Shadowrun Missions: Prime Mission 5: Jumping Ship
Re-writing the Rules
Runners are rule-breakers. Lawless. Independent. But their dirty secret is that they don't break all the rules - they just are more open in choosing which rule sets they should follow. And sometimes¸ they just make up their own rules. Some of those rules are based on what brings them the most money. Others talk about honor and loyalty¸ concepts that are incredibly important to some runners and derided as useless baubles by others.
Whatever rules runners invent for themselves¸ there are times they are tested. And one of those times is coming up.
Plenty of runs don't end like they should¸ but what's really rare is when runners get to take a run that blows up and stick on their own ending. What starts as an extraction quickly goes south¸ and the runners are going to have to figure out which rules they're going to follow to make the ending stick. Who will be happy¸ who will be angry¸ who will get paid¸ who will get dead - runners will have to invent rules that can help make all those questions come out right.
Jumping Ship is a Prime Mission for Shadowrun ¸ meaning it is for experienced runners who have graduated out of the regular Missions line. It is for use with Shadowrun¸ Fifth Edition ¸ and the plotlines can also be used with Shadowrun: Anarchy .