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Players as Shedim, toxic shamans etc antagonists (one shot scenario) input pls

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DigitalZombie

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« on: <10-31-14/1705:49> »
Im considering running a one-shot scenario for my regular group. In which they would play some nasty bad guys instead. This would be a break off from their normal characters, where they would get the chance to play something enterily different. After the one-shot scenario the players regular characters would be presented with camera feeds etc of the bad guys adventure and maybe be hired to kill one or two of the off. (I as the GM would then play the antagonists when the players encounter them in the following scenario, I will try as hard as possible to mimic the antagonists personality the players gave them, while in control of the baddies).

Now first off, Im not looking for an excact method of creating the antagonists, as they would be something the current priority system is geared to handle. I am looking for a semblance of internal balance amongst the 4 antagonists, and naturally a fluffy explanation of why they would work together in the first place.

Im thinking of making one of the badguys a master shedim force 6? (too much? too little?)
Another would be a vampire bloodmage initiated at least once, gaining the sacrifice meta magic.
Maybe a toxic adept? Ghoul? Nosferatu? toxin shaman?

I like the idea of most/all of them having a magic score, this would also give the group the option of using some rituals to mess with the puny mortals.
Input and suggestion to the type of badguys would be appreciated, as would any head up on potential abuse. (like the master shedims astral rift power or energy drain powers)

edit: I think a force 6 shedim might be too much, as apparently they gain their full force as a positive modifier to the possessed corpse´s stats.



« Last Edit: <11-15-14/0850:15> by DigitalZombie »

Sabato Kuroi

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« Reply #1 on: <11-02-14/0740:29> »
Well most of the "evol parties" usually end up working together because they serve a common master.

Just pick a theme and then choose the mastermind.
IMHO toxic, shedim and bloodmages wouldnt cooperate because a common master makes no sense.On the other hand a common enemy might.

DigitalZombie

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« Reply #2 on: <11-15-14/0836:24> »
Yeah I think choosing the correct theme would go a long way explaining the party setup.
The theme in this case is some evil "undead" (infected and a shedim) working together because of ... reasons  :o (yep not quite done here)

I guess I want the badguys to be a bit tougher than a starting runner in a 1vs1 fight, Im a bit doubtful of the outcome if they become a lot stronger.

Ok, so the first Evil character (played be a lucky player in the initial scenario) is a master shedim force 4.
Attributes = as a force 4  master shedim
Powers = as a master shedim, with the caveat that astral gateway costs an edge point.

skills: assensing, perception, unarmed combat, spellcasting, con, intimidate all at skill level 4 and ritual spellcasting at skill level 6

Spells: manabolt, powerball, dream, mass reduce senses (sight), mass agony, foreboding, area thought  recognition. 
Rituals: Prodigial spell, curse, homunculus

The shedim player will start the game possessing an average human being.
He is decently physical capable (having 7 in all physical stats while possessing an average joe human) and has regenerative abilities (I guess he rolls 7body + 4 magic when possessing?) Those physical merits also allows him to focus more on the niche skill : ritual spellcasting without gimping the character.

The next character is a vampire bloodmage
Attributes= as a generic human vampire
Skills= assensing 3, perception 5, Unarmed combat 3, spellcasting 6, ritual spellcasting 3, counterspelling 3, conjuring 5, blades 6, running 5, sneaking 6

Spells= firewater, mist, shapechange, alleviate allergy sunlight, bugs, borrow sense

Initiate grade 1 with the sacrifice metamagic

A closecombat mage, buffing his spellscasting/summoning with the blood he draws from his blade (might give him a force 1 weapon focus)


The third character is a cyber ghoul
Attributes= as a generic human ghoul + various cyber enhancements
Skills= unarmed combat 6, Automatics 4, assensing 4, perception 5, intimidation 6, running 3, sneaking 6, gymnastics 3, tracking 6

ware: (he has 1,125 essence and bought his magic back to a manly one )
titanium bonelacing
used reaction enh 1
used olfactory booster 5
used air tank
used taste booster 5
used adrenalin pump 1
used simrig

Pretty tough no-nonsense combat bloodhound ghoul, but also the only one lacking regenerative powers :/ and extra initiative dices.
He furthermore has addiction moderate: simsense snuff. And he prefers making the recordings himself, reviewing them in VR (where his lack of physical sight wont hinder him)

The last character is an Elven Banshee(from SR4) toxic alchemist mystic adept
Attributes= bod 3, agility 4, reaction 3, strength 3, willpower 5, logic 3, intuition 4, charisma 6, magic 4

skills: assensing 4, influence group 5, acting group 5, alchemy 6, sneaking 4, throwing 4, perception 4, unarmed combat 3, ritual spellcasting 1, summoning 3

Preparations: pollution wave, control actions, physical mask, opium den, decrease willpower

Adept powers: combat sense 1, voice control 1, traceless walk and likely 2 more powerpoints of stuff.

