SR1 - First Run
SR1 - First Run
Project Editing
Diane Pi ron-Gelman
Sharon Turner Mulvihill
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Assistant Editor
Robert Boyle
Art Staff
Art Director
Jim Nelson
Cover Art
Matt Wilson
Cover Design and Layout
Jim Nelson
Illustration
CREDITS Peter Bergting, Paul Bonner, Doug Chaffee, Scott James,
Paolo Parente, Steve Prescott, Marc Sasso, Matt Wilson
Writing
Michael Mulvihill Dedication
To the three most important women in my life: my mom,
Special Thanks to Randall Bills (who took a basic set of ideas Nancy, the strongest woman I ever met; Sharon-without her,
and made a plot and title for Supernova), Tom Dowd (original none of this would be possible; and Clementine, who was
author of Food Fight), Steve Kenson (who allowed me to born during the hardest part of my life so that I could still see
rewrite an adventure he submitted to create Site of potential and hope in humanity-plus she's already an experi-
Desecration) and Lou Prosperi (who came up with a demo enced game convention attendee.
adventure outline years ago that I used until I folded it into
Supernova) Shadowrun® is a Registered Trademark of FASA Corporation.
First Run™ is a Trademark of FASA Corporation.
Project Development Copyright © 1999 FASA Corporation.
Michael Mulvihill All Rights Reserved. Printed in the U. S. A.
First Run 5 J
WELCOME TO FIRST RUN! reference and overview. It also tells you how a given scenario
First Run! is a special Shadowrun adventure designed for connects to those before and after it.
new players and gamemasters. Though it can be easily adapt- Tell It To Them Straight: Generally written to be read out
ed for more experienced players, this adventure is primarily loud, this section is what the gamemaster tells the players. You
intended to help new players learn the basics of playing can impart the information in any way that seems appropriate--
Shadowrun. It helps get players started and walks gamemas- in a funny voice, as Matrix or computer data, in a nighttime phone
ters through all the steps of creating a fun and fast-paced call, or even in a question-and-answer session with the players.
adventure for their player group. Hooks: This section offers hints on mood and other fea-
First Run! includes three ready-to-play adventures. The tures that set the stage for the scenario. It also reminds the
first is a wild and wacky combat scenario that takes place in a gamemaster of twists and hidden information that the player
Stuffer Shack. Entitled Food Fight, this mini-adventure lets characters mayor may not discover.
everyone, including the gamemaster, learn as they go. It Behind the Scenes: This section includes the bulk of the
requires no plot or story, or any previous knowledge of information for the scenario. It lays out for the gamemaster
Shadowrun or gamemastering. The second adventure, what needs to be set in motion and how subsequent actions
Supernova, is a longer adventure with a plot, non-player char- unfold. It also covers how non-player characters react to the
acters and options for follow-up adventures. The third adven- player characters' actions. Depending on the individual sce-
ture, Site of Desecration, is similar to Supernova but offers nariO, Behind the Scenes may include maps, descriptions of
gamemasters and players a few additional challenges. important items, information that player characters can gather
First Run! is intended for use with Shadowrun, Third through legwork, statistics for non-player characters or critters,
Edition. The Shadowrun Gamemaster's Screen is recommend- and information on what the player characters discover.
ed, as it contains all of the tables a gamemaster is most likely Debugging: This section offers solutions to potential prob-
to consult. No other products are needed to play First Run! lems the gamemaster may encounter in a scenario. While we
can't foresee everything or guess what every group will do,
WHAT IS AN ADVENTURE? Debugging gives the gamemaster ideas on how to handle it
when the players do something unexpected.
The typical Shadowrun adventure revolves around a single
At the end of the adventure, after the scenarios, is a chap-
shadowrun. The runners are hired to do a job; they research var-
ter titled Picking Up the Pieces. This chapter wraps up the
ious aspects of it, plan their attack, do the job and (if they survive)
adventure and breaks down some of the adventure's final
get paid. An adventure is usually equivalent to a movie' in scope,
actions into separate sections. Picking Up the Pieces includes
with a beginning, middle and end. How expansive each section
the following subsections:
of the adventure is depends on the overall plot. Some adventures
It's a Wrap: This section deals with potential fallout, play-
are straightforward-go to the warehouse, steal the prototype
er questions, future developments, plot ideas and other items
and bring it back. Others are more elaborate--go to the ware-
that wrap up the adventure (or explain why it doesn't get
house, steal the prototype, leave documentation to frame my
wrapped up).
competition and plant false data in their computers, and then
Awarding Karma: This section contains guidelines for
bring the prototype back to me. Oh, and I don't know how to use
awarding Karma to individual player characters.
the prototype, so you'd better grab the scientist in charge of the
Legwork: At any time during an adventure, the player
operation ... plus dodge their security, the competitor's security
characters might search for information using their contacts,
and the cops. Do all that and then I'll pay you.
various Matrix connections, or even astral space. Because play-
As player characters go on more adventures and
ers may choose to do this at any time, all of the possible
encounter more situations, adventures can take on epic pro-
searches and results are gathered together in the Legwork sec-
portions. Such adventures expand into campaigns made up of
tion. Having all the information in one place makes for easy
multiple adventures. Villains reappear and past mistakes come
gamemaster reference.
back to haunt the player characters. These are the types of
Cast of Shadows: This section includes descriptions,
events that make roleplaying exciting.
background information and game statistics for important non-
player characters in the adventure. These characters have fully
WHAT IS A SCENARIO?
fleshed-out histories as well as complete statistics, just like
Every adventure includes various encounters, from getting
player characters.
hired to fighting the gargoyle to negotiating for more money
because the run was harder than expected. These encounters
are called scenarios. A series of scenarios makes up an adven- WHAT IS A GAMEMASTER?
ture. Food Fight (p. II) is a single scenario; Supernova (p. 18) Roleplaying or storytelling games like Shadowrun require
is an adventure made up of six scenarios. Each scenario a gamemaster. The gamemaster's role is unique, though simi-
includes the following subsections, which help gamemasters lar in many ways to a typical player's. The gamemaster pre-
deal with the information necessary to run the scenario. sents the situations in which the player characters find them-
What's Up, Chummer?: This section offers a synopsis of selves. He or she plays all opposition, contacts, friends and
the action in the scenario. The gamemaster can use it as a quick enemies, and gives the game its atmosphere. You might say
that the gamemaster's "character" is the world of Shadowrun.
First Run 7
description and statistics for a non-player character, an outline
of the entire adventure) or simple (page references in the pub-
lished adventure). Useful notes are anything that reminds you
of what you want to cover and where to find the necessalY
information in any Shadowrun product. No two gamemasters
take notes in the same way; there is no right or wrong way to
do this. Do whatever you feel comfortable with, and adapt your
style when something doesn't work.
USING LEGWORK
Shadowrun makes extensive use of contacts and their
information to let runners find out what's going on. Legwork
can consume a gamemaster as players demand more and more
facts before they do anything. The Legwork section of pub- a
lished adventure allows the gamemaster to give players bits
and pieces of information with varying levels of detail, so that
the players can learn something but not necessarily everything.
Typical legwork involves using a Charisma-based skill (usu-
ally Etiquette) as described on p. 94, SR3. The player character
rolls a number of dice equal to his or her Etiquette Skill Rating
against a given target number, with the number of successes
determining exactly how much information the player gets. The
table below lists the type of information a character can learn
from legwork.
A character receives all the information for numbers of suc-
cesses below the actual number rolled. For example, a player
who rolls 3 successes would learn the information for 1 and 2
successes as well as that listed for three successes.
First Run 9
NON-PLAYER CHARACTERS ing or classification of magical gear also appears in parentheses.
Non-player characters (NPCs) are essential to any adven- Damage Codes (where applicable) are listed in brackets.
ture. They are the metahuman element that faces off against Weapons are the most diverse items and are listed in alpha-
the player characters. From Mr. Johnson to the unnamed secu- betical order. In brackets following each weapon's name is an
rity guard to the most famous person in Shadowrun, NPCs are abbreviation of its class, followed by the firing mode(s), Damage
created in a way similar to player characters. Code, and its ammo and reload system. Recoil compensation
The gamemaster need not create an NPC using the Priority and other attachments also appear in brackets. For guns and
System in SRJ. You can give them any statistics you want. other ranged weapons, the base range for each weapon and the
Average attributes for the various metahuman races appear on base target number (TN) without recoil modifications are listed
p. 19 of the Critters book in the Shadowrun, Third Edition below these statistics. The target number for each range appears
Gamemaster Screen. Use those numbers as a base and raise or in parentheses following each range. Melee weapons list the
lower them as you see fit. NPCs can have any numbers up to Damage Code and range (if any) in brackets. Damage codes for
the maximum attributes on p. 245, SRJ, and can have any skills items that do damage based on the strength of the wielder have
or specializations that the gamemaster desires. The NPCs in already been calculated. Armor is listed separately, with its rat-
published adventures tend to fall in the middle ground. If they ing in brackets. Multiple pieces are listed in alphabetical order.
are too weak or too strong for your campaign or your group's Cyberware is listed alphabetically within its own section.
level of play, adjust the numbers. The name of each piece of cyberware is listed first, with its grade
If you need to create an NPC quickly, you can use the sam- and rating following in parentheses. Any information in brackets
ple character statistics in SRJ, as well as any pregenerated char- refers to something contained within that piece of cyberware.
acter in any published Shadowrun product. A decker's cyberdeck is always listed before any other
gear, with its MPCP Rating and other adaptations in brackets,
Game Statistics followed by attachments and programs with their ratings.
NPC statistics are always written in the same format: their Vehicles are listed alphabetically with regular gear. Weaponry
attributes are listed in the first two lines, followed by Initiative, affixed to firmpoints and hardpoints is listed in parentheses; if
dice pools, Karma pool and professional rating: race, and then the vehicle is rigged or customized for remote control, that is
any skills, spells, gear, or cyberware. also noted in parentheses.
B Q S C I W E M R Weapons:
3 3 3 4 6 6 6 o 4 AK-97 [AR, SA/BF/FA, 8M, 38 (c1) w/2 extra clips, folding
INIT: 4 + lD6 stock (-1 to recoil), Gas Vent 3 (-3 to recoil), Smartgun Link]
Dice Pools: Combat 7 Range (TN): 0-50 (2),51-150 (3),151-350 (4),351-500 (7)
Karma Pool/Professional Rating: 1/ 1 Colt American L36 [LP, SA, 6L, 11 (c1)]
Race: Human, or one of the metahuman races Range (TN): 0-5 (4), 6-15 (5),16-30 (6),31-50 (9)
Active Skills: Biotech 2 (Cybertechnology Implantation 4), Car Concussion Grenade [12M Stun]
3, Computer 4 (Cybernetics 6), Electronics 6, Etiquette 4 Sword [8M, + 1 reach]
(Corporate 7), Negotiation 8 Armor:
Knowledge Skills: Corporate Politics 6, Cybertechnology 3, Lined Coat [4/2]
Novatech Structure 5, Microtronics 4, Psychology 6, Renraku Cyberware:
Structure 3 Cyberarm (obvious) (alphaware) [with built-in Smartgun Link,
Spells: Analyze Truth 3, Ignite 4, Manabolt 5, Magic Fingers Strength Enhancement (Rating 2) and Retractable Spur]
4, Mask 4, Shadow 4, Stunball 4, Gear:
Novatech Hyperdeck-6 [MPCP Rating 6, Response Increase I]
Gear with hitcher jacks and the following programs: Analyze 4,
In printed products, most NPCs have a specific list of gear. Browse 4, Commlink 6, Deception 4, Decrypt 5, Read/Write
However, that list isn't necessarily all they have or own. If the 4, Sleaze 5
player characters never trust a Mr. Johnson unless he carries a Fetish (Heal), Shamanic Lodge (Rating 5)
heavy pistol, then give him one. Because gear includes every- Hughes WK-2 Stallion Rotorcraft (rigged) with External
thing a character owns, it is broken down into separate sections Hardpoints (Ares Vermicide Autocannon, smartlinked, 100
for weapons, armor and cyberware. Any remaining gear is self- rounds)
explanatory and generally standard, and is listed in alphabeti- Micro-transceiver (Rating 1)
cal order.
A sample gear listing appears below. Ratings, if applicable,
are listed after the piece of gear in parentheses. The specific rat-
First Run It
Until a firefight begins,
the Chiller Thrillers behave The SIu.ffer Shach PB= Panic Button 0 = Cameras
with casual brutality to-
ward everyone in the
place. If they want some-
thing, they take it. If any-
one objects, they shoot
®
them. They will try to goad
people into fighting.
