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The Cutthroats

Why would the Yakuza be mingling with a typical Sprawl Gang?

MATRIX GANGS
The digital landscapes of the Matrix are a haven for
pirates, crackers, virtual thugs, and data mavens.

Martial Arts Styles


More ways to beat people up than you can
shake a rattan stick at!

PLUS:
A LITTLE LEARNING,
DAMAGE CONTROL,
SWIFTONE SPEAKS
AND THE DEBUT OF DATASTEAL!
Editorial Verbiage 2 Additional Martial Arts Styles 11
Origins Award Nomination! 2 The New Styles 11
Submission Guidelines 3 Choy-Li-Fut Kung Fu 11
The Wantlist 3 Fan Tzi Pai Kung Fu 11
Feng Ying Kuen Kung Fu 11
The Cutthroats 4 Fu Ying Kuen Kung Fu 11
Focus 4 Hao Pai Kung Fu 11
Leader 4 Hou Ying Kuen Kung Fu 11
Lieutenants 5 Judo 12
Gang Rating 5 Li-Chi 12
Head Count 5 Loong Ying Kuen Kung Fu 12
Initiation Rituals 5 Shyun Style Praying Mantis Kung Fu 12
Uniforms 6 Tsui Pa Hsien Kung Fu 12
Symbol 6 Wing Chun 12
Territory 6 Wrestling 12
Operations 6
Foes 6
A Little Learning... 13
Uniqueness 6 Knowledge Skills 13
Folklore & Mythology 13
Game Information 7
Occult Knowledge 13
Cast of Characters 7
Parabotany 13
Head Count 7
Parazoology 13
Phone Grid 7
The Yakuza 7 Active Skills 13
Hypnotism (Willpower) 13
Matrix gangs 8 Riding(Reaction) 13
Crimson Crew 8
Damage Control 14
Radickalz 8
Conventional Control 14
Broadway Olive 8 Gamemasters and Conventions 16
Irrational Systems, Inc 9 Controlled Characters 17
Game Information 9 Datasteal: GURPS Atlantis 19
Crimson Crew 9
Radickalz 9 SwiftOne Speaks
Broadway Olive 10 Top Three 21
Irrational Systems, Inc. 10 Bottom Three 21

The Shadowrun Supplemental #17: May 2002


Editor-in-Chief Cover Art
Adam Jury [ adamj@dumpshock.com ] Murray Perry [ murray_perry@hotmail.com ]
Assistant Editor http://elfwood.lysator.liu.se/zone/m/u/murrayp/
Elissa Carey [ elissa@dumpshock.com ]
Lifesaver Interior Art
Pamela Zerbinos [ pam@dumpshock.com ] Alexandre van Chestein [ havoc@videotron.ca ]
http://pages.infinit.net/havochq/

Wordman [ wordman@pobox.com ]
http://www.pobox.com/~wordman/
Global Staff Contact: [ tss@dumpshock.com ] World Wide Web: http://tss.dumpshock.com

The The
Shadowrun Supplemental
Shadowrun Supplemental
1 issue #
Issue #1717
Editorial Verbiage

Origins Award Nomination!


For the second year in a row, The Shadowrun
Supplemental has been nominated for an Origins
Award in the category of Best Amateur Game Periodical!
Were very proud to be nominated again, so thank you
to all the people involved in the nomination process.
If you think The Shadowrun Supplemental is the best,
please vote for us!

Editorial Verbiage
Adam Jury [ adamj@dumpshock.com ]
What happens when the two primary editors of The This is the model that were trying to follow from
Shadowrun Supplemental both get parts in an upcoming now on. Some articles do not need this treatmentfor
Shadowrun book? They sure as heck dont get much example, an article with new rules (Such as Shadowrun
editing finished! What happens when a car crashes into D8 from TSS-13, or Seven Samurai from TSS-15) but no
an editor's house, doing enough damage to force her to live in-character information doesnt need a seperate Game
in a hotel for a month? She sure doesnt get a lot of editing Information sectionits all game information! Likewise,
finished! What happens when the other editor takes on a a short in-character article like the Soy Processing Units
last minute assignment for another gaming company? He from TSS-16 doesnt need a Game Information section if
sure as heck doesnt get a lot of layout finished! there are no major rules or game information.

That was the theme for this issue; as soon as we started This new style is a slight change from the way
to make some good progress, something else came up and things were previously organized, and it makes writing
stopped it. Which is our explanation for why its so late, Shadowrun material slightly different from before. In
something that I really hope to avoid in the future. The some ways it makes it a bit more difficult, because the
good news is that over the last few months weve had game information needs to be a bit more defined than the
chance to pick and choose some other articles from our in character texthowever, this gives you a strong base
backlog, and were a little bit more organized than in the to write the in-character material from. Thats the order I
past. Not as organized as I hoped to be, but more organized suggest when writing material in the new style: start with
than this time last year. your outline, then move onto the game information, then
once the game information is more or less finished, work
You may have noticed a slight change in the on the in-character material. Youll probably have to revise
organization of this magazine and official FanPro LLC some of the game information when youre finished with
Shadowrun products. Much of the material has been the in-character section, because the in-character text often
divided into two sections, one for pure in-character prompts new ideas and interesting twists. Writing in this
information, the second for game information such as order helps ensure that you know where you're going with
character and gear statistics, rules and the truth the in-character material, and helps prevent meandering
distilled briefly from the in-character materialso digressions that don't add anything truly useful.
gamemasters have an easy reference that they know is
factual without the possibly misleading shadowtalk. We encourage all authors to use the new format when
submitting worksit will increase your chances of being
featured in the magazine!

The The
Shadowrun Supplemental
Shadowrun Supplemental
2 issue #
Issue #1717
Editorial Verbiage
Submission Guidelines Written Submissions
Our submission guidelines are also available on the 1. All submissions should be sent by email - please put
web at http://tss.dumpshock.com/guidelines.html [SUBMISSION] Name of Submission in the subject line of
your email. For example: [SUBMISSION] Firearm Prices
General Guidelines the Sensible Way.
The following guidelines apply for both written 2. Submissions should be either included in the body of
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1. All submissions should relate to Shadowrun in some illustrations, please see the Art Submission guidelines.
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Were flexible, thoughif an article has been posted to a 1. All submissions should be sent by email - please put
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your email address suppressed or your work credited to a Some semi-specific things that we would like to
handle, include that information in your email message. see submitted for future issues of The Shadowrun
5. No payment or compensation is available Supplemental include:
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6. All authors and artists should recieve an email within The Cluttered Datastore We're looking for gear of all
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a reply within 14 days please send a follow-up email to Tais Magical Goodies Our new/revived Magic
us. column, home for spells, adept powers, totems, and other
magical mayhem!
Organizations gangs, smuggling teams, initiatory
groups, policlubs.
Adventures short adventures, especially focusing
on Year of the Comet events.

Have Your Say


Just as important as the people who create are the people who consumeso please, let us know
what you think of The Shadowrun Supplemental. Theres a small survey to fill out available at
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tss@dumpshock.com. Your feedback is always appreciated!

Shadowrun, Matrix, and all related terms are copyrights of WizKids LLC (1989 to the
present date.), All rights reserved. All names used without permission. This compilation
of material is copyright 2002 Adam Jury

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The Cutthroats

The Cutthroats
Alexandre van Chesten [ havoc@videotron.ca ]

Internal Memo 125432-34B


Focus
Fear, brutality,
and overwhelming
Three,
force; these are the
three key points
It has been brought to my aention that the developing
forming the triangle
group calling themselves the Cuhroats could be a prime
of power that are
candidate to test the procedure we have talked about of
the Cutthroats.
late. They are a more recent arrival in Puyallup, and as
Large numbers
such show promise. I have enclosed an analysis that has
make up for what they individually lackability and
been circulating around our Seale clans. Despite the
intelligence. They rule by frightening others into giving
lier of useless and bland addendums by our peons, the
them what they want, and are not above making examples
information should be sufficient to determine whether or
of the weak or rebelliousthus their name. Their weapons
not support could be directed towards the Cuhroats
of choice are blades of any make, size and kind. They do
leadership so as to help them gain control of the area. Their
lile dealing; their main financial gain comes from the
tactics seem brutal enough that our eventual takeover will
perpetrated on their ever-expanding turf.
be seen in much beer light by the populace, and therefore
more welcome. I will be waiting for your response. And that makes them different from the yaks
because...?
-Four Smudge

Finesse, my man. Finesse.


