Son of Triam
The contract at its most basic principle was simple enough: steal from rich assholes with enough fanfare to attract attention and scatter to the wind so they couldn't follow any leads. For some, this was to deal a blow to the top by striking at the most affluent sector on the planet. To others, it was just another payday to cash in on, thriving off of the chaos. Whatever the case may be, numerous Shadowrunners had gotten together to coordinate a fire-sale none of the Corpos were expecting, and everything would be free.
Cassus had traveled across the galaxy, through an entirely non-metaphorical literal hell, in a week. He'd been in the beating heart of the CIS government chambers, the depths of the Sith Empire's penitentiaries, and to all "Seven Corners" of Denon. It seemed as if he had been in every bad place a person could go. So it felt "wrong" to be in District 19. In fact, everything about the "Upcity" felt like a different planet. It was still rank with the stench of Denon, no doubt; it was just drenched with so much rich nonsense its residents had become nose blind to it all. He wasn't so easily persuaded, and he didn't imagine his colleagues were either. Cassus checked his Chrono sitting on his speeder bike, watching over a pair of empty seats.
There would be no security coming today; Darkwire slicers had made sure that the security echelon for Upcity would be on patrol out of reach of their target zones. It was going to be easy money, just get out fast in as many directions as possible before anyone had any idea what was going on, and by then it would be too late.
An explosion shook the ground, and two Shadowrunners came running out of the Museum with a haul in tow. They tossed a heavy chest into the hover sled coupled to his Speederbike, and after a moment to ensure it was secured, Cassus blasted off into the streets. Likewise, the other bikers had their own - smaller - hauls and took off just behind him. Other explosions blasted off in the distance. A large-scale, coordinated, and most importantly, random string of robberies was taking place all across this affluent section of Denon.
But almost immediately, despite all their preparations, sirens blared overhead.
"Feth, CorpSec!" Cassus yelled as he looked behind him to see three descending gunships with that red and black emblazoned crest. Who spilled? The thought ran through his head as he put his speeder bike into high gear.
- "Hands up!" The worst happens, you crash/get captured/whatever the worst possible scenario for you is! (Two strikes, you're out)
- "Pull over now!" CorpSec is gaining on you! Subtract 1 from your next roll and use the new result, even if it's a 1 or a 6.
- "They're after me!" Interact with another PC runner that isn't in your choice of getaway vehicle. Maybe they can help you out!
- "Wait, they're after you?" Interact with another PC runner that isn't in your choice of getaway vehicle. Maybe you can help them out?
- "This should lose them!" You're getting away, just a little father! Add 1 to your next roll and use the new result.
- "Phew, that was a close one." You get away and to a safe house. CorpSec can't touch you! (Two needed to get to a safe house)
- "Officer down!" The worst happens, you crash/get hurt/get pulled away on another call/whatever the worst possible scenario for you is! (Two strikes, you're out)
- "They're getting away!" A new obstacle appears for you! Your target can add 1 to their next roll and use the new result.
- "You won't get away with this!" Interact with your target or another PC runner nearby.
- "Did you grab the donuts?" Interact with another PC cop that isn't in your patrol vehicle.
- "Requesting backup!" District Command is sending reinforcements! Your target must subtract a 1 from their next roll and use the new result, even if it's a 1 or a 6.
- "Stop right there, criminal scum!" You've thrown a new wrench into the works! All PC runners must subtract a 1 from their next roll and use the new result, even if it's a 1 or a 6.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
6! | 3-1=2 | 3-1=2 | 3-1=2 | 5-1=4 | +1 | - | - | - | |
4 | 4-1=3 | 6! | 1! | 5 | +2 | - | - | - | |
Hex | 3 | 2-1=1! | 6! | 6!! | - | - | - | - | - |
1! | 3 | - | - | - | - | - | - | - | |
6! | 6-1=5 | 3+1=4 | 3 | 4 | +1 | - | - | - | |
5 | 4-1+1=4 | 3-1=2 | 3-1=2 | 5-1=4 | +1 | - | - | - | |
1! | 6-1=5 | 5+1=6! | 5 | 3+1=4 | 3+1=4 | +2 | - | - | |
2 | 4-1-1=2 | 2-1=1! | 2 | 2-1=1!! | - | - | - | - | |
1! | 6-1=5 | 1+1=2 | 4-1=3 | 4 | 3+1=4 | +1 | - | - | |
4 | 5 | 1+1=2 | -1 | - | - | - | - | - | |
6! | 1! | - | - | - | - | - | - | - | |
1! | - | - | - | - | - | - | - | - | |
Das | 5 | 1+1-1=1! | 5 | 4+1=5 | 4+1=5 | +2 | - | - | - |
6! | 4-1=3 | - | - | - | - | - | - | - |
HOTFIXES:
- 1.1: In light of the unexpectedly high number of 6s and 1s in the first round, a new condition to escape or be captured has been added. In order to escape, you need a total of two 6s. To be captured, you will also need two 1s.
- 1.2: Added Table to keep track of Round Effects. Green is Darkwire, Red is CorpSec. As more players enter, more lines will be added.
- 1.3: Clarifying that CorpSec negative modifiers only apply once, so that they can't gang up on a single racer. Other sources of negative modifiers not from CorpSec apply as normal. So you can have a maximum -1 from any number of CorpSec sources, and a -1 from rolling a 2 in the previous round. Ergo, the maximum negative modifier is -2.
THE CHASE HAS BEEN LONG, AND NOW THINGS ARE LOOKING DESPERATE. IT'S DO OR DIE!
STARTING ON ROUND 5 AND ONWARD, ANY ROLL OF 2 OR 5 IS NOW INCREASED TO -2/+2 RESPECTIVELY, AND ANY ROLL OF 3 OR 4 NOW CORRESPONDS TO -1/+1 RESPECTIVELY. ALL ROLLS SHALL LEAD TO PRIZES OR PRISON.
GOOD LUCK!
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