Shadowrun

Catalyst Game Labs => Catalyst's Shadowrun Products => Topic started by: Bull on <10-01-13/0017:17>

Title: SRM 5A-01: Chasin' The Wind now available!
Post by: Bull on <10-01-13/0017:17>
[quote name='Bull' date='Oct 1 2013, 12:03 AM' post='1263502']
http://www.shadowruntabletop.com/2013/09/a...-ready-to-rock/ (http://www.shadowruntabletop.com/2013/09/a...-ready-to-rock/)

The new season of Shadowrun Missions begins with Chasin’ the Wind (Battleshop (http://www.battlecorps.com/catalog/product_info.php?products_id=3245), DriveThru (http://rpg.drivethrustuff.com/product/119803/Shadowrun-Missions-Chasin-the-Wind-%285A-01%29)), which brings exciting Missions action to the chaotic feral city of Chicago! If you’re brave enough to venture into the wilds of the Containment Zone, here’s what you’ll encounter:

Deadly Cold Wind

It’s been nearly twenty years since disaster struck the city of Chicago, transforming it into an urban hellscape, and some people now believe it’s suffered enough. The Governor of Illinois has initiated and ambitious plan called Project: Takeback to reclaim the feral urban jungle. What’s more, he’s put money into the effort, and that’s the language every corporation on Earth understands. Suddenly, the race is on as the megacorps scramble to claim pieces of the Windy City. They’ll be butting up against the dangers of the Containment Zone and each other, so they’re going to need all sorts of deniable assets. The shadows of Chicago are coming back to life.

In Chasin’ The Wind, what starts as a simple run into the Containment Zone gets more complicated by the minute, and before the night is over shadowrunners might encounter rogue assassins, a feral runaway, and a mysterious massacre in the heart of one of the worst urban areas in the world. But if they survive, there’s more than just pay waiting for them at the end. There’s pizza—Chicago-style.

Chasin’ The Wind is the first adventure for Season 5 of Shadowrun Missions, Catalyst Game Labs’ living campaign for Shadowrun. It is designed for use with Shadowrun, Fifth Edition.
[/quote]

(http://i5.photobucket.com/albums/y156/bulldrek/E-CAT27M0501_Chasin-the-Wind_zps6ecce839.jpg) (http://s5.photobucket.com/user/bulldrek/media/E-CAT27M0501_Chasin-the-Wind_zps6ecce839.jpg.html)
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: AJCarrington on <10-04-13/1614:48>
Downloaded and transferring to iPad as I type...just in time for return trip from Europe. :)

Really liking the bookmark layout...slick.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: martinchaen on <10-04-13/1619:10>
Sweeeet! Waiting to download until I've played it, since I don't want to spoil it.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Slithery D on <10-07-13/2001:19>
I'd be interested to hear from anyone else who has read it. I think it's pretty awful. The lab at the center of plot makes absolutely no sense, although there are many other serious flaws as well.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Michael Chandra on <10-08-13/0446:53>
It's a fastmoving introduction mission with a lot of different fish and sharks being introduced. Does a nice job at it, I think. What flaws do you feel it has?
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Slithery D on <10-08-13/0854:52>
None of the backstory makes sense.

Why is a Aztech Johnson fronting for a Lone Star detective? Supposedly to build up favors for future moves. So he helps a low level detective who is distrusted/hated by his own supervisors and the media? Yeah, great guy to have owe you favors.

The lab research involves cloning and networking technomancers. So why did they put a "kill everyone" suite of delta grade bioware into the original, nearly destroying her Resonance abilities?

Since when are cranial bombs removable by people without medical training, operating with an arm twisted behind their head, viewed through a camera, and with no pain medication, without triggering the anti-tamper circuits? (I can't believe they didn't give her a pain editor, BTW, given all the other Mary Sue crap she has.)

How did a facility in the CZ, whose parent corporation doesn't apparently remember they exist, fund and acquire delta grade bioware so easily that they can waste it on incomprehensible uses?

