Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Bushw4cker on <04-14-14/0300:55>

Title: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/0300:55>
What precautions to Morgues/Funeral Parlors/ect. take against Shedim in 2075.

 Is the threat not as serious?.. something that happens rarely.

Can Shedim Possess a headless corpse?

Do most hospitals have magic wards in 2075?

Next run my players are more than likely going to be trying to get to a dead body getting an autopsy in a morgue.

Any feedback is appreciated.

Thanks
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Namikaze on <04-14-14/1017:14>
What precautions to Morgues/Funeral Parlors/ect. take against Shedim in 2075.

According to Street Magic (4th edition), many bodies are cremated to prevent shedim infestation.

Is the threat not as serious?.. something that happens rarely.

There hasn't been a shedim report since Ghostwalker closed the DeeCee rift.  Doesn't mean they aren't there, or can't come back, but it hasn't happened in years.

Can Shedim Possess a headless corpse?

I assume so.  Never heard of it happening, but the possession (as near as I can tell) is more spiritual than anything else.  When the spirit has left the body, the body becomes an unused vehicle, essentially.  So without a head the shedim wouldn't be able to do anything that a person without a head could do, but they could at least animate and stumble.

Do most hospitals have magic wards in 2075?

Some do, sure.  There's always the possibility for spirits and/or paracritters to try to get into a hospital.  Not to mention ghouls and other infected that can perceive astrally.  I can't even imagine the HIPPA rules for assessing.

Next run my players are more than likely going to be trying to get to a dead body getting an autopsy in a morgue.

Sounds good.  If you're willing to play with the rules a bit, you could create a situation with a possession mage trying to find bodies for possession.  Or you could have a gang getting their "green wings" in the morgue.  And of course, there's always people who attempt to steal from the dead, whether it's as simple as someone pulling teeth for fillings or Tamanous pulling bodies for parts.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1022:20>
Thanks for the Response Namikaze..

I'm thinking I just might have the Shedim possess just the Head, that might be fun. Or I have Toxic mage I didn't get to use in last run.. might do that. Toxic spirit of man.

Didn't even think of Tamorous, I'm always looking for an Excuse to use Ghouls in my games. Those and Wendigos.

Umm "Green Wings"?..
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Namikaze on <04-14-14/1052:26>
I'll try to be tasteful with the definition of green wings.  This is just something I heard from a guy who used to be a biker back when he was a young'un.  Basically, his buddies broke him and some other recruits into the morgue at night.  You see, there's a green pus-like fluid that leaks from certain parts of the female anatomy after death.  I'll leave out the details here, but suffice to say that after you're done for the night, you've earned your green wings.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Nightmare on <04-14-14/1053:37>
I'll try to be tasteful with the definition of green wings.  This is just something I heard from a guy who used to be a biker back when he was a young'un.  Basically, his buddies broke him and some other recruits into the morgue at night.  You see, there's a green pus-like fluid that leaks from certain parts of the female anatomy after death.  I'll leave out the details here, but suffice to say that after you're done for the night, you've earned your green wings.

Urgh...and people say I'm a necro. ;P  That's just wrong.....
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1056:26>
I have idea. The Shedim is too obvious. I'm going to use a Toxic Spirit of Man possess the head. At first the spirit is going to use subtle powers. I was thinking Desire Reflection on the Sorcerer so he thinks that one of the corpses in the Morgue is a Damsel in distress. He'll use Astral Perception, see that the woman has a faint aura and is still alive.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Namikaze on <04-14-14/1056:56>
Yeah it is.  But supposedly this is the reason this guy didn't go through with initiation.  But after knowing him a couple years, he's a pervvy old man (not talking about Bull) so who knows.

I have idea. The Shedim is too obvious. I'm going to use a Toxic Spirit of Man possess the head. At first the spirit is going to use subtle powers. I was thinking Desire Reflection on the Sorcerer so he thinks that one of the corpses in the Morgue is a Damsel in distress. He'll use Astral Perception, see that the woman has a faint aura and is still alive.

Yeah this could work.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1058:08>
I'll try to be tasteful with the definition of green wings.  This is just something I heard from a guy who used to be a biker back when he was a young'un.  Basically, his buddies broke him and some other recruits into the morgue at night.  You see, there's a green pus-like fluid that leaks from certain parts of the female anatomy after death.  I'll leave out the details here, but suffice to say that after you're done for the night, you've earned your green wings.

Sometimes ignorance is bliss...
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1059:55>
Yeah it is.  But supposedly this is the reason this guy didn't go through with initiation.  But after knowing him a couple years, he's a pervvy old man (not talking about Bull) so who knows.

I have idea. The Shedim is too obvious. I'm going to use a Toxic Spirit of Man possess the head. At first the spirit is going to use subtle powers. I was thinking Desire Reflection on the Sorcerer so he thinks that one of the corpses in the Morgue is a Damsel in distress. He'll use Astral Perception, see that the woman has a faint aura and is still alive.

Yeah this could work.

I just think it would be humorous to have the group "rescue" a corpse. Maybe have the Elf Sorcerer recognize her as someone who would be worth some money.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Namikaze on <04-14-14/1115:10>
I did a session once where the players decided to harvest the cyberware implants from their slain foes.  They had to develop a contact within Tamanous, and deliver the bodies, etc.  It was quite a nasty situation, and eventually they decided that the nuyen wasn't worth the stains on their minds and souls.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Nightmare on <04-14-14/1118:38>
I did a session once where the players decided to harvest the cyberware implants from their slain foes.  They had to develop a contact within Tamanous, and deliver the bodies, etc.  It was quite a nasty situation, and eventually they decided that the nuyen wasn't worth the stains on their minds and souls.

