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Shadowrun hong kong wiki the dig
Shadowrun hong kong wiki the dig















And if you peruse an atlas on Washington and BC, there are sizable populations here and there. I would be willing to bet many places still feature wired more than wireless in places other than decent sized populations. And its not like places you pass through won't have Stuffer Shacks or at least formerly known as Stuffer Shacks, Atzlan had some good market penetration years ago before relations soured, its the UCAS corps that probably have had little inroads into the local economy. Its not like Seattle doesn't have NAN people and those who can sympathize with their neighbours in it. So I would disagree strongly that they would be hostile in that manner but the lesser amount of wired world as compared to magical I think is a valid point.

Shadowrun hong kong wiki the dig skin#

Would it be better to guide them towards skipping the border unofficially?įrom what little I have been able to find though, the SSC is way more tolerant of "anglos", to the point there many card carrying (aka SiNners) SSC citizens are probably just as likely to have a skin pigment tone that is lighter as darker. I'm picturing an incredibly less dense population than the sprawl and infinitely more open space and trees, generally amicable people with a couple of lunatic shamans here and there, maybe some paranimals.Īlso, border crossings: How should they play out in game terms? The entry into SS will be relatively painless, with maybe some warnings for a couple of things for the runners to cover up better when crossing into Tir (I have the runners doing a mission where the procure a VAV for entry into Tir). The runners will be traveling down interstate 5, what kind of settlements and people would they bump into? I'm not American, so as such not terrible enlightened to Native American's and how an entire nation based on that culture would feel. Salish-Shidhe on the other hand seems relatively "laid back", but how do people live? Obviously Seattle and Tir are pretty oppressive places, one with Megacorps and another a fascist/racist group of elves running the show. I'm having a bit of trouble picturing what Salish-Shidhe council lands are actually like, as in how the "feel". I've read through both (I believe Third Edition) books : Tir Tairngire and Native American Nations Volume 1. These runs can be done at any time after Rude Awakening (but before Tai Po).I have my runners smuggling something from Seattle, all the way into Tir Tairngire. Your stash is also kept intact, though you wont be able to acess it until the Interlude. Your own equipment would be whatever you're carrying at the time of the final save which is used for the bonus campaign. You will be able to choose which crew members are with you for Rude Awakening, but you will not be able to customise their gear. This is the last time where you can shop (or hang around) in Heoi.) Raymond Black (interlude essentially the prep point for City Of Death.The Sinking Ship ( Gobbet note that once you trigger this quest, Gobbet will not be available for your other runs until you complete it.).To access these runs, you must learn enough of the associated crew member's past. This optional objective will disappear once you lost a tooth after such a rest. Throughout Act II, if you are given the optional objective to rest in Heoi, do so at your bunk.doing Bad Qi as the second mission will have lower ability score checks during the run, compared to doing it as the penultimate mission before The Extraction. Ability score checks will scale upwards if the run is done at a later stage.Note that unlike Dragonfall, you can unlock the highest tier of equipment/consumables and your crew members' level 6 abilities before Act III. You'll be given a warning that once you embark on The Extraction, all uncompleted runs will be cancelled. Once enough runs have been done, The Extraction will become available. New runs will be available as you finish the old ones. You can do the runs in Act 2 in any order Outsider, The Dig and Bad Qi are active at the start of the act.After City of Darkness and some more footwork, you'll unlock the safeboat, and the merchants of Heoi will start selling items to you.















Shadowrun hong kong wiki the dig