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Author Topic: Burnout - 501 Shadowrun Ideas  (Read 12762 times)

Ouija

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Burnout - 501 Shadowrun Ideas
« on: October 18, 2007, 01:17:28 PM »

Well this is now my second try at posting this.  I timed out the first time.  Anyway this is from Blackjack's Shadowrun Page.  I'm not even sure if the site still exists, I didn't even bother to check. I printed this document on September 30, 1996, the day it was posted.  In addition to the ideas I also have several Random Tables (i.e. Random Allergy, Random Cyberdeck Part Table, Random Shadowruns, etc). Just a side note to how big of a nerd I am, I keep these in plastic protectors!

Ideas 1-25

01. Hallowed Ground: Take a sample of earth from spiritual lands located deep within an enchanted forest.

02. Hear The Rain: Search through Indian badlands for the mysterious Running Rain and obtain his secret of weather control.

03. Truth: Gather video footage of a Politition's nightly excursions for his election opponent.

04. Walking On Water: Eliminate a gang of assassins whose leader claims to be Jesus Christ.

05. Never Tell: Deliver a computer message from one place to another and not tell it's secret when it accidentally goes off.

06. Sweet Misery: Capture a man who has been magically inducing suicide all over the city.

07. A Fire Burns: Capture a professional arsonist before he escapes to another country.

08. Almost: Find a way to eliminate a man who has the power to act upon actions before they happen.

09. An Interlude: Stop an assassin who is to eliminate a famous conductor during the interlude between music.

10. Field Of Mars: Protect a mars mission rocket from attack by those who wish to steal it.

11. Just For You: Deliver an exploding package to the four year old daughter of a corporate official.

12. Secret Corner: Shut down the Secret Corner bar which is supposedly an establishment for drug dealers.

13. In Your Eyes: A runner must locate the creator of an exploding cyber eye and find a way to reverse it's effects. [I'm under the assumption the eye is implanted in the runner looking for it.]

14. Taken: Rescue a young girl from the clutches of a psychotic, murderous go gang.

15. Balloon Man: Stop the infamous Balloon Man before he gives a cyanide filled balloon to another child.

16. Dear God: Close the gates to a supposed "Highway to Heaven" for a group of Satanists.

17. Stone Roses: Travel to a castle inhabited by a Medusa and destroy it.

18. Fools Gold: Get revenge upon a small company who sold the wrong group of tough guys land filled with fools gold.

19. Time To Return: Rescue a group of commandos from the forest where they are believed to be held captive.

20. Wasteland: Journey through a nuclear blasted wasteland in search of a radioactive orb.

21. Shut Your Mouth: Frighten the hell out of a Yakuza boss and explain that he should not mess with the mob.

22. Killing Moon: Capture a man who kills only by the light of a full moon.

23. Orange Crush: Defeat the Orange Crush battle brawl team in a tournament.

24. 10 Past 8: Destroy a corporate warehouse at exactly ten past eight p.m.

25. Gold Canyon: Steal a large gold stone from an Indian cave and keep half the profits.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #1 on: October 18, 2007, 07:25:17 PM »