The gang becomes
more wantonly abusive the
longer they remain unop-
posed. Zany and Wiley
body-search people for Aisle 13
valuables, though they start
with people other than a
player character. After Aisle 11 Aisle 12
they've collected all the
valuables, the gangers start @ Aisle 9 Aisle 10
to smash up the place.
12 1 First Run I··········.. ···· ....·····....·.. ········· .. ··· .. ···· ..·.. ·····......................................................................................................................................:.........:..
manager (the dwarf) will hit the PanicButton™ to call Lone Star. display sign in the middle of the shelf hawks the latest "Beauty
Runn,ers would know this but the players may not, so make this and Her Beasts" simsense chip.
point 'discreetly before they go in. When the Chiller Thrillers On the right are snacks to go with the vids-sodas,
arrive and the action begins, it should be loud, shocking and a soynuts, Siurpee-doos, Zap-corn, and a host of individually
little di'sconcerting even for experienced shadowrunners. wrapped treats.
Aisle 10: Use'N'Lose disposable plastic products, such as
BEHIND THE SCENES clothing, tablecloths, containers, utensils and umbrellas.
This section defines certain "players" involved in the scene Aisle 1 1: Baked goodies, such as cakes, doughnuts, twisters,
(the people, places and things that affect what happens), pro- Sweeteez and Krak-L-Snaps. The NutraSoy Energy Cakes™ dis-
viding the information you need to run the action. play that Mr. Nick is building is located at the end of this aisle
facing Area E.
STUffER SHACK Aisle 12: Breakfast foods, such as AlmostEgg, BacoSoy and
When the team arrives, either by vehicle or on foot, they ready-to-eat cereals (including Maxiblast Sugar Bombs in three
have to cross the parking lot to get inside. The fact that it's rain- popular flavors: Red, Green and Purple!).
ing buckets ought to discourage loitering. Containing a half- Aisle 13: Soykafs, teas and herbal teas, Koko chocolate substi-
dozen cars and vans, a pair of bikes and an electro-scoot, the tute and beverage mixes.
lot looks tame enough. No one is hanging around outside in Aisle 14: On the left, Aztex-mex cuisine, ranging from mild
the rain, but if the team decides that it is standard operating ("Wussy") to very spicy ("Meltdown"). Most products feature
procedure for one of them to do so, that's all right. the stepped-pyramid logo of Aztechnology on the label.
When the team heads inside, you can read them a sam- . On the right, guaranteed organic health foods imported
piing of merchandise from the Map Key or photocopy the map directly from various Native American Nations and Elven
and key and let them see it for themselves. Encourage the char- Wines from Tir Tairngire. Prices are very high. Perishables are in
acters to choose what they intend to buy and then make a bee- Areas K and J.
line for that section of Stuffer Shack. The map shows the posi- Aisle t 5: On the right, chips, dips, crackers, cookies, twitters,
tion of the other people in the store. The descriptions of these choco-slurps and berry-bombers.
ordinary citizens appear on p. 14. The characters can make a On the left are candies and other mega-carbohydrate-death
Perception Success Test to spot concealed weapons on any of stuffers like Boostergum, SucroZoom, and Womp-Snappers.
these guys (Target Number 8), but if the target noticed the Aisle 16: On the left are soypasta, sauces, ramen noodles, and
character checking him out he would presumably' snarl, cup-a-soup products.
"Whaddaya scopin' me for, chummer?" On the right are soups and stews, both freeze-dried mixes
and prepackaged heat-and-serves.
STUfFER SHACK MAP KEY Aisle 17: On the right are plasti-packed fruit dishes and veg-
There are four vid-cameras in the store. One above the etables that are gamma-ray treated to retard spoilage. There
checkout counter (Area A) focuses on the patron and the cash are small radiation wrappers on the packaging.
register, while a second one above the counter focuses on the Aisle 18: Flour, raw nutrisoy and flavor additives, krill-filler, tex-
front door. A third one monitors the back corner between tured vegetable protein, dextro- and levo-sugars and sugar
Areas J and K. The fourth camera scans the parking lot. There is substitutes.
a PanicButton™ under the counter with direct access to Lone Area A: The checkout counter. Besides the elf woman working
Star and a second button in the manager's office. here, there's a bar-code scanner, cash register terminal, cred-
stik receptor and various counter displays.
Aisle 1: Air filters, radon testers, water purifiers, DetoxyTM Area B: Everyone's favorite, the simsense arcade games are
products ("Clean Your Oxy ... Use Detoxy!") and other envi- located here. There are four different games: "Little Mutant Vik
ronmental and antipollution products for the home. Ninja Cyberboy! 3," "Orbital Ninja Death Commando 5," "The
Aisle 2: Automotive and bike supplies. All-New Ultimate Bike Race Ninja Street Duel," and "Street
Aisle 3: Soaps, detergents, bug sprays, roach condos, rat Fighting Magical Ninja 8." Each is 1¥ per minute of play-just
traps, big rat traps and so on. slot your credstik and put on the 'trodes.
Aisle 4: Small hardware, household goods, paints and sprays. Area C: The manager's office. It includes a second PanicButton™,
Aisle 5: Personal hygiene soaps, sprays, pads, strips and his shotgun and the recorder for the security cameras.
spritzes, in regular or industrial strength. Area D: This is a locked display of cheap, personal electronics
Aisle 6: First aid supplies, along with a big sign reading: "Don't such as personal computers, cheap CD and chip players, data
Wait To Get Hit ... Stock Your Medkit!" There are also patent readers and portable simsense rigs.
medicines, vitamins and so forth. Area E: The dispenser bars for liquid and viscous products such
Aisle 7: Pet foods and supplies. as Shmoozies, Snorkels, Shakeups, Soykaf, Fizzygoo and so on
Aisle 8: Small appliances, such as Zap-a-Nuke microwaves, are located here. It also features Ludivenko Lovely Soya-
Toast-R-ovens, coffee makers and so on. Sioppies with the DoubleThick option.
Aisle 9: On the left is a locked display of simchips and Area f: The Cook-It-Yourself microwave, the rotating pizza dis-
simdisks, both audio and video, for purchase or rental. A big play machine, the Synthmeat "Hot Dog" dispenser and the Soy
Catcher
The human leader of the Chiller Thrillers is psychotic. As
evidence, he keeps giggling throughout the gunfight. He posi-
tions himself behind the counter to make sure that Wanda does
not push the PanicButtonTM, as well as using her and the
counter as a shield (this gives Catcher partial cover).
B Q S C W E M R
5 6 5 6 4 4 4.25 0 5 (6)
INIT: 5 (6) + 1D6 (2D6)
Dice Pools: Combat 7
Karma Pool/Professional Rating: 2/4
Race: Human
Active Skills: Etiquette 2 (Street 4), Intimidation 5,
Leadership 2, Motorcycle 3, Pistol 5, Shotgun 5, Unarmed
Combat 3, plus any additional skills at level 3
Weapons:
Defiance T-250 Shotgun [Shotgun, SA, lOS, 5(m) with 3 extra
magazines, smartgun link]
Range (TN): 0-10 (2), 11-40 (3), 21-50 (4),51-100 (7)
Ruger Super Warhawk [HP, SS, 10M, 6(cy), smartgun link]
Range (TN): 0-5 (2), 6-20 (3),21-40 (4), 41-60 (7)
Armor: Armor jacket with the Chiller Thrillers gang sign [5/3]
Cyberware: Boosted Reflexes level 2, Smartgun Link 3, Pistol 3, Throwing Weapons 4, Unarmed Combat 3, plus
any additional skills at level 3
SlicerDlcer
Weapons:
This ganger fancies himself a Japanese bushi-an honor- Ares Predator [HP, SA, 9M, 15(cI)]
able warrior-except that he likes to prey on the weak and Range (TN): 0-5 (4), 6-20 (5),21-40 (6), 41-60 (9)
helpless. His weapon of choice is his katana. He accepts any- Katana [HTH, Reach + 1, 9M]
thing that even sounds like a challenge to single combat, and Retractable Spur [HTH, no reach bonus, 6M]
he offers his own challenge immediately after Catcher says his 9 Shuriken [6L]
piece. When he swings into combat, he shouts kiai. Irno one
Armor: Armor jacket cut to look like a Japanese bushi tunic [5/3]
answers his challenge, he walks toward the nearest non-gang Cyberware: Retractable Spur, Boosted Reflexes 1
member while performing some fancy sword work, essentially
herding the noncoms until someone stands up to him. Static
Static looks a little older than the other gangers. He appears
B Q S C W E M R to be all muscle, though only a mage could tell if it's real, chem-
5 6 6 3 6 4 5.2 0 6 ically created, or cybernetic. Whatever he did to his body, his
INIT: 6 +lD6 (+206) mind took the brunt of the damage. Dimwitted and probably
Dice Pools: Combat 8 insane, he talks to objects becquse they are friendlier than people.
Karma Pool/Professional RatIng: 2/4 He'd just rather kill all the people and leave the objects. He pulls
Race: Human his shotgun out but will not fire until a non-ganger does some-
Active Skills: Athletics 4, Etiquette 1 (Street 4), Cyber thing to an object (the gamemaster can decide what· sets him
Implant Combat 4, Edged Weapons 3 (Katana 5), Motorcycle off-anything from dropping an item to tossing an object at a
First Run t~
ganger); then that person becomes his primary target. He can be Weapons:
talked out of his vengeance-seeking rage if you convince him that H&..K 227 [SMG, SA/BF/FA, 7M, 28(c) with folding stock
he is hurting as many objects as you are. To persuade Static to (recoil -1), gas vent 2 on the barrel (recoil -2), laser sight
stop firing, make a Success Contest, with Static making a Success underbarrel, smartgun link]
Test using his Intelligence against the Skill or Attribute Range (TN): 0-10 (2),11-40 (3), 41-80 (4),21-150 (6)
(Intelligence) the character is using. The player character makes a Hand Razors [HTH, no reach bonus, 4L]
Success Test using their Skill or Attribute against Static's Armor: Armored Long coat with Chiller Thriller gang sign [4/2]
Willpower. If the player achieves more successes, Static will stop Cyberware: Boosted Reflexes 1, Hand Razors, Smartgun Link
firing for a number of Combat Turns equal to the number of the
player's net successes. As soon as someone "harms" another Spike
object, it starts all over again. The newest member of the gang looks and acts like a new-
bie. He's not really interested in killing anyone-he just wants
B Q S C I W E M R food and loot, and maybe some free games on the vids. Wiley
6 (9) 4 (6) 6 3 2 4 2.2 o 3 constantly has to remind him to cover the customers because
INIT: 3 +ID6 he's always distracted by the stuff he's shoving into his pock-
Dice Pools: Combat 6 ets. During the robbery, he checks out the high scores on the
Karma Pool/Professional Rating: 2/4 vid games and then grabs a handful of pornos from the
Race: Human sim/vidchip section. After that, he just wanders through the
Active Skills: Athletics 2, Computers 4 (was 6 but "lost" 2 aisles opening food packages and tasting things. Whatever he
pOints), Etiquette 1 (Street 2), Motorcycle 1, Pistols 6, Shot- likes he sticks into his coat along with a lot of kitschy trinkets.
guns 6, Unarmed Combat 6, plus any additional skills at level 3
Weapons: B Q S C I W E M R
Defiance T-250 Shotgun [Shotgun, SA, lOS, 5(m) with 3 extra 5 4 4 4 5 5 6 o 4
magazines] INIT: 4 + lD6
Range (TN): 0-10 (4), 11-40 (5), 21-50 (6),51-100 (9) Dice Pools: Combat 7
Super Shock Taser [Special/LP, SA, lOS, 4(mlJ Karma Pool/Professional Rating: 2/3
Range (TN): 0-:'; (4), 6-15 (5), 16-30 (6),31-50 (9) Race: Human
Retractable Spur1HTH, no reach bonus, 6M] Active Skills: Etiquette 2 (Street 4), Motorcycle 3, Pistol 3,
9 Shuriken [6L] Unarmed Combat 2, plus any other skills at level 3
Armor: Armor jacket covered with hand-drawn circuitry [5/3] Weapons:
Cyberware: 2 Chipjacks (1 plugged), 3 Datajacks (2 plugged), Ares Predator [HP, SA, 9M, 15(c1) plus 3 extra clips]
Muscle Replacement 2, Bone Lacing (plastic), Retractable Spur Range (TN): 0-5 (4), 6-20 (5), 21-40 (6), 41-60 (9)
Armor: Armor jacket with the Chiller Thrillers gang sign [5/3]
Zany Cyberware: None
Zany is the gang's chick. She knows it and they know it.
