A few months ago, the current campaign was halted by a mystery runner snitching on the group, causing their months-long-planned run to come to a screeching halt. We've recently picked the campaign up again, and I've introduced the runner that screwed them over.
Last session, I put the group on a small go-kill-this-small-time-ganger run, and they met an imposing Ork in an Oni mask that goes by the handle of 'Salaryman'. Their sniper beamed Salaryman his contact information and they left. The same day, their hacker buddy come over and insists on meeting in a Faraday Caged room, which they do. He explains that he's found the person that screwed them over previously. This guy's on at least 4 corporation payrolls, and he gets the majority of his cash ratting out other Runners. He's a slippery and paranoid sort of person, the kind of guy that moves locations every few days, but he made a small mistake that let him be tracked, just barely, to a location in Snohomish. The hacker tells the group his handle: Salaryman.
A mile out from the location they encounter a minefield, there's two electrified fences around a small abandoned military outpost with a no-man's-land in between, and bouncing bettys around the immediate perimeter. They take out the breaker box and the maglock disengages, letting hem into the small outpost. Eventually they find a trap door into what's going to be an expansive bunker, which is going to be absolutely loaded with booby traps.
While looking through the grenades and such, i saw that the flashbangs do 10S worth of damage, and i thought that doesn't sound right. I'm thinking of changing it so that when one goes off, your Perception skill takes a penalty, and any overflow passed your skill (Not including their Intuition) will bleed into their stun track, which will be healed when everyone rolls initiative again.
For example, if someone has a Perception of 6 and they get hit with a flashbang, their Perception becomes 0 and they take 4 boxes of temporary stun damage. They'll take penalties of Total Darkness/Blind for the duration of the round in addition to the 4 boxes.
Salaryman will be roaming the halls with a Krime Cannon, using his insane hiding skills, waiting for the traps to be tripped before moving out from a corner, taking a shot, and darting away. Example traps would be a false tripwire that's easy to see and disarm only to have a pressure plate passed the false tripwire that releases a bouquet of flashbangs which Salaryman will be listening for, or a hallway filled with crisscrossing monofilament wires.
What do you all think of the grenade rework for my game? Any ideas for more traps?