Ideas 26-50

26. Faith: Stop the onslaught of a Satanic group who believe they cannot be killed.

27. No Killing: Stop a group of 50 squatters from food rioting without killing a single one.

28. Boobystrap: Rig an entire playground with boobytraps designed to eliminate children.

29. Countdown: Stop a bomb from detonating inside a crowded shopping mall.

30. Fold: Protect a small town from the creatures which have crossed through a hole in space.

31. The Long Wait: Wait along a rural road and ambush a group of illegal traders as they walk by.

32. Transformation: Transport a man with a horrible transformation disease to a major hospital.

33. Blitzkrieg: Investigate activity at a go gang headquarters unknowing they are about to attack in mass.

34. Blind Game: When an EMP knocks out cyber eyes on a investigative run what will the runners do?

35. First Contact: Travel to the location where a mysterious spacecraft has crashed.

36. The Escape: Rescue a group of prisoners from a maximum security prison.

37. Blue Wind: Destroy a small nuclear generator which produces a mysterious blue radioactive haze.

38. Homecoming: During a homecoming dance, assassinate a Politition's daughter.

39. Battle Cry: A powerful, but primitive, group of Indians is about to attack. Stop them.

40. Phantasm: Eliminate the creature which haunt a very old house.

41. Big Brother: Someone is watching the residents of a town block and want whoever is doing it brought to the police.

42. Bursting Point: A powerful magical psychotic is about to go absolutely nuts but must be transported to an institution.

43. Paradise Lost: When a group of environmentalists lose their land to developers they do not give up easy.

44. A New Dawn: A man says he has the power to turn the world into pure evil.  The runners know where he is.

45. Battle Hymn: A group of rebellious trolls is about to mount an attack.  Eliminate some of the group so it is not possible.

46. Reckless: Capture an AWOL soldier who fled into the countryside with an appaloosa.

47. Show Down: One man offers to pay a runner for an old fashion, western gunfight. [I personally liked this one.]

48. Wedding Bells: Extract a bride and groom during their wedding ceremony.

49. The Messenger: Keep a messenger from traveling from Los Angeles to Seattle.

50. Force Of Arms: Stop a go gang which has been menacing the streets using heavy weaponry.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #2 on: October 19, 2007, 04:35:28 AM »

Ideas 51-75

51. Reconstruction: Protect a crew reconstructing a destroyed oil pump from attacking environmental radicals.

52. Tech Masters: Swipe a prototype microchip recently stolen by a group known as the Tech Masters.

53. Broken Heart: When a woman falls victim to a magical sadness disease, the quickened spell must be eliminated.

54. Rainy Nights: Find out why rain clouds keep coming from the same valley in the mountains.

55. Private Times: Break through shielding of a conference room and record the conversation which is taking place on the inside.

56. Season's Greetings: Find out who keeps putting explosives in children's Christmas toys.

57. To The Stars: Protect the underground silo of an experimental hyper space rocket from incursions.

58. False Start: Race against a woman and document her cheating.

59. Volunteers: Screw up the plans of a group of missionaries to build a bridge for a village.

60. Half Moon: When the half moon rises a call is made by a man terrified by the creature the moon had brought.

61. Danger Zone: Transport weapons through an area known as hijacker's haven.

62. Prelude To Battle: Intelligence reports a surge of weapons into a bad neighborhood.  Get video proof.

63. The Trap: Go into a compound after a group of other runners and try to stop them before they enter a trap.

64. Metal Fire: Stop a mage who has a spell which easily ignites metals.

65. Star Dust: Steal a vial of magical stardust from a magical research facility.

66. Outsiders: Get a band of bikers to leave town without killing them.

67. Deja Vu: Rescue a man from a time loop from within a corporate facility.

68. New Recruit: Show a wannabe shadowrunner the ropes and make sure he gets killed by an enemy.

69. The Chamber: Deliver a captured man into a chamber within corporate grounds.

70. Love Song: Kidnap a simsense star and deliver her to a deranged man.

71. Hunters: Stop a group of vampires who use a neighborhood as their killing grounds.

72. Mind Game: Kill a cop who uses mind games on other cops to get his way.

73. Crisis Point: Stop a gang war anyway possible before it erupts into full scale war.

74. Day Dreamer: Deliver a man into the desert and help him find his lost soul.

75. Final Nightmare: Journey to the castle of the damned and bring back scales from a black dragon.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #3 on: October 19, 2007, 04:51:21 AM »

Ideas 76-100

76. Catastrophe: When a 747 crashes the runners must steal a shipment of drugs from within the wreckage.

77. Invasion: Protect a town when it is invaded by a warring tribe.

78. Lost City: Journey to an ancient lost city and bring back proof of it existence.

79. Soldier Boy: Find and retrieve a young soldier who is AWOL, hiding in the woods.

80. Survivors: When a boat sinks, rescue the political survivors before the people who bombed them have a chance to return.

