Shadowrun - While The City Sleeps
Shadowrun - While The City Sleeps
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FIGHT NIGHT
The sharp ding of the bell signals the end of the fourth power. One of the men, a middle-aged human with grey-
COVER
FIGHT NIGHT
round, and Billy “The Beast” Barlow breathes a visible ing temples, glares at Sid with a stony look of disapproval.
sigh of relief. Looking dimly out of his bruised right eye, Obviously, someone has money riding on this fight and
he sees his opponent strut around the ring, raising his received a decent tip as to the nature of the outcome. INTRODUCTION
arms as if he were already victorious, despite a nasty cut The boxers are up again, meeting in the middle while
above a swollen shut left eye. Who was this Miguel Garza the referee keeps them separate.
guy anyway? Barlow had seen him around a few fights Dabbing his receding hairline with this blue cloth MISSION
BACKGROUND &
before, but never like this. Barlow knows the score; keep again, Sid visibly winces when the bell signaling the be-
SYNOPSIS
it exciting for a few rounds, then pound him to the mat in ginning of Round five is struck. Before the echo of the
the fifth. Sid said this guy knew what he was doing. The bell can leave his ears, Garza unleashes a ferocious com-
look in Garza’s eyes, that kind of crazed, bloodshot look bination that leaves Barlow on the mat. SCENE 1
of someone on a six-day novacoke bender, told Barlow Sid rushes to the ringside while the ref starts his
he was in for more than he bargained for. Garza looks like count, screaming at Barlow to get his ass up. The boxer
he was hit by a bus, but he may as well be a machine for moves, slowly at first, but eventually climbs the ropes to SCENE 2
all the shits he gives. the point he can stand, spitting out a gob of red that hits
Relieved at the chance for a rest, Barlow lets his guard the mat and splatters Sid’s shirt. The count reaches seven SCENE 3
down and moves to go back to his corner. Garza’s face before Barlow can stand on his own.
twists into a furious scowl as he throws a vicious punch Cursing, Sid pushes his way past several ringside staff
to the back of Barlow’s head, sending the house favorite to the other side of the ring. The bell sounds, the fight’s SCENE 4
to the mat face first. The outraged crowd flies into a fren- back on, and at that moment the house plunges into
zy, screaming for someone to control the fight. Garza’s darkness. The bloodthirsty cries of the crowd are swiftly
SCENE 4A
barely intelligible taunts are drowned out by the din of replaced by concerned chatter as the lights come back
the shocked crowd, as an obviously dazed Barlow can on from the momentary power failure.
only crawl back to his corner stool. Garza stands near the edge of the ring, his left glove SCENE 5
Barlow’s manager, an aging, bald ork with the scars of clutching his side. Barlow, seeing an opportunity, moves
a survivor, wipes down the boxer with a grim look on his in. Garza tries to move, but he’s sluggish and is caught by
SCENE 6
face, and then turns to Sid and shakes his head. Barlow a vicious hook that spins him around and into the mat,
can’t take another beating like that. collapsing into a convulsing heap.
Sid Gambetti furrows his brow and wipes the sweat Sid, looking shocked, removes his hands from his SCENE 7
off his face with a dirty blue cloth. He’s long since shed pockets, the slight glint of blued steel catching the light
his jacket, and his tie hangs loosely around his neck. His of the venue for a split second. The count is swift, and
paper-thin white shirt shows sweat stains under his arms the ref raises Barlow’s hand, declaring him the victor by SCENE 8
as he raises his finger to point at Barlow’s manager, the knockout in five rounds.
fake diamond on his pinky finger catching the light. Whispers of dissatisfied gamblers combined with few PICKING UP
“You get him back in there, or you finish the fight for boos raise from the crowd, and voices call foul on the THE PIECES
him!” Sid growls at the ork. He glances toward the other suspicious blackout, but they are silenced by the remain-
corner, where Garza sits, staring silently at Barlow as Gar- der of the audience, who quickly drowns them out with
za’s manager tries with frantic motions to get the rookie chatter as the venue begins to empty. LEGWORK
boxer’s attention. At least he had his boys search people Sid leans against the ring as he is approached by the
for recording equipment on the way in. No one needs to finely dressed man with greying temples. The man’s ex-
CAST OF
see this travesty again. pression is not one of joy, but he shakes Sid’s hand as he SHADOWS
With a sigh the ork turns to Barlow to deliver the news. receives an overstuffed envelope in the other. He leans in
Underground boxing was never easy, and never clean, no close to Sid to whisper in his ear, and Sid’s already shaken
matter what the so-called ref says. expression goes white, as the man and his bodyguards DEBRIEFING LOG
His orders delivered, Sid spares a glance to his left, move off toward the exit.
spying a group of observers too well dressed to be locals. Taking his cloth out, Sid wipes his face and nearly
The obvious goons stand bodyguard around several men falls into a chair at ringside, his shaking fingers searching
in sharp suits, and the brightly dressed women accompa- his discarded jacket for a steel flask. Taking a long draw
nying them stood out among the others as people who from the flask, he lets out a long breath. At least he’s still
had money, along with the means to turn that money into breathing.