This is a translated memo between two very high-
Sixth Gear
ranking people in the Yakuza ladder, and as far as I
can tell, they are talking about giving unofficial support
to a sprawl gang. This is nothing new, but the following
Leader
Gash, a brash young human male, leads the Cuhroats.
report they did on the gang has enough depth that
While his frail stature does not make him fit to be a gang
I felt it should be posted here. The mean streets of
leader, pure greed and malice more than make up for his
Seattle may be getting even meaner.
physical inadequacies. His primary weapon is a multi-
Wolf
barbed whip. A tall head of hair dyed various shades of
The Cutthroats are a recent arrival in Puyallup, blue and oen gelled and spiked heavily upwards is his
favoring thug tactics and brutality over any subtlety and most noticeable physical feature. The strongest of his gang
efficiency. Nonetheless, they are a force unto themselves members are with him at all times, and he rarely ventures
and could prove to be troublesome if not routed or tamed out of his headquarters.
in time.
Coward. He would not last long in any real
Forget taming. The organization has already been confrontation; his craving to inflict pain is obviously a
tainted far too much by so-called tamed individuals way for him to vent his frustrations.
who place their own agenda above and beyond that Kensei
of the clan or the House.
Eh, Im tempted to think otherwise. He does keep
Kensei
guards about, and the confrontation begins with them,
Kensei-san. Four words: Wake the frag up. nya?
Nishikihebi Nekojin

Not if you confront them with high-explosive charges


Sorry to bother yall, but whore these guys?
or a long-range rifle slug.
Redneck Rampant
Enrai
Like Wolf mentioned, these gentle fellows are Yakuza
personnel - apparently this file passed through a few
clans and a few levels of the big ol hierarchy before
ending up here.
Wavelength

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The Cutthroats
Lieutenants The Pure Zen is an ork who obviously has seen too
The Cuhroats have three lieutenants: Deathstrike, many samurai movies. Normally bare-chested, he wears
Jugular and The Pure Zen. They are not assigned any the traditional aikido split skirt, as well as two katana
particular numbers; they simply have the authority to sheathed at the belt. Always serious, he seems to view
give members orders, short-term or long, and are free to Gash as his master, but whether he truly follows bushido
recruit any cell not currently aached to another lieutenant or Gash is hard to tell. He is an adept, a terror in close
and lead them off to any assignment they deem fiing. combat. A handful of gangers stay around him at all times
Unaached gangers usually roam free and, as long as not as backup, but as apprentices.
they bring the gang funds, Gash and the lieutenants
oen ignore them. He and I shall clash blades. I can see it.
Kensei
Deathstrike is a troubling girl with long red hair,
a body-hugging suit of black vinyl-like material and a Gang Rating
breathing mask obscuring her face. She appears to be Following the usual evaluation schematics, the
quite insane, as well as addicted to snipingshe carries Cuhroats appear to be on equal ground when compared
a rifle with her at all times, and seems to derive physical to most other groups and organizations in the area. They
pleasure from shooting at random targets (including have access to small arms at best, and usually rely on
people) from a distance. Her usual tactic is to lead from a cuing implements of low quality. Expect to see their
distance, leing others do the real dirty work. Out of all main forces use small blades, knives, spiked clubs, and
the Cuhroat lieutenants, shes the one least thirsty for sometimes low- to large-caliber pistols.
actual up-close blood.
They may appear equal in small groups, but I
wouldnt trust these odds - they have access to startling
My kind of girl. amounts of backup, and numbers can even
Kyohoudo all odds.
Nishikihebi
Amen to that.
SMG Guy
Head Count
Deathstrike? Who goes by the name Deathstrike? How The Cuhroats tend to stick together and act in large
is that used in casual conversation? Hey, Deathstrike, groups; their numbers have been reported to be close to
lets go for a beer. And make sure Pure Zen brings at least a hundred, but assuredly not over a hundred and
money this time - Im not frontin for his sorry hoop twenty-five members.
again.
Crowe Initiation Rituals
There are two initiation rituals to become a Cuhroat.
Actually, most of the gang refers to her as That Crazy Firstly, one must stand before Gash and suffer as many
Bitch. Out of her earshot, of course. strikes from his barbed whip as possible until the pain
Wavelength is intolerable and the potential ganger yields. The more
strikes suffered, the higher the gangers status will be in
Jugular is an overly large troll with one horn broken off the gang. The blood-soaked and torn clothing becomes the
near the base and shoulder-length hair obscuring most of his gangers uniform from now on; at least one strike must be
face. He does not speak much, he does not think much, and weathered in order to become a Cuhroat.
most of all he does not bathe muchwhat he does in droves,
however, is apply his fists to people at high speed. True to And when Gash is particularly wary of an applicant
Cuhroat form, he has hand spurs on both sets of knuckles, (i.e. hes scared he might overthrow him), he might just
and leads his detachment of lackeys via gestures and grunts add something to those barbs. Know many
most of the time. Few question his decisions; those who gangers who have toxin filters?
Grind
have did not live to regret their disloyalty. Rumors point
to Jugular having been a successful gunsmith at one time, So how did the lieutenants get up there in the first
but lile fact backs this up. place if Gash is such a wimp?
Smudge
Ive seen him in action. Believe the rumors.
He Who Breathes Shallow I think I can field this one - lieutenants can be
powerful, they just cant be industrious. I doubt any of
What kind of work could a humongous troll possibly the trio mentioned here actually *want* to be at the
do? Gunsmithings fine work, and it doesnt help when head of the gang. They seem happy with their position.
your index fingers bigger than what youre building. Lisa Diamond-Eyes
Grind

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The Cutthroats
The newly-crowned Cuhroat is merely an apprentice The Pure Zen has the insignia tattooed on his chest.
at this point. To become a full-fledged member, the ganger Act accordingly.
must turn a band of white cloth completely red with the Kensai
blood of a victim. The band is to be worn somewhere on
the gangers body, and it seals his status as a Cuhroat. Territory
The Cuhroats seem to have staked their claim to the
It has come to my attention that this band is not only eastern middle part of Puyallup, around the abandoned
a source of pride, it is a source of shame - shredding central train and subway station. The laer acts as their
the band to some degree is a common way for a headquarters. Their territory spreads daily as they seek
Cutthroat to atone for mistakes. As most of us know, more and more people to terrorize and rob for 'protection.'
that can be exploited to great extents. It is rumored that Gash has tapped into whats le of the
Enrai Puyallup phone grid from the station, and directs squads
of his gangers by calling pay phones close to their
Lieutenants are another maer; Gash chooses them
personally from his horde. The test to become a Lieutenant whereabouts.
is as of yet unknown, but probably involves repeat
If he tapped into the phone service (or whats left of
appearances of Gashs whip.
it), then hes got to have some serious decking muscle.
Redneck Rampant
With repeat appearances of applied chemistry
to said whip. This would be a rather good use for Or just a one-time affair. Wink.
hypnotherapeutic drugs, wouldnt you think? Wavelength
He Who Breathes Shallow
Given the disrepair of Puyallups grid, carrier pigeons
Youre overestimating Gash. Gangers dont go to are probably more reliable.
such great lengths, especially not gangers in the Puy. Rat
Grind

I know the Cutthroats. Operations


He Who Breathes Shallow The Cuhroats support themselves through thug
work and robbery. Nothing else.
That reminds me. If this gang is so scroungingly poor,
why are they so many? What do they get from getting Foes
slashed up by a skinny white guy so they can be The Cuhroats oppose anyone and anything that
another one in a hundred? occupies the territory into which they wish to expand.
Smudge Most notably, they oppose the Crash Hammers, whose troll
leader has reportedly started looking for outside help to
What else is there? At least they get to take
dispose of some of the Cuhroats, possibly Gash himself.
advantage of any businesses that are protected by
Otherwise, the Cuhroats stand relatively unopposed in
the Cutthroats, and they get some buddies to boot. Its
their thuggery-driven expansion.
either that or be on the receiving end. And seeing as
how Gash rarely steps out of his ivory tower, he gets a
lot of notoriety factor due to the simple fact that hes Leave the gangs to the gangs, and they shall take
often heard, seldom seen. Some people want to be care of themselves without our involvement.
on the side thats on top, and Gash is trying his best to Kaze no Hishu
make his side look like it.
Grind But its so fun to get involved!
Nekojin
Uniforms
It is easy to identify a Cuhroat; they wear blood- Uniqueness
stained street clothing that has not washed for quite some The Cuhroats are renown for sliing the throats of
time. Full-fledged members wear a reddish-brown band those who died opposing them or refused to pay what
somewhere on their body. they wanted. These examples are le in the street, the
head sometimes completely separated from the body.
Symbol Cuhroat squads aack without a discernible SOP or
The Cuhroat symbol and sign of their power is a goal; they simply loot and brutalize people on their turf
blade of some sort over a bloody gash, forming an x with into paying them to go away.
the laer. Each gang member wears a patch or a drawing
of this somewhere as well.

