Houserules: Movement 2

Last week I went into the Movement power, offering a possible way of nerfing the ability if granted to players through Channeling & Possession. It’s complicated, especially since people aren’t equivalent to vehicles so ‘sidestreets’ would become ‘sidealley’ or something like that.

Below are a variant and some possible combination-rules, coming from debates with my players about in what way I’ll nerf them.


Rule: Movement penalties are -25% per complicating factor

Complicating factors here are: Bad terrain, narrow area, stuff gets in the way. So if you’re running over rooftops, you’ll suffer a bad terrain penalty and a stuff-gets-in-the-way penalty. A forest has all 3, alleys can easily have all 3, sidestreets got 1~2, etc. In combat you’ll likely suffer -50%. No figuring out the terrain penalty or doing division, so more finesse (-25% instead of an immediate -50%) is possible this way. It’s the variant I’m currently leaning towards.


Rule: Only the increase from Movement is nerfed

If you get divided by 4, or -75%, a Force 6 only means +50% while Force 4 would give no bonus. Under this change, however, you’d still get a bonus of +75%/+125% for Force 4 and 6 respectively. This keeps Movement nice and nerfs the bonus without fully crippling the power.

Granted, under those circumstances you might want to add 1 to the divisor for the /difficulty rule, and consider taking a 20%~40% terrain-quality + 2x -20% penalties for the complicating factor rule. That way the bonus doesn’t go too crazy.


Rule: In combat you can try to go faster, using Gymnastic tests akin to vehicle stunts

The idea of the nerf is that some things are simply not built for you going that fast. If you keep pushing yourself you’d have an accident, so instead it’s nerfed period. In combat, however, one could try to push themselves to go that extra quarter mile. However, you’d have to roll well on a Gymnastic test, with a threshold directly related to the Vehicle Stunt table. This combines nicely with the idea beyind the division-rule, and rewards Gymnastics users which is a skill few people take.

The question is what do you do if they fail. Do they crash, bump into stuff or just not get up to speed? Maybe move but not do special stuff if they hit the terrain threshold but not the additional stunt threshold, or do a crash test to see if they manage to stay upright? GM call, discuss it with your players.


Rule: Spirits suffer a reduction only if they fly within 2 meters from varying obstacles or 1 meter from default obstacles

In other words, if a spirit is buzzing about but far away enough from obstacles to not have to worry about them, they don’t take a movement penalty from it. Here a straight wall / rooftop is far different from an alley with obstacles in the way or rooftops with AC Units and wires and more in the way. This keeps spirits from easily outdoing players without risks while also still letting them outshine players when it comes to what spirits do well: fly.

As for the reduction: Take a look at how you’d treat players, but keep in mind that they don’t have to touch the ground.


Rule: In combat Spirits need to roll Fly tests to buzz around properly

Akin to the Gymnastics rule above, a Spirit would need to roll Fly (normally used to cover extra distance, remember that any Running skill on a spirit should in fact be Flying) to pull crazy movement maneuvers in combat.


And remember: No only deciding on your actions after you moved, you declare intended actions together with your movement before going at it. Anything more complicated than ‘I fire at the first plausible threat I see unless I change my mind and lose my attack action’ wouldn’t fit in the 1~2 seconds going into your Action Phase.

Big Sticks & Biggest Guns: Report of Black Hearts #5 part 3

Previously on Black Hearts: 

Two months ago two Black Hearts teams went after the Mirando organisation: One group hit a drughouse in the CAS on a Raid Party, which they discovered had quite some cameras inside. The other group had travelled to the Colombian jungle to engage in Soft Talks with the Artosa cartel, to obtain their aid in the fight against the Mirando cartel. Both teams left behind destroyed houses and a damaged Mirando cartel.

Now, while one team went after the daughter of the Mirando cartel’s boss, and another was up to no good somewhere out of sight, a third team was sent to engage the Mirando cartel again. But this time the Mirando cartel would not be the main target to hit…


The Run: Biggest Guns

The Agents:
  • Zen, a human magician with the most destructive spirits around
  • Scottie, human scottish demolitions expert extraordinaire
  • Doll, dwarven infiltrator and the best stealer of junk in the jungle

Their Mission, should they choose to accept it:
To take out Arthur Nielsen, second-in-command of the Quantum group


After going shopping for various things in their respective home towns, our agents noticed something peculiar once they got back home: someone had sneaked a small device into their pockets, which they were unable to open. Zen tossed it in a corner of his house, where Doll just let it lay around. However Scottie pulled out some more paranoid means: He put the device in his explosion-proof safe and proceeded to blow it up.

The next day, Scottie found yet another device in his pocket, of the same kind. This time there was a note attached reading “Don’t blow this up you moron”. Still distrusting the thing, he stuck this one into the bomb-proof safe as well but decided not to blow it up for now.

A few days later, these mysterious devices started playing the ancient song “Thunderstruck”. When the agents rushed to observe their devices, they discovered that now they could be opened. Inside was a button and once they had pressed those, a message from their handler Mr. Smith began playing.

The mission they received from him was to go to Colombia to eliminate Arthur Nielsen, second-in-command of the Quantum terrorist group. Quantum had struck several UCAS targets in the past years so needed clearing. While Nielsen was normally well-hidden, he was set to visit the Mirando cartel, one of their sponsors, shortly. This was the opening the team needed to take him out.

The commlink also contained the standard 2000 nuyen advance, as well as the tickets to Colombia. However, as Zen quickly noticed, the message did not, as standard, self destruct, setting the team on edge a bit. They tried to contact their handler, but Mr. Smith was not reachable for comment. They requested Bluepin to hack Mr. Smith’s commlink for more information, who promptly declined (“You’re joking right? No way I’m even going near that”). Not knowing what else to do, the team decided to then simply cautiously proceed with the mission.


Scottie made some arrangements with his Coyote, paying quite a large sum for his services, while the other two simply didn’t take any illegal goods with them. The subsequent plane ride to Colombia proceeded without much difficulty.

The second leg was a tad less comfortable, being in a small postal plane with a pilot that wasn’t too enthusiastic about his job, but that too passed without incident. However from the air they could see that around the town they were going to, was quite a large number of military patrols. It appeared their destination would be far less peaceful than their ride there…


Once in town, Scottie noticed a familiar face – Black Hawk, a guide he had met last time he went into the jungle, to negotiate with an enemy of the Mirando cartel. Black Hawk did not have her bodyguards with her this time and she acted rather sour and unhelpful. She informed the agents that Nielsen already was in the area and that he had met with the local army commander. After that he had made for a camp in the jungle.

