Welcome to TiddlyWiki created by Jeremy Ruston, Copyright © 2007 UnaMesa Association
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To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser
Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)
<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations
----
Also see AdvancedOptions
"Shadows of Hong Kong" is a collaborative fiction / roleplaying game being played on the Lost Coast Gaming website (www.lostcoastgaming.com). The game is being run by Ry Stevenson.
More to the point, the campaign is set in the city of Hong Kong. Why not Seattle? Pretty much every Shadowrun game - and at the very least, all of the ones I've either run or played in - have been set in the venerable city of Seattle. While the setting is familiar and comfortable to seasoned Shadowrun veterans, the presentation both of a new rules system, and the brilliant documentation of Hong Kong that came with the 4th ed sourcebook "Runner Havens" gave too rich an opportunity to try something a little different. As such, welcome to the Harbor City! Welcome to Hong Kong!
SoHK will be a dark, gritty and violent game of survival and thrift set in the last free Asian city. The characters will represent one of the newest teams to Hong Kong's shadowrunning underbelly, and will be working to build names for themselves as criminals, martyrs, or perhaps even paragons.
Concept is a tricky one in Shadowrun. The game is, after all, about criminals. These are characters who make their livings through violence, theft, deceit, deception and crime. They are wanted by the law, by corporations, and by lord knows who else that they've likely crossed during their travels. They are gunslingers, and while they're free, there's always a price to be paid for not having a master to pull your leash.
Concept wise, characters should reflect the essence of a cyberpunk fantasy game as best as possible. You're probably gritty and down on your luck. Money should NOT be emphasized on your character sheet, as that's the easiest - and quickest - thing to accumulate in game. You should be able to handle yourself in a fight, even if you're a meak Hacker or a spineless Mage. And you'd better be able to work in a team. You don't have to like it, but Shadowrunner's won't live long lives if they try to go it alone ...
You should also have a talent that sets you apart. One might argue a role. You should be able to do something, no matter how minor it seems, that no one else on the team can do. Here's some loose ideas. This, of course, isn't a cannon list. All I'd ask for is what's listed on [[The Character Sheet]] tab.
''The Street Samurai''
You're tough. You're a fighter. Be it with a sword or a gun or a vibro-axe or even your bare fists, you get the job done without banter or hacking or spells. Sometimes, the best way to get what you're after is the old fashioned way; kick the door down, shoot the guards, and just damn well take it!
''The Hacker''
You're there, in their security systems, in their data stores. You navigate the Matrix quick and fast, and you download files right from under their noses. No one programs faster, no one compiles Sprites with more energy or speed. You are a legend of the data stream. If it's online - and in 2070, it likely is - it's yours to steal.
''The Combat Mage''
No, it's not about reading your mind. It's not about divining your secrets, or invisibly watching you. Sometimes, the best answer is a quick fireball, or a blast of lightning, or a sheet of ice. Not all Magi are soft. Not all of us are willing to let things go in favor of kharmic delights. We hold grudges too. And we get the job done, guns and swords be damned.
''The Rigger''
The Matrix is one thing, but there's got to be a middle ground. Helicopter drones, combat drones, camera drones. If it's mechanical, and it can be controlled, that's you. You plug in to the world, and you use your machines to do your bidding from a distance. Watch the team safely and still be a part of it.
''The Face''
Yeah, so you've got a samurai to smash things, and you've got a Rigger to control the drones and a Hacker to get the data and a Mage to watch astral space ... but do you have a job? Do you have a charismatic point man who can talk his way through a sitch as easily as he can shoot through it? Well, if ya didn't before ... ya do now!
''The Adept''
Magic isn't always fireballs and invisibility. Sometimes, it's turning your abilities in on your own body, focusing on becoming something more than metahuman. You can focus your energy into your muscles and your mind, and in doing so, you become superior. You're faster, you're stronger, you're tougher, and you're brighter. No one will even see you coming.
''The Shaman''
Yes, it's magic, but it's not from a formula or a potion or a sribe. It's from the spirit you embody, the animal totem that has given you the powers and talents that you now hold. The world of the natural is as magical and beautiful - if not more so - than anything the mechanical world can offer us. Here, your power is truly mighty, and as long as you serve your totem's will, you are unstoppable.
