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Shadowrun: Everybody Lies - Hands-on Tutorial for Team Blue


Joani

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Meets and Mr. Johnson:

Most classic shadowruns start with a meet with the “Johnson” – that’s where the team scopes out its potential employer, finds out the details of the job (including how much they’re going to get paid) and makes any arrangements for additional requirements (Like Magic users or Matrix/Hackers).

“Mr. Johnson” is the shorthand way to refer to the often secretive employers in the Shadowrun world – since they often represent megacorporations or other powerful entities, they don’t want their identities known. Smart Shadowrunners mind their manners around Mr. Johnson, since he’s the man or woman (there are plenty of Ms. Johnsons out there, too) who holds the cred.

Scoping the joint:

A common trait of newbie players/runners (and even some more advanced ones who never grow out of it) is to attempt to scope out every aspect of a situation, anticipating every eventuality and potential problem before committing to a course of action. They’ll arrive at the meet site two hours early and scan it for bugs, spirits, wandering drones, cute girls, and everything else they can think of – and if they don’t find any, they’ll start ranging out to the areas around the meet spot. Some of this is normal, expected, and intelligent, but if they go too far it can get boring for players and GMs alike.

Augmented Reality:

Infinity is networked to the hilt, with everything from public safety AROs (Augmented Reality Objects) to the latest in bar-management technology, augmented entertainment, and social-networking applications. That’s just the club – the patrons add a whole new dimension. You can communicate via commlink and subvocalization (since you won’t hear each other over the music), try to hack some of the club’s systems or other guests’ commlinks, or deal with the numerous advances of drunken club kids.

The AR overlays the real world in every aspect facilitating real-time interaction with the Matrix instead of forcing the user to submerge him- or herself fully in virtual reality. It’s computing for the masses, and it’s ubiquitous in the world of 2070.

Current Scene Who’s Selling:

The first part of the job requires the team to find out if anybody is offering Mr. Johnson’s disk for sale. By using your contacts you found out that Nabo, an tip-and-coming young ork-rock musician, has been offered the chance to buy the disk. Since the only way for the team to get close to him is during one of his shows, you should arrange to sneak backstage (go Kemuri, Chunin and John!), while he’s performing and hack his commlink (Go Zan’Nen!) to get the information. This should lead you to the seller’s intermediary, who you then can intimidate to cough up the seller’s identity and location.

I skipped the part about your contacts in-game, since I originally expected, that someone would come up with this (it’s a standard procedure, if you don’t know, your contacts should know or know who you should ask).

You’ve been given the lead to check out Nabo since he was given the offer to buy the disk. It is very likely that the necessary information you need is on his Commlink – so you need to get hold of it. Nabo is giving his last concert tonight and will then leave for his world tour – so it’s now or never to get it.

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  • 2 weeks later...

The Warehouse scene:

Legwork has brought you to the Warehouse and some scouting revealed how the place is secured and gave you some impressions on how to enter the place. Your goal – get to Nabo’s quarters and his commlink (he won’t wear it on him during the concert).

The Team has several options for gaining entry to the concert. The most expensive is to buy tickets (remember, you want to EARN money, not spent it). Scalpers have driven up the value to roughly 500 Nuyen each.

Here are your other options:

Bribery: It’s possible to bribe one of the guards but that can end up almost as expensive as buying a ticket – also the guard(s) may have second thoughts feeling some loyalty to his fellow Ork celebrity.

Sneaking: None of the outside guards are magically active (Tomas did some astral scanning), so an invisibility spell will be very effective in slipping past the guards.

Forgery: The Team can score fake tickets if anybody on the tea has a forger contact (alternatively a good Hacker/Technomancer could try himself). Naturally since these are such a hot commodity the forger’s got a few whipped up already – those will cost you of course too – but less than a “real” ticket.

Strongarm: One weak link in the security setup is that concert-goers have to be able to get outside to use the “facilities”. Before they leave, they are given a wristband with an RFID transmitter that identifies them as a valid guest. Use your imagination how to get a set of those…

Unconventional Entry: The warehouse has two skylights. If the team can get up to the roof without being detected, you might be able to us the skylights as a point of entry, especially after the show starts. Don’t forget the drones, though ;)

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  • 4 weeks later...

Skill Checks:

Whenever a skill check is required you roll the mentioned dice pool - each 5 counts as a hit. If I write something like Perception (2) - the number in brackets determines how many hits are required to succeed - this case at least 2.

If I don't provide a number in brackets then the skill check is either an opposed check (vs. an NPC for example) or it is an extended test meaning you need to collect hits in a given time. The time intervalls can vary depending on the task (Matrix searches between a few seconds and a minute for example - repairing your car can have intervalls of 2 hours or more).

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