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Issue #1717
The Cutthroats
Game Information The Pure Zen
B Q S C I W E M R
6 4 5 3 4 3 6 4 5 (7)
Cast of Characters INIT: 5 (7) + 1D6 (2D6)
All characters should be given other skills, gear, and Dice Pools: Combat 5 (6)
cyberware as appropriate for your campaign. Karma Pool/Professional Rating: 2/2
Active Skills: Athletics 4, Edged Weapons 4 (Katana 6),
Gash Etiquee 3, Instruction 2, Unarmed Combat 4
B Q S C I W E M R Knowledge Skills: Bushido 3, Haiku 3, Puyallup Area 4
2 3 2 4 4 4 6 - 3 Adept Powers: Blind Fighting, Combat Sense 1, Freefall
INIT: 3 + 1D6 2, Improved Reflexes 1, Smashing Blow
Dice Pools: Combat 5
Karma Pool/Professional Rating: 2/2 An adept devoted to combat with two swords, The
Active Skills: Edged Weapons 3, Etiquee 3, Interrogation Pure Zen has a pair of very low-powered foci blades of
2, Leadership 4, Unarmed Combat 2, Whips 4 his own. Hes fanatical, speaks in haiku, wears Japanese
Knowledge Skills: Chemistry 3, Puyallup Area 4, garb, and his real name is Ezekiel Walthertorsh. Amongst
Puyallup Gangs 3 his possessions are taered copies of Shogun, Amaterasu
for Dummies, The Collected Wrien Works of Megumi
Gash is lile more than a thug, but a very competent Hayashibara, and The Life and Teachings of Daruma.
one at that. He has a working knowledge of chemicals;
enough to know which ones have what effects and how He has lost two magic points due to injuries suffered
to apply them to his whip without geing high. in turf wars.

Deathstrike Head Count


B Q S C I W E M R
The Cuhroats number 110, with that value depending
4 4 3 2 3 4 6 - 3
on the rollover. Theyre on equal footing with starting
INIT: 3 + 1D6
runners in terms of power, as their numbers make up
Dice Pools: Combat 5
for their individual lack of skill and experience. Most are
Karma Pool/Professional Rating: 2/1
armed with melee weapons, but they also have access
Active Skills: Athletics 3, Edged Weapons 4, Etiquee 2,
to pistols, as well as shotguns and hand-held automatic
Interrogation 3, Leadership 2, Rifles 4, Unarmed Combat 3
weapons if the Yakuza backing comes through.
Knowledge Skills: Puyallup Area 5, Puyallup Gangs 3
Phone Grid
Deathstrike is indeed a certified nut with a Barre, but The public phone grid around their territory has been
her ammo is running low and shes not above thinking hacked into and turned to their use; the state of things in
outside the box (i.e., hiring people or cuing deals) to Puyallup has made the phone company not care at all what
acquire more ammunition for it. happens to a few wires. The new center node for the lines
is in the gangers HQ in the old train/subway station, and
Jugular its connected to at least one physical phone line out of
B Q S C I W E M R
8 2 8 3 2 3 5.8 - 2
every two in the sector.
INIT: 2 + 1D6
Dice Pools: Combat 3 The Yakuza
Karma Pool/Professional Rating: 2/2 The actual extent of the financial backing depends
Active Skills: Cyber-Implant Combat 3, Edged Weapons on what the GM wants to do with his campaign. The
3, Etiquee 3, Heavy Weapons B/R 3, Negotiation 4, Pistols Yakuza plan to use the Cuhroats to terrorize an area of
3, Pistols B/R 1, Rifles 2 the city, then take that territory over from them, looking
Knowledge Skills: Firearms Theory 3, Puyallup Area 3 like heroes. They could also be using the Cuhroats for
Cyberware: Spurs (2) something more mundanegrooming them to test some
sort of new drug, equipment, or implant.
Jugular is an accomplished gunsmith, and had his
own business until goblinization le him dunced and
dimple-fingered. He only works on heavy weapons now,
as anything lighter is too small for him to work on. Hes
currently toying with a minigun on loan from a yakuza
contact.

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Issue #1717
Matrix gangs

by Adam Jury
[ adamj@dumpshock.com ]
Part of my contribution to the Target: Matrix
sourcebook included a section on Matrix gangs. The final
version of the book featured a different set of gangs, which
took a slightly different look on the state of Matrix gangs
in the Sixth World. For the complete Matrix gangs writeup,
see p. 102, Target Matrix.

Crimson Crew Broadway Olive


Not to be mistaken for a branch of Crimson Crush,
Named for an intersection near the Aztechnology
the Crew is a bunch of ruffians with barely adequate gear.
Pyramid where the two founders allegedly met in the
Most of them are located in the Boston area, and actually
middle of the 50s, Broadway Olive has carved out an
spend the majority of their time hawking pirated chips to
impressive reputation and expanded throughout the last
students and shady re-sellers in the Rox and other shadowy
half dozen years to become one of the movers and shakers
areas of Beantown. The few other members located around
in the shadow Matrix. Starting from a small nucleus of rich
the UCAS spend their time shunting the software to the
kids in downtown Seattle, theyve expanded at a steady
burners in Boston. Crimson Crew dont actually crack
pace, adding four or five members each year to now sit
any of this software themselves, and are really nothing
at about 35 members spread throughout the UCAS with a
more than a bunch of leeches on the system.
few more overseas. Broadway Olive specializes in the good
old-fashioned datasteal, and in doing shadow research.
Radickalz Its not unusual to see files turn up on Shadowland weekly,
The Radickalz are a tight-knit group of crackers who painstakingly researched and authored by a member or
work primarily on cracking and releasing productivity members of the group.
software. Since splitting from the crumbling group AllXS
several years ago, theyre no higher than a third-tier The Corner Of is Broadway Olives public node on
gang because cracking is the only activity they partake the Matrix, tangentially linked to the Denver Data Haven
in. The Radickalz maintain a working relationship with once info hits The Corner its ferreted to the haven for
several other gangs who distribute their software, both good. The node houses the complete public works of
over the Matrix and on chip to unwary consumers. Broadway Olive, cross referenced and updated when
Theyve also exposed some embarrassing backdoors and necessary, as well as the necessary information to get in
other features in products from leading corporations contact with members (through multiple blind relays).
including that little exploit in RCS-FastData that let Some members of Broadway Olive are more than willing
anyone with the right passcodes intercept all your faxes to perform custom research, for a tidy fee, while other
and document transfers. members prefer to work on their own projects for the thrill
of exploration and exposure, not for monetary gain.

The two founders maintain tight control over


Broadway Olive, aided by a council of three other veteran
members. Important decisions regarding the future of
the group, including admission of new members, are
first debated amongst the founders and council, and
then presented to the rest of the group for some internal
discussion and a vote.

The The
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Matrix Gangs
Irrational Systems, Inc Game Information
One of the larger Matrix Gangs, Irrational Systems, Matrix Gangs come and go like the wind. When
Inc. is a jack-of-all-trades gang. It is divided into a half- using them in your campaigns, keep in mind and play
dozen or so smaller groups, all of which answer to the up the speed of the Matrix as opposed to the meat world:
High Council. The Council is made up of a representative Alliances can be made, broken, and forged anew within
from each division, the three founders, and several other hours or even minutes. Yesterday's heroes will be old
long-term members. The actual number of members is news tomorrow if they dont keep up with the pace of
unknown, but conservative estimates place it at around the Sixth World.
100. Some divisions, such as the Matrix Presence division
responsible for upkeep of ISIs public and private hosts has Crimson Crew
under 10 members, while the Programming and politely Gang Focus: The Crimson Crew is a third-tier gang that
named Intrusion divisions have well over 20 members operates by selling pirated software in the Boston area.
each. Unlike many groups of its size, ISI maintains very Leader: Jackboot, a 20-something dwarf with nothing
little Grey Hat mentalitytheyre a gang, the bad boys better to do.
riding into town in a black hat. Gang Rating: Inferior
Head Count: 10-20
A lot of ISI members hang out in a New York based Initiation Rituals: None.
Matrix bar called Club 31337. They pretty much rule Uniforms: None.
the roost there and are friends with a lot of the staff, so Symbol: Red graffiti-like text reading CC.
dont try starting anything stupid. Territory: The Rox and poorer student-populated areas
Optik evreN of Boston.
Operations: The Crew primarily sell burned copies of
Irrational Systems has no qualms about pimping their pirated software to college students, or to other re-sellers
services to the highest bidder, with members operating in the Boston area who then sell the softs to unsuspecting
as a typical freelance decker or working together for an customers.
employer. When need be, Irrational Systems is extremely Foes: Anyone in the Boston area distributing pirated
professionalyou wont find them leaving behind software for free or cheaper than them. These people will
evidence or call signs, as some gangs are prone to be threatened and most likely assaulted or mugged.
do. But make no mistake about it, theyre not doing this Uniqueness: Nothing really sets the Crew apart from the
because they like you, theyre doing it for self-preservation. pack.
They value your money more than your friendship and
respect. Radickalz
Gang Focus: The Radickalz are a well-tuned third-tier
Just to throw out a few more names here, because gang that crack productivity software. They have a
theres a million more: The Black Widowz, a small gang reputation that makes them look better than they arenot
with an extremely obvious arachnid flavor (theyre that theyre slouches.
also very picky about their icons and suchlike being Leader: G-Force, a former council member of AllXS.
anatomically correct), Rocks and Stones, a small Gang Rating: Equal
gang that fashions themselves as environmental Head Count: 10-15
activists, and we cant forget VirtueUs: The Matrix gang Initiation Rituals: Prospective members must try and
for God. crack a piece of software devised by senior member
Sam Haine Hudson. Only about 1 in 6 actually manage to do so; the
gang accepts those who managed to crack it, and some
who had exceptionally good ideas while trying to do so
but still failed.
Uniforms: None, although icons with outlandish hairstyles
and body modifications are encouraged.
Symbol: Green text over grey triangle-like logo.
Territory: Aside from private nodes, the Radickalz
frequent many software and cracking forums to keep on
top of the state of the art, but do not claim any of that
as territory. For the most part they are respectful users of
other Matrix systems.
Operations: Radickalz crack software only; they do not
distribute it nor do they crack games or other entertainment
software.