Black Hawk made it clear to the team that once they found her a trail, she would lead them along it, and that was all she would be doing for them. Without digging into her sour behaviour, the team went to the local watering hole to grill the locals present. Shortly after they entered, Scottie made a rather unfriendly remark to the locals and was shown the door, though Zen and Doll were allowed to stay around. An annoyed Scottie decided to retaliate by placing sticky grenades on the outside walls – something easily noticed by a few nearby soldiers. They didn’t stop to check it out yet at this point though.

When Zen and Doll did not get anywhere with simple questions – the locals being quite afraid of the whole cartel business – Zen decided to shift into a more aggressive gear and started threatening the locals instead. This quickly backfired as they realized that none of them were actually trained in interrogation or intimidation, and the locals weren’t too impressed. Our agents still had the upper hand, were open fighting to break out – but this time a fight had not been what they were looking for.

Fortunately, while lacking intimidation skills the group did have a Doll quite capable of lying through her teeth. Which came in handy when during their standoff the scene was joined by a group of soldiers. Thinking on her feet, Doll managed to sell the soldiers the story that the pub owner and his guests were plotting against the soldiers. Needless to say the troops became rather aggressive to the locals after they found out. The team quickly take off, as it wouldn’t take too long for the soldiers to beat the truth out of the locals.


With the agressive approach not working, the agents decided to go to the local general store and try a more bribery approach. While the shopkeeper was still not very willing to offer too much detail, after some pressing – and some generous “purchases” – he informed the agents that they should probably really stay away from a certain nearby path, because that would surely lead to trouble. After a wink and a nod, the team went back on their way.

Meanwhile, the local soldiers had discovered they had been played and gotten wind of what the team was actually doing, so they went on a manhunt. Rather than entering a shootout with the troops, Zen decided to solve their problems by making their entire truck invisible and silent. Scottie proceeded to drive the truck around stealthily enough so they also managed not to leave tracks the soldiers were able of following. With an exasperated Black Hawk in tow the group quickly left town and patrols behind, travelling to the path that the shopkeeper indicated.

To be continued…

Big Sticks & Biggest Guns: Report of Black Hearts #5 part 2

Previously on Black Hearts:

On a mission for their UCAS handler Mr. Smith, who was behaving rather strangely, Templar, Bubbles and Visage infiltrated a wellness resort for those with money to burn. With the help of the decker Bluepin the team posed as rich excentrics there for a well-deserved holiday. Their goal here was to extract cartel-daughter Daniella Mirando against her will during the second night of her stay.

The team quickly hit up the locals for information, managing to land intel on how to call off the resort’s guard dogs, location and habits of Daniella in the evening, as well as a copy of the keycard belonging to billionaire guest Richard William Dickens IV. They also managed to covertly place datatap dongles at the reception and in two likely-cartel-owned cars. The one complication they did run into was that Dickens likely knew they had copied his card, though he didn’t seem to mind.


And now:

After finishing their reconnassaince of the resort, and covertly copying a staff’s keycard on the way,  Templar and Bubbles went to their quarters. There they promptly bugged the camera in their living room, then sneakily also bugged the cameras in the corridor outside. (No cameras present in bedrooms of course.) Unfortunately the one in Visage’s living room would have to wait until he came back, because even though their quarters were connected he’d have to unlock the door frim his side first.

Bluepin let the two know that with the planted dongles so far, come curfew he and the flyspies would be able to spread out datataps and take over most of the cameras. The main problem would be doors, which could only be bugged when ajar. He also had managed to crack the reception’s files and now knew what room Daniella Mirando and her bodyguards were staying, in a dual-quarters setup quite alike the team’s.

Shortly after Visage joined the others and informed them of what he knew of Daniella’s schedule. The team quickly bugged Visage’s room and went back out to pretend all was normal. It was then that Bubbles received curious intel from one of her Roto-Drones: It had spotted a car hidden outside the resort, blinded windows and all. As for the brand of the car? Another Mexican-favoured vehicle… It appeared there weren’t only bodyguards inside here.


During dinnertime Visage went to the pool to make contact with their target, managing to make a good enough impression for her to call off her guards. She then had a pleasant lengthy conversation with him. When the time for her massage arrived, Visage had been smooth enough for her to invite him back for the next day. She wanted to get to know him better, and it was rather strongly implied she meant in the biblical sense…

While Visage was flirting Templar had gone to bed early, to guarantee a good night sleep. Shortly after Dickens dropped by to make good on their invitation. When Bubbles tried to ditch him by noting Templar had already gone to bed, Dickens his simple response was that he only cared for actual women. (NOTE: Templar only surficially disguises himself as female, he is still a male and does not identify as anything else.)

How Dickens had pierced Templar’s disguise, Bubbles did not not know but clearly he had. Dickens asked for a sweet smile and received a rather awkward one. Disappointed, he then told Bubbles to say hi to her uncle Samuel before leaving.


In the morning the team discussed their options, given their intel and hacker preparations. They could target Daniella at the pool, in transit, at her massage or in her quarters. They felt taking on the bodyguards directly would be risky, so instead they needed a place where they could cut those off, leaving massage and bedroom as available options. Given how Visage likely would be sharing Mirando’s bed if he tried, and how unlikely it’d be for her to have  a bodyguard with her at that time, the group eventually decided on the bedroom. With the crewmember’s keycard they could lock the doors of the bodyguards, leaving them trapped while the group made for a getaway. And since chemsniffers and detectors hadn’t picked up Visage’s shockgloves, he could easily take on Daniella if needed.

By now Bubbles her Roto-drones had noticed a second Mexican car outside the resort grounds. As they upheld their surveillance, they got lucky when the driver stepped out of the second car to take a leak. When the drone overheard a voice from inside the car, warning the driver Mirando would kill him if found out, it became rather obvious that the men outside had been sent by Carlos Mirando to protect his daughter.

To distract the men outside the resort, the team decided they would use the hacked Mexican cars to distract the enemies outside, then make their getaway in another vehicle. They weren’t sure on what car to use for their own getaway yet though. For now Bubbles and Templar went to check out the massage area, to keep their options open. And who else would they encounter there but Dickens, accompanied by two ladies and one of the resort’s masseurs.

Dickens took some time to engage the agents in idle conversation, flirting as always and asking for a smile from Templar. Templar did much better on delivering quite the charming one, satisfying Dickens his desires. As reward he told the two that in the evening he planned to stay away from areas where he’d have to use his keycard. In other words, the two realized, the security system wouldn’t spook if they were to use their copy of his keycard during their extraction.

