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Sr5 - Srm06a-04 - Tick Tock

The document outlines the Shadowrun Missions adventure titled 'SRM 06-04 Tick-Tock', detailing the roles of various contributors and providing guidelines for gamemasters on preparing and running the adventure. It includes instructions on managing non-player characters, adjusting difficulty levels, and handling gameplay mechanics specific to the Shadowrun universe. Additionally, it emphasizes the importance of balancing challenges for players while maintaining an engaging narrative experience.

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100% found this document useful (1 vote)
103 views29 pages

Sr5 - Srm06a-04 - Tick Tock

The document outlines the Shadowrun Missions adventure titled 'SRM 06-04 Tick-Tock', detailing the roles of various contributors and providing guidelines for gamemasters on preparing and running the adventure. It includes instructions on managing non-player characters, adjusting difficulty levels, and handling gameplay mechanics specific to the Shadowrun universe. Additionally, it emphasizes the importance of balancing challenges for players while maintaining an engaging narrative experience.

Uploaded by

vokkohofyo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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0604

Writing: Beth Miller Shadowrun Developer: Jason M. Hardy


Art: David Dotson Proofing: R.L. King
Missions Logo: Jeff Laubenstein, Matt Heerdt Layout & Design: Matt Heerdt
Shadowrun Missions Developer: Art Director: Brent Evans
Ray Rigel, Steven “Bull” Ratkovich

© 2016 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,
in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
ANOTHER DAY
COVER

AT THE OFFICE ANOTHER DAY


AT THE OFFICE

Staci’s first thought when she spotted the reinforce- side, boss lady. I count two mages.”
ments sneaking around to the rear of the building was: “On it, Mom.” Katy puts her hand on the small of INTRODUCTION
These guys are better than the last batch that tried to get Brutus’s back, following the ork around to a get a differ-
into the Spire. ent angle on the enemy forces. Dingo just looks at Staci
“Sierra Tango Four, what’s your status?” while popping the clip out of his shotgun and slamming MISSION
A long burst of automatic fire follows the voice in her in one with a red stripe on the end of it. She nods once SYNOPSIS
earbud like an exclamation point. Dingo grunts as a few to the scarred elf.
of the bullets thud into his armor, while Katy-Kat and “Base, be advised. We are facing legitimate forces
Brutus dive for cover. out here, including two Awakened assets.” SCENE 1
“Base, this is Sierra Tango Four. We’ve got a second “Shit. How long can you hold out, Staci?”
force knocking on the back door out here. I make it one- Electricity crackles from the alcove where Katy and
SCENE 2
eight hostiles.” Brutus are taking cover. At the same time, the buzz-saw
“Copy that. One-eight hostiles. We’ll send you back- sound of a battling alley cat erupts from behind the at-
up when we can, but it looks like we’ve got three dif- tackers’ lines; Katy must have sicced her cat spirit on SCENE 3
ferent gangs knocking on the front door. Give us a tick one of the mages Dingo spotted.
to clear them out, and we’ll come join you for dessert.” Staci runs her fingers over the faded letters on the
Dingo slumps down next to Staci and pulls Clarabelle bracelet she’s been wearing for over half her life. SCENE 4
around from where the sawed-off Defiance was slung “Don’t take too long, Jay. We’re a little outnumbered
under his jacket. “I don’t think we got gangers on this back here.”
SCENE 5

SCENE 6

PICKING UP
THE PIECES

LEGWORK

CAST OF
SHADOWS

PLAYER
HANDOUTS

DEBRIEFING
LOG

ANOTHER DAY AT THE OFFICE 2


INTRODUCTION spice” to the scene. This subsection should usually only
be used for home games, or games where time is not a
COVER

factor. At most convention and Open Play events, gam-


SRM 06-04 Tick-Tock is a Shadowrun Missions living emasters should omit this information. It adds to the ANOTHER DAY
campaign adventure. Full information on the Shadow- scene, but does not contain important information. AT THE OFFICE
run Missions living campaign is available at shadow- Debugging offers solutions to potential problems
runtabletop.com/Missions and includes a guide to that may crop up during the encounter. While it’s impos-
creating Missions characters and a regularly updated sible to foresee everything that a group of player char- INTRODUCTION
FAQ. All maps, player handouts, and other playing aids acters might do, this section tries to anticipate common
are found at the end of this document. problems and other suggestions for dealing with them.
MISSION
SYNOPSIS
PREPARING RUNNING THE
THE ADVENTURE ADVENTURE SCENE 1
SRM 06-04 Tick-Tock is a Shadowrun Missions living Gamemastering is more of an art than a science, and
campaign adventure. Full information on the Shadow- every gamemaster does things a bit differently. Use
SCENE 2
run Missions living campaign is available at shadow- your own style when it comes to preparing and run-
runtabletop.com/Missions and includes a guide to ning the adventure and do whatever you feel is best
creating Missions characters and a regularly updated to provide the best Shadowrun game you can for your SCENE 3
FAQ. All maps, player handouts, and other playing aids players. Shadowrun Missions adventures are designed
are found at the end of this document. to run in a standard four-hour convention time slot.
Please keep this in mind when running the adven- SCENE 4
Adventure Structure ture. You should leave at least 15–20 minutes at the end
of the time slot to complete any necessary paperwork
SRM 06-04 Tick-Tock consists of several scenes. These and pass out the players’ Debriefing Logs. (Make sure SCENE 5
scenes form the basis of the adventure, which should that you have enough copies of the Debriefing Log for
be completed in approximately four hours. If you are this adventure to give one copy to each player after run-
running short on time, you should streamline each and ning the adventure.) This section offers some guidelines SCENE 6
be a little more generous with clues, target numbers, you may find useful in preparing to run SRM 06-04 Tick-
and other requirements to aid in guiding the players Tock (or any Shadowrun Missions adventure).
through the adventure. PICKING UP
Each scene outlines the most likely sequence of THE PIECES
Step 1: Read The Adventure
events, as well as how to handle unexpected twists and
turns that inevitably crop up. Each one contains the fol- Carefully read the adventure from beginning to end. Get
a feel for the overall plot and what happens in each scene. LEGWORK
lowing subsections, providing gamemasters with all the
information necessary to run it. That way, if something different happens, you won’t be
Scan This provides a quick synopsis of the scene’s caught off guard and you can adapt things smoothly.
CAST OF
action, allowing you to get a feel for the encounter at SHADOWS
a glance. Step 2: Take Notes
Tell It to Them Straight is written to be read aloud to
Take notes for yourself while reading through the ad-
the players, describing what their characters experience
venture that you can refer to later on. Possible things
PLAYER
upon entering the scene. You should feel free to mod-
to note include: major plot points (so you can see them
HANDOUTS
ify the narrative as much as desired to suit the group
all at a glance), the names of various non-player char-
and the situation, since the characters may arrive at the
acters, possible problems you notice, situations where DEBRIEFING
scene by different means or under different circum-
you think a particular character can shine and other LOG
stances than the text assumes. things you’ll want to keep in mind while running the
Behind the Scenes covers the bulk of the scene, de- adventure.
scribing what’s happening, what the non-player charac-
ters are doing, how they will react to the player char-
acters’ actions and so forth. It also covers the setting Step 3: Know The Characters
of the encounter, going over environmental conditions Prior to the start of the adventure, examine the PCs’
and other properties of the location as well as providing record sheets and Debriefing Logs for your reference
any descriptions of important items. and have basic information about their important abil-
Pushing the Envelope looks at ways to make the ities handy so you can refer to it during play. Also go
encounter more challenging for experienced or power- over the characters and keep their previous events list-
ful characters and other ways you can add some “extra ed on the Debriefing Logs in mind when determining

INTRODUCTION 3
non-player character actions in various scenes if such a COVER
dynamic has been included.
BACKGROUND COUNTS
Step 4: Don’t Panic! Background counts impose a negative dice pool penalty ANOTHER DAY
equal to their rating for all tests that are linked to or utilize AT THE OFFICE
Gamemastering involves juggling a lot of different
magic in any way (i.e., spellcasting, summoning, assensing,
things. Sometimes you drop the ball and forget some-
any test made while astrally projecting, and any active skill
thing or you just make a mistake. It happens, don’t INTRODUCTION
worry about it. Nobody is perfect all of the time and that benefits from active adept powers such as killing hands,
everybody makes mistakes. Just pick up from there critical strike, great leap, or improved skills, etc). Dual-
and move on. Your players will understand and forget natured creatures and spirits suffer this penalty to all actions. MISSION
about it once you get back into the action. Aspected background counts grant a boost to any SYNOPSIS
limit that utilizes magic in any way (see above) to any
Step 5: Challenge the Players metahuman, spirit, or dual-natured creature that matches
SCENE 1
the aspected domain. This includes spellcasting Force
Gamemasters should challenge the players but should
limits, so spellcasters need to be careful as it can be hard to
not generally overwhelm them. This is not to say that
games cannot be deadly. If the characters die through control the additional surge of mana. Any magically active SCENE 2
their own actions and repercussions of those actions, being that does not match the aspected domain should treat
then so be it. But the idea is to challenge the players and this as a normal background count and suffer penalties.
their characters, not to overwhelm them. If the enemies Background counts above 12 are called either a flux (for SCENE 3
and challenges are too light for the characters present, aspected domains) or a void (for magically dead zones), and
then increase them. On the other hand, if the characters are very dangerous. Any being that is magically or astrally SCENE 4
are badly outmatched by the enemies, then tone them active in any way (dual natured, astrally perceiving, casting
down. Make things difficult but not impossible. a spell, has an active adept power, has an active foci, etc.)
takes background count – 12 unresisted Stun Damage each SCENE 5
GENERAL turn that they are active and exposed to the flux or void.