FIGHT NIGHT 2
INTRODUCTION COVER
SRM 05-05: While the City Sleeps is a Shadowrun Mis- should usually only be used for home games, or FIGHT NIGHT
sions living campaign adventure. Full information on games where time is not a factor. At most con-
the Shadowrun Missions living campaign is available at vention and Open Play events, gamemasters
[Link]/missions and includes a should omit this information. It adds to the scene INTRODUCTION
guide to creating Missions characters and a regularly but does not contain important information.
updated FAQ. All maps, player handouts, and other • Debugging offers solutions to potential prob-
playing aids are found at the end of this document. lems that may crop up during the encounter. MISSION
While it’s impossible to foresee everything that BACKGROUND &
a group of player characters might do, this sec- SYNOPSIS
PREPARING THE tion tries to anticipate common problems and
ADVENTURE other suggestions for dealing with them.
SCENE 1
SRM 05-05: While the City Sleeps is intended for use with
Shadowrun, Fifth Edition, and all character and rules infor- RUNNING THE
SCENE 2
mation refers to the fifth edition of the Shadowrun rules.
ADVENTURE
Adventure Structure Gamemastering is more of an art than a science, and
every gamemaster does things a bit differently. Use
SCENE 3
SRM 05-05: While the City Sleeps consists of several your own style when it comes to preparing and run-
scenes. These scenes form the basis of the adventure, ning the adventure and do whatever you feel is best
which should be completed in approximately four SCENE 4
to provide the best Shadowrun game you can for your
hours. If you are running short on time, you should players. Shadowrun Missions adventures are designed
streamline each and be a little more generous with to run in a standard four-hour convention time slot. SCENE 4A
clues, target numbers, and other requirements to aid in Please keep this in mind when running the adventure.
guiding the players through the adventure. You should leave at least 15–20 minutes at the end of
Each scene outlines the most likely sequence of the time slot to complete any necessary paperwork and SCENE 5
events, as well as how to handle unexpected twists pass out the players’ Debriefing Logs. (Make sure that
and turns that inevitably crop up. Each one contains the you have enough copies of the Debriefing Log for this
following subsections, providing gamemasters with all adventure to give one copy to each player after running SCENE 6
the information necessary to run it. the adventure.) This section offers some guidelines you
may find useful in preparing to run SRM 05-05: While the
• Scan This provides a quick synopsis of the City Sleeps (or any Shadowrun Missions adventure). SCENE 7
scene’s action, allowing you to get a feel for the
encounter at a glance. Step 1: Read The Adventure SCENE 8
• Tell It to Them Straight is written to be read
aloud to the players, describing what their char- Carefully read the adventure from beginning to end. Get
acters experience upon entering the scene. You a feel for the overall plot and what happens in each scene.
That way, if something different happens, you won’t be PICKING UP
should feel free to modify the narrative as much THE PIECES
as desired to suit the group and the situation, caught off guard and you can adapt things smoothly.
since the characters may arrive at the scene by
different means or under different circumstanc- Step 2: Take Notes LEGWORK
es than the text assumes. Take notes for yourself while reading through the ad-
• Behind the Scenes covers the bulk of the venture that you can refer to later on. Possible things to
scene, describing what’s happening, what the note include: major plot points (so you can see them all
CAST OF
non-player characters are doing, how they will at a glance), the names of various non-player charac-
SHADOWS
react to the player characters’ actions, and so ters, possible problems you notice, situations where you
forth. It also covers the setting of the encounter, think a particular character can shine and other things
going over environmental conditions and other DEBRIEFING LOG
you’ll want to keep in mind while running the adventure.
properties of the location as well as providing
any descriptions of important items.
• Pushing the Envelope looks at ways to make the Step 3: Know The Characters
encounter more challenging for experienced or Prior to the start of the adventure, examine the PCs’
powerful characters and other ways you can add record sheets and Debriefing Logs for your reference
some extra spice to the scene. This subsection and have basic information about their important abil-
INTRODUCTION 3
ities handy so you can refer to it during play. Also go Major NPCs can be found in the Cast of Shadows COVER
over the characters and keep their previous events list- at the end of the adventure. They have more detailed
ed on the Debriefing Logs in mind when determining write ups and include most of the skills and the gear
non-player character actions in various scenes if such a they have access to. FIGHT NIGHT
dynamic has been included.
The NPCs in this adventure should generally stand
up to the average player character but may need some INTRODUCTION
Step 4: Don’t Panic!
adjustment to suit a particular group of characters,
Gamemastering involves juggling a lot of different especially a more experienced and powerful group. The
things. Sometimes you drop the ball and forget some- MISSION
scenes and NPC descriptions offer tips on adjusting the
thing or you just make a mistake. It happens, don’t BACKGROUND &
NPCs to suit the abilities of the characters in your group.
worry about it. Nobody is perfect all of the time and SYNOPSIS
To adjust the power level of an NPC, refer to Helps and
everybody makes mistakes. Just pick up from there Hindrances (p. 378, SR5). Take the player characters’
and move on. Your players will understand and forget abilities into consideration when assessing the NPCs in
about it once you get back into the action. SCENE 1
this adventure and modify them accordingly.