Actually I've ran something just like that, except the players had to harvest the implants because they were wanted by a corp.  The players ended up forgoing the Tamanous and instead searched the Matrix for learn how to correctly dissect a body and remove cyberware.  Was interesting to say the least.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1148:00>
The NPC I wrote up a while ago is going to be the main antagonist in my campaign. He's a Toxic Havoc Shaman that subtly uses spirits to mess with the runners. He has a very dark sense of humor, and doesn't want the runners dead.... yet, but enjoys causing chaos. First he convinces the Sorcerer (who is the only one on team that has Astral Perception.) that one of the bodies in Morgue is really alive and there would be big reward for her return, using the Desire Reflection Power.

 I'm thinking the Toxic spirit of Man will be a Force 7 or 8 (So if they try to Banish it, they are going to risk Physical Drain.), they don't want to kill it, because they need the data that's in the host's head. I was thinking that the spirit might even "help" the runners with an Accident spell, if they are being pursued. Mainly he's going to be a major pain in the arse, once the runners discover the head is possessed.

Using Influence Power and New Groin Shot rules in Run & Gun "Hey you want a little head?!" "Chomp, Chomp, Chomp!"
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: martinchaen on <04-14-14/1241:44>
Nice try, Namikaze, but there's just no tasteful way to describe the concept of some of the wings, including green. ;)
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1325:55>
The NPC I wrote up a while ago is going to be the main antagonist in my campaign. He's a Toxic Havoc Shaman that subtly uses spirits to mess with the runners. He has a very dark sense of humor, and doesn't want the runners dead.... yet, but enjoys causing chaos. First he convinces the Sorcerer (who is the only one on team that has Astral Perception.) that one of the bodies in Morgue is really alive and there would be big reward for her return, using the Desire Reflection Power.

 I'm thinking the Toxic spirit of Man will be a Force 7 or 8 (So if they try to Banish it, they are going to risk Physical Drain.), they don't want to kill it, because they need the data that's in the host's head. I was thinking that the spirit might even "help" the runners with an Accident spell, if they are being pursued. Mainly he's going to be a major pain in the arse, once the runners discover the head is possessed.

Using Influence Power and New Groin Shot rules in Run & Gun "Hey you want a little head?!" "Chomp, Chomp, Chomp!"

Is there any flaw in my plan? I want the spirit to be a nuisance to runners. Would a combat spell like stun bolt, risk damaging an internal commlink? I'm trying to think of what the players would do..they really caught me off guard with their Murder Point presentation last game, I don't want that to happen in this next game.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Mithlas on <04-14-14/1422:10>
Can Shedim Possess a headless corpse?
I assume so.  Never heard of it happening, but the possession (as near as I can tell) is more spiritual than anything else.  When the spirit has left the body, the body becomes an unused vehicle, essentially.  So without a head the shedim wouldn't be able to do anything that a person without a head could do, but they could at least animate and stumble.
Possessing spirits are dual natured and can use astral perception to observe their surroundings, they just wouldn't be able to use hearing, sight, smell, or taste (as those organs are localized in an appendage that's missing from a decapitated body). Namikaze has already answered everything else I can think of in the OP.

No idea what "murder point" is or how to prevent that - my current players fence cyberware from their enemies and have just gotten been caught, had to burn their fake SINs and move out of the city with multiple agencies (a few corp security and the triads) following them. Trying to properly portray some aspects that are frowned upon in the 6th world (when they did those things regularly in the Rifts and D&D campaigns they played before I joined) is a difficult subject that I'm still trying to manage, particularly when the fencer they rely on is already morally corrupt enough not to care about what other people think about the ethics of "used cyberware".
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Namikaze on <04-14-14/1440:35>
No idea what "murder point" is or how to prevent that - my current players fence cyberware from their enemies and have just gotten been caught, had to burn their fake SINs and move out of the city with multiple agencies (a few corp security and the triads) following them. Trying to properly portray some aspects that are frowned upon in the 6th world (when they did those things regularly in the Rifts and D&D campaigns they played before I joined) is a difficult subject that I'm still trying to manage, particularly when the fencer they rely on is already morally corrupt enough not to care about what other people think about the ethics of "used cyberware".

That's an interesting take.  Rifts and D&D are systems wherein the players are regularly murderous lunatics that in the real world would barely cling to their sanity as they spiral out of control.  World of Darkness introduces a system that measures a person's bestial, sadistic natures and does a good job of making morality a big thing.  Shadowrun's morality is more like real-world morality - no numbers to represent things, but laws that are in some ways inviolate.  I think you did it correctly by chasing them out of the city.  So long as their contacts are still intact, they should be able to return after a month or two of laying low in a hole somewhere.
Title: Re: Bring Out Your Dead (Precautions against Shedim in 2075)
Post by: Bushw4cker on <04-14-14/1843:09>
The NPC I wrote up a while ago is going to be the main antagonist in my campaign. He's a Toxic Havoc Shaman that subtly uses spirits to mess with the runners. He has a very dark sense of humor, and doesn't want the runners dead.... yet, but enjoys causing chaos. First he convinces the Sorcerer (who is the only one on team that has Astral Perception.) that one of the bodies in Morgue is really alive and there would be big reward for her return, using the Desire Reflection Power.

 I'm thinking the Toxic spirit of Man will be a Force 7 or 8 (So if they try to Banish it, they are going to risk Physical Drain.), they don't want to kill it, because they need the data that's in the host's head. I was thinking that the spirit might even "help" the runners with an Accident spell, if they are being pursued. Mainly he's going to be a major pain in the arse, once the runners discover the head is possessed.

Using Influence Power and New Groin Shot rules in Run & Gun "Hey you want a little head?!" "Chomp, Chomp, Chomp!"

So what do you all think of this Scenario?