ADVENTURE RULES SCENE 6


Shadowrun Missions adventures use the rules present- The NPCs in this adventure should generally stand
ed in Shadowrun, Fifth Edition (SR5). Standard rules such up to the average player character but may need some PICKING UP
as success tests, glitches, critical successes, and other adjustment to suit a particular group of characters, es- THE PIECES
common mechanics are described in SR5 and are not pecially a more experienced and powerful group. The
repeated in this adventure. scenes and NPC descriptions offer tips on adjusting the
Please keep in mind when preparing for the adven- NPCs to suit the abilities of the characters in your group. LEGWORK
ture, that the PCs will not necessarily be comprised of a To adjust the power level of an NPC, refer to Helps and
balanced party. It’s entirely possible that the party will be Hindrances (p. 378, SR5). Take the player characters’
made up entirely of technomancers or back-to-nature abilities into consideration when assessing the NPCs in CAST OF
shamans. If the characters run into a brick wall because this adventure and modify them accordingly. SHADOWS
of such complications, show flexibility and use your best
judgment in how you lead them back to the plot. Mission Difficulty PLAYER
Gamemasters are encouraged to use their own judg- HANDOUTS
Non-Player Characters ment, and to adjust the difficulty of the encounter to
Non-player characters (NPCs) are essential to any ad- take into account the abilities of the players. If the
venture. They are the allies, antagonists, and back- players have no magical support, replace magical de- DEBRIEFING
ground characters in the adventure that interact with fenses with mundane ones. If the players are weak on LOG
the player characters. NPCs in this adventure have al- combat, reduce the number of enemies by one or two.
ready been created and can be found throughout the Conversely, if they’re steam-rolling the opposition, add
adventure. one or two enemies to the fight. Missions should be
Minor NPCs are found in the individual scene that difficult and something of a challenge, but should not
they appear in, and generally have a brief write up, noting be insurmountable.
only their important skills and the gear they are carrying. A simple method for adjusting difficulty is to simply
Major NPCs can be found in the Cast of Shadows at increase the dice pools and Professional Ratings of the
the end of the adventure, and have more detailed write enemies. A simple +1 or +2 to all combat and defense
ups, and include most of the skills and the gear they tests gives enemies a minor boost in power, while a +3
have access to. or 4 will make them truly formidable. Adding to their

INTRODUCTION 4
Professional Rating will give them a larger group Edge at times, so players should expect to encounter every- COVER
pool to draw from, and gamemasters are encourage to thing from high background counts and mana voids to
use this Edge when logical. various aspected backgrounds and mana warps (see
Often a combat scene will tell you if it’s supposed Background Count sidebar for full rules; note that fu- ANOTHER DAY
to be challenging or is simply there to serve as filler ture Shadowrun, Fifth Edition rulebooks may supersede AT THE OFFICE
or a minor obstacle that the players should steamroll these rules). Areas of Chicago outside the CZ may also
through. When possible, use this as a guide to know suffer background count bleed from the Zone.
when to tweak the enemies and encounters. If it doesn’t Besides the background count, the CZ is a virtual INTRODUCTION
say, assume the scene should present a challenge to the nightmare for deckers and technomancers. The per-
power levels of the players. sistent low-level background radiation coupled with a
MISSION
distinct lack of modern matrix broadcasting equipment
SYNOPSIS
A Note on Loot and Looting through the area results in a high level of constant back-
ground Noise that makes even basic matrix communi-
Gamemasters should be careful what they allow play- cation difficult. Noise levels will vary from area to area, SCENE 1
ers access to, because they can and will try to steal but unless otherwise specified in the scene, assume a
everything not nailed down (and even then, they often default Noise level of 2 anytime the characters are with-
have pry bars and claw hammers to deal with those in the Containment Zone. SCENE 2
nails). Shadowrun Missions operate under the assump-
tion that two players who have run the same missions
Paperwork
will have roughly the same amount of resources avail- SCENE 3
able to them (give or take some negotiation and a little After running a Shadowrun Missions adventure, there
bit of minor loot fenced), so when players are able to are several important pieces of paperwork that need
steal and fence a lot of gear or are able to get their to be filled out. SCENE 4
hands on high-priced vehicles, cyberdecks, or foci, it The first is to make certain to distribute a copy of the
can unbalance the game and make it unfair to players adventure’s Debriefing Log to each player. As the gam-
who didn’t have the opportunity to get those items. emaster, please make certain to fill this out and sign off SCENE 5
Gamemasters should avoid letting the players get into on it for each character. In the interests of time, you may
a position to do high value looting whenever possible. have each player fill out the sections, with appropriate
values that you give them. Please consider the PCs’ ac- SCENE 6
tions in the scenario when providing Reputation modifi-
Chicago, The CZ, Noise, ers, per those rules (p. 372, SR5).
and Background Counts PICKING UP
The second is to make sure that all players have up- THE PIECES
While for many the Chicago and the Bug City Contain- dated their character’s Mission Calendar. PCs are al-
ment Zone are synonymous, the CZ holds less than 1/3 lowed to go on one run per week. The calendar is used
of the total landmass of the city of Chicago proper, not to track the character’s monthly lifestyle expenses, ad- LEGWORK
counting suburban areas and farmlands connected to ventures, and their downtime exploits.
the city. But the CZ is still big, and it is the rotted, gutted, Finally, once an adventure is completed gamemas-
feral heart of the Windy City. It starts at 115th Street to ters should head over to the official Shadowrun forums CAST OF
the south and runs nearly 30 km North way to Belmont at http://forums.shadowruntabletop.com and look in SHADOWS
Avenue to the north, and reaches from the Lake Michi- the Shadowrun Missions section. There will be a section
gan an average of fifteen kilometers to Harlem Avenue to post the outcome of the Missions adventure. Future
adventures will be affected by these results. Without PLAYER
to the west. A mass of torn down buildings and hast-
gamemaster feedback, the PCs’ exploits will be unable HANDOUTS
ily-erected barricades were added to and reinforced
over the three-year period that the Containment Zone to affect the campaign.
was in effect, and even now nearly twenty years later DEBRIEFING
Mission Synopsis
this barrier stands as an imposing divide between the LOG
Zone and the outside world. Anyone can supposedly
freely travel between the Zone and Chicago proper, but
Lone Star watches those coming out and the gangs and Melissa Truman was sixteen when Bug City hit, and
warlords watch those going in very closely. went missing the day her parents were evacuated.
Between the Cermak Blast, the bugs, the debilitating While there were rumors she was alive during Bug
effects of FAB III, and years of death and metahuman City, possibly affiliated with one of the warlords, she’s
misery, astral space in and around the Zone is horrible. been missing and presumed dead ever since. Now, her
Unless otherwise noted in the scene, assume a default old PANICBUTTON! bracelet has just gone off. All the
background count of 2 anytime characters are within corporate players are interested, and Dr. Martin Tate, on
the Containment Zone. The count will fluxuate wildly behalf of Truman Technologies, hires the runners to track

MISSION SYNOPSIS 5
COVER

ANOTHER DAY
AT THE OFFICE

INTRODUCTION

MISSION
SYNOPSIS

SCENE 1

SCENE 2

SCENE 3

SCENE 4

SCENE 5

SCENE 6

down the signal and find out what’s up. The runners may Scene 1:
or may not contact any of the other corporate Johnsons PICKING UP
floating around Chicago, but if they do, every Johnson
would love nothing more than to make a deal with them. CLOSING WALLS THE PIECES

