>>>>>[Sable? Gunner? Hemlock? Anybody?????]<<<<<
Shadowland is down. The Johnsons are missing. Contacts are switching
sides. Everywhere the runner goes somebody is taking a shot at him. And
nobody knows who is responsible.
It is time for the runner to become the prey as opposed to the predator.
A force is at work which seems determined to make the lives of all runners
lives, not just the PC's, a living Hell. As the GM you have two options.
You can use the following list of NPCs to create a scenario based on the
above information in which the runners eventually find out who is behind
this mysterious, illogical, and random wave of aggression. Or you can do
what I plan on doing and let events run for exactly a month after which
everything returns completely to normal. No explanations. No main bad guy
to kill. Every lead is a dead end. Every NPC appears to be working on his
or her own. Nothing makes sense.
The purpose of this whole thing is to shake up the PCs world. A perfect
time to instigate the scenario would be after a long string of ordinary
runs when the runners are comfortable with their characters, their apartments,
their vehicles, and, basically, their lives. The world should change from
its typical, semi-predictable self into a place of chaos. Even the weather
should act in an insane manner. It should appear as if a spell has fallen
over everyone but those who run the shadows. As if the whole universe has
gone inexplicably mad. The hand of God on LSD.
Many of the following NPCs posses special abilities which violate Shadowrun
norms and rules. This might also be a good time to throw in any wacked
out NPCs of your own which were either too weird or too unrealistic to
include in a normal run. When the chaos ends, they should simply vanish
off the face of the earth. Many are also designed around the assumption
that this run will take place is Seattle. If the runners attempt to leave
the city the road will bring them nowhere.
Archetype: Troll Wanderer
Information: Stonegate's dermal plating has hardened to the consistency
of rock and even for a troll he is enormous. He should appear in Seattle
the day the chaos starts and reemerge periodically during the month, leaving
the city the day the chaos ends. He is incredibly wise, although he rarely
speaks and when he does it is with a cold, monotone, stony voice.
Archetype: Elven Sorcerer
Information: Appearing to have the powers of both a mage and shaman,
Vultaire dresses like an old British aristocrat and carries a cane which
he can change into any non-firearm weapon. His melee skills are virtually
unbeatable, although he never kills or even harms an opponent. What he
does do is drain one of their armed combat skill points away, adding it
to his own.
Archetype: Human Street Cop
Information: Syed always appears as being very pale and sick. He has
recently acquired the magical gift of telekinesis, but does not yet know
how to control it. When the runners discover him he will be inside a bar
where he has inadvertently killed everybody.
Archetype: Human Decker
Information: The subject of a megacorporation experiment, Proclom has
had all of his nerves replaced with wiring which has the ability to repair
themselves and the flesh around them. The wires continually grow and regenerate
and are slowly taking over his body. It is as if an artificially intelligent
life form is slowly taking over Proclom's mind, a life form which wants
to make all people like itself.
Archetype: Human Cop
Information: Cruger is in charge of a highly skilled, military grade,
response team which is armed with lots of weapons and warrants but no logic.
They will be seen violently busting anybody for anything, from children
to old ladies, and will eventually come after the runners. Cruger always
uses the logic that he is doing the will of something he calls the Future
God. The rest of Lone Star will deny their existence.
Archetype: Human Nightclub Owner
Information: The nightclub Hell's Gate will appear out of nowhere during
the month of chaos. It is located in an old warehouse in a random Z district
but attracts the best of Seattle's celebrities and socialites. Inside is
nothing but open space. The music is a single, repeating, bass note which
appears to be emanating out of nowhere. Light strobes with the beat, also
appearing out of nowhere. Nobody inside will speak to the runners or even
acknowledge their existence.
Archetype: Ork Demolition Expert
Information: Using a fleet of heavily armored city masters, Bomb's unit
will occasionally randomly destroy Seattle buildings, usually near where
the runners are currently hiding out. Bomb, himself, never speaks except
to give orders. Bullets don't appear to hurt him, although wounds are visible.
The only way to kill Bomb is to blow him up.
Archetype: Human Mage
Information: Taliot possesses the power of teleportation which she uses
to ambush the runners, throwing a few spells before she vanishes again.
If the runners repel her attacks with any style she will teleport them
back to her small apartment and request that they watch trids of atrocities
committed through the ages. Then, without explanation, she will teleport
them back again and never be seen again.
Archetype: Ork Gang Member
Information: The gang known as the Junkers will also appear during this
period of chaos. Armed with a fleet of pieced together vehicles they will
continually pester the runners for spare junk.
Archetype: Human Shaman
Information: Storm is a master of weather manipulation and her job is
to make sure that whatever mess the runners are currently in it is made
messier by the summoning of adverse weather conditions. She will also attempt
to enter discussions with the runners regarding any subject matter having
to do with the weather.
Archetype: Dwarf Decker
Information: Price will be hiding out in what is left of Shadowland's
Seattle node before every circuit in the place inexplicably blew out. He
will explain that he was left to try to restart the node while the rest
of the Shadowland deckers tried to establish a new one. He hasn't heard
from them since and is nearly insane from the futility of his project.
Archetype: Human Rigger
Information: For some reason Buzzfly's heavily armed Ares Dragon is
not able to land and has been given an infinite supply of fuel and ammo.
He is at the mercy of his vehicle which will occasionally dart over to
a section of town and level a warehouse or two with rockets. The helicopter
is not invincible, however, and will eventually target the runners.
Archetypes: Human Gang Members
Information: A gang of fifty identical human males will be roaming the
city, committing occasional acts of violence. They are all extremely well
built, dress in identical leather clothing, and carrying identical UZI
IIIs which never seem to run out of ammo.