net hit heals 1 box of Stun damage.
Healing Physical damage requires a Body x 2 (1 day) Extended Test. The character must rest for the entire day for it to count. Each net hit heals 1 box of Physical damage. Stun damage must be completely healed before Physical damage can be healed.
Public Hospitals cost 250¥ per day for basic care, 500¥ per day for intensive care. Public Hospitals can provide general medical care, basic hospitalization, intensive care, surgery and major trauma, implantation, and emergency services. Finding a hospital requires an Availability check (6/12 hours). Public Hospitals have the following dice pools: Medicine(diagnosis): 6, First Aid(treatment) 6, Surgery(circulatory) 6. Hospitals use Rank VI medkits, have multiple staff members on-site, and offer drone assistance.
Street Clinics cost 100¥ per day, and can only provide basic care and general outpatient hospital care. Finding a street clinic requires an Availability check (4/12 hours). Street clinics have the following dice pools: Medicine: 4, First Aid 4, Surgery 4. Street clinics use Rank IV medkits and generally work with a small (1-4) staff of medical assistants.
Street Docs cost 500¥ per day for basic care, 1000¥ per day for intensive care. Street Docs can offer general medical care, basic hospitalization, intensive care, surgery and major trauma, and implantation. Finding a Street Doc requires an Availability check (6/12 hours). Street Docs have the following dice pools: Medicine(drug therapy): 9, First Aid(resuscitation): 9, Surgery(implantation): 9. Street Docs work alone, or occasionally with one assistant.
The table below can add or subtract from Healing tests and First Aid checks made by medical facility members and practitioners.
// Healing Modifiers Table //
Situation
|
Dice Pool Modifier |
Conditions
|
|
Good (sterilized med facility)
|
0 |
Average (indoors)
|
-1 |
Poor (street or wilderness)
|
-2 |
Bad (combat, bad weather, swamp)
|
-3 |
Terrible (fire, severe storm)
|
-4 |
No medical supplies/medkit
|
-3 |
Medkit/autodoc
|
+ rating |
Applying medical care remotely through
medkit/autodoc |
-2 |
Assistance
|
+1 per skilled assistant (max +3) |
Uncooperative patient
|
-2 |
Patient is magician, adept, or technomancer
|
-2 |
Patient has implants
|
-1 per 2 points of lost Essence |
21.3.12
// Social Modifiers :: How to Schmooze like a Pro //
Dave here. Last game session, we saw a few social interaction rolls that happened between player characters and NPCs. Dorimo tried to negotiate new terms with the Ms. Johnson and met some noticeable resistance, while John Doe had an easy time fast-talking the absent-minded guard at the front gate of Fukushima Gardens. Social interaction checks sometimes call for opposed rolls, with the conversation leaning towards the winner of the opposed check (net hits can gain further favorable ground in the conversation). Notoriety and Street Cred can also play a factor in social situations. On the bottom of this entry is a table that gives a list of modifiers that can benefit either side of a social interaction test. Become somewhat familiar with these modifiers, and try to use the knowledge to your advantage. Getting dirt on someone or offering a bribe can give a sizeable bonus if used in the right context.
// Picture by Joe Roberts, originally featured in The Mammoth book of Nebula Awards //
Charisma-Linked Opposed Tests
| Skill Used | Acting Character Rolls | Target Character Rolls |
|---|---|---|
| Con | Con + Charisma | (Con or Negotiation) + Charisma |
| Etiquette | Etiquette + Charisma | Perception + Charisma |
| Intimidation | Intimidation + Charisma | Intimidation + Willpower |
| Leadership | Leadership + Charisma | Leadership + Willpower |
| Negotiation | Negotiation + Charisma | Negotiation + Charisma |
Social Modifiers Table
Social Situations Dice ModifierWith respect to the character, the NPC is:
- Friendly +2
- Neutral +0
- Suspicious –1
- Prejudiced –2
- Hostile –3
- Enemy –4
- Advantageous to NPC +1
- Of no value to NPC +0
- Annoying to NPC –1
- Harmful to NPC –3
- Disastrous to NPC –4
- Control Thoughts/Emotions spell cast on subject –1 per hit†
- Character has (known) street reputation +Street Cred (p. 265)
- Subject has (known) street reputation –Street Cred (p. 265)
- Subject has “ace in the hole” +2†
- Subject has romantic attraction to character +2
- Character is intoxicated –1‡
- Character has plausible-seeming supporting evidence +1 or 2
- Subject is distracted +1
- Subject has plenty of time to evaluate situation –1
// Augmented Attributes and You //
Attributes and Skills are what allow a shadowrunner to succeed at tasks and skill tests. What kind of things could an augmented human perform? This picture should give you a visual reference for the general capabilities of a human street samurai with 7 in strength, agility, and body. If a dice pool becomes very large (12+), it may become possible to buy hits (successes), scoring 1 hit for every 4 total die in the pool.
17.3.12
// Loot and Karma Gained :: 13.3.12 //
Dave here. After the DocWagon heist, you have all earned 5 Karma, bringing you to 29 total Karma. John Doe is going to be able to spend up to 25 of his 29 total Karma to acquire skills that represent his background as a CAS freelance shooter. At this point all player characters have earned 3 Street Cred, and Dorimo is at 3 Notoriety now that he has picked up an addiction.
Here is a list of the loot gained from the dead response team.
// Vehicle :: Modified Tamanous Step-Van //
I'll post the rest of the loot in the comments section below. Post a comment if you plan on adding an item from the list to your character's inventory. The posted value for items is the standard market value, expect to get 30% of that value as a selling price, with a +5% bonus for each net hit scored on a negotiation attempt.
Here is a list of the loot gained from the dead response team.
// Vehicle :: Modified Tamanous Step-Van //
- Handling 0
- Acceleration 5/10
- Speed 90
- Pilot 2
- Body 16
- Armor 16
- Sensor 1
- Rating 8 Vehicle Armor (1,600¥ - 1 slot)
- Rating 8 Armored Tires (400¥ per tire)
- Weapon Mount :: Normal Size, internal visibility, flexible, armored control (6,500¥ - 6 slots)
- Mounted Weapon :: Ares MP-LMG [6P, -1 AP, BF/FA, 2(3) RC, 50 belt] (1,500¥)
I'll post the rest of the loot in the comments section below. Post a comment if you plan on adding an item from the list to your character's inventory. The posted value for items is the standard market value, expect to get 30% of that value as a selling price, with a +5% bonus for each net hit scored on a negotiation attempt.
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