Why doesn't Shiawaise know about this facility, giving SK the opportunity to steal it? Why isn't there any discussion of the runners thinking of calling Shiawaise in search of a much better pay day, or at least renegotiating with SK?

That'll do to start.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Mirikon on <10-08-13/1306:23>
Why is a Aztech Johnson fronting for a Lone Star detective? Supposedly to build up favors for future moves. So he helps a low level detective who is distrusted/hated by his own supervisors and the media? Yeah, great guy to have owe you favors.
When you're trying to build a presence, you don't start with the people already at the top. They've already got their positions and power, and aren't going to be as beholden to you for small favors. Now, you take someone who is somewhat on the outs, but still has some standing (he's still a Lone Star detective, after all), and give him a couple big breaks? Suddenly, you got someone who may be poised for a rapid rise, and they'll know exactly who they have to thank for it. And since corps are moving back to Chicago, having sources in the local law enforcement will be key for making things go smooth.

The lab research involves cloning and networking technomancers. So why did they put a "kill everyone" suite of delta grade bioware into the original, nearly destroying her Resonance abilities?
The lab research involved very early research into mind-machine interfaces, even before the Otaku came to be. Remember, back in 2052, no one knew anything about the Otaku, and certainly not about Resonance or Technomancers. Hell, Renraku was still trying to crack how to make a functioning AI way back then. So they probably didn't know they were destroying the original's abilities. As for the bioware/geneware, think about it for a second. You've found someone with an inherent, unhackable connection to the Matrix, and you got her as a child. If you can turn her into a living weapon and control her, then you've got a powerful weapon in the corp wars (which were still going on back then) that won't show up on any cyberware scanners or metal detectors.

Since when are cranial bombs removable by people without medical training, operating with an arm twisted behind their head, viewed through a camera, and with no pain medication, without triggering the anti-tamper circuits? (I can't believe they didn't give her a pain editor, BTW, given all the other Mary Sue crap she has.)
You don't think the free sprite she had helping her maybe hacked the bomb to make sure it didn't go boom while she was taking it out? As for taking it out itself, a kink bomb at the base of the neck wouldn't require too much knowledge to remove, unlike one planted under the skull. But that's not what we're talking about here. At the base of the neck, with sufficient adrenaline and looking at it through a camera, you could do it. Wouldn't be easy, but you could do it. The Medicine skill is used to properly remove cybernetics without causing further damage. Nothing is stopping you from taking a knife and digging the things out, or ripping the cyberarm off a guy and beating him with it, for instance.

How did a facility in the CZ, whose parent corporation doesn't apparently remember they exist, fund and acquire delta grade bioware so easily that they can waste it on incomprehensible uses?
Shiawase didn't always not know about the lab. And remember, it never said when in those twenty years the girl got the modifications done. If I had to guess, I'd say it happened sometime between Ares spraying the area with FAB III, and Crash 2.0. Wartorn wastelands are great places for hiding experiments like this.