Powers and weakness: as in SR4 (its more like an elven version of a vampire)

Havent really decided on the characters toxic mentor spirit yet, also could use some more preparations and adept powers.


So how do you think the internal power is in the party? is one of them überpowerfull compared to the rest? is one of them hopelessly lacking behind the rest?

Do you have any suggestions on cool fluffy powers they just cant live without?

Say the evil party got seperated, how much is 2 of these a challenge against a party of 4 runners?



« Last Edit: <11-15-14/0852:35> by DigitalZombie »

PiXeL01

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« Reply #3 on: <11-15-14/1025:14> »
Shadow spells has special spells that only boost the infected. Look into those
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DigitalZombie

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« Reply #4 on: <11-16-14/1407:09> »
oh neat thanks, I'll look into that.
I think Im going for a force 6 master Shedim instead of a "measly" 4. I just need to upgrade the other characters to be around equivelant to him then.


BTW saw your links to things magical, nice overview:)

Poindexter

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« Reply #5 on: <11-16-14/2329:21> »
Dude, insect shaman.
You GOTTA have an insect shaman.
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DigitalZombie

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« Reply #6 on: <11-17-14/1548:12> »
aah yes the bug man:)
Ive tried to incorporate one into the team without stretching the credibility (further) of them working together towards a common goal.
The thing is, an insect shaman isnt very "special" by himself, but special through his nasty spirit allies.
Alternatively, instead of using an insect shaman, I could use an insect spirit  :o I suppose the true form spirit wouldnt waork, as that one has no metahuman memories or skills and only its own freaky alien mind to work with, it would hardly cooperate with anyone else but other insects and insect shamans.
A hybrid or true actually keeps some or all of its hosts memories, and in the case of a fleshform actually skills too. Such a creature would in theory be roleplayable and doable...
hhm maybe a roach hybrid/fleshform insect spirit teaming up with a team of "undeads" hellbent on creating a nuclear winter with a lot less sunshine..

8-bit

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« Reply #7 on: <11-17-14/1600:17> »
aah yes the bug man:)
Ive tried to incorporate one into the team without stretching the credibility (further) of them working together towards a common goal.
The thing is, an insect shaman isnt very "special" by himself, but special through his nasty spirit allies.
Alternatively, instead of using an insect shaman, I could use an insect spirit  :o I suppose the true form spirit wouldnt waork, as that one has no metahuman memories or skills and only its own freaky alien mind to work with, it would hardly cooperate with anyone else but other insects and insect shamans.
A hybrid or true actually keeps some or all of its hosts memories, and in the case of a fleshform actually skills too. Such a creature would in theory be roleplayable and doable...
hhm maybe a roach hybrid/fleshform insect spirit teaming up with a team of "undeads" hellbent on creating a nuclear winter with a lot less sunshine..

There are Free Insect Spirits. I think that is only possible for True Form Spirits though. Don't quote me on that, I haven't really looked up those rules.

Poindexter

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« Reply #8 on: <11-17-14/1609:08> »
aah yes the bug man:)
Ive tried to incorporate one into the team without stretching the credibility (further) of them working together towards a common goal.
The thing is, an insect shaman isnt very "special" by himself, but special through his nasty spirit allies.
Alternatively, instead of using an insect shaman, I could use an insect spirit  :o I suppose the true form spirit wouldnt waork, as that one has no metahuman memories or skills and only its own freaky alien mind to work with, it would hardly cooperate with anyone else but other insects and insect shamans.
A hybrid or true actually keeps some or all of its hosts memories, and in the case of a fleshform actually skills too. Such a creature would in theory be roleplayable and doable...
hhm maybe a roach hybrid/fleshform insect spirit teaming up with a team of "undeads" hellbent on creating a nuclear winter with a lot less sunshine..

