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Where to go from here

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Flagnine1

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« on: <09-12-11/1525:42> »
so currently in the middle of players first big run. a favor to there 6/6 fixer Smiley.
Smiley's sister had disappeared turned up dead and then disappeared again. Smiley wants the team to find out what happened and teach the people involved you don't mess with an ork or his kin.
The only clue the group started with was a random series of numbers that they discovered were a dewey decimal code.Upon finding the book in question the next clue comes out a list of random names with about half crossed out. more investigation and the group finds that most of the names histories are scrubbed at about the same time and the crossed off ones have recently died. Still nothing links the names. The players choose to tail one of the uncrossed names after a few days they witness a man run out into the road dive under the tags car and blow it up. The mage was asteral sighting at the time and realized the bomber wasn't alive when he ran into the street. Also his contracted spirit freaked and ran off. Later it gave up the info "Horror" and "they can't be back yet". The group switched back to the list and found that they could locate an old ex-runner on the list (different name of course) during the meeting a para military squad busts in killing the contact but he manages to hand the group is beloved guitar. They discover a optic disc inside that shows a group of scientists open a portal to the deep planes. a Wormskull (Earth dawn core book under horrors) comes out wrecks the place and possesses one of the people there.This is were the last session ended.

The players are now going to do a thorough search of the sister's apartment. Smiley is going to be captured and the group is gonna have to rescue him from the para military guys and several research subjects.

So should I end it there or make the characters have to deal with what they have uncovered?

Wormskulls have access to possession and raise dead powers as well as being incredibly strong and fast. they are also nearly immune to most damage, physical and magical. There weakness is that they need a ton of ambient magic to exist so when not near a magic well or lodge their abilities and power are reduced.

because of the raise dead power of the wormskull I was thinking of zombie apocalypse.

Mason

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« Reply #1 on: <09-19-11/0447:08> »
That...is really far out of canon. Raising the dead is a BIG no-no.

Uhm...for your pseudo Shadowrun game you got going I would say yeah, Zombie Apocalypse would work. Of course, do the players WANT to rescue Smiley? Make sure of that, first.

Phylos Fett

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« Reply #2 on: <09-19-11/0453:47> »
Yeah, not sure the Mana levels are up for that kinda Earthdawn transition into Chadowrun just yet, unless the Obsidimen and T'skrang are around and nobody told me :P

Crimsondude

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« Reply #3 on: <09-19-11/0720:09> »
Why not just use shedim? They basically fulfill the same function. They were created for SR-scale zombie apocalypse scenarios as far as I know. That is to say that I've seen runners work with a ragtag militia to combat a shedim horde of hundreds or thousands until they were able to escape.


Master shedim and some of the optional powers for regular shedim make them just awesome.


« Last Edit: <09-19-11/0723:25> by James Meiers »

 

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