In the grim darkness of the far future... no, wait, wrong franchise. In the Awakened World of the Shadowrun universe, Cybermancy is a hideously dangerous art, forbidden by the Corporate Court and mundane laws alike.
This abominable concept involves quickened (permanent-ish) magical spells keeping a cyborged-up monster alive, regenerating damage to it, and generally making it unstoppable. What you end up with is like if the Terminator got possessed by Violator from the Spawn comics. These creatures take BIG-TIME firepower to put down, are mostly immune to magic due to their zero or less Essence (presence of a soul), and are going to cause large amounts of collateral damage. Any time you introduce one of these should be like those levels in Crash Bandicoot where you’re constantly running towards the screen away from a rolling boulder. But in this case, the boulder is wearing skin that used to be a person, laughing, and tearing through CyberSWAT teams. Without influential and powerful friends, pretty much your best bet is to hop on a plane to a different continent and hope it doesn’t just try to walk through the Pacific after you. There’s a good reason these things are forbidden by law and corporate agreement- so kiting then through another Corp’s arcology might be enough to distract it... and if you’re really lucky, that Corp will throw some big resources at it, and maybe even go after the people who sent it in the first place. Of course, they might also decide to chase you down for bringing it into their house in the first place... (Originally posted on Game Masters Stash on 19 December 2018) Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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