Before they parted ways Bubbles had a realization and asked if Dickens had an awesome car with him. For a second the conman’s pokerface slipped as he scoffed “a?!” and noted he had two Eurocar Westwind 3000s with him, which incidentally his keycard also unlocked. However, there was a catch to this information: Dickens softly informed them that if they were going to use his car, he wanted the footage of their actions within the week. If they didn’t give that to him in time, he’d hunt them down for sure… After handing them a card with a commcode, Dickens smiled and returned to the ladies accompanying him.


In the evening Visage once again joined Daniella at the pool. After talking for a while, they went for a lengthy massage which was utterly delightful, then retired to Daniella’s room. As predicted she made her bodyguards stay in their own room and soon, while the others hid nearby with Bluepin’s help, Visage joined Daniella in her bed.

When at long last the deed was done and the lady quite exhausted, Visage heartlessly struck with a shockglove while the others locked the bodyguards in their room. Bluepin started taking over the cameras and easily let the group, while carrying an unconscious Daniella with them, get to the garage to steal their cars and get out of dodge fast.

Bubbles sent the rigged cars off first, luring Mirando’s men outside away from the resort and straight into inevitable police chases. Not one to miss chances, Templar took the opportunity to let one of the rigged cars pretend to be his. To be precise, to be owned by the fake SIN suspected of murder of a Lone Star… While the sirens wailed and a rain of bullets ended the cartel members their lives, the group picked up their Roto-Drones and drove their Westwind towards their extraction point.


At their delivery spot, a warehouse without anything in it barring a chair with cuffs and a table with a hologram projector on it. The agents first carefully inspected the chair and table, still worried about their handler’s suspicious behaviour, before tying up their prisoner and waking her up. As the video started playing on the projetor, the team stepped back into the shadows and observed the scene.

On the screen their handler, Mr. Smith, explained to Daniella that her father had been keeping some bad friends in recent days and had involved himself with a member of a rather dangerous terrorist organisation. As for said bad friend, Smith wanted to show her a video about the man. His figure was replaced with a video from an airborn camera, filming a military camp in the jungle from quite a while removed, with dozens of soldiers around. Without warning a massive explosion obliterated the entire camp…

The screen cut back to Mr. Smith who reminded Daniella it would be in her best interest to make sure her father kept better friends from now on. Then came Smith’s final statement, which lifted part of the curtain on his motives here, with a very important warning: “Stay away from my daughter.” And with that the video stopped playing…

The team untied Daniella Mirando and let her take Dickens’s car to wherever she wanted. Themselves, with their pay in hand and having just finished an unsanctioned personal job while breaking many laws, it was time to move. Specifically it was time to scrub the footage of identifying personal details, send Dickens his payment and get the hell out of dodge to find a hole to crawl into. Preferably a hole with air conditioning and room service.

To be continued…

RECAP CORRECTION

Two paragraphs were missing from the previous recap, they have been added with a bold indicator. Said indicator and this newspost will be removed in two weeks time.

I hope to have the second part of the recap up tomorrow and the other three parts soon after. The parts of the other run were already written by the other GM so I’ll only have to edit them a bit, which should require less time (not to mention my evenings are relatively free this week, unlike last week).

Big Sticks & Biggest Guns: Report of Black Hearts #5 part 1

Given my busy schedule, desire for quality and simply the sheer length of it, the Black Hearts finale recap will be split into five posts: Two for each run and a fifth part revealing what was going on behind the curtains. The second post of each run’s recap will of course include a link back and a short summary of what has happened.

These five posts will be written and published over the coming week, so I’ll see ya when I see ya. 🙂


The Run: Big Sticks

The Agents:

  • Templar, a human sneak with slick hands and a vicious mind
  • Visage, a charming socialite doing what, why. when and who
  • Bubbles, a pseudo-elven girl who makes resort staff cry

Their Mission, should they choose to accept it:
To infiltrate a Wellness Resort and extract Daniella Mirando against her will


While in town for some shopping, Templar noticed he was being reverse-pickpocketed. Looking around he spotted a fellow Black Heart, the B&E Expert Ghost, giving him a knowing glance before disappearing into the crowd. In a more secluded area Templar observed the device, but soon discovered he could not open it, nor was it wirelessly active, so he stored it at home for now.

A few days later both Visage and Bubbles had suffered the same without realizing, causing them to be far more surprised than Templar when the device suddenly started playing the song “Thunderstruck”. From behind a couch Bubbles sent her actionman drone to check out the device for her and push its button, while Visage and Templar were less careful with the device. Once the button had been pressed, a message from their handler Mr. Smith began playing.

The mission they received from him was to infiltrate a Wellness Clinic and kidnap Daniella Mirando, daughter of the boss of the Mirando cartel. They would receive support from Bluepin, another member of their team. He’d need their help setting up ways to circumvent security, which they had two days for. On the second night of their stay, they had to extract Mirando no matter what.

As the commlink sparked and popped out a credstick, the teammembers quickly realized Mr. Smith had misspoken at the end of the speech, mentioning neither the self-destruct nor the disavowing of their actions. Bubbles even realized that he had not stated the run was from the UCAS Government… In a mild panic she had her actionman doll use a payphone to contact Mr. Smith and figure out if he was under duress. The sole response was his assurances that if they did their job, he would be alright…


During their planeride the teammembers debated their cover-story with each other and their Decker support. The anonymous clinic they were going to was one with two purposes: Actual rehab treatment for celebrities, and being a place where celebrities could just hang out and enjoy a vacation without paparazzi. Of course they went for the second purpose, because why go to a luxurious place if it wasn’t going to be a blast? And as a few months back, Templar would shapeshift and travel in a dress.

One unfortunate downside of the clinic’s dual purpose was its strict security. There were chemsniffers built into every room, disallowing the use of any drugs, toxins or explosives and even guns. Even worse, security was at such a level that a straight hack was impossible for more than a few seconds. The only way to hack in would be to directly plug into any devices on the scene. For this purpose the team was supplied with a massive supply of datatap dongles: Just get them into devices their Universal Data Port and Bluepin would be able to hack them whenever desired.

Bubbles decided to put her disguise skill to good use, turning her Steel Lynx into a dog. While everyone could see it was truly a drone, noticing the owner wasn’t mad as a hatter would be harder. She then decided to traumatize their rented limo-driver by demanding she’d be allowed to drive, while Templar complained the car was dull. Putting the pressure on the driver and offering a bribe as well, the poor man was about to cave and asked if Bubbles could show her driving license. Which she did. Her stuntdriver license. The driver fainted right away.