Why doesn't Shiawaise know about this facility, giving SK the opportunity to steal it? Why isn't there any discussion of the runners thinking of calling Shiawaise in search of a much better pay day, or at least renegotiating with SK?
There's been plenty of turmoil in Shiawase over the years. The board has changed several times, one of their family is the Empress of Japan, there's been internal squabbling in several of their divisions, including their intelligence division, the different factions of the Shiawase family are still fighting eachother, and more. Then you have this little thing called Crash 2.0, where god knows how much data (like property registries) was lost or corrupted. And even before that, we're dealing with the CZ, where things were a mess to begin with. Assuming this was a 'black', off-the-books project, that's easily enough to cause it to be forgotten.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Bull on <10-08-13/2159:33>
thanks Mirikon.  All fantastic replies. :)
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: CanRay on <10-08-13/2249:55>
Since when are cranial bombs removable by people without medical training, operating with an arm twisted behind their head, viewed through a camera, and with no pain medication, without triggering the anti-tamper circuits? (I can't believe they didn't give her a pain editor, BTW, given all the other Mary Sue crap she has.)
You don't think the free sprite she had helping her maybe hacked the bomb to make sure it didn't go boom while she was taking it out? As for taking it out itself, a kink bomb at the base of the neck wouldn't require too much knowledge to remove, unlike one planted under the skull. But that's not what we're talking about here. At the base of the neck, with sufficient adrenaline and looking at it through a camera, you could do it. Wouldn't be easy, but you could do it. The Medicine skill is used to properly remove cybernetics without causing further damage. Nothing is stopping you from taking a knife and digging the things out, or ripping the cyberarm off a guy and beating him with it, for instance.
I've heard of someone who took his own about-to-burst appendix out in the middle of a traffic jam.  Now, he was a military medic mind you, but still.  Can be done if it was cheaply done.

Might even be able to be done with a local anesthetic.

BTW:  One great way to torture a Decker is to tell him you'll be "surgically" removing his/her datajack, and then pull out a pair of pliers that have "Surgery" engraved on them.  ;D
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Slithery D on <10-09-13/1354:49>
I've heard of someone who took his own about-to-burst appendix out in the middle of a traffic jam.  Now, he was a military medic mind you, but still.  Can be done if it was cheaply done.

Might even be able to be done with a local anesthetic.
A Russian surgeon in Antarctica did it.

My issue isn't with the surgery per se, but the idea that cranial bombs should have some pretty sophisticated anti-tamper devices to hinder even professionals in optimal situations. The free sprite may be an answer to that.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Mirikon on <10-09-13/1748:38>
Also, the cranial bomb may have been an older model. Regardless, it is clear from the opening fiction that the free sprite was already in the bomb, or she had already hacked the bomb, because it wasn't blowing up when the dwarf sent the command from his commlink.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: CanRay on <10-09-13/1842:36>
I'm in ur brianz, haxxorzin' ur bombz!  ;D
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Slithery D on <10-09-13/2219:43>
Except a Data sprite doesn't have any skills except Computer and Electronic Warfare, in addition to having Attack and Sleaze as its worst matrix attributes, so it can't actually hack anything.

As long as we're on that, Samantha's listed matrix attributes are all wrong. I thought some of them might have been borrowed from the sprite, but they don't make (consistent) sense for that, either.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Slithery D on <10-10-13/1515:35>
I wanted to add that one great thing about this adventure is that it explicitly notes that all of the opposition turns off their wireless on all equipment. It's nice to see a published product acknowledge that the common sense reaction to the rules is to shut off an entire part of the rules.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Kincaid on <10-19-13/1335:18>
I wanted to add that one great thing about this adventure is that it explicitly notes that all of the opposition turns off their wireless on all equipment. It's nice to see a published product acknowledge that the common sense reaction to the rules is to shut off an entire part of the rules.

In a -3 Noise environment, it absolutely does.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: wraith on <11-02-13/0103:27>
Also, the cranial bomb may have been an older model. Regardless, it is clear from the opening fiction that the free sprite was already in the bomb, or she had already hacked the bomb, because it wasn't blowing up when the dwarf sent the command from his commlink.

Additional question, why would the bomb be hackable?  I mean, if we're going with the explanation that they stuck all this stuff in her back in the 2050's, and didn't want the girl with the unhackable mental Matrix connection turning off her own safeguards, why would there be any route of access to the bomb?

