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Adventures of the Nerd Patrol

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Shadowrenamon

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« on: <05-13-15/0519:40> »
Evening chummers. Finished the first session of a 5e game I've been trying to set up for about a month now and thought I'd share, bounce ideas, and generally have something that will keep me convinced to work on things even when I don't feel like it. So to start lets introduce the team:

Nullsec: Hot-sim addict Technomancer living in a slum in Everett, the teams hacker with a grudge against corper spiders and hackers.

Impulse Drive: Glow-tatted up elf rigger chick with almost as much disdain for meat space as Null. Comes with her classic runner step van with an 1980's album cover style mural on the side when they aren't bothering for stealth, and The Dead Presidents Society; a pair of Rotodrones, the B's Rutherford and Johnson, Dalmatian Taft, and Steel Lynx Theodore Roosevelt.

Chiaki: Orc Street Sammy girl from a small time Yak family who when not running works in the family ramen shop. Likes to use a reinforced baseball bat more than anything.

Midnight Blue: Former UCAS scout-sniper, and the team's back up infiltration guy and back up transport if Impulse needs the room in her van for more drones on a run.

and finally we have

Mata: The (sigh) homeless, ninja, MysAd cannibal who wants to form her own League of Assassins. Look, I ain't gonna lie, this is not the first character like this this person has done. They're usually a good roleplayer, but they like dumb, ridiculous character types, so this only mildly phases me and the rest of the players. Best case they do something dumb and get axed, or they do something awesome and I get some new session ideas from it. Plus they're the only one that wanted to make an Awakened character since Blue is brand new to tabletop, Chiaki is new to the mechanics if not roleplaying, and Impulse and Null are huge techies and way into Netrunner.

So with that out of the way, onto the first session! (Mata isn't in this part by the by; her player showed up 30 min after we started with none of their spells picked and we were mid opening of the night's fight.)

So at around 5pm Seattle time, the crew gets a call from their various places of business or home from their fixer, Mr Black. As a free 2/2 contact, each player has him as a fixer, though they were and are free to get ones of their own. He had his first job for them, and the Johnson needed to seem them in an hour, abandoned office on the outer edge of Everett. The Johnson was an older orc working for the Yakuza, who'd been sent in to negotiate or rough up an orc and troll go-gang that had been getting frisky on their territory. After getting more resistance than expected, and not wanting to go back to the boss empty handed, he needed some unscrupulous types to go plug the offending gangers and make sure things stayed calm.

The team accepted, the sammy taking face duty, mostly as it seemed her player wanted to start hitting things fast, and at 20000 for the crew and 1500 each for the heads of the gang leader and his shaman, they were off to the also in disrepair Super Stuffer Shack up the street a few blocks, in the back of the rigger's van.

They pulled into an alleyway across from the dilapidated store front, the hacker marking the targets and their five buddies in AR after pinging their commlinks and guns. The rigger deployed her drones, and the twin heavy hitters hopped out the back and made for the corner of the building next to them to get a look through the front. With the B's covering the air, the combat begins with Taft the Dalmatian rolling down the street in front of the store and lighting up one of the orcs milling inside watching the big boss rant on how they'd be the next big thing in the 'Plex. Next came the hacker, who compiled a machine sprite and set it to buffing Blue's rifle, while the street sam booked it across the street, through the hole where the doors would have been and knocks the head clear off one of the two thugs on guard (I helped build that character's stats since the player didn't really know how to; I had not realized I'd made her a death machine, or my mooks are just pushovers). This was followed up by Blue capping the orc that had been trying to bumb a smoke off the now headless corpse, soon joining him on the ground.

Since the rotodrones had a higher initiative than the rigger, they spent the first combat turn doing mostly nothing since she was jumped into the Dalmatian for the whole fight. The remaining gangers got their go, and proceeded to ding the Dalmatian for a bit of boxes and a little stun on the cold simming driver. The actual named NPCs came next, with Jaw's the orc Shark shaman popping his combat sense and heading to engage the chick with the bat, while the big boss troll, known to the crew now as Bone Saw, charged out with his Krime Boss shotgun and almost wasted the sniper down to a full but not overflowed condition monitor (this was very not intended; had not thought about how strong that gun would have been when it got through, especially against the somewhat squishy sniper).

