Sooooooooo I'm thinking of designing a Shadowrun module. Here's most of what I've got down so far:

1. Hawkeye, infiltrator.
One of the three initial party members. Her build is a bit of a mess - she dabbles in just about everything, though she has a focus on rifles with several 100% hit rate sniper abilities, as well as some 'stealth' abilities that make her harder to hit or simply untargetable. Is terrible in a close-quarters fight. Her REAL job, however, is your infiltration specialist - bringing her along on jobs will open up all sorts of possibilities involving stealth. Assassinating lone guards, sabotaging equipment with none the wiser, and finding alternate extraction routes.

2. Heavy weapons specialist.
One of the three initial party members. His gimmick is being able to effectively use any weapon you give him. Heavily cybered. Haven't worked out much else yet.

3. Whitecollar, pacifist Decker-Rigger-Medic.
One of the three initial party members. Former corp soldier with PTSD, he now refuses to even hold a gun. He is extremely good with machines of all sorts though, and is both the best Rigger and Decker you can hope to meet. He's also a capable surgeon, handling both cybernetics installation when not on a job and combat medic duties.

Through conversation with him, you slowly uncover his past and can help him overcome his trauma, but there's a price. Helping him overcome his past makes him basically a death god on the battlefield, but it also raises a rather major death flag - meaning he gets a plot-mandated death midway through the final act. The moral decision you have to make here is this: Do you let him live a long but miserable life, or make him go out satisfied in a blaze of glory?

4. Kugai, bloodthirsty sword Adept.
Nobody knows who he really is. Nobody knows where he came from. All you know is, he walked out of a hole in reality, killed an awful lot of very dangerous people, and after you beat him down he pledged his loyalty to you.

While he's very, VERY good in a fight, bringing him along to a run is...risky. If he gets bored enough, chances are he'll ruin any attempts at diplomacy and just start killing people. This, naturally, will make runs where subtlety is required somewhat more difficult - but perhaps there are times where this will work out for the best?

He knows many of the sword techniques Gaichu did.

5. Loki, Troll biker badass
Initially a recurring character in the first act (often as an antagonist leading a rival team), Loki finally joins your group at the end of Act 1. He's pretty damn good in a fight, combining adequate skills with a shotgun and grenade launcher with the punch magic of a Physical Adept. He's also got some minor investment in Channeling, so he can also provide support if you provide him with the spells to do so.

He's a grizzled veteran of the Shadows, and is more than happy to share tales of his various exploits down the years with you. On Runs, he can not only use his immense physical strength to his advantage, but can also use his experience to both give advice and intimidate the weak-willed.

His two most important things are his bike and Nirvana, his adopted daughter who frequently acts as support for him during runs.

6. Nirvana, support magic specialist.
The quiet young daugher of Loki, she normally helps him out with Running but shortly before the start of Act 2 she is kidnapped by a megacorp for use in a rather unsavoury project that makes up the core of Act 2's metaplot.

Is specced as a super Shaman, with a focus on Summoning.

7. Skullface, disgraced corporate Mage.
The last Runner to join you, Skullface makes several appearances in the story before he joins you, as both a Mr Johnson and an antagonist. But after a series of unfortunate events he finds himself a wanted man with nowhere to turn but your squad, a situation he's far from happy about. Nonetheless he is a reliable Runner, if only to ensure his own survival.

Is definitely the best caster you can get, and his familiarity with corporate procedure means that he can talk his way through several situations.

1. Good Eatin'
Mr Johnson has a problem. As the owner of a small-time food factory, competition is tight. And one of his competitors has perfected a new design technique that will completely ruin him in mere months, something Mr Johnson cannot allow to happen. His business has been handed down from parent to child for over a century, and he's got a family to feed, damnit!

So what he wants you to do is kidnap his rival, infiltrate the rival's factory without raising any suspicion or alarms (while carrying the rival) and drown him in the food vats, leaving him there for the health inspector to find the next morning. And you've gotta make it look like an accident. Managing to steal the new technique would make for a nice bonus, but Mr Johnson would be satisfied with simply ruining his rival's business.

2. Breaking the Wishbone
A very rich client (aka spoiled rich bitch) is offering good money if you ruin her rival's high society event. There's just one problem - said rival is a genuinely good person, and the event is a charity event for Cyberpunk Make-A-Wish Foundation. A hilariously black hat run with a variety of ways to make sure the little kiddies never get their puppies. And life-saving medicine. At least you'll have your money, right?

3. Combined Arms
Knight-Errant has hired you to crack down on a local gang, and achieve a minimum of 25 kills in the process. Said gang has begun to metamorph from a mere protection racket to a genuine security company, and they've got a surprisingly good reputation among disenfranchised Metahumans. Knight-Errant doesn't appreciate the competition, and wants them stamped out. A simple albeit morally dark run, right?

Well, there's just a couple of complications. First, a Wild Star double agent within Knight-Errant has informed the gang that you're on the way, so they're completely ready for you. Second, some of the people the gang has been protecting have heard about the attack, and unbeknownst to everyone have set up shop around the gang's base with sniper rifles, though they don't know about the Shadowrunners that KE have hired. Finally, there are only 21 people in the gang. "But wait, I thought we were supposed to kill 25 people, right?" Well, thats very true. Its just that Knight-Errant plan for your team to be the last four, letting them place all the blame for the gang's killings at your feet while getting all the glory. And of course they've got the building completely surrounded.

So the question is, how the hell are you going to get out of this job alive? And to make matters worse, you're almost certainly not getting paid for this shit...