& TICKING CLOCKS


The signal is degrading rapidly, but the location
where it was first activated was the site of the old LEGWORK
Truman Tower. When the runners arrive, they come
across the aftermath of a battle. There is one survivor, a
lovely dark-haired woman who gives her name as Staci, Scan This CAST OF
SHADOWS
who wants to find out where the bracelet is even more Dr. Tate hires the runners to locate the fading signal
than the runners do. Staci agrees to help the team find of Melissa Truman’s old PANICBUTTON! bracelet in
Melissa Truman if they help her rescue the teenage girl PLAYER
order to rescue his employer’s long-lost daughter.
who’s currently wearing the bracelet. HANDOUTS
He gives them some background information and the
Staci leads the team to Grant Park, where she claims
general location where the bracelet first went live. He
the girl is known among the people of the Haymarket
also mentions that other, less altruistic parties have
Nation. There the runners are able to pick up a bit more DEBRIEFING
been interested in her whereabouts for the last twen-
information about the area and their guide. They can LOG
also pick up the trail of the bracelet again, as it’s much ty years.
closer.
Tracking the signal, or pumping the locals for
information, leads the runners to the Shattergraves just
Tell It to Them Straight
as the signal dies. There they find Katherine beset by a It’s a regular Tuesday. You crawl out of bed late, suck
NeoNET corporate team. When they rescue her, Staci down some crappy soykaf, and contemplate eating
reveals she is the missing Truman heiress, and Katherine something for breakfast. Or lunch, though the differ-
is her daughter. The runners then have to decide just ence would really depend on how long it takes you to
what they want to do with the information. decide. About then is when your commlink buzzes, in-
terrupting your train of thought, if not your stomach.

SCENE 1: CLOSING WALLS & TICKING CLOCKS 6


Ah, well … if you’re lucky, it’s biz, and maybe a Johnson a 5,000 nuyen bonus for the safe return of the person COVER
who will spring for breakfast. Or lunch. in question. Any net hits also increase the pay and the
When you answer the call, a dark-skinned human bonus by 250 nuyen, to a maximum of 4. He does not
looks out from the other end of the connection. “Good answer questions regarding the individual, not even their ANOTHER DAY
morning,” he says in a brisk, cultured voice. “I am Dr. gender, until the runners agree to the job. He admits AT THE OFFICE
Tate, and I have a task I would very much like you to they will most likely be operating in the Containment
do for me. Time is a bit of the essence. Would you be Zone, though he cannot give them an exact location,
and the timeframe for the job is “As soon as possible.” INTRODUCTION
willing to meet me at Park Woods in under an hour?”
After the runners accept the job, Dr. Tate explains
that the individual they are tracking down is Melissa
When the runners arrive at the meet: MISSION
Truman (see Cast of Shadows), the daughter of Tru-
SYNOPSIS
Dr. Tate rises from his seat when you file into man Technologies’ CEO. He can only tell them about
the private dining room. Chairs, obviously in- her from before her disappearance, but he knows ev-
erything listed in her description from that timeframe. SCENE 1
tended for all of you, are set around the table
He provides the runners with several images of a six-
in front of him. It resembles a well-stocked buf- teen-year-old Melissa from her modeling days. If asked
fet. Dinner plates, each with a set of flatware about previous efforts to find her, he details how forc- SCENE 2
wrapped in a cloth napkin, are placed decorous- es unknown blocked magical search attempts and the
ly at every setting. Perfect. Containment Zone’s erection hampered physical search
attempts. All efforts were obviously unsuccessful. New SCENE 3
“Thank you for coming on such short notice.
attempts by the runners using the pictures from Tate can
I’ve taken the liberty of ordering brunch already, be attempted, but they are not successful because the
so that the niceties can still be observed without picture does not match what Melissa looks like twenty SCENE 4
costing any additional time. Feel free to partake years after it was taken.
Tate informs the runners that Melissa’s PANICBUT-
while we talk business. Specifically, I wish to en- SCENE 5
TON! bracelet was engaged less than two hours ago,
gage your services to locate a missing person,
but the signal is degrading rapidly. That is why there is
whom we believe may be in peril as we speak.” such a hurry now to locate her; if the rate of degrada- SCENE 6
tion stays the same, the signal will disappear complete-
ly within four more hours and she will once again be
JACKPOINT SEARCH PROFILE lost. When it came live, the signal originated from the PICKING UP
old Truman Tower, on the northern edge of the core. It THE PIECES
PARK WOODS TAVERN then moved north, where the distance and signal degra-
dation caused it to be lost almost immediately.
West 127th and Bishop Street LEGWORK
Tate is obviously troubled and lets it slip, at some
Park Woods is a mid-range restaurant on West 127th point during the discussions, that other parties would be
Street, on the southern edge of the core. It’s more bar than extremely interested in recovering Melissa themselves.
restaurant, but the food is good and the staff leaves anyone He won’t name names, even if pressed, but points out CAST OF
alone who makes an effort to conceal their weapons, that his employers have the moral high ground for want-
SHADOWS
whether the effort is successful or not. Recently remodeled ing to find Melissa, due to the relationship between her
in the wave of gentrification around the core, the place now and the corporation. PLAYER
sports a mid-twentieth century retro look. Now, if there’s a Tate acknowledges they may not find Melissa alive, HANDOUTS
fly in your soup, it’s only the garden variety house fly… and but only if the runners ask first. In that case, he reluctant-
they won’t even charge you extra for it! ly admits that, while he expects the runners to do every-
—Excerpt from Gwinny’s Guide to thing in their power to ensure Melissa’s safe return, the DEBRIEFING
family should still be able to provide some compensa- LOG
Gustatory Gratification (Chicago Edition)
tion if the runners return with her bracelet and the story
of where she has been all these years.
When the meeting is concluded, Tate hands the
Behind the Scenes team a small unit calibrated to the signal from the PAN-
ICBUTTON! It is a Device Rating 3 scanner that gets a +1
The hostess inside the front door of the Park Woods modifier to any Matrix Search tests to locate the PAN-
Tavern stops anyone openly carrying and asks them to ICBUTTON!
either remove or check the weapon.
Dr. Tate (see Cast of Shadows) offers 5,000 nuyen
each. Any net hits on an opposed Negotiation test adds

SCENE 1: CLOSING WALLS & TICKING CLOCKS 7


COVER
PANICBUTTON WAITRESS
The PANICBUTTON! is to DocWagon contracts what (PROFESSIONAL RATING 0) ANOTHER DAY
twentieth-century pagers were to twenty-first century cell AT THE OFFICE
phones. It is, in essence, a thin broad bracelet with an RFID B A R S W L I C ESS
tag embedded in it that broadcasts its coordinates when 3 3 3 2 3 2 3 3 6
INTRODUCTION
activated.
It can be activated in one of three ways: Initiative: 6 + 1D6
• Flip open the bracelet by means of a little thumbprint- Condition Monitor: 10 MISSION
Limits: Physical 4, Mental 4, Social 5 SYNOPSIS
encoded catch and press the button.
Armor: 0
• Remove the bracelet, thereby breaking contact
Skills: Blades 3, Con 3, Negotiation 3, Palming 3
with the wearer’s skin so it can no longer detect the Gear: Erika Elite commlink (DR 4), Long Haul (2 doses) SCENE 1
wearer’s vitals. Weapons:
• The wearer dies. Knife [Blade, Acc 5, Reach —, DV 4P, AP –1]
SCENE 2

Pushing the Envelope KNIGHT ERRANT PATROL


SCENE 3
When the runners prepare to leave the meet, they no- (8, PROFESSIONAL RATING 3)
tice the waitress hurrying away from the door to the
private room and back to the bar, as if she’d been lis- B A R S W L I C ESS SCENE 4
tening to their conversation with Tate. 4 3 4 3 3 2 3 3 6
If confronted, she stammers about wanting to see if
they needed any refills on their drinks; she’s so scared of Initiative: 7 + 1D6 SCENE 5
the runners that a Judge Intentions (6) test is required to Condition Monitor: 10
determine whether she is lying; she is. Limits: Physical 5, Mental 4, Social 5
If it comes to a fight, the bartender calls Knight Errant Armor: 12 SCENE 6
immediately. Skills: Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed
If the runners follow her discreetly or hack her com- Combat 4
PICKING UP
mlink, they find her calling a fixer named Anastacia and Gear: Armor jacket [12], Jazz (2 doses), Renraku Sensei
THE PIECES
selling the information Tate gave them for 1000 nuy- commlink (DR 3), sunglasses (image link, smartlink)
en. She does not make the call if she notices them, so Weapons:
anyone trying to follow her needs to make a Sneak- Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP –1, LEGWORK
ing + Agility [Physical] (3) Test for themselves or their SA, RC —, 15(c)]
drone(s). Her commlink is Device Rating 4. Defiance EX Shocker [Taser, Acc 4, DV 11S (e), AP –5,
SS, RC —, 4(m)] CAST OF
Stun baton [Club, Acc 4, Reach 1, DV 9S (e), AP –5, 10 SHADOWS
Debugging charges]
There should be very little to debug here, as it is just
the initial meet. Tate wants the job done—done right PLAYER
and done fast—and does not waste time with idle chat-
HANDOUTS
ter or amateur runners. Emphasize the need for time,
and remind them they’re not the only team in town for DEBRIEFING
someone so obviously desperate. LOG

