Thursday, May 1, 2008
Designed, marketed, and styled aggressively for a market of Shadowrunner wannabes, and Bikers that wanted a long-range motorcycle, this Cruiser has been found to be very popular with actual Shadowrunners as well. Not as nimble or fast as the H-D Scorpion, it is powered by the same engine, and can be ordered with a large number of factory installed options, and an even more bewildering array of after-market options as well.
The Shadowrunner has 2 additional modification slots, for a total of 11.
Similar Models: Triumph Rocket-IV, Honda OrichalcumWing, BMW 9500RT
Standard Upgrades: Motorcycle Gyro Stabilization, Additional Fuel Tank, Motorcycle Panniers
Shadowrunner: Handling: +1; Accel: 15/25; Speed: 110; Pilot: 2; Body: 9; Armor: 2; Sensor: 1 Avail: -; Cost: 15,000¥
Labels: Cruiser, Harley-Davidson, Motorcycle, Shadowrunner
Wednesday, March 19, 2008
An underground Taxi operation servicing the Barrens of Seattle primarily, with trips to other portions at night. Crewed entirely by Ghouls, their reputation for service is far from stellar, to the point that even the most Foolhardy of Shadowrunners are scared to use them regularily.
However, their transportation service is rather cheap for the risks they're willing to take (Regular Taxi Service + 25% + Tip. Please tip generously!). Ghoul Cab is also more than willing to pick up the occasional body for disposal, but will only pay for the body in vouchers for free cab rides.
All of the Drivers are equipped with Cybereyes, thus negating the Ghoul's usual blindness, and the dispatchers have implanted commlinks, making their "Headquarters" mobile. The cars are all medium and large sedans of various makes and models, all painted yellow with grey checkers.
Labels: Ghoul Cab
Saturday, January 5, 2008
Well, here we go! The first bit of fiction I've done in a dog's age is up and ready to bed read!
http://canray.deviantart.com/
Please check it out and post what you think!
CanRay
Saturday, December 22, 2007
Combining a dart launcher with a 20 meter wire-trail taser, in a package that is almost identical to the Ares Predator IV. The darts fire from where the muzzle of the Predator would be, while the fake underbelly smartgun optic conceals a pair of taser darts, with contacts under the barrel to allow the taser to be used in melee. The weapon uses proprietary Ares darts, which typically cost 10% more than other brands, but with better quality control, and are easily available wherever Ares merchandise is sold. Extra batteries are available for quickly recharging the taser, and usually retail for 50¥ at any WeaponsWorld. Availability: 2, Retail Cost: 1,750¥.
Dart Launcher:
Damage: Chemical Damage (Narcojet), AP: -Half, Mode: SA, RC: -, Ammo: 30
Taser:
Damage: 8S(e), AP: -Half, Mode: SS, RC: -, Ammo: 2
Melee:
Reach: -, Damage: 8S(e), AP: -Half, Charges: 10 (Dart Shots use up 1 charge each)
Friday, November 23, 2007
OOC: Well, in both my groups, Adepts get the short end of the stick. I hear many complaints over the fact that they have little choice over how to initiate. Why should Magicians get to go on Metaplanar Quests, gaining new Metamagic, Spirit Formulae, and having grand adventures, when the Adepts that cannot astrally project can't? Adepts can go on long, grand adventures too, right? There should be something similar at least, hence this new way to initiate, for Adepts only:
Example: 1.) Trial of Fire
Note:If an Adept follows the Speaker's Way,(pg.45,Street Magic) they may re-roll for a new Quest for no Karma cost.
Test:
Adept must spend ( 5x Initiation Grade being attempted) days in a volcanic environment without outside aid or gear.(Note: May bring survival knife; Cyberware/Bioware not counted as gear)
Ordeal:
Adept must be blindfolded or otherwise unable to see suring this Ordeal. Adept must dodge a series* of Fireballs/Jets of Flames targeting them. Assume flame to be force (Adept's Magic+ Initiation Grade being attempted) strong. Due to the slow moving nature of these flames, the Adept will be able to make a Agility+Intuition (Initiation Grade) test to determine where the flame is coming from. If successful, the Adept gets a +1 modifier on their dodge roll. If the Adept fails this test, they suffer the full -6 modifier on their dodge test.
*= GM has final say on how long this Ordeal lasts, but 30 combat turns is a suggested time.
Notes:
1.The goal of this is to eventually get 99 Quests, so in order to randomly pick one, a GM can just roll 10D10s (one for tens place, one for ones place).
2.Ordeals can only be taken if the base related test was completed first (Unless otherwise noted)
3.Any Adept Initiation Quest can be repeated for no extra Karma. However, if the Adept fails an ordeal that requires the related test as a prerequisite, they must repeat the test first.
4.The cost of re-rolling for a different Quest is (Initiation Grade being attempted) Karma, unless otherwise noted.
5.If the Ordeal is completed, reduce Karma cost of Initiation to (Base cost - 20%, round up)
6.Any of these quests may be considered done as group initiation if: The group rolls once for everyone, then does the same Quest (But separately). After the entire group has successfully completed the Quest, they must come together and discuss their experiences. They will then be eligible for the reduction in Karma cost for initiation.(Base cost-20%,round up)
7. The Ordeal reduction and the group initiation reduction are stackable for a net reduction of (Base cost-40%, round up)
Labels: Adept, Initiation, Ordeal, Quest, Trial Of Fire
Sunday, November 18, 2007
Wang's Big Gun is a standard small gun shop, with a small-arms range attached, whose only main difference is it's concept as to what is a legitimate firearm. Ares Predators are filed as “Hold Outs”.
Wang was a Hong Kong Master Tool And Die Maker in the 2030s, when he had to jump on a Freighter out of the city two steps ahead of an angry father, arriving in Seattle to build a new life. A cousin working for Ares got him a job at Ares Arms, where he soon became a Master Gunsmith, and worked hard at becoming one of their Wizard-Level experts making custom and match-grade rifles. After thirty years working at the weapons factory, he retired to a decent pension, and used his savings and contacts to buy and build up a gun shop.
Wang is pretty much the typical scrawny old Chinese man, but great strength is in his arms and wrists, allowing him to use guns that Trolls would have issues controlling, and, aside from a few bastard children, has no real skeletons in his closet. He's an oddity in Shadowrun, as he is what he appears to be.
Labels: LOCATION, Wang's Huge Gun
Thursday, November 15, 2007
Just wanted to let you all know, that I'm going to be handing over the site and my admin duties to elemental_sin.
Elemental_sin is currently running two games, so there should be a lot more content for you to comment on and to use in your own campaigns coming soon. I wish him nothing but the best and hope that you all will treat him with the same respect. :)
Can Ray has also stepped up and will be creating more content for the site, as well. He's proven himself to be a valued member of the blog already and I'm sure we'll see more of the same from him in the future.
As for me, I'm not completely abandoning my favorite RPG, just shifting my focus from a monthly campaign to convention games. The first game will be run at Con of the North, in St. Paul, Minnesota. If you're local, sign up or stop on by. It should be a lot of fun.
I'll still be around, posting as my favorite NPCs and will be posting new content (maps, NPCs, locations, etc...) from time to time.
Cheers,
Joe Veen
Labels: OOC BLOG