And she'll do whatever it takes to make sure you know it, too. Wiley
She uses her gender to get what she wants, switching from sex A Coyote shaman, Wiley is dressed in a full-length synth-
kitten to homicidal maniac in an instant. She will make a play fur armored coat. His greasy brown hair is done up in a bee-
for any male human or elf in the shadowrunner team, volun- hive of dirt and mud, feathers, twigs and small rocks. A bulging
teering to search them herself. This makes Wiley insanely jeal- leather pouch hangs from his belt and he is festooned with
ous (which is her goal, of course), and he will go after any play- fetishes. Wiley is also a maniac. During the robbery, he will tag
er character who shows any interest in Zany. If a firefight starts along behind Zany by clambering over the tops of displays and
she'll fire at will. She is wearing high heels, which means she shelves. In moments of excitement, he howls.
suffers the modifier for walking or running on difficult ground
(see Ranged Combat Modifiers Table, p. 112 in SR3). They also B Q S C W E M R
click as she walks because both toe and heel are armored 5 4 4 4 5 5 6 6 4
spikes (4M Physical damage). INIT: +ID6
Dice Pools: Combat 7, Spell 5
B Q S C I W E M R Karma Pool/Professional Rating: 2/4
4 4 4 6 5 5 4.4 o 4 Race: Human
INIT: + 1D6 (+2D6) Active Skills: Conjuring 2, Etiquette 2 (Street 3), Motorcycle
Dice Pools: Combat 7 3, Pistol 3, Sorcery 5, Unarmed Combat 3, plus any additional
Karma Pool/Professional Rating: 2/4 skills at level 3
Race: Human Spells: Confusion 3, Death Touch 4, Lightning Bolt 4, Mana
Active Skills: Etiquette 4 (Street 6), Intimidation 4, Bolt 4, Heal 5
Leadership 2, Motorcycle 5, Submachine Guns 4, Unarmed Weapons:
Combat 3 (Kick 5), plus any other skills at level 3 Colt-American L36 [LP, SA, 6L, 12(c)]
Range (TN): 0-5 (4), 6-15 (5), 16-30 (6),31-50 (9)
SUPERMARKET SWEEP
A supermarket is a dynamic battleground. Things break.
Stuff spills. Colorful substances spurt allover the place. Every
time someone fires their gun, roll 1D6 and consult the Food
Fight Table to see what breaks and the effect it has on the fight.
If the shot is made in Burst Fire mode, add + 1 to the first roll.
If the shot is taken in Full Auto mode, add +2 to the first roll.
Then roll 2D6 to determine what the explosion looks like.
When the players take a shot, let them roll for the result on the
Food Fight Table.
The result of the roll is cumulative; the target suffers the
results for each level below the die roll result. In other words,
on a die roll result of 6 the target must make a Damage Test,
and suffers the +2 Visibility Modifier to attacks (4-5) and the
Difficult Terrain Modifier (2-3).
CLEANING UP
Because shadowrunners are usually more profeSSional
than gangers, the runner team should come out on top in this
scene. They may have prevented the robbery, but the proper-
ty damage far outweighs any gratitude Stuffer Shack, Inc.
might feel toward the runners. The badges are on the way in
response to the disturbance, and the shadowrunners most like-
ly feel no urge to explain to Lone Star Security why they were
packing all that hardware. Police statements create a perma-
nent record ("Just what is your SIN, citizen?"), which means
there is going to be too much light around here for those who
prefer the shadows.
If Johnny, Mr. Nick, or Wanda are still alive, they thank the
characters for keeping them that way and suggest that, they be
on their way before Lone Star shows up to ask them questions
they may not want to answer. Mr. Nick also tells them to help
themselves to anything still edible on the way out.
DEBUGGING
If the characters are out-manned and out-gunned in this
scene, they may die. Shadowrun can be a deadly game; if you
think the player characters might be slaughtered, consider using
one of the following options (or make up one of your own) to AWARDING KARMA
keep them alive. You may have the gangers stop shooting at any Events like Food Fight can be a pretty standard part of a
character who appears down and out (has taken a Serious or person's day in the world of 2060, so you only get 1 point of
Deadly wound). The gangers can also split after grabbing Wanda, Karma for surviving. Because the Chiller Thrillers are nasty
a bunch of goodies and any cash or credsticks. opposition, you get an additional point of Karma for facing
them down. This means that each character in the scenario gets
PICKING UP THE PIECES 2 points of Karma, plus any other individual awards the
gamemaster considers appropriate according to the rules on p.
In a standard adventure, this section offers the gamemaster
244ofSR3.
all the facts he needs to run the adventure. Picking up the Pieces
indudes any follow-ups to the adventure; guidelines for awarding
Karma, legwork sections and the Cast of Shadows, the descrip-
tions and stats for the main non-player characters. Because this is
just a scenario. at this pOint you and the player characters can ride
on over to Supernova and playa complete adventure.
First Run 17
S upernova is an adventure made up of multiple scenarios that tell a complete story. It serves
as a good introduction to the world of Shadowrun for new players because it covers many
of the most exdting elements of the game. Supernova is also a useful first adventure for
inexperienced gamemasters (or experienced gamemasters unfamiliar with Shadowrun)
because we walk you through all the steps of sending a team on a run and explain how to
expand the events of this adventure into additional runs or incorporate them into a campaign.
Experienced gamemasters may add more flavor or subplots to the adventure if they so desire,
but doing so is not necessary to play, gamemaster, or enjoy Supernova. This adventure is
designed to be played over multiple game sessions, though experienced gamemasters may
find they can complete the adventure in one evening.
PREPARING TO PLAY
Whether you are new to gamemastering or an experienced gamemaster teaching new play-
ers, the first thing you need to do is read this adventure from beginning to end. Then read it
again, this time taking notes. Look for the sections that may be more difficult to run (large-scale
combats, for example). Note who has what gun and the firing rate of each weapon. Note the
spells being used and review how they work. Make a copy of the map on p. 27 for the players.
Don't be discouraged if you have to look up information during the game session-every
gamemaster does. Gamemastering isn't about being better than everyone else at Shadowrun,;
it means you tell the story and arbitrate the action. It also means you learn things as you
gamemaster more often. The first time you gamemaster a session, you may need to look up a
lot of information; if you note what you looked up, you'll know what to prepare ahead of time
for the next session.
Finally, remember that you are playing a game (as well as running it), so have fun. If you
really like some element of Shadowrun that isn't part of this adventure, add it. Nothing written
here is so important that it can't be adjusted, adapted, or deleted altogether. The goal is for you
and your friends to enjoy playing Shadowrun.
.
~:-"--~, "'~.~....~ .-,"""'--------------------------------------
Terwilliger has every intention of delivering the prototype Lanier kills Nigel for his double-'dealing. At this point, the Red
head to his employers at Novatech ... but if Elizabeth Chavez Samurai and their cyberzombie attack the building. Lanier asks
gives what she's got to Novatech as well, her action will the runner team to cover them as they escape, promising them
expose him as a double agent. He needs the runners to take a reward later.
the case with the head and give it to Chavez in exchange for If Lanier and Villiers get safely away, the player charac-
the other case. Chavez will then give Novatech exactly what ters receive a generous payout--and, of course, an offer of
it's expecting to get, thereby covering Nigel's butt. future work.
Of course, nothing is ever that simple in Shadowrun ...
THINGS TO KNOW
Running the Shadows Everything the gamemaster needs to know to run this
Once the player characters have agreed to take the job, adventure is provided in the background information above or in
the adventure is pretty much a straight shot, all taking place the Behind the Scenes sections of the adventure scenarios.
within an evening (see the time line on p. 22). Nigel needs the Likewise, everything the player characters need to know can be
runners to get started immediately, and so comes prepared ,learned through legwork in the course of the adventure-the
with a map of the sewers near the corp facility on which an runners do not need any previous knowledge of events in order
underground entrance to the TekLon laboratory is clearly t succeed in this shadowrun. The information they may search
marked. As it happens, Renraku has decided to push up its fd during the adventure appears in the Legwork section, p. 39
timetable for hitting TekLon (mainly because Nigel tipped the of icking Up the Pieces. The section What's Next, p. 38, pro-
corp off about a Novatech plan to destroy the research). vid s additional information and lists other Shadowrun products
Renraku's forces attack while the player characters are in the that can help you spin this adventure into a campaign. The
lab. After the runners retrieve the case (Terwilliger doesn't tell Sha ow/ore section, p. 43, lists Shadowrun sources for informa-
them what's in it), they are to hook up with Elizabeth to make tion at can be used to flesh out the background stories of the
the swap. The player characters can use their contacts to fill main on-player characters in this adventure.
them in on any information regarding TekLon, Novatech, \
\
Renraku, or any other aspect of the job about which they may TIME LINE
be curious. Mu~h like police work, shadowrunning consists of a lot of
Nigel contacts Elizabeth and essentially blackmails her into boring time spent in painstaking research and waiting around
going along with the switch. He proposes a deal; if she agrees for something to happen, interspersed with brief jolts of terrify-
to help him cover his tracks, he'll give her the case containing ing action.\Mr. Johnson is on a tight deadline with this adven-
the item that Novatech really needs. If she insists on giving the ture, howe~er, so things happen pretty quickly. The breakdown
case full of copied research to Novatech and thereby exposing on p. 22 su~ests the approximate times at which the scenar-
him, he'll hand over the really valuable item to Renraku, which ios should t ke place, which should give the gamemaster a
will hurt Novatech much more than his own double-dealing. guideline for ow to pace each scenario. Various unpredictable
Chavez buys the line, and Nigel sets up a meet with the run- circumstances\ from player/character paranoia to the
ners deep in Seattle's warehouse district. gamemaster ad~ng outside events, may alter the time line.
Unknown to him or the runners, the case Elizabeth stole
contains a Renraku tracldng device (the corp's insurance against A JOB IS A J~ IS A JOB
anything going wrong), and Renraku's elite Red Samurai have
tracked it down. Elizabeth arrives at the meet with the case but WHAT'S UP, CHUMMER?
dies almost immediately. The Red Samurai switch their attack to In this scenario, the shadowrunners meet Mr. Johnson,
the player characters without missing a beat, significantly out- Nigel Terwilliger. Nigel is clearly not used to being a Johnson-
classing the runners by virtue of the cyberzombie (a metahuman he's way too nervous, and he's hoping desperately that the
more machine than meat) fighting on their side. runners will be willing to save his hoop from one big frying
After (just barely) surviving this hard-fought battle, the pan. He contacted a fixer, and the fixer contacted the runner
runners have both cases, in addition to a datapad Elizabeth was team. If the runners are newbies, their fixer gives them the job
carrying that includes information on a meet for a payoff later because he/she thinks it will be good experience. If the team is
that same evening. They may decide to go to Elizabeth's meet experienced, the fixer gives them this milk run as a reward for
to see if they can salvage some nuyen from this job. The pulling off a couple of really tough jobs lately.
address turns out to be a monolithic black office building in the The other clue that Mr. Johnson hasn't done this much
downtown area; the datapad also includes an alphanumeric before is the meet's location-it takes place in a famous shad-
code written next to the address, which the player characters owrunner hangout, Club Penumbra. Nigel chose the nightclub
may deduce is the entry code for the building. Once inside, the because he'd heard it was the place where shadowrunners
runners find themselves face-to-face with Richard Villiers, meet. He makes a good offer-no money up-front, but 20,000
owner of Novatech; Miles Lanier, head of Novatech security; nuyen per character upon completion of the mission. The only
and, to their surprise, their Mr. Johnson (Nigel). If the runners catch is that the runners must get on the job immediately.
turn over the cases and datapad, they receive their promised Nigel came prepared: he gives the runners a special sol-
pay. After reading Elizabeth's notes in the datapad, Miles vent to break down the ferrocrete wall that blocks their entry
First Run 21
into TekLon, a map of the sewer and of the TekLon lab called nuyen per person for this job, which should be finished by
the Pit, a wrist cell phone and a description of the object he morning. Are you in?"
wants them to obtain.
When the players agree to take the Job, read the following
RLL IT TO THEM STRAIGHT out loud:
The call comes in from your fixer: you've got yourself a job "Okay, here's the deal," the Johnson says as he unfolds the
if you can get to Club Penumbra in the next half-hour. The code map. "You enter the tunnel here in Auburn and travel along it
word to get in is "Nigel." You call the gang and head out to one for about a kilometer until you hit a wall. This wall is your
of Seattle's most notorious nightclubs. entrance into a small corp called TekLon. You spray this solvent
Club Penumbra is decorated in two basic colors: black and on the wall-one can for getting in and one for getting out-
more black (the walls, the furniture, the tables, the bar,· the and the wall will turn all gooey. You can move through the
dance f1oor-everything is black). The throbbing music is so goo, but it won't stick to you. When you reach the other side,
loud that everything seems to vibrate; it's a perfect accompa- you'll be in the lab."
niment to one of the city's most famous laser light shows. Club You can't help but notice that the map is labeled the Pit.