SCENE 1: CLOSING WALLS & TICKING CLOCKS 8


Scene 2: to Melissa’s lack of involvement at the time, or twenty COVER
years out of date at best. Her main motivation is the stra-
TICKING AWAY tegic use of the information to have just a little bit more
leverage over Truman—and, by extension, Horizon. ANOTHER DAY
AT THE OFFICE
THE MOMENTS Simon Andrews, Saeder-Krupp: He offers 3,000
nuyen for locating Melissa, with a 6,000 nuyen bonus
if Melissa is brought to him alive. He also recognizes
the long-term political benefit of being associated with
INTRODUCTION
Scan This returning Melissa to Truman, but his primary motivation
If the runners contact Sarah Silverleaf, Maggie Gold- is the fount of information regarding the CZ she rep- MISSION
berg, or Simon Andrews, each of them has their own resents. SYNOPSIS
offers for the runners and their own reasons for want-
ing Melissa’s whereabouts brought to them.
Pushing the Envelope SCENE 1
Tell It to Them Straight There is nothing to push, as this is entirely a player-di-
rected scene.
Finding a woman no one has admitted to seeing or SCENE 2
hearing from in twenty years isn’t going to be an easy
task, but the money is good and, unlike any time in the Debugging
past two decades, you’ve got a starting location. If the runners contact someone not listed, the contact SCENE 3
You’ve also got a lot of valuable intel already. The responds as appropriate for his/her loyalty and affilia-
question now is: What do you do with it? tion. The pay from one of the other Season 5 contacts SCENE 4
is two-thirds the pay from Tate, due to their more lim-
Behind the Scenes ited resources. The pay from an unaffiliated contact is
only half what Tate offered, however, because they are SCENE 5
This scene only comes into play if the runners con- only acting as a middle-man to provide the fruits of
tact a corporate Johnson to sell the information. All of your labors to someone else … and make a profit, of
them are interested in the information, and every one course. SCENE 6
of them offers the runners 1,000 nuyen each just to
provide them with the tracking scanner and what they
Scene 3: PICKING UP
learned from Dr. Tate. What they offer the runners for
the whereabouts of Melissa, and her return to them,
is listed below. None of them are willing to negotiate, TIME, TIME, TIME, THE PIECES

pointing to the fact they are making the offer sight un-
seen. They also demand exclusivity and refuse to pay if
they are not the only individual getting the information
SEE WHAT’S LEGWORK

and/or Melissa herself.


Juan Xihuitl, Aztechnology: He offers 5,000 nuyen BECOME OF ME CAST OF
SHADOWS
for locating Melissa, with a 4,000 nuyen bonus if Me-
lissa is brought to him alive. For him, it is merely a busi-
ness transaction. Truman has been hunting for Melissa
Scan This
PLAYER
for twenty years, so being the one to provide him with The last confirmed location of the PANICBUTTON!,
HANDOUTS
news on his daughter is beneficial for both of them. when it was first activated, is the old Truman Tower.
Maggie Goldberg, Mitsuhama: She offers 4,000 Fortunately, the bracelet is moving, so there is hope
nuyen for locating Melissa with a 4,000 nuyen bonus the wearer is alive. Unfortunately, the bracelet is mov- DEBRIEFING
if Melissa is brought to her alive. She would love access ing and its signal is fading. LOG
to the abandoned corporate research rumored to still
be tucked away in the ruins of the Truman Tower, in or-
der to provide it to her employers. Her main motivation,
Tell It to Them Straight
however, is the virtue of providing a broken old man Truman Tower was once one of the tallest buildings in
with the whereabouts of his missing child. the world. It’s impossible to count the number of floors
Sarah Silverleaf, Renraku: She offers 6,000 nuyen for from ground level; your eyes just kind of blur them all to-
locating Melissa, with a 6,000 nuyen bonus if Melissa is gether and you start losing count somewhere between
brought to her alive. Sarah recognizes the material ben- one hundred and two hundred. Above that, the clouds
efit of locating Melissa, but reasons any research the obscure whatever remains of those upper stories after
woman could lead her to would be minimal at worst, due Ares conducted several sorties against the squatters

SCENE 2: TICKING AWAY THE MOMENTS 9


who had taken up residence there a few decades back. COVER
It seems a wasp spirit hive was not a welcome addition
to the neighborhood. Who’d have thought it?
The lower, and therefore more visible, portions of ANOTHER DAY
the building have a much more active and lived-in look. AT THE OFFICE
Lights shine from many of the windows, visible only as
a contrast to the darkened faces of solar panels circling
INTRODUCTION
the building in several places. The sign outside the front
of the building that once read “Truman Tower” has been
removed, but the original sign over the front doors— MISSION
which reads “The Spire”—is still in place. SYNOPSIS
As breathtaking as the building is, however, it is not
what has your attention right now. The street in front of
The Spire is the scene of recent, deadly violence. Two SCENE 1
teams of four men in armor, all with matching insignia
resembling the building itself, search among the dead
and wounded. Most of those on the ground are in mis- SCENE 2
matched ganger armor, though not all bear any identi-
fying colors.
SCENE 3
The first team works quickly, checking vitals on the
prone bodies. Sometimes they call out, and a pair of
people—one in armor matching their own, but the oth- SCENE 4
er wearing something more easily described as “Urban
Cowboy”—jog out with a stretcher to bring that person
back to the front doors of the building. Other times, they SCENE 5
use a sidearm to put a bullet into the person.
The second team is more methodical, stripping
weapons and armor from every motionless ganger and SCENE 6
covering the few bodies in similar armor with blue tarps.
PICKING UP
THE PIECES
JACKPOINT SEARCH PROFILE

TRUMAN TOWER LEGWORK

Truman Tower is a one-hundred-fifty-story, corkscrew-


shaped building that was once the tallest building in North CAST OF
America. It was originally a residential structure known SHADOWS
as The Spire, but later became the Truman Technologies
headquarters. The building was abandoned when Bug City PLAYER
hit, and became home to one or more nests of Wasp spirits HANDOUTS
that were later cleared out by Ares Firewatch teams and
copious amounts of Fab III.
The current tower resident is a recent start-up known DEBRIEFING
as Spire Enterprises, a (mostly) legit company specializing LOG
in delivery services throughout Chicago and the UCAS. They
apparently wrote off the top fifty floors, due to the extensive
damage from both the Wasp incursion as well as the efforts
to remove them.

> Truman Technologies left a lot of technology and


proprietary data when they abandoned the Spire; most
of it has been looted by now, but you never know what
kind of recordings old man Truman kept in his personal
vault … or what he’d pay to get them back.
> Turbo Bunny

