‘ere
ins
PRE: a
ait oeINTRODUCTION
ANATOMY OF A SHADOWRUN
The Setup
The Style of Game
Different Group Possibilities
‘Character Creation
‘Meet the Team
‘Group NPCs
Bringing It Together
Stereotypes
Keep the Game Moving,
Meeting Mr. Johnson
nding a Team
Types of Johnsons
Meetings
Negotiation and Payment
Wrapping up the Meet
When Meets Go Bad
Legwork
Contacts
Online Research
Surveillance
The Opposition
The Road Less Travelled
The Run
The Goal
Atmosphere
Location
Tempo
4
5
5
5
8
10
u
2
13
1B
ia
16
16
7
19
20
21
2
2
24
25
25
26
26
2B
28
29
30
30
Character Planning
Obstacles anc Opposition
Getaways
Getting Caughe
Aftermath
‘Meeting Mr: Johnson
‘Once More
Getting Paid
Loase Ends
Laying Low
Healing
Reputation
Downtime
Gamemaster Concerns
Incorporating Riggers
Deckers
Creating Story Arcs
Dynamic Wor
'& Consequences
IT’S WHO You KNow
‘Who Watches The Watchmen?
Comorate Security
Rent-a-Cop
Parasecurity Expert
Supply Sergeant
Mercenary
Securlty Rigger
‘The Show Must Go On
Sleazy Tabloid Reporter
‘Mr. Johnson's Little Black Book | «= sacar
31
31
32
3
32
32
38
3a
34
34
34
35
Eamest Muckraker
Tid Pirate
Club Owner
Club Hopper
Simsense Star
By Any Means Necessary
(rk Nation Organizer
Upright Humanis Member
Terrafirst! Activist
Terrorist
‘Cult Member
Freedom Fighter
Here Come the Suits
Corporate Headhunter
Mr Poet
Mixed-up Middle Manager
Corp Bodyguard
Corp Decker
Corp Scientist
Down and Dirty
Pimp
Tamanous Member
Reluctant Ganger
Joygiet
Squatter
Street Vendor
Ghoul
rime, Ine.
YYalaiza Elder
at
a2
a2
B
43
44
45
45
46
ar
47
ar
2
9
50
3
31
52
52
33
53‘Ambitious Mafia Lieutenant 53,
Triad Member sa
Family Member 5a
Bookie 55
Shark Lawyer 55
SiNiess in Seattle 56
High Stakes Negotiator 56
Troll Street Dealer 56
Talent Scout 37
ID Manufacturer st
Gunsmith 58
Fence 58
Workin’ the Mojo 59
Lorekeeper 59
Antiquities & Oddities Dealer 59
Arificer/Enchanter 0
Talislegger 60
Wie Kid Ganger 61
Hermetic Academic 61
To Serve and Protect oe
Highway Patrol ez
‘SWAT Team Member os
Police Chief 8
‘Metroplex Guardsman 8
Forensics Expert 64
Prison Guard 64
Essential Services 65
DocWagen Paramedic 85
Elite Black Cline Cybersurgeon 55
Paramed Shaman 66
Firefighter 66
Dock Worker or
Taxi Driver or
City Services Worker or
Contacts Are People, Too 68.