Everything you just typed sounds AWESOME.
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Imveros

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« Reply #9 on: <11-17-14/2220:14> »
Meh for a one shot i just suggest you you unload a truck of handwavium and move on. It seems to me the whole point of this kind of game is to get up to evil shenanigan, level half the city while you twirl your mustaches, and then tie a few orphans to the train tracks before patting yourself on the back for a good days work. Just make sure your players are all on the same page and you guys should have a blast with this. Heck they could even end the night with a massive PvP fight to see who the king of their newly conquered Seattle is ;)
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DigitalZombie

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« Reply #10 on: <11-18-14/0316:11> »
well, the plan is that at the oneshot antagonist scenario, one of the players will be playing the cyber ghoul with the installed sim module. That player will be recording everything the evil party does, while its mostly for his own twisted enjoyment. The plan is for the protagonist shadowrunners (the same players, at the next session)  to get hold of those recordings and then study the evil party in detail (and unless they want to roll a billion composure rolls, they better shut off the taste booster and olfactory boosters whenever the ghoul decides to record eating his metahuman victims) (or whatever twisted stuff the player controlling the ghoul character decides to do ).
An indepth study of the evil partys capabilities would also explain why the party knows all their weaknesses in-game. The plan would ofcourse be that the players get to kill of their former evil characters with their shadowrunner characters :)

There are Free Insect Spirits. I think that is only possible for True Form Spirits though. Don't quote me on that, I haven't really looked up those rules.
Yeah the queen is a free spirit, but the rest of the insect spirits can stay in meatspace indefinetely as long as they have used their inhabitation power on a hapless metahuman. I jjust think true form spirits might be too alien in their strain of thought for a player to control it (and for the spirit to cooperate with non-insect spirits/shamans of its own accord) thats why Im thinking of using hybrid/fleshform as those spirits have access to the metahuman mind.

Poindexter

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« Reply #11 on: <11-18-14/1738:39> »
Yeah the queen is a free spirit, but the rest of the insect spirits can stay in meatspace indefinetely as long as they have used their inhabitation power on a hapless metahuman. I jjust think true form spirits might be too alien in their strain of thought for a player to control it (and for the spirit to cooperate with non-insect spirits/shamans of its own accord) thats why Im thinking of using hybrid/fleshform as those spirits have access to the metahuman mind.

That, and that hybrids and fleshforms are WAY creepier.
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« Reply #12 on: <11-18-14/1755:44> »
There are Free Insect Spirits. I think that is only possible for True Form Spirits though. Don't quote me on that, I haven't really looked up those rules.
Yeah the queen is a free spirit, but the rest of the insect spirits can stay in meatspace indefinetely as long as they have used their inhabitation power on a hapless metahuman. I jjust think true form spirits might be too alien in their strain of thought for a player to control it (and for the spirit to cooperate with non-insect spirits/shamans of its own accord) thats why Im thinking of using hybrid/fleshform as those spirits have access to the metahuman mind.

I seem to (vaguely) remember something about spirits whose hives have been destroyed being able to become free spirits.

Agreed that Hybrid and Fleshform are much creepier.

JD

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« Reply #13 on: <11-22-14/0521:14> »
One of the very best RPG experiences in my group was a one-off D&D module, probably from White Dwarf or Dragon Magazine, where each player was given a pre-fab character with a VERY dark secret. The characters were all invited to Castle_X, where we'd discuss the future of the lands now that King_Y was dead... or something of the sort. The catch was that no one knew that the OTHERS were anything but what they appeared; the upright knight, the widow queen, the gallant courtier, lecherous baron, all your standard archetypes from medieval times. But in reality, we had a doppelganger, a vampire, a high-ranking member of the Assassin's Brotherhood, a priest in an evil cult etc. etc.

It only works once, but we had a blast.
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DigitalZombie

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« Reply #14 on: <12-06-14/1325:09> »
@JD
Yeah I love those kind of games: I played a game of call of Cthulhu, believing I was the only undercover cultist at the table.. boy was I wrong:)

Ok, So the last bad guy is a poor ork mechaniac body inhabitated by a creepy force 6 worker roach spirit. The roach spirit itself doesnt have an inkling of creativity, empathy, need for socializing or anything else beyond - defending itself, feed and be a minion to a future queen roach spirit. Luckily the roach spirit, being a fleshfom, has acces to all the skills and memories of the ork mechaniac, and through him it is able to fake interest in others and use his creativity in problem solving.

The stats are very much like the mechaniac contact in SR5 page 391 + the ork stats fused with a force 6  spirit. This character will actually fill the role of reconnaissance and rigging. It will  be using a bunch of mundane roaches with RFID microcameras, thanks to its animal control powers.