Sample file - DriveThruRPG.com · Diane Piron-Gelman Sharon Turner Mulvihill Shadowrun Line...

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You’re a shadowrunner, not some corporate lackey. No 9-to-5 shack- les or power-tie chains for you. Every time you take on a run, you sign up to be used and abused. But you’ve got the smarts to come out on top. Corporate Punishment consists of three adventures in which the runners serve as pawns in a brutal corporate power struggle. They use their wits and weapons to take what the corps throw at them and survive with a smile—because the alternative is to hang up their Uzis and get a day job. Corporate Punishment is for gamemasters and players of all experience levels. For use with Shadowrun, Third Edition. SHADOWRUN® is a Registered Trademark of WizKids, Inc. CORPORATE PUNISHMENT™ is a Trademark of WizKids, Inc. Copyright © 2000-2006 WizKids, Inc. All Rights Reserved. ® You’re a shadowrunner, not some corporate lackey. No 9-to-5 shack- les or power-tie chains for you. Every time you take on a run, you sign up to be used and abused. But you’ve got the smarts to come out on top. Corporate Punishment consists of three adventures in which the runners serve as pawns in a brutal corporate power struggle. They use their wits and weapons to take what the corps throw at them and survive with a smile—because the alternative is to hang up their Uzis and get a day job. Corporate Punishment is for gamemasters and players of all experience levels. For use with Shadowrun, Third Edition. Sample file

Transcript of Sample file - DriveThruRPG.com · Diane Piron-Gelman Sharon Turner Mulvihill Shadowrun Line...

Page 1: Sample file - DriveThruRPG.com · Diane Piron-Gelman Sharon Turner Mulvihill Shadowrun Line Developer Michael Mulvihill INTRODUCTION 4 The Adventures 4 Source Material 4 Using the

You’re a shadowrunner, not some corporate lackey. No 9-to-5 shack-les or power-tie chains for you. Every time you take on a run, you signup to be used and abused. But you’ve got the smarts to come out ontop.

Corporate Punishment consists of three adventures in which the runnersserve as pawns in a brutal corporate power struggle. They use their witsand weapons to take what the corps throw at them and survive with asmile—because the alternative is to hang up their Uzis and get a day job.

Corporate Punishment is for gamemasters and players of all experiencelevels. For use with Shadowrun, Third Edition.

SHADOWRUN® is a Registered Trademark of WizKids, Inc. CORPORATE PUNISHMENT™ is a Trademark ofWizKids, Inc. Copyright © 2000-2006 WizKids, Inc. All Rights Reserved.

®

You’re a shadowrunner, not some corporate lackey. No 9-to-5 shack-les or power-tie chains for you. Every time you take on a run, you signup to be used and abused. But you’ve got the smarts to come out ontop.

Corporate Punishment consists of three adventures in which the runnersserve as pawns in a brutal corporate power struggle. They use their witsand weapons to take what the corps throw at them and survive with asmile—because the alternative is to hang up their Uzis and get a day job.

Corporate Punishment is for gamemasters and players of all experiencelevels. For use with Shadowrun, Third Edition.

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TABLE OF CONTENTS

LEGACY 60Kings and Pawns 60Preparing to Play 62Handshakes 63Welcome to Beantown 65Advanced Shadowrunning 401: Getting In 69Advanced Shadowrunning 402: Getting Out 73Swiftly and Brutally Pursued 76A Rock and A Hard Place 77If Mama Ain’t Happy, Ain’t Nobody Happy 78Delivery 80Picking Up the Pieces 81

CORPORATE PUNISHMENT CREDITS

WritingDouble Take by Elissa CareySecond Effort by Malik TomsLegacy by Andrew Frades and Richard Tomasso

Project DevelopmentMichael MulvihillRobert Boyle

Project EditingAnne BrownDiane Piron-GelmanSharon Turner MulvihillShadowrun Line DeveloperMichael Mulvihill

INTRODUCTION 4The Adventures 4

Source Material 4Using the Adventures 6Gamemastering the Adventures 6

General Rules 7House Rules 7Non-Player Characters 7

DOUBLE TAKE 8Esprit de Corps 8Preparing to Play 10All that Jazz 11Strangers Bearing Gifts 14Flower and Fire 19Out in the Open 25Peek-a-Boo! 28Picking Up the Pieces 31