''The Technomancer''
It was going to happen. Sooner or later, the connection to the Matrix would be more than a wireless jack. It would be a feeling, a sensation, a manipulation without aid of a machine or any form of device. You ARE that now, you are that Technomancer. Controlling the Matrix is as easy as controlling one of your own limbs. Let the Hackers plug in - plugs are for the weak!
[[The Character Sheet]]
[[Character Concept]]
[[What I Need From the Players]]
[[Lost Coast Gaming]]
[[About the Campaign]]
[[People]]
[[Places]]
[[Things]]
To Join the Game, do the following:
a) Make sure you're a member of www.lostcoastgaming.com,
b) Prepare a character description. Make it as detailed or as brief as you'd like. It's important that it's prosaic in some form or another; tell your character's story, describe his personality, and perhaps what role you see him filling in the game (if it wasn't clear from your background).
Send this to ryan.stevenson ~at~ sympatico.ca,
c) I'll will respond if the concept works or not. I'll also keep a running list on this wiki of the submissions I've received so far. Expect me to ask you to make some changes; I rarely accept the first draft of a character,
d) ''If you have the rules'', then you can make your character sheet and send that as well. ''If you don't have the rules'', I'll help you make your character once you're accepted into the game.
''Submissions must be received on or before the end of the day, Friday, September 28th.''
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[[Lost Coast Gaming|http://www.lostcoastgaming.com]]
[[About the Campaign]]
[[SR4 House Rules]]
[[Character Creation]]
[[Join the Game]]
[[Game Data]]
Who is Mr. Johnson? Is he a corp exec looking for an easy buck? Is she a jaded lover who wants revenge on her husband? Is he a street urchin looking for a big score?
The answer is, simply, yes.
Mr. Johnson is a slang term given to any person who hires a Shadowrunner. Since, in the criminal world, giving out real names can be as quick a death sentence as putting the gun against your own head, many people who hire the unscrupled underbelly of society go by this moniker. It's everyone who's ever hired a Shadowrunner.
Shadowrun 4 has barely been out for a year. It's a new system, and as such, there's no chance any of us are truly pros with the system yet. That includes the GM, Ry.
As such, there'll be no expecation on the players to be intimately familiar with the rules. As new situations and revelations come to life, so too will the rules to handle them. Before long, we will've learned the rules together.
That said, it seems impractical to announce any formal house rules at this time. If any come up, though, this is where they'll be.
* ''Permitted Books''
** 4th Edition
*** Shadowrun 4th Edition Core Rules
*** On the Run
*** Runner Havens
*** Street Magic
** 3rd Edition (as reference material only)
*** ...
Ry Stevenson's Shadowrun 4th ed Campaign, found at [[Lost Coast Gaming|http://www.lostcoastgaming.com]]
Rules for character creation are as per standard in the Shadowrun 4th Edition Core rules.
Of course, because the release of this game was recent and a little quiet, a lot of people won't have access to those rules. In those instances, I would encourage the players interested in the campaign to consider one of these routes:
a) Contact Ry. Through dialogue, I'll guide you through making your character, and explain as best I can what it all means. While it's time consuming, this'll allow people who don't yet have the rules to participate in the campaign.
b) Submit a 3rd or 2nd edition character. I'll do my best to convert it for you.
Because we're all pretty new to this, I'm going to be quasi-flexible about allowing players to change their character sheets after the game has started. Anything that brings you more into line with your vision of the character will be supported. This means that, while I won't allow you to make your Street Sammy into a Hacker all of a sudden, I might allow you to change a skill or attribute that you underestimated the value of.
a) ''Do you need the Shadowrun 4th ed Core Rules''
To start, no. If you can get it once the game gets rolling, that'd be great ...
b) ''What Should I Expect From a Shadowrun Game?''
Big question, but if you're new to SR, you need to know it. Even if you're not, it bears repeating: in our world of superheroes and fantasy, sometimes a gritty and dark game like Shadowrun seems similar. At it's base, though, it's not. Shadowrunners, first and foremost, are criminals. As such, they behave that way. That doesn't mean they're capricious killers or that they're constantly stealing. Instead, they're smart and saavy; they take jobs for money.
What kind of jobs? You'll be asked to steal. Maybe data, maybe something else. You'll be asked to kidnap. Maybe someone's got a grudge, or maybe someone wants to escape the corps. And yes, you'll be asked to kill. It might be as mundane as a guard that gets in the way. It might be much, much more sinister.
If that's too much for you, then I hate to say it, but SR isn't the game for you. Shadowrunners aren't nice. They're smart, yes. Not nice.