On their way to the resort, Bubbles went completely nuts with the driving, even drifting underneath a trailer and driving on two wheels as to not let speeding cams get footage of their license plate. Visage managed to keep his food inside, while Templar’s thrillseeking involved much rejoicing and a single finger out the windows, aimed at the speeding cams. Of course Bubbles didn’t forget to pop the trunk and release her Roto-Drones when they got close to the resort, after which she drifted through the security roadblocks and entered the resort, followed by a lot of pissed security.

While security surrounded them and the team got busy misleading and manipulating them, the team was quick to notice metahumans weren’t the only security patrolling the resort grounds. A bit removed from the buildings they could see quite a few guard dogs wandering around in groups. So while Visage and Templar kept smoothtalking Security, Bubbles decided to make things worse by sending Mango to ‘play with the cute other dogs’. Much to the chagrin of their handler, a bulky Cascade Ork.

Said handler quickly voiced his severe objections to this ‘provocation’, his language laced with profanities. He easily recognized Visage as a Cascade Crow and immediately labelled him the likely culprit, while also making very clear to the receptionist that he would not tolerate this kind of behaviour from the guests: Either she’d keep the guests in line, or he’d keep his dogs in line while walking out with all hundred-some of them. With a sigh Bubbles called Mango back to her.

While Templar and Bubbles went to check out the building and scan for security loopholes, Visage went to talk with the dog trainer. Given the bad blood between the Cascade Crows and the Cascade Orks, what with the latter separating from the former because of being fed up with racism, he had some hostility to overcome.

His sincere curiosity regarding the animal training, combined with his animal handling and excellent social skills, managed to win over both the dogs and their owner. Visage even managed to land an invite to check out the attack training in half an hour. The handler, blinded by his like for the man who was even eager to use live pigs, never realized his new friend was simply looking for info on the dogs and how to call them off, should a nightly escape involve getting past the dogs.


Visage joined the others at the bar, where soon they were confronted by an angry businessman. The man took offense to Bubbles her fake elven ears, which made her team members realize Bubbles was in fact not a real elf but an Elf Poser. Templar’s response was to covertly shape his ears like elven ones , then show them to the nuisance. Said nuisance sputtered and got mad, resulting in security escorting them away from the team.

A while later Visage left for the attack training, while the others ordered some good whisky. When they got their drinks another guest pushed them aside, scoffing at the poor quality the resort dared pour. He instructed the bartender to give the lovely ladies some from his own private stash, with whisky 1000 nuyen the glass rather than the bottle. He then introduced himself as Richard William Dickens IV. During the resulting conversation Rich made it quite clear by innuendo what his goal was at the resort: Hunting. And not for wildlife.

Spotting a likely easy mark, Bubbles tried distracting Dickens with idle conversation while Templar secretly swiped the man’s keycard to copy and return. Unfortunately, as both noticed, during this a faint smile endorned the man’s face. Hinting that he knew what they did, Dickens left soon after but not before Bubbles invited him over to their quarters in the evening, so she could offer him a drink herself.


Covertly armed with their Fly-Spies and dongles, the girls decided to check out the inside of the resort as well. Their first destination? The reception. Here Bubbles distracted the receptionist by enthousiastically asking about the dogs and deciding to go outside to pet the lovely beasts. While the receptionist and security frantically chased her, to make sure their precious insane guest didn’t get herself mauled to death, the dongle was easily planted. Bluepin gave some bad news though, the guestlist was in code so he’d need some guest’s information to crack it. Fortunately the group knew exactly what room to start with: The one belonging to Dickens.

The girls then went for a tour of the facilities, allowing Templar to intensely memorize another possible escape route, using the landry system. Eventually the girls, employing a lot of pressure, badgered their guide into letting them see the private garage. Here they got to see the cars stored by a lot of guests, allowing Bubbles the car fanatic to identify two cars as popular with Mexicans. She then caused another distraction by going fangirl over some other cars, allowing her drones to sneak under the Mexican cars and bug them as well. Afterwards the team was ‘tricked’ into attending the restaurant for an exclusive dish by now-relieved security.


While the girls were on their tour, Visage participated in some pig shredding and picked up how he could easily call off the dogs. Afterwards he returned to the bar. Here he ended up chatting with a male guest who boasted about his profound love for the resort, especially the presence of ‘exotic cuisine’. What the man meant was quite clear, as was the fact he was a greasy slimebag.

Still he was a possible information source so Visage tapped him for all he was worth. This paid off when the man mentioned a meal he’d have ‘loved to enjoy’, namely a gorgeous Mexican lady who unfortunately travelled with bodyguards. Through the conversation Visage found out that Daniella Mirando had the habit to stay at a pool during dinner times until shortly before Resort Curfew hours, before going for a massage.

As one of the few guests who was allowed to ignore curfew, she would then only return to her room after a very lengthy massage. Apparently Daniella and her bodyguards had separate connected quarters, though the slimebag noted he suspected her of having a ‘healthy appetite’ and sharing her bed with at least one of her bodyguards.

To be continued…

Houserules: Movement Power

The Movement power is what allows some spirits to move at incredible speed, as well as either buff or restrain others by either multiplying or dividing it with the Spirit’s Magic (which equals Force).

In SR4 this power had only two restrictions listed: Inside terrain it controlled, and based on Body (B>M = halved effect, B>2*M = no effect). SR5 has more detail to it, going back to SR3’s description and talking more explicitly about terrain/domain the Spirit controls, as well as containing a separate rule for vehicles.

This unfortunately runs into two complications. First of all, what IS terrain a spirit controls? Clearly it’s not just ‘their natural habitat’, since otherwise an Air Spirit could easily target any plane they see, while a Plant spirit would rule surpreme in the jungle. Don’t even get me started on what kind of terrain would be a Guardian spirit’s natural habitat…

The second is that the power’s description went back to its SR3 version. Unfortunately, some mechanics have changed since SR3… Some even midway SR5’s development, such as Vehicles… Rather than having a significant Acceleration and Speed directly translating to m/CT, Acceleration is now a tricky number solely for Vehicle Chases (which a previous houserule already covered) and Speed simply is a limit as well as translating to how fast you can go.