81. Curtain Call: Assassinate a well known simsense star during the grand finale of her performance.

82. Hard Times: Convince a factory owner that he should hire a special worker.

83. Paper Hero: A news hero is found to be fake.  Capture the media man who set up the fake.

84. Eulogy: Deliver a eulogy to the site of a very important funeral.

85. The Pit: Journey to the bottom of a pit to retrieve a scientist's dropped instrument.

86. The Secret Route: Enforce a fee that must be paid by all before traveling through a secret passage.

87. Fortress: Penetrate a makeshift fortress set up by a group of psycho kids and administer a drug to them.

88. Sandstorm: Destroy a creature which is causing a giant sand storm.

89. Separate Ways: Cut a man in two so the evil and good spirits within him way separate.

90. Metamorphosis: Deliver a drug into the depths of a riot area to stop a horrid change to a person.

91. Midnight Sun: Eliminate the lights surrounding an amusement park which bother neighbors.

92. Ghost Town: Find out why everyone suddenly disappeared from a town.

93. Frostbite: Deliver a man into a snowy region and leave him for dead.

94. Birthdays: Kidnap a group of babies who all have the same birth date.

95. Hired Gun: Take on an additional runner for a single shadowrun.

96. Apocalypse Blues: When a radio prank develops fears of an apocalypse, the runners must protect a street from looters.

97. Cat Fever: A rare disease is mutating normal felines into horrible creatures. Protect residents from them.

98. Cold: Restart an old electric generator which has been taken over by gang members.

99. Easy To Slip: Travel a hundred miles across an ice ridge to rescue a corporate official.

100. No Shadow: When a murderous free spirit roams, the only sign is its nonexistent shadow.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #4 on: October 19, 2007, 06:58:11 PM »

Ideas 101-125

101. AWOL: The runners are hired by the UCAS military to go and stop a band of AWOL men marauding the local countryside.

102. AWOL Betrayal: The runners are hired to kill a band of people who they say are AWOL and who they say are marauding the local countryside. The truth is that one man is a scientist who does not want the designs for a powerful laser weapon to get out.

103. Thieves World: The runners are hired to infiltrate a restaurant call Thieves World and to locate the kingpin and bring him to their employer.

104. Past Lives: Hired to follow a person through the ultimate gate of astral space. The one which supposedly leads to everyone's past life and report all he finds out.

105. Day Of Decision: Hired to assassinate an old lady in a nursing home.

106. March Of Eagles: Hired to patrol a length of trail where eagle poachers have been shooting from.

107. Jackson's Valley: Track down a person in a small town who keeps attempting to destroy the dam which keeps a river from destroying the town.

108. Lace and Steel: Fight the queen of the Urban Combat Zone and kill her.

109. Great Old One: Kill the oldest man on earth for the second oldest man on earth.

110. At Your Door: Kill a killer which knocks on doors and kills people.

111. Mansion Of Madness: Rid a house of free demon spirits.

112. Fatal Experiments: Shut down a privet lab which does hideous experiments on animals.

113. Blood Brothers: Kill your childhood friend who is a free lance assassin.

114. World Killers: Destroy a company which dumps toxic waste for a living.

115. Flaming Eye: Steal the prototype for a laser eye from a large company.

116. Dark Cults: Bring in human sacrifices for a satanic cult.

117. The Hunter Plan: Destroy the Hunter drones wired with explosives before he releases them upon the town.

118. Castle Keistel: Capture the old man who has been living in the castle for over 100 years.

119. Solo Games: Play the moder version of Russian roulette.

120. Views: Capture the man of eyes who has been selling eyes filled with explosives to the public.

121. Rick Griffin: Capture the shape changing griffin before he kills anyone else.

122. Heroes Of The Wargames: Hired to find the only men capable of defeating the ultimate Battletech champion who has not been seen for five years.