Gamemasters should challenge the players but should Gamemasters are encouraged to use their own judg-
generally not overwhelm them. This is not to say that ment and to adjust the difficulty of the encounter to SCENE 3
games cannot be deadly. If the characters die through take into account the abilities of the players. If the
their own actions and repercussions of those actions, players have no magical support, replace magical de-
then so be it. But the idea is to challenge the players fenses with mundane ones. If the players are weak on SCENE 4
and their characters, not to bury them. If the enemies combat, reduce the number of enemies by one or two.
and challenges are too light for the characters present, Conversely, if they’re steamrolling the opposition, add
then increase them. On the other hand, if the charac- one or two enemies to the fight. Missions should be SCENE 4A
ters are badly outmatched by the enemies, then tone difficult and something of a challenge but should not
them down. Make things difficult but not impossible. be insurmountable.
A simple method for adjusting difficulty is to simply SCENE 5
increase the dice pools and Professional Ratings of the
GENERAL enemies. A simple +1 or +2 to all combat and defense
SCENE 6
ADVENTURE RULES tests gives enemies a minor boost in power, while a +3
or 4 will make them truly formidable. Adding to their
Shadowrun Missions adventures use the rules present- Professional Rating will give them a larger group Edge SCENE 7
ed in Shadowrun, Fifth Edition (SR5). Standard rules such pool to draw from, and gamemasters are encourage to
as success tests, limits, glitches, critical successes, and use this Edge when logical.
other common mechanics are described in SR5 and are Often a combat scene will tell you if it’s supposed SCENE 8
not repeated in this adventure. to be challenging or is simply there to serve as filler
Please keep in mind when preparing for the or a minor obstacle that the players should steamroll
adventure, that the PCs will not necessarily comprise a through. When possible, use this as a guide to know PICKING UP
balanced party. It’s entirely possible that the party will when to tweak the enemies and encounters. If it doesn’t THE PIECES
be made up entirely of technomancers or back-to-nature say, assume the scene should present a challenge to the
shamans. If the characters run into a brick wall because power levels of the players.
of such complications, show flexibility and use your best LEGWORK
judgment in how you lead them back to the plot. A Note on Loot and Looting
Gamemasters should be careful what they allow play- CAST OF
Non-Player Characters ers access to, because they can and will try to steal SHADOWS
Non-player characters (NPCs) are essential to any ad- everything not nailed down (and even then, they often
venture. They are the allies, antagonists, and background have pry bars and claw hammers to deal with those
characters in the adventure that interact with the player nails). Shadowrun Missions operate under the assump- DEBRIEFING LOG
characters. NPCs in this adventure have already been cre- tion that two players who have run the same missions
ated and can be found throughout the adventure. will have roughly the same amount of resources avail-
Minor NPCs are found in the individual scene that able to them (give or take some negotiation and a little
they appear in, and generally have a brief write up, bit of minor loot fenced), so when players are able to
noting only their important skills and the gear they are steal and fence a lot of gear or are able to get their
carrying. hands on high-priced vehicles, cyberdecks, or foci, it
INTRODUCTION 4
can unbalance the game and make it unfair to players COVER
who didn’t have the opportunity to get those items.
Gamemasters should avoid letting the players get into
BACKGROUND COUNTS
a position to do high-value looting whenever possible. Background counts impose a negative dice pool penalty FIGHT NIGHT
equal to their rating for all tests that are linked to or utilize
Chicago, The CZ, Noise, and magic in any way (i.e., spellcasting, summoning, assensing,
INTRODUCTION
Background Counts any test made while astrally projecting, and any active skill
that benefits from active adept powers such as killing hands,
While for many the Chicago and the Bug City Contain-
critical strike, great leap, or improved skills, etc). Dual- MISSION
ment Zone are synonymous, the CZ comprises less
than one-third of the total landmass of the city of Chi-
natured creatures and spirits suffer this penalty to all actions. BACKGROUND &
cago proper, not counting suburban areas and farm- Aspected background counts grant a boost to any SYNOPSIS
lands connected to the city. But the CZ is still big, and limit that utilizes magic in any way (see above) to any
it is the rotted, gutted, feral heart of the Windy City. It metahuman, spirit, or dual-natured creature that matches
SCENE 1
starts at 115th Street to the south and runs nearly thir- the aspected domain. This includes spellcasting Force
ty kilometers north to Belmont Avenue, and reaches limits, so spellcasters need to be careful as it can be hard to
from the Lake Michigan on the east to an average of control the additional surge of mana. Any magically active SCENE 2
fifteen kilometers inland to Harlem Avenue on the being that does not match the aspected domain should treat
west. A mass of torn-down buildings and hastily erect- this as a normal background count and suffer penalties.
ed barricades were added to and reinforced over the Background counts above 12 are called either a flux (for SCENE 3
three-year period that the Containment Zone was in
aspected domains) or a void (for magically dead zones), and
effect, and even now nearly twenty years later this bar-
are very dangerous. Any being that is magically or astrally SCENE 4
rier stands as an imposing divide between the Zone
and the outside world. Anyone can supposedly freely active in any way (dual natured, astrally perceiving, casting
travel between the Zone and Chicago proper, but Lone a spell, has an active adept power, has an active foci, etc.)
Star watches those coming out and the gangs and war- takes background count – 12 unresisted Stun Damage each SCENE 4A
lords watch those going in very closely. turn that they are active and exposed to the flux or void.
Between the Cermak Blast, the bugs, the debilitating
SCENE 5
effects of FAB III, and years of death and metahuman
misery, astral space in and around the Zone is horrible. Paperwork
Unless otherwise noted in the scene, assume a default SCENE 6
background count of 2 anytime characters are within After running a Shadowrun Missions adventure, there
the Containment Zone. The count fluctuates wildly at are several important pieces of paperwork that need
times, so players should expect to encounter everything to be filled out.
