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Between cities, magical trinkets

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Klice

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« on: <09-05-15/1953:33> »
Greetings,

I am pretty new to the universe of Shadowrun, my knowledge goes down to the computer games that were recently published and what I could skim over on the forum/wiki. I am in need of your assistance and knowledge for pointers and advice. My questions are : How is the countryside in 2075 ? Is it full of critters, mana storms and savages who want your head ? I intend to make my players rob a train (as in the far west area) and there is little mention of the countryside in the core book; or I missed it. If you have any references, I'll be grateful. Is there anything on it in the Sixth World Almanac ?

The thing they have steal (back) is an "unknown magical stone" which exact nature is yet to be determined. I'd like to take this opportunity to offer them a glimpse of the dark corners of the Shadowrun universe. My current choice is to make it a reagent to invoke an insect spirit, with the idea that Ares is trying to retrieve it. Thing is I don't know if it's possible to do it that way canonically. If the events of the dead man switch are canons, you need a queen to make them come on our plane, if I remember correctly. A question would be, how to give them information without saying too much ? Since I don't really know too much myself, yet.

If some of you may happen to have some readings for everything that surrounds the insects spirits, characters and organisations involved, or happen to know of something more reachable at "low level"; as I intend to maybe make them "fight one with assistance" as a final boss, if the events lead to this. More precisely, they shall fight a shaman or the person that invoked it.

witchdoctor

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« Reply #1 on: <09-05-15/2013:36> »
As far as I'm aware a shaman has to accept the Insect Queen as their totem and then they start summoning Insect Spirit Drones and Soliders so that they can establish a Hive and then bring the Queen through. That being said there's no reason why you couldn't have someone discover or create a ritual that stands in the place of the shaman so that the spirits are summoned by the ritual or reagent in lieu of the shaman. Just food for thought.

TheWayfinder

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« Reply #2 on: <09-05-15/2127:59> »
First, as to your question about rural areas being infested with critters, mana storms, and savages who want your head?  It all depends on the locale. 

If you're talking about just outside any UCAS, CAS, CFS, or NAN city or town, generally you won't find too much in the way of weird critters.  My rule of thumb is that if there are farms around, you're on civilized land, and civilized land means it's generally well-defended and patrolled to keep out most critters who could cause a problem.  On the oceans, by and large krakens and megalodons and other sea-monsters tend to stay away from major cities and harbors, and should be major news when they show up.  Dragons are a whole different story; they go where they want, when they want. 

Manastorms and savages, on the other hand, are all dependent strictly on locale and your own preferences.  It's your game, and in the end you can have whatever you want to have happen.  If your players complain they shouldn't be seeing a Juggernaut rampaging in the alfalfa fields of Pomona, tell them that they are seeing it, and it's coming right for them!

You generally have to have an Insect Shaman who's pledged his ass to the Insect Queen for her own amusement in order to have any amount of say over the insect spirit.  But maybe this thing they have found bypasses that?  There are serious dangers but also great potential to be able to invoke spiritual powers and not be a shaman or a mage, and is one of the upcoming themes of my next adventure for my own PCs. 

Klice

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« Reply #3 on: <09-06-15/1105:55> »
Thank you both for the idea, this sounds dangerous enough to bring some mysterious benefactor to intervene.

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If you're talking about just outside any UCAS, CAS, CFS, or NAN city or town, generally you won't find too much in the way of weird critters.  My rule of thumb is that if there are farms around, you're on civilized land, and civilized land means it's generally well-defended and patrolled to keep out most critters who could cause a problem.

I forgot to mention it, but yes the setting is placed at Seattle. The area of interest is then the train line that links Seattle to Detroit, which apparently is pretty big. I may have to schedule some stop for that train :p.
Is agriculture still a thing ? I had the feeling that natural products are kind of rare and soya is everywhere. Anyhow, the idea that the farther you go away from civilisation, the more likely you are to face strange things make good sense.

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Manastorms and savages, on the other hand, are all dependent strictly on locale and your own preferences.  It's your game, and in the end you can have whatever you want to have happen.  If your players complain they shouldn't be seeing a Juggernaut rampaging in the alfalfa fields of Pomona, tell them that they are seeing it, and it's coming right for them!

I kind of like the idea :D, but I'd prefer, at first, to stay as close as to what is already established. What I was thinking about are most likely Native Americans, but I guess they are far more south (and west). I don't know how my PCs will plan this out, but I'd love to see how they would managed the journey back to Seattle.