123. Second Earth: Destroy the organization of masochists called Second Earth who wish to refine" the planet for the purely violent.

124. Hallelujah Anyway: A college fraternity wishes to get back at another for a prank.

125. In Search Of Forever: Steal the research of a man who wishes to combine Magic and The Matrix in a way that would allow immortality.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #5 on: October 22, 2007, 09:35:15 AM »

Ideas 126-150

126. Solar Wind: Travel to the Datalas space station to stop people who have taken it over and used a radar dish to "turn up the heat" on Seattle.

127. Last Ship Home: Find and rescue the survivor of an old secret crashed U.S. space probe before any other corps get to him.

128. Magnetic Storm: Destroy a fully automatic rail gun aimed at Seattle.

129. Dream Makers: Close down a simsense facility which brainwashes its customers.

130. A Closer Look: Steal the design for a Mag 5 eye through the matrix.

131. Showbiz: "Convince" a night club owner that it would be a good idea to hire a rich guy's daughter.

132. Magic Realm: Go through the gate to where magic is the norm and you must be special to go into regular space.

133. Longest Day: Go to the front lines of a real gang war.

134. Diplomacy: Peacefully convince two gangs that it is not a good idea to kill each other.

135. King Maker: Steal the amulet from someone's privet collection that signifies that your employer is the right king.

136. Squad Leader: Purposely lead a group of men into an ambush.

137. The Iron Cross: Steal a stash of solid gold German Iron Crosses which habe been added to a museum collection.

138. Code of Bushido: Lead a suppku ceremony and be the be header.

139. Titan: Capture a runaway science experiment which is a large mutated man.

140. Troll Gods: Get rid of the government of trolls which have taken over a small town and made themselves gods.

141. Elder Secrets: Find the ancient elders who know all to find the cure to the employer's daughter's disease.

142. Lost City: Search the jungle for an underground lost city and bring back information on its location and content.

143. Firepower: Bring down a renegade in a tank in the desert.

144. Yellowstone: Track down someone who starts fires using plastics and a remote control.

145. Knights Of The Air: Lead an air strike on a corporate chemical weapons facility.

146. Streets Of Fire: Fight with one gang to eliminate the other.

147. Hedgerow Hell Hotel: Burn down the hotel inhabited by demons.

148. Raid On St. Nazaire: Raid the religious town of St. Nazaire and capture the sacred skull which they worship.

149. Thunder At The Casino: Save the hostages taken prisoner at a casino by an Ex-Military mad man.

150. Enemy In Sight: Quietly snipe off a leading politition.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #6 on: October 22, 2007, 06:23:03 PM »

Ideas 151-175

151. New World: Protect a religious group as they trek deep into Quebec looking for a mystical new world.

152. Dauntless: Stop a rich guy's son who is on his way to Dee-Cee determined to rid the city of crime by himself.

153. Circus Maximus: Bring back a vile of life from the mystical Circus Maximus which roams the desert.

154. Paydirt: Steal a lot of money from a rich guy's vault.

155. Stocks And Bonds: Transport a load of financial certificates from one place to another.

156. Twixt: Track a decker name Twixt and capture him for a company he stole millions for.

157. Speed Circuit: Race a bike in the road race for a company.

158. Mechnoids: Obtain the plans to mechnoid robots and fight some too.

159. Storm Bringer: Kill the man who has been bringing flood weather to many farms.

160. Artifacts: Steal a truck load of ancient Egyptian stuff from a museum.

161. Time Drifters: Protect a group lost in time as they make their way back to a portal in exchange for technology.

162. Lindsey Gold: Bodyguard a star for several nights.

163. Rise and Fall: Help a tribesman become the leader of his tribe and then assassinate him so he'll look like a martyr.

164. Dark Dreams: Follow a man's out of body body into astral space and defeat the evil force which is giving him nightmares.