New round next with the sprite and techno attempting to brick the troll's gun, only getting about two boxes on it between a glitch and a data spike. The rigger continued clearing out mooks one Colt Inception burst at a time along with getting an order to one of her other drones, and the sammy clocked the shaman with her bat so hard it dropped him to almost his whole monitor, but he held on and avoided the rest of her attack thanks to the 5 he'd gotten on his combat sense buff. One final pass saw the sprite succeed on crit glitching the troll's gun, which proceeded to catch flame at random and spark in his hands. The one rotodrone with a pass left then dropped through a hole in the store's ceiling and hosed one of the mook gangers with it's own Colt Inception (rigger fragging loves the thing), before the turn ends fully.

That first round ended up taking most of the group's time, as we were familiarizing ourselves with this edition's rules and getting everyone settled into their roles, and with only three hours of time to actually play due to one person working nights, this ended up nicely padding out a run that was meant to finish in a session, and get everyone familiar with how things work.

That said, round two went a lot smoother. With not much else needed to do, the hacker decided to sit back and trid record the fight, while the sprite moved to buff the gun on one of the rotodrones. Blue ended up sitting out the rest of this fight as no one could really get to him, and even then no one had the skills to help him, so he stayed down for the time being. Impulse finished off a second ganger, and got orders to the still neutral rotodrone to engage the troll, who expertly dodge on two dice before pulling an axe and charging to the sammy, and whiffing spectacularly on her, at which point the rigger ended him with a burst from his Dalmatian's own gun. The fight finished up Chiaki taking down the shaman who in his berserk state due to his shark mentor spirit, could only really keep punching the mostly biowared orc woman. The last ganger got offed off screen after he tired to  bolt, and the much faster street sam ran him down. Mission completed, we were treated to the sammy juggling the two leader's heads for the revived sniper, then later idly trying to take the whole team's reward, and finally the two tech nerds driving off to Bam! Burger for a feast and talk of their favorite sim MMO.

So that was session one. Mistakes were surely made, better planning from both the team and myself are needed, since I don't feel like being the guy who drops a player early in a fight every night, and we were so caught up in figuring out the various rolls everyone had we didn't try to get him up till the end of the run. Opinions, comments, whatever welcome. Work on session two and their first real run starts tomorrow; will need to introduce the team to their wayward mage, maybe send them out into the Snohomish countryside to look into magical nonsense in the woods, or run them around town with a hot-shot runner wannabe that thinks they're hot drek. Till then, signing out!
Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

Spooky

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« Reply #1 on: <05-14-15/2356:40> »
I can send you a mission writeup that is good for new characters, if you'd like it. I have run it for two completely separate groups, and both groups hated me for it. Good times....
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Shadowrenamon

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« Reply #2 on: <05-15-15/0014:51> »
I could at least take a look at them. Very least it'll give me some inspiration.
Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

Shadowrenamon

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« Reply #3 on: <05-20-15/0112:14> »
So filler update time! Due to some unforeseen scheduling conflicts, the team had to reschedule for later this week for the next session. So today I'm just gonna throw up what I've got going for the next run.

Next run follows a couple weeks down time. The Fixer is happy with the results they got last run, and now he's looking for a Johnson that's more than a one night stand if possible. Mean time, the rigger is repairing her drones, the sniper is resting up from all that damage, and the technomancer is registering sprites. It'll be near the end of this that the techno's street doc contact gives him a call asking if he can do a favor for them. The doc and the technomancer are based in Everett, and an up and comer in the Scatterbrains, a jumped up elf adept named Chuckles, is nicking the supply runs coming into the guys clinic. Blitz would prefer not killing these guys, doesn't want more attention from the nuts than he has from this already, so he wants Null, and some friends, to go have a chat with them.