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Matrix Gangs
Foes: The Radickalz do not get along with the remains Irrational Systems, Inc.
of AllXS. Gang Focus: No particular focus, but whatever ISI tries to
Uniqueness: The Radickalz have pulled off some do it does well. Each division is an autonomous unit and
impressive cracks in their time, but a few individual has its own quirks and rituals.
members let ego get in the way of improving their Leader: The Head Council does not have a particular
skills. leaderit is remarkably democratic and self-regulating.
The three founders are Robertson, a CAS-based troll; Tranc,
Broadway Olive a Seattleite of unknown race; and Charlatan,
Gang Focus: Broadway Olive elven, residing in an unknown geographical
is a datasteal and research location.
machine. Gang Rating: Superior
Leaders: Denny and Boylston, named Head Count: 100-125
for a street and avenue near the Broadway Initiation Rituals: Individual
and Olive intersection. divisions ensure that members are
Gang Rating: Superior up to snuff in their chosen specialty.
Head Count: 35-40 Uniforms: The stylized ISI logo appears
Initiation Rituals: None as such, but extreme prominently on all member's icons.
talent in both system penetration and data organization Symbol: A stylized ISI, usually white on black.
must be present in all recruits. All new members have a Territory: Known to terrorize various public Matrix
strict month-long trial period in which they can be denied services, with no long-term public territory.
full entry to the group at any time. Operations: ISI has well-developed operations in every
Uniforms: None. facet of existence for a Matrix gang.
Symbol: Red and black text over an intersection like Foes: Almost everyone wants a piece of the ISI pie, so
cross. they butt heads with almost every other Matrix gang on
Territory: Broadway Olive operates a public Matrix occasion, and have serious grudges with gangs that they
node named The Corner Of, but maintains a low view as being not serious enough.
profile otherwise. Physically, theyre scattered across the Uniqueness: One of the larger Matrix gangs, ISI stands
planet. out in the crowd but their size makes individual members
Operations: Datasteals, organization and research are hard to pin down.
what the Olive deals in, whether for personal gratification
or by contract.
Foes: Broadway Olives main foes are systems
administrators. They quickly crush any other Matrix
gang foolish enough to steal their work.
Uniqueness: Renowned for their attention to detail,
Broadway Olive are frequent contacts for fixers and other
information brokers.

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Additional Martial Arts
Additional Martial Arts Styles
by Eric Polovich [ thepolo@adelphia.net ]
Several years ago, I found an online supplement that Feng Ying Kuen Kung Fu
added specific martial arts to Shadowrun. After playing (The Style of the Phoenix)
with and refining them, my group and I had added, One of the several animal styles of Chinese Kung Fu,
subtracted and basically massacred the original rules to the the phoenix is a symbol of joy and rebirth. The Phoenix
point that there were little of them left in our day-to-day style is one that combines both hard and soft techniques.
gameplay. The main thing that we changed was the styles. Advantages: Characters using the Style of the Phoenix
They were great, but after playing each once or twice, we may negate 1 point of opponent's reach.
wanted more. Included in this article are several of those Disadvantages: Characters using the Style of the Phoenix
styles that have been altered to work with the Advanced suffer -1 die to the Knockdown Attack and Charging
Melee Combat rules from p. 85, Cannon Companion. Attack options.
Maneuvers: Blind Fighting, Focus Will, Full Offense,
The New Styles Ground Fighting, Kick Attack, Kip-up, Multi-Strike,
The new styles included in this supplement are Choy- Whirling
Li-Fut Kung Fu, Fan Tzi Pai Kung Fu, Feng Ying Kuen
Kung Fu, Fu Ying Kuen Kung Fu, Hao Pai Kung Fu, Hou Fu Ying Kuen Kung Fu
Ying Kuen Kung Fu, Judo, Short-hand Kung Fu, Loong (The Style of the Tiger)
Ying Kuen Kung Fu, 8 Step Praying Mantis Kung Fu, One of the several animal styles of Chinese Kung Fu, the
Tsui Pa Hsien Kung Fu and Wing Chun. They broaden Tiger style is characterized by power and determination.
the base of styles that the Cannon Companion covers by Advantages: Characters using Fu Ying Kuen Kung Fu
adding more eccentric styles of combat from all over the receive a +1 to the power of all attacks.
globe. Several styles are forms of Kung Fu (primarily the Disadvantages: Characters using the Style of the Tiger
animal styles); they expand upon the simple hard/soft suffer -3 dice to Subduing Combat option.
distinction in the original rules. Maneuvers: Focus Strength, Full Offense, Ground Fighting,
Kick Attack, Kip-up, Multi-Strike, Whirling, Zoning
Choy-Li-Fut Kung Fu
Created in 1838 as one of many offshoots of Shao- Hao Pai Kung Fu
Lin Kung Fu. The form is very aggressive, concentrating (The Style of the Heron)
on long hand techniques like roundhouse and overhand One of the several animal styles of Chinese Kung
swings. A Choy-Li-Fut master, when confronted with a Fu, the Heron style uses both hard and soft techniques.
fight, will immediately attack, plunging right into the Some typical movements are, for instance, positions on
middle of any group of opponents. Using the circular one leg only or attacks with joined fingers in the eyes,
parry, she will fend off any attacks while lashing out with and so on.
a flurry of hand strikes, snap kicks and back sweeps. Advantages: Characters using Hao Pai Kung Fu receive
Advantages: Choy-Li-Fut martial artists receive +2 power -2 to the TN of all Called Shots.
to all Whirling and Multi-Strike maneuvers. Disadvantages: Characters using the Style of the Heron
Disadvantages: Characters using Choy-Li-Fut receive -2 suffer -2 to the power of all Subduing Combat attacks.
dice to the Subduing Combat and Called Shot options. Maneuvers: Close Combat, Focus Strength, Full Offense,
Maneuvers: Blind Fighting, Focus Strength, Full Offense, Ground Fighting, Herding, Kick Attack, Kip-up, Multi-
Ground Fighting, Kick Attack, Kip-up, Multi-Strike, Strike, Whirling
Vicious Blow, Whirling
Hou Ying Kuen Kung Fu
Fan Tzi Pai Kung Fu (The Style of the Monkey)
(The Boxing of the Eagle) Another of the several animal styles of Chinese Kung
One of the several animal styles of Chinese Kung Fu, Fu. The Monkey is a figure of trickery in Chinese folklore,
the Eagle style is swift and unforgiving. and the Monkey style uses fast and deceptive footwork
Advantages: Characters using Eagle Style Kung Fu receive to confuse foes.
+1 reach when using the Full Offense maneuver. Advantages: Characters using Hou Ying Kuen Kung Fu
Disadvantages: Fan Tzi Pai martial artists suffer a -3 to receive +2 dice to the Disorient maneuver.
the power of all Called Shots. Disadvantages: Characters using the Style of the Monkey
Maneuvers: Focus Strength, Full Offense, Ground suffer an additional -2 to the TN of all Called Shots.
Fighting, Herding, Kick Attack, Kip-up, Multi-Strike, Maneuvers: Blind Fighting, Close Combat, Disorient,
Vicious Blow, Whirling Full Offense, Ground Fighting, Kick Attack, Kip-up,
Multi-Strike, Whirling