Is there a book with some sort of stats for the Insect Spirit ? I think I read somewhere they were mentioned in a book for the 4th edition.

toad

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« Reply #4 on: <09-06-15/1204:46> »
Is there a book with some sort of stats for the Insect Spirit ? I think I read somewhere they were mentioned in a book for the 4th edition.

Yes in 4E, the magic supplement called "Street Magic" has a section on insect spirits.

psycho835

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« Reply #5 on: <09-06-15/1314:31> »
Thank you both for the idea, this sounds dangerous enough to bring some mysterious benefactor to intervene.

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If you're talking about just outside any UCAS, CAS, CFS, or NAN city or town, generally you won't find too much in the way of weird critters.  My rule of thumb is that if there are farms around, you're on civilized land, and civilized land means it's generally well-defended and patrolled to keep out most critters who could cause a problem.

I forgot to mention it, but yes the setting is placed at Seattle. The area of interest is then the train line that links Seattle to Detroit, which apparently is pretty big. I may have to schedule some stop for that train :p.
Hang on, Seattle-Detroit? I don't know anything about trains, but wouldn't that run through the Tir?

Mr. Black

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« Reply #6 on: <09-06-15/1558:59> »
Soya is agriculture! Both soy and corn can be turned into just about anything. However, almost all "ag" is Big Ag - the Big Ten have sewed up almost all of it. Sure, subsistence farming and back-to-earthers are still farming their land, but the big boys (and their subsidiaries) are growing the rest.

You may want to check out this topic. We covered a lot of ground there. And I put up 10 country run ideas over on my blog.

Klice

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« Reply #7 on: <09-06-15/1617:17> »
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Hang on, Seattle-Detroit? I don't know anything about trains, but wouldn't that run through the Tir?

It would appear so, it also goes through the Salish-Shidhe council. I haven't reached that far in the almanac, are they all at war or just everyone stay in their own country status ? If the passage from a country to another requires a SIN verification or something else, this is still good in my book. If you tell me there's no way a unique train line may pass through those different countries, then I think I could add other stuff for my PCs to do; frontier trespassing should be fun.

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You may want to check out this topic. We covered a lot of ground there. And I put up 10 country run ideas over on my blog.

Thanks! I think I already saw your blog for another thread, it is time I read it more thoroughly.

PiXeL01

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« Reply #8 on: <09-07-15/0049:37> »
5e has insect spirits in Street Grimoire and all you need is just a shaman. Their general goals are usually to become powerful enough to summon a queen, but once a queen has been summoned shamans tend to die as he would not be needed anymore ...
If Tom Brady’s a Spike Baby, what does that make Brees and Rodgers?

TheWayfinder

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« Reply #9 on: <09-07-15/0322:10> »
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It would appear so, it also goes through the Salish-Shidhe council. I haven't reached that far in the almanac, are they all at war or just everyone stay in their own country status ? If the passage from a country to another requires a SIN verification or something else, this is still good in my book. If you tell me there's no way a unique train line may pass through those different countries, then I think I could add other stuff for my PCs to do; frontier trespassing should be fun.

The Great Northern Railway and its remnants go all around the Washington area, and completely bypasses Boise, so there should be no reason why it would ever interact with the Tir.  It ends in Chicago, which, of course, has terminals that reach out all points within the Eastern United States, so getting to Detroit shouldn't be a problem. 

Passing from one nation to another will require a valid SIN with a valid Passport on there.  The railway will pass from Seattle to the SSC, through the Sioux Nation, and into UCAS.  I have a few ways to go about this.

The first way is the easiest, and is also done by airports to cut down on time in Customs (more on that later).  If the players do not wish to debark from the train at any time between Seattle and Detroit, all they have to do is present a valid SIN with a valid Passport that will be electronically checked already by both the SSC and the Sioux Nation even before the players embark.  If either nation does not allow them to pass, they are not issued a ticket, and cannot legally board. 

But the train makes stops, stopping in Spokane, in Idaho, Montana, the Dakotas, then to Minnesota and points East, and the Players will have to do the same thing if they want to pass from one nation to another.  If they are UCAS citizens and they're in SSC, they have to be approved to leave by the SSC before they can go to UCAS, and this is to check to see if there are any outstanding warrants pending extradition. 

The third way is the way that doesn't require any record keeping, but usually requires a bit more cash.  Bribe someone on the train, usually a conductor.  He'll get you on, and, if you're in a spot, may be able to hide you from any police who may come aboard to do surprise inspections. 