So there's our hook. Reward is discount on medical services, and a favor to  Null for free. The ninja that couldn't be there the last time, if I can't get them in for something quick and personal, is gonna get press ganged in to pay for the last of the body cosmetics he did since she's a poor hobo, and thus that's her reward. Plus five grand in total for expenses. I'd rather them not take a violent option, since Chuckles has about ten guys with him plus a dwarf decker, the Ninja Mime to back them up. Hopefully after they find out where he is, an old comedy club at the edge of the casino area in Everett, they'll talk it out, but I ain't getting my hopes up so those two are Street Level runners for stats. If they don't go pink mohawk on this then they'll be given the option to earn some cred with them, heading to a local mall, tagging it up, pull some pranks, and hack the local AR ads to liven the place up a bit. If they can pull it off they'll have some pull with the elf and his crew of nuts and be able to work a deal. Otherwise things get messy.

The crew will also have the option to talk to an RN at Billing's Medical Services who's an associate's of Blitz and is who he gets his supplies from. The Scatterbrains have been "pranking" him for a week, getting more dangerous each time till he let them take the shipments. He can be a contact point to meet the gangers, or whatever they get creative with on it.

As always comments are appreciated and I have at least an extra day or two to tighten things up if need be.
Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

Overbyte

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« Reply #4 on: <05-27-15/0251:56> »
One thing that I would say is.. if you are going to have a mage on the opposition they shouldn't be wading into the middle of combat. Pretty much all offensive magic is LOS - unless you took all Touch spells which is probably bad idea. Mages should stay behind the front line and aid their teammates with extra damage, defense or spells that give negative modifiers (like Chaos, etc). Also.. be careful, because if your players don't have also have a mage, enemy mages can be very effective, particularly if they use some bound spirits, which they probably should be doing.
Nothing is foolproof. Fools are so ingenious.

Shadowrenamon

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« Reply #5 on: <05-28-15/0301:22> »
One thing that I would say is.. if you are going to have a mage on the opposition they shouldn't be wading into the middle of combat. Pretty much all offensive magic is LOS - unless you took all Touch spells which is probably bad idea. Mages should stay behind the front line and aid their teammates with extra damage, defense or spells that give negative modifiers (like Chaos, etc). Also.. be careful, because if your players don't have also have a mage, enemy mages can be very effective, particularly if they use some bound spirits, which they probably should be doing.

Yeah, they for now don't really have a mage. The player who is supposed to be their Awakened runner has been absent from the last two games cause of either family stuff or getting on too late. I'm hoping that they'll be able to be in for the next run, but if they can't actually get their mage I'll just have to figure out how to deal with magic from those they run up against. An adept seemed like the easiest thing to do since they can be on par with a street sam as far as what they actually do, without pulling in stuff the party has no actual way to deal with.

On an unrelated note I'm working on the post for how our actual second game went. We got through it last night and it actually turned out better than I expected.
Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

Shadowrenamon

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« Reply #6 on: <05-28-15/0415:34> »
Alright chummers, part two is here!

So when we last left the team, they were riding high on the completion of their very first shadow run. Impulse and Nullsec found a new friend in each other, Chiaki proved a monster with a baseball bat, and Midnight learned a valuable lesson about shotguns. Giving them two weeks of down time (which turned into two weeks of real down time), they awaited Mr Black finding them a more permanent source of work, a Johnson with more than one job in mind. At about this time Null gets a call from one of his contacts, a dwarf street doc in Everett named Blitz Vector. From here if you've been reading you know the hook; he's having trouble with his supplies, his buddy is getting pranked near  to death, and he'd like things solved without a pile of bodies and a pissed off insane clown posse. Chiaki is less than pleased, as she apparently hates jokes.

After a few knowledge rolls and a matrix search to find out more about this gang's usual MO and turf, the team heads over to Stanton's apartment near the medical center. Through a process of elimination of who actually has social skills, it was decided the gun bunny and street sam would be the team face, and so head over to meet the frazzled nurse. Managing to not get shot by him, he gives them the name of the clown in charge; an elf that goes by the name Chuckles; and a location for the meet he was supposed to go to. They have about 5 hours to prep for the meet, so Impulse scouts the park a few blocks away for anything out of the ordinary, while Midnight and Chiaki dick around at the park. It's at this point Impulse Drive decides that if they're going to get these guys to leave Blitz's supplies alone, then they'd need something to trade them for it. So she calls her contact at Mitzuhama, and after a very confused conversation with him, secures an agreement for some drugs and meds on the side for the gang if they agree to it,

