Looking for interest in a zombie Shadowrun game


Gamer Connection


ive got an itch to play/DM some shadowrun. Thinking about doing a last man standing zombie shadowrun theme. Inspiration comes from the dawn of the dead movie.

So Im thinking that the game would take place inside of a mall, zombies all around, your job is to survive, and if possible, break free and make for either the airport 4 miles west of you, or the armory 6 miles away...

setting: fox river mall, appleton wi. ( i grew up in appleton, i know the layout pretty well) map

build points= 300. the extra points shows that your just a little bit more lucky than the rest of humanity. use it wisely!

Lets keep this simple, please limit all items, abilities, cyberware, magic, and so on found in the SR4 book only. no outside material, please.

The Exchange

Could be interesting...

I'm thinking either a mage of some sort, or a BIG adept.


well thats one....

5 more to go...


ive noticed that alot of shadowrun games seem to fail as soon as combat starts. i think ive figured out an easy solution...

the initiative will still be the same, with the same number of initiative passes in a round, but how this will be reflected on pbp is simple. for the number of passes you have, you can make that number of posts in a 12 hour period, or if all members have made postings already (excluding myself). so if you have a street samurai with wired reflexes level 3 (3 passes) a mage with 1 pass, and a rigger with 2 passes, the samurai gets 3 posts, mage gets 1 post, and rigger gets 2. If the party gets, for example, 4 rounds off before i respond, then that is technically 4 rounds that happen without me acting and zombies dying.

i think is a viable solution to the initiative pass problem for pbp.

Sovereign Court

I've kicked around that idea myself and would love to play in it! I would prlly make a street samurai ork or troll. Let me know if you have any restrictions towards availbilty or limits on how many negitive qualities (my current elf shaman has around 19 hehe, but the crazything is they are all worked into his story)! looking forward to a reply!


Interested in this. Familiar with the shadowrun world, though I'm sketchy on 4th ed. I own the main rulebook, just haven't looked at it much in the last few years. I'll throw together some character ideas and post again tonight/tomarrow morning.


A Shadowrun Zombie apocolypse game. Interesting. I see a Human Gunslinger Adept here.


I am strangely interested in this.
However I have not played Shadowrun since the first edition. I hvfe fond memories of my troll Tribesman putting an arrow through the side of an APC.

So if you would like a noob who will likely need a character made for him and will need frequent trips to the clue dispenser then I would like a shot.

As far as concept, perhaps a un or minimally cybered P.I. or reporter? Should be easy to channel Decker or Edison Carter for the game.


hmmm, wouldn't mind a hit of shadowrun myself. never actually got to play in a game, though i almost played in one a few years ago. fell apart before it actually started though.

i'll have to see if i have copies of the books available, but i'm interested.


WOW, i am impressed. i thought no one was up for this. So, this is very awesome!!!

so yeah, if you are still interested, hit me up with your character posts on here and we can roll this...


Still very interested in this, though I have some questions. 300 build points in 4th edition? According to my book 400 is standard...and I'm having a hard time making a complete character with 300. Are we looking for fleshed out characters, or just combat skills/abilities?

On a related note...are we making actual shadowrunners or just basic people you would find in a mall? Do we have weapons or are we scrounging?


yup. your right. i miss read that. 400 pts.
you can have as many negative qualities as you want.

the campaign will start off in the mall, 2 weeks after the zombie outbreak. you managed to take refuge in the fox river mall in appleton.


Still working on the stats, but here is the concept of what I came up with so far...

female troll combat mage:
A very untrollish troll, as in bare minimum as far as strength and body, higher than average agility and reaction. Shark mentor spirit, something of a gang-banger/street-shaman slitch who doesn't take drek from anyone. Doesn't carry a lot of kit, couple pistols, a club of some sort, some fetishes and possibly a sustaining focus (still reading the magic chapter). Has a bad attitude, but she isn't stupid enough to think she can take on an army of zombies by herself...think Vince Rhames in the Dawn of the Dead remake. A pretty wide variety of spells, some health, some manipulation, some combat (obviously) not sure if I'll worry about summoning...probably should, just never been a fan of the spirits n'stuff.

Always willing to change character ideas to work with what the party needs. Seems like some other people wanted to play magicians, so if we wind up with too much redundancy I can work on something else. Haven't played shadowrun in quite a while, and have plenty of back burner ideas.

Sovereign Court

Still working on Character as well, But so far I'm thinking of making a Ork Street Samurai that actually enjoys this zombie apocalypse. He loves running down the streets with a claymore in his hands but his only problem he keeps running out of ammo and new weapons to kill the hoardes of Zombies. He carries an array of weaponary and has skills to maintain/restore weaponary. He's a little out there, though you need to be out of sound mind to survive this zombie infested world...PS negitive quaility Addiction (Zombie killing!)
If we something else besides a crazed cyberized ork swinging a claymore let me know I as well can play something if the group needs it.


hmmm, are we still limited to 200 points on attributes, as per the book? just getting started on my character, have a couple of ideas. going for a luddite type i think.


alright, here's my attempt at troll melee specialist that does not get along with technology. still need to pick knowledge skills and such, but let me know how it is so far.