When they arrive at whatever destination, even if they go from Seattle to a stop in the UCAS, they're going to have to go through Customs.  Even though Seattle is still in the UCAS, it's surrounded by a foreign power and is a major stop for people on the West Coast and the Far East.  Any fruits or vegetables they have on them will be confiscated, and any alcoholic beverage that's not in a proper container (like it's in a special box for shipping) will either be confiscated or a special duty be paid.  Anything Duty-Free will be bypassed.  Anything prohibited, such as weapons, explosives, flammable liquids, and the like will need licenses, and if the players don't have the licenses, not only will that be confiscated, but they'll be arrested and charged with illegal possession, transport, and import of such material.  This may include drones, cyberdecks, illegal cyberware and bioware, and magical items/fetishes. 

I've ruled, in my games, that in the North American Continent, any animals from any nation except Aztlan or the California Free State, are generally okay, with the following proscriptions.  Any animal that's dangerous, like a Hellhound or Barghest, has to be licensed, crated, and given the proper paperwork.  Pets don't really need to have a license, and if all you got is a cat or a poodle or something, the Customs officials in most nations will overlook it to speed things along, but it's best to at least have their shot-records ready in case someone gets a little snoopy.  You can tweek this as you desire, reflecting perhaps some recent outbreak of some animal disease in some nation here and there.  Animals from other nations outside the continent will be quarantined unless the local State Department says otherwise, and depending on the creature and the nation it came from, this could be anywhere from 2-6 months!  I'm not kidding. 

Then we get into something you're probably not going to have a problem with, and that's unaccompanied children.  Customs and law enforcement require unaccompanied minors to be monitored by the train/plain/bus and they have to have contact information of people who sent them and of the people they're heading to.  Even in the Sixth World, losing kids is not cool. 

Now, there is a terminal in Boise that does have a railway going into the Tir.  If your players decide to want to go to the Tir, they better be prepared to be examined and cross-examined.  In my game, which is ran in the Portland area, the Tir border patrols take their jobs seriously, if, for nothing else, because they like to harass foreigners.  In that same game, there is only one passenger train going from Boise to points in the Tir, and it leaves on time at noon Mountain Time on most days.  If the PCs decide to want to take a trip, naturally they have to have a valid SIN and Passport, and even if they've already bought a ticket in, say, Seattle, and they make their way to Boise for some reason, they're going to have to get that checked before they board the train/plane/bus.  The train makes four stops, and at every single stop, they will be checked again by local Peace Force agents, and these guys like to ask questions.  One question they would surely ask is "Why did you go from Seattle to Boise if you're heading to Portland?"  The Peace Force doesn't need probable cause to detain anyone; they can pull anyone off a train/plane/bus for any reason, or no reason.  Even during the trip, the conductor on the train may, once again, check their tickets, just so there are no problems on that train that he'll have to answer to the Peace Force for. 

Customs in the Tir is worse than having a barium enema.  The lighter you pack for the trip, the better.  They will go over everything, magically. 

One trick I play on my players, which I learned from watching WWII movies featuring the Gestapo, is that the Peace Force will look at a SIN (fake or not), and will simply say something to gauge the reaction of the players, like, "Your travel permit isn't in order."  That always gets my players.  They fall for it every time!  Their documentation could be in absolutely perfect order, and the Peace Force guys will do this, triggering a fight from the panicking players!  Do this to them and watch the bullets and spells fly, and try to hide your laughter.
« Last Edit: <09-07-15/0339:38> by TheWayfinder »

Klice

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« Reply #10 on: <09-07-15/1930:14> »
Well thank you for this really detailed explanation. This is actually pretty close to what could be made nowadays, so they won't be lost.

The idea would be to get off before Detroit though, the earlier the better for them. Is passing a frontier with a car as controlled as it is with trains ? I don't see them finding any reason to go to Tir since they don't even know it exists. I'm started to think it may be way too big for now, but I'm trying to keep it as simple as possible and try to "improvise" some stuff if things go bad on the way.
The smuggling and hiding sounds kind of good, I think it's a possibility that will come up. Also, buying good fake SIN might be another way. I'm not sure I can ask them to pay that much at the moment, but I can sure give them a IOU for later if they think about this alternative.

Another question if I may, how would you encourage your PCs to leave for other places to get after the item ? I have the feeling that money won't always be a good factor. I'd like to make them understand that the object may be really dangerous in the wrong hand, but as they don't know shit about Insect spirits... And I, when the occasion was presented to me as a PC in a previous session in another game, decided to stay behind because I wasn't feeling it. I'm afraid they won't go. I guess I can always move the events and make it so they are forced in the intrigue again, I'd just have to say bye to my far west scenario.