I mean nobody woudl believe it’s intended that a good test on a good car could easily make it go 2^18 as fast. That’s 50 million km/hour… If we look at SR3’s Speed system the original intent seems more clear: Say you got a vehicle with an Acceleration of 10, and Speed actually is your actual speed rather than a single-digit number, then those 6 hits would translate to making the vehicle go 100 m/CT faster/slower instead, which likely (especially with deceleration rules) could actually cause it to crash due to the sudden changes.

I’ll be discussing three core Movement houserules here, two of which I have already applied in my own campaign. An important note: This has actually impacted my campaign’s balance and I’ve been thinking of ways to nerf it down for a while, which will be included as corollaries. It wasn’t that bad (sorta) with one Speedster, but with four magicians all outshining the Rigger’s speed… Not to mention it kinda ruins ambushes and all that.


Ahem. Before we go into the houserules, there’s something VERY important you should know first, a small detail of the rules that many probably missed.

Your actions and movement are declared at the START of your Action Phase. That is, you FIRST declare what all you’ll do, THEN you start executing it. (Page 158, 159, 163.) You can stop or change direction, but you cannot increase your movement after finding out some of the results of your actions. Logically the same would apply to your offensive actions, even if not explicitly stated.

So say you decide to run around a corner. If there’s an enemy waiting around it, you can’t go ‘oh then I’ll just run past him’. You can break or dive back, but not go further than originally declared. You also cannot attack him if you didn’t keep the option in mind. That’s why I make my fast players declare what their intent will be in somewhat-vague terms, for example ‘cut the first enemy that dares to get in my way in two’. That way the runner still can go around a corner and attack, assuming there is in fact an enemy within reach.

This might seem like nitpicking but when it comes to combatants easily moving 100 meters in a single Combat Turn, it becomes VERY important. You can’t walk 20m, see what enemies are where and THEN make a detailed plan for the rest of your Action Phase: Decide at the start and run into danger! You can run up a staircase but only if you knew it was there and declared the intent.

A sidenote: This also means that you got to keep a few possible outcomes in mind as player. As GM I wouldn’t give you a lot of hassle if you used an If-statement in your Action Declarations, but you got to keep in mind the highest declared movement will count for your movement allotment of the Combat Turn. Just make sure you make clear to your players what the limitations will be before they run into nasty complications, as part of the social contract.


Rule: Spirits can only use Movement on others inside Aspected Areas

There are basically three ways for an area to get Aspected in the advantage of a Tradition: The Personal Domains of some Free Spirits, frequent use by that tradition and magical lodges, in order from large to small (multiple acres, ?, very-small-region). Which means that for nearly every situation the Spirit will not be able to use Movement on others, only on themselves, fitting with the ‘only in terrain they control’ restriction being an actual restriction.

If they have the home advantage though, from defending their magician’s turf or their own… Ohboy… And that’s exactly what this houserule is about: Making it about the home-advantage. You get the enemy to fight in an area aspected in your favor, they’ll be in massive trouble against your Spirits unless they cleanse the area… Only being able to run 6 meters per Combat Turn as a 9-Agility character can REALLY hurt in combat, especially once AoE effects are put into play!


Rule: Movement against vebicles uses (M+W)d6*Accel*10/Body

Leaving aside the whole ‘Speed-changes’, which obviously no longer is intended like that with the new Speed mechanic, there’s another problem I personally have with Movement against Vehicles. Right now they have to hit a threshold, which can be MASSIVE for high-Body vehicles (9 for a Roadmaster!), but the threshold itself is merely to decide if it works! You hit a threshold 6, you suddenly count as 6 hits instead of 0. That’s plain weird. It’d make more sense if your effect was divided by Body.

Now keeping the Acceleration is an easy call since it seems logical that the better a vehicle accelerates/decelerates, the more easily a Spirit can manage to change its speed. The biggest problem is what multiplier to use. SR5 mostly uses Acceleration 1~3, where 3 is the max that matters for a Vehicle Chase, only the occasional vehicle goes above it. So a significant multiplier seems required.

A Force 6 Spirit would average 4 hits, so on a 2-Accel Body-8 Jackrabbit we’d be at 4*2/8 = 1 as base modifier. To compare, in SR3 Accel-rates were roughly from 3 to 12 and the SR5 rule employs a Body/2 for the threshold. So let’s roughly quadruple to convert back to SR3’s concepts, double to fit with B/2 and round up to x10. Now 4 hits would translate to 40 m/CT. With the modified Speed system from my previous houserules, this could actually lead to a lot of discomfort for your enemies or even a crash test.


Rule: Channeled/Possession Spirits can use Movement

A Spirit can only use Movement on itself outside terrain/domains it controls. When a Spirit possesses someone or is channeled by a magician, they form a special kind of combination which impacts Physical attributes and their resistance to mental spells. So it makes sense to also let them use their powers (such as Elemental Aura and Movement) inside these bodies, with all the downsides in the case of Elemental Aura. (Congratulations, you’re on fire, how well-protected is your gear? You’re electrifying? Enjoy the fried commlink.)

There is a big balance risk with Movement though. Even a 3-Agility character Channeling a Force 6 Spirit will suddenly have 6 Agility and 72/144 as their Movement rates… A 5-Agility with a Force 8 would hit 9*8*4 = 288 m/CT running rate, that’s ~345 km/h. Compare that to a Rigger whose 4-Speed Drones, even under my Speed table if you don’t make them lose Speed categories (which I should consider only doing for walkers, and for any drone moving indoors), can only move 150 km/h, and you realize that indeed this houserule risks favoring Movement players too much. Of course there’s downsides (spooking cars, Metamagic or Tradition sacrifice, drawing unwanted attention, cannot mask this only Manascape it, etc.) but there’s still space for a few fixes to this.

(Incidentally, I already employ slight Accel/Decel-rules and ‘Gridguide hates you and demands you wear a tracker on the highway so you don’t spook their cars’, but there’s still space for more because it’s fun but not enough.)


Rule: Movement’s buff is divided by TerrainDifficulty

Note that this does not just matter for Channeling and Possession. Great Form Spirits with 6+ net hits on the ritual can Endow a power, meaning you can now let your Spirit pass Movement on to multiple teammembers… Anyway:

On page 201 you’ll find terrain modifiers for vehicle stunts. Now we could demand Gymnastic tests for magical-boosted movement speeds, but that’s a bit tricky for long movement and rather detracts from the game. So instead we’d nerf it differently: You want to channel a spirit and run through side-streets? The buff you get is divided by 2 for the Vehicle Terrain Modifier, so a Force 6 only triples your speed instead. Want to hit the back-alleys with a Force 8? You only double instead of eightfold due to/ 4. Rounding is of course on the final movement speed, not the multiplier.

