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Ares Global Entertainment Office

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DeathStrobe

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« on: <02-11-15/1722:43> »
I figured I'd cross post this over here to get some ideas and input one my office defenses I've created. Hopefully its not too difficult or too easy. But give me some feedback on what you think, or if you end up running it.

Reasons to Run

Need some run ideas? You can always mix and match or not use any of these.

Extraction Run or Targets for Assassination
A famous personality/reporter who a rival corp thinks would be better serving themselves or not at all.

A very intelligent spin doctor who is able to make any corporate blunder look like sunshine.

World class trideo-grapher, someone that can edit any footage of a playground into a war zone or visa versa.

Data Steal
The Johnson needs some leverage on an Ares Employee. So the runners are sent to get blackmail material on that person.

Ares has incriminating footage from a rival corp or a local power player. The Johnson wants to keep this footage as hush hush as possible.

New trideo editing program

Theft
New cutting edge trideo camera or Simrig

Experimental Ares weapon/drone prototype to be revealed on a live broadcast press conference.

Celebrity iconic personal item, like the Batman cowl or Doctor Who fez or whatever that a fan really wants.

Security

Physical

Material (SR5 p197)

Ballistic Glass used at entrance and as space dividers in Main Area – Structure 4 Armor 6

Interior Walls are made of Kevlar Wallboard, Exterior Windows are made of Armored Glass, Armored Furniture, Security Door – Structure 8 Armor 12 for windows and entrance ways.

Exterior Walls are made of Plascrete – Structure 10 Armor 16

Armored Furniture is used to offer people a place to sit and work, like a desk and tables, as well as a place to duck and cover in case of a frontal assault on the facility.

Location

This office is on 3 floors. Which are the 57th, 58th, and 59th floors of a 100 story building.

Generic Floor Details

The elevator lobby, which also contains the stairwell, is the only public and not extraterritorial part of each floor. One side leads to a glass door made from Ballistic Glass, where a Armored Desk sits a Receptionist to unlock the main entrance and greet guests in to a waiting room. From there there is another Ballistic Glass Door to allow people to enter the main work area. There is a card reader on the entrance doors to allow employees to enter. And a closet designed to take coats and weapons or to act as an emergency panic room.

On the opposite side is a Security Door with a card reader to allow employees to enter through the “backdoor.” The Receptionist has clear line of sight to this door as well as there is a camera monitoring it and the Receptionist room.

The Main Area contains about 100 Armored Work Desks where employees set up their Commlinks and work on whatever they need to work on as well as log in to the Data Host to do work.

There are 4 bathrooms, 2 for each gender. With 2 located on the east and west side of the floor.

All Meeting rooms and studios can Chemically Sealed and have enough air for 15 people for 1 hour.

All exterior doors have a timer which will set off an alarm if the door is left open for more then 5 minutes. Usually only one guard is sent to investigate.

All doors have maglocks and are slaved to the security host. Exterior doors have rating 5 maglocks with rating 3 anti-tampering devices. Interior doors have rating 3 maglocks.

Each floor's exits and entrances have a light mist sprayer that only activates if alarms are raised. Anyone that leaves through these exits while the alarm is active will be covered in small RFID tags to be traced later. House rule: A rating 3 jammer will block the RFID tags, and to remove all the tags takes about 1 hour per person. This is with some combination of tag eraser, Matrix attacks, Matrix perception tests, and washing your clothes. Missing one of these will add 1 hour. (Might be a good idea to pick up a Cleaning Service from RF p220)

Specific Floor Details

The 59th floor contains a large kitchen and balcony for employees to enjoy their lunch. There is a Security Door leading to the balcony with a card reader to allow employees to open the door. And 5 high budget Trideo Studios. And has 12 Meeting rooms. 10 Dressing rooms, and 5 green/waiting rooms.

The 58th Floor has 8 high budget Trideo Studios set up. And has 24 Meeting rooms. 16 Dressing rooms, and 8 green/waiting rooms.

The 57th Floor has 48 Meeting rooms, and several large closets to house equipment not being used, the IT department, and 4 low budget Trideo Studios. 2 Dressing rooms.

Etiquette

As long as characters dress appropriately (check clothes prices on RF p217) and pass an etiquette (corporation) test vs threshold 2, no one will suspect they do not belong. Except for the Receptionist, that’s an opposed test Etiquette + cha [social] vs 11 dice [7 social]. Failing an etiquette doesn't mean you aren't allowed in, but it does mean people notice you and may hassle you.

Once inside most people have social dice of 5 to 7, unless for some reason the GM decides to make someone an corp exec. Then give them 14 social dice [9 social].

