Simon Wentworth (order #1132857) 9advanced contacts . . . . . . . . . . . . . . . . . . . . . . . . .EnemiesIt’s easier to make enemies than it is to make friends. Whengrand theft, manslaughter, and other felonies are all part of anight’s work, this becomes a truism. A veteran shadowrunner maybe the target of numerous oaths of vengeance, vendettas, and mobcontracts. To reflect this, a character may choose to accept enemiesat character creation. Build points recovered in this manner fallunder the Enemies Negative quality cap (p. 104). Further, just ascharacters may earn and advance contacts through game play, theymay also earn enemies due to the consequences of their actions.An enemy is someone who is actively seeking to make thecharacter’s life miserable and, usually, shorter. An enemy won’tslash a foe’s tires—they’ll cut the brake lines. Depending upon theenemy’s background, they may discredit, frame, blackmail, rob,or even attempt to assassinate the character. Enemies play dirty.Whether their motivations are vengeance, greed, or psychosis,they hate the character with enthusiasm. The only time they mightcooperate with their opponent is if it’s to save their own lives. Eventhen, they might sacrifice themselves if it means taking their opponentwith them.Enemies are the antithesis of typical contacts. However, theyuse a similar set of game mechanics. Generally, an enemy shouldbe a 400 BP character approved by the gamemaster. Enemies willuse the Hand of God (p. 277, SR4) to reappear even when theyshould, by all rights, be dead. In addition to normal skills and attributes,an enemy also has a Connection rating and an Incidencerating. Enemies are worth additional BPs equal to the sum of their(modified) Connection rating plus their Incidence rating. Eachenemy raises the character’s Notoriety by one.The Connection rating functions in the same manner aswith a contact (p. 278, SR4). Some enemies may be groups. If so,use the Group Connection Modifiers Table (p. 124) to calculatetheir modified Connection rating. It’s possible that a character hasalienated a gang, a magical group, or has even become the target ofa megacorp. Other characters might have Virtual Enemies—nodesthat are dedicated to causing complications in their life. In thosecases, use the rules for Virtual Contacts to calculate the enemy’sBP value, substituting Incidence rating for the Loyalty rating.Enemies replace a contact’s Loyalty rating with an Incidencerating. Incidence reflects the frequency with which they appearin game.At the start of every scenario, the gamemaster should makean Incidence Test and consult the Incidence Thresholds Table. If acharacter has multiple enemies, make a separate test for each one.In the event that multiple enemies are slated to appear in the adventure,the gamemaster may choose to have them work togetheragainst the character.If only a single scene appearance is called for, the appearanceshould be peripheral to the focus of the adventure. Perhapssomeone tampered with the character’s vehicle, or their commlinkreceives an endless stream of spam messages. In these situations,the enemy is largely an inconvenience. They might delay the character,but the enemy probably doesn’t threaten their life.If the enemy is to serve as a recurring subplot, then a largercomplication arises. The enemy may work directly against thecharacter on their current job. Alternatively, the foe actively complicatesthe character’s life, but in a way that doesn’t directly relateto the job. A hacker might work his way through the character’sfake SINs, progressively hacking each one as the adventure continues.A gang might rough up each of the character’s contacts,immediately after the character meets with them. The problemswill be significant, and the character needs to address them, butthey shouldn’t dominate the scenario.When the enemy is the central focus of the scenario, theentire adventure is built around their conflict. The enemy mayhave kidnapped the character’s loved ones, framed the character,or called in a skilled hit squad to assassinate him. The conflictbetween the enemy and the player character has come to a head.These game sessions should focus on their bitter feelings of seethinghatred. The enemy foresees a moment of triumph and a longawaited chance to claim justice. In these scenarios, it’s unlikely thatboth will survive without spending Edge.Incidence Rating TableRating Incidence1 Competition: Either the enemy doesn’t get out much or travels in very different circles from his foe.2 Rival: The enemy is well-known and seen regularly. Most of the character’s regular acquaintances are aware of the feud.3 Adversary: The enemy is a thorn in the character’s side. The frequency