Penumbra is the number-one place to meet Johnsons, or so the The Johnson continues, "The room you need to get to is
rumors go. this one." He pOints to a large room opposite from where you
Today, though, reality sinks in. The club seems dead, and enter. "You should see a case in the room that looks like this
it is-another casualty of the corp war. Its location near the one (he indicates his silver case), except that it has a big, mul-
Renraku Arcology used to be an advantage; now it lies too ticolored starburst on one side. Don't bother trying to open it;
close for comfort to the UCAS military security zone surround- it'll be the only one in the room, and it's locked anyway. Just
ing the corp facility. Shadowrunners and military police don't take it and leave. And don't worry about security; I've already
mix well, so biz has been slow at Penumbra lately. taken care of it.
The bouncer is a troll with metal spikes implanted in the "As soon as you get out of the sewer tunnel, go into hid-
tips of his tusks. You give him the password and he escorts you ing. I don't care where you go or what you do, just don't lose
to a booth occupied by a nervous-looking human male. He's the case. Contact me when you're safe, and I'll call you on this
sitting with his arm over a silver case that's just a bit bigger phone (he hands it to the nearest player) and give you an
than a briefcase. address. Take the case to that location; there'll be someone
"Hi, urn, I'm Ni ... urn, I mean, Mr. Johnson, and I need to there with another case that looks almost identical. Exchange
hire someone for a job to be done tonight. I just need an object cases with that person. Two hours after that, meet me back
retrieved from a lab. I can get you in and out with a minimum here with the case and I'll have your nuyen."
of fuss. Once you get the object, you just lay low until I call you
on this phone. I can't pay you up-front but I'll give you 20,000
Room 8: This is the hallway for the laboratory floor. One regu- Room 9c (Maglock E): This room is a duplicate of room 9a,
lar door leads to Room 4a, two to Room 11; none is locked. The with two exceptions. All the security lights are off, and the
doors to rooms 1Oa-f are regular doors with passcard locks that case with the starburst on it is sitting on one lab bench. Any
are not connected to the security system. The doors to 9a and character who sees the logo can make a Corporate Knowledge
9c are glass (Barrier Rating 6) and slide into the walls. All cam- Skill (4) Test or Corporate Etiquette Skill (5) Test. With 1 or
eras on this level are scanning cameras. The floor is carpeted more successes, the character recognizes the starburst as the
and the area has standard security lighting. new logo for Novatech Inc. The case is locked with a Rating 4
At the end of the hall is a giant steel door (Barrier Rating electronic lock. The runners do not need a second source of
16). This door is not on the security Matrix and the decker can- light to find the case. Unknown to them, it contains a micro-
not locate it (suggesting that there might be a trapdoor host in tronic head.
the TekLon system). The doors and walls from Room 8 through
Room 9c are protected by Force 12 wards. Rooms tO-tOf: These rooms are personal offices. All are dark;
each office has a regular door lock with a passcard reader. The
Room 9a (Maglock D): This room is one-third of the micro- offices are full of personal belongings, books, texts and a com-
tronics laboratory. The entire lab is glass-walled, and the door puter terminal on each desk. Some rooms hold up to three
First Run 27
employees. Room lOa is number 100 and the numbers contin-
ue to 105.
Room .1:
This lounge contains a coffee machine, vending
mac~ines, a refrigerator, a stove and a microwave oven. The
furniture consists of two sofas, several chairs and one circular
table. Magazines on the table include Cybertechnology Today,
Microtronics Digest, and Science, Health and Magic. The room
has two doors; it contains no security lighting or cameras.
DEBUGGING
Very little can go wrong in this scenario except slow and dis-
tracted player characters who decide to investigate every room
and door as well as everything in the rooms. If your players do
FOUR CORNERS Once the player characters are In position, read the
following:
WHAT'S UP, CHUMMER? The wait goes on. Zero hour arrives; Chavez is late. You
Up until now, this adventure has turned on stealth and give her five minutes; then you're going to call the Johnson and
sneaking, with high levels of paranoia. In this scenario the big tell him you've been stood up.
guns blaze, the spells fly and characters may die.
Nigel Terwilliger gives the runners an address in Bellevue's When Elizabeth arrives, read the following. Do not read
warehouse neighborhood-a typical corner intersection, tOOth until the events In Behind the Scenes occur:
and Main. As the player characters are waiting there, an obvi- You spot a vehicle coming down the road, swerving from
ously damaged car with an equally damaged driver careens one side of the street to the other. A motorcycle, maybe; it only
down Main Street. The car swerves from curb to curb before it has one headlight. The vehicle leaps up on the curb and
slams into a street lamp and stops dead. As the driver's head careens down the sidewalk for a while, and then swerves back
smacks the horn, distracting the player characters, two heli- into the street. As it gets closer, you can see it's a car. A badly
copters arrive and unload deadly cargo-two units of Renraku damaged car-smoke is pouring from the engine, and sparks
Red Samurai. The Red Samurai are known throughout the shad- from the rear bumper and muffler dragging along the ground
ows as Renraku's elite combat and security thugs. Using tether make it look like a bizarre fireworks display. The car is still
lines, they land and either open fire on the player characters or weaving frantically; the driver has obviously lost control. The
head for the car. They are after the case stolen by Elizabeth car jumps the curb on the north side of Main Street and hits the
Chavez (the occupant of the car), and they will fight to the traffic light head-on. The crunch of the impact is drowned out
death for it. . by the teeth-on-edge sound of a car horn blaring through the
Following the car is a van carrying two hermetic mages. night: NNNNNNNNNEEEEEEEEEEEAAAAAAAAAAAA!!!!!!!!!
These mages are part of the Red Samurai unit and also control
Renraku's secret weapon-a fully armed, working HOOKS
cyberzombie! It's combat time, pure and simple. Guns, magic and a blar-
In Shadowrun, a cyberzombie is a human that is literally ing car horn in the background make for an intense life-or-
more machine than man. Magic and science have combined death struggle. This scenario should remind the runners why
their worst aspects and created a creature that should be dead they get paid so well. Don't get discouraged by the combat's
but stays alive and fights like a one-man army. For more infor- scale or length of time; the players will be much more con-
mation on cyberzombies, see Behind the Scenes below and cerned with surviving.
Cast of Shadows, p.40.
The combat continues until one side pulls out. For both BEHIND THE SCENES
sides, the goal is Chavez's case; the player characters should The four-corner intersection is exactly as described-a nor-
realize that unless they get it, they won't get paid. When the mal spot in the warehouse district with no one around. If a
runners reach the car, they find Elizabeth dead. On the front magically active character decides to astrally investigate the
seat next to her is the case and her personal datapad (PDA). warehouse, he or she will find some rats, a cat or two and a
guard dog in each, none of which is magically active.
TELL IT TO THEM STRAIGHT Once the players pick their positions, note which one has
The phone's ring is jarring. You grab it and answer before Nigel's case. At five minutes after the meet time, when the
it can ring a second time. The familiar voice says, "You have players should be starting to get anxious, have any character in
two hours to get down to the warehouse district in Bellevue. position to see down Main Street make a Perception (4) Test.
The address is tOOth and Main. Your contact is an elven female Characters with optical magnification or enhanced hearing can
The mages' van will stop in the center of the intersection If the cyberzombie sees two characters with cases (assum-
(without hitting the other Red Samurai there) on the mages' turn ing that the player characters grabbed the one in the car and
of the first Initiative pass. The cyberzombie will take no actions in are holding on to the one with the Novatech logo), the cyber-
the first pass. For dramatic effect, the gamemaster can have the zombie will become confused per the confusion critter power
back of the van open and the zombie standing there, backlit and (see p. 263, SR3).
menacing. In the second Initiative pass (if the mages have one),
the cyberzombie will hold his actions until one of the mages Combat Turn 3: Again, roll one initiative for the gun guys, one
commands him to do something. The other mage will cast a for the mages and one for the cyberzombie. If the mages did
spell. If the mages do not have a second Initiative pass, these not have a second Initiative pass in the previous turn, they will
events will happen in the third Combat Turn. The cyberzombie is take the actions described above in Combat Turn 2. At the end
equipped with a headware communication system, so the of Combat Turn 3, the Red Samurai forces at Chavez's car will
mages need not give their orders out loud. have grabbed the case. They don't care about the personal dig-
The mages will give the following commands, in the fol- ital assistant.
lowing order:
t. Attack any character with a case. Combat Turn 4: Roll Initiative for any survivors from the
2. Get the case out of Chavez's car (the mages only give Renraku team. For the remainder of the turn, they will head
this order if the Red Samurai soldiers are all dead). toward the van.
3. Attack the character doing the most damage (usually,
this means the one with the most powerful gun). Combat Turn 5: The van leaves at the first Initiative rolled for
4. Attack anyone firing on the Red Samurai. any survivors except the cyberzombie (he doesn't drive).
5. Attack any mages or shamans among the runners.
_~_2_-,-_~_jr._s_t_R_u_n---,I····························· ....................................................................................................................................................................................
LI
Running the Combat only be detected when it is on or the case is open. The AOD has
The player characters can get Chavez's case in a number of a Rating of 8. If the player characters want to open this case, use
ways. The most effective is to take out the Red Samurai before the same rules as for opening the case with the cyberhead in it
they reach Chavez's car or the van arrives. If the van arrives, the (see p. 29 of Waiting /5 The Hardest Part). The Renraku case con-
runners should take out the mages. If they kill the mages, the tains twelve optical disks. A decker wanting to look at them
cyberzombie has no one to give him orders, and so he will just before the drop-off would need a portable disk reader.
stand there. In most cases, the player characters will not need
to kill the cyberzombie (of course, they don't know that). One PUSHING THE ENVELOPE
way to give a character the chills is to have the cyberzombie This scenario is pretty tough already. If the player characters
focus the laser sights of both his guns on the character's chest, seem to be handling the Red Samurai too easily, the gamemas-
head, or groin. The cyberzombie will track the combat and ter can try three simple fixes. First, have a third team of Red
even follow a character with his sights, but he will not pull the Samurai drop from the sky (mage and all). Second, have the
trigger until ordered to do so. mages give the cyberzombie orders before the van arrives at the
Effective use of spells and spirits will work in the player intersection. This fix allows the cyberzombie to take actions even
characters' favor. The Renraku mages have no spirits on call, if the runners take out the mages right away. Third, the mages
being more concerned with managing their cyberzombie. can have elementals on call and can use them in their first action.
Alternatively, the player characters might use a stealthier Typically, these mages use fire or air elementals.
approach such as invisibility, chaos spells, or the spirit powers
of concealment or confusion to get to the case while the fire- DEBUGGING
fight rages. This strategy is somewhat tricky, but the player Three main things can go wrong in this scenario. First and
characters can pull it off with lots of creativity. most obvious, the player characters may start dropping like
flies. If that happens, let it; Shadowrun is a deadly game. Have
Chavez's Car DocWagon come and pick them up. If the entire team ends up
When the runners reach the car (after the combat is over or in a DocWagon clinic, the cybernetic head is stolen from
the samurai have been dealt with), they see Chavez's dead body DocWagon's storage. The player characters get a nominal
slumped against the steering wheel. On the seat next to her are nuyen settlement, but that's it.
the metal case and a personal digital assistant (PDA)-a hand- If the player characters run away, have Mr. johnson call
held computer notepad. The player characters most likely will them and ask what happened. He will offer only half the money
take both. If they don't, remind them that Chavez no longer has for the case they took from his lab, since they only did half the
any use for the PDA and that Renraku will likely be sending peo- job. If the runners decide to get out while the getting is good,
ple to this spot. If there's anything on the PDA about the runners, no problem. If they decide to keep the cyberhead, however,
they certainly don't want it falling into Renraku's hands. Renraku (whose operatives taped the whole thing via the
Any player character with a Renraku contact, the Etiquette cyberzombie's head camera) or Novatech operatives will attack
(Corporate) Skill, or any Corporate Knowledge Skill will instant- them. Both sides want the head, and neither will stop until the
ly recognize the Renraku logo on Chavez's case. player characters are dead (they don't know how much the
runners know, and they won't take any chances).