(No, these are not insane examples. Now it might be because I employ a karma<->nuyen rule but I actually do have people working towards being able to Channel Force 10 Spirits and already using Force-9 ones…)

An important note here is that the same Vehicle table includes terrain modifiers for flying. Irrelevant for metahumans themselves, but Spirits CAN fly, even if they normally don’t. Still facing some restrictions even if they take into the air is quite nice and means drones are still quite useful: A Roto-Drone managing 200 km/h (+1 Speed Category with risks, no Speed Category reduction for being a drone) would still be able to outfly a Spirit using Movement, IF directly controlled by its Rigger or solely doing normal low-altitude flying (threshold-2 is doable for 9 dice, 15% failing odds and that simply means failing and a second attempt normally).

An alternative houserule would use percentages rather than division, and of course the vehicle table is for vehicles so the descriptions would need to be altered. What is the pedestrian equivalent of sidestreets?


Two sidenotes to make. First, Harlequinn channeling would easily go faster than the speed of sound but others would have a hard time coming close. Even if you go with ‘Increase Agility stacks with Possession’ like I do, you essentially need a Force 16 Spirit in a 5[9]->17 Agility character or a Force 14 in an 8[12]->19 to barely reach 1 mach.

Sidenote two: You need ~30 m/second, so ~90 m/CT, to be able to run on water. If we count running on water with Magic as /2 for difficulty, you’d need 180 meters/CT before division. Divide by 4 for running, and 6 for a normal Force 6 Spirit and you’d need 8 Agility which is doable.

Want to walk on water without running penalties or eventual running-exhaustion? You’d need 360, say Force 9 Spirit for 10 Agility, 4 of which from the Spirit so quite doable with a bit of magic. A Force 8 would require 11~12 Agility.

My poor Valkyries

I’ve employed a few Valkyries (Guardian Spirits of a few traditions) in my games as police NPCs and unfortunately the upcoming Movement-nerf, described in next week’s houserule, will restrict them as well. ^_^ Alas.

Of course normally they fly without worries since they can just fly within the non-essential airspace and get a free clearance through Knight Errant so no slowing down for other aircrafts, but if they go towards unfriendly skies they’ll have to fly lower and will get their movement reduced. Ahwell, guess they’ll have to live with going ~175 km/h if they decide to do a sweep into Redmond. (Yes that’s Force 9. Did you think a PR6 SWAT team would send mere Force 6 Spirits into combat?)

And yes when a bunch of Valkyries, wearing Full Body Armor and wielding Ares Alphas, go into a combat zone someone WILL be playing Wagner out loud.

Houserules: Perception Teamwork

Perception is often rolled to see if someone notices a sneaker, a hidden object, a pickpocket or stuff like that. But there’s times where the Perception rolls seem a bit strange in execution. I’m listing a few of those situations below:


Say everyone’s together and something happens. They all get a Perception test, so you end up with some people rolling poorly and not noticing a thing, some decent, one or two rolling high and they all receive different intel and then quickly share it. If what they spot isn’t the equivalent of a Surprise test, the ‘some notice different things’ element just seems silly. Especially in cases where the team is clearly working together. You’re clearing a room? Investigating a mansion? Protecting someone and looking out for hostiles? Obviously you’re working together, so why are you all rolling separately? Why not a teamwork test?

Mathwise, by the way, the teamwork test likely will roll higher on average but with more extremes. It’s a bit related to how when you roll a test often, you’ll get relatively closer to the average, you get less extremes. A d12 has 1/3 chance to roll 9+ and 1/3 to roll 4-, while 2d6 is at 10/36 and 1/6 respectively. This gets you the kind of statistics I like in Shadowrun, but let’s leave that aside. So, summary: A Perception Teamwork test here would better represent your team actually working together, would have a slightly higher average but with more chance on the extremes due to boiling down to one final test.

One side-effect of this is Edging by the way. If you’re doing a teamwork test, you got more dice to Edge but it all boils down to a single person having to make the call on whether or not they use a point of Edge.


Drones can roll Perception, as Riggers are wont to do. Unfortunately Drones run into 1 big problem… Their Sensor Rating is 3, which is their Limit. So if you roll 3 hits on Sneaking versus half a dozen drones with Clearsight 6? Even if the Drones take a -3 circumstantial Perception penalty they’ll have only 68.04% chance to not roll 3 hits, chances not a single drone pierces your Sneaking is <10%. At the full 9 dice, only 3 drones put you at ~5%.

On the other hand, if you roll 4 hits, even if they have their full 9 dice they now don’t stand a chance, simply because of their limit. So the entire drone-spy-network thing is utterly useless all of a sudden, only jumped-in can a Rigger stand a chance (or they could pay thousands to upgrade each drone…)

Teamworkwise, however, suddenly the drones will do rather decent. With several drones they’ll likely hit the maximum 15 teamwork dice, which puts you at ~60% to hit 5+ hits. Suddenly a properly-deployed network of spy-drones can truly serve as a Rigger’s Eyes! And even with just two they already can up their limit to 5!

Now granted, a GM may want to put restrictions on this. One option would be to require them being slaved to the same RCC, or even running a communication program (taking a program slot!) as well. In that case non-streaming drones would need to run their own, streaming drones could get it from the RCC. Your call really. I’d go with RCC-slaving, to further reward RCC-owners for going the extra mile. 🙂


Concealment, giving a penalty to physical detection, is real nasty against mooks. Quite often they’ll have 0 or nearly no dice left, giving them zero chance to ever detect the players. It’d be more fun if they’d still receive a bit of risk, through other means than ‘okay they just get plenty of extra dice each!’ Adding their PR (like with social resists) would be a bit weird since it’d mean that high-Perception people get a bigger bonus, since better PR translates to better stats and skills already.

So instead teamwork would be allowed only in professional settings, so a group of NPCs doing a big search and stuff like that. You randomly surprise them, they still roll individually, but if a team is trying to hunt you down specifically… Of course this rule has 1 big problem: It screws over non-Concealment players. 15 Sneaking versus 10 Perception is good, 15 Sneaking versus 15~18 Perception will do poorly.


All in all, just take a look at the circumstances and see if you’ll use some of these at your table (though for Drones, I strongly recommend it no matter what!). I can note that the third one added some excitement to Black Hearts #5: Biggest Guns.

Rule: Under Professional Circumstances players can teamwork Perception

(This of course does not EVER apply in Surprise Tests.)