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Additional Martial Arts Styles
Judo Advantages: Characters using Shyun Style Kung Fu gain
(Shao-Lin Kung Fu) +2 dice to all Called Shots.
Judo originates from ancient styles, but has developed Disadvantages: A character must begin play with Praying
into a modern sport and martial art. Its name can be Mantis Kung Fu; he cannot learn the art after the character
translated as soft, flexible way. It focuses on ways to has been created. A level 2 contact must also be purchased,
fall safely, and also on grapples and throws. and maintained at twice the normal cost in order to
Advantages: Characters can use half their judo skill rating improve the skill.
as armor against the Throw technique and when taking Maneuvers: Blind Fighting, Focus Will, Full Offense,
damage from falls. Ground Fighting, Herding, Kick Attack, Kip-up, Multi-
Disadvantages: Characters using Judo suffer -1 dice to the Strike, Sweep
Charging attack and Called Shot options.
Maneuvers: Close Combat, Evasion, Ground Fighting, Tsui Pa Hsien Kung Fu
Kip-Up, Sweep, Throw, Zoning (The Style of the Drunken Man)
This is the style of the drunk man made popular by
Li-Chi Jackie Chan and created by Li Po. The goal of this style is
(Short-hand Kung Fu) to have reactions that are totally unforeseeable. The expert
Short-hand Kung Fu gets its nickname from the falls to the ground, hesitates, rolls, changes his rhythm,
fact that most of the movements are based on a boxing and so on.
distance; close enough for hand movements but too close Advantages: Those who attack the character never benefit
for anything but snap kicks. Other strengths are rapid from the Superior Position target modifier.
stance changes and intricate hand movements. The Li- Disadvantages: Characters who are students of Drunken
Chi master will enter combat steadily and deliberately, Boxing automatically gain the addiction flaw (Alcohol,
advancing to combat range. Then it becomes a simple Mild). If their skill in Drunken Boxing rises above 5, the
matter of outfighting the opponent with as many blows flaw proceeds to Moderate.
as possible. Maneuvers: Evasion, Focus Strength, Full Offense, Ground
Advantages: Characters using Li-Chi receive +1 die to Fighting, Herding, Kick Attack, Kip-up, Multi-Strike,
attacks made while using the Close Combat Maneuver. Sweep, Whirling
Disadvantages: Characters using Short-hand Kung Fu
suffer -3 dice to Charging Attacks. Wing Chun
Maneuvers: Blind Fighting, Close Combat, Focus Strength, The objective of Wing Chun is acquiring the skill to
Full Offense, Ground Fighting, Kick Attack, Kip-up, Multi- deliver the right technique at the right time, negating the
Strike opponents attacks and using his incoming momentum
against him. It relies on softer attributes such as timing,
Loong Ying Kuen Kung Fu natural power and sensitivity to maintain advantageous
(The Style of The Dragon) positioning. It uses strategies to trap the opponent and
One of the several animal styles of Chinese Kung limit his maneuverability.
Fu, the Dragon is a figure of strength, concentration and Advantages: Wing Chun practitioners gain an effective
fertility. The dragon style combines fluid movements with +1 to reach when counterattacking.
powerful strikes. Disadvantages: Characters using Wing Chun suffer -2
Advantages: Characters using Loong Ying Kuen Kung Fu dice when using the Charging Attack and Called Shot
add an additional +1 bonus to the Focus Will and Focus options.
Strength maneuvers. Maneuvers: Close Combat, Disorient, Evasion, Focus Will,
Disadvantages: Characters using the Style of Dragon Herding, Kip-Up, Sweep, Throw, Zoning
suffer -2 to the TN when using the Subduing Attack and
Pulled Punch options. Wrestling
Maneuvers: Focus Strength, Focus Will, Full Offense, The traditional sport, which is not really a martial art,
Ground Fighting, Kick Attack, Kip-up, Multi-Strike, but included here anyway to go along with Boxing. The
Vicious Blow, Whirling combatants attempt to pin each other to the ground using
a combination of holds and takedowns.
Shyun Style Praying Mantis Kung Fu Advantages: Wrestlers gain +2 dice when using the
The Shyun Style is one of the last pure fighting styles Subduing Combat option.
left in the world. It has been passed down master to Disadvantages: Characters using wrestling suffer -3 dice
student for well over 350 years. It is a very well-rounded when using the Called Shot option.
style, emphasizing lightning-fast strikes and efficiency Maneuvers: Close Combat, Focus Strength, Full Offense,
of movement. It is also known as the Eight Step Praying Ground Fighting, Herding, Zoning
Mantis Style.

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Issue #1717
A Little Learning...

by Eleanor Holmes [ jestyr@dumpshock.com ]

Knowledge Skills Active Skills


Folklore & Mythology Hypnotism (Willpower)
Folklore and Mythology refers to the traditional recurring Hypnotism is the art of entrancing a target to make them
folk tales, legends and myths of historical cultures. It covers more susceptible to suggestion or command. To use it, the
everything from knowledge of ancient pantheons to the character selects their target and places them in a trance using
various Arthurian legends, Native American tribal tales, the meditation or concentration techniques. This requires quiet
Baba Yaga and more. In the Sixth World, where belief can surroundings and minimal distractions, and should almost
shape reality, those with this knowledge can find insight into always be performed in person. The hypnotist makes an
many modern mysteries. Formerly the province of academics, opposed Hypnotism test against the targets Willpower; if
this skill has many applications in the Awakened world. the hypnotist achieves any net successes, the subject is in a
Default: Anthropology, History, Occult Knowledge hypnotic trance and is open to suggestion from the initiator.
Specializations: By historical period, by region, by Placing the target into a trance requires a time equal to their
specific subject, by tradition. Willpower in minutes; this time may be reduced by extra
successes on the Hypnotism test.
Occult Knowledge
This skill confers all kinds of mystic, arcane and Once in a trance, the target must make a Willpower test
magical knowledge. Distinct from the various Magic (with a target number equal to the hypnotisers Willpower) to
Background skills, which represent the accepted body of resist any commands or suggestions given by the hypnotist.
magical understanding in the Sixth World, Occult Knowledge Only the hypnotist may affect the target in this way. If the
describes the unknown folk magic, dark practices and target is given commands that are counter to their self-interest
rites half-remembered. This skill is useful for talismongers, or are wildly inappropriate, the hypnotist must maintain
forensic mages, and theoreticians alike. It may be used as a control by succeeding on another opposed Hypnotism test
Complementary Skill for relevant Magic Background skill against the targets Willpower. If the target achieves equal
tests, and also covers knowledge of practices not necessarily or greater successes, they slide out of their trance and any
effective in the Awakened world. implanted commands or suggestions have failed.
Default: Magic Background skills; Folklore &
Mythology This skill should only be allowed in the game at the
Specializations: By historical period, by region, by discretion of the gamemaster.
specific subject, by tradition. Default: None
Specializations: Subject control, memory regression,
Parabotany personality modification
Parabotany refers to knowledge of Awakened plants
of all kinds. It covers cellular and biochemical information, Riding(Reaction)
cultivation and occurrence of such plants in the wild, and so Although animal riding is a rare talent in the Sixth World,
forth. At the GMs discretion, Parabotany may be used as a compared with a couple of centuries ago, there are still those
Complementary Skill for working with herbal materials and who find it useful to be able to ride a horse, mule, or other
radicals in Talismongering and Enchanting tests (see MITS, animal. Whether for leisure or recreational purposes, or as
pp. 40-2). It may also be used in this way when concocting a self-sustaining form of transport, some people around the
magical compounds such as those of the Anasazi or Koradji fringes of urban civilization are adept at animal riding.
(see M&M, p. 122-3 and T:AL, pp. 108-9).
Default: Botany, Parazoology This skill allows the rider to sit their mount appropriately
Specializations: By order, by region, by para-trait under a range of riding conditions. GMs should make Riding
Tests based on varying conditions in a similar fashion to
Parazoology Handling Tests. The Riding skill also allows a character to
Parazoology is the study of Awakened animals, select the appropriate tack, animal-control equipment and
particularly non-sentient ones. Characters with this skill other accoutrements for riding their mount, and gives the
know the behavior, physiology and biological needs of critters character some small means of behavioural control over the
they may encounter. This skill doesnt directly confer any animal when riding it.
ability in dealing with the animals in question, but may be Default: None
used as a Complementary Skill when handling or caring for Specializations: By animal
appropriate animals.
Default: Zoology, Parabotany
Specializations: By order, by region

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Issue #1717
Damage Control

by Steven Bull Ratkovich


[ bull@dumpshock.com ]

Conventional Control
Ahhh, summer. Tis the season that school children of minor industry guests, such as a writer or an artist.
long for, when school is out of session, the ice cream These industry guests are often people who someone
truck drives by daily (if they're lucky), the sun is bright on the planning committee knows or who live in the
and warm, and the days are long and lazy. For those of area. These conventions are usually weekend-only, and
us who are a little older, summer means other things. are worth attending if you can. There are almost always
Picnics, baseball games, fireworks, swimming pools, girls games available for the more popular RPGs, and often a
in bikinis, take your pick. handful of smaller, less well known games will be run.
Plus the dealers' room and auction are often a great chance
If youre a gamer the most important thing the summer to find bargains.
season brings is the game convention. Dragon-con, Gen
Con, Origins, plus hundreds of smaller conventions Finally, you have your national conventions. These
around the country take place during those long, hot days. range in size greatly from smaller national cons that draw
And if youre a hardcore gamer, youll try to attend as several thousand attendees to the mecca of gaming, Gen
many of these as you can. There are generally three kinds Con, which brings in over 30,000 attendees each year.
of conventions: local, regional and national. Conventions of this size always have some sort of dealer
room or exhibitors hall area with a number of dealers
If money and time are an issue, you might be able to and usually have some presence from at least a few game
find a small local convention hosted by a nearby college. companies. Several of these shows, namely Origins
Most larger public colleges, especially state schools, have a and Gen Con, have representatives from almost every
gaming club that puts together a convention of some kind. game company out there despite the hefty expense of
These are typically quite small, with a handful of games renting booth space. There are also often an anime rooms
run by volunteers, and possibly some dealers from local showing various movies throughout the day, an auction
game shops. If the club is lucky, they may be able to pull room, an art exhibit hall where you can check out and buy
in an industry guest of some kind, but that's unusual for pieces of original artwork, game demos, open gaming,
a little convention like this, and you rarely see any sort of tournaments, and guests of honor from gaming, television,
presence from game companies. These conventions can and movies.
be a fun chance to get out, try a new game, or just game
with people you dont know. You can also often get some So, you want to go to a game convention. Now
good bargains from some of the vendors that do set up what? Well, there are a few things you can do to make
for these conventions. the convention experience go a bit smoother.

