Friday, November 13, 2009

Shadowrun - Blood of the Earth - News November 2072

Freak Weather storms caused power to fluctuate in large portions of the southern hemisphere today. The lightning hit both South America and South Africa fairly hard. While the power loss was not bad by itself, the damage that it did to the grid infrastructure in those areas will take some time to repair. People believe that it will get better relatively quickly as long as the weather does not return.

Gang warfare has erupted all across China in anticipation of the death of the Great Mandarin, one of the larger organized crime figures in that region. He is famous for having carved out a criminal empire almost unrivaled in the world and rumors of his impending death are causing long hidden rivalries to burst to the surface.

An upstart company, Kilasu, has begun to acquire factories in South East Asia and Southern China , taking advantage of the chaos to obtain them at cut rate prices. Company blogs have hinted that newly automated weapons will be released in the near future which will revolutionize drone warfare.

The Naraxin Conference was held by several major powers on board one of the Red Line cruises. It is unknown precisely what the conference was about, but according to the shadownet a runners stole something of immense value from the ship. The incident was leaked by Aztechnology, who provided the magical security for portions of the conference along with Tir Taingaire. Aztechnology is pointing the finger directly at the Atlantean Foundation. According to commentators, this level public commentary by a AAA corp about something done by shadowrunners is almost unheard of, and it is believed that they are doing so in attempt to shift the blame for losing the artifact. Rumors from sources inside the company indicate that Aztechnology was actually guarding the artifact for someone else.

Tensions between Tir Taingire and the Salish-Sidhe have increased dramatically. Tir accuses the SS of hiring shadowrunner teams to disrupt their financial sector, which they have been somewhat successful at. Worse, there is substantial evidence that they have been doing this for some time and have compromised the relatives of several senior government officials. There are also reports of border skirmishes between the SS and Tir at Tir’s South-Eastern border.

Dennis: 0 Stored DP
Anarch: 5 Stored DP
Brooks: 3 Stored DP
James: 3 Stored DP


Group Edge: 0. Cost to Increase: 5 DP

Accelerated Karma: 1 Per Session. Cost to Increase: 10 DP

Darkness Index: 0/1 (Effect/Countdown)

Magic Index: 0

Tech Index: 1



Group Assets: $10,000 Vehicle Harbor in Seattle



A E D G T F S

+1 -1 0 0 +1 0 0




The research on the Dagger of Archne is sketchy at best. You are able to obtain some fairly impressive sources (though cloaked through several layers of anonymity). Still despite all the effort and research, there is only so much out there about it.

Who Wants It

You know for sure that the Atlantean foundation wants it. Word on the shadow net is that there it is also wanted by the Druids (possibly in alliance with the Fey in Europe ), the Dragons and the Elves. There is strong reason to believe that there is a consortium of powerful corporate interests, possibly directed by the Corporate Court and at least two other organizations. Speculation as to who those are ranges from AI’s, Technomancers, Boogiemen, Shedim, Old Nation States, Insect Spirits or even aliens.



What it Does

There are all kinds of rumors, but broadly speaking it is generally agreed that the dagger holds physical ties to metaplanes that no one has ever seen on anything else. Legends speak of mages able to go to places that others could not; sometimes finely parsed versions of meta planes that others already knew about. It also has a habit of not staying very long with one owner. Those who own it often have good luck or bad luck. There are other powers attributed to it; control of spiders, attachment to the spider totem, attachment to other totems, storms and the like but the accounts become more and more shady as time go on. It must be pretty powerful though, because its effects on the astral are almost impossible to detect. Generally speaking it is believed that there are probably only 4-5 metahuman adepts capable of it, and a small handful of dragons. But then again that’s a rumor.



What is its History

There doesn’t seem to be a lot of lore before the awakening, at least as far as legendary Earth stuff goes. Arachne was a greek woman, according to myth, who thought she was a better weaver than the fates and changed into a spider as punishment. But there is nothing in versions of her myth that indicate anything about a dagger. It mainly appeared shortly around the beginning of the sixth world. One reliable account had it with one of main casters of the Great Ghost dance. Beyond that there are all kinds of theories about it being around thousands of years in the past, being some kind of herald of the doom of the Fifth World or its salvation.