After the Combat Finally, the player characters may not pick up the PDA. If
Once the combat is over, the characters have both cases; they have both cases, Mr. johnson will call and give them the
at this point, they most likely will want to get their money and address and code for the payoff meet. In this situation, Nigel
lay low. Theoretically they might be able to get more nuyen will spin the story in No One WiJ/ Believe You to make it look
with both cases in their possession, but they will probably want like Chavez was the double agent.
to take care of biz ASAP. Calling the johnson gets them no
answer, however-a fact that should panic them a bit. NO ONE WILL BELIEVE YOU
If the runners examine the PDA, they will discover that
only Chavez's one-week personal calendar opens easily with- WHAT'S UP, CHUMMER?
out a password. There are only two entries for yesterday's In this scenario, the player characters find out what's going
date. The one at 3 p.m. says "Accosted N"; the one at 5 p.m. on. If they play their cards right, they get big money and some
says "Switched N's cases." The next notation, at 12:30 a.m. markers they can cash in later.
today's date, says "N called about meet." An entry for 2 a.m. The runners go to the address listed in the PDA-a new-
says "Swap cases." The last entry, at 3 a.m., reads "Payout @ looking building downtown. Only one elevator is working and
3844 Belmont Avenue, code #68GTH773KNl." After the run- it only has one button, marked "Penthouse." The runners arrive
ners fail to get ahold of Mr. johnson, the payout note in the at the penthouse, and the elevator opens on a room that takes
PDA should prompt them to make that meet and hopefully get. up the entire fourteenth floor. In the room are three humans:
some cash out of the deal. the johnson, Richard Villiers (owner of Novatech and one of the
The Renraku case contains an activate-on-demand (AOD) ten most powerful men in the world), and Miles Lanier, head of
tracking signal, which enabled the Red Samurai to track Chavez. Novatech's security (a man coldly calculating enough to pull
The signal is still active. The device is inside the case and can the greatest scam ever perpetrated on a megacorporation).
1 ~...., 1 First Run I· .......... ·.. ·.... ·.. ·............ ·.... ·.. ·.. ·.. ·.................................. ·.. ·.........................................................................................................................
that they both worked for the same team-Novatech-and that having drinks and talking biz with Richard Villiers. The runners
he was taking orders from Miles Lanier. should feel privileged, honored and a bit like fish out of water.
Villiers looks at Nigel and says, "So far, so good." Villiers works on a level that few ever see, and now they're
Unsure whether to believe Nigel, Elizabeth kept an eye on mixed up in it. Kind of puts everything in perspective ....
him. On the same day that Nigel later hired the runners and
Renraku attacked TekLon, she saw him copy several files and BEHIND THE SCENES
place them in a case. After that, he made a call to arrange "an This scenario allows the gamemaster to roleplay. Have fun
event" for the evening. with it. Each character is different; use those differences. Nigel
"An event," Villiers says. "A fairly violent one, Nigel." He is the stumbling idiot who thought he was much bigger than
presses a button; one of the wall-mounted screens shows a he really was. Miles Lanier is confident, deadly, and for all the
force of helicopters opening fire on a small group of security runners know, a future employer. And Richard Villiers-what
guards at the entrance to a corporate facility. The player char- can you say about him? Rich, powerful and something of a
acters can see a TekLon Industries sign in the baCkground. showman ... but the runners can't tell if this show is for them
Continuing his summary, Lanier says that while Nigel was or for Nigel. To roleplay him, act as If Villiers knows exactly
on the phone, Elizabeth grabbed the case full of files and took what people intend to do before they even think of it.
off. Nigel spotted her and ran out after her. The site of this meet is downtown, so the runners need to
"Did you panic, Nigel?" Villers asks, his voice quiet and look and act a little laid-back ... not easy to do after most of
cold. "Did you leave our case behind in your panic?" them have taken some kind of damage. 3844 Belmont Avenue
Lanier goes on. It seems Elizabeth received a call from is afourteen-story office building, with a single front entrance.
Nigel at about 12:30 a.m., asking for a meet to exchange Safety lighting is on and one elevator is open.
cases. If she agreed (and thereby helped Nigel cover his hoop), Any mages astrally scanning the building will find nothing
Novatech would get its valuable property. If she refused, Nigel out of the ordinary until they scan the fourteenth floor, which
would take the cyberhead straight to Renraku. She agreed and has a Force 14 ward. The elevator shaft is not warded, but the
placed a call to her contact at Novatech, who told her to make opening to the fourteenth floor is. A decker character will
the swap and then go to the Belmont address at 3. She then notice that the maglock and keypad for the front doors include
called Nigel and arranged the case exchange for 2 a.m. no datajack or electronic jackpoint., The maglock is battery-
At this point, Villiers explains to the runners about orphan operated and isn't connected to the Matrix. Both of these facts
corporations and some of the corp war fallout. He tells them should warn the runners that something major is up. If the run-
that Nigel goes into corporate facilities to make sure that ners try anything inside the building, Lanier will introduce him-
Novatech-and no one else-gets whatever valuable data they self over the speaker system and ask them politely to play nice.
have. Villiers ends by saying, "Unfortunately for Nigel here, I He will only ask once. If they don't play along, it's up to you to
have more than one loyal employee." At that moment, Nigel dictate his response, but it should be subtle and deadly.
slumps forward. The runners see Lanier standing behind him Once in the penthouse, the runners should make a test
with a silenced pistol, which is still smoking. using Corporate Etiquette or any Corporate Knowledge Skill
against a Target Number 4. With 1 success, they recognize
The Renraku Case Richard Villiers. With 2 successes, they recognize Miles Lanier
After all this, Villiers offers to buy the Renraku case from also. During their stay in the penthouse, any headware com-
the runners. If they have it with them, he picks up the briefcase munications gear that the runners may be sporting is jammed.
with the credsticks and dumps out the rest of its contents on Lanier is tuned to the frequency the runners were using, how-
the table, doubling the number of credsticks. He then reaches ever, and will' relay any messages they receive while there.
into Nigel's pockets and pulls out two yellow and two orange Everything else in this scenario is left to the player charac-
standard credsticks, saying, "He won't be needing them any- ters to soak up and enjoy. The more Nigel takes the heat, the
more." The yellow credsticks carry 1,000 nuyen each, the more the runners should realize that they will be rewarded for
orange ones 500 nuyen each. doing their job.
If the runners stowed the Renraku case in their vehicle or
with a teammate outside, Villiers offers to meet in the garage. PUSHING THE ENVELOPE
He shows them the rest of the credsticks and says, "You'll get What more can you push-drinks with Lanier and Villiers!
this down there." He then goes through Nigel's pockets, pulls
out the four credsticks and says, "Here's my good-faith DEBUGGING
deposit. He won't need them. Meet you downstairs." If the The only way this scenario can go badly wrong is if the play-
player characters stashed the case elsewhere-at a safe house, ers have a brain hemorrhage and try to kill Lanier and Villiers. If
for example-Villiers says and does the same things but sug- this happens, the gamemaster has several choices. You can let it
gests making the exchange in the garage in half an hour. happen, in which case the building blows up and kills everyone
inside as Villiers dies. Subsequently, let the players discover that
HOOKS the Villiers and Lanier in the building were impostors. That
Awe. That word sums up this scene. Shadowrunners never should teach them not to mess with the big guys.
ever meet the big players, and yet here the player characters are
'. ,~ ~.
,--~/ .
-_.---
............................................................................................................................................................................................................... _F:_ir._"St_R_u_n----L_~_7----'1
LI
The Great Escape ters had the case Renraku wants and are buying time, Have
To escape, all the runners need to do is get past the vans, Villiers get out of his car with a case, walk over to a Red
Renraku is expecting a massive firefight, not a quick fade by a Samurai and identify himself. He explains that the disks the
small group, If the runner team includes a rigger, the scenario runners tried to sell him were fake and that the runners still
is his or her time to shine, have the originals. After some phone calls, the Red Samurai
The rigger must make three maneuvers: one to get past will let Villiers go and take the runners into custody. The run-
the cyberzombie or the Red Samurai team that blows open the ners will be tortured until someone at Renraku believes their
garage door, one to get past the van on the ramp, and one to story. Extremely painful mind probe spells will do that. Weeks
bypass the blockade on the road, Use the Driving Test later, the runners are released with neither credsticks nor gear.
Modifiers on p. 134, SR3. The garage area is Tight Terrain, so Never screw over someone more powerful than you.
apply a +3 modifier. The situation is stressful, and so the
gamemaster should apply an additional +2 modifier. The vans PICKING UP THE PIECES
are Renraku's home-brewed version of the Ares Road master;
This section contains all the miscellaneous information the
for statistics, see p. 309, SR3.
gamemaster needs to know.
If the rigger succeeds at each test, the runners' vehicle
zooms past the surprised Renraku troops and escapes. Villiers'
WHAT'S NEXT
Westwind follows. The player characters can then head any-
If the runners help Villiers and Lanier get away, they have
where they want to lay low.
made powerful friends and will get plenty of job offers from
If the rigger fails any test, he or she rams the vehicle into
Novatech. They will also have made lots of enemies at Renraku,
the cyberzombie or one of the vans. To calculate the results,
who will be mightily displeased with the runners for robbing
use the Ramming rules on p. 143, SR3. If the runners' vehicle
them and damaging an expensive cyberzombie. However, the
rams hard enough to crash, Villiers and Lanier will make one
shadows are a mercenary place, and Renraku recognizes a tal-
attempt to help the runners out before moving on. However,
ented team when it hits them and wins. Plus, nothing would
they do this only if the players agreed to help Villiers. This
make some people at Renraku happier than to steal one of
attempted aid can take various forms: a well-placed grenade
Richard Villiers' teams away.
that opens up a hole in Renraku's defenses, or a hidden
The gamemaster can use the Shadowrun adventure set
weapon on Villiers' car. Villiers will fire the weapon at the
Blood in the Boardroom as a logical next step. If the runners
Renraku forces, giving the runners time to come up with a new
caught wind of companies hiring people to go inside the
plan. If the runners refused to help Villiers, he and Lanier use
Renraku Arcology, Renraku Arcology: Shutdown would be an
the crash as a diversion and plow through the opposition, leav-
excellent source of additional adventures. Finally, the New
ing the runners to fight it out on their own.
Seattle sourcebook fleshes out the local setting and is brim-
ming with adventure ideas and plot lines.
PUSHING THE ENVELOPE
To up the power level in this scenario, add a unit that can
Cashing in the Favor
give chase to the Renraku teams. This will give the rigger a
The favor the runners earned from Villiers should not be
chase scene and create a moving firefight.
anything so dull as a lump sum of cash. Instead, make it some-
thing that really saves the runners' bacon or comes out of
DEBUGGING
nowhere. If the player characters rack up hospital bills or need
The characters might die in this scenario. It happens-
cyberware (see the Debugging section of Too Much of a Good
Shadowrun is a tough universe. If the characters are injured,
Thing), they will get word that the debt to their mysterious
have DocWagon arrive immediately, as if under a Platinum
benefactor has been paid.
contract. The runners will find that a benefactor has paid their
Other ideas for the favor include free cyberware, adept
hospital bills and the cost of any cyberware (alpha grade).
training, gear, vehicles, or spells; being saved from a life-
The second problem arises if the runners crash and can't
threatening jam; mysterious benefactors helping out at the
get out. In this case, they can fight to the death or give the Red
eleventh hour; or even waking up one day to discover that they
Samurai the big innocence act. After all, they have neither the
now own an island in the Caribbean. Anything is possible.
disks nor the head. Renraku will take them in for questioning
Villiers' payback is also a good way to introduce new technol-
and will have video feed of the Four Corners fight. The corp
ogy or gear to the players as future sourcebooks come out.
may also have video footage from TekLon, if the runner team
Remember that Villiers respects the characters for their pro-
didn't cut the camera feeds or place a tape loop over them.
fessionalism and for what they did. If they maintain that relation-
After a day of interrogation, the runners get word that they are
Ship, he will bend over backward to help them out. He appreci-
to be released. Renraku confiscates their gear but allows them
ated their dedication, though of course he will try to use them. He
to keep their credsticks. Later, the runners will get word that
believes that if he's friendly and supportive, the runners will keep
their hospital-bill debt (if any) has been paid off.
working for him with no questions asked. (His kind of runners.)
If the runners decide to trap Villiers and Lanier and play for
However, if they show up at his office at 10 a.m. and demand all
more cash from Renraku for turning them over, let them try. As
kinds of stuff, he will get it for them, smile and call it even. Then
of Renraku's last dealings with the runners, the player charac-
he will tell Lanier to make sure they never see another sunrise.
The Cyberzomble
This abomination of magiC and cyberware is actually a
human being-the brain and a few internal organs, at least. The
cyberzombie is included in this adventure as a plot device, and
also to drill home the point to the players that the Awakened
world of 2061 is a wild and weird place where they know less
than they think they do.
The cyberzombie contains advanced cybernetics that do
not appear in SR3. Don't let that bother you. Just describe the
zombie and go on. Try to make the players feel shocked, sur-
prised, or even disgusted by this travesty of a human.