Rule: Drones can teamwork Perception when slaved to the same RCC

Rule: Under Professional Circumstances enemies can teamwork Perception






http://www.AnyDice.com formulae used for this post, a d{0,0,1} simulates a Shadowrun die with 1/3 chance at a hit:

output [highest of [highest of [highest of [highest of 11d{0,0,1} and 11d{0,0,1}] and 10d{0,0,1}] and 9d{0,0,1}] and 8d{0,0,1}]
vs
output 17d{0,0,1}

output [highest of [highest of [highest of [highest of 14d{0,0,1} and 14d{0,0,1}] and 13d{0,0,1}] and 12d{0,0,1}] and 11d{0,0,1}]
vs
output 20d{0,0,1}

output [lowest of 3 and 6d{0,0,1}]
   (0.6802^6 = not anydice but just calculator)
output [lowest of 5 and 15d{0,0,1}]
output [lowest of 10 and 15d{0,0,1}]

 

Another delay

Unfortunately the Black Hearts recap took a lot of time to write, so I don’t have time to write a houserule post for tomorrow. As such my houserule post on Teamwork Tests for Perception will go online later than the default friday. Apologies, I’ll make sure to build up a buffer from now on.

To Protect And To Serve: Report of Black Hearts #4

The agents (team Protect):

  • Doll, a dwarven lady with a love for French bread
  • Visage, a human smoothtalker with a love for French profanities
  • Zen, a human summoner with a love for teeth

Their Mission, should they choose to accept it:
To go to an anti-terrorism conference and protect Agatha Lancer against assassins.

The agents (team Serve):

  • Templar, a human sneaky shifter with slick fingers
  • Bluepin, a human decker who handles his metadata well but has the worst luck
  • Bubbles, an elven spying recon eye there to watch everyone’s back, literally

Their Mission, should they choose to accept it:
To go to an anti-terrorism conference, steal paydata from Victor Mondreau and then assassinate him.


Both teams, minus Bubbles, received invitations from the Argos company for jobs of various professions, each person being offered something fitting their fake licenses. Most realized the sender was this month’s codephrase, except Doll who needed a ‘friendly’ mailed reminder. Each agent went to their local Argos office to pick up their briefing with, as always, their advance and their datachip with instructions.

Team Protect received a curious briefing, with an exasperated Mr. Smith vocally telling his technical staff that no, the datachips should NOT be rigged to self-destruct rather than self-erase. Inbetween his complaints he delivered his instructions. The team was to attend the Joint UCAS-CAS Anti-Terrorism (JUCAT) Conference in Norfolk, there they were to protect sociology professor Agatha Lancer against likely assassination attempts, caused by her vocal opposition against terrorist groups.

Team Serve lucked out that their briefing was made second, so no self-destruct suggestions were debated in their briefing. They were informed that they were asked to attend the JUCAT Conference in Norfolk, where they had to obtain paydata owned by Victor Mondreau. Once the paydata was confirmed, they were to assassinate Mondreau. Since this time there was no contact on site, team Serve also received a decent bit of intel on their target.

Each team member took the plane to Norfolk, while also wondering about what all to bring. Licenses checked out fine, though Doll sent her explosives on another plane instead. As for Visage, the proud creature of comfort upgrades his plane ticket because if one is to travel around the country stuck in a big metal tube, one might as well do so in style!


The JUCAT Conference schedule, spanning 3 days from wednesday to friday, was quite simple. On thursday and friday there would be readings during the day, interrupted for a lunch in the afternoon. On these days there also would be a dinner available. On wednesday and thursday there would also be cocktail parties. Important for the teams was that on friday the last two readings would be from Lancer and Mondreau.

Lancer’s lecture would be about that the UCAS and the CAS should be wary of cartels sponsoring terroristic organisations to waste government resources, all so their drugtrades could do better. To counter this, she believed the countries should share more intelligence.

Mondreau, on the other hand, wanted to argue that the Intelligence Agencies should decentralize, split up more in a cell-structure. This because otherwise turncoats could do massive damage by leaking intel, not to mention that politics could result in one party leaking intel on another party’s agents. In effect he was arguing the opposite of Lancer, and his panel would be the closing one of the conference before the last supper.

On the plane Bluepin browsed the Matrix for intel on Mondreau and shared the intel with his teammates. As it turned out, their target was a sociologist who had a long history of arguing against the centralisation of intelligence services. Also a blogger who loved sharing his talks, meals and more. To the trained eye it appeared a sham, where even Mondreau’s well-covered peanut allergy seemed phony.

Team Serve arrived in the afternoon and first went to deposit their luggage at the hotel. In their rooms they found some extra tools of the trade, namely several toxins to pick from to either inconvene Mondreau, slowly kill him or take him out real fast. The killers were injection poisons, while inconvening here meant a contact-poison that would cause a severe pseudo-allergic reaction. A perfect counter to someone pseudo-allergic. The final tool they received was a maglock passkey copier, quite useful in a modern hotel.


A bit after five team Serve left for the conference building, checking out its security and quickly reaching the conclusion that unfortunately sneaking in covertly was not an option. Meanwhile team Protect arrived, dropped their stuff in the car and went back into the airport to pick up Lancer.

When the team walked up to Lancer they could tell she knew who they were. Another thing they noticed was two likely-assassins observing them from a distance. The team immediately jumped into action with Visage leading Lancer out, Zen quickly making Lancer invisible and Doll moving to head off the assassins.

Needless to say, casting magic in a crowded Airport is not the best way to not draw attention. As people voiced their shock, security immediately moved to surround Zen while everyone else scrammed. During this Doll managed to catch up to an assassin, whose response was a rather Cold-War-like cyanide pill in their teeth. As the assassin started foaming Doll quickly slipped into the crowd and got out of dodge fast.

Eventually Zen managed to convince security he didn’t cast anything harmful and was let off with a severe warning. Visage and Lancer made it to the car just fine, but Doll had to run back to actually pick up the lady’s luggage. Then they headed for the hotel and, to avoid any room-rigging by would-be assassins, immediately fiercely complained their way into better rooms.

When they hit their new room, the first thing Zen did was cast Extended Detect Enemies on Lancer so she’d be able to notice enemies coming. The second thing he did was summon an Air Spirit to stand guard, after which he went to check out the convention hall for anything and anyone suspicious, only noticing Private Eyes in disguise that were pickpocketing people. Meanwhile, the first thing Lancer did was raid the minibar since Uncle Sam was now paying the bill.