I am interested, but I've never played shadowrun before. I could get help from friends though, and do have access to the rules through them, so still pretty interested.


I'm working on a build for a human adept. Also, considering the Enforcer. I've got a question about skills. Is it possible to take say 3 points in a Group skill, then pick a single skill in the group, advance it 1 or 2 points, AND then pick a specialization for the single skill that was advanced? I think so, but not very sure.


Gendo wrote:
I'm working on a build for a human adept. Also, considering the Enforcer. I've got a question about skills. Is it possible to take say 3 points in a Group skill, then pick a single skill in the group, advance it 1 or 2 points, AND then pick a specialization for the single skill that was advanced? I think so, but not very sure.

I'm hardly an expert, but based on my reading of the rules, that is indeed possible. You'll notice if you look at my build that that is exactly what I did. There was even a specific example in the book of someone doing that, though it was after character creation. Didn't see anything to prevent it being done before as well, though.

The Exchange

Huh, it rose from the dead. SWEET!

Not sure what I want to make though, as a lot of people seem to have very similar ideas as me. I'll have something up shortly (currently in the finals crunch here at school though, so it might take a couple of days)

The Exchange

DEWN MOU'TAIN wrote:

...snip...

you can have as many negative qualities as you want.

the campaign will start off in the mall, 2 weeks after the zombie outbreak. you managed to take refuge in the fox river mall in appleton.

Um, are you sure that you want to do that? The rulebook has a 35 BP limit on Negative Qualities for a reason. (no offense to angryscrub, but it is to stop things like getting 265 BP from Negative Qualities.) And that also goes for why Positive Qualities have a 35 BP limit on them too.

Horace Roark wrote:
Gendo wrote:
I'm working on a build for a human adept. Also, considering the Enforcer. I've got a question about skills. Is it possible to take say 3 points in a Group skill, then pick a single skill in the group, advance it 1 or 2 points, AND then pick a specialization for the single skill that was advanced? I think so, but not very sure.
I'm hardly an expert, but based on my reading of the rules, that is indeed possible. You'll notice if you look at my build that that is exactly what I did. There was even a specific example in the book of someone doing that, though it was after character creation. Didn't see anything to prevent it being done before as well, though.

Also, according to the rules, you cannot break up skill groups in char gen; in advancement yes, but not in character creation.

SR4 p84 wrote:

Skill groups may not be broken up

into individual skills for further improvement and specializations may
not be taken for skill group skills at character creation


AlanM wrote:
DEWN MOU'TAIN wrote:

...snip...

you can have as many negative qualities as you want.

the campaign will start off in the mall, 2 weeks after the zombie outbreak. you managed to take refuge in the fox river mall in appleton.

Um, are you sure that you want to do that? The rulebook has a 35 BP limit on Negative Qualities for a reason. (no offense to angryscrub, but it is to stop things like getting 265 BP from Negative Qualities.) And that also goes for why Positive Qualities have a 35 BP limit on them too.

Horace Roark wrote:
Gendo wrote:
I'm working on a build for a human adept. Also, considering the Enforcer. I've got a question about skills. Is it possible to take say 3 points in a Group skill, then pick a single skill in the group, advance it 1 or 2 points, AND then pick a specialization for the single skill that was advanced? I think so, but not very sure.
I'm hardly an expert, but based on my reading of the rules, that is indeed possible. You'll notice if you look at my build that that is exactly what I did. There was even a specific example in the book of someone doing that, though it was after character creation. Didn't see anything to prevent it being done before as well, though.

Also, according to the rules, you cannot break up skill groups in char gen; in advancement yes, but not in character creation.

SR4 p84 wrote:

Skill groups may not be broken up

into individual skills for further improvement and specializations may
not be taken for skill group skills at character creation

oh, no offense taken. i just assumed he meant what he said about no limit to negative qualities and ran with it. horace is intentionally ridiculous, but i figure for a one shot zombie survival run, he should be fine. and hey, i figured if horace passes muster, everyone else should have no issues. heh.

totally missed the part about the skill groups at char gen though. hmmm. i guess i could buy the individual skill for full price AND pay for the skill group maybe... or just have blades and forget the other two.

awaiting the gm's response.

The Exchange

Personally, I'm of the opinion that people should take as many Disadvantaged/Complications/Negative Qualities as they want, but there ought to be a limit to the total benefit that you can gain from them. But gotta wait to see what Dewn Mou'tain says.


too many disadvantages really just make you a one trick pony, which sort of self regulates in an actual game. in a one shot it doesn't have quite the same impact, but then again, we are talking zombie apocalypse, so we're all pretty likely to die anyways.

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