With prep out of the way, the gangers show themselves; 5 punks in clown make up carrying Ceska Black Scorpions strut their way into the park, with Nullsec spotting the decker hiding out on the grid watching the gangers' gear and comms. Midnight takes point and asks to meet the boss, saying the group can get them a better deal if they leave Stanton alone. Being in a reasonable, friendly mood instead of hoped one Jazz for once, the gangers let Chiaki and Midnight ride back to the hideout, with the rigger and decker following in the Van. The hideout turns out to be an abandoned old comedy club at the edge of the casino district in Everett, and has another five Scatterbrains inside, plus the group's leader and their decker (though the crew never ends up meeting him face to face). The sniper and the street sammy are taken inside and get a face to face with Chuckles, a 20 something elf adept in harlequin make-up, resplendent upon his rubber chicken and bowling pin throne up on the main stage. He hears the two out, and says he'll consider it, but the crew will have to prove themselves to him a bit by going to a local mall and causing some havoc. The team happily agrees to this.

Mall Rats!
Chuckles and his boys have been staking a claim in this part of town, looking to expand on Giggles's (Scatterbrains' leader for those that don't know; big nutty troll) territory into more of Everett. To gain some street cred with them then, the crew is given a duffel bag full of green spray pain, chattering teeth, rubber chickens, and a data chip filled with their special blend of gang signage and randomness (that the rigger decides to add to with some cat videos) and is told to vandalize a local shopping mall; tag the place up, put those files in the AR displays, toss the chickens and teeth around, go nuts! The teeth though don't make it; Chiaki took a shine to them and no one's arguing with the cybered up ork ramen girl. So off they go to the crappy shopping mall around 11pm. It's a fairly simple set up; the place has it's own host of course, there's only one actual guard, everything else is gates and cameras. Everyone can probably guess the obvious plan from here, and they do a good job of it. Nullsec sends his registered crack sprite into the host to take a look around, then gets to work. He sends a courier sprite with the AR program they need to inject to the AR systems, while the crack sprite works on the doors, and he threads and editor complex form for the cameras. He nails each of these, and thus gets the doors open and the cameras erasing the team from the feed once they get in. Meanwhile Impulse and Midnight have decided that they should strap flash packs to the two rotodrones, along with blaring Yakety Sax on the comms. When the doors open, the two go buzzing in, flying a pattern around the mall; one of them flying the route, while the other keeps a circle around the other one as it follows a set path. This rather handily takes out the rent-a-cop on guard, the noise and light both surprising and stunning him, most likely giving him a seizure Chiaki and Midnight don't really worry about thanks to their various forms of flash suppression eye gear.

The two none tech savvy team members go about tagging the place up and making a general mess of things, with the main thing being placing kayaks from the sporting goods store into a fountain in the main lobby. Once they finish all that up, and with Null spotting the icons a Knight Errant patrol car a few blocks away, they all pile back into the Van and speed off back to Chuckle's House of Laughs to give the good news a video record of the night. The Nerds leave there as well with a pleased gang boss (and a new low level criminal contact) and a case of medical supplies, and leave Blitz's afterwards 2000 nueyen richer, with another new contact for the rest of them, and Blitz owing Null a favor, though Impulse Drive does now owe his Mitsu contact a favor of his own. And with a job well done, the crew heads back to the ramen shop Chiaki's family runs for a celebratory meal.

All in all not too bad for their second run. I fully expected either Chiaki, or their absent Mystic Adept to start a fight with the gang, and they'd have to shoot their way out of a room with eleven dudes hoped up on drugs with machine pistols, one of whom was a Street level runner power adapt, and his equally made decker in the back room. Luckily they managed to talk their way through most of the encounter, and threw together a fairly workable plan to solve things without pulling guns on anyone except that poor, poor rent-a-cop. As to next run, I am still hopeful the group mage will finally show up, but either way, it's time for the team to meet up with Kensington Securities Association and this year's graduating class for a little training exercise. See you chummers next week!

Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

Artuard

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« Reply #7 on: <05-31-15/2219:03> »
This is really great man. Please keep it coming!

I'm considering running your ideas with my new group now :-)
Nux: Oh what a day, what a lovely day!