SECOND EFFORT 37First Impressions 37Preparing to Play 38“Mangia, mi Pisano” 39The Package 42Practice Makes Perfect 44The Dropoff 47Downtime and Lunchtime 50Once More Into the Breach 51Sitting Ducks 53Extraction Done Easy 55Picking Up the Pieces 56

2 Corporate Punishment

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3Corporate Punishment

PlaytestersRichard Bing, Ron Cameron, Dave Cane, Greg Davidson, Matt

Hammill, Ed Hennessy, Charles Glasgow, Richard Landry, RogerLandry, Omniobadiah Mee, Mark Reist, John Rollhauser, Dan Ruffolo,Justin Ryan, Don Tam, Mike Taylor, Brian Willie, and The Whatevers(Edie Bell, Robert Boyle, Berianne Bramman, Tim Curtin, AnaraGesserit, William Gold, Chris Shaffer, Jeff Smith, Sebastian Wiers)

Editorial StaffEditorial Director

Donna IppolitoManaging Editor

Sharon Turner MulvihillAssociate Editor

Robert BoyleAssistant Editor

Davidson Cole

Art StaffArt Director

Jim NelsonAsst. Art Director

Fred HooperCover Art

Clint LangleyCover Design

Fred HooperLayout

Brian MaslouskiIllustration

Doug AndersenTom BaxaFred HooperClint LangleyLarry MacDougallSteve PrescottRon SpencerMark Zug

Copyright© 2006 WizKids Inc. All Rights Reserved. CorporatePunishment, Shadowrun and WK Games are registered trademarksand/or trademarks of WizKids, Inc. in the United States and/or othercountries. No part of this work may be reproduced, stored in aretrieval system, or transmitted in any form or by any means, withoutthe prior permission in writing of the Copyright Owner, nor be other-wise circulated in any form other than that in which it is published.

Version 1.0 (February 2006) Based on First Printing by FASA, Chicago,Illinois, USA.

Find us online:[email protected]

(Shadowrun questions; please check the website FAQ first!)http://www.shadowrunrpg.com

(official Shadowrun website)http://www.fanprogames.com

(FanPro website)http://www.wizkidsgames.com

(WizKids website)http://studio2publishing.com

(online FanPro/Shadowrun orders)http://del.ico.us/shadowrun

(cool links)

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4 Corporate Punishment

INTRODUCTION

orporate Punishment offers three different Shadowrun roleplaying adventures linked by a single theme: thecorporations and what they are willing to do in the cause of one-upmanship. The stakes are high and thecorps know that even one slip-up can damage their image and their relationships with the other moversand shakers. From petty theft to wetwork, the corps know the shadows are the place to get the professional

talent they need to stay one step ahead of (or catch up to) the competition. As always for the runners, the problem is not finding work, but surviving the punishment these paranoid

entities are willing to dish out.

THE ADVENTURESDouble Take ships the player characters into the walled city of Portland in the the ultra-paranoid country of

Tir Tairngire. Their assignment is to hit Universal Omnitech on behalf of Telestrian Industries. What should be asimple data steal turns out to be only one thread in a tangle of corporate and governmental politics, snaggingthe characters in ancient hatreds and the bottom line.

In Second Effort, the player characters must infiltrate a spy into one of the most secretive corporations inthe world—Proteus AG. Their ultra-secure facility five hours north of Seattle in the secluded forests of the Salish-Shidhe makes getting in hard and getting out even harder.

Legacy unfolds a corporate power play over one of Dunkelzahn’s bequests—a set of scrolls given to thedragon Hualpa. When the dragon allows the Draco Foundation to arrange for others to conduct research on theancient texts, someone decides that sharing is for suckers. Sent to Boston to enter the fray, the characters mustdeal with out-of-control magic and survive corporations playing for keeps.

SOURCE MATERIALCorporate Punishment is intended for use with Shadowrun, Third Edition (SR3). Gamemasters will find the

Shadowrun Gamemaster’s Screen very useful for running these adventures, because it contains all of the tablesa gamemaster is most likely to consult as well as the Critters book. Also recommended are the followingadvanced books for Shadowrun.

Magic in The Shadows (MITS) includes initiation, metamagic, new spells, totems and adept powers, as wellas all advanced rules for magic.

Man & Machine (M&M) includes new cyberware, rules for bioware, chemicals and compounds and nan-otechnology, plus advanced rules for surgery.

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