The cyberzombie is almost all metal, with only a little flesh
left visible. He has such bizarre things as a cybertorso, a cyber-
skull and-strangest of all-a third arm that rises out of his
back just above his left shoulder. The zombie's speed rivals the
fastest wired street samurai on the team; when standing still,
he appears to be in a state of seizure, ready to move again in
a blink of the eye.
The cyberware described on p. 42 is not a complete list,
but any additional ware does not change the zombie's listed
attributes and skills.
B Q. S C I W E M R
4 (11) 4 (7) 6 (9) 2 5 5 o 4 (10)
• Special. Use 2 for any Essence Test requiring a dice roll or
target number.
INIT: 4 (10) +106 (+406)
Dice Pools: Combat 8
Karma Pool/Professional RatIng: 2/4
Race: Human
Active Skills: Assault Rifles 4 (AK-97 6), Athletics 6, Cyber
Implant Combat 5, Heavy Weapons 6, Pistols 6, Rifles 6,
Submachine Guns 6, Unarmed Combat 6
Knowledge Skills: None that anyone can tell
Weapons:
AK-97 [AR, SA/BF/FA, 8M, 38(c1) w/2 extra clips, folding
stock (-1 to recoil), Gas Vent 3 (-3 to recoil), special recoil
compensation in third arm (-3 to recoil), smartgun link]
Range (TN): 0-50 (2),51-150 (3), 151-350 (4), 351-500 (7)
Ingram Valiant LMG [LMG, BF/FA, 7S, 50(c) w/3 extra clips
and hip pad (-1 to recoil), Gas Vent 2 (-2 to recoil), special
arm-mounted gyromounts (-6 to total recoil), smartgun link].
First Run
S ite of Desecration is a different type of adventure, one that is closer in style and complex-
ity to other published Shadowrun adventures. First, it gives you more freedom as
gamemaster to incorporate ideas from other sources. It is also less linear, which allows you
to add your own scenarios and side-plots between scenarios in the adventure.
Unlike Supernova, this adventure takes place outside the sprawl, which offers new players
and gamemasters more insight into the world of Shadowrun.
PREPARING TO PLAY
Reading through this adventure, you. will see points where you can invent adventure ideas
and even additional scenarios if you wish without losing the basic story line of Site of
Desecration. This adventure includes another runner team with its own agenda; dealings with
this team can lead to contacts, more scenarios, or even adventure campaigns. When running
adventures written in the style of Site of Desecration, it is even more important to take notes
in order to remember and use ideas that occur to you while running the adventure, or you
might spot a connection to something completely independent of the written adventure.
This adventure is written in a looser style than Supernova, so don't get discouraged if you
have to look things up during the game session. Remember, you are playing a game as well as
running it, so have fun. If you like something in Shadowrun that doesn't appear in this adven-
ture, add it. Nothing written here is so important that it can't be adjusted, adapted, or deleted
altogether, if doing so will make a more entertaining adventure for you and your players.
First Run
Iy fear metahumans and that won't chew off a limb upon see- virtual instructor chips to documentaries to kids' animation to
ing them. The place is definitely out of the typical runner's nor- the worst porno sims ever cranked out of Los Angeles. The box
mal realm of experience. contains about 250 chips, plus five BTLs hidden under a false
The shop is just off Interstate 90, and plenty of Metroplex bottom. The third box is filled to the rim with fetishes and other
Guards are around on duty or patrol. They shouldn't bother the trinkets, obviously not magical but made to look that way. This
runners unless the player characters are driving obviously box also has a false bottom that conceals a Novatech Sandman
armed vehicles. The Metroplex Guard's job in this part of town simsense deck. The fourth box contains "urban sprawl good-
is to keep trouble from creeping across the border and to stop ies," mostly T-shirts and hats from various Seattle locations and
smuggling. Being metroplex citizens (or at least being on the sports teams. It also holds two bottles of sake and five Japanese
right side of the fence) means the guard won't really bother the jewelry boxes made of ebony, painted and carved with intri-
runners unless someone gets an itchy trigger finger. cate landscapes. This box's false bottom hides a well-used
Daisy's shop has a Force 6 hermetic circle in the back room. Sony CTY-360-D cyberdeck.
The circle is painted on the floor tiles, making an elaborate piece Daisy is expecting four crates in return. One is a watertight
of art that should impress not only magicians, but also any char- container full of "live" coral reef. The second watertight box
acter with an artistic background or skill. Any character assens- contains swamp dirt and what looks like crayfish. The third con-
ing the area will discover that Daisy has three Force 6 elemental tains vials of dust and dirt (actually graveyard dirt and crushed
spirits bound to her: one fire, one air and one earth. bones), and the final crate holds Caribbean League rum.
LI_'4_H_---'---_F._ir._s_t_R_u_n--.JI············································ .....................................................................................................................................................................
Site of Desecration Road map
Hemlock Pass
•
SALISH-SHIDH£
COUNCIL
of Russian descent, with a definite accent. The team's rigger is If any smuggler takes more than a Moderate wound, that
a human named Heeley, who looks about twelve years old but character will make a bird call and Pounder will call for a cease-
talks and acts like an adult; he speaks with an obvious south- fire. Pounder will also call for a cease-fire if the player charac-
ern drawl. Red-Scale-Snake, a Snake shaman, is a female ters call the smugglers out at any time, using the password
Amerindian ork from the Pueblo Corporate Council. Her twin Daisy gave them or mentioning her name or even the
sister, Night-Strike-Woman, is a physical adept. The runners Pentagon's name.
probably won't realize this until they see her in hand-to-hand
combat. Complete statistics for the Pentagon appear on p. 60, Pounder's Story
Cast of Shadows. Each member of the group is an accom- After introductions have been made and everyone is more
plished smuggler and could easily survive on their own if nec- comfortable, Pounder will ask the runners to explain what hap-
essary. The player characters will not be able to divide the pened with Daisy before he tells them anything. Once he feels
Pentagon against themselves, should they try. reassured, he will explain what befell his group. He can tell his
At the time of the scenario, Heeley has taken Deadly Stun story in fits and spurts while the runners help the Pentagon
damage and is with Night-Strike-Woman. Strike has taken no gather their belongings from the wreckage and heal Heeley,
damage, nor has Breetva. Red-Scale~Snake has a Light Red-Scale-Snake and anyone hit by the recent gunfire. The
Physical wound and Serious Stun damage. Pounder has Light action is left up to the gamemaster.
Physical damage. "We stopped in the Tooth, a Cascade Ork settlement on the
other side of this ridge," Pounder says, pointing eastward. "We
The Discovery always stop there and wait until the pickup time. They're good
Pounder will fire on the player characters to keep them people in the Tooth-we've been trading with them for years
away from the wreckage but will not try to hit them. As the along this route, which is called the Big Dance." "They've been
leader, he will be the first to try making contact. Apart from good to us, and we've been good to them. We arrived about
Pounder's initial shots, the smugglers will fire back only if fired two hours ago, but no one came out to meet us. That only hap-
upon. They are well hidden; spotting them requires Z success- pened one other time, when some Salish-Shidhe scouts were in
es on a Perception (6) Test. A character with smuggling or any the area on a routine smuggling sting. So while we waited, Red
tactical or survival background skills can use those skills for a checked things out astrally. As she was lying there, her body
complementary test (see p. 97, SR3). started to shake and her nose bled, and we knew we were
going to have some astral company.
First Run
around the valley. I recommend walking, but then I don't have Actions and Reactions
a vehicle." In addition to the Old One and Kaztok, there are at least
six Tooth Warriors present, three trolls and three orks. If that
Once the group Is out of the pass, read the following aloud: number doesn't seem to offer enough of a threat for the play-
The forest gets a bit thicker up here, though you can hear er characters, feel free to add more warriors. For complete sta-
generators and see the lights of houses. From a nearby clearing, tistics, see Cast of Shadows, p. 59. Three Tooth Warriors are in
you can hear angry voices. A group of trolls and orks is milling the barn working over Denver Bob and the other still-conscious
around the front of a house while a large troll harasses a family smuggler. The other three are standing watch over the farmer,
of orks. Their small barn is open; two humans are getting whose name is Crescent Eye. Crescent Eye's family stands near
worked over inside. An elf is lying unconscious on the straw. their house, while Kaztok and Crescent Eye are close enough
Off to the side stands a man thinner than anyone you've to the barn to see the smugglers' punishment. The Old One is
ever seen. When you take your eyes off him, it takes awhile to at the edge of the forest that surrounds the farmland. He shows
find him again. He looks almost like a sapling tree. no reaction to anything.
Pounder says, "That looks like the Black Dog team-smug- The player characters should get the impreSSion that the
glers from Denver who disappeared about a week ago. man-of-the-woods answers to Kaztok, which is exactly the way
Breetva, isn't that Denver Bob?" the Old One wants it. The scenario can unfold in many differ-
ent ways; the wild card is the player characters' reaction to
HOOKS each action described below.
The player characters are completely out of their element,
but they should feel a bit more comfortable under the present Action A: Denver Bob screams in pain as a troll cracks him in
circumstances. They can at least figure out who's bad and who's the ribs with a board.
good. Kaztok and the Old One hold all the cards. The Old One's Reaction t: If the runners don't try or plan something,
power is off the scale compared to what the runners are used Night-Strike-Woman leaps from the group's hiding place,
to, and they have likely never met anyone or anything like him sprints to the barn and starts mixing it up with the Tooth
before. Play up the mystery. Remember, the Awakening has Warriors. She will get caught eventually, but not until she takes
more surprises up its sleeve than the runners can imagine. down a troll or two.
Reaction 2: Pounder will give everyone up in order to
BEHIND THE SCENES save Strike and hopefully come out ahead. If this happens, go
Kaztok has discovered that some farmers outside the to Smuggler Hospitality (p. 55).
Tooth have been sheltering a band of smugglers he thought
he'd killed. That's not good for his new business, so he needs Action B: Kaztok says loudly to the Old One that Crescent Eye
to teach a few lessons. wants to cut down more woods so smugglers can land.
When the runners first see him, Kaztok is clearly speaking Reaction t: The Old One seems to disappear into the
to the owner of the farm. His voice is too low to make out ground and then remanifests as an indistinct form. Crescent
words, but his anger is clearly audible to the player characters. Eye screams and tries to run, but the warriors grab him and
Mages with Clairaudience and characters with hearing amplifi- drag him closer to the Old One. A wave of panic sweeps over
cation can hear the following conversation: the entire area as the Old One uses his Fear power.
Kaztok: You're ruining everything. Can't you understand Reaction 2: The waves of fear are so powerful that even
what we have here? The Old One's power is incredible. We can the warriors start to flee. Then suddenly they all stop moving
get things we've only dreamed of. and stand around as if completely bewildered; this effect is
Farmer: But Denver Bob brought medicine for Morning caused by the Old One's Confusion power.
Dawn when she was sick. All he wanted in payment was a Reaction 3: If either power works on the player characters
home-cooked meal. He isn't anyone's enemy, no matter what or if they will be discovered and brought under Kaztok's iron
the Old One says. fist for questioning, go to Smuggler Hospitality.
Kaztok: The Old One does what I tell him. I tell him the
smugglers are harming his forest, and he takes care of them for Action C: If any character goes astral (perception or projection),
us. Look how much stuff we got from those smugglers last the Old One discovers him. The spirit leaves the astral so that the
month! Guns, cyberdecks and electronics-all because I con- magically active player character and smugglers can't follow
vinced the Old One they were evil. him, and then reappears near the player characters. Without the
Farmer: But the smugglers always give us something Old One, Kaztok doesn't bother Crescent Eye anymore. The
when they come through. Isn't that enough? Tooth Warriors take the remnants of Denver Bob's group and
Kaztok: Something?! Look at all the stuff that passes us by! leave, warning Crescent Eye not to let this happen again.
I want it, and I'm gonna get it. As long as I control the Old Reaction t: This situation is the most advantageous to the
One, I control the Tooth-and as long as I do that, I control the player characters because the man-of-the-woods is away from
smugglers. I get everything, and no two-bit farmer is gonna Kaztok. Alone, the spirit may be reasoned with. He initially
get in my way. appears as a deep patch of shadow, a small woodland animal
1 5'Ll 1 First Run I····· .. ····· .. ·········· .. ·.. ······· .... ··········· .. ······ ......................................................................................................................................................
or a young tree. He will ask the player characters if they are wealth; after all, they're shadowrunners, and everyone knows
smugglers. Use the information on p. 56 under Talking With shadowrunners pack state-of-the-art equipment (or at least
the Old One to see if any of the runners can convince the Old newer equipment than Kaztok's).
One they might be friendly.
