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Message no. 1
From: satinner@*********.net (Steven A. Tinner)
Subject: Evil Gming - Long
Date: Sat, 28 Feb 2004 14:04:31 -0800 (PST)
> So, you gotta tell you last evil GM plan to destroy
> your players' sanity.

In all honesty, I haven't played in about a year.
Been busy with RL.

The last two games I ran were fun, experimental
"concept" games.

In the first, the players all created characters
fairly randomly. Then they all randomly selected which
they were playing. This was basically just to get them
out of the rut of playing the same tired character
concepts they had been stuck with.
It had mixed success, my good roleplayers met the
challenge head on, and stretched their abilities. The
ones who really needed to try something new, just put
square pegs in round holes and reverted to old
behavior patterns.
Oh well, can't win all the time.

The second, and most fun IMO was the "Sins of the
Fathers" campaign.
The players made whatever kind of PC they wanted, but
then I gave them their backstory and history, along
with a few perks & quirks.
General premise was that each PC was the child of a
member of a shadowrunner team from years ago. It made
extensive use of the old Native American Metatypes I
posted on here ages ago. The game started great, but
was never finished, as RL reared its ugly head and my
company shut down, leaving me a little busy for much
gaming.

<rummages through files>
Here's the original handout I gave the PC, along with
a few Spoilers I kicked in. Enjoy/Comment.

----------
SINS OF THE FATHERS: A SHADOWRUN RESSURECTION

Thirty years ago a powerful team of shadowrunners
ruled the streets of Denver. Smugglers and suits alike
dealt with this team to move goods, arrange deals, and
broker influence in the Shadows of the Rockies.
Fifteen years ago, this team of runners suddenly
vanished leaving behind a legacy of performance, as
well as their families and friends.
Were they caught in an unforgivable offense? Did they
retire and fake their deaths? Are their heads in jars
somewhere? What happened to the loved ones they left
behind?
Throughout the 2030's, the shadowrunning team known as
the Nunnehi were considered the cream of the crop in
the Denver area shadow community. They worked long and
hard to develop a reputation based on solid
performance, successful runs, and never
double-crossing a client.
The team was respected both by other runners as well
as the Johnsons they worked for. They avoided dirty
jobs, and even came to be seen as heroes - modern day
Robin Hoods to their community. The team aged, and
soon found themselves in relationships, and later -
with families.
However on March 21, 2045 all members of the team
vanished without a trace, leaving their contacts,
friends, and families confused about their fates.

In the year 2061, their children have come of age.

Perhaps unsurprisingly, these youngsters have fallen
easily into their parents' footsteps - becoming
shadowrunners themselves. Can they use their new
skills and contacts to determine what happened to
their parents? Or will the twin ghosts of their
families' fame and mystery haunt them forever? Only
time will tell if they can escape the Sins of the
Fathers...

SPOILERS BELOW - DON'T READ IF YOUR GM IS ON THIS
LIST!





















ORIGINAL CAST
The Nunnehi
Hunter of Beasts - An Amerind of the Pueblo Nation.
Hunter was a Physical Adept in the Nunnehi. He
specialized in unarmed and melee combat, and was a
superb tracker. He still followed the old ways of his
people.
Summer Sky Falling - Another Pueblo Native. Summer was
the team's shaman, following the totem of Thunderbird.
She was also the wife of Hunter of Beasts.
Kenichi "Iron Deck" Sakai - A former Yamatetsu Decker
and warez-wizard. Specialized in microcircuits and
custom electronics.
Gretel "Grendel" Lauderhoffen - Former Saeder Krupp
Rigger and Heavy Equipment operator. The common law
wife of Kenichi. Barren, she and Sakai arrange for
another person to surrogate their child. She is barren
because of SK mishandling of toxic waste.
Kevin "Krunk Meatsack" Miller - A single father turned
Street Samurai. Cold and distant to his teammates,
Kevin was always a caring parent for his child. Krunk
hated being forced into running, but as a single
parent, his options were few. He wanted a better life
for his kid.
Light of the Morning aka Lefty - A Numuzo, and former
Salish-Crow Special Forces Operative, Lefty was the de
facto leader of the team. His military experience
helped him keep things running smoothly. He was forced
to retire from the military, as his ageing caused him
to lose an arm, as all Numuzo do.
Feathersong Twilight aka Twilla - Salish-Sidhe. This
elf was cast out from her people for daring to love a
Numuzo - Lefty. She turned her back on a promising
military intelligence/political career for love.
Twilla was extremely sensitive and empathic. While she
was capable of serving as muscle for the group thanks
to her military background, she prefered working as a
"face."
Michelle "Shelly Shellshock" Smith - Shellshock was
the newest member of the Nunnehi. She hooked up with
them on a run, and just stuck around. Shelly was a
capable martial artist, and showed great proficiency
with firearms. She had a flagrant disregard for her
own safety, as well as the safety of others, earning
her the "Shellshock" moniker. Shelly was pregnant when
she first joined the team. She delivered during that
first run when she and her child were both extracted.

