A matrix-based data haven Nafarroa Informant was just recently shut down by the Corporate Court, and while a lot of the documents released were incomplete or accused of being faked, many were quietly confirmed to be valid. Human experimentation and genetic tampering of unwilling or unknowing participants, radical cyberware research, and callous disregard of potentially pandemic-causing biological agents have caused worldwide unrest, with particular worries in India, west Africa, and North America. Besides the usual media muckracking and libel lawsuits, a lot of officials have resigned and inexperienced (or very ambitious) people have taken their place. Peoria, Illinois is an agricultural and shipping center of UCAS, and has a great deal of corp. involvement, so when one of the police captains resigned and disappeared, an emergency appointment was made. Keeping his position is dependent on whether the people vote positively on the Event Horizon contract and their confidence in his position - losing either one would result in more turbulence. Under the surface, more is being set in motion than his public promise to counter the local gangs.
One particular Johnson, looking to keep ripples from making waves, is seeking to assemble a team of Shadowrunners to expose the new captain as a fraud and a puppet.
See:
recruiting thread.
Cast:
All4BigGuns: Sidhe - SURGE'd elf B&E and close combat
Aryeonos: Nidhogg - Naga psionic magician, face
Mirikon: Chikage - AI android street sam
mtfeeney: Baron - SURGE 2 elf magician augmented with skillwires
RHat: Nitro - ork technomancer
Sichr: Andreas Boil - dwarf private investigator
Characters with the Genecrafted quality can pick up Celerity, Hawk Eye, Night Vision, Ogre Stomach, or Thermographic Vision without being SURGE, though the karma costs for those qualities still applies. If you still want to play a SURGE'd character, no problem.
The
Astral Sight quality has been changed to reflect the story and particular world of this game, and is available to Awakened and Mundane characters. For Adepts, it will replace the Astral Perception power.
[spoiler]Astral Sight 10 Karma (SM 24*) Astral Sight grants the ability to perceive into the astral plane. Incompatible with Technomancer.
For non-Awakened characters, treat as if they have a Magic of 1 for necessary skill use. Characters with Astral Sight may perceive into the astral plane just like magicians and may also learn the Assensing and Astral Combat skills. Mundanes are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
Some metahumans had violent encounters with spirits who attempted to drag them through an Astral Gateway to who-knows-where. Others claim to have encountered a new variety of spirit that is capable of dragging metahumans at least partially into the astral. Some magicians claim that they learned to astrally project due to this unwilling incident. No recognized authority has yet verified - or acknowledged - this claim, but hundreds over the world staunchly believe they have survived an incident like this, and with the exception of a few magicians (who tend to have an unpleasant time anyway when they awaken to astral perception) is the only background shared between those capable of peering into the gloom.
The Astral in this story is heavily inspired by The Twilight (for those who have read the Russian book series,
Nightwatch, or seen the movie duology which translates it as "The Gloom"). Things that are solid on the real world leave a similar reflection on the astral - a wooden wall, for instance, would be opaque and impermeable to a low-magic mage or low-force spirit. It takes effort to push oneself deeper into The Twilight (Astral, whatever you wish to call it), and the deeper into the Astral you go the less bound by the same laws of material physics you are and the more The Twilight seems to vary from the material world. Characters with this quality gain one rank in Spirits of the Sixth World, or Astral Threats knowledge free as a result of surviving the experience.
[/spoiler]
Some qualities don't fit the team being sought: Borrowed Time, Computer Illiterate, Illiterate, Incompetent, Infirm, Pacifist (Total), Quadrapalegic, Uncouth, Uneducated.
The first run will be entirely in-city, but eventually things will move out of the country, so avoid qualities like Home Ground. Contacts can be gained as a consequence of role playing, so I would recommend that any contacts you buy to start are 3 or higher on contacts and loyalty (ratings below that will be easy to find in-play).
Martial arts will be going by the mixed and relatively freeform that I've run in the past:
[spoiler]Martial Arts (Arsenal 158)
Martial arts come with one benefit and an option for one maneuver per rank in the quality purchased, characters can choose to repeat a benefit (ie +1D full dodge in Aikido) and stack the benefit, to the usual 3 times. Maneuvers cost 4 karma each.
Aikido (Judo, Jujutsu): +1D full dodge, +1D full parry, +1D subdue, +1D on attacks to knock down.
Capoeira (Hopak, Kalarl-payattu): +1D melee dodge, +1D gymnastics dodge, +1D on attacks to knock down, +1D Charging attacks.
Escrima (Arnis de Mano, Kali): +1D melee parry, +1D called shots to disarm, inflict normal damage when making called shot to disarm, +1DV with clubs and blunt polearms, +1DV with blades and edged polearms.
Gun-fu (Firefight): +1D melee dodge, Reduce ‘attacker in melee’ modifier by 1, Ready Weapon free action, Take Aim free action.
Karate (Kenpo, Soo Bahk Do): +1D full parry, +1D melee block, +1D called shot to disarm, +1DV unarmed combat.
Wushu (Hwarang-do, Kung Fu): +1D melee block, +1D melee dodge, +1D melee parry, +1DV unarmed combat.
Muay Thai (Kickboxing, Savate): +1D full block, +1D defense against unarmed, +1DV unarmed combat, +1D on attacks to knock down.
Tai Chi Ch’uan (Kiai): +1D full parry, +1D melee block, +1DV astral combat attacks, +1DV attack of will.
Advanced Maneuvers:
Bullet Shield: Prerequisites: Off-hand Training (Shields).
Through extensive training in the use of shields in active defense, the Martial Artist has gained increased ability to intercept and deflect incoming projectiles. When on Full Defense with a Shield, the Martial Artist may parry ranged attacks as they would a melee attack. The Off-Hand Training requirement is not waived for Ambidextrous characters. In order to use this maneuver and attack with a ranged weapon in the other hand, Two Weapon Style must be learned.
Counterstrike: Prerequisites: Riposte
After successfully parrying or blocking a blow, the martial artist’s net hits may be added to his next strike against attacker. Hits may not be saved, or converted from a different attacker.
Takedown: Prerequisites: Sweep, Throw
The Martial Artist has mastered the art of manipulating his opponent's actions and body to the point where he can perform fast, hard takedowns with almost no notice. He may now inflict damage as per Throw (without the actual lateral movement) when entering Subdual Combat, and may initiate Subdual Combat (with Takedown bonus) instead of Throw whenever Throw would be triggered. Both the Martial Artist and the target are considered prone if the maneuver is successful.[/spoiler]