SCENE 7
from high background counts and mana voids to The first is to make certain to distribute a copy of
various aspected backgrounds and mana warps. the adventure’s Debriefing Log to each player. As the
(See Background Count sidebar for full rules. Future gamemaster, please make certain to fill this out and SCENE 8
Shadowrun, Fifth Edition rulebooks may supersede these sign off on it for each character. In the interests of time,
rules). Areas of Chicago outside the CZ may also suffer you may have each player fill out the sections, with
background count bleed from the Zone. appropriate values that you give them. Please consider PICKING UP
Besides the background count, the CZ is a virtual the PCs’ actions in the scenario when providing THE PIECES
nightmare for deckers and technomancers. The Reputation modifiers, per those rules (p. 372, SR5).
persistent low-level background radiation coupled The second is to make sure that all players have
with a distinct lack of modern matrix broadcasting updated their character’s Mission Calendar. PCs are LEGWORK
equipment through the area results in a high level of allowed to go on one run per week. The calendar is
constant background Noise that makes even basic used to track the character’s monthly lifestyle expenses,
adventures, and their downtime exploits. CAST OF
matrix communication difficult. Noise levels will vary SHADOWS
from area to area, but unless otherwise specified in the Finally, once an adventure is completed gamemasters
scene, assume a default Noise level of 2 anytime the should head over to the official Shadowrun forums
characters are within the Containment Zone. at [Link] and look in the
Shadowrun Missions section. There will be a section to
DEBRIEFING LOG
post the outcome of the Missions adventure. Future
adventures will be affected by these results. Without
gamemaster feedback, the PCs’ exploits will be unable
to affect the larger campaign.
INTRODUCTION 5
MISSION BACKGROUND COVER
Sid is a guy with a checkered past. As a fight promoter because of the haze of combat drugs in his system, he
he has had his share of shady deals. This time, Sid’s couldn’t figure out what. At least, not until an anonymous
FIGHT NIGHT
past has finally come a-knocking. source came forward with some hi-res thermographic
A couple of months ago, Sid was taking bets on an footage of that night. INTRODUCTION
underground bare-knuckle fight between William “Billy Looking to cash in to the highest bidder, the source,
The Beast” Barlow and newcomer Miguel Garza. It a small-time mob hacker named Richard Bryson, sent
should have been a simple but brutal affair, with Garza a piece of the data Garza knowing that Garza and his MISSION
going down in the fifth. The problem was, Garza had people would be incensed—and possibly in the mood BACKGROUND &
pumped himself full of kamikaze in order give a better to pay big for something they could use to bury Sid. SYNOPSIS
show. By the time the fifth round rolled around, The Garza, who had missed his big chance, was now
Beast had beaten him to a bloody pulp. Garza didn’t given a reason to go after the guy who he blames for
even notice. As it became more and more apparent that his descent into the life of a broken, petty thug. He SCENE 1
the bets made would turn out against his prediction, plans on contacting his old promoters, a gang called the
Sid panicked. With visions of large men named Mario Chemical Boyz, who lost big on his fall. He will then use
chainsawing his legs off at the knee, Sid killed the power the data to blackmail Sid. SCENE 2
to the venue. Less than ten seconds later the lights Sid, on the other hand, wants to know where the
came on just in time for everyone to see The Beast land data came from, so he hires a team to get to Bryson
the knockout punch. The crisis was averted. and acquire or destroy his copies of the data and get SCENE 3
What Sid didn’t know was that several of Garza’s out without attracting too much attention. Hopefully
promoters lost a lot of money that night. Garza did too, they can get to him before he has a chance to make
SCENE 4
as he had bet on himself. Garza knew something fishy any more copies.
had happened in those ten seconds of darkness, but
SCENE 4A
MISSION SYNOPSIS
The team is contacted by a frantic Sid, who hires them Once the runners have found, one way or another, SCENE 5
to secure some sensitive information on a short time who the gang was working for, they find that the gang
table. Sid tells the runners that he’s being blackmailed was hired by none other than Miguel Garza himself to
over a fight gone bad a couple of months back. He also put pressure on Sid. The runners find out that Garza SCENE 6
tells them that threats have been made to release this hired the Boyz in order to put pressure on Sid to force
data to people who would very much want him dead if him to pay up, or he would sell the data publicly, ruining
they got their hands on the information. He has some Sid’s reputation and putting him in the crosshairs of SCENE 7
money but not a lot of time, and he hires the team to people who lost a lot of money.
go get the data before it is sold. Finding Garza is easy, as he is spending the rest of
He knows who contacted him, a small street gang his night in a drug-induced haze in his garden-level SCENE 8
known as the Chemical Boyz who are known to affiliate apartment. He is now firmly addicted to kamikaze. Forcing
themselves and pay tribute to The Raging Horde, but he the information out of a drug-addled and augmented
knows this kind of information brokering isn’t their style. boxer is another matter altogether. Once they deal with
PICKING UP
Suspecting the gangers were hired to lean on him, he Garza, they find that Garza came into possession of the
THE PIECES
suggests the team start by paying a visit to the Chemical information from the one who recorded it, a small-time
Boyz at a hangout that isn’t too far away from The Vault, decker named Richard Bryson who is on retainer to former LEGWORK
where Sid last did business with the team. Mafia Don Leo McCaskill as a live-in security agent.