4. Foster's Clock
The final mission of the first act. You're contracted to sneak into an Ares facility and retrieve a loosely guarded item, a rather unique clock. Its so unimportant that Ares would probably just let you walk right out of there with the damn thing. Sounds fine, right? Total milk run.

Things get complicated when you learn that there's a second Shadowrunner team infiltrating at the same time. Then even more complicated when you learn that a group of fucking Tir Ghosts are in the building too, with the intent of killing everyone in the building. Then the other team fucks up and sets off the alarms, sending Ares security into a frenzy.

And THEN the reason why the Tir Ghosts are there in the first place, some fucked up magical experiment, goes haywire and suddenly the entire building is filled with angry Spirits trying to kill everyone. The rival Shadowrunner team is completely wiped out with the exception of one man (Loki), who promptly teams up with you for survival and afterwards joins you on a more permanent basis.

Finally, Kugai walks out of the hole in reality left in the basement and, after wandering around killing everything he can find, ends up between you and the exit. He's the final boss of the module, and once you beat him the act ends.

5. Out Of The Dark
Ely is the hottest new trid-pop sensation, but she's got a problem. She's got a stalker thats been following her all across the world for months now, some creep of an Ork. Ely's father, the wealthy CEO of a rather influential megacorp, is offering a LOT of money if you ensure his daughters safety and make sure the Ork never bothers her again. So you get to follow her around for a couple of days, slowly piecing whats going on together. Though for most people they'll settle on an answer when they find the stalker Ork's apartment, which is intensely creepy - the walls are covered in shots of Ely and there's a lot of notes about the awful things he'll subject her to if he catches her.

But here's the twist: The Ork isn't just any stalker. He's a veteran Shadowrunner with a lot of infamy to his name - and as it turns out, Ely's his partner in crime, providing the muscle to his brains. Or rather she was, before her megacorp father found out about her little exploits in the Shadows and had her...retrieved. He hired a lot of skilled mages to fuck with her memory of being a Shadowrunner, and while this left her a little bit loose in the head all that matters is that he's got his little baby back. The Ork found out what happened to her soon enough, and has spent the last few months pulling all kinds of favors to find a way to get her back to the person she once was - and he's just about ready to make his move.

The dilemma here is whether you want to do the job you're paid for, or help your fellow Shadowrunners out of a bind. There's a LOT of money on offer if you just do your job, but having a pair of veteran Runners in your debt might just make up for that loss...

6. Biker Trolls From Montreal
First mission of the second act. Loki wants you to rescue his adopted daughter from some megacorp's lab, and is putting his lifes savings on the line. The problem is, in the process of this Run you stumble across something much bigger than you expected - a project to design the 'Perfect Man', of which Nirvana is an integral component...

7. White Hat
A white hat run where you're hired to act as security for Aztechnology against a group of rival Shadowrunners. The only problem is, you don't know when they're gonna hit, so for a few days you get to live the life of a security guard. You get to socialize a bit, and through some decisions you can shore up defences (or sabotage them because fuck the Azzies) for when the shit finally hits the fan.

That day, the Shadowrunners learned the true terror of the Rocket Decker-Adept.

The party members are pretty much set in stone, but more mission ideas would be appreciated.

Now all I've gotta do is learn the editor well enough to actually make this shit reality...
 
Last edited:
RE: The Dig
I let it live. I didn't see much reason to suspect that it was evil or anything.
 
Played Dragonfall, was very pleasantly surprised as I was just going in with "well I don't know shit about the setting, but the reviews are good, and it's 13 euro's."

And that was my weekend.
 
I liked the story of Pillars of Eternity more than I liked the story of Hong Kong.

On the other hand, I liked Hong Kong's gameplay vastly more than Pillars of Eternity, and about half of Pillars of Eternity feels just a tad like pointless busywork.

To put it another way, I found Pillars of Eternity to be the best incarnation of Baldur's Gate, Neverwinter Nights, Dragon Age Origins, etc. style "real-time with pause" CRPG gameplay I have tried so far and it still kinda sucked.

Broadly, I'd say Hong Kong because it doesn't force you to spend twice as much time for only a little more pay-off.
 
Well certain references will go over your head but it still works fine as standalone.

Just remember, never make a deal with a dragon.
 
So I recently got the game, and so far I've been drifting towards being able to dodge like a pro while being ultra-killy with a shotgun, but now I'm contemplating dipping into something on the side so I'm good for more than just running up and gibbing things in the face before they can do me too much harm, and so I have some use outside of combat.

Any suggestions for a noob with a shotgun as to which of the INT, WIS, or CHA lines synergizes better with BLAM-ing things in the face? So far I'm tempted to go for some sort of spell casting, since Gobbet's healing has proven useful numerous times, and being able to CHA my way out of things has already proven useful.
 
And for the love for all that is holy, geek the mage first!

This is good advice- Mages/Summoners are definitely the more dangerous enemies.

Flashbangs are such a thing. :D

Also @Teen Spirit don't upgrade your guns after every run, spread it out a bit. After every few runs the inventory changes and improves, so don't jump to nice new guns early on. Also, don't bother buying new guns for Duncan, he upgrades automatically. Don't sell your cheap AK clone btw; later on, lend it to Duncan, so that he's got extra guns to deal with the cooldown for beanbag.
 
Willpower isn't that important if you're not a mage. Charisma is important for conversations; 5 or 6 is a good breakpoint. Same for Int. Other than that, go nuts with combat skills.
 
@Lord K At the very least try get Charisma 5 if you can. That'll let you skate by most of the charisma checks in the game. Charisma 5 also means you get two etiquettes - go for Gang and Shadowrunner, though Academic is also a decent choice.
 
Back
Top