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[Hivemind] Oh Where, Oh Where has my Hivemind gone?


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Not really sure why the energy. Probably cause I'm not getting the exercise I should lately. As for how it goes... Lots of chores to do and I've got writer's block on that blasted adventure..
 

LOL @ Geriatrics One-Shot.

I just ran a tow-session "one-shot" CyberPunk game, where I told each player to crack out one of their old characters from our campaigns of the past. Then re-write them from scratch using a different point-buy alocation, age them 6 years, and equip them with only $4,000 of gear (which meant most of them had a LOT of old cyberware torn out).

The game started with them in Braindance at a mental facility.

Geriatric Edgerunners, minus all their cool gear no less.
 

Session 1:

The run that we got the characters together for was easy. Had to get their asses to Japan (either using the tickets provided, which means no guns, or find their own way over - Crazy Edddie Li, the pirate / nomad, gets on the phone and keeps up a line of chatter from the East Coast to the West Coast and finally secures a boat from San Francisco to Tokyo). When they hit the streets of Tokyo, through mobs of protesters, a nano-war, and indignant taxi cab drivers, they get the job.

Seems someone's daughter ran away from home. But to make it worse, she broke into her father's prototype lab @ Yamaha and stole his new prototype bike. Now, the prototype has a brand new super-battery on it and every other corporation wants it.

The team works the streets of Tokyo for 2 days until they find where the bozozuku gang that the girl hangs out with is based. In a daring daytime hit, they grab the girl and wipe out most of the bozozuku while still in an arcade. They hit the road just before Tokyo PD arrives with their Power Armor and Helicopters. Seems random acts of violence are not as tolerated here as in good old Night City!

The team makes contact with dad, and settles down for the night where they can let things cool down a bit before making the run. The techie checks out the bike and doesn't find any super-battery at all. Turns out that daddy was lying to cover his ass. A quick run to the DataTerm confirms suspicions that the bike is nothing special, but the stock value of Yamaha is going through the roof over news of the stolen super-battery, and dad just sold off all of his shares because he knows the bike is about to come back home and it won't have the battery.

But the REAL problem is that the other corporations don't know this. And they are still hunting for the bike. Two encounters with Shugo-Mitsubishi operatives later, the players finally ditch the bike and the girl with dad, and try to run for cover.

...

Now, the players have the money, and the bike is gone.

And Shugo-Mitsubishi, Rolls Royce, and at least five other corps are looking for them to find out what they did with the battery. Yamaha at least has figured out that dad was lying and dad is now on the run too, but much richer, so Yamaha isn't trying to hunt down the team too.
 

Session 2 (this one was 15 hours long, #1 was only 12 hours)


The team starts dealing with SERIOUS harrassment from the local bozozuku gangs as they make their way to tokyo harbour to catch the boat back Stateside. Then they get a call from their data-fence, Pagan. They've been dealing with Pagan a lot on this run, so it's not that much of a surprise.

He warns them that Yamaha is off their case, but at LEAST one company has hired bozozuku, and equipped them to get the team and find the super-battery. Fortunately for them, Pagan also has a job they can do that will get them out of Tokyo and will pay for I.D.Surgery so they won't have to deal with the corporate fallout of their last gig.

There's a catch though - they need to bring Bob with them. Bob is an antarctican netrunner that the party hasn't seen in a few years. She runs chipsofts and other contraband through Bombay, and Pagan needs them to touch base with Bob's Bombay connection. You see... Pagan assumes Bob is with the team, because the team got paid as a six person team by the Yamaha corporate last session because Ilsa told him that Bob was on the job with them as a support netrunner and needed to be paid also.

It was a scam for an extra 20% pay-hike.

So after another Bozozuku hit on the team (a little hairier this time), she comes clean and tells Pagan the truth about Bob. He gives them some attitude, and then a lead to contact Bob in Osaka.

The run to Osaka includes a few more close encounters with well-armed Bozozuku, a highjacked Junk, and avoiding the NPA ACPA patrols that hit the street after a raging firefight with explosives and automatic weapons.

The team makes contact with Bob (at a nude bisexual steam bath and drug shooting parlour), finds out who her Bombay connection is, and then contacts Pagan who gets them a flight to Bombay, first class, with no more Bozos, and some real armament (H&K MPK11s and Colt AMT 2000s).

En route to Bombay they get the lowdown on the missing girl. Pagan's number 1 information gatherer went missing 36 horus ago. She was looking for dirt from a small company for him about his Cash Cow. They are also given the address of a cyberdoc who will do a full scan of her once she is recovered to check for hostile implants. They also get MRAM chips of Hindi and Expert: Bombay Streetplans.

The Bombay connection manages to get more info that they buy off her, including who took her, where they have her (a small basement computer store that acts as a front for an underground cyber-medical facility) and that two corporate solos are holding her. They go to the civic records through a data term and get a basic floorplan of the building.

Only when they get inside do things really go to hell. The run gets shattered by a smooth thinking operative who manages to kill off two of the team, and screw up events for the other half of the team. Of the two killed initially, both were stunned by an anti-personel grenade booby-trap - it was the first time in Ilsa's career that she did NOT screw over another party member - she didn't turn Moe Carnage into a human shield to save herself (hooray - higher empathy from years in braindance therapy!), and ended up dying because of it. Moral of the story - your team mates are BETTER as meat-shields than as friends.

Figuring out that they came in through the back entrance (where his car is parked), our smooth-thinking solo bolts out the front between rounds of combat (after everyone gets deafened by another concussion grenade) and slips around back. The three remaining team members get the girl and start bringing her back to the back door. That's when he triggers the explosives in his car, bringing down the back of the building and killing the Techie who was watching the back.

So we are down to two lightly injured solos and the girl. And no back door. So back to the fron they go, spot the booby-trap on the door, work their way past it, and find themselves pinned down by autofire from the next building over. Finally, the use smoke grenades to hide under and run, but the corporate solo's cyberaudio hears them make the break for it, and his suppressive fire forces one of the team back into the building, mortally wounding him, but Tony's solo gets out with the girl and loads into the gettaway vehicle.

Next scene is Tony showing up at the cyberdocs to get the girl scanned, all on his lonesome...



It was a good run.

Tony got his pay, a flight back home, and plastic surgery and I.D. Surgery so he won't be identified by the corps anymore.

Everyone else got to change the odds in that day's body-lotto.
 
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Sounds like lots of fun Hound. Closest I've gotten to Cyberpunk before is one session of Shadowrun.

Morning all. Well.. better get cracking on that adventure, I guess.
 

Cyberpunk was ok, but I never really got into the genre.

Hound, have you seen the OGL Cyberpunk by Mongoose? Any thoughts on it?
 

I've read through it, and am getting a copy shortly (eBay).

Overall, it is ok, with some excellent bits, and a lot of bad rules design and missing material. Not as bad as LivingRoom Games d20 attempt at the genre, mind you.
 

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