In the evening both teams visited the cocktail party, sitting out a dull introduction speech and then jumping into drinks. Team Serve kept an eye on Mondreau, who was accompanied by ‘friends’ , and played the waiting game while team Protect played the ‘listening to Lancer complain about Mondreau’ game. Things came to a head when Mondreau approached Lancer and started hassling her, which received both verbal and physical violence, in the form of Visage namecalling him in French and Doll grabbing a baguette to hit him with.

At this time Bluepin had started hacking Mondreau’s commlink and was failing miserably. Fortunately for him Mondreau was too busy being smacked around to notice his commlink alerting him to the attack, so Bluepin quickly pressed on and stole all the encrypted data from there. Unfortunately the data was a bust paydata-wise. Meanwhile Security decided to hold off on interfering so the fight could resolve itself, which it quickly did with Mondreau less bruised than his ego.

Afterwards a waiter walked up to Lancer and offered her a complimentary drink. The group realized he was an assassin and stealthily gestured for security to come. As the security guards took the assassin by the shoulders, Lancer finally paid enough attention to detect he was an enemy… Just in time for this one too to off himself by cyanide. As he lay writhing on the floor, rather upsetting the party and the carpet, Templar took the opportunity to swipe Mondreau’s keycard, copy it and put it back without anyone but Doll noticing.

Back at the hotel Bubbles joined team Serve, sent to give them aid by watching their backs and enemies with her drones. Everyone went to sleep while drones and a spirit stood guard inside the hotel rooms and, in one drone’s case, inside a vending machine. Thus ended an eventful first day.


Thursday morning Mondreau went for breakfast with his bodyguards, so Templar left the hotel, changed his looks by magic and returned a different person. He then snuck into Mondreau’s room with the copied keycard, after checking for traps of course and knowing exactly how to fake nobody had entered the room. Inside he noticed no suspicious electronics. One thing he did notice was a painting hanging slightly crooked. Giving it a push, and comparing it to one in their own hotel room, revealed that the painting likely had a small weight upsetting its balance.

A cautious inspection revealed a datachip hidden inside the painting. As he plugged it into his commlink, for Bluepin to hack, Bubbles warned them one of the bodyguards was returning. Bluepin checked the chip for traps, finding several protected files with Databombs on them. He tried to disarm the weakest but almost failed, scraping by with his teeth.

After this Bluepin did not dare try to disarm the others, so instead he corrupted another datachip and left it in the vending machines at the end of the corridor. Templar then left the room, switched the datachips and received a free Twix from a Fly-Spy, then planted the corrupted chip back in the painting. He left the room and set up the trapcard at the door to conceal his visit, getting into the elevator just as the bodyguard stepped out of it.

Team Serve then had the tough choice on what to do with the datachip. Bluepin did not dare risk it, so they called Mr. Smith and made arrangements to send it back home. Unfortunately all they had now was a file showing a bodyguard’s schedule, with the only thing of use being that a month from now he’d be protecting Daniella Mirando in the UCAS. Also Mondreau’s convention itinerary, including what questions he’d ask Lancer and what insults he’d throw her way to interrupt her speech. Not enough to be the paydata Team Serve needed and as such, until the datachip was succesfully decrypted they were not allowed to move on Mondreau…


At lunch security was in charge of the waitering due to people being afraid of poisoning attempts. And not normal security, no the elite security that normally was on standby… Needless to say this did not put them in a good mood. In the afternoon the only action was when a lecturer got confronted by his angry wife, who emptied his water pitcher in his face and stormed off. Team Serve did their best scouting for all their possible assassination chances, but unfortunately they were still on a red light.

During dinner Team Protect confronted the PIs they had noticed before, who revealed they were working independently. One had come to find proof the lecturer from before was cheating on his wife, which had been succesful. The other revealed she was there because the resort manager responsible for the convention grounds was suspected of embezzling. Unfortunately this interrogating left the atmosphere tense, which meant Visage had a hard time convincing staff to take his order.

At the cocktail party, Lancer got into a conversation about cartel politics with another guest, when the party was over they continued the conversation in her sitting room, while Doll stood guard outside. Just as Lancer’s guest was leaving, Doll spotted two men approaching that she realized were even more assassins. The assassins knew that she knew so they ran, chased by a combat monster unwilling to relent.

Bullets started firing and it was the gel ones managing to take out a combatant. The second assassin went out a window and started climbing down, which turned out to be a very bad call. Doll had no interest in letting him go so kept pulling the trigger until the guy got knocked off, falling to his death. A mere second later security arrived and put a gun to her head. Hours later she was finally released from questioning.


On friday Zen brought his Air Spirit with him to the convention. Given the repeated assassination attempts on Lancer, Security was ill-equipped to refuse. They did force the spirit to wear a coat and guest badge though.

Half an hour after lunch Team Serve finally received their green light. The paydata had checked out and Mondreau was now officially a dead man walking. Or rather, a dead man lounging at the lobby, ignoring the afternoon lectures and preparing for his coming confrontation with Lancer. Templar took his poisons and sat down at the bar nearby, waiting for a chance.

That chance arrived when Mondreau requested another bottle of water from the convention staff, who all were wearing gloves. Templar prepared his allergy-poison, putting some on his own glove. When the bartender readied the bottle, Templar took it and passed it on to the waitress with a charming smile, who then delivered the bottle to Mondreau.

Several minutes later the poison caused Mondreau to spasm heavily and, after a careful wait, Templar offered his medical assistance with an epi-pen. That the pen was loaded with poison and killed Mondreau in seconds, well how was he to know… With confusion and security approaching, he played his part then bowed out, leaving the aftermath to those poor sods.

Inside the presentation hall rumors started up about the incident, which came to a head once the presentation was over. Massive gossiping caused a bit of chaos, leaving an opening for the final assassin to exploit. With all his comrades dead or captured, he pulled out his metal-detection-proof HK Urban Combat and went for Lancer. Zen spotted him and managed to warn the rest, but it was the Air Spirit who got off the first shot. His attack came as a real shocker to the assassin, slowing him down enough for Doll to take him out before Lancer could even get shot at.

At this point the final bang, figuratively, came when a courier arrived with Doll’s explosives. As the chemsniffer alarms went blazing the security guards dogpiled the poor man.

When the talks continued, things were shaken and stirred but still standing. Lancer did great on her speech, and Mondreau’s speech was replaced by one coming from the convention organizer, holding a passionate speech about the dangers terrorists formed for this society, including the new organizations such as the Hand of Five and even the intra-corp Omega Dawn! Ignoring all that boring intel, Teams Protect and Serve just served their time in lecture hell, then went for dinner and their planerides home, another ten grand richer than before.