Reaction 2: If the player characters attack the Old One, he TELL IT TO THEM STRAIGHT
will use his Confusion and Accident powers, then Fear. He does- If one more troll pushes you, you'll snap. The only thing
n't fear the characters and turns them over to Kaztok to see what keeping you from hitting the nearest thug is the fact that they
they are made of. Go to Smuggler Hospitality, below. have the guns. Also, they seem to know all the nooks and cran-
Reaction 3: If the runners try to dispel or trick the Old One, nies of the forest and the mountainside at night better than you
he will use his Accident power to cause a gun to go off and get could naVigate it in daylight.
the Tooth Warriors' attention. Go to Smuggler Hospitality. A clearing opens before you, the trees that once filled it
cleft in two as if by a giant blunt object. You realize that the
Action D: The player characters decide to open fire on every- blunt object was an Ares Dragon rotorcraft that had the mis-
one in sight, hoping to take out Kaztok and his minions. fortune of hitting the earth nose first. The camp around the
Reaction 1': The Old One uses all of his powers to stop the shattered wreckage of the Dragon is full of fires-at least
player characters. If any of them survive, go to Smuggler twelve at first glance-around which trolls and orks are stand-
Hospitality. ing around drinking. Lamps hang off the Dragon; the play of
shadows across it makes it look like a giant dinosaur skeleton.
PUSHING THE ENVELOPE "Welcome to the Site of Desecration," Kaztok says. "Now
Because the runners are spending so much time in the I arid the Old One will decide whether you live or die."
wild during this encounter, you can use any of the encounters
in Mother Nature (p. 48) to liven up the day. Remember to HOOKS
keep them more annoying than deadly; however, also keep in Once again, the player characters get tossed into a totally
mind that facing Kaztok and company slightly wounded may unfamiliar situation-this time a mock trial, with a power-hun-
make the runners feel less invincible. You can also add more gry troll and a mysterious spirit as their judges. The key to sur-
troll and ork warriors to the mix if the runners think they can vival is whom the characters see as the most important of the
take everyone by force. two. If they disagree, let them. No one can be sure where the
power lies.
DEBUGGING
The real wild card here is the Pentagon, whose agenda is BEHIND THE SCENES
very different from the player characters'. Surviving and not The Site of Desecration is a shrine created from the rem-
losing their reputation are much more important to them than nants of total destruction. Countless lights hang on the crashed
who's right or wrong. Their world is a lot less black-and-white; Ares Dragon, and tents have been pitched all over the place.
it's more the color of nuyen. If it makes more sense to deal, At least a dozen campfires are burning, many of them cooking
they will-dealing is always better than fighting or killing. Use food whose smells can only appeal to an ork or a troll. There
that. If the runner team can't make a decision, have one of the are fifty orks and trolls in camp, none of whom looks like a
Pentagon smugglers try to make contact with the man-of-the- trained mage or shaman.
woods or with Kaztok. This will force the runners to react. just It takes the player characters awhile to see the Old One.
make sure the smugglers are thinking bottom line-trades, a He goes where he wants, constantly popping in and out of the
vehicle and a way out with their goods. Don't make them act physical plane in different tree, animal and metahuman forms.
against the player characters just for the sake of conflict. Like all
plausible characters, the smugglers should be consistent. Talking With Kaztok
Kaztok is convinced that the Pentagon cmugglers have
goods that his warriors didn't discover on their T-bird before it
SMUGGLER HOSPITALITY
took off. He wants that stuff in exchange for letting them walk
away. He is also convinced that the player characters have
WHAT'S UP, CHUMMER?
items of their own that he might like, especially if anyone men-
In this scenario, the player characters must use their wits to
tions that they are shadowrunners and not smugglers. Breetva
come out on top. Kaztok takes them, the Pentagon, Crescent Eye
will do most of the talking for the Pentagon and will get angry
and the Denver smugglers to the Site of Desecration, the home
if a player character tries to cut the team's own deal. She will
of the Tooth Warriors. The warriors' camp has sprung up around
begin by offering Daisy's sake for the stolen goods, hoping that
the Ares Dragon crash site. This forested area is also home to the
the Tooth Warriors will take the alcohol. After that, she offers
man-of-the-woods. The scenario offers the player characters a
the rest of the sprawl goods. Next, she offers the Novatech
chance to talk with the Old One and help "free" him from Kaztok
simsense deck and some chips, appealing to the warriors'
(which is exactly what the man-of-the-woods wants).
thuggish nature with combat and sex sims. Remember that
Kaztok will listen to Breetva and Pounder as they try to
Breetva knows what the Pentagon has to trade even if the play-
deal with him. He is less drawn by their proposed deal than by
er characters never look in Daisy's boxes.
his conviction that the player characters have some hidden
Successes Information
1 This vehicle was equipped for smuggling, not
combat.
Z The rigger dumped its fuel to avoid an explosion.
3 The rigger jacked out before impact.
4 The crew bailed out.
5Ea 1 First Run I .. · ...... · .... · ........ · .... · .......... · .... · .... · .... · ...... · .. · .. · ........ · ...... · .... · ....................................................................................................................... .
5 The vehicle has below-standard sensors for player character. If you chose two characters, the bullet hits the
mountain flying. player character. Go to The Spirit World, below.
6+ A ripped-off section of the main rotor caused
the crash. PUSHING THE ENVELOPE
This scenario is already pretty difficult, but you can have
The Old One's Tests the Old One put the player characters through even tougher
The Old One may try any or all of the following to test the tests, such as a pit fight. The Old One can also use his Weather
player characters' mettle: Control power to cause rain, snow, or fog that will make the
• The spirit uses his Accident power to knock a player charac- existing tests harder.
ter into a very drunk troll. Let a fight brew. This test is excellent
for a character who lacks strong combat skills. Give the troll a DEBUGGING
+ t modifier for fighting drunk (this negates the troll's Reach The biggest challenge in this scenario is handling the Old
bonus). One's tests. Have the man-of-the-woods act naive all the while
• The spirit forces a non-troll or ork player character to eat the he is testing the characters. Let the tests come out of roleplay-
Tooth Warriors' food. Start with a Willpower (4) Test and ing; turn the players' plans into contests that the Old One
increase the target number by t for each spoonful. When the watches. Finally, let the player characters make Willpower Tests
player character finally fails a test, have him or her make a Body every so often, especially after making a point to the man-of-
(4) Test or take t box each of Light Stun and PhYSical damage. the-woods about the fact that he is being controlled. This will
• The spirit uses its concealment power on the runners in order convince them that they are getting through to him.
to check on the Black Dog smuggling group. The spirit then
revokes the power at the last moment, when the greatest THE SPIRIT WORLD
number of Tooth Warriors are around. The player characters can
either fight or use their wits to get out of trouble. WHAT'S UP, CHUMMER?
• The spirit uses his Fear power to make Crescent Eye flee into In this scenario, the spirit finishes with Kaztok and reveals
the woods (the Old One will claim that the farmer escaped) its true nature.
and tells the runners to go get him while the Old Olle covers
for them. The gamemaster decides how long it takes before the RLL IT TO THEM STRAIGHT
runners find Crescent Eye and/or the Tooth Warriors discover A shot rings out; then all hell breaks loose. Waves of panic
that the player characters are missing. and confusion seem to pour over the camp. Dozens of orks and
trolls, the smugglers, practically everyone is either standing
The Bottom Line around like an idiot or running like a terrified small child into
If the runners make a deal to get out, let them. The Tooth the dark forest. The weird thing is, you feel nothing. You're just
Warriors will probably force them to leave without most of their watching the action, as if someone had plugged you into a
gear but will let them keep the crates that belong to Daisy. simdeck.
Kaztok will send two people--two runners, two smugglers, You and your teammates seem to be the only ones unaf-
or a mix-to get the crates, or whatever else he may have fected. Even Kaztok is just standing there stupefied, looking at
promised to the player characters, from his hidden stash of the gun in his hand as if he's never seen one before.
stolen goods. The rest he keeps in camp. This gives the runners The Old One's form has changed again, from an old man
more chances to convince the Old One that they are on his side. to a tree that looks possessed by a demon-the kind of rattling,
Any character with enhanced hearing or clairaudience will over- branch-tossing apparition that scares little children during a
hear Kaztok's plan to double-cross the player characters; if you raging storm. The nightmare tree moves toward [the character
want to, you can use this incident as one of the Old One's tests. the Old One singled outJ.
When the player characters return with the crates, Kaztok "Kaztok has outlived his usefulness to me," the spirit says, in
tells them that the Old One doubts they told the truth and that a voice like a storm wind. "I need someone stronger. someone
they must remain as his guests like the smuggler teams. The who can take me beyond these woods. You will do this for me."
Old One will not disagree, even if he never spoke with Kaztok. Kaztok's gun goes off. The bullet hits a rock, then ricochets
At this pOint, any player character who spent time with the off the shell of the Ares Dragon and hits Kaztok in the head.
Old One can try to plead the team's case. The camp goes silent The big troll crumples bleeding to the ground.
as the Old One responds-he will save one character to be his "Accidents happen," the Old One says, while the wind
companion, and the rest are Kaztok's to play with. The howls around you like laughter.
gamemaster decides who the lucky character is; however, it
should be a player character or one runner and one member of HOOKS
the Pentagon. This scene should border on chaos, as if any misstep might
A furious Kaztok screams, "No! I am your master! You lis- provoke another outburst from the Old One. The player char-
ten only to me!" He fires his Ares Predator and hits the chosen acters are holding their lives in their hands, as well as the lives
of the Pentagon and the Black Dogs.
First Run
BEHIND THE SCENES A case of six rifles, twelve SMGs or twenty-four pistols
This scenario requires you to choose a goal for the man-of- Ammunition for the above weapons in all types
the-woods. As written, it assumes that the Old One ultimately Simchips
wants to learn more about the world. If you want a different Electronics and electronics kits
motive, then change this section accordingly. Medical supplies, including patches and medkits
Alcohol or drugs from a specific region (elven or California
More Deals wines, Caribbean rum, Japanese sake)
After the panic dies down, the Old One states plainly what Magical telesma, magical items and non-magical Native
he wants. American artifacts (animal bones, artwork,
"I want to leave here. I have lived here longer than any of masks and so on)
you have been alive, and I've heard tales of. other places from Regional goodies (clothes, hats and such from sports
the smugglers who come through. I want to see those places. teams, tourist stuff from different parts of the UCAS)
Can you take me there?" Personal computers, cheap cyberdecks
This demand is another test. The man-of-the-woods and other accessories
knows that the player characters aren't smugglers. How they Daisy's crates (Breetva will point out what the runners
respond will determine what the Old One does. might give Daisy in compensation for the rum)
Something exotic: a vehicle, a high-end cyberdeck, an ani
Honesty Is the Best Policy mal, a valuable piece of artwork, a state-of-the-art drone,
The runners may explain that they aren't smugglers, but and so on
shadowrunners doing a favor for a friend, and that the
Pentagon or the Black Dogs would be better able to do what PUSHING THE ENVELOPE
the Old One wants. If so, the Old One tells them that they are While fear and confusion run rampant through the camp,
strong of will and have passed the ultimate test. He then leave some of the Tooth Warriors unaffected. This situation
releases the Pentagon from the Confusion power and takes the might lead to a fight between the player characters (with little
whole bunch-smugglers, player characters and all-to or no gear) and the armed trolls and orks. Alternatively, have
Kaztok's stash of stolen goods (see The Stash, below). people from the Tooth arrive with hunting guns and farm
The smugglers are easily persuaded to take the Old One implements to rescue Crescent Eye. Either way, combat adds
along with them, especially if he gives them most of the stash. to the chaos and tests the runners' ability to survive.
With it, they can get another vehicle, make a little profit and
stay in biz. The smugglers will overlook the past if they can DEBUGGING
make a decent deal. If having the man-of-the-woods go with the player charac-
ters seems to make them too powerful, have the Pentagon keep
What's One Little fib? trying to "steal" him away, or have him announce that he
If the runners decide to play along instead of telling the changed his mind and decided to go with the smugglers. The
truth, just saying, "Sure, we can take you there" won't do it. latter allows the player characters to take some of the stash
The player characters must make a Charisma (7) Test followed without giving them a powerful spirit ally too. If that doesn't
by a Willpower (7) Test to convince the Old One that they can work, have the man-of-the-woods go with the player characters
do what he wants. Note the number of successes rolled on until they reach Daisy. Picking Up the Pieces (below) includes
each test. various options for more adventures with the Old One.
Assuming the runners succeed, the Old One releases the
Pentagon from confusion and takes everyone to the stash, then PICKING UP THE PIECES
allows the runners to pick up Daisy's crates and something in This section contains all the miscellaneous information the
compensation for her lost case of rum. If the player characters gamemaster needs to know to run Site of Desecration, includ-
fail, the Old One shows the group the stash and then hits them ing descriptions and game statistics for important non-player
with his Fear power, sending them fleeing into the woods. When characters.
the runners regroup, only Daisy's crates will be left in the stash.