Reaver

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« Reply #11 on: <09-07-15/1949:05> »
That's always a danger with any mission.... the players may turn it down for no other reason then.... "But It's Tuesday. I always floss my horns on Tuesday!".


Only advice I can give you is:

Lay out the plans for 3 different runs.
Throw the hooks at the players, see which one they bite at, and run ftom there.

Once you get to know your players and their characters, then you can worry about introducing an arching plotline.
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

TheWayfinder

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« Reply #12 on: <09-07-15/2123:37> »
Well thank you for this really detailed explanation. This is actually pretty close to what could be made nowadays, so they won't be lost.

The idea would be to get off before Detroit though, the earlier the better for them. Is passing a frontier with a car as controlled as it is with trains ? I don't see them finding any reason to go to Tir since they don't even know it exists. I'm started to think it may be way too big for now, but I'm trying to keep it as simple as possible and try to "improvise" some stuff if things go bad on the way.
The smuggling and hiding sounds kind of good, I think it's a possibility that will come up. Also, buying good fake SIN might be another way. I'm not sure I can ask them to pay that much at the moment, but I can sure give them a IOU for later if they think about this alternative.

Another question if I may, how would you encourage your PCs to leave for other places to get after the item ? I have the feeling that money won't always be a good factor. I'd like to make them understand that the object may be really dangerous in the wrong hand, but as they don't know shit about Insect spirits... And I, when the occasion was presented to me as a PC in a previous session in another game, decided to stay behind because I wasn't feeling it. I'm afraid they won't go. I guess I can always move the events and make it so they are forced in the intrigue again, I'd just have to say bye to my far west scenario.

In the few months I and my friend have been developing the Shadowrun PDX campaign, we've had to come up with all sorts of procedures and customs stuff for the game because they're literally operating within four separate nations:  Tir Tairngire, UCAS (Seattle), SSC, and the Sioux Nation, so we did some research, as you can see.  I'm more of an expert on aviation stuff, and my friend Todd was more of an expert on trains (since he works for a train company). 

Is passing a frontier with cars as controlled as it is with trains?  In our setting, again, it depends.  Going from Seattle to the SSC is going to require a Passport on the players' SINs, and there may be random inspections, checking mainly for any contraband or fruits and vegetables.  Treaty obligations, depending on the time period, may require NAN officials to check for any outstanding warrants with the UCAS or CAS before allowing someone to pass into their country, but as long as the Passport is up-to-date and there aren't any outstanding official warrants pending in the NAN, they'll be free to go in.

Tir Tairngire is a little different, but not as stringent as one might think, in 2075.  The reforms made in the wake of the Rinelle revolt has made Tir more accessible, to be sure, so getting in isn't going to be much harder.  However, the Tir still has some totalitarianism in it, and during certain events they will lock down the borders at times to prevent someone leaving, and this might make getting in a bit more difficult.  There will be more random vehicle inspections, particularly at Boise and at the checkpoints along the bridges between Vancouver and Portland.  The Customs Enforcement Bureau of the Peace Force enjoys the right to detain anyone for any reason, or no reason.  I've had incidents where planes were delayed for hours for the Peace Force to make thorough searches of aircraft landing and departing from PDX Airport.  Getting detained by the local Peace Force is kind of a normal experience for my players, and usually if there's nothing really wrong that they can detect on their SINs, they're let go in a few hours.  Being detained is not the same as being arrested, which means they get booked and held in jail for 24-48 hours. 

Semi-trucks, though, are a great way to sneak into the Tir these days, and my players already know this so I'm not worried if they look on here.  Due to the need for more economic activity and trade to the Tir, the Peace Force mainly stops truckers to check their weights (but this is a good way to make my players nervous).  Usually, before a truck even departs from a foreign nation, they're already approved to go into the Tir.  Random inspections do happen, but if the trailer is packed to the gills they're not going to be doing a thorough search without cause.  This has been great for my smuggler PCs and NPCs.  They've gotten freakin' miniguns, lasers, and deepweed into the Tir this way. 

However, during Lockdown, all trucks and vehicles are thoroughly searched at the borders, and sometimes randomly on the highways or in towns.  This can happen at any time.  But I only do this if something big has gone down, or my players have done something wrong, or once every four or five months of game-time. 