Monday, November 2, 2009

Shadowrun - Blood of the Earth - Initial GM Notes

OK. First things first.

1) Say hello to James Todd, our prospective Fourth player. Let me summarize.

Right now, character generation is set at 405 build points, with up to 35 additional points from disadvantages. That number will go up by 5 every session to ensure that a starting character doesn't fall too far behind the rest of the group, without automatically making everyone equal either.

All books are applicable but standard chargen rules apply.

No dark paths. "Weird stuff" from the SR companion is allowable but I want to pay attention to it. Be aware that Forbidden gear can be problematic sometimes because you'll be traveling a lot, at least until you guys get a vehicle with smuggling capacity.

Each of you is encouraged to make up to two characters. A 'main character' and a 'support character'. When we have at least four people at the table, you will only play the main character with the support character NPC'd by me with your input. However I will always run a session as long as we have at least two players so this lets us have a core team if people can't make it.

You don't NEED to make the second character though.

2) Here is a summary of the first session.

http://letmetellyouaboutmycharacter.blogspot.com/2009/10/blood-of-earth-session-1-synopsis.html

3) Downtime points.

OK. A main theme of the game is that your characters are linked to the "Dagger of Arachne" which controls fate on a massive metaplanar level. What that translates into is that you can, to a limited degree, as players affect the world between game sessions.

First, you get downtime points, actual time and special actions. I'll explain those each.

Actual time is actual between session time, ie generally 4 weeks game time which you can use to do stuff just as outlined in the rules and in the book.

Special actions come from abilities chosen by you.

Your characters have potent dreams, in which they are offered three choices. (You as player will choose only one. Your characters choose the same if you have two)

They are in a deep and long tunnel wherein they are offered a choice of a door. They may choose one door. There are ten doors, with the following symbols upon them:

A roman helmet.

A jade jaguar.

An icy claw.

A rising sun.

A blue diamond.

A sun at zenith.

A splatter of blood.

A ruby dragon.

An emerald set in agate.

A ruby lotus.

The second dream involves them being in a deep chamber. Within the chamber they are able to choose an object from a table. They may only choose one object.

A bear tooth.
A cat collar.
An onyx crown.
A dog leash.
A sword.
An eagle talon.
A lighter.
A moon rock.
Mountain climbing gear.
A rat tail.
A raven feather.
A glass of water.
A tube of lipstick
A shark tooth.
A baby rattle.
A car key.
A pair of dice.
A book titled "Sun Tsu, The Art of War."
A wolf skin coat.
A frowny face button.
A hammer
A stock market portfolio.
A pair of crocodile skin boots.
A dagger
A gold coin.
A baby bottle
A severed bird beak.
A deer horn
A saddle
A lion's tooth.
An acorn.
A stuffed owl.
A book marked, "Harry Potter and the Order of the Phoenix"
A bible
A piece of paper marked, "I.O.U."
And a box of Raisin Bran Cereal.

In the third dream they find themselves on a tall mountain, and the wind is howling. Which way do they go to climb down?

Downtime Points
------------------

Getting them: You automatically get three for free each month. Period.

You can also get them by doing the following:

A) Puppet Factions. Keeping track of ALL the factions in a game this hard is difficult.

I will allow you to puppet one country, one corporation and one miscleneous minor group like policlubs. Basically this can be detailed in terms of what they are planning that month or it can be as little as a paragraph. You can earn two DP's this way. One very detailed plan or three high level ones will earn two. A single paragraph can earn 1.

B) Flesh out NPCs. Up to 2. At least one must be one I can use in an encounter against the party. You can earn up to 2 this way.

C) Rumors. Plot seeds and rumors sent to me to make the game more interesting, and that I might use to speed things up. You can earn up to 3 this way.

D) Increase Darkness. I have will have a hidden timeline. Certain events will happen around the world including the ultimate destruction of the world as the 'darkness meter' increases. You can earn up to 2 this way.