HE CHILDREN aka THE PC's
#1 - Hunter & Summer - Magically Active, Born: 2040,
Vanish: Age 5, Game: Age 21
#2 - Iron Deck & Grendel - Technically gifted, Born:
2041, Vanish: Age 4, Game: Age 20
#3 - Krunk & ? - Strong/Muscle, Born: 2037, Vanish:
Age 8, Game: Age 24
#4 - Lefty & Twilla - Metahuman, Born: 2039, Vanish:
Age 6, Game: Age 22
#5 - Shellshock & ? - Highly skilled, Born: 2042,
Vanish: Age 3, Game: Age 19

CONTACTS
The High Plains Drifters - The street gang that raised
Krunk's child.
Hears the Soul - Leader of the Lakota Sioux tribe that
took in Hunter's child.
Mr. Lance Thornburton - Recruiter for the Technology
school that accepted Grendel's child
Jennifer Sanders - The surrogate mother for Grendel's
child
Lisa "Fungal" Miller - Krunk's ex-wife. She's a
dreamchipper who is mostly inchoerent. Turns tricks to
buy chips.
Laughing Mountain - Father of Lefty. Has shared
custody of child.
Evergreen Twilight - Mother of Twilla. Has shared
custody of child.
The R.J. Brand Foundation - An anonymous corporation
that held a trust fund for Shelly's child.
Nanna - The eccentric, bright, and loyal nanny for
Shelly's child.

SECRETS
Shelly's child is actually an experiment. Shelly was
genetically produced herself as a servitor clone. She
was supposed to be incapable of reproduction, but
still got pregnant. The father is actually R.J. Brand,
who is very interested in his offspring.
Jennifer Sanders existance is actually unknown to
Grendel's child. Most people assumed that Grendel
carried the child herself.
No one ever knew the name of Krunk's ex wife. As Krunk
himself was SINless, it will be difficult to track her
down, should the child desire.
Lefty and Twilla were more than just star-crossed
lovers. Their "banishment" was actually a form of
protection for them. They made some powerful military
and political enemies, and were forced to flee.
Hunter's child is an Arcane Prodigy, he has a strong
Atavistic aura. In addition to elementals or nature
spirits, he can also summon ancestor spirits.

INITIAL BRIEFING (Not all of the children were played
by PC's)

CHILD #1
You remember your parent’ only a little. You know they
were Pueblo natives, because you have the tribal
scarring and tattoos all young Pueblo braves receive.
When your parents disappeared, you were given to the
custody of the FRFZ Pueblo Sector Child Services
Department. This was a far cry better than most Anglos
would receive. Instead of a life on the streets, or
being placed in an orphanage, you were placed with a
local tribe and raised as a full member. Sure you took
some kidding as an outsider, but nothing more than any
other kid goes through.
When you turned 13 and began manifesting your Talent,
things got better. Your tribe contacted your
caseworker, who managed to get you a scholarship with
a PCC Shamanistic Training Center. You learned The Old
Ways in a fairly pampered corporate setting, that
still had plenty of spirit and environmental sense to
it.
You didn’t fit well in a corporate environment though.
Some raw primal part of you just needs to be free, and
it chafed under a system of rules and boardroom
etiquette. You ducked out a year ago and hit the
shadows with a vengeance. You’ve only pulled a few
runs, and haven’t worked with anyone you’d consider a
real team yet, but coming from a tribal background,
you know sooner or later you’ll find other warriors
you can work with.
Born: 2040, Parents Vanish: Age 5, Game Start: Age 20
Initial Contacts
Hears the Soul - Your Pueblo Caseworker, who shuffled
you though foster homes. (Government Official)
No Shadow Man - Your mentor, who trained you as a
Shaman. (Wage Mage)
Advantages/Disadvantages:
Full Shaman – Rural Totem, should be a predator. You
can also summon Ancestor Spirits.
You suffer from recurring nightmares of blood and
violence. You see your people dying as you watch, you
smell sweet smoke and hear a drum.
May purchase ANY Magic Gear
Suggested Skills: Corp Etiquette, Tribal Etiquette,
Pueblo History, Magic Theory, Conjuring, Sorcery,
Denver Tribes, Ancient Customs

CHILD #3
You remember your father quite well. Better than any
of the other kids, since you were the oldest. You know
Dad’s real name was Kevin Miller, and you remember him
singing to you. You can even recall the last time you
saw your father. He came into your room to kiss you
goodnight. He was humming a little tune he used to
sing to you a lot. Something about cats, and silver
spoons. You never met your mother, and your father
rarely mentioned her, unless he’d been drinking, in
which case he would cry over her picture.
When the parents never came back, that left you in
charge. This was NOT something you were really ready
for. You called the cops, and then in a panic took
off, worried that you might be arrested. Hey, now you
know it was a stupid thing to do, but when you’re
eight, cops are pretty scary. You drifted around the
streets and shelters for sometime, until you finally
hooked up with your gang. From there, it was a short
trip to running the shadows. Some of your street
brothers didn’t like the idea of modifying their body,
but you knew it would give you an edge. You’ve been
running solo for just over a year now, and are looking
for a team that can match your skills, so you can join
the big time.

