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The Odd Party

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JormungandrO

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« on: <06-18-13/0052:16> »
I'm starting a new Shadowrun campaign with three players. Fortunately they've all created interesting characters, unfortunately they don't make an easy team to write adventures for...
I have a Face who is adept at infiltration and skilled with knives, a technomancer who has a knack for building computer systems from the ground up, and a rigger/mechanic who inherited their dad's shop. I'm having trouble thinking of ways to allow each character to utilize their skill sets. Any suggestions?

Reiper

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« Reply #1 on: <06-18-13/0115:50> »
I'd start off low level infiltration missions. Face can con his way in, rigger can provide aerial drone support and technomancer can use his skills to help with the infiltration.

Although this can really mess the Face up if he's alone and gets caught since there isn't much overlap.
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Mara

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« Reply #2 on: <06-18-13/0202:11> »
This is a very Trenchcoats and Mirrorshades group. I would watch things like Oceans 10, 11, and 12 for ideas. They sound
like their best bet, over all, is almost always going to be along the lines of infiltration and con jobs.

BTW: if you don't already have it, get Spy Games. That is going to be right up their alley.

mtfeeney = Baron

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« Reply #3 on: <06-18-13/0232:09> »
She means Oceans 11, 12, and 13.

They sound like a good group for appropriating goods.  I mean they would be good at stealing stuff.  You've got a wheelman, your inside man, and your hacker to handle automated security/doors.
Remember, you don't have to kill the vehicle to stop it, just kill the guy driving it.

GiraffeShaman

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« Reply #4 on: <06-18-13/0312:19> »
Agreed. Their biggest advantage seems to be in slipping in places as none of them are robocops and tinmen. This is a pretty huge thing though. I was part of a runner team that failed a run spectacularly recently, and it was because the team acted stupidly and failed to get inside the first 2 doors.

On the downsides this team lacks magic and is combat light. Any combat skill is going to have to either come from drones, hacked devices like gun enplacements, and whatever light combat skills these characters have picked up.

You can design shadowruns so that if all goes to plan, the team on most runs will be already on the way out before things really start slipping into madness as things tend to do. Perhaps have the Johnson aid them on escapes as well. For example, the Johnson arranges some ork gangers to act as a distraction if the runners come out of the site with guards on their asses. That'll cut down on the time these somewhat frail runners are under bullet storms, assuming they don't blow the infiltration.

Car chases for the rigger. Gives that character the spotlight, and the other two might be a bit bored, but will be mostly safe from bullets during the chase. Of course car crashes can be quite fatal, but less likely with a skilled rigger.

You can experiment with making them do the other person's job. Watch Leverage. Make the hacker con or drive. Hilarity will result.


Mara

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« Reply #5 on: <06-18-13/0428:08> »
What are their Contacts like? I expect they will be making heavy use of them.

JormungandrO

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« Reply #6 on: <06-18-13/1608:08> »
Some great suggestions (I really did need an excuse to rewatch the Oceans movies)! You all seem to have some similar thoughts on appropriate missions. My main concern had been if they would survive having things turn bad, but I had completely overlooked the possibility of hacking corporate drones/gun emplacements. I also like the concept of planning ahead to have contacts/hirelings provide cover for escape.

On the topic of contacts; these are pretty new players, so they haven't really fleshed out their contacts yet. I might get the luxury of leading them toward makeing certain types of contacts.

Crunch

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« Reply #7 on: <06-18-13/1827:39> »
It's be a great group to slip into a city with great border security. With the fabrication skills and the face's softer combat focus this would be a great team to slip pass customs naked and build what they need.

JormungandrO

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« Reply #8 on: <06-21-13/1807:38> »
So, an update...
The rigger/mechanic ended up being more of a mechanic/driver (no rig) who spent a lot on guns amunition... not what I was expecting and a bit of a game changer. It makes them more balanced... but it makes me have to rework my plans.

Reaver

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« Reply #9 on: <06-22-13/2346:04> »
So, an update...
The rigger/mechanic ended up being more of a mechanic/driver (no rig) who spent a lot on guns amunition... not what I was expecting and a bit of a game changer. It makes them more balanced... but it makes me have to rework my plans.

"No plan survives first contact with the PCs intact...."
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Mara

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« Reply #10 on: <06-23-13/0120:07> »
So, an update...
The rigger/mechanic ended up being more of a mechanic/driver (no rig) who spent a lot on guns amunition... not what I was expecting and a bit of a game changer. It makes them more balanced... but it makes me have to rework my plans.

"No plan survives first contact with the PCs intact...."

"The first job of the player is **** up the GM's plans. That is why they are the player."

JormungandrO

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« Reply #11 on: <06-23-13/1821:03> »
Haha, on the upside(...?) Two of the players hadn't worked out their inventorys, so we didn't actually get a chance to play... It wasn't frustrating at all.