KW Games

 

TorontoShadowrunWiki

Page history last edited by Patrick 3 yrs ago

Shadowrun: Toronto

 

  1. Never walk around alone.
  2. Attitude is great, but it's not everything. Even the best can be flat-lined by some punk with a Predator.
  3. Pay attention to detail, every waking moment. Few 'runners die in their beds.
  4. Use your reputation to its utmost advantage.
  5. Consult your contacts. You are who you know.
  6. Purchase additional data. Free info is worth what you paid for it, and nuyen cannot be spent by the dead.
  7. Always carry a ranged weapon.
  8. A silencer is golden, but once the drek hits the fan, make noise--you'll need to yell to be heard over that mini-gun.
  9. Always, always think two moves ahead.
  10. You'll end up just as dead being too skeptical, as being too trusting. Take nothing for granted.
  11. Just because it might look good, doesn't mean it will be good.
  12. Make sure everyone has his equipment before the encounter.
  13. Put the body of an astral mage in a safe place.
  14. This ain't the movies. Running = realism.
  15. Practice the art of camouflage. Dress like the natives & cover those high-chrome limbs, omae.
  16. Take full advantage of cover & concealment. Standing in the open draws unwanted attention.
  17. If you are a Shaman, act accordingly.
  18. Magic is deadly. If you don't fear it, learn to.
  19. Discretion is the better part of valor. (Know when to be a good runner--the kind that use their feet.)
  20. Make sure your team is well balanced with a wide variety of talent, before going in.
  21. Once you are in a balanced team, know what your function is.
  22. Lessen the odds whenever possible.
  23. A few carefully placed light-to-moderate wounds per enemy greatly increase your survival chances.
  24. Think about where you are and how your actions will affect the situation.
  25. Make a plan & STICK TO IT. You can always make modifications "on the fly."
  26. Learn to think on your feet. Indecision will get you killed.
  27. Don't forget to incorporate rehearsal time into your planning.
  28. Get the first shot off fast. This'll upset them enough let you make your second shot count.
  29. Your enemy is never a villain in his own eyes. Often times he is just some slot, doing his job.
  30. Place your clothes and weapons where you can find them in the dark.
  31. You are not Superman
  32. If it's stupid & it works, it ain't stupid
  33. Never draw fire, it irritates everyone around you.
  34. When in doubt empty the magazine.
  35. Never share a foxhole with someone braver then you are.
  36. Your weapon was made by the lowest bidder.
  37. If you can't remember, the claymore is pointed toward you.
  38. All five-second grenade fuses are three seconds.
  39. Try to look unimportant--they may be low on ammo.
  40. The enemy diversion you are ignoring is the main attack.
  41. If you're short of everything except the enemy, you're in combat.
  42. Incoming fire has the right of way.
  43. No combat-ready unit was ever passed inspection.
  44. No inspection-ready unit has ever passed combat.
  45. Teamwork is essential. It gives them other people to shoot at.
  46. If the enemy is in range, so are you.
  47. Tracers work both ways.
  48. The only thing more accurate than incoming enemy fire is incoming friendly fire.
  49. Radios will fail as soon as you need fire support.
  50. Don't look conspicuous, it draws fire.
  51. The easy way is always mined.
  52. Professionals are predictable--it's the amatures that are dangerous.
  53. The enemy invariably attacks on two occasions--When you're ready for them & When you're not.
  54. A "sucking chest wound" is nature's way of telling you to slow down.
  55. If your attack is going well, you've just walked into an ambush.
  56. Anything you do can get you shot, including nothing.
  57. Make it tough enough for the enemy to get in and you won't be able to get out.
  58. When you have secured an area, don't forget to tell the enemy.

 

The Ten Commandments

 

  1. Deck thou not over thine home telephone wires, for those who doest will surely bring the wrath of the Chief Special Agent down upon thy head.
  2. Speakest thou not of important matters over thine home telephone wires, for to do so is to risk thine right of freedom.
  3. Use not thine own name when speaking to others, for that every third "other" is an FBI agent is well known.
  4. Let not overly many people know that thou be a runner, as to do so is to use thine own self as a sacrificial lamb.
  5. If thou be in school, strive to get thine self good grades, for the authorities well know that scholars never break the law.
  6. If thou workest, try to be an employee and impressest thine boss with thine enthusiasm, for important employees are often saved by their own bosses.
  7. Storest thou not thine stolen goodes in thine own home, for those who do are surely non-believers in the Lone Star Security Forces, and are not long for this world.
  8. Attractest thou not the attention of others, as the less noticeable thou art, the better.
  9. Makest sure thine friends are instant amnesiacs and willst not remember thou hast called, or from where, for their cooperation with the authorities willst surely lessen thine time for freedom on this earth.
  10. Supportest thy contacts, as they are thy information pipeline, without which, thy work would be far more limited.

 

 

PCs

 

Vincent Varien IV, Royal Elf in Exile. Played by Patrick

Leah Arkady, Ex-Professional Magical Assassin. Played by Alex

Seebo Sheppen, Technogenius Gnome. Played by Adrian

Doc 'Running Claw' Holiday, Cybered-up Indian Cowboy. Played by Mikey

John Adams, Orkish Ex-Johnson. Played by MikeVanS

Ska'jin, Troll Shaman. Played by Jeremy

 

And now, for your benefit: The Relative Heights of the Characters

 

Episode Guide

 

Setting

 

Toronto, UCAS

The Big Eight

Music, Clothes

Supporting Cast

Other Shadowrunners in Toronto

 

House Rules

 

...On Shadowrun

...On Karma

...On Matrix

...On Downtime

 

ShadowTalk

Chuck Norris Facts, 2053

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