The Chemical Boyz’ hangout is a biker bar and pool Some quick legwork can uncover the fact that
hall in the building that used to house The Hole. Several McCaskill’s residence is in an upscale gated community CAST OF
of the Boyz are present, including the group hired to with round-the-clock security and high-end alarm SHADOWS
put pressure on Sid. They aren’t willing to part with the systems. It’s up to the runners to penetrate the security
information about their employer, though, and they will around the house, get into McCaskill’s house to find
have to be convinced, one way or another, to give it up. Bryson, and get the information. DEBRIEFING LOG
the North Side. The ganger who made the threat only Some runners won’t answer the call or may otherwise
identified himself as “The Ogre.” push Sid for more money. They may recognize they FIGHT NIGHT
have him over a barrel and point out that his options
are limited. Should this happen, Sid does what he can
Pushing the Envelope to meet their demands but will not agree to some INTRODUCTION
nebulous favor in the future or be able to get any gear
This scene is fairly simple, and Sid knows he may face
or extra cash beforehand. He is willing to pay a little
some negotiation from the team. He is willing to ne- MISSION
up front, up to 1,000 nuyen each, but any demands
gotiate, but does so reluctantly, as he feels if it gets BACKGROUND &
for supplies or other accommodation are met with a
too high he may as well pay the ransom and take his SYNOPSIS
brusque “I said this was short notice, didn’t I?” reply.
chances. On an opposed negotiation test, every net hit Should a runner team still push for more money or
scores will increase the total by 200 nuyen per runner, compensation, Sid will begrudgingly admit he has no
to a maximum of 1,000 nuyen extra.
SCENE 1
other options and pay up to 12,000 per runner. Should
Sid has a Negotiation + Charisma dice pool of 11. this happen, Sid will think twice about doing favors for
people who aren’t willing to stick their necks out for him SCENE 2
when he needs it, which will affect Sid’s Loyalty rating
at the end of the run. Favors work both ways, chummers.
SCENE 3
SCENE 2:
FIGHT NIGHT
INTRODUCTION
MISSION
BACKGROUND &
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 4A
SCENE 5
stream music through the only part of The Hole that is attention of the few gangers at the bar, who will heckle
somewhat impressive: the speaker system. Augmented the runner for not being able to afford a measly ten bucks,
reality is present here, but mostly in the form of ARO or being too much of a wuss to just take the drink. SCENE 6
gang tags and a few lewd ARO images of dancing girls In the back of the bar, four more gangers are
and other mostly naked women. congregated around a table for poker night. The leader
As the runners approach, they see two people, an ork of the Chemical Boyz, the ganger known as The Ogre, is SCENE 7
and a human, outside smoking and talking about their here, a massive ork with a broken tusk on the left side of
bikes. They both are wearing colors for the Chemical his mouth. He was the one that Garza contacted, and he
Boyz and will not react as the runners get closer even is the one who made the call to Sid to demand money.
SCENE 8
if they spot them. These two guys are simply outside The data regarding who hired the gang is on The
trying to figure out what parts they can scavenge from Ogre’s commlink. It is not well protected but is run in PICKING UP
the derelict bikes in order to fix their own. If observed hidden mode. Pulling the records of the commcalls that THE PIECES
for some time, their conversation will shift to the ork were made can verify he was contacted by Garza just
complaining about his girlfriend getting too fat, and the before calling Sid. There is address information on the
human listening with obviously waning interest. They commlink as well for Garza (2419 N. Ridgeway Avenue, LEGWORK
will not stop anyone from entering The Hole, though Apartment 102).
they may eyeball people who look out of place for this The gangers are lightly armed, mostly with bar
kind of venue (people in suits, or fancily dressed, etc.) implements and knives, though there are a few CAST OF
Inside The Hole, two gangers (one dwarf, one human) firearms present. The Ogre has an Enfield AS-7 in the SHADOWS
circle the pool table engaged in what looks like a one- back room with him, and the bartender has a Defiance
sided win. Three others (two humans, one ork) sit at T-250 under the bar.
the bar either watching the game on the trid screens or DEBRIEFING LOG
heckling the losing pool player. The bartender, an older
ork in a stained, paper-thin white t-shirt pours drinks for Pushing the Envelope
people as they are ordered. If a runner orders a drink, Overall, there are twelve gangers inside The Hole. If
they will get it, but it will be served in a somewhat filthy combat breaks out in the bar area, the bartender will
glass, and it will cost ten nuyen, a ridiculous price. Any dive under the bar on the first round, then stand up with
complaints about the drink or the price will get the the shotgun hoping that holding a fairly large gun will
Pushing the
Envelope HOST: APARTMENT BUILDING HOST SCENE 4A
DEBRIEFING LOG
Should the alarm go off, this puts the team on a timeta- If they make the scene about getting away, they will
ble immediately. This means that Bryson will be up and be pursued by Lone Star in what could be a high-speed FIGHT NIGHT
about, actively trying to use the cameras and security chase. Losing the Lone Star cars will take some doing,
systems to find evidence of an intruder. Loretta will go but as they get further south, it will be easier to do so,
immediately to McCaskill’s room. Lone Star may not like since the security closer to downtown is worse. Don’t INTRODUCTION
protecting the old mob boss, but they will show up hop- be afraid to chase the runners out if they are making
ing for some action in the area. As soon as the alarm too many mistakes.