NPCs

Receptionist
The Receptionist is the first line of defense. As well as having several dozen other duties. They are trained to detect social engineering. And under their armored desk they have an Ares HVAR(R&G p37) which they are trained in. They’re wearing the Ares Victory Industrious line (R&G p64) with 2 Fire Resist, 2 Non conductivity, and 2 Insulation. They’ve hired elves for this position for their high chance of detecting social engineering. 3 to all stats but 4 agi and 5 cha.

There is a Millimeter Wave Scanner in the Receptionist's room where they'll make note of what cyberware and weaponry a subject is carrying. Anything larger than a heavy pistol is disarmed and kept in the closet. Coats are also taken and put into the closet (runners should wear armor vests or something similar if they're trying to blend in). Roll 8 [4] dice and compare the Cyberware scan table on p362 to see just how much the Receptionist knows about a runner's cyber.

The Receptionist also hands out and activates guest key cards which are good for 8 hours. If you want one you need to pass a SIN scan( 8 dice vs SIN rating ) and a successful Con test (con + cha vs 11 [7]). If you fail, they'll call for guards, and if you appear to be hostile they'll ready their Ares HVAR.

Social – 11 social dice [7 social]

Perception – 10 dice [5 mental]

Offense –
9 shooting [7 accuracy], 8P, FA, 6 RC

Defense –
6 dodge, 12(14) soak, 10 box

IS – 6 + 1d6

Wage Slaves
Assume there are 225 (during the day, about 100 during the night) non-corp-sec NPCs spread over the three floors, so about 75 NPCs (~33 at night) per floor and have 3 to all attributes and wear an Auctioneer Business Suit. And have an Ares Predator in their concealed holster and are trained in using it (because they work for Ares) and they have a smart link in their glasses/contacts. They only engage the Shadowrunners if they feel immediately threaten by them, otherwise they keep their head down and hide behind Armored Furniture and continue to work, attempt to move to a meeting room to be safer and work in piece, or attempt to leave the building.

Offense –
8 shooting dice [7 acc], 8P, SA, -1 AP

Defense –
6 dodge, 11 soak, 10 box

IS – 6 + 1d6

Corp Sec
There are 9 Guards in total. 2 on Floor 57, 4 on Floor 58, and 3 on Floor 59. If there is an alarm the guards take 1d6+2 turns to arrive on another floor. There is always at least 1 Guard on a floor if the Alarms go off.
They’re trained in and have some gear to help with perception tests.

They’re wearing Light Security Armor (R&G p 68) with a Helmet, Chemical Seal, 2 Fire Resist, 2 Non conductivity, 2 Insulation. They carry Ares Crusaders II (SR5 427) loaded with stick and shock (for rowdy guests) and have 2 clips of APDS (for when things get real). They’re also carrying an Extendable Baton. They’re in pretty good shape (or are lightly augmented) so have 4 to physical stats and 3 to mental. They also take jazz in combat situations, which has already been added to their stats. They also have thermographic vision to help see in the dark.

Perception – 8 dice

Offense Range –
10 shooting dice [7 accuracy], 8 throwing dice [7 physical]
Stick n’ Shock – 5S(e*), -5AP, BF, 5 RC, -1 to all actions & -5 IS (*-1 to all actions & -5 IS)
APDS – 7P, -4AP, BF, 5RC
Gas Grenades w/ wireless trigger (wireless is only turned on before they throw) – Neuro-Stun X (SR5 410), Contact/Inhalation; After 1 turn make body + will + mod - 2 vs 15 power; if power is over 0, take 15 - hits as stun damage; Target disorientated taking -2 to all actions for 10 minutes. Guards are immune after they spend a free action to wirelessly chemically seal their suit. Employees in sealed rooms are also immune. Everyone else in a 10 meter radius is effected.

Offense Melee –
9 melee dice [7 physical], 6P

Defense –
8 dodge, 22(24) soak, 10 box

IS – 8 + 3d6

Celebrity
Simsense Star, News Anchor, etc. These people are recognizable and have spent a lot of time gaining power and enemies. They might be a social adept or maybe bought tailored pheromones. But either way, they didn't get here through natural talent alone. If they work for Ares, use the offense of the Wageslaves, otherwise they always have a hold out on them, just in case.

Social – 16 social dice [9 social]

Offense –
8 shooting [4 accuracy], 6P, SA

Defense –
7 dodge, 13 (15) soak, 10 box

IS – 7 1d6

Celebrity Bodyguard
Extractions happen sometimes, the Bodyguard is here to stop it and keep the Celebrity safe. They're usually either really tough or just your normal ork or troll.