165. Fire & Fury: Stop an arsonist from burning down his girlfriends house.

166. Tunnels and Trolls: Help orks get rid of some trolls who have taken over part of the underground.

167. Elven Lords: Assassinate the leaders of an elven religious group in Tir Tangire.

168. Treasure Vault: Get a pendent out of a vault of treasures.

169. Force Eagle's War: Destroy the AWOL Force Eagle air wing.

170. House Divided: Assassinate one family so that the other will be able to have the house.

171. Deathwatch Program: Capture the member of a night watch program who is using the protection to rob and kill people.

172. Rotten To The Core: Beat the hell out of a biker because he won't pay his bar tab.

173. Into The Ruins: Take a magical sculpture from an ancient city in Azlan.

174. City State: Assassinate the leader of small city state which has started in the Ozarks.

175. Over The Top: Assist a criminal's escape from prison.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #7 on: October 22, 2007, 06:30:49 PM »

Ideas 176-200


176. Combined Arms: Make a weapons deal with an illegal company and transport the shipment.

177. Fire In The East: Help fight a fire raging through the forest.

178. Twerps Magic: Get a refund from a magician who is selling shotty magical goods.

179. Lord Of Death: Get a picture of the leader of one of the largest cults.

180. The Ork Beer Wagon: Protect an orks beer wagon from marauders.

181. Men At Arms: Teach a group of wanna-bees to be real shadowrunners.

182. Weapon Master: Deliver the design for a new type of assault rifle to him.

183. Gadgets: Steal the design to one of the strangest toys ever made.

184. Enemies International: Go on a world wide assassination assignment.

185. Wrath Of Seven Horseman: Destroy the raiders of a small country side village.

186. To Serve And Protect: Follow a group of cops and get evidence of their wrong doings.

187. Voice Of Doom: Find out why there is a voice emanating from a brick wall in a basement.

188. Atlas Unleashed: A real atlas mech is built and must be destroyed before its creator uses it to destroy someone.

189. Star Hero: Rescue the Sonics star player before he is killed by his captors.

190. Mind Games: Find out why a decker is tormented every time he connects to his deck.

191. Classic Enemies: Receive a challenge from a defeated enemy.

192. Mystic Masters: Find them and get the spell formula for immortality.

193. Day Of The Destroyer: Stop a terrible creature formed on the mages day of warship.

194. Invaders From Below: Find the queen of a colony of rock worms and kill it.

195. Kingdom Of Champions: Join the group and bring back a membership certificate.

196. Demons Rule: Exorcise an evil spirit from a young woman.

197. Alien Enemies: Fight a Predator colony on your terms.

198. Mythic Egypt: Enter a pyramid and bring back the solid gold skull of an ancient mummy.

199. Claw Law: Journey to a region called The Claw and bring back information on their culture.

200. Spell Law: Stop a project that would mean the end to all magic.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #8 on: October 22, 2007, 09:37:45 PM »

Ideas 201-225

201. Sailing: Sabotage the boat of the client's opponent's racing team.

202. Breakdown: Stop an important business man, who has gone psycho, without harming him.

203. Rose Cafe: Deliver drugs to rose cafe and then screw them out of their money.

204. Trouble: Break an important person out of a minimum security prison.

205. Willing: Search the city for individuals who are willing to become the host bodies for an insect shaman cult.

206. April Fools: Stop a group of pranksters who's tricks are beginning to turn lethal.

207. Black Gold: Travel into the forest to a magical mine which holds a stash of powerful, and evil black gold.

208. Growing Into You: Track down the person who has embedded an organic/mechanical creature into your client.

209. Homesick: Deliver a sasquatch back to his home, which has been taken over by human bigots.

210. Keep It Up: Travel into a warehouse under siege and provide support for as long as it takes.

211. New World: Blow up an entire city block for the New World terrorist group.

212. Runaway Train: Stop a train which is rapidly heading towards a downed bridge.

213. Somebody To Shove: Kidnap anybody and deliver that person to a man who's ego is so bad it demands he have a slave.

214. The Sun Maid: Safely deliver a peaceful shaman across the countryside without using vehicles, electronics, or violence.

