This game is looking for two more players. If you're interested, please apply over at the OOC.
I generally like to build campaigns around the character's so I won't get too backstory-y.
The basics are that I'm looking for four to six people for a 4th edition Shadowrun campaign. CS's would be in Mythweavers. Standard 400 point buy.
A little taste of the setting
Moetesville was built on the remains of a fifth age military town that was swollowed by the sudden appearance of a massive swamp during the emergence. An ever present fog has erased all but the memory of the sun, and swamp gas makes it stink...
Nobody chooses to live in Moetsville... And no one would, even without the swamp. The gated upper class neighborhoods are policed to the point of tyranny by the armed divison of the fasciest AA Corp, Zodiac. Just outside the walls of those communites, the rundown slums are controlled by the ruthless Vory crimelords. Don't waste your time trying to find anything in between either, it doesn't exist.
As horrible as the town is for it's citizens (trapped there by poverty, drug addiction, Corp contracts, or likely all three), it is even worse for Shadowrunners. See, there are no shadows in Moetsville. Here the lines are clearly drawn... There's the black allyways, where the Vory run their criminal enterprises, and there's the blinding spotlight of Zodiac's psudo-utopian nanny state... and neither one is particularly fond of the meddleing of Shadowrunners... No, no Shadowrunner in their right mind would be in Moetsville...
Which is exactly why you're here now. You messed up, you trusted the wrong 'friend', ran a job against someone you really ought to not have, or saw something you shouldn't have. Now you have no choice but to hide in the one place that the people after you would never think you were crazy enough to go. After all, if you keep a low profile nothing could possibly go wrong... right?
I generally like to build campaigns around the character's so I won't get too backstory-y.
The basics are that I'm looking for four to six people for a 4th edition Shadowrun campaign. CS's would be in Mythweavers. Standard 400 point buy.
Moetesville was built on the remains of a fifth age military town that was swollowed by the sudden appearance of a massive swamp during the emergence. An ever present fog has erased all but the memory of the sun, and swamp gas makes it stink...
Nobody chooses to live in Moetsville... And no one would, even without the swamp. The gated upper class neighborhoods are policed to the point of tyranny by the armed divison of the fasciest AA Corp, Zodiac. Just outside the walls of those communites, the rundown slums are controlled by the ruthless Vory crimelords. Don't waste your time trying to find anything in between either, it doesn't exist.
As horrible as the town is for it's citizens (trapped there by poverty, drug addiction, Corp contracts, or likely all three), it is even worse for Shadowrunners. See, there are no shadows in Moetsville. Here the lines are clearly drawn... There's the black allyways, where the Vory run their criminal enterprises, and there's the blinding spotlight of Zodiac's psudo-utopian nanny state... and neither one is particularly fond of the meddleing of Shadowrunners... No, no Shadowrunner in their right mind would be in Moetsville...
Which is exactly why you're here now. You messed up, you trusted the wrong 'friend', ran a job against someone you really ought to not have, or saw something you shouldn't have. Now you have no choice but to hide in the one place that the people after you would never think you were crazy enough to go. After all, if you keep a low profile nothing could possibly go wrong... right?