E) Increase Regional Chaos. Every major region (North America, South America, Central America, East Europe, West Europe, North Africa, South Africa, Pacific Islands, China, South East Asia, Middle East, Other (Space/Antartica/Deep Sea Islands) has a chaos rating. As it increases, worse and worse things happen. You can earn up to three this way.

I am potentially open to suggestions of other ways to earn DP, but they should be along this vein.

You can never have more than 10 DP's per month. Unspent DP's only carry over 1 month, so you can never have more than 20 saved up.

Ways you can spend them.

Individually

1)Acquire Contact: Contacts are extremely useful because within their sphere of influence, they can achieve any of the other things that a DP can do for you at no cost to yourself. The downside of this, of course, is that if you use a contact, there is an increasing chance they will ask you to do something for them in return.

2)Upgrade Contact: You can increase either the loyalty or connection rating of an existing contact for each DP spent.

3)Research: Pretty flexible. You can spend a DP to research anything from a new spell, combat technique, item, technology etc. Vastly increased if you have the resources of your own lab or a university at your disposal. Each DP spent represents a month of your or someone else's time spent. You can thus accomplish several months of research at a much faster pace than normal.

4) Gather Information: You can gain a great deal of information on a wide range of topics. Naturally, if you have skills that are more suited for a particular topic, you will be more successful in this regard.

5) Craft Item: This involves making something, either commissioning it or having someone else do it, or making it yourself. This can be anything from your own journal to a play to a magic item. Unique items (besides magic items) will almost always have a beneficial result. Each DP spent represents a month of in character crafting time on your or someone else's part. You can thus accomplish several months of crafting at a much faster pace than normal.

6) Personal Mission: You can undertake your own micro quest. Establish a plan, and I will make rolls for you to determine the result. This can be quite flexible, but this also involves risk to your person; almost never death, but you could, for example, theoretically start the game with damage or loss of an item. Then again, the gains can potentially be quite exceptional as well.

7) Acquire a Knowledge Skill. 1 point for each DP spent. You should never have to waste Karma on knowledge skills.

Group

Everyone can contribute DP towards these.

1) Increase the stakes. For 5 DP's, everyone earns an additional 1 Karma per session. Then it goes to 10, 15, 20 etc etc. It increases the speed at which everyone earns Karma but also the toughness of the bad guys you face.

2) Vehicles. Each DP spent represents up to 10,000NY towards group modification, customization or acquisition of specific vehicles.

3) Bases and Resources. Each DP spent represents up to 10,000NY towards group modification, customization or acquisition of specific bases and group resources.

4) Group Edge Pool. For 5 DP spent, you get one group Edge pool which can be used to solve problems by majority vote at the table during the session. The cost of this goes up 5 for each one acquired 10, 15 etc).

5) Increase the group public rep. Also at a 5 DP increase cost for each spent. 5/10/15 etc.

Metaplot

1)Advocate Organization: All organizations are starting out with an effective 'matrix' in political strength of a certain strength. I will publish that in the first news post. I will track Corps, the 5-6 strongest nations, and other organizations I deem relevant for you to now about. For the first month you won't know what these faction ratings are.

2) Weaken Organization. The reverse of the first.

3) Lower the darkness rating .5. Thus it costs 2 DP's to lower it 1, wherein you can gain 1 DP by raising it one.

4) Lower regional chaos.

5) Advance the Tech track. I will also be creating a hidden tech timeline with technological innovation occurring.

6) Advance the Magic track. I will also be creating a hidden tech timeline with magical innovation occurring.

7) Advance the Reckoning track. There are a lot of scores to be settled and issues that need to be resolved. This will be a hidden track.

Important Note:

Reading this far was wise, because when you reply to me the first time AND when you send in your spent DP's each time I want it to be emailed to me only. If you send it to everyone in the group, you will be penalized 1 DP. This is an increasing penalty so if you accidentally do it twice in a row you will be penalized 2 DP's etc etc.

