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Message no. 1
From: shadowrn@*********.com (Phil Smith)
Subject: Alternative Campaign Edges and Flaws
Date: Thu Jan 18 15:12:01 2001
I recently came up with the following edges and flaws for non-shadowrunner
campaigns and would like to know what you guys make of them.

Duties: -1/-2
The character's job involves a certain minor role that others do not have to
suffer. In Special Ops groups, for example, one individual is usually
responsible for the maintenance of heavy equipment. One (usually the
highest ranking) member of a cop group has to sign for all warrants,
equipment etc. the group uses. More than one made man, eager to impress,
has ended up babysitting the senile but respected former don. The duty
should be relatively minor but should show up enough to annoy the character.
The value of the flaw depends on how much of the character's time is taken
up performing the duty or how many problems may arise from their doing so.

Informer: -4
This flaw is intended for Mafia, Yakuza, Triad and Seoulpa Ring alternative
campaigns as described in the Underworld Sourcebook. The character is
talking to the feds or, for a lower ranking member, Lone Star. They may be
threatened with prison, maybe they are trying to get a certain individual
taken down or maybe they are trying to get out of the organization and into
a witness protection program (only really applicable with the FBI). Either
way the character has to meet an FBI agent or police Detective contact once
a week, or whenever requested, to tell them what is going on, to pass on
evidence against other members of their organization and to receive new
orders. The character may be asked to wear a wire, to find things out and
otherwise put themselves at great risk. The GM will probably want to keep
the fact that the character has this flaw secret from the other players.

On The Take: -2
This flaw is intended for cop campaigns a la pg 116 of The Companion. The
character takes money from an underworld syndicate in exchange for which
they turn a blind eye on that syndicate's dealings, crack down on the
syndicate's opposition and generally act in the best interest of their
benefactors. Whilst this provides the character with money every so often
they have to do as they are told which can mean getting other officers
fired, destroying evidence and otherwise not acting in the best interest of
the public. The character's job may well be threatened by their actions and
once the Mob, the Yaks or the Triads have you there is no way out.

Rank: 3 per level (varies)
This edge can be applied to pretty much any alternative campaign setting.
Whilst most starting cop characters are considered to be ordinary beat cops,
most military characters are (well-trained) soldiers, most starting Mob
characters are considered to be Soldatos etc, the character has advanced in
their position within their particular organization, giving them a degree of
authority over the other characters and other lower-ranking individuals.
The GM may want to vary the cost of this edge depending on the campaign.
Each level of Rank moves the player up one position (eg. for a Mafia
campaign it costs 3 points to become a Caporegime and 6 to be the
Stottocappo or Consiglieri). A higher rank indicates greater authority and
a better income, however, it also means greater responsibilities, more
attention from rivals and more work than the other characters will receive
and if the character abuses their power they will be put in a position with
less. Characters with the Rank edge should look into the Leadership skill.

Phil

Since most of my face never gets a chance to heal, I've got nothing to lose
in the looks department. My boss, at work, he asked me what I was doing
about the hole through my cheek that never heals. When I drink coffee, I
told him, I put two fingers over the hole so it won't leak.
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