planning-20190722-steal-the-macguffin.org 2.5 KB

Steal the MacGuffin 2019-07-22

    Intending to limit the archetypes to only these:
  • Combat Mage (Wizard)
  • Street Samurai (Fighter)
    Additional notes:
  • Cold open the game.
  • Players already know each other.
  • Start with level 2. Multiclass available.
  • Disregard encumberance, within practical reason.
  • Combat Mages can only carry 1 magazine to begin.
  • Does not need to worry about material components.
  • Street Samurai starts with 10 magazines.

Campaign

  • Cold opening.
  • Early afternoon, spring, overcast, light breeze. 2070ish.
  • Cross and move down the street of the downtown area.
  • Steal the briefcase from the target.
  • Quietly move back up the street and exit in the vehicle.
  • Return to the rendezvous location, an office building.
  • Negotiate the payment. Find out the case holds a device that restores side effects from cyberware.
  • Double cross by one of the others in the room.
  • Attempt to exit with the MacGuffin.
  • Return to vehicle and drive off.
  • We should create more fighting styles.

Characters

Zuko (Agent I)

MP5 p308, SA, BF (2 rounds), FA (2 turns), 30/120, nd6+2 for n=Roll-DC/2 +1 for n <= bullets target difference Lined Coat, AC 13, resistance to bullets Cyber Eye (military eye) Katana, 1d8+2(1d10+2), slashing, 2lbs comlink medkit (healing potion)

pres mending fireb

copperlang detect mag burning hand shield jump feather

Cendre (Agent S++)

Manhunter heavy pistol, SA, 50/150, 1d10+1 Consealed holster Armoured duster (lined coat) Knife, cougar fine blade, 1d6+3, 30/60 comlink medkit (healing potion)

Eyes x2, (attack +1 for 1, +3 for both) (perception +5 per) lowlight, darkvision, infra Ears x2 (perception +5) gains echo location at higher levels. Datajack

  • Notes from paper

Entering Combat

    In order:
  • surprise
  • initiative
  • turns
  • repeat

Turns

    Unordered:
  • Move
  • Action
  • Bonus Action
  • Interact With Object
  • Reactions (interruptions from other actors)

Feedback from players

  • Needs more work, but not disappointed.
  • Some of the SR4 to D&D conversion rules can probably map to existing
  • rules.
  • FullAuto SuppressiveFire damage seems lethal enough, but since it
  • happens over the 6 seconds of a turn it needs a sustained action rule.
  • Feedback turned into a discussion about whether SR or D&D culturally
  • appropriates more and how much is okay and what is offensive.