of their actions often makes jobs more difficult.4 Antagonist: The characters move in the same social circles and are in frequent competition. Everyone in the localshadow community is aware of their conflict.5 Foe: It seems like the enemy is stalking the character. No matter where they go or with whom they deal, the enemyalways seems to put in an appearance.6 Nemesis: The enemy has dedicated his or her life to making the character’s life more difficult. Every waking thoughtand action focuses upon how to do harm to the character. The character’s other contacts all know about the enemyand will often mention this person in conversation.Incidence Thresholds TableThreshold Result0 The enemy does not appear.1 The enemy appears for a scene and acts against the character.2 The enemy’s actions against the character should be a subplot throughout the scenario.3+ The enemy is the central focus of the scenario.132Runner’s <strong>Companion</strong>
Simon Wentworth (order #1132857) 9Runner’s <strong>Companion</strong>A Thought On EnemiesWhen creating enemies, remember that theplayer character isn’t necessarily a nice person.It’s entirely possible that, through all of thishatred, the enemy is actually the one operatingon the side of truth and justice. An enemy mighteasily be an honest cop, a government agent, ora corporate hacker. Some enemies might even beaffiliated with charitable organizations, such asthe Sylvestrine order. It’s even possible that thePC created the enemy when they fled from a situationthat intended for their own good.Enemies shouldn’t be two-dimensional villains.They should be fully fleshed out NPCs whohave a justifiable reason to have an agenda thatruns completely counter to their PC foe. Not everyenemy is going to focus entirely on violence.When creating an enemy, also try to considerwhat sort of actions they will take against thecharacter. While a ganger might always attemptviolence, a fixer might attempt to coordinateother teams to underbid the character when negotiatingfor jobs. These motivations and stylesare what make an enemy become a living part ofan ongoing campaign.While considering these actions, also rememberto keep in mind that the enemy’s Connectionrating dictates the scope of their resources. Asquatter will be unlikely to be able to send an AresFirewatch team after the character. Conversely, agreat dragon probably won’t spam the character’scommlink with pharmaceutical messages.Optional Rule: FactionsWhen a gamemaster begins a new campaign, they may decide that a number of organizations are integral tothe campaign. These organizations will generally be in conflict. In this situation, the characters will be pawns inthe game of chess that they play. The groups involved could be criminal organizations, competing corporations,policlubs, tribes, or government entities. Generally, a gamemaster will choose to present three to nine differentfactions. Faction scores with each faction can be ranked from –6 to +6. By default, all characters will begin playwith 0 Faction rating with each organization.Most factions will not be in direct competition in every scenario. In some cases, two factions might evenbe working together. Characters who have a strong allegiance with one faction might choose to betray a hiringfaction in an effort to maintain or build their reputation with another faction. Faction can become a valuablepolitical tool in game play, especially if player characters have different—or even conflicting—allegiances.When the gamemaster has chosen to use factions, a character may begin play with an established affiliationwith one or more of these groups. A positive affiliation with a faction may be purchased at character creation ata cost of 1 BP per point of positive Faction. Alternatively, a character may recover build points at a value of 1 BPper point of negative Faction. (These recovered BPs count against the Negative quality cap.)In game play, characters will gain bonus dice or suffer dice pool penalties for each point of Faction they havefor social interactions dealing with NPCs belonging to those groups. For example, when attempting to negotiatewith a Mr. Johnson affiliated with the Casquilho Mafia, characters who have two points of positive Faction willhave an extra two dice for any negotiation attempt. Characters can also gain or lose standing through gameplay, depending upon the actions they choose to take in support or opposition of any of the factions present inthe campaign. When calculating character awards at the end of a scenario, also make sure to modify the Factionscores of the characters, based on actions taken during the adventure.advanced contacts . . . . . . . . . . . . . . . . . . . . . . . . .133