Bottom line: Send me your responses privately. You can discuss how to spend it amongst each other as much as you want, but when you actually decide how to spend it, I want "Official" somewhere in your subject line.

I hope you enjoy it. :)

Thursday, October 29, 2009

Blood of the Earth - Interim

The guy on the boat welcomed them all aboard and paid them the amount that he had been agreed. He looked at them oddly a moment but took the device they had obtained without asking questions. He almost seemed reluctant to do so. The submarine pulled into a hidden harbor just outside of New Orleans . The owner of the boat, Captain Harbor , said to them just as they got out, “Here is some contact info for the Atlantean Foundation. If you guys come across any information on the dagger, let us know. I’ve also been told that you do phenomenal work, and that our Mr. Johnson may have future work for you.”

Tuesday, October 20, 2009

In the Shadow of Gods: Session 6

Gehn and Mirv tested their bonds repeatedly. Everyone continually kept a look out for an opportunity to escape. Meanwhile Hanst and Marla were following behind, but not so close behind that the party in front could hear. The sounds of drums continually thumped in the background. Eventually Gehn, Mirv and The Professor were introduced to Texaqualtl, head of the Neo Atz Incan empire. The group saw him sacrificing people from cages. There were four tall ritual wooden structures and their corresponding ley lines; the Hexagon in Washington D.C., Stone Henge in Britain, The Eiffel Tower in Paris and the Great Pyramids in Egypt.

Meanwhile, Hanst and Marla managed to find a group of Nazi’s hidden behind a blind with a machine gun in case the natives betrayed them. They over powered the guards and sat in wait for an opportunity to free the others. At the same time, Hanst began using his chemistry set to make tiny little inflatable balloons that would rain down acid on the crowd as a distraction.

Gehn, Mirv and The Professor were all put into wicker wooden cages. The Professor immediately began working to get out with his multitool. Meanwhile, Texaquatle turned on the Nazi Colonel, commanding the crowd of AtzIncans to turn on them to help add to the sacrifice. All hell broke loose and the Col tried to shoot Texaquatle. Texaquatl laughed stating that he was stealing the mana, or “destiny” from the other nations of the earth for the benefit of his own. The bullets missed him harmlessly.

Taking advantage, The Professor continued to work his way out. Mirv grabbed one of the guard’s arm and then broke it inside of the cage. Gehn tried to get the door loose. The guards noticed this and began to use long thin spears inside of the cage. They went for Mirv first because of what he had done to the other guards. Mirv took a lot of hits but kept on going. Eventually, after distracting the guards, he helped The Professor get out of the hole he’d made. The Professor made a bee line for the groups equipment to get Gehn his rifle. Gehn was all set to start shooting people, but he lost one of the quarters that told him whether someone would live or die. He couldn’t shoot without the quarter!

Mirv finally broke off the door and began to attack the remaining two guards, while The Professor snuck out the back towards the Hexagon. Joe burned the Hexagon while The Professor stole one of the ritual plates that diverted mana from the statues to Texaquatl. Hanst showed up just in the nick of time and gave Mirv a healing shot of potent chemical elixir. Mirv got up and grabbed both of them by the neck, dragging them along towards the top of the Pyramid. Marla opened up on the crowd with the machine gun, slaughtering hundreds and kept the group safe. Hanst began using a censor filled with sleep gas to keep the bad guys at bay. Mirv dropped the two guards when they were unconscious.

Gehn eventually used a new coin for the emperor, but rather than trust skill like the Col. did, he trusted luck, and put the coin between him and Texaquat and fired. His first shot shattered the ceremonial head dress and he began to reload. Hanst gave Mirv his sub machine gun and told him to mow down all the priests on the pyramid. Slowly but surely they made their way up, while thousands of people chased after The Professor for having initially disrupted the ceremony. The Professor ran in the field of fire with Marla, who managed to get most of the crowd off his back. The Professor also shot a few of them.