SCENE 3: TIME, TIME, TIME... 10


Behind the Scenes COVER

Spire Enterprises employs the uniformed security


HIRED GANGERS
guards. They contracted several local gangs to help re- (12, PROFESSIONAL RATING 1) ANOTHER DAY
pel yet another attack from runners trying to make off AT THE OFFICE
with the abandoned Truman tech rumored to still be in B A R S W L I C ESS
the building. All Spire Enterprises personnel are in uni- 4 4 4 4 4 3 4 4 5.7
form. The mercenaries they hired wear armbands with INTRODUCTION
the Spire Enterprises logo. Initiative: 8 + 1D6
Essentially, the Spire security personnel are Condition Monitor: 10
MISSION
performing recovery tasks. They are retrieving their own Limits: Physical 6, Mental 4, Social 5
SYNOPSIS
wounded, as well as those of their own hirelings, and Armor: 12
finishing off the ones who attacked them. A Perception Skills: Blades 3, Etiquette 4 (Street +2), Intimidation 4,
+ Intuition [Mental] (3) Test lets the runners notice most Pistols 4, Throwing Weapons 3, Unarmed Combat 4 SCENE 1
of the people the security team is finishing off are either Qualities: Toughness
wearing the much nicer—but more piecemeal— armor Augmentations: Retractable spur
common to shadowrunners, or are all wearing the same Gear: Armor jacket, cram (1 dose), Sony Emperor commlink SCENE 2
green-on-green colors. An appropriate Knowledge (DR 2)
+ Intuition [Mental] (2) Test recognizes the colors of Weapons:
a small gang for hire known as the Harriers. The fight Browning Ultra-Power [Heavy Pistol, Acc 5 (6), DV 8P, SCENE 3
started at about the same time the PANICBUTTON! AP –1, SA, RC —, 10(c), w/ 2 spare clips of regular
went off (adjust according to how long the runners ammo]
took to prepare before heading to the Spire). When Knife [Blade, Acc 5, Reach —, DV 5P, AP –1] SCENE 4
the players arrive, the security guards are rendering aid Retractable spur [Unarmed Combat, Acc 6, Reach —,
to their hired gangers and dispatching the remaining DV 7P, AP –2)
SCENE 5
attackers. They are very wary of the players when they
notice them but do not offer violence unless provoked.
The security chief is inside the building coordinating, SPIRE ENTERPRISES SCENE 6
but his lieutenant is at the triage station.
There are four different security cameras around SECURITY
the perimeter of The Spire that have a view of where PICKING UP
the fight took place. The angles aren’t good enough to
(12, PROFESSIONAL RATING 2) THE PIECES
see the faces of any of the people fighting to defend B A R S W L I C ESS
The Spire—at least, not any of the female defenders. A
4 4 4 3 3 2 3 3 6
Perception + Intuition [Mental] (3) Test allows a runner LEGWORK
viewing the footage to see a slight female with short,
Initiative: 7 + 1D6
spikey black hair run from the scene toward the north. Condition Monitor: 10
No one recognizes the picture of sixteen-year- CAST OF
Limits: Physical 5, Mental 4, Social 5 SHADOWS
old Melissa Truman if the runners show it around, but Armor: 12
questioning the surviving gangers reveals one of them Skills: Automatics 4, Etiquette 3, Perception 2, Pistols 4,
remembered seeing a female flee north when the other Running 4, Unarmed Combat 3 PLAYER
shadowrunners, and the gangers they’d hired for added Gear: Armor jacket, Renraku Sensei commlink (DR 3) HANDOUTS
muscle, attacked from the west. Weapons:
Melissa is among the wounded being healed and Colt Cobra TZ-120 [SMG, Acc 4 (5), DV 7P, AP —, SA/
listens to the runners questioning people. A Perception BF/FA, RC 2 (3), 32(c), w/ 2 spare clips regular DEBRIEFING
+ Intuition [Mental] (4) Test notices her interest. She ammo] LOG
does not have her bracelet on and does not reveal her Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P, AP
identity. If asked, she gives her name as “Staci” and —, SA, RC (1), 30(c), w/ regular ammo]
claims to know Melissa personally. She offers to help Stun baton [Club, Acc 4, Reach 1, DV 9s (e), AP –5, 10
the runners find her, if they agree to take her with them. charges]
Melissa/Staci leads the runners to Grant Park, without
telling them their destination beforehand, where she
has a place among the Haymarket Nation.

SCENE 3: TIME, TIME, TIME... 11


essary to escape any fight she is losing and runs. COVER
SPIRE ENTERPRISES If Melissa is not in a position to talk, a Matrix
Search [Computer + Intuition [Mental] (2)] gets a sniff
LIEUTENANT of the signal off to the north. A second Matrix Search
[Computer + Intuition [Mental] (2) again] at a different
ANOTHER DAY
AT THE OFFICE
(PROFESSIONAL RATING 2) physical location (or 6+ hits on the initial search)
triangulates to Grant Park.
B A R S W L I C ESS M INTRODUCTION
3 4 4 3 4 4 4 3 6 4
Scene 4:
MISSION
Initiative: 8 + 1D6
Astral Initiative: 8 + 3D6 TIME CAN MAKE SYNOPSIS
Condition Monitor: 10
Limits: Physical 5, Mental 6, Social 6
Armor: 12
THE WORLD SCENE 1
Skills: Assensing 4, Astral Combat 3, Conjuring skill group
5, Counterspelling 4, First Aid 5, Leadership 2, Pistols 2, STRANGE SCENE 2
Spellcasting 5
Qualities: Magician (Hermetic)
Gear: Armor jacket, mage sight goggles (10m), Renraku
Scan This SCENE 3
Sensei commlink (DR 3), spellcasting focus (health) The runners track the bracelet to Grant Park. The signal
(Force 2) continues to fade, but the source is much closer.
Spells: Detect Life, Heal, Light, Physical Barrier, Powerbolt, SCENE 4
Silence, Stunball
Weapons:
Tell It to Them Straight
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P, AP The upside of a tracking device is it gives you a SCENE 5
—, SA, RC (1), 30 (c), w/ regular ammo] straight-line direction to your target. The downside is
the streets of the Containment Zone do not. That’s as-
SCENE 6
suming they even exist at all, of course.
HOST: SPIRE TOWER “Turn left here,” Staci says, pointing to a narrow
street up ahead. PICKING UP
Rating Attack Sleaze Data Proc. Firewall
THE PIECES
4 6 5 4 7
Behind the Scenes
Installed IC: Jammer, Patrol, Track If Melissa/Staci is not with the runners, modify the di- LEGWORK
Slaved Devices: Cameras, commlinks, 2 Steel Lynx drones alogue as necessary.
(inactive—irreparably damaged in the previous fight) Staci leads the runners through a fairly circuitous
Spiders: Not currently active route through the CZ. An Area Knowledge + Intuition CAST OF
Sculpting: The host is sculpted to resemble the tower or Area Knowledge + Logic [Mental] (3) Test reveals SHADOWS
itself on the outside. The different floors of the tower she’s dodging the turf of several unfriendly gangs. A
represent the departments, and the data is held in the Perception + Intuition [Mental] (3) Test spots a couple of
rooms on those floors. IC is represented by giant wasps PLAYER
young toughs walking the other way down a side street.
that originate somewhere above the top floor. HANDOUTS
If questioned, she points out it’s quicker to avoid trouble
than to take the time to fight them off.
Her final destination is Grant Park, home of the DEBRIEFING
Pushing the Envelope Haymarket Nation. There are sentries, but they do not LOG
challenge the runners if Staci is guiding them willingly.
The surviving security forces mistake the runners for an- There are two sentries on duty at each of the four park
other team trying to fight their way into the building. entrances, but if a fight breaks out, off-duty sentries
Everyone who is mobile immediately takes cover. start arriving. Four more arrive after two full Combat
Turns. Four more arrive every Combat Turn thereafter
Debugging for the next three Combat Turns.
The sentries at the south gate saw Katy (the girl
There are lots of ways this scene can go sideways. The whom the runners believe is Melissa Truman) come in,
important point is to keep Melissa alive, even if the but several people came and went through the gate
scene devolves into a gunfight; she burns Edge if nec- in the same timeframe. They do not volunteer any

SCENE 4: TIME CAN MAKE THE WORLD STRANGE 12


information unless asked. If Staci is with the runners, one Katy fled through the escape tunnel when the COVER
of the guards recognizes Katy’s description and tells the NeoNET team broke into the shack. The sentries at the
runners she came through about an hour earlier. This west gate don’t remember seeing anyone leave, but
will probably strike the runners as odd since they are they’d just come on shift when Katy snuck out and no ANOTHER DAY
looking for a thirty-six-year-old woman and not a young one saw her. Unfortunately, questioning the people in AT THE OFFICE
one. If Staci is not with the runners, they must make a the area, such as neighbors, also yields no information.
Con + Charisma [Social] (3 + 1 for every assisting player) A Matrix Search [Computer + Intuition [Mental] (4)
to convince the wary guards to talk. Every 100 nuyen Test] from anywhere within Grant Park traces the signal to INTRODUCTION
the runners offer as a donation to the Widows and the west and slightly north … toward the Shattergraves.
Orphans Fund (otherwise known as a bribe) reduces the
MISSION
threshold by 1.
SYNOPSIS
Staci takes them directly to a small dwelling near the
heart of the park, like she knows exactly where she’s
JACKPOINT SEARCH PROFILE
going. It’s too small to be called a house, but too well-
maintained to be considered a dump. Like all the other HAYMARKET NATION SCENE 1
such buildings here, it is obviously made of scavenged The group calling itself the “Haymarket Nation” is
materials. actually a collection of human and metahuman individuals SCENE 2
This shack has been home to both women for more
living in the area once known as Grant Park. A small cadre
than fifteen years, so any attempts to scry the room
of self-appointed leaders do little more than oversee a SCENE 3
through assensing or psychometry have a difficult time
picking out any recent emotions or specific visions. security force that prevents any government forces or
Feel free to create visions from the past or present as corporate security from operating in the area. The group
necessary. The length of time psychometry takes is does not seem to have any territorial ambitions, though its SCENE 4
five minutes for 0-1 successes, and fifteen minutes per relations with the Volk are almost always hostile.
success for everything above that. The Haymarket Nation leaders gave tacit approval to
SCENE 5
The place was ransacked. A Perception + Intuition the market that appeared along the shore of the old Chicago
[Mental] (5) Test while searching the house locates an Harbor. Vendors there do a brisk trade in simsense chips,
escape tunnel under the bed. The other end of the tunnel supplies, gear, food, medicine, weapons, hardware, and SCENE 6
opens up behind the guard station on the west side of vehicles. No one admits to having done it themselves, but
the park. If Staci is with the runners, the threshold is many of the vendors know people who know people who
lowered to 3. The entrance to the escape tunnel can be
used to run the harbor blockade to smuggle in the goods
PICKING UP
closed from the inside, and it does not appear whoever THE PIECES
sold there.
searched the apartment found it.