After the local con, there is the regional con. Often 1. Plan ahead
these are put together by an organization other than This is one that I cannot stress enough. The larger the
a college gaming club. Sometimes this is a group of convention, the more you need to plan for it.
shopkeepers in an area, and sometimes it is members of
several gaming clubs working together. The results are 1a. Travel Plans
usually more impressive than the local convention, though This is the first thing you should figure out. How are
still somewhat confined. These will often attract GMs you getting to the convention? If the convention is nearby,
from outside the group putting it together, will usually driving is an option. If its cross country, you need to decide
have a handful of professional and amateur vendors if you can drive to the convention, or if you want to fly.
in a dealers' room, and will occasionally have a couple If you want to go by plane, buy your tickets months in

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Damage Control
advance. The earlier you buy them, the cheaper they will First off, do not drag every book you own with you.
be. Youll also want to plan to get to the convention a day And if you do, dont drag them all to the convention hall.
in advance, most likely. This allows you to take care of the Two hours into the convention, youll be regretting it.
preliminaries and get settled in, so that you can just enjoy Gaming books are heavy, much more so than youd think.
the convention when it starts. Id suggest only taking what youll absolutely needcore
books for the games youre going to play. Most games will
1b. Pre-Register have both books and pre-generated characters available.
Register for the convention as early as possible. Often, Bring the types of dice youll need, but remember that
its cheaper to do so. Plus it will allow you to register conventions are excellent places to pick up brand new
for games, and possibly get hotel accommodations more dice for you and your friends back home.
easily. Once you get the pre-registration book, go through
it carefully, highlighting any games that look interesting. 2c. Other
Once youve seen whats available, work up a schedule Beyond the essentials, you may want to take a water
that seems feasible to you. Dont sign up for too much, bottle, as drinks and food at conventions are expensive. If
as youll burn out. Keep in mind that there will be more there are any people there you want to get an autograph
games that are scheduled after the pre-reg book is released, from, take something to get signed. Sometimes they give
so there will be more to check into on site. Make sure you away a photo, but often they charge for them. A backpack
sign up for any games you really want in on, as you dont to carry stuff in is a must, and a wheeled backpack is a
want them to sell out. With 5,000+ attendees at some of godsend if, like me, you need to lug a bunch of books
the larger conventions, and often only six slots available, around.
game space goes fast.
3. The Convention
1c. Rooming Accommodations Youve successfully prepared and packed for the
Having a place to sleep always helps make the convention. Youve traveled, survived the trip, and
convention experience a little more enjoyable for you, settled into your residence of choice. Now, on to the
as well as those around you. Sure, you may be able to convention!
handle going three days with no sleep and no shower,
but trust me, no one around you wants to deal with 3a. Registration
it. Whether this is making arrangements to crash on a If you planned ahead, you pre-registered for the
friend's floor or reserving a hotel room, you want to have convention. However, its not always possible to do so.
sleeping arrangements worked out ahead of time. Theres Either way, youll want to head up to the convention hall
nothing more frustrating than getting to the convention and take care of registration. If you pre-regged, you should
and finding out every hotel in the city is booked up (and for have a badge and anything else you pre-purchased waiting
some of the larger conventions, this is not just a possibility, for you, just show them the confirmation information
but an inevitability). usually its just a printed receipt from the web. Otherwise,
youll need to purchase a badgethe lines for this are often
2. Prepare long, especially on opening day! Youll also want to pick
With pre-planning finished, the next step is to figure up an on site program to get the updated game schedule,
out what you should take to the convention. Packing is a maps of the convention hall, and other information.
major step in preparation.
3b. Meetings
2a. Clothes A lot of times youll be meeting up with people you
Take enough clean and neat clothes for the entire know, either from real life or online. Regardless of whether
convention. As with showering, you may be comfortable youve ever met them before or not, the first thing you need
wearing the same clothing for days on end, but trust me: to do is set up a time and place. Even if none of you have
No one else is. Take enough clothes for each day of the attended that particular convention before, you at least
convention, plus an extra days worth, just in case. Plus know that there will be a registration booth of some kind,
if theres the possibility of other actives, such as going so that works as a default if you dont know of a better
clubbing, or going to a formal dinner, prepare accordingly. place. The time is relatively easy, the key here is simply to
As silly as it sounds, plan your wardrobe for the entire be where youre supposed to be when youre supposed
convention. Nothing is worse than spilling chocolate syrup to be there. If youre supposed to meet at the Shadowrun
on your only pair of jeans. booth at 3:00, and youre not there on time, you have no
one to blame but yourself for not hooking up with your
2b. Gaming Books friends. Finally, you need a signal of some sort. This could
be a sign, a recognizable t-shirt, or a unique hat or costume.
This isnt so necessary if youve met before in person, but
can still be handy, especially at a busier con.

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3c. Gaming Gamemasters and Conventions
This is what youre there for, right? Try out demos of For many a gamemaster, a convention is their release,
games, play in the games you registered for, try out the a break from the constraints of a gamemaster screen
company sponsored tournaments. Just be careful not to burn and the daily grind of dodging rules lawyers, power
yourself outyoull get worn out quickly if you get involved gamers, munchkins and loons. If hes feeling particularly
in a lot of games. Leave yourself time to eat, browse the frustrated, he may decide to become one of those irritating
dealer room, hang out with friends, and time to just relax. players. While a GM should know better than to become
what he fears and loathes, often this is a necessary step in
3d. Hanging Out recharging the ol batteries. Plus it often helps the players,
If youre meeting up with a large number of people for a short time at least, as the GM remembers what its
at the conventions, its almost imperative that you plan like to be on the outside of the GM screen.
your group outings carefully. Too often there are 20 people
standing around, and someone is hungry. The next thing The game convention also presents the gamemaster
you know, there are 20 people tromping off to find some with the opportunity to grow, learn, and to master new
food. Quite simply, this is too large of a group. You cant tricks and traps to foil his players. If there are seminars
talk to everyone, you cant get a table easily at a restaurant, about your favorite game, go to them, especially if they
so why go through the hassle? Break the groups off if you are Gamemaster Seminars. I picked up some great tips
can. Try to avoid going out to public restaurants in groups one year at a 7th Seas GM Seminar, and Ive never played
larger than six, and try to vary your groups. If you want to nor ran that game. But a lot of strategies, tricks, and the
hang out with everyone, realize that this means you wont like will cross games easily enough. Learn what you can,
hang out with anyone for very long. If you want to spend teach what you can, and the gamemaster community as
time hanging out and talking with just a single person, a whole will be better for it. If you dont come back from
plan aheadmake dinner reservations and make sure that a convention with at least a half dozen new ideas to deal
you dont pick up any leechlike friends on your way! with your players, you were sleeping too much.

3e. Game Booths and Guests of Honor Also keep an eye on the bargain bins and the auction
Do not play drooling fanboy or fangirl at your favorite room, if you can. There are some great deals on old
game company's booth during a meeting (if youre lucky products that come through. And even if you dont ever
enough to get one) with one of the guests of honor at a plan to run the Tomb of Horrendous Unknown Elemental
convention. Be polite, tell them youre a fan, thank them Nasties against your players, you can always use it to
for their time, and move on. If theres not a huge line generate ideas and plans. Even the crappiest adventure
and you have time for a second or two of small talk, ask or sourcebook out there has something in it that makes
how they like the convention, and watch for the slightly it worthwhile, and often you can find these gems at rock
haunted look in their eye. The same general principles bottom prices.
apply to game company booths. You may think Angst:
The Agony is White Wolfs coolest product ever, but dont If money is an issue, or you just cant handle sitting at
sit there drooling over the booth workers and pestering a table without a GM screen in front of you, gamemasters
them with questions. Even worse, if the game designer, can volunteer and register to run some games at them.
line developer, editor, or janitor at White Wolf is at the Most often, the convention will have some kind of
booth, do not pester them with rules questions every reimbursement deal set up for anyone who GMs a certain
three seconds. Theyre at the convention to meet fans, number of games, usually a refund on the entrance free. If
sell product, and to answer questions, but rarely do they you have an in with a game company, you may even be
have time to talk to a single fan for a half hour at a time. able to swing a free hotel room and/or some free product.
Some companies sponsor seminars for gamemasters or An enterprising gamemaster can trade in on the skills he
players of their games, so if you have questions you may learned while dealing with his local munchkins by heading
want to attend them. Also, if you happen to see one of to a convention and pimping himself out.
the guests of honour or your favorite game writer outside
of the conventionat a shopping mall or resturant, for If you decide run a game at a convention, here are a few tips:
examplemind your manners! Its very impolite to
interrupt people who are with family, or who are eating 1. Know your game
dinner. If you must approach someone when theyre in Run it by the book as much as possible. Other players
public, wait until theyre finished eating and be as polite arent going to know your house rules, so unless theyre
as possible. Dont be surprised or upset if you get a quick minor and few, dont try to run a convention game using
brush off. While some people dont mind talking to fans that ream of house rules youve spent the last 15 years
for a few minutes, they dont have an hour to stand around collecting.
the malls food court and talk to every fan there.