Unless we're conceding that people with access to Deltaware and running a black R&D lab are too dumb to realize that a hacker might hack something, I suppose?
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Michael Chandra on <11-02-13/0502:14>
why would there be any route of access to the bomb?
Aside from the fact they wanted to be able to detonate it remotely?
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Mirikon on <11-02-13/0847:51>
why would there be any route of access to the bomb?
Aside from the fact they wanted to be able to detonate it remotely?
Exactly. Unless you want to have it be a manual trigger (as in, go up and push the button), then you have to have some sort of wireless connection so you can send the detonation signal.
Title: Re: SRM 5A-01: Chasin' The Wind now available!
Post by: Michael Chandra on <11-11-13/0706:19>
Not sure where I should post this, since there's no Bull-made topic in Play Results, so I'll post it here.

Where was this Mission run? Café De Fiets (The Bicycle) in Nijmegen.

When was this Mission run? 9 November 2013.

Did the Runners repair the Matrix Nodes as instructed? Yes.

Who did the Runners give the lab data to? An unnamed Shiawase Fixer.

Who did the Runners deliver Samantha to? Nick Ryder.

Did anything interesting, unusual, or especially cool occur during this adventure? A few things come to mind. For example, near the end the Rigger drove through the Containment Zone at 384 km/h without crashing. The Mountie walked to the first meet with Survival and hitched a ride afterwards. He later used Manifestation to talk with people at the Maker's Collective and then Samantha. One more nice thing is the airport, but more importantly is why you should never lie to a Mountie.

I ended up teasing the players a few times, with a bunch of cold Lone Star officers waving them through after a few questions at the first checkpoint, devil rats inside the lab that scurried into dark corners (one of the players got attacked by them in Stormcrow Undone so wanted to blow up that lab room), the Gestalt locking the big Lab Doors and turning off the lights after the Runners walked out, and at the park Lone Star showed up to fight the crazy Adept and told the runners to take cover, then later on did a symbolic SIN-check of rating 1 because damn it's cold and screw the paperwork. Only after Nick Ryder confirmed the sniper was a looney did the Rigger feel like aiding Lone Star there, and the Air Spirit Concealed itself and ran towards the guy to help finish him off.

At the airport, one of the cars and a bike drove up to the Control Tower with blinkers on. Security made them pull the windows down and saw an Air Spirit behind the wheel. (He managed not to crash the car the entire session, 6 dice after penalties and defaulting.) They were informed the team was there to repair the Matrix Node and ended up getting fast-talked into letting the technician go up and repair things. Magician supervised him, the Force 3 Spirit of Man accompanied the guards and was looking at a smiling Force 6 Air Spirit, needless to say the Spirit of Man was desperately pretending he wasn't intimidated by facing a much stronger Spirit.

As for lying to a Mountie: The runners decided to confirm the claim from Simon Andrews that the lab was theirs. The Mountie's non-Mission fixer asked around and told him Shiawase owned it, so he asked for the fixer to arrange a conversation with Shiawase. While they explored the lab, the guy rolled and managed 6 hits, which I capped at 5 for a Connection 5 Shiawase Fixer. They get out, and the Johnson tells them they got someone on the line. They renegotiate with him, scoring 5k pp rather than the 4k they scored from Simon, then have a debate that easily took 5 minutes real time, probably closer to 10, about whether they should contact Simon and give him a chance to up his offer or just take this deal.

Eventually, a few common sense rolls led them to the conclusion that asking Simon for more money would piss off both him and Shiawase, and since it's better to just piss off 1 corp they sold the data to the Shiawase fixer. After they delivered Sam (didn't want Andrews to get in the way before then) and had told Nick about the lab, the Mountie called Simon back to inform him. Needless to say, Simon already knew Shiawase had claimed it AND that Nick had tried to request a raid on the place, so he was a bit ticked off. Mountie informed him politely and Simon pretty much hung up on him.

Meanwhile, a very confused Shiawase fixer informed his coworkers that they just scored an old CZ lab back for a mere 20k, and the only downside was that the basement was haunted by a creepy experiment so they probably wanted to not use the basement anymore and stick to the other 3 floors.

P.S. Mountie snatched the cortex bomb, they sold it through Quantum Princess at 4 Loyalty for 2k (20% of 10k), split into 500 per runner.