Social – 9 dice [5 social]

Perception – 9 [5 mental]

Offense Range –
11 shooting [9 acc], 7P, SA

Offense Melee –
11 punching [8 physical] 7S

Defense –
8 dodge, 15 (17) soak, 12 box

IS – 8 2d6

Astral

Rating 8 Ward on all walls, floors, and ceilings that are exposed to non-Ares owned areas. UV light emitters in the ventilation. This is for keeping out vampires that make it through the ward. All exterior windows are one way. To not allow external mages to cast spells in to the office.
NPCs

Each floor has a force 5 Spirit of Man (SR5 304, there is a total of 3 spirits all together) that patrol the Astral of the building and stay on those floors even with alarms going off, trying to keep an eye out for Astral intruders. If the spirit finds a threat it can not handle (usually being higher magic or force) it leaves the building to inform the “Astral Call Center™” Other wise it attempts to deal with the problem on its own with Astral Combat. If it notices something suspicious it’ll inform a guard to investigate further. If a spirits notices a guard in distress it will attempt to aid them. If a spirit is disrupted, the Astral Call Center™ sends a projecting mage to investigate.

Astral Offense –
10 dice [7 astral] 5P

Physical Melee Offense –
10 dice [7 physical] 3P

Manabolt –
10 dice [5 force], vs will, (Net Hits) P, 10 drain dice vs 2 drain

Astral Defense –
11 dodge, there is no soak in Astral

Physical Defense –
9 dodge, 10 soak (5 auto hits, damage must exceed 10 -AP)

Physical IS – 13 + 2d6

Astral IS – 12 + 2d6

The Astral Call Center™ responds to alarms in 1d6/2 round up turns. A projecting mage comes on sight and will follow intruders around as well as summon spirits to aid the guards, banish spirits, or engage opponents in Astral Combat. The Astral Call Center™ ain’t cheap. Their mages have 5 to all mental stats and 6 magic and 6 to all relevant skills, a rating 2 power focus, and a Sword weapon focus.
Astral Offense –
12 dice [6 acc] 8P
12 dice to dispel, banish, etc

Summoning – Will summon a Force 7 spirit of whatever you want; Rather then role just give 2 tasks for the spirit and give the mage 2 physical, or you can roll for it if you really want (SR5 p300)

Astral Defense –
10 dice
11 dice to resist spells

Astral IS – 10 + 2d6

DeathStrobe

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« Reply #1 on: <02-11-15/1722:54> »
Matrix

Assume all Employees are using Apple's latest iComm (use the stats for Hermes Ikon) as their commlink, that’s a rating 5 device. They should also have all their personal gear slaved to it and defend it over the Matrix with 8 dice, and most gear will soak Matrix Damage with 7 to 10 dice. Assume everything that has wireless is on the Matrix and is able to be hacked. Everything is also on the Ares Global Grid.
All external walls, doors, ceilings, floors, etc have wireless negating paint which add 6 noise to hacking attempts from outside the office. For transferring files outside of the office or communicate with people off site, those are done using the data host. For things that need wireless connection to get a bonus, they are slaved to one of the hosts, if their device rating isn’t strong enough to get through the wireless negating paint.

Hosts

This location has 3 hosts. A security host running silent, a data host for storing and editing Trideo and Simsense, and a public host to act as a social network and a way for virtual audiences to watch the broadcasts.

Security Host

AttackData ProcFireWallSleaze
87910
This host is running silent. To spot it on the open Matrix make a Matrix perception test vs 17 dice. To mark it on the open Matrix is a brute force/hack on the fly vs 16 dice. Other wise hardline in to a device slaved to it. (SR5 p232)
There are 10 Security Cameras on each floor (total of 30) slaved to this host. They’re device rating 3, so defend with 6 dice if hacked from within the host.
All doors have maglocks and are slaved to the security host. Exterior doors have rating 5 maglocks with rating 3 anti-tampering devices. Interior doors have rating 3 maglocks. They all have card readers.
Meeting room chem seal controls are slaved to this host, lights for the entire office area, and window shutter controls. Device rating 2. It is possible to turn off the lights and close the window shutters to make the entire facility cover in total darkness. Guards have thermo to see 1 level higher in darkness.

Guard’s gear is slaved to this host, so they get wireless bonuses. Device rating 2.

There are also 3 Steel Lynx (total of 9) on each floor slaved to this host. Device rating 3.

There are also 5 cleaning drones on each floor (total of 15) that usually only run at night and slaved to this host. Device rating 3.

There is usually a Spider Rigger and Spider Decker using this host to monitor the security sensors. The Spiders are also responsible for general IT set up for all the employees as well, so they can be out of the host sometimes.