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2. Bring materials
Dont expect the players to have all the books
Controlled Characters
theyll need with them. They expect you to provide this Is that another scream of frustration I hear, my dear fellow
information, so either have all the relevant data on the gamemasters? Have you sat down to begin a new campaign,
character sheets, or bring those sourcebooks youre using and once again have half a dozen characters handed to you
data from. While you're at it, bring extra scratch paper that look like they represent the legal firm of Munchkin, Power
and pencils, tooit's easy to lose simple things like that Gamer and Rules Abuse? Has the group loon tossed you
during a busy day. another version of the psychic street mime turned operatic
porn star? Has the local power gamer turned in yet another
3. Prepare characters version of his oft-played ork street samurai, complete with
Regardless of the game, generating characters is a time the standard six page equipment list and the personality of a
consuming process, so making characters during the game large slab of granite?
session is a poor idea. Giving the players the chance to
BYOC (Bring Your Own Character) is just asking to get Take heart, my friends, there is a solution close at hand.
a handful of the most annoying and abusive characters But it requires you, the gamemaster of the group, to step in
youve ever seen. Unless youre running a game where and take the players by the hand. Stand firm, for often the
balance doesnt matter, always bring characters for the players will balk at such measures, but only together can you
players to use. This also allows you to customize the craft the all-important foundation for your game: the Player
characters to the adventure, so theyll have the necessary Characters.
skills and experience to tackle the adventure. Four hardcore
street sams on a run with heavy magical influence is not The first thing you need to do is sit down with your
a good plan! players and find out what type of game theyd like to play in,
or at least give them an idea of what sort of campaign youre
4. Test your adventure interested in running and see what they think. Whats that?
Often you have a limited time slot to run in, usually I hear you asking. Youre advocating player input? Well,
three hours and 45 minutes. You need to make sure your yes. Of course I am. I may be a bastard, but even I know that
game can wrap up in that amount of time. When plotting a game isnt going to survive if the players arent interested
out your adventure, make sure you take into consideration in playing it.
time factors. As you dont know the players, you cant
plan for all contingenciesmaybe a fight scene will drag Once thats done, you need to determine the power level
for longer than you intended, or maybe theyll miss a of the game. Are you going to play a street punks game,
vital clue. Even though you cant predict everything that with the PCs having little beyond the clothes on their back
may go wrong, its wise to have backup plans for most and the switchblade in their pocket? Are you going to run
situations so the charactersand playersdont get stuck. a high magic game, a pure espionage and spy style game, a
Nothing is less satisfying than getting into a game for four guns a-blazin merc campaign, or a cyberpirates game? Will
hours, then not finishing the game because of time. the characters (and likewise, the bad guys) be toting around
LMGs, or will even seeing a heavy pistol evoke a sense of fear
5. Stay hydrated in both the PCs and NPCs? Determine what level and style
Remember the water bottle I mentioned earlier? You of game youre going for before character creation has even
want one if youre running a game, and if you don't have started. At the very least, it ensures that the players have an
one make sure you bring something else to drink. Water idea of what types of characters they should create. After
bottles can be filled up for free, but a can of cola at the all, a ganger is a bit out of place in a high-level corporate
convention will run twice regular price. As a GM, youll espionage game.
be talking a lot, so youll want something to keep you
hydrated. Another thing to keep in mind is a bathroom and Once youve determined the theme and power level of
smoke break midway through the game sessionmost the game, you need to define the skills and attributes a bit
convention areas are non-smoking and you dont want for your game. Standard Shadowrun assumes that a 6 is an
players having a nicotine fit three hours into the game! expert level skill, or the max a human can normally achieve.
Of course, under normal character creation rules, its quite
Well, thats it! Now you should be prepared to tackle likely youll have characters with multiple 6s in both skills
a game convention and survive! Go forth, my sons and and attributes. Its often unrealistic, so you may want to take
daughters. Learn, grow, have fun! And remember... The steps to remedy this situation. There are a few methods you
GM is always right :] can use to try and do this.

The first is to simply alter the norm for a skill. Where 2-3
was an average skill level, now 4-5 is average, and 6 is above
average. A 9 in a skill makes you an expert, and 12+ makes you

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world class. This brings a starting Shadowrun character back rating, but keep in mind that you will most likely need to
down into the more average realm, and allows for guards or be open to a case-by-case inspection of gear. Some gear has
other potential enemies to have similar stats without suddenly very high availability and shouldnt be that hard to get a
having every corp guard and Lone Star cop become a highly hold of at chargen, while some has a low availability and
trained expert just so they are a threat to the PCs. you may not want characters to have it. Be willing to put your
foot down and say no, but also be willing to allow in some
Another route to go is to limit the characters in some way. things if you take the limited availability route. Characters
Reduce the starting build points if youre using the SR3Comp should be allowed to take gear that can be justified by their
creation method, or reduce what the priorities give you in background.
SR3. This gives the players fewer points to work with, and
theyre less likely to have a lot of maxed-out stats and skills. Once you have what sort of game you want, and what
This is useful if you want the characters to be newbies to sort of characters will fit your game, its time for character
their profession. This doesnt work for an ex-Special Forces creation to begin. I heartily recommend that character creation
character, but it does work well for a former wage-slave be done as a group. This way, you can address everyone at
turned runner or a street ganger going out on his own for once, lay out what character creation limits you are imposing,
the first time. and can make a request for or limit certain character types.
If you dont feel comfortable with or dont feel you can use
Yet another way to scale-back starting characters is to a decker in the group, or you have a storyline that revolves
set limits on skills and attributes. Assuming that a starting around an NPC decker you want to have working with the
character is only going to have a single expert level skill, group, forbid deckers. Or, if you have some great ideas for
allow only one skill to be taken at a rating of 6. Allow two a game that requires a decker, request that one of the players
or three skills to be taken at rating 5, and no more than three play a decker. If you want a magic heavy game, suggest that
or four rating 4 skills. They can still blow a lot of points this more than one player make a magically active character. If
way, but it forces them to vary their skills a bit and you know its going to be combat heavy, make sure a couple players are
youre not going to be looking at four rating 6 skills for a making tough samurai/merc types.
starting character.
Likewise, have them work on their personalities as a
Likewise, for attributes, a 6 represents what amounts to group. Sure, there are some things that they may want to
a professional level athletea rarity. A 9 is the max a human keep secret from each other, especially if you arent starting
can go, but those are very rare and represent the best of the them as a team thats worked together before. But you need to
best. Like skills, a 6 represents the results of a lot of training, make sure they all know the basics about each other. Having
or just some really high natural talent. Anyone whos got a Luddite in a group full of cyber/techno junkies isnt going
all 5s and 6s for attributes isnt going to be wasting his time to fly, and having a Humanis member in a group full of trogs
shadowrunning; theyre going to be a professional athlete, is certain death for the Humanis thug. If two players insist
a supermodel, or something similar. Nobody except the on playing characters that will be at odds with each other,
mentally unhinged would be be shadowrunning for a living pull those players aside and talk with them, and have them
if they have a lucrative option available to them, and even talk to each other. Make sure that this isnt going to disrupt
the SINless can find a way around that particular drawback, your game. If youre going to allow conflict characters into
especially if they have a manager waiting to sign them to a your game, make sure that all players are mature enough to
multi-year, multi-million nuyen contract. role-play this without hurting each others feelings , and make
sure both players are aware that they are a team and need to
So again, you set some limits. Allow a 6, probably in be able to work together. As I said above, minor conflict and
their main attribute. Allow a couple 5s, and the rest at 4s. tension can be rewarding, but two characters so at odds with
Again, this helps diversify the character a bit, and forces him each other that they cant even stand to be in the same room
to spread his points out a bit. Utilizing both methods, you will together will cause disruption and chaos, and such situations
hopefully end up with a very well-rounded character. Hes have caused the downfall of many a game.
going to be good at some things, but not at everything, and
hell have a couple points here and there in skills he would As a GM, you are many things, both in game and
have otherwise ignored in order to pump up other skills. out: bandleader, storyteller, babysitter, cat herder, referee,
protagonist, antagonist, confidant and mortal enemy. You
At this point you should consider gear: what do you need to be able to juggle these duties, responsibilities, and
allow, what dont you allow? Restricting how much money roles. Its a heavy burden, to be sure. Just remember that in
a character can start with is a viable option. Dont want the the end, you are the GM. You have the final say on what goes
million nuyen samurai? Then dont allow a million nuyen to and what doesnt. You need to cater to your players tastes,
be bought at chargen. Think long and hard before allowing but likewise, they need to take direction from you.
this much money for character creation, as it can be abused
easily. You can also limit the availability of gear to a certain Good luck, my fellow GM. Youre going to need it.