is triggered, the runners have two minutes before the MISSION
BACKGROUND &
SYNOPSIS
DEBRIEFING LOG
SCENE 7: SCENE 7
FIGHT NIGHT
INTRODUCTION
MISSION
BACKGROUND &
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 4A
SCENE 5
the shipments are contained in, are present. This data Some runner teams may smell a rat immediately and
is one of the files available on the computer along with insist that they break into the building themselves. DEBRIEFING LOG
the weights that have been logged. This data may be This is entirely possible, and is overall not too difficult.
valuable to several contacts, should the runners decide If this is the case, Bryson says the information is on
to fence it. the second floor of the warehouse in the office on the
This scene is largely a red herring. Bryson has all the desktop nexus. Of course, the data is not present.
information with him, and he is just trying to save his If the team does not wish to infiltrate the building,
own skin. they may also call the local police. The Lone Star cops
Initiative: 8 + 1D6 4 3 4 3 4 2 3 3 6
Condition Monitor: 10 MISSION
Limits: Physical 6, Mental 5, Social 6 Initiative: 7 + 1D6 BACKGROUND &
Armor: 9 (lined coat) Condition Monitor: 10 SYNOPSIS
Skills: Automatics 5, Blades 5, Intimidation 6, Perception 2, Limits: Physical 5, Mental 4, Social 6
Pistols 4, Unarmed Combat 2 Armor: 12 (armor jacket)
Gear: Lined coat, commlink (Renraku Sensei, Device Rating 3) Skills: Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed SCENE 1
Weapons: Combat 4
Ceska Black Scorpion [Machine Pistol, Acc 5, DV 6P AP Gear: Armor jacket, 2 doses of jazz, sunglasses [Capacity 2,
–5, SA/BF, RC 1, 35(c), w/ APDS ammo] w/ image link, smartlink) SCENE 2
Knife [Blades, Acc 5, Reach —, DV 5P, AP –1] Weapons:
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P AP —, SA,
15(c)] SCENE 3
Defiance EX Shocker [Taser, Acc 4, DV 11S(e) AP –5, SS,
4(m)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] SCENE 4
SCENE 4A
that initially show up, however, are on the take from
this operation and don’t want anyone messing with it. SCENE 5
They will do their best to make any interlopers try on
cement shoes.
SCENE 6
SCENE 8:
A visible sigh of relief will pass through Sid as he gets If the team decides they want more money out of Sid
the data in hand. or want to turn the screws on him themselves, he will FIGHT NIGHT
“Well son of a bitch. You did come through,” he slurs. curse and rave, but eventually he will be forced to pay,
“I appreciate you doing this on short notice. I won’t for- coming up to an additional 1,000 nuyen per runner. If
get it.” the team does this, Sid’s Loyalty rating decreases by INTRODUCTION
An alert passes your commlink in a secondary win- 1; if his Loyalty is 1, they lose him as a contact. If they
dow. Apparently you just got paid. don’t have him as a contact, they don’t get him, but
there are not other repercussions. MISSION
“This is the only copy, right?” Sid’s drunken demean-
Additionally, the team may want to sell the data BACKGROUND &
or suddenly flips to sounding stone cold sober.
found in the system at the warehouse. This data is of SYNOPSIS
use to many contacts, but those that would be most in-
Pushing the Envelope terested in it would be Sara, Juan, Becky 99, or Nick. Ne-
SCENE 1
If confronted about the footage, Sid will say he felt he gotiating with these characters should be simple, and
had no choice. He killed the power and hit Garza with the initial offering price will be 5,000 nuyen. This can be
a hold-out pistol loaded with Stick ‘n’ Shock ammuni- negotiated, with each net hit by either side increasing SCENE 2
tion. It was enough to stun Garza, and quiet enough or decreasing the total by 200 nuyen, to a maximum of
against the background of the assembled crowd. He 1,000 nuyen in either direction. This is a chance for the
doesn’t feel good about doing it, but he’s not sorry contact to flex their negotiating muscle and really make SCENE 3
either, because “that bastard Garza wasn’t doing his an impression if necessary.
goddamn job.”
SCENE 4
During the adventure, runners may perform actions to that contact (up to a maximum of 4).
that will add to their Street Cred, Notoriety, or Public Characters might interact with NPCs not specified FIGHT NIGHT
Awareness (p. 372, SR5). Besides the scenario-specific by the Mission and may earn these NPCs as a contact
gains listed below, gamemasters should consider the at Loyalty 1. They may also work with non-Mission
characters’ actions throughout the game and award specific contacts that they have already earned or INTRODUCTION
additional points as appropriate. that they bought at character creation, and gain a +1
Loyalty to these contacts, with a maximum Loyalty of
• +1 Street Cred if the players beat up Garza but MISSION
4. Gamemasters should not grant these lightly, and
leave him alive and turn him over to the cops BACKGROUND &
players should have to work to earn these contacts by
• +1 Notoriety for any player who kills Garza SYNOPSIS
going the extra mile to impress the NPC, offering up
• +1 Public Awareness if the team is caught on se- favors, or paying them well above the standard rates for
curity cameras causing disturbances information or services. SCENE 1
• +1 Loyalty with Sid, to a maximum of 4, if they
Contacts took the job with a minimum of negotiation. SCENE 2
Successfully completing objectives or performing the • –1 Loyalty with Sid if they try to blackmail him
actions listed below will earn characters specific Mis- for more nuyen at the end of the adventure
sions contacts at a Loyalty of 1, and they should be SCENE 3
LEGWORK SCENE 4
When a PC gets in touch with a contact, make an unop- 2 3 Couple of those guys are pretty good
posed Connection + Connection Test for the contact. at pool. Lost two grand once to one.