IC Launch Order
Acid – 12 dice [8] v will + FW – each net hit lowers the target’s firewall
Tar Baby – 12 dice [8] v log + FW – Link locks on first success, every success after marks the target
Marker – 12 Dice [10] v will + S – every net hit reduces Sleaze rating
Tracker – 12 dice [8] v will + S – with 2 marks and a success the host knows the targets physical location and reports to the guards or local law enforcement if off site
Blaster –12 dice [8] v log + FW – 8 Matrix damage & stun + net hits + 2x marks on target
Black IC – 12 dice [8] v int + FW – 8 Matrix damage & physical + net hits + 2x marks on target
Defense – 14 dodge, 16 soak, 12 box

IC IS – 14 + 4d6

Data Host

AttackData ProcFireWallSleaze
89107
Trideo Studios contain 5 cameras, but only 1 for the low budget ones. And there is a device dedicated to mixing video footage and sound found in a room next to the studios. These devices are rating 4 and are slaved to this data host.

There are holographic projectors in all the meeting rooms that are slaved to this host. Device rating 3.

There are about 200 employees logged in to this host doing various work. Writing, collaborating with people out of the office, editing trideo and simsense data, reviewing content, etc.

There is at least 1 Spider in here helping and employee set up something, possible a trideo projector, a camera, or some other random thing. With all the Matrix traffic in this host, he will not notice any unauthorized users unless alarms are raised.

IC Launch Order
Probe – 14 dice [8] v int + FW – Marks target
Tracker – 14 dice [8] v will + S – with 2 marks and a success the host knows the targets physical location and reports to the guards or local law enforcement if off site
Scramble – 14 dice [8] v will + FW – With 3 marks your device reboots and you are dumped from the Matrix
Acid – 14 dice [8] v will + FW – each net hit lowers the target’s firewall
Killer – 14 dice [8] v int + FW – 8 Matrix damage + net hits + 2x marks
Blaster –14 dice [8] v log + FW – 8 Matrix damage & stun + net hits + 2x marks on target

Defense – 17 dodge, 17 soak, 12 box

IS – 16 + 4d6

Public Host

AttackData ProcFireWallSleaze
5764

The public host is used to distribute the shows and broadcasts across the Matrix. With 1 Mark you can enter the host and view free shows and live broadcasts with lots of Ares commercials and a few of the other megas that are looking to advertise their content. At 2 marks you are a premium subscriber and have access to their back catalog of Trideo shows and broadcasts. At 3 marks you can attend live broadcasts over the Matrix.
There is nothing slaved to this host. So you'll need to hack it over the 'trix, hack on the fly/brute force vs 10 dice.

IC Launch Order
Probe – 8 dice [5] v int + FW – Marks target
Tracker – 8 dice [5] v will + S – with 2 marks and a success the host knows the targets physical location and reports to the guards or local law enforcement
Scramble – 8 dice [5] v will + FW – With 3 marks your device reboots and you are dumped from the Matrix

Use one of the spiders to deal with problematic users if scramble fails.

Defense – 10 dodge, 10 soak, 10 box

IS – 11 + 4d6

Pure House Rules for Hosts

As the OS of the hacker rises, the IC will behave differently.

0 OS – If you have a mark, the Patrol IC will believe you are a legal user. No need to run silent yet.
10 OS – the Patrol IC believes that there may be a hacker present and is monitoring traffic more closely. It makes a perception test for every illegal action. If the Patrol IC spots the hacker doing an illegal action, alarms are raised and more IC is launched. Running silent helps defend against the Patrol IC’s perception tests.
20 OS – Patrol IC is positive there is a hacker now. Actively looks for silent icons (Matrix Perception test every IP) and the host starts to launch more IC.
40 OS – Host Convergence – the hacker has 3 marks placed on them.

NPCs

Spider Decker
There are 2 Spider Deckers on site. They are either in one of the hosts or are in one of the meeting rooms helping set up some new tech. If the alarms go off, and no intruder is detected inside a host, they will leave the hosts and look for the runner’s gear to brick in the office. They’re equipped with the Mac Firestorm Pro (use stats of Novatech Navigator). They have 5 log but 3 to all other stats. They’re also like most wage slaves working for Ares, and have Predators.