The Tir has probably the best overall intelligence force in the entire continent, if not the world.  Usually, what they do with suspicious vehicles or characters entering the Tir is secretly compile information.  At the checkpoints, their pictures are taken, and if they're really suspicious characters, they may be watched astrally to see what they're up to.  Their vehicles are recorded and that information is instantaneously distributed throughout all Peace Force and even military units.  Because the Tir doesn't want to get into too many tizzies with other nations, they may not make an arrest without probable cause, but, again, they can detain and arrest anyone in, or sometimes outside, their jurisdiction, whenever and for whatever they want;it's just that in the present day they're less-inclined to do that to those using the roads.  When the suspicious vehicle passes by certain places, AR systems and other programs and such automatically track their movements, cataloging where they go, how long they've been there, and so on.  They may even deploy secret agents to watch them physically.  So that if and when it should happen that they have to nail them, they're ready to do it. 

But, there are all kinds of ways to getting into the Tir if the legal option is right out.  One of the best is, as I've mentioned, is through the back of a semi.  Another is on the water.  They will have to hire good smugglers for that job, who have the means and the knowledge to do so.  They will try to smuggle them in further up the Columbia River, around the Bonneville Dam area, around the Bridge of the Gods (not as impressive as the name sounds, but the view is pretty cool).  Any place downriver of the Portland area is just asking to be caught, because of the increased patrols.  An even better way is having a smuggler fly them in, and they parachute down somewhere outside the city (or even in the city).  It's not yet come to that, but that's an option my players already have. 

There is one other route, but I'm not telling.  My players do not know about it, and I don't want them to know about it.  They have to find it on their own.   8)

The Southern Borders of Tir is surprisingly easy to get in.  A lot of it is wilderness, and the smugglers know it like the back of their hands.  However, getting in, from any vector, isn't hard.  Getting around can be harder, and getting out, particularly when the Tir is after you, gets much harder. 

To encourage the players to leave after they got the item can be easy.  But never force their hands.  Have a Fixer contact tell them he's got a buyer, but the buyer wants to see it, and he's in X location.  Or, chase them out of the area.  That, 99% of the time, works.  Or, if the PCs don't have a Fixer, just have the Hacker/Decker go onto the Matrix and find a buyer, going on Jack-Point for help and/or going to other secret Matrix locales so that he can hide himself and find a buyer.  Or, have Mr. Johnson, whoever hired them in the first place, agree to meet them at X location. 


Mr. Black

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« Reply #13 on: <09-07-15/2303:04> »
In my game, going by car would be just as hard as any of the others spelled out so far. The SSC doesn't like Seattle-ites running loose on their lands. Tourists, yes. But everyone is going to get checked, and probably searched. They will have a fast line for residents coming back from working in Seattle, so if the whole Crew looks like NAN members, the electronics and paper could be copied. Of course, depending on the checkpoint and time of day, a little bribery combined with looking innocent will probably get you across. Also, making friends in the SSC (and with the border guards) could all help a crossing. These are called Contacts, and hopefully the Characters have some. If Mr. Black was doing it, he would get a hunting license and spends lots of time (and money at local businesses) crossing the border with nothing more than a hunting rifle and an orange vest. Better yet would be to rent a storage locker or a cabin, and bring the illicit stuff across slowly.

Getting into Sioux lands from the SSC would again be checked, but the Sioux guards like bribes more. Getting out of the Sioux lands to UCAS would involve another checkpoint. Depending upon the state of Sioux-UCAS relations, this could be anything from current day US-Canadian border to cold war Checkpoint Charlie. This would be another way for you to mess with them, as they anxiously check the news feeds for the status of a new bill passing through either legislatives houses, or the fallout from the UCAS Vice President's visit (Did he really wear synthileather?!?). Good fun. Mr. Black doesn't like going into Sioux Lands without an invitation. Otherwise he would get good fake Sioux ID, and would have a full body job before leaving Seattle (or the SSC), to look like a NAN native. And Mr. Black would cross the UCAS-Sioux border hot, off the roads. After all, he needs to hit a Body Shoppe after crossing over.

Coming back would be quite the reverse. The Sioux have long distrusted the UCAS, and are sure to grind UCAS Citizens crossing over. The SSC I think would go light on checks from the Sioux lands, and Seattle is rather lax on checks coming out the NAN lands-lots of the labor (something like 2 million a day!) comes across the border. Cross at commute times and you get a long line but bored guards.

Also in my game, the train would have a car or two that stays sealed all the way from Seattle to Chicago. No stopping for checks or paperwork. Of course, sealing a Runner team in a train and then causing them stress and anxiety is just part of the fun of a GM. And the perfect place for a full flesh form bug spirit to strike as a bit of foreshadowing...

Klice

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« Reply #14 on: <09-10-15/0610:38> »
Thank you all again for your input, I have way more material than I needed to work. Which is very fortunate, the more I know the better I can handle thing. I'll try to do a report of what happened if the result is entertaining.