The results of this test determine how many ranks of Good thing I had the money, they SCENE 4A
information the contact knows about the question. If were lookin’ to beat it out of me.
the relevance of the subject is a specialty of the con- 3 — Just a gang of small-time crooks.
tact, they get +3 to this test. The player then makes SCENE 5
They tucked their tail between
an unopposed Charisma + Etiquette + Loyalty test, the their legs when Alexeij and the
results of which determine how many ranks of infor- Horde rolled in. Now they pay him SCENE 6
mation the contact is willing to divulge for free, up to tribute. Don’t remind them, though,
the maximum ranks of information they know. If the they don’t like it
contact knows more, they will require a payment of SCENE 7
4 6 Rough group of thugs. Not afraid
(500 –(Loyalty * 100) nuyen, with a minimum of 100
to take any job for the money, as
nuyen) per rank of information they still know.
long as they don’t have to leave
If the PCs have worked all of their contacts and are SCENE 8
their turf.
still missing important information, they may request
that a contact ask around. If they do so, have the Contact 5 — That Ogre guy they have leading
make an extended Connection + Connection (1 hour) them is a verified psychopath. PICKING UP
Test. Additional information will be available at a cost of He got his hands on some gas THE PIECES
(1,000 – (Loyalty x 100) nuyen, minimum 200 nuyen). grenades recently and he’s not
A Matrix Search action (p. 241, SR5) may also be afraid to use ’em, even on his
utilized to gather information from the following charts, own guys. LEGWORK
using the appropriate thresholds and search times.
LEGWORK 23
2 3 He’s been looking for a new 4 6 Apparently working security for COVER
promoter ever since, but has yet an old man on life support isn’t
to find one. I hear he got a crap very interesting. He spends a lot
job washing cars. of time attending underground FIGHT NIGHT
3 — The bastard beats his girlfriend in fights when he can. The guy never
front of their kid, he’s so ’roided sleeps anyway, being a severe
insomniac. INTRODUCTION
out
4 6 It was a little fishy how he lost that 5 — Word on the street is that this
fight with the Beast. He may be guy has some info as to what MISSION
gunning for Sid after that. happened when Garza was KO’ed BACKGROUND &
by The Beast. Some say he’s SYNOPSIS
5 — Good thing he got kicked from the
trying to get Sid’s rivals all riled
circuit. I hear he got all kinds of
up, but he’s probably in it just to
modifications done. Where’d he
get that kind of cash, and how’s he
make a nice chunk of change. Biz SCENE 1
is biz, right?
gonna pay it back? He better have
something more up his sleeve SCENE 2
than chrome and combat drugs, or
he can expect a visit from several
Leo McCaskill
large men in suits who want their Contacts to Ask: Reporter, Mafia Enforcer, Mafia Lieu- SCENE 3
cyberware back. tenant, Hacker, Criminals, Anyone who pays attention
to the news about organized crime
SCENE 4
Richard Bryson Contacts Matrix Search Information
0 0 Car salesman out of Joliet. Bought
Contacts to Ask: Hacker, Mafia Enforcer, Mafia Lieu-
myself a brand new Jackrabbit SCENE 4A
tenant, Reporter
from him cheap!
Contacts Matrix Search Information 1 1 McCaskill? He’s the don of
Milwaukee still, I think. SCENE 5
0 0 Isn’t he some dead British
millionaire? 2 3 This guy is old school. Former
1 1 Bryson? Isn’t that some old mob capo of Milwaukee, called in to SCENE 6
hacker? handle part of Chicago after the
CZ went up.
2 3 An old security spider for the mob.
3 4 He retired not too long ago. SCENE 7
Rumor has it he retired.
Something about health issues.