Finally, Gehn shot a third time (his second shot having only caused a flesh wound) shooting T. right between the eyes at exactly the moment Mirv charged him and when The Professor managed to destroy the fourth model. Mirv beheaded the man just to make sure he wouldn’t rise from the dead. Doc was able to find rich treasure in the back of the pyramid and the group returned to become rich men!

The end.

Thursday, October 15, 2009

In the Shadow Of Gods: Session 5

(Summary written by Jeff as GM)

At our last meeting, the Nazi's were chasing the intrepid team through the jungles of south America. You had been approaching the capital city of the dangerous ruler of the jungle-covered plateaus of northwestern south America. His diabolical plan seems to be related to some ancient mysticism regarding ley lines and geometrically perfect structures, but all you know for certain is that the rebels who you befriended are terrified of the power that he will obtain if he succeeds. Those rebels were leading you toward the capital, braving numerous natural and unnatural dangers, but you were waylaid by nazi's who managed to capture everyone except the doctor and his "assistant". As we left off, the Nazi Colonel said that he hoped that you would make a nice gift for "their new friends."

Monday, October 12, 2009

Blood of the Earth - Session 1 Synopsis

Dramatis Persona

Rain - An elven cat shaman.
Mustang - A doc from Denver. (Human)
Steel - An elven street samurai. Brother of Silver.
Silver - An elven physical adept. Brother of Steel.

Our heroes were in terrible shape. They all found themselves locked up in the local drunk tank in Aruba due to trumped up charges. They were all pretty screwed, with no gear and no hope, when during the court the beautiful and intelligent Mary Sue burst them out for a special job that she had in mind. She took them to her magnificent mansion where she fed them some of the best food that they had ever had in their lives.

She told them that they had two days to get on board a AAA corporate run ship and to obtain an item for her. The party had little choice because of how much they owed the beautiful and intelligent woman. She had even provided them a boat. After examining the boat, and warding it, our heroes were at a loss of what to do. If only they had asked Mary Sue! She knew everything and was so wise.

The heroes got attacked by a bunch of technomancers mad at the brothers for a crime they did not commit. They kept sending cars at them and at one point tried to destroy the car that they were in. The heroes detected this and royally screwed up the technomancer's day. Then they hung out in a bar trying to get him to see reason.

Eventually, they told Mary Sue about a dagger that they had received strange omens and portents about. In the middle of a night, a goblin that had been leaving them odd notes and cryptically annoying clues told them that their lives were in danger. Rather than flee, our heroes went deeper into the mansion to find ancient tunnels underneath. There, they found a powerful ritual with hundreds of insect spirits. Wisely, they choose to take the other path and found the dagger.

After the four of them managed to overcome the powerful fire spirit, their luck changed and Mary Sue was instantly killed. They took almost anything that wasn't nailed down in the mansion (that they could quickly carry) and got themselves some quick cash. On the way out, a man from the Atlantean foundation called them, and asked them if they would do the same job that Mary Sue asked them to do, but with enough tools to get the job done.

They ran out of gas and were picked up by the Red Line cruise ship security. They were allowed to be on the boat while it was being refueled. A short while later, they were able to infiltrate a powerful vault and retrieve the mysterious package that both the Atlantean Foundation and Mary Sue had been asking for. Our heroes left as soon as possible, only to be intercepted by an Atlantean Foundation along the way.

Friday, August 7, 2009

Shadowrun - Bill - Heading East

Bill didn't want to leave Denver. He had a lot of good memories there and for three generations, his family had maintained their small ranch at the foot of the rockies, but he remembered the stories about how their family had been driven from New York. And there was supposed to be an artifact of power there, something that called to him from across the plains.

He'd always been lucky. He'd been a lot luckier than most actually and in his career as a shadowrunner had survived things that should have killed anyone else. But he had always felt that his luck had a purpose. Now he knew what it was. The only trouble was, where to start?

He put his affairs in order, arranging for his face ID's to be transferred and then hitched a ride on the next passing truck. A lot of his professional gear was simply too hot to travel with, so he would have to have it shipped by his friends a little bit at a time. Still, he felt a little exposed without all of it.