Hostile Takeover: Designer Blog Part 2

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Oy, chummers! Guess what time it is? Time for Mister Steele to tell you a little bit more about Shadowrun: Hostile Takeover! When last we met, I had told you the general idea behind the game—become a megacorporation and take over the city of Seattle by any means necessary. This time around, let’s look at who is going to be actually turning the wheels and manipulating the pieces of the puzzle.

First off are the Figureheads. Each player gets two of these pawns, both literal and narrative, to represent their influential agents driving, flying and sneaking around the city. The Figureheads travel to and from iconic Shadowrun Seattle locations from the roaring Renraku Omnidome to the smoky atmosphere of Dante’s Inferno. While visiting these locations the Figurehead spreads their megacorporation’s money and influence around town, vying for control over the locations themselves as well as recruiting shadowrunners and hiring Wage Slaves.

Controlling map locations is a key element to the game itself. This is measured by a limited number of Territory Tokens that each player has to spread around; where they have the most tokens they have the most control. Figureheads will be zooming around the board wining, dining and bribing the city of Seattle in order for their megacorporation to create and maintain a stranglehold upon it. Some locations will be more important than others, and players will quickly decide what Influence battles are worth waging—or whose side to back in battles already waging.

While they are planting their figurative flags in the real estate, megacorporations will begin to put together their plans and the teams to complete them. Shadowrunners from all walks of the trade can be hired on to be part of their machinations. The shadowrunners are drawn from a deck of many different personalities; some of which Shadowrun fans will recognize. Putting teams together with the likes of Rigger X and Ethernaut along with new faces like Aargh and Twitch, important Missions can be undertaken to gain power and resources—or vicious Schemes can knock down the competition a peg or three. We’ll talk more on Missions and Schemes in a future blogpost, but rest assured they are a HUGE part of Hostile Takeover.

If Shadowrunners are the tools with which a megacorp manipulates the world, Wage Slaves are the furnishings of the home and the armor it wears for protection. Hiring on a staff of “regular” agents like Mister Johnsons, Security staff and even putting the Mayor on the payroll adjusts the megacorporation itself. They help keep the megacorp safe from outside attack, but also grant special benefits like additional movement for Figureheads, more control over who goes when, and the number of employees a team can have. While not as necessary as a Shadowrunner team to take over Seattle, trying to do so without Wage Slaves would be a helluva uphill climb.

So basically, while you are moving your Figureheads around the map trying to build a powerbase, your opponents are going to do the same. You know what they say about big fish in a small pond… well, in Hostile Takeover, you are all going to be sharks. Your Shadowrunners, Wage Slaves and all the things they do for you will your teeth.

Next time, maybe we’ll look at exactly how you will be taking bites out of the city—and each other!

Good gaming to you all,

Bryan C.P. Steele

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Shadowrun Fifth Edition is Now Available for Hero Lab!

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The wait is over – Shadowrun 5th Edition is now available within Hero Lab! Battle for survival in the Sixth World, with rules for character creation, combat, rigging, magic, Matrix hacking, and more!

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You can purchase Hero Lab on our webstore for $29.99, which includes one game system of your choice. If you’re already a Hero Lab user, you can add Shadowrun 5th Edition to your license for only $20.00.

Read Full Article.

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Stolen Souls now available! Plot action, extraction advice, and more!

The latest book in the Deep Shadows line for Shadowrun is now out (BattleShop, DriveThruRPG)! Building on plot threads presented in Storm Front and Splintered State, Stolen Souls details a crisis shaking up all parts of the Sixth World, including the refuges of the richest and most powerful individuals on the planet. People are losing something they can’t replace–themselves. Their minds and their personalities are being taken from them, with few prospects of getting it back. People are running scared, and they want answers. That means the market for people who might have answers has skyrocketed, and corporations are working over time to snatch the best and brightest minds from each other, in order to find answers to the growing problem–and perhaps discover who was behind it in the first place.

Stolen Souls introduces a new focus for the Deep Shadows book. They have always focused on a particular subject, giving tactics, game advice, gear, and rules associated with this area, but with Fifth Edition, each Deep Shadows book will focus on a particular type of shadowrun. Stolen Souls focuses on extractions, providing advice on how to successfully carry them out and gear, spells, and other rules to help you get the job done. With plot information and details on one of the extraction hotspots of the world–the corporate haven of Manhattan–Stolen Souls is full of information to rocket your game ahead and send it catapulting through twists and turns that will make your game memorable.

Need more info? Here you go:

The War Within

Not all has been right in our shadows of late. Especially in the dark shadows of my mind.

Those were among FastJack’s parting words to JackPoint when he left, the victim of a condition that divided his mind against itself. And the condition is spreading. Across the Sixth World, people’s minds are in schism, as new personalities emerge and battle the old. The world is in chaos, and there is a dramatically increased demand for extractions, to get infected people out of sensitive positions and to steal the insights of people who might know what’s gone wrong.

Stolen Souls is a Deep Shadows sourcebook for Shadowrun with plot updates and adventure hooks, as well as information, techniques, and gear to help make runners extraction aces. It also contains setting information about Manhattan, where key extractions are taking place. Players will get the chance to dig deeper into a new mystery that has torn through the Sixth World—and discover just how deep the conspiracies and cover-ups go.

Stolen Souls is for use with Shadowrun, Fifth Edition.

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Shadowrun 5th Edition for Hero Lab Releasing May 23rd

Excerpt from the Lone Wolf Development website:

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As many of you know, Shadowrun Fifth Edition has been in Beta testing since mid-April, and in last month’s newsletter, we shared that its development was nearing completion. Thanks to our Beta testers and the hard work of Mathias, the lead Shadowrun data file author, things are looking good for the Shadowrunners!

We’re excited to announce that Shadowrun Fifth Edition will be releasing for Hero Lab on May 23rd!

Once Shadowrun 5 is available, you can buy Hero Lab at our online store for $29.99, which includes one game system of your choice. If you’re already a Hero lab user, you’ll be able to add Shadowrun 5th Edition to your license for only $20 once we release it in the upcoming weeks.

Keep an eye on our website for release news, and be sure to “like” Hero Lab on Facebook, follow @lonewolfdevel on Twitter, or follow Lone Wolf Development on Google+.

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