LEGWORK

HAYMARKET SENTRY Pushing the Envelope


A three-man NeoNET extraction team (two team mem- CAST OF
(PROFESSIONAL RATING 3) SHADOWS
bers and one mage) (use NeoNET stats from Scene 5)
B A R S W L I C ESS is still in the process of ransacking Melissa’s house. If
4 5 4 4 4 3 4 3 6 the runners have Melissa/Staci with them, she realiz- PLAYER
es something is not right. If the runners do not have HANDOUTS
Initiative: 8 + 1D6 Melissa helping them, and are not actively checking
Condition Monitor: 10 the house for occupants before they enter, they need
Limits: Physical 5, Mental 5, Social 6 to make a surprise test (SR5, p. 192). If the runners are DEBRIEFING
Armor: 9 stealthy, both sides test for surprise. LOG
Skills: Automatics 5, Blades 5, Intimidation 6, Perception 2,
Pistols 4, Unarmed Combat 6
Armor: Toughness
Debugging
Gear: Lined coat, Renraku Sensei commlink (DR 3) If the runners don’t pick up the trail, a young troll girl
Weapons: with a tattered dolly approaches them and starts in on
Ceska Black Scorpion [Machine Pistol, Acc 5, DV 6P, the “Whatchya doin?” game with them. She remem-
AP —, SA/BF, RC (1), 35(c) w/ spare clip regular bers seeing Katy-Kat go out the east gate not more
ammo] than fifteen minutes earlier, looking scared and upset.
Knife [Blade, Acc 5, Reach —, DV 5P, AP –1] They could also get this information by questioning a
neighbor, though the adults would call her Kate.

SCENE 4: TIME CAN MAKE THE WORLD STRANGE 13


Scene 5: If the runners jump into the fray right away, that is COVER
how things stand. If they wait, the extraction team slips
TIME IS RUNNING a set of plasteel restraints on her, removes her few
weapons, and puts a black hood over her head. The ANOTHER DAY
AT THE OFFICE
OUT FOR US team then carries her to an Ares Roadmaster parked
around the corner.
The Shattergraves is a scary, scary place in astral
INTRODUCTION
Scan This space. The background count there is 6.

In the Shattergraves, the runners find the bracelet—and MISSION


the girl to whom it is attached—just as the signal dies. Un-
fortunately, a NeoNET-backed team is right on their heels. SHATTERGRAVES SYNOPSIS

From Neo-Anarchist’s Guide to


Tell It to Them Straight North America and Street Grimoire
SCENE 1

It’s eerie, the silence surrounding the twisted ruins On Thursday, February 10, 2039—three days after the
of the Shattergraves. Everyone says the place is still Night of Rage—members of Alamos 20,000 committed their SCENE 2
haunted by the ghosts of the tens of thousands killed most outrageous act of terrorism yet. With a combination
when the Sears Tower fell, and it certainly feels that of magic and explosives, they destroyed the Sears Tower
way. It’s almost as if they press in around you and during the busy lunch hour. The falling debris destroyed SCENE 3
drown out the mundane sounds of the real world. blocks worth of buildings, streets, and sidewalks. Thousands
That’s no more unbelievable an explanation than the were crushed to death, and ruptured gas lines caused by SCENE 4
possibility of all the living residents of Chicago keeping the collapse exploded into a conflagration in the Loop that
a respectful silence. brought the death toll to almost 26,000 before mages were
Of course, it’s much more likely they’re giving the able to contain the blaze. SCENE 5
Shattergraves a wide berth for a very different reason.
The areas crushed by the collapse of the Sears Tower
Fear can make you silent, too.
are known as the Shattergraves. All forms of human and
And that’s when the tracking signal dies. Fitting, really. SCENE 6
inhuman creatures, as well as the ghosts of those killed
in the building’s fall and its aftermath, are said to roam the
Behind the Scenes mazes of steel and concrete. PICKING UP
Any runner watching the receiver knows they are close Every year, on the anniversary of its fall, the Tower THE PIECES
to the bracelet, and also that the signal has almost fad- manifests for twenty-four hours exactly as it appeared
ed completely. A Matrix Search [Computer + Intuition before its destruction. It has an ethereal glow to it, making
[Mental] (4) Test] gives the same answer, and pinpoints it visible throughout the night in both the physical and astral
LEGWORK
the location exactly as the signal dies for good. A Per- plane. The phantom building, and the ghostly images that
ception + Intuition [Mental] (2) Test allows a runner to inhabit it, go through the last day of their lives as if nothing CAST OF
easily hear the sounds of a nearby fight at the same ever happened. However, the entire scene is insubstantial. SHADOWS
location. Anyone scouting the location is not noticed
Neither the building nor the people react to or interact with
with a successful Sneaking + Agility [Physical] (1) Test,
anything on the physical plane.
as a well-armed team currently tries to take down an PLAYER
agile young woman (see Katherine, Cast of Shadows) HANDOUTS
with stun batons, tasers, and Stick-n-Shock. She has
short, spikey black hair and hazel green eyes. Anyone
can make a Logic + Intuition (3) Test when they first DEBRIEFING
see her to notice the resemblance between her and LOG
Staci. 6+ hits highlight the resemblance to the old pic-
ture of Melissa Truman, though the eyes are different.
A Perception + Intuition [Mental] (3) Test notices the
NeoNET symbol on the extraction team’s armored jackets.
Whether it’s via drone, a covert scouting mission, or
an all-out charge, the moment the players see the girl is
when the translucent sphere around her shimmers out
of existence and a burst of Stick-n-Shock from one of
the other men takes her full in the chest, sparking and
dropping her unconscious.

SCENE 5: TIME IS RUNNING OUT FOR US 14


COVER
NEONET EXTRACTION TEAM NEONET EXTRACTION
(6, PROFESSIONAL RATING 5) TEAM MAGE ANOTHER DAY
AT THE OFFICE
B A R S W L I C ESS (1, PROFESSIONAL RATING 4)
6 5 (7) 5 (7) 4 (6) 4 4 5 3 1.9
B A R S W L I C ESS M INTRODUCTION
Initiative: 10 (12) + 3D6 5 3 3 3 6 5 3 2 6 6
Condition Monitor: 11 MISSION
Limits: Physical 7 (9), Mental 6, Social 4 Initiative: 6 + 1D6 SYNOPSIS
Armor: 18 Condition Monitor: 11
Skills: Athletics skill group 6, Close Combat skill group 7, Limits: Physical 5, Mental 6, Social 5
Etiquette 6 (Corporate +2), Firearms skill group 9, Heavy Armor: 18 SCENE 1
Weapons 5, Perception 6, Small Unit Tactics 5, Sneaking 6 Skills: Assensing 3, Astral Combat 3, Athletics skill group 2,
Augmentations: Cybereyes (Rating 2, w/ flare compensation, Banishing 3, Close Combat skill group 3, Counterspelling
image link, low-light vision, smartlink, thermographic 5, First Aid 4, Perception 3, Pistols 4, Spellcasting 6, SCENE 2
vision), muscle augmentation 2, muscle toner 2, wired Summoning 4
reflexes 2 Qualities: Magician (hermetic), Focused Concentration 4
Gear: Erika Elite commlink (DR 4), full body armor, full helmet Gear: Erika Elite commlink (DR 4), full body armor, full helmet SCENE 3
(w/ chemical seal) (w/ chemical seal), plasteel restraints, power focus
Weapons: (Force 1), reagents (30 drams)
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP –6, SA/BF/ Spells: Ball Lightning, Clout, Combat Sense, Flamethrower, SCENE 4
FA, RC 2, 42(c) w/ 1 spare clip of APDS] Heal, Increased Reflexes, Insecticide, Manaball, Mass
Grenade Launcher [Heavy Weapon, Acc 4 (6), SS, 6 (c), Confusion, Stunbolt, Swarm
SCENE 5
smoke grenades] Weapons:
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 6S (e), AP –5, Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, SA,
SA, RC —, 15(c) w/ Stick-n-Shock] RC —, 15(c) Stick-n-Shock ] SCENE 6
Yamaha Pulsar [Taser, Acc 5, DV 7S (e), AP –5, SA, RC —, Stun baton [Club, Acc 4, Reach 1, DV 9s(e), AP –5, 10
4(m)] charges]
Stun baton [Club, Acc 4, Reach 1, DV 9S (e), AP –5, 10 PICKING UP
charges] THE PIECES
NEONET ARES ROADMASTER
HAND SPEED ACCEL BODY ARM PILOT SENS SEATS LEGWORK
3/3 3 1 18 18 3 3 8