3 — He’s working security on retainer
for old Leo McCaskill up north SCENE 8
PICKING UP
THE PIECES
LEGWORK
CAST OF
SHADOWS
DEBRIEFING LOG
LEGWORK 24
CAST OF SHADOWS COVER
Initiative: 8 + 1D6
Condition Monitor (P/S): 10/11
Limits: Physical 4, Mental 6, Social 7
Armor: 6
CAST OF SHADOWS 25
Active Skills: Computer 3, Con 5, Etiquette 5 (Street +2), First has since shacked up with his girlfriend on the West COVER
Aid 4, Forgery 4, Intimidation 5, Lockpicking 4, Negotiation Side and has been looking for a shot to get back at Sid
6 (Bargaining +2), Palming 6, Pilot Ground Vehicle 1, ever since
Sneaking 3 FIGHT NIGHT
Knowledge Skills: Law 4 (Contracts +2), Gambling 7 (Sports +2), B A R S W L I C EDG ESS
Sports 7 (Underground Fighting +2), Street Rumors 4
5 (8) 4 (9) 5 (8) 6 (11) 3 (4) 2 3 3 4 1.5 INTRODUCTION
Augmentations: Commlink (DR 6), datajack, image link, sound link
Gear: Armor clothing, Doc Wagon Gold contract, Renraku Sensei
Initiative: 11 + 1D6 (11 + 3D6)
commlink (DR3, used to hide his implanted commlink),
Condition Monitor (P/S): 11/10 MISSION
Limits: Physical 7(11), Mental 4, Social 5 BACKGROUND &
Miguel Garza Armor: Orthoskin 4 SYNOPSIS
Active Skills: Athletics skill group 5, Clubs 3, Intimidation 3,
Former underground boxer and pit fighter, Garza
Pistols 3, Perception 2, Unarmed Combat 6(7) (Striking +2)
missed his shot at the big time after he took a dive in a SCENE 1
Knowledge Skills: Chicago Area Knowledge 4, Drug Dealers 3,
fight that Sid promoted. Since then he’s been acting as
Loan Sharks 2, Urban Brawl 4
the fall guy until the Barlow fight. This one he decided
Languages: Spanish N, English 5
he wasn’t going to lose, and in preparation, he took SCENE 2
Qualities: Addicted [Kamikaze, Severe], Toughness
out some cash from loan sharks to augment himself.
Augmentations: Aluminum bone lacing, muscle toner 3, pain
He figured his dream of the pro circuit had dried up, so
editor, reaction enhancers 3, reflex recorder (Unarmed
he took some less-invasive-looking cyber and bioware SCENE 3
Combat), Muscle Augmentation 3, Orthoskin 4
and began training. Looking for an edge, he became
Gear: Shorts
addicted to combat drugs, as they made him feel in-
Weapons: SCENE 4
vincible. Drugs or no, he wasn’t invincible to Sid’s taser
Unarmed Strike [Unarmed, Acc 10, Reach —, DV 13P, AP —,
after getting beat on for several rounds.
Reflex Recorder]
After the fight, Sid admonished Garza, paid him
what he owed him, and kicked him to the curb. Garza
SCENE 4A
SCENE 5
SCENE 6
SCENE 7
SCENE 8
PICKING UP
THE PIECES
LEGWORK
CAST OF
SHADOWS
DEBRIEFING LOG
CAST OF SHADOWS 26
Sid is a small-time fight promoter who Sid is a small-time fight promoter who Sid is a small-time fight promoter who
represents Matt Wrath, but who wants to represents Matt Wrath, but who wants to represents Matt Wrath, but who wants to
make his name as a fixer. He has a lot of make his name as a fixer. He has a lot of make his name as a fixer. He has a lot of
contacts in the city, but not a lot of pull, yet. contacts in the city, but not a lot of pull, yet. contacts in the city, but not a lot of pull, yet.
He’s hoping that if the shadowrunners He’s hoping that if the shadowrunners He’s hoping that if the shadowrunners
he sets up on jobs are successful, it’ll make he sets up on jobs are successful, it’ll make he sets up on jobs are successful, it’ll make
his name. He’s a sleazy, greasy weasel of a his name. He’s a sleazy, greasy weasel of a his name. He’s a sleazy, greasy weasel of a
man, but he’s smart and a survivor. man, but he’s smart and a survivor. man, but he’s smart and a survivor.
Short, starting to go bald and hiding it Short, starting to go bald and hiding it Short, starting to go bald and hiding it
poorly by wearing a ponytail, with a taste poorly by wearing a ponytail, with a taste poorly by wearing a ponytail, with a taste
for cheap suits, cheap whiskey and cheaper for cheap suits, cheap whiskey and cheaper for cheap suits, cheap whiskey and cheaper
cigars, Sid is the avatar of sleazy managers cigars, Sid is the avatar of sleazy managers cigars, Sid is the avatar of sleazy managers
everywhere. everywhere. everywhere.
Sid has a chrome datajack in his temple, Sid has a chrome datajack in his temple, Sid has a chrome datajack in his temple,
a large, fake diamond stud earring, his com- a large, fake diamond stud earring, his com- a large, fake diamond stud earring, his com-
mlink in one hand, and an obnoxious lit cigar mlink in one hand, and an obnoxious lit cigar mlink in one hand, and an obnoxious lit cigar
in the other. in the other. in the other.
Key Active Skills: Con, Etiquette, Negotia- Key Active Skills: Con, Etiquette, Negotia- Key Active Skills: Con, Etiquette, Negotia-
tion, Palming tion, Palming tion, Palming
Knowledge Skills: Contract Law, Sports Knowledge Skills: Contract Law, Sports Knowledge Skills: Contract Law, Sports
Gambling, Underground Fighting, Street Gambling, Underground Fighting, Street Gambling, Underground Fighting, Street
Rumors Rumors Rumors
DEBRIEFING LOG
PLAYER DATE / /
CHARACTER LOCATION
PERSONAL INFO
SRM 05-05 WHILE THE CITY SLEEPS Recover the data for Sid
Sid contacts the runners for a rush job, one night only. Follow the Ensure no other copies exist
trail, find the data, and get it done before the sun comes up. Take care of Miguel Garza
Take out the Chemical Boyz
Survived!
KARMA REPUTATION
Earned ¥
Spent ¥ GM’s Signature
Remaining ¥