Hazard Pay.pdf
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EXTREME ENVIRONMENTS SOURCEBOOK
Dark alleys, abandoned buildings, wet streets stabbed
with neon light—shadowrunners know all these places.
They also know that they aren’t the only places work gets
done. A good shadowrunner should be open to anything,
to runs that might take them anywhere. From the cold of
Antarctica to the heat of the Sahara, from the life-illed
dark of the deep oceans to the empty void of outer space,
there is work to be had for runners brave and resourceful
enough to take it. Of course, there are also dozens of new
ways to die, so you should probably see if Mr. Johnson will
chip in a little extra pay.
Hazard Pay
takes shadowrunners into different
extreme environments across the Sixth World, providing
the descriptions, plot hooks, gear, and other information
gamemasters and players need to use these environments
in their game. From mysterious monuments under the
sea to battered jalopies that just might make it into orbit
without disintegrating,
Hazard Pay
presents myriad
challenges for runners who are prepared for trouble and
ready for anything.
Hazard Pay
is for use with
Shadowrun, Twentieth
Anniversary Edition.
Under License From
®
© 2012 The Topps Company, Inc. All rights reserved. Hazard Pay and Shadowrun are registered trademarks and/
or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs
and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in the USA.
www.catalystgamelabs.com
. . . CONTENTS . . .
Snow Emergency ........................5
Protectors and Despoilers .................9
Deep Sea ..............................38
Arctic Wastelands.......................64
Space ................................ 113
Deserts ...............................144
Game Information .....................158
CREDITS
Writing: David Ellenberger, Jason M. Hardy, R.J.
Thomas, Michael Wich, Robert Wieland
Editing: Jason M. Hardy
Art Direction: Brent Evans
Cover Art: Echo Chernik
Cover Layout: Matt Heerdt
Interior Art: Joel Biske, Igor Kieryluk, Ian King,
Jeff Laubenstein, Alessandra Pisano, Andreas
“AAS” Schroth, Peter Tikos, Michael Yamada
Interior Layout: Matt Heerdt
Shadowrun Line Developer: Jason M. Hardy
Proofreading: Tanner DeLawyer, Lars Wagner
Hansen, Mason Hart, James O’Laughlin, Jeremy
Weyand
Copyright © 2012 The Topps Company, Inc.
All Rights Reserved. Shadowrun, Hazard Pay,
and Matrix are registered trademarks and/or
trademarks of The Topps Company, Inc., in the
United States and/or other countries. No part
of this work may be reproduced, stored in a
retrieval system, or transmitted in any form or
by any means, without the prior permission in
writing of the Copyright Owner, nor be otherwise
circulated in any form other than that in which
it is published. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of
InMediaRes Productions, LLC.
First Printing by Catalyst Game Labs, an imprint
of InMediaRes Productions, LLC
PMB 202 • 303 -91st Ave. NE, E502 • Lake
Stevens, WA 98258.
Find us online:
info@shadowrun4.com
(Shadowrun questions)
http://www.shadowrun4.com
(oficial Shadowrun website)
http://www.catalystgamelabs.com
(Catalyst website)
http://www.battlecorps.com/catalog
(Catalyst/Shadowrun orders)
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Hazard Pay
. . . INTRODUCTION . . .
Sometimes you have to leave home. Home is nice, home
is good, home is where you’d probably want to be if you had a
choice, but you don’t always have a choice. Sometimes the
heat’s coming down on you and you have to go away, far away,
to places where people wouldn’t think to look for someone like
you. Sometimes the jobs have dried up at home and you need to
travel a little farther than you would expect to ind work worth
doing. And sometimes you want to test yourself, throw yourself
into some of the bigger challenges that are out there and see
how you come out.
We’re all familiar with the fact that sometimes the world
wants to kill us. We’ve seen storms raging through the barrens,
earthquakes turning the world upside down, and volcano
eruptions obliterating small towns or even cities. But those
are special events, things that rage up and then subside. There
are other parts of the world that are trying to kill people full-
time, twenty-four hours a day, 365 days a year. Because most
of us are blessed with at least a minimum level of sanity and
self-preservation, we don’t wander out to these areas often, but
we know they’re out there, waiting for us, ready to challenge us
or hide us if we need to. If you run in one of these places, you
won’t be comfortable, but you can at least tell yourself that the
people you’re after—or the people who are after you—won’t be
comfortable either.
It seems like the reasons to go out into these extreme
environments is increasing, so I thought it was time for a rundown
on what’s going on out there, what you can expect to encounter if
you venture into one of these areas, and what new innovations have
cropped up to help you deal with these spots. I’ve assembled a crack
team of the usual suspects, along with some special guests, to ill
your heads with all sorts of knowledge. First up, Ecotope (yeah, there
was no way you were going to be able to avoid him in this posting)
gives us a rundown on some of the organizations out there who are
trying to protect or clean up parts of the environment, as well as
individuals intent on inding creative ways to introduce even more
pollution into this world. Pay attention, because the organizations
in the irst group are often willing to put up a nice bounty to anyone
who will go after people in the second group for them.
Next up, Sounder takes us into the water. Ever since we
had that series of postings about jobs involving the rich and the
powerful that I decided to call
Jet Set
, I’ve been thinking about
the undersea club off the coast of Hong Kong that was making
some news. Underwater places like that are still something of a
novelty, but it’s not the only such facility out there—far from it.
There are some much larger structures sitting in waters across
the world, carrying on all sorts of activities, some of which can
result in paydays for us. Water covers two-thirds of the Earth’s
surface, so inding a way to make money in the big blue seems
like a good idea to me.
Then Traveler Jones takes us to the top and bottom of the
world. Ever since organizations across the world started chasing
after the Piri Reis Map, with its mysterious depiction of an
ice-free Antarctic coastline, interest in what’s going on in the
world’s southernmost continent has grown. Not to be left behind,
the Arctic has plenty of weird stuff of its own going on—it’s more
than just oil and gold up there, but even if were only that, that
would still be enough to draw some interest from people like us.
After that, for a change of pace we go off the planet. Yeah,
Orbital DK is an obvious choice to write about it, but it’s obvious
for a reason—she knows that stuff backward and forward. Did
you know that space is divided up into ive or so regions? Neither
did I—until I read DK’s post. With new protocols in place and new
security roaming around, space has become a challenging place,
but we also have a mass driver and a space elevator, so there are
more possible ways to get off the planet than their have ever
been. You need to know the ins and outs of space, along with the
possible reasons for going up there, and DK’s got all that.
Finally, we go to the furnaces of the world, the deserts. I
know all of you have heard some wild rumors about what
happened at the end of the Metahumanity Ablaze! festival in
the Mojave a couple of months ago, and you also might have
heard that whole desert has been hopping with spirit activity.
Am-mut will brief us on that, while also noting that it’s not
the only strange occurrence happening in the long stretches of
sand—there are mysteriously appearing cities, Muslim-hunting
hobgoblins, and a being in the Outback that might be a spirit or
might not, but whatever it is, it’s pissed. Add to that the Desert
Wars franchises that blast their way through various dry spots,
and you’ve got plenty of fun.
So that’s the rundown. Now you don’t have to listen to me
anymore—pick your favorite area, dive in, and learn how you can
pull a little bit of life, or at least money, out of the places that
want you dead.
—FastJack
3
Hazard Pay
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