CAST OF
SHADOWS
Pushing the Envelope
A dormant bug spirit wakes up if too much magic is PLAYER
tossed about here. HANDOUTS
It wakes if:
• any single spell is cast at Force 8+
• more than 2 spells are cast at Force 7+ DEBRIEFING
• or more than 4 spells are cast at Force 6+. LOG

Nothing below Force 6 has enough power to interfere


with the bug’s torpor. The NeoNET mage does not cast
at any Force higher than 5.
The spirit flees if either of its damage tracks fill to 50
percent or more.

SCENE 5: TIME IS RUNNING OUT FOR US 15


Debugging COVER
MOSQUITO SPIRIT, MALE This is intended to be a very intense combat scene.
(FORCE 8) It should be very challenging; bullets should be fired, ANOTHER DAY
Drain should be taken, and Edge should be spent. Don’t AT THE OFFICE
B A R S W L I C EDG ESS M tone it down if the runners struggle a bit, but also don’t
8 10 10 8 8 8 8 8 4 10 8 let it be completely fatal.
If the runners are in serious trouble and the NeoNET INTRODUCTION
Initiative: 18 + 3D6 team is still up when (or if) the bug appears, they can
Astral Initiative: 16 + 3D6 either fall back themselves (and simplify the equation
MISSION
Movement: 20 for the runners), or join forces against the bug and turn
SYNOPSIS
Condition Monitor (P/S): 12/12 the situation into an opportunity for the more social
Skills: Assensing, Astral Combat, Gymnastics, Perception, characters to work out who gets to go home with whom
Sneaking, Unarmed Combat after the immediate fight is over. SCENE 1
Powers: Animal Control (mosquitos), Astral Form, If the bug isn’t even in the picture and the players
Concealment, Enhanced Senses (Smell), Flight, Hive struggle, yet another team could show up (use an
Mind, Inhabitation (Living Vessels), Movement, Natural appropriate corporation and the same stats as the SCENE 2
Weapon (DV=(Force)P, AP 0), Pestilence, Sapience, NeoNET team) to provide a distraction and a chance for
Search the runners to slip away.
Weaknesses: Allergy (Insecticides, Severe), Evanescence If the team is particularly indecisive and does not try SCENE 3
to recover Katherine—and Staci is with them—she either
sneak attacks the NeoNET team or just charges into the
PESTILENCE fray to rescue her daughter.
SCENE 4

(P. 197, STREET GRIMOIRE, MODIFIED)


Scene 6: SCENE 5
TYPE ACTION RANGE DURATION
P AUTO TOUCH INSTANT A TIME TO SOW, SCENE 6
The critter carries a non-magical, contagious infection
that may infect characters who come in contact with it
A TIME TO REAP PICKING UP
(or its secretions). Treat this disease as a toxin with the THE PIECES
following attributes: Scan This
Vector: Injection (occurs when Mosquito successfully
The runners now have all the pieces. The question be-
attacks with Natural Weapon) LEGWORK
comes, what do they do with it all?
Speed: 4 hours
Penetration: –2
Power: 8 Tell It to Them Straight CAST OF
SHADOWS
Effect: Stun damage, disorientation, nausea, and swelling
at the infection site. Disease effects last one full day. If the runners save Katherine from
Each day, the disease Power increases by 2 and the NeoNET and have Melissa with them:
character must make another Toxin Resistance Test,
PLAYER
until the disease’s Power is reduced to 0. “Thank you,” Staci says, stroking Katherine’s HANDOUTS
hair. “Now I suppose I should keep my end of
the bargain. I’m Melissa Truman.” DEBRIEFING
LOG
Behind the Scenes
This is the payoff scene. How it unfolds depends on
which Mr. Johnson (and therefore which corporation)
the runners decided to work with and whether or not
they brought Melissa along for the ride.
If the runners remain civilized, Melissa and/or
Katherine cooperates. Melissa does not willingly leave
Katherine behind, and insists the girl accompany her
back out of the CZ with the runners.

SCENE 6: AT TIME TO SOW, A TIME TO REAP 16


If they didn’t bring Melissa with them from Scene 2, they
won’t be able to find her if they go hunting for her now.
Pushing the Envelope COVER

If Katherine does not survive, Melissa does not As this is the Shattergraves, several spirits of the rest-
cooperate nor does she reveal herself. She either slips less dead are drawn to the violence. All players should ANOTHER DAY
away in the confusion or tells the runners how Melissa make a Perception + Intuition [Mental] Test. AT THE OFFICE
gave her bracelet to Katherine back at The Spire so that, • 1 - 2 hits: They see something just out of the
if she died, the girl could be found and taken away to a corners of their eyes that isn’t there when they
better life outside the CZ. If asked, she lies and tells the turn to look. INTRODUCTION
runners Melissa was killed in the fighting. • 3 - 4 hits: They see movement between several
If Katherine is rescued and Melissa is either killed pieces of wreckage a short distance away.
MISSION
or not with the runners, Katherine does everything in • 5 - 6 hits: The runner actually sees a spirit taking
SYNOPSIS
her power to escape. She can be talked down with an one of the recently slain bodies by the hand and
opposed Negotiation + Charisma [Social] Test, but her pulling a ghostly form out of the dead individual.
agitated state, due to the recent violence, gives her a SCENE 1
+4 to her dice pool. The spirits are non-corporeal and do not interact
If there is any discussion between the runners in with the characters.
front of Melissa regarding whom to turn her over to, Astrally perceiving runners can make an Assensing SCENE 2
she is either offended (and therefore less cooperative) test. They see the same thing, though much more
or assists in the decision-making. She may even try to substantial, but with half the required number of hits.
cut herself in on the action, if possible. How it plays out SCENE 3
depends on the circumstances.
Melissa’s goal is the best possible life for Katherine,
Debugging
If the players run short on time, make Katherine and/or SCENE 4
so how she responds to any situation after Katherine’s
rescue is a reflection of that goal. Melissa much more cooperative.
Any Mr. Johnson the runners call agrees to meet SCENE 5
them within the hour in a private room at the Gale Street
Inn on North Milwaukee. PICKING UP SCENE 6
THE PIECES
PICKING UP
JACKPOINT SEARCH PROFILE
Money THE PIECES

GALESTREET INN • 5,000¥ (+ 250¥/net hit, max 4) from Dr. Martin


LEGWORK
Tate for locating the PANICBUTTON! bracelet
N. Milwaukee Avenue, Jefferson park and/or Melissa
The Gale Street Inn has been in operation since • 5,000¥ from Juan Xihuitl
the 1960s. Known for its real BBQ—the sign that reads • 4,000¥ from Maggie Goldberg CAST OF
“Chicago’s Finest Ribs” is still the original neon, though • 6,000¥ from Sarah Silverleaf SHADOWS
the AR overlay is a bit more recent. The ambiance is still • 3,000¥ from Simon Andrews
flagstone floors and solid wood panels, while the security PLAYER
features are delightfully inconspicuous. • 5,000¥ (+ 250¥/net hit, max 4) from Dr. Martin HANDOUTS
The food is exactly as advertised—a little on the pricey Tate for returning with Melissa
side, but reasonable considering their claim that everything • 4,000¥ from Juan Xihuitl
on the menu is genuine food. And considering both the taste • 4,000¥ from Maggie Goldberg DEBRIEFING
and the texture, this critic is inclined to believe those claims.
• 6,000¥ from Sarah Silverleaf LOG
• 6,000¥ from Simon Andrews
The ribs are fall-off-the-bone, and the tomatillo soup is an
excellent starter.
—Excerpt from Gwinny’s Guide to Karma
Gustatory Gratification (Chicago Edition) • 2 Karma—Surviving
• 1 Karma—Rescue Katherine
• 1 Karma—Return with Melissa Truman
• 2 Karma—Defeat the NeoNET extraction team
• 1 Karma—Defeat the bug spirit

PICKING UP THE PIECES 17


Gamemaster Reward favors, or paying them well above the standard rates for
information or services.
COVER

When running this adventure, you may choose to • Dr. Martin Tate (Connection 5): For delivering
count the Missions as “played” for your personal Shad- information on the whereabouts of Melissa Tru- ANOTHER DAY
owrun Missions character. You must choose to do this man, or Melissa herself, the runners gain Tate at AT THE OFFICE
the first time your run this Mission only, and take the Loyalty 1, or gain a +1 to Loyalty if they already
optional results to match those the team you game- had him (to a max of Loyalty 4). They will lose
mastered for earned. You may not choose to wait for a Loyalty –1 if they deliver her to any other contact.
INTRODUCTION
“better” attempt to choose your rewards. You’re on the • Juan Xihuitl (Connection 5): For delivering infor-
honor system here, so please don’t skew the adventure mation on the whereabouts of Melissa Truman, MISSION
to help the players gain extra rewards just so you can or Melissa herself, the runners gain Juan at Loy- SYNOPSIS
get better results. alty 1, or gain a +1 to Loyalty if they already had
You will earn a flat amount of karma and nuyen, him (to a max of Loyalty 4).
regardless of how well (or poorly) the players do, listed • Maggie Goldberg (Connection 4): For delivering SCENE 1
below. For other Missions results and rewards that you information on the whereabouts of Melissa Tru-
track on the Debriefing Log (objectives completed, man, or Melissa herself, the runners gain Mag-
reputation and contacts earned, etc.), take the average gie at Loyalty 1, or gain a +1 to Loyalty if they SCENE 2
results of the group you’re gamemastering for. So if four already had her (to a max of Loyalty 4).
out of six players earned a point of notoriety, you will • Sarah Silverleaf (Connection 5): For delivering
earn one as well. If only two players out of five earn a +1 information on the whereabouts of Melissa Tru- SCENE 3
Loyalty with Simon, you would not get that +1 Loyalty. man, or Melissa herself, the runners gain Sarah
Karma Earned: 7 at Loyalty 1, or gain a +1 to Loyalty if they al-
Nuyen Earned: 11,000 SCENE 4
ready had her (to a max of Loyalty 4).
• Simon Andrews (Connection 5): For delivering
Reputation information on the whereabouts of Melissa Tru-
man, or Melissa herself, the runners gain Simon
SCENE 5
During the adventure, runners may perform actions that at Loyalty 1, or gain a +1 to Loyalty if they al-
will add to their Street Cred, Notoriety, or Public Aware- ready had him (to a max of Loyalty 4). SCENE 6
ness (p. 372, SR5). Besides the scenario-specific gains
listed below, gamemasters should consider the charac-
ters’ actions throughout the game and award additional
points as appropriate. If a player earns Public Awareness LEGWORK PICKING UP
THE PIECES
or Notoriety, don’t be afraid to give them extra points.
• +1 Public Awareness if the players rescue Katherine When a PC gets in touch with a contact, make an unop-
• +1 Notoriety if the players kill Melissa Truman posed Connection + Connection Test for the contact. LEGWORK
• +1 Notoriety for any player who sells the informa- The results of this test determine how many ranks of
tion on Melissa to anyone in Scene 2 information the contact knows about the question. If
• +1 Street Cred if the players kill the bug spirit the relevance of the subject is a specialty of the con- CAST OF
tact, they get +3 to this test. The player then makes SHADOWS
an unopposed Charisma + Etiquette + Loyalty Test, the
Contacts results of which determine how many ranks of infor-
PLAYER
Successfully completing objectives or performing the mation the contact is willing to divulge for free, up to
HANDOUTS
actions listed below will earn characters specific Mis- the max ranks of information they know. If the con-
sions contacts at a Loyalty of 1, and they should be tact knows more, they will require a payment of 500¥
given the Contact Sheet included with this Mission. If – (Loyalty x 100¥, minimum 100¥) per rank of informa- DEBRIEFING
they already have that contact, they gain a +1 Loyalty tion they still know. LOG
to that contact (up to a maximum of 4). If the PCs have worked all of their contacts, and are
Characters might interact with NPCs not specified still missing important information, they may request
by the Mission, and may earn these NPCs as contacts that a contact ask around. If they do so, have the Contact
at Loyalty 1. They may also work with non-Mission make an extended (Connection + Connection (1 hour))
specific contacts that they have already earned or Test. Additional information will be available at a cost of
that they bought at character creation, and gain a +1 1,000¥ – (Loyalty x 100¥, minimum 200¥).
Loyalty to these contacts, with a maximum Loyalty of A Matrix Search action (p. 241, SR5) may also
4. Gamemasters should not grant these lightly, and be utilized to gather information from the following
players should have to work to earn these contacts by charts, using the appropriate thresholds and search
going the extra mile to impress the NPC, offering up times.

LEGWORK 18
Dr. Martin Tate Melissa truman COVER

Contacts to Ask: Horizon Contacts, Truman Technol- Contacts to Ask: Truman Technologies Contacts, Fash-
ogies Contacts, Fixers, Medical Professionals, Veter- ion Industry Contacts, Knight Errant Contacts ANOTHER DAY
an Runners AT THE OFFICE
Contacts Matrix Search Information
Contacts Matrix Search Information 0 0 Now that’s a name I haven’t heard
0 0 Is that Bart Tate who runs the in almost twenty years … INTRODUCTION
homeless shelter? 1 1 She’s the daughter of Daniel
1 1 A doctor who does volunteer Truman, the former CEO of Truman MISSION
work at some of the clinics around Technologies SYNOPSIS
town. I don’t think he has his own 2 3 Poor little rich girl disappeared at
office. the start of Bug City
3 2 For someone who doesn’t 4 — This girl had no skills besides SCENE 1
practice, he’s got a lot of money looking pretty and spending
and wears these weird custom Daddy’s money. How the hell
glasses. SCENE 2
did she slip her Knight Errant
4 3 He’s a fixer and influencer. He’s bodyguards?
been making friends by keeping 6 6 She was an up-and-coming model, SCENE 3
people alive. Must try that some but the tabloids were saying how
time. she was starting to put on weight
5 4 He works for Truman before she disappeared. SCENE 4
Technologies, reclaiming assets in 8 — Cyrus the Dwarf of the
town. Demolishers once had a lieutenant SCENE 5
9 10 He actually works for Horizon, called Highborn Melissa. Wonder
but Horizon bought Truman Tech if it was the same chica?
a while ago. He’s obviously been SCENE 6
assigned to help them out.
Truman technologies
PICKING UP
Anastacia Contacts to Ask: Corporate Executive, Media Repre-
sentative/Reporter, Chicago/Illinois Politician THE PIECES
Contacts to Ask: Chicago Gangers, Fixers, Fences,
Low-level Corporate Executives Contacts Matrix Search Information
LEGWORK
0 0 Some flatvid flick about living in a
Contacts Matrix Search Information bubble.
0 0 What, like the Russian princess? 1 1 Former Chicago corp. The bugs hit CAST OF
1 1 I’ve heard of her. Low-level fixer, ’em really hard in the wallet. SHADOWS
right? 2 3 Heard they’re making a new
2 3 She mostly operates out of the reality series called Life in the
north side of the core. Zone. PLAYER
HANDOUTS
3 — Her friends call her Staci. 3 — They’re looking to relocate their
4 6 Rumor has it that she works for corp HQ back to Chicago.
the Spire now. 4 6 Horizon owns them, I think. DEBRIEFING
5 — She always seems to be 5 — Truman’s making a power play to LOG
interested in any intel you can sell gather up as much of the Zone as
her on Truman Technologies. possible.

LEGWORK 19
Harriers CAST OF COVER

Contacts to Ask: Chicago Gangers, Chicago Law En-


forcement SHADOWS ANOTHER DAY
AT THE OFFICE
Contacts Matrix Search Information
0 0 Dude! I saw one of those old jets Martin Tate INTRODUCTION
at an air show once. Funny to
listen to the old farts talk about
how that was bleeding edge tech
back in their daddy’s day