AttackData ProcFireWallSleaze
6453
Matrix Offense –
12 dice [6 att] v int + FW – 6 Matrix damage

Matrix Defense –
8 dodge, 8 soak, 10 boxes

Matrix IS – 7 + 4d6

Physical Offense –
8 shooting dice [7 acc], 8P, SA, -1 AP

Physical Defense –
6 dodge, 11 soak, 10 box

Physical IS – 6 + 1d6

Spider Rigger
There is only 1 Spider Rigger on duty. He is using a Maersk Spider RCC (SR5 p267). Data Processing 4, Firewall 5, running a rating 6 clear sight, Lynx Maneuvering, Lynx Evasion, and Ares Alpha Targeting (He also has auto softs for the other weapons that he can swap to with a free action, this gives those actions a 9 dice instead of 3 dice). The Spider Rigger is a dwarf with 5 body, 5 str, 4 will, and 5 log, 3 to all other stats.

Physical Offense –
8 shooting dice [7 acc], 8P, SA, -1 AP

Physical Defense –
6 dodge, 13 soak, 11 box

Physical IS – 6 + 1d6

Drones
There are 3 Steel Lynx on each floor mounted with an Ares Alpha. It takes 1 turn for them to activate in the case of an alarm being set off. They’re slaved to the security host.

Offense –
9 shooting [5 acc] 11P, -2 AP, FA, 8 RC
3 shooting Flash-bang Grenade [4 acc], 10S, -4AP, SS
3 shooting [4 acc], 9S (e*), -5AP, SS, (*-1 to all actions & -5 IS)

Defense –
9 dodge, 18 soak, 9 box

Matrix Defense –
inside host – 6 dodge, 6 soak, 10 box
outside host – 16 dice, 12 soak, 10 box

IS – 6 + 4d6

Rigger Jumped in
Offense –
12 shooting [7 acc] 11P, -2 AP, FA, 8 RC
12 Flash-bang Grenade [6 acc], 10S, -4AP, SS
12 shooting [6 acc], 9S (e), -5AP, SS, (-1 to all actions & -5 IS)

Defense –
8 dodge, 18 soak, 9 box

IS – 7 + 4d6
« Last Edit: <02-13-15/1700:31> by DeathStrobe »

cantrip

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« Reply #2 on: <02-13-15/1345:04> »
A lot to peruse - nice work!

First thing I thought of for a celebrity iconic item:  the sword of Neil the Orc Barbarian! :D

DeathStrobe

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« Reply #3 on: <02-13-15/1615:16> »
A lot to peruse - nice work!

First thing I thought of for a celebrity iconic item:  the sword of Neil the Orc Barbarian! :D

Oh yeah. Or maybe something off of Maria Mercurial. What other celebrities are there in Shadowrun?

Kincaid

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« Reply #4 on: <02-13-15/1626:17> »
Curse you, word counts /shakesfist

I really like breaking things down like this, especially for the novice (or novice-ish) GM who can't easily come up with Matrix security on the fly.
Killing so many sacred cows, I'm banned from India.

MijRai

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« Reply #5 on: <02-13-15/1933:57> »
Oh yeah. Or maybe something off of Maria Mercurial. What other celebrities are there in Shadowrun?

JetBlack, that sasquatch singer, etc. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Shaidar

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« Reply #6 on: <02-13-15/1942:56> »
Concrete Dreams was a band with a Sasquatch, IIRC.

Leevizer

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« Reply #7 on: <02-18-15/0416:48> »
Didn't we have that "Johnny the Combat Mage" or something in 4e? 4e's versio of Neil the Ork Barbarian?

Then you have hotshot Urban Brawl players, of which ARES fields their own team. I'm not sure if the names are anywhere, but they certainly exist!

The Wyrm Ouroboros

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« Reply #8 on: <02-19-15/1251:06> »
Karl Kombatmage.  Older than just 4e; he's got his own series.

And Concrete Dreams wasn't 'some band with a sasquatch'; Concrete Dreams is the SR version of ... well, the Beatles, I guess.  If Mercurial is Madonna (which she pretty much is), then Concrete Dreams is Pink Floyd, the Rolling Stones, and the Beatles all rolled into one.  They are the band that completely transformed the industry; they're the ones that pioneered the use of the synthlink and the 'voice' musical electronics.  They grabbed technology by the throat and made it sing - literally - and generated the industry as SR knows it.

They're the kind of band that, should they announce a show, the tickets are going to be at least 300¥ for the cheapest seat in the house, and the show will be sold out within 30 seconds of going on sale.
« Last Edit: <02-19-15/1256:02> by The Wyrm Ouroboros »
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Kincaid

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« Reply #9 on: <02-19-15/1420:24> »
There's a great decker run to be had trying to get tickets to one of their shows.
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MijRai

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« Reply #10 on: <02-19-15/1441:49> »
There's a great decker run to be had trying to get tickets to one of their shows.

Who needs to do extractions or wetwork when you can scalp tickets?
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?