215. Without A Trace: Track down a group of children who have been missing for more then 2 years.

216. 99%: Take the last percentage of a crystal needed by a company from an armed magical group.

217. Bad Luck: Transport a man who is prone to horrible bad luck, over a far distance.

218. Born To Lose: Fix a one on one brawl so your client wins, without the opponent knowing you helped.

219. Bye Bye Baby: Kidnap a corporate official's child from his home and hold it for ransom.

220. Cold Feelings: Get rid of an ice creature which has been inhabiting a store owner's freezer.

221. Ghost Town Blues: Take the remaining money from a vault in a ghost town.

222. King Of Fools: Assassinate the king of an Indian tribe for your client.

223. Making Believe: Snap a guy back into reality by using whatever means necessary.

224. Sometimes: Get aboard a ghost train which occasionally shows up at a city stop.

225. This Time: Attempt to assassinate a man who always manages to avoid the shot.
Logged

Ouija

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Re: Burnout - 501 Shadowrun Ideas
« Reply #9 on: October 23, 2007, 09:41:58 PM »

Ideas 226-250

226. Her Beginning: Find the past of a young amnesic and report it to the police.

227. 99 To Life: Eliminate a 99 year old man who continues to run a large crime ring.

228. Hanging For You: Stop a woman before she hangs herself for an ex boyfriend.

229. Just A Dream: Administer a nightmare drug to a high level politition.

230. Pirate: Eliminate a pirate who constantly harasses shipping on land, sea and air.

231. Question Mark: A man who thinks he's the riddler keep pranking the city. Stop him.

232. Red Balloons: Stop a shipment of poisoned balloons from reaching an orphanage.

233. Candyman: Find out who is poisoning children through the use of candy.

234. Cannons: Fire off a group of well guarded cannons on a naval base.

235. Cities In Dust: Stop a magical onslaught which has the power to turn cities into dust.

236. An Execution: Rescue a woman who is about to be executed by guillotine.

237. Lands End: Travel to a place where a crevasse has opened up revealing an apparently bottomless pit and find the bottom.

238. Lullaby: Place a hypnotic toy into a baby nursery so the children will go nuts.

239. Party Fall: Crash a drug party and eliminate the people who put it on.

240. The Dog: Find an innocent looking dog which is really the good form of an evil shape shifter.

241. Sweetest Chill: Inject a man and his girlfriend with a drug that instantly freezes their bodies.

242. The Unrest: Calm a squatter camp before they decide to riot in the city.

243. Umbrella: Deliver a magical, and wanted, umbrella focus to its owner.

244. Catapult: Take out a high tech catapult which threatens the city and capture its creator.

245. Laughing: Deliver a load of laughing gas into the city council's center chambers.

246. 9 To 9: Kill a dissatisfied workers slave driving and mean boss.

247. Morals: Capture a moral less killer who is responsible for the deaths of many people.

248. Perfect Circle: Screw up a mage's hermantic circle before he has a chance to summon a powerful demon.

249. Walking: Eliminate the gang which threatens a walkway in the city.

250. Pilgrimage: Protect a group of religious people as they make a dangerous pilgrimage for their god.
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Fortune

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Re: Burnout - 501 Shadowrun Ideas
« Reply #10 on: January 05, 2008, 03:07:27 PM »

Here's a link to several incarnations of Blackjack's website, courtesy of the Wayback Machine. ;)
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Chance favors the prepared mind!

Ruski

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Re: Burnout - 501 Shadowrun Ideas
« Reply #11 on: January 12, 2008, 02:36:57 AM »

wow. an actual use for that D100 I picked up forever ago for AD&D

you know, the one that looks like a golf ball, and takes like an hour to roll?
you roll the dice, people make up PC's... by the time everyone is done, you'll have an adventure ready to go!

-RuskiFace the Pirate
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No one writes jokes in Base-13
6 X 9 = 42
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