Tuesday, 27 October 2015

Shadowrun Mission: Oh Rats

Oh Rats



Heroes are being called in to clear out a rat infestation that has happened to a station. What is weird is that rats don’t usually come on spaceships ever.


Thing is an awakened person has gone into space. And found the perfect place with the lodge conditions needed to proliferate. Next she captures a person to mate with, and then have baby rats with.


Jig boss - 4 of my men have disappeared. Luke, Dandan, Dmitri, Theodore (dead) (3 is alive.) Jonathan jigboss. Negotion skills - 8d6


There is a second group that comes in and wants to take the job away from under their feet. 4 guys - “Sarge”, “Mitt”, “Slither”, “Boom”.
Get out of our way, this is our gig. Matterson Pest Control. They go in, make a lot of noise and rockus and came back out sweating. Slither comes back in a stretcher. Those are not normal rats sir.

Sarge (Soldier)
B
R
A
S
W
L
I
C
E
M
Ess
3
4(6)
4
2
2
3
3
3
4
0
6
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
8+3d6
8S/8P
Physical: ; Mental: ; Social:
14 (17)
Guns (6+2+4), Sword (4+2+4), Nego (4+2+3), Leadership(Rally) (3+5+2) (+1 init/2 hits)
Wired-Reflexes (2), cyber-eyes (.4)
Bod+AR-AP
Reac+Int: 7(9)
Mitt (Rigger)
B
R
A
S
W
L
I
C
E
M
Ess
3
4(5)
4
2
3
3(4)
5
2
3
0
6
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
4+1d6
8S/8P
Physical: ; Mental: ; Social:
12
Rigging (6+2+5), handgun (4+2+2)
Rigger (2), Wired reflexes (1), cyber-eyes (.4), 2x Doberman, 2x fly spy, 2x roto-drone
Bod+AR-AP
Reac+Int: 9(10)
Slither (Decker)
B
R
A
S
W
L
I
C
E
M
Ess
2
3(5)
3
2
3
4(5)
5
2
3
1
6
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
6+3d6
8S/8P
Physical: ; Mental: ; Social:
13 (15)
decking (6+5), machinegun (4+2+4)
Deck, Datajack, cyber-eyes, wired-reflex (2), Ares Crusader
Bod+AR-AP
Reac+Int: 8(10)
Boom (Heavy weapon expert)
B
R
A
S
W
L
I
C
E
M
Ess
6
3
4
5
1
3
3
2
3
0
6
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
4+1d6
8S/8P
Physical: ; Mental: ; Social:
18 (24)
Heavy weapons (6+2+4), sledgehammer (4+2+4)
Aluminium body (2), cyber-eyes, Ingram Valiant
Bod(6+2)+AR(18)-AP=26-AP
Reac+Int: 6


Normal size rats (100x)
B
R
A
S
W
L
I
C
E
M
Ess
0
2
2
1
1
2
2
1
1
1
4
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
Movement
4+1d6
8S/8P
Physical: 3; Mental: 1; Social: 2
0
Climbing 4+2, Gymnastics 4+2, Sneaking 5+2, Unarmed Combat 4+2
Natural Weapon (Teeth)
Bod+AR-AP: 0
Reac+Int: 4, dodge 2+2+6 (-5 init)
4m/8m/+1hit


Bodyguards (10x)
B
R
A
S
W
L
I
C
E
M
Ess
4
3
3
4
2
2
2
1
1
4
4
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
Movement
5+2d6
9S/10P
Physical: 4; Mental: 3; Social: 2
4
Climbing 5+2, Gymnastics 5+2, Sneaking 6+2, Unarmed Combat 5+2+3, Leadership 5+1
Natural Weapon (Teeth), Psychokinesis, Armor (4)
Bod+AR-AP: 2+4
Reac+Int: 5, dodge 3+2+7 (-5 init)
6m/12m/+2hit
Wpn: Teeth, 6P, AP-1
Propelling: /r 4+(6d6>5) (knockdown)
Flying Kick - +1 Reach, +1 die, Superior pos: +2 die, opponent prone: +1 die, friends +1, charging +2, -2 to attack charging


Mating (3x)
B
R
A
S
W
L
I
C
E
M
Ess
3
3
3
3
3
4
4
3
3
0
4
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
Movement
5+1d6
9S/9P
Physical: 7; Mental: 3; Social: 4
9
Mechanic (aerospace/electronics), weapon (4+3)

Bod+AR-AP: 2+9
Reac+Int: 7
6m/12m/1hit
Wpn:
Colt Cobra, 4(5), 7P, AP-, SA/BF/FA, RC 2(3)+3, 32(c)(3/6), 5R, 660¥ (machine gun)
Colt M23, 4 acc, 9P, AP-2, SA/BF/FA, RC -+3, 40(c)(4/6), 4R, 550¥ (assault)
cover: +4 defence, FA/LB -5, BF/SA -2


Main baddie
B
R
A
S
W
L
I
C
E
M
Ess
4
4
4
2
4
3
3
3
3
6
4
Initiative
Condition Mon
Limits
AR
Skills
Powers
Gear
Resist
Evade
Movement
7+2d6
10S/10P
Physical: 6; Mental: 3; Social: 4
4
Climbing 6+4, Gymnastics 6+4, Sneaking 6+4, Leadership 4+3,
Animal Control, Compulsion, Influence, Natural Weapon (Teeth), Armor (4), Sapience, Psychokinesis
Bod+AR-AP: 2+4
Reac+Int: 5, dodge: 5+10 (init-5)
8m/16m/+2hit
Psychokinesis: Magic+Wil (str/Agi)
(Str+1)P, Acc mental, AP -1
tools: SAP, knife, club