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Datasteal: GURPS Atlantis
Wordman (http://pobox.com/~wordman/)
Given the importance of Atlantis to the immortal and why. Though this description makes these 26 pages
cabal plotline of Shadowrun, you might think that GURPS sound quite dry, it is fairly lively text and probably the
Atlantis would be a useful addition to the collection of GMs books most interesting and useful section for Shadowrun
who make Atlantis and the Atlantean Foundation part of gamemasters.
their games. Unfortunately, this is not as true as it could
be. On the one hand, the 128-page sourcebook on Atlantis The next chapter, These We Have Lost, continues
contains a well-organized collection of extremely useful in a similar, but less detailed, vein about a wide variety
information about theories on Atlantis (and other lost of non-Atlantean lost lands, such as Avalon, Lemuria
continents) ranging from the almost-plausible to the and Mu. As in the first chapter, the text avoids any game-
very far-fetched, all quite relevant to giving some depth specific concepts for such lands, but instead summarizes
to the activities of the Atlantean Foundation. On the other what real-life scholars and quacks have written about
hand, a great deal of the work is dedicated to fleshing such places. Again, this chapter is quite useful for GMs,
out three different campaign ideas on using Atlantis in particularly those looking to incorporate such places into
your game. Since Shadowrun/Earthdawn canon already their campaign.
contains a fairly specific conception of how Atlantis
fits into equation, this material is mostly extraneous to Beneath the Waves follows, dealing with the concept
Shadowrun campaigns that care to use a predominantly that Atlantis is still functioning perfectly as an underwater
by the book conception of Atlantis. city. This chapter is more scattered, starting with various
myths of underwater civilizations, and then transitioning
The book opens with Platonic Solids, a treatment into the practical matter of underwater geology and
of Platos mention of Atlantis that may or may not be exploration. As the chapter continues, it becomes more
the source of the whole concept of Atlantis. The chapter rules-intensive, discussing diving equipment and
continues with a history of nearly all of the theories on problems, underwater combat, submarines and rules for
Atlantis that sprung up afterwards, including the ideas underwater vehicle design. Some of this may be of interest
of the Theosophist movement, science fiction and even to rigger fanatics, but most of this is covered in Shadowrun
serious archeological research. It gives accounts of a terms in either Cyberpirates or Rigger 3.
number of places considered as locations for Atlantis

Author: Phil Masters


Size: 128 pages
Cost: $22.95
ISBN: 1-55634-478-3
URL: http://www.sjgames.com/gurps/books/atlantis/

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The last campaign, Lords of the Deep, is geared


The remaining three chapters make up almost half of toward Victorian-era steampunk games, or perhaps a
the book and flesh out three specific campaign settings super-hero or even Lovecraftian setting, and is built
that use Atlantis. This is something of a minor tragedy around the concept of a living Atlantis beneath the waves.
for Shadowrun readers because, while these campaigns The back-story of this campaign involves an alien conflict
are well written and actually pretty neat, they are fairly over Earths orichalcum and is fairly interesting, which
useless to Shadowrun campaigns that involve the is a shame because this campaign setting is probably the
Atlantean Foundation and the canon material behind it. least useful to Shadowrun GMs.
For other game systems, or for Shadowrun GMs anxious
to ditch the concept of an Earthdawn crossover, one of Sprinkled throughout the book are the random sidebars
these campaign ideas may speak to you. The three ideas GURPS regulars have come to expect. As always, these
tend to be mutually exclusive, aimed at specific GURPS are hit or miss in terms of interest, but hit more often than
products and different time periods. not. Sections like A Nazi Atlantis?, Orichalcum, and
Sonar and Oceanography can suggest campaign ideas,
The Orichalcum Age is set in a decadent but rules modifications or are just basically interesting. One
pre-disaster Atlantis, targeted mostly at GURPS Greece sidebar in particular, Minoans in GURPS Technomancer,
players. As the text says, it can be inserted into almost comes closest to the Shadowrun vision for Atlantis. (This
any fantasy campaign as the powerful island nation over is not surprising, as GURPS Technomancer might as well
the horizon. One of the neat aspects of this campaign is be called GURPS Shadowrun in many respects.)
that the GM and the players, but not the characters, know
that Atlantis will soon be destroyed by a big calamity, The last three pages, containing references and the
which has some interesting role-playing aspects that could index, are perhaps the most useful, particularly the
be explored. detailed bibliography. This list references everything
from oceanography and submarines to other role-playing
The Heirs of Minos targets modern illuminated/ material, as well as a healthy dose of pure Atlantis
conspiracy campaigns. This is probably the most material. One of these, L. Sprague de Camps classic Lost
Shadowrun-like of the campaigns in the book and Continents, rips apart the Atlantis theories up to its day
many of the ideas in it could be applied to the Atlantean (1954) in a spectacularly droll, British way, and should be
Foundation; however, the campaign is based more around required reading for any GM interested in Atlantis.
the idea of a vast conspiracy that are the worlds secret
puppet masters ( la the Illuminati). This makes the GURPS Atlantis is a good sourcebook, filled with
conspiracy vastly more wide-reaching than the cabal in a variety of ways to integrate Atlantis into nearly any
Shadowrun is thought to be, but some Shadowrun GMs game world. Unfortunately, most of these ideas are not
may welcome this. As conspiracy campaigns go, this one particularly appropriate to canon Shadowruns view of
is fairly standard, though the section on factions could Atlantis. Still, the first two chapters provide top-notch
be useful. research on the subject, tailor made for role-playing, and
this alone may make it worth your while to own.

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The Threats of magical, mundane and technical natures are
old axiom revealed (sorry, no man-eating cars yet), and the fundamental
about not rules are given, usually along with suggestions on how to
judging a book have the players encounter the threat. The rules are often
by its cover includes pretty thin, and the GM is given a lot of leeway in deciding
the title. For every bit how things really work. Some GMs will find this freeing,
of imagination lacking in needing only the inspiration of the in-character materials to
the title of Threats 2, inspired twists come up with devious plots and sub-plots, while others will
exists in the 12 threats inside. likely find this annoying, wanting a single straight answer
that they then have the choice of deviating from.
My first warning is that this is a book for gamemasters
only. Not because of the rules (which are somewhat sparse Personally, I would have been quite happy to see some of
regardless) but because of the ideas. Many of the threats the in-character material either trimmed for more rules details,
are threatening mostly by surprise (only one threat, or trimmed for more in-character inspiration (sometimes
General Saito, details a topic of common knowledge three one-line contradictory paranoid shadowcomments
in the Shadowrun world, and several havent even been are worth more than a page of details.) While some of the
hinted at.) Should a player learn of the existence of the threat entries were fine, others took up far more space than they
before encountering it in-game, much of the excitement and seemed worth. On the other hand, I suspect this will be the
mystery will be gone. As with several Shadowrun books case for most readers, with the offending entries changing
of this nature, players should be discouraged from reading based on personal gaming preferences.
the back cover. (At least the title isnt as harmful as Renraku
Arcology: Shutdown.) Threats 2 is superior to the original Threats compilation,
and is a worthy addition to any creative Shadowrun GM's
The book consists of 12 sections, each detailing a threat library. Doubtless containing the essence of a backlog of three
via in-character Shadowland posts, followed by a page or years of Shadowrun plot ideas, it can keep your game fresh
two of game usage. Each section is by a different author for some time to come. Unfortunately, its not terribly useful
(save one author who wrote two sections), most of whom for a player, nor do I recommend they read it regardless.
have contributed to Shadowrun products in the past. For Likewise, GMs seeking definitive and clear rules, or those
the most part, each section is stand-alone, with no reliance not interested in running extended campaigns, will not
on the other sections. find it as beneficial. My rating reflects my preferred style
of off-the-cuff intricate plots, so adjust based on your own
The writing quality varies with the authors, but this preferences. Some threats are low on the following list not
is the ideal environment for most game writers: Write in- because they were poorly written, but because they lacked
character material to inspire, just enough of a rules skeleton adequate suggestions on how characters would encounter
for the reader to flesh out, and then stop. This may be a them.
problem for some readers: Anyone expecting Threats 2 to
resemble a premade adventure or a campaign setting will be Top Three
vastly disappointed. The threats are often subtle, and will General Saito
probably work best as either parallel to an existing campaign, The Aleph Society
or the puppet master behind the scenes of a campaign. Betrayal

The original Threats compilation had difficulties Bottom Three


with too many of the threats being at a power level One Nation Under God
beyond most groups. Threats 2 contains a few globe- Order of the Temple
spanning conspiracies of Dissonant Voices
incomprehensible enormity,
but there are several entries far Developers: Rob Boyle and
more likely to be encountered Mike Mulvihill
(and even survived) by the Size: 120 pages
average team. Even the
larger conspiracies have a
Cost: $18.00
few suggestions for how ISBN: 3-89064-652-2
these large conspiracies URL: http://www.shadowrunrpg.com/products/threats2.shtml
would create local effects Rating: 4 out of 5
and situations for teams Pros: Scheme-inspiring complications at an accessible power level
who arent taking on world
powers.
Cons: GMs only. Thin and sometimes vague rules.

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