Born: 2037, Parents Vanish: Age 8, Game Start: Age 25
Initial Contacts
The High Plains Drifters - Street Gang that raised you
when you left the home. (Gang)
Society Max - Bartender who looked out for you,
occaisonally slipped you food or cred, and let you
listen to the local bands. (Bartender)
Advantageds/Disadvanatges:
You may take ANY used cyberwear.
You have faked passes for all sectors of Denver.
Take an additional 5 Level One contacts at no cost.
Suggested Skills: Street Etiquette, Gang
Identification, Stealth, Firearms, Unarmed Combat,
Edged Weaposn (Knives),


CHILD #5
You remember almost nothing of your mother. A smell of
perfume, and the rhythmic beating of her heart as she
held you close. You know she was beautiful, but that’s
about it. You don’t even recall her name.
When your mother vanished, you were placed in a UCAS
sector run orphaniage. Fortunately, since you were
young, white, and human, your chances at adoption were
quite high. However, you got even luckier than that.
A private Foundation – the RJ Brand Foundation,
randomly selected you for inclusion in it’s “Up and At
‘em” program that took street kids in and gave them a
shot at a better life. You were raised in a pampered
corporate enclave, with the finest food, and the best
education money could buy. You became a ravenous
reader, and were provided with any materials you
wanted to explore, be it chemistry, biology etc. Your
education was completely focussed on what YOU wanted
to learn.
Your physical development was also accelerated. You
learned gymnastics, martial arts, climbing, swimming
and much more. However, you were also routinely tested
for health problems – a common problem with street
kids you were told.
The only real lack in your life was companionship of
other children. You were kept isolated. This is partly
what led to your leaving the Foundation this past
year. That, and the increasing number of physical
exams you were forced to endure. It got to the point
that when handed a cup, you didn’t know if you should
piss in it, or drink from it. That’s when you left.
You still keep in contact with the Foundation (just
for the access to the Trust Fund if nothing else.) but
your life is your own now.
Born: 2042, Parents Vanish: Age 3, Game Start: Age 18
Initial Contacts
Nanna - Your private tutor from school. (Corp
Scientist)
Geoffrey Haines - Lawyer that oversees your trust fund
(Corp Lawyer)
Take an additional 20 points of Knowledge skills, and
an additonal 10 build points.
Suggested Skills: Knowledge Skills, Stealth, Corp
Etiquette, Science, Build & Repair skills, Piloting,
etc.


INITIAL CLUES
The following items will be given to the team by
Slipknot.
Class Ring - this is Krunk's ring, he left with
Slipknot as payment for a bar tab. It will lead the
team back to Krunk's old high school. While no one
will remember him, he is in the yearbooks, often with
Fungal.
Newspaper Clipping of corp researchers found dead near
a Pueblo village - Hunter's wild rampages.
Receipt for tattoo removal and extensive medical care
- Leads them to knowledge that Shelly wasn't fully
human.
Photo of Lefty, Twilla and parents dated 2025, far too
early for the story everyone knows.
List of deposits made by Sakai into a certain medical
account for faked embryo implantation.
Kyle Brakhaven's business card. Brakhaven was
Grendel's contact for the fertility treatments.
Old Greenwar and TerraFirst! buttons and bumper
stickers found in a shoebox of Summer's stuff. Holo of
her with a large group of people driving spikes into
trees.
Holos of Lefty and Twilla in obvious governmental
settings. Obvious shots of grandparents/foster
parents.
Guitar picks from a local music shop. Special
imprinted logos from an obscure band from the 30's -
Groping for Elmo.

FIRST RUN (some notes I made for the initial play
session. Included here out of completeness.)
I. Family Reunion
A. Slipknot has a box full of things the parents
gave him. He has only just recently tracked down each
of the kids.
B. Slipknot will invite each of the team members
to visit him on a Tuesday night at his club, Sad
Mary's Bar & Girl
C. When the PC's arrive, Slipknot will explain
his history to the group, how he was their parent's
fixer. He will then divvy up the items found in the
CLUES section, as well as generic memorabilia.
II. New decisions
A. The team should be given a chance to get to
know each other, as well as go over the clues.
1. Ideally, they will find strange
inconsistnecies in what they know, and what these
clues say that prompt investigation.
2. Should they dawdle, have a team of Brand
Company Men attempt to take Shellshock's kid. That
should spur them to action.
B. Put the team on the run immediately, have them
spend some time doing legwork, checking contacts, etc.
----------

Steven A. Tinner
EVIL GM

Further Reading

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.