If a character succeeds at the tests, make them for the GETTING HOME
Pentagon as well. The Pentagon must roll the same number or After all the excitement, the runners' trip home should be
more successes to change the Old One's mind. If they pull this relatively simple. You can throw in some near-misses, and
off, the spirit announces that he has decided to go with them maybe a problem at the border if the group has the Old One
and that they can divide Kaztok's stash as they see fit. If the with them.
Pentagon fails, the Old One uses his Fear power to send them Depending on what happens, the player characters may
running and then leaves with the player characters. wish to wait until morning before heading out of the mountains
and back to the sprawl. Plenty of local farmers will put them up
The Stash for the night; in return for this hospitality, the player characters
The stash can contain anything you want it to; some sug- should give something to the farmer in question. If the charac-
gestions are given below. ters opt for honesty in The Spirit World (Hone5ty Is the Best
B Q SCI W E M R
2 4 6 5 6 6 6 4
INIT: 4 + I D6, Astral 25 + I D6
Dice Pools: Astral Combat 8, Combat 7, SpellS
Karma Pool/Professional Rating: 2/3
Race: Elf
Active Skills: Aura Reading 6, Conjuring 6, Enchanting 6,
Etiquette 4 (Magical Groups 6), Instruction 4, Negotiations 3,
Pistols 4, Sorcery 6, Stealth 3
Knowledge Skills: Magic Background 4, Magical Groups 3
(Hestaby's Organization 5), Magical Sites 4, Smuggler Trading
2, Tir Tairngire/Northern California Political Struggles 4
Spells: Analyze Truth 5, Clairaudience 6, Confusion 3, Control
Actions 5, Detect Enemies 4, Detect Magic 5, Fling 5,
Invisibility 4, Levitate 4, Magic Fingers 6, Mask 3, Shadow 5,
Stunball 5, Stunbolt 4
Weapons:
Browning Max Power [HP, SA, 9M, 10(c)]
Range (TN): 0-5 (4), 6-20 (5),21-40 (6), 41-60 (9)
Armor: While in her shop, she wears real leather [2/1] but
also owns a Lined Coat [4/2]
Gear: As appropriate to her shop (see The Magic Touch, p. 47)
EaO 1 First Run I··· .. ······· .. ··················· .. ······ .. ····· .. ······· ........................................................................................................................................................
B Q S C W E M R
5 4 (5) 5 (6) 3 4 3 1.96 o 4 (6)
INIT: 4 (6~ + 106 (206)
Dice Pools: Combat 6
Karma Pool/Professional Rating: 3/3
Race: Human
Active Skills: Car 4, Cyber-Implant Combat 1 (Spurs 6),
Edged Weapons 4 (Knife 6), Etiquette 3 (Smuggling 6),
Gunnery 4, Intimidation 4, leadership 3, Negotiations 8,
Pistols 6, Stealth 3, Throwing Weapons 3, Unarmed Combat 4
Knowledge Skills: Merchandise Inspection 6, Russian 4
(Read/Write 2), Smuggler Havens 6, Smuggling Routes 4,
Yakuza Politics 3
Weapons:
Ares Predator [HP, SA, 9M, 15(c), smartlinked]
Range (TN): 0-5 (2), 6-20 (3),21-40 (4), 41-60 (7)
Remington Roomsweeper [HP, SA, 9M, 8(m), smartlinked]
Range (TN): 0-5 (2), 6-20 (3),21-40 (4), 41-60 (7)
Ceska Black Scorpion [MP, SA/BF, 6l, 35(c), smartlinked, fold-
ing stock (-1 recoil)]
Range (TN): 0-5 (2), 6-20 (3),21-40 (4), 41-60 (7)
Retractable Spurs [HTH, no Reach bonus, 6M]
Survival Knife [8l]
2 defensive grenades [lOS]
Armor: Armored Jacket [5/3], full suit of forest camo [3/2]
Cyberware: Cybereyes [lOW-light], Muscle Replacement 1,
Reflex Trigger, Retractable Hand Spurs (alphaware), Smartlink
(alphaware), Wired Reflexes 1
Gear: Survival kit
Heeley
Heeley is the Pentagon's rigger. He'd put his heart and
soul into his GMC Banshee, which he named Creole lady.
When the player characters meet him, his lady has been
smashed into its component parts, and he's somewhat Knowledge Skills: Jazz 3 (New Orleans 5), NAN Border
depressed about that. Though well into his thirties, Heeley Patrol Tactics 6, Smuggler Havens 6, Smuggling Routes 8
looks about twelve. He has been with Pounder the longest; the Weapons:
two of them used to act as middlemen in New Orleans Ceska Black Scorpion [MP, SA/BF, 6l, 35(c), smartlinked, fold-
between pirates (who didn't want to dock) and smugglers ing stock (-1 recoil)]
(who had no desire to go out to sea). Heeley speaks with a Range (TN): 0-5 (2), 6-20 (3),21-40 (4),41-60 (7)
heavy Creole accent, and it is often difficult for those outside Survival Knife [6l]
the team to understand him. Armor: Full suit of forest camo [5/3]
Heeley uses his looks to his advantage. He loves to act like Cyberware: Cybereyes (flare compensation, low-light and
a newbie rigger to get people into betting competitions-hav- thermographic), Oatajack (alphaware). Smartlink (alphaware),
ing Breetva on his side has gotten him out of many a ja~ when Vehicle Control Rig 2
his marks discover that they've been had. Gear: Survival kit
B Q SCI WE M R Red-Scale-Snake
5 6 4 3 6 5 2.24 0 6 Red-Scale-Snake and her sister Night-Strike-Woman are
INIT: 6 + 106, Rigging INIT: 10 + 306 twin orks from the Pueblo Corporate Council. They were
Dice Pools: Combat 8, Control 10 Pounder's first shipment-exotic sex slaves for a rich CAS
Karma Pool/Professional Rating: 3/3 landowner, whom they killed almost upon arrival. They subse-
Race: Human quently ended up homeless in New Orleans, where Pounder
Active Skills: Car 5, Car (B/R) 4, Computer 3, Electronics 5, found them. Feeling responsible for their fate, he asked them
Etiquette 3 (Motorheads 6), Ground Vehicles (B/R) 4, Gunnery to work with him, as he had no magical back-up and saw how
5, Motorboats 4, Pistols 3, Vector Thrust Vehicles 5 (GMC well they worked together. Since that day, Pounder has had no
Banshee 7), Vector Thrust Vehicles (B/R) 5 stomach for the slave trade. Red and Strike never bring it up.
First Run 61
(Read/Write 2). Pueblo Tribe Chants and Dances 5. Reptiles 2
(Snakes 6). Swamp Territory 2
Totem: Snake (+2 dice for detection. health and illusion
spells. +2 dice for Mountain Spirits. -1 die for all spells cast
during combat)
Spells: Analyze Truth 3. Antidote Toxin 5 (t). Hibernate 3 (t).
Ignite 4. Manabolt 5. Magic Fingers 4. Mask 4. Shadow 4.
Stun ball 4. Treat 5 (t)
Weapons:
Colt America L36 [LP. SA. 6L. 1 1(c)]
Range (TN): 0-5 (4). 6-15 (5). 16-30 (6).31-50 (9)
Medium Crossbow [6M] with 20 bolts
Range (TN): 0-15 (4). 16-60 (5).61-150 (6). 150-250 (9)
Survival Knife [7L]
Armor: Lined Coat [4/2]. real leather painted with a hognose
snake pattern (also called the puff adder) [2/1]
Gear: Survival kit; wooden wand carved in the form of a
snake (power Focus 2); necklace of colored glass beads
(Manipulation Spell Focus 3); 3 pouches filled with powdered
herbs. molted snakeskin and snake skull [these act as fetishes
for health spells. noted above with (t); all three items reduce
Drain]
Nlght-Strlke-Woman
Night-Strike-Woman is bigger and stronge'r than her min-
utes-younger sister and protected Red when they were chil-
dren. She follows her sister's lead novil. knowing that Red is
wiser than she in the ways of Snake. Strike rarely talks. letting
Red do it for both of them. The sisters' brief time as slaves left
more of a mark on Strike; being sold by an unscrupulous tribal
leader shattered her image of the tribe she had loved and trust-
ed. Pounder's willingness to help the sisters restored some of
her faith. however. Of all her travels as a smuggler. she most
loves the trips into tribal lands. where she can hear the stories
and legends of the different peoples. She especially loves the
Red-Scale-Snake's totem is Snake. and her shamanic mask mixing of "tribes" in New Orleans. where she can hear African.
marks her skin with gray. silver and black scaled bands that South American and Caribbean legends and lore.
spread outward in circles from her mouth. Her eyes become
slits and she delivers her spells in a sibilant hiss. She has long B Q SCI WE M R
red hair that reaches almost to the ground when combed 858334664
straight out. customarily held up by a snake bone. She also has INIT: 4 (6) + 106 (206)
a habit of peeling dry skin as if she was molting. which out- Dice Pools: Combat 6 (8)
siders frequently find disturbing (her buddies in the Pentagon Karma Pool/Professional Rating: 3/3
are used to it). Generally pleasant. she appears to have suffered Race: Ork
no ill effects from her brief time as cargo. though she clearly Active Skills: Athletics 6. Biotech 3. Etiquette 2 (Tribal 3).
enjoys her freedom. Pistols 4. Projectile Weapons 3 (Crossbow 6). Stealth 6.
Unarmed Combat 6 (8)
B Q SCI WE M R Knowledge Skills: Magical Background 4. NAN History 4.
635536663 NAN Lore 2 (Pueblo 5). Pueblo 5 (Read/Write 2). Pueblo Tribe
INIT: 3 + 106. Astral 23 + 106 Chants and Dances 6
Pools: Astral Combat 7. Combat 6. Spell 5 Powers: Combat Sense 2. Improved Ability (Unarmed
Karma Pool/Professional Rating: 3/3 Combat) 2. Improved Reflexes 1. Killing Hands (M). Missile
Race: Ork Parry. Pain Resistance 2. Rapid Healing 2
Active Skills: Aura Reading 5. Biotech 4. Conjuring 6. Weapons:
Negotiation 3. Pistols 2. Projectile Weapons 1 (Crossbow 5). Ceska Black Scorpion [MP. SA/BF. 6L. 35(c). smartlinked. fold-
Sorcery 5. Stealth 4 ing stock (-1 recoil)]
Knowledge Skills: Magical Background 4. Pueblo 5 Range (TN): 0-5 (2). 6-20 (3). 21-40 (4). 41-60 (7)
B Q. S C W E M R
12 8x 2 9 7 7 7 7/A 7
INIT: 17 + 1D6, Astral 27 + 1D6
Dice Pools: Astral Combat 10, Combat 11
Karma Pool/Professional Rating: 4/3
Attacks: 7S
Powers: Accident (Domain), Concealment (Domain),
Confusion (Domain), Fear (Domain), Immunity (Normal
Weapons), Magical Guard, Materialization, Movement,
Weather Control
KAZTOK Old One, and the lure of being able to play with stuff they could
Kaztok is taller, fatter, and a touch smarter than the aver- never afford, Kaztok gathers more disenfranchised trolls and orks
age troll, which makes him an excellent leader of the newly to his side as the Tooth Warriors. Under his leadership,' the Tooth
formed Tooth Warriors and the perfect patsy for the Old One. Warriors have been waylaying smugglers in the Tooth for a month
He has dreams of power and is therefore easily manipulated. before the player characters and the Pentagon arrive.
Frustrated as smugglers come into the Tooth and leave with
"the good stuff," dissatisfied with what the smugglers leave B Q. S C I W E M It
behind but lacking the courage or willpower to act, he spends 11 (12) 3 9 3 3 5 6 3
most of his time drinking and plotting how he'll knock the INIT: 3 + 106
smugglers down a peg. He finally gets his chance when he Dice Pools: Combat 5
sees an Ares Dragon crash. While scavenging the wreckage, he Karma Pool/Professional Rating: 2/3
comes across the Old One. Race: Troll
The Old One convinces Kaztok that he is under the troll's Active Skills: Edged Weapons 2 (Knife 4), Intimidation 5,
command, giving Kaztok the muscle to overpower and rip off leadership 2, Negotiation 2, Pistols 5, Rifles 5, Unarmed
various smuggling teams. Through intimidation, the power of the Combat 5
1 6'4 1 First Run I·· ........ ·.. ·........ ·.... ·· ...... ·.... ·.... ·.... ·.... ·.... ·...... ·...... ·.... ·.... ·............................................................................................................................