[NPC Gimmicks 6
WHERE IT'S AT 70
Spraw Sites 70
‘Apariments 70
Bars B
City Streets a
Corporate Offices 76
Hotels nm
Houses 1
Laboratories 9
Nightclubs Bi
On the Ousside 82
Restaurants 33
Stores 84
Warehouse 86,
Miscellaneous 87
Set Design for the Shadows 90
Neighborhood Generation
Charts 90,
Location Charts 31
‘ON THE RUN 93
One Shots, 93
Sit on This 94
Moving Violation 96
Deliver Me From Evil 7
Policies ”
Mister, Can You Help Me
Find My Parents? 98
Kidnapped! 99
‘The Haunting of
‘Alyssa Camanack 100
‘Trouble on Fifth Avenue 10
What Are You Playing Af? 102
A Matter of Job Security 103
‘The Big Nothing 104
Where the Wild Things Are 105
Random Encounters 107
Gang Encounters 107
Police Encounters 109
Raclal Encounters 110
Social Encounters ut
‘Organized Crime Encounters 112
‘Magic Encounters 13
Runs on the Fly 5
GAME INFORMATION 116
‘Running Low-Level Campaigns 116
‘Running High-Level Campaigns 118
Reputation 120
Street Cred 120
Notoriety 120
Public Awareness 121
Prejudice 121
Quick Resolution Systems 122
Decking 1
Vehicle Combat 124
MR. JOHNSON’S LITTLE BLACK
BOOK CREDITS
WRITING
Anatomy of a Shadowrun: Steve
Ratkovitch, Costén Sequeiros and
Malik Toms with Rob Boyle and
Elissa Carey
It's Who You Know: Robyn King
Nitschke
Where It's At: Malik Tors
On the Run: Maik Toms with Robyn
King-Nitschke
Game Information: Rob Boyle, Elissa
Carey and Steve Rathovite,
PRODUCT DEVELOPMENT
Rob Boyle
‘SHADOWRUN LINE DEVELOPER
Rob Boyle
EDITING
Rob Boyle, Elissa Carey, Jack Graharn,
‘Michelle Lyons
ART
Art Direction
Rob Boyle
Cover Art
‘Adi Geanov
Cover Design
Jason Vargas
Layout
Jason Vargas
Ilustration
Dave Allsop, Steven Bagatzky, Shane
Coppage. Steve Ells. Lary MacDougal
Mare Sasso, Klaus Scherwinsle
SPECIAL THANKS TO
Thanks also to Christian Lonsing and
Jason Hardy for your Input
Copyright© 2004 WiKids Ine. All
Rights Reserved. Mr. Johnson's Little
Black Book, Shaclowrun and WK Games
are registered trademarks ancior trae
marks of Wizkids In. In the United
States and/or other countries. No part
ofthis work may be reproduced, stored
ina retrieval system, or transmitted in
any form or by any means, without the
prior permission In wrting oF the
Copyright Owner, nor be otherwise cir
culated in any form other than that in
‘which iis published.
Fist Printing by FanPro LLC, Chicago,
Ilinois, USA. Printed in the USA.
Find us online:
[email protected].
(Shaclowsun questions)
hutpi//wwew shaciowruntpg.com
(official Shaclowtun website)
hitpi//orfanpro.com,
(FanPro website)
http://www wiakidsgames.com
(Wizkids website)
2 ‘Mr, Johnson's Little Black Book‘Mr, Johnson's Little Black Book is a gamemaster compan
Jon for Shadowrun, Third Edtion. Though many pars oft will be
fon interest to players, the primary purpose ofthis book is to
provide gamemasters with suggestions and tools for making
their own Shadowrun games and campaigns more interesting.
‘The only section ofthis book that players should not react Is the
(On the Run chapter—you wouldn't want to spoil the excitement
by reading an adventure’s plot in advance now, would you?
‘This book aims to fil the gap
left by two out-of-print rulebooks
‘created! during the fist and sec
‘ond editions of the game. The
first was Spraw Sites, which pro-
vided an array of location arche-
types with maps, random sprawl
‘encounter charts. and,
‘contact/archetype listings (for
Shadownun, First Edition). The
second was the Contacts book
included with the gamemaster’s
screen for Shadowrun, Second
Edition. Though there is some
overlap, the material in Mr
Johnson's Little Black Book Is
entirely new. Gamemasters may
also find the gamemaster section
of the Shadowrun Companion
and the descriptions of daly Ife
Im the 20605 given in Sprawi
Survival Gutde useful for bringing
their game worlds to Iie.
‘Mr. Johnson's Little Black
Book star off with Anatomy of a
Shadowrun, which guides the
gamemaster through the stan-
‘dard process of hiring the runners.
to commit a erime, step-by-step,
It also provides a ton of
_gamemaster advice for handling,
other elements of a Shadowrun
‘campaign, including character creation, incorporating deckers
and creating a dynamic and fluld setting. This is the where
{you'll find the bulk of practical advice in the book; we suggest
that all Shadowrun gamemasters read through it carefully.
‘Te second chapter, t's Who You Know, delves into con
tacts, Over sixty ferent contacts are detalle, from all walks.
of life. The contacts are grouped together by type (corporate
security, media, underworld, magical, etc), with attrbutes,
12 | Mr Johnson's Little Black Book
skills, gear and plot hooks listed for each, The first three contacts
In each category are expansions ofa single contact archetype—
rather than include a generic Mr Johnson, for example, we have
a corporate headhunter, Mr Fixit and a mbxed-up middle man-
‘ager. Each contac includes a short write-up explaining who the
contact is and how they might interact with player characters
This same chapter also includes suggestions for giving each of
your NPCs a “gimmick” to make them notable.
Where It's Atis devoted
to locations. Over forty distinct
places are described, broken
down by category (bars. city
streets, laboratories, et). Rather
than generic archetypes, each
location is given specific details,
but they can easily be placed in
just about any locale or even
modified slightly to be a sepa
rate and distinct place. A quick
neighborhood generation sys
tem Is also provided, allowing a
-gamemaster to roll up a quick
location on the fy, as well as a
list of location gimmiks for glu
ing each locale that unique feel
‘The next chapter, On the
Run, features a dozen short
‘adventure plots for gamemasters
who need to put ogether a quick
run with no preparation time. A
section of short random encoul
ters follows, for gamemasters
who need a short and quick sce
natio to throw at some characters
in the midst of a nun, or between
runs. A system for randomly gen-
erating shaciowruns on the fy is
also included,
Wrapping up the book,
Game information, starts off with
rules and guidelines for running, low-level or high-powered
Shadowrun campaigns, including alternate character creation
‘systems. Thi i followed by sections on using reputation (both
street cred and nototlety) and. prejudice (expanding from
racism based on metatype to include numerous other factor)
The book wraps up with rules and advice for quickly resolving,
decking runs and vehicle combat so that they are faster and
less complicatedit of \
LS
amemastering any roleplaying game can be a challenging task. While Shadowrun source-
books aim to provicle gamemasters a host of events, characters, locations and plot hooks,
putting these ideas together along with some of your own design is not aways easy. The
‘Shadowrun Companion offers guidance on how to create and run enjoyable games, but
there are many issues stil unexplored, ranging from portraying. believable Mr. Johnson to
effectively Incorporating. decking and rigging without the other players feeling bored or
cheated. In this chapter, we attempt (© walk through the entire process of running 2
Shadowrun game/campaign, step-by-step. This advice Is designed (0 help both experlenced
‘gamemasters and newbies create memorable games, and to assist in satisfactorily jugaling
{and resolving the most common problems that ean occu.
‘THE SETUP
Let's be frank: gamemastering Is a tough Job. Not only must you have ideas and be able
to adjust things on the ly, but you must be a good facilitator ancl administer to your player's
needs. IF you don't already have a group of players, you must fist ind or assemble one. You
must determine what sort of game the group will play, referee your players’ character gen-
‘ration, incorporate the characters into the game, give each character equal time and so forth.
If you don't coordinate effectively, you can quickly be overwhelmed; if your players grow
frustrated, no one will enjoy the time they spend playing. Careful consideration of the fel-
lowing advice, however, can nip many potential prablems in the bud.
‘THE STYLE OF GAME
‘The first step when designing a campaign Is to decide the style ofthe game. You should
get the players’ input before forming too many Ideas, so that they're interested and invest-
fein the setting and the campaign. The more you tailor the game to Incorporate your play-
ers’ wishes, the more it wil satisfy them. Additional advice In this ven can be found on pp.
103-4 of the Shadowrun Companion, in case more help or insplration s needed,
Setting
‘The game's style is partially predicated on its primary setting, or home base. Your cho-
sen setting will determine what important figures are present and the extent of their influ-
‘Mr. Johnson’ Little Black Book] =A WORLD OUTSIDE THE SHADOWRUNNERS
‘game des’ daped sly o the charac hey hare o belong
‘somewhere. The seting isn't ust «locaton, it’ also the people who live
tn, prblens, hives, To ene o rt ga, you reed io
create a living world.
This sep so cover the important laa qroups, ego anil,
{oxmal and nai. These may ready be desided in oer source
books ike Treats 2) or may be new, created spec for he cam-
poign The goals nat cover every asad, but o make them fa “ea”
‘ang complexity can do hs, bu thera oy iso make hom ech.
“Tis achton cud be related o what he plyers hae don, but
‘an oncther casos depend solely on ther groups er evens usd the
corals inflene. Sich changes don't eed obo obvious, bu ts
‘npn that he players can lookback and understand why everyhing
happened (because the Mob boss wos going after the Yakuzo
but you must take your players’ preferences and maturity lev-
‘ls into account before Implementing these things. Will the
_game have explicit violent sex? What about cannibalism? Such
‘Mr, Johnson’ Little Black Book | 28
|Issues are especially Important when dealing with drastic
changes in a character's personality due fo In-game events,
‘especially ones that can happen in the real world. The key is 0
know your players and face it sensitively and delicately, per-
haps asking their feelings about certain matters rst or stopping
a session if they fee! too uncomfortable to continue. Respect Is,
the word to keep in mind,
LOCATION
‘While the average shadowrun involves breaking into a
corporate facility or laboratory, a run can take place anywhere.
A local shopping mall, a warehouse or a private home can al,
be shadowrun settings—anywhere works, just make it vivid
and interesting, See p. 70 for some sample locations and tips
‘on generating them on the fy.
‘When preparing a location for a game, it's important to
think about the four "S's": scope, size, surroundings and
security.
‘Scope
Scope refers to the overall purpose and reason for the
location’s existence and how It relates to the Shaclowrun uni
verse. It may simply be a warehouse storing automotive parts
for Ares, or it could be a world-class research facility testing,
‘experimental bioware on critters. Knowing the reason for the
location's existence makes describing it much easier and helps
bring it alive forthe players.
Ste
‘Based on the scope and function of a location, how big
does the location need to be? A small research lab with only
-ene-or two functions isn’t going to require a multi-level buld-
ing. while one of the most popular nightclubs in town should
have more than a small bar and a few booths. Size affects
‘everything, from secutty to role-playing. A bigger place usu:
ally comes with more security, witnesses and civilians, but also,
allows the runners to blend easier in the crowd.
Surroundings
‘Surroundings include the immediate terrain around the
locale, as well as its overall placement within the city or coun-
ttyside. It is easy to overlook these detalls, but they can have
4 big an impact on how the players plan for a run as the secu-
tty ofthe locaton itself. The surroundings often possess strate-
le value for the runners (for example, a free apartment fram,
‘which t0 conduct surveillance); on other occasions they can
become more of a problem than the objective itself (gated,
resorts protected by Knight Errant, neighborhoods protected,
by gangs or a wiklerness home to critters that the characters,
aren't used to dealing with).
Security
‘The location’s security dictates what the opposition wall
bbe. Security comes in three forms: physical (layout, physical
defenses and personne), technica (sensors, electronic devices,
riggers and Matrix sec) and magical (spirits, magicians, astral
barriers and critters). You can mix these elements together to
AO | Mr johnson’s Littie Black Book | —--—~
‘create the easiest milk run or the deadliest meat-grinder night
mare. The level of security should be logical and realist, fting
‘whatever is being protected. Cyberzombies and black IC will
not be guarding a worn-You might also like
Bishop: HD D6, BAB 1/2, Fort Poor, Ref Poor, Will Good, Alignment: Any, Class Skills: 4 + Int Mod/lv)
Bishop: HD D6, BAB 1/2, Fort Poor, Ref Poor, Will Good, Alignment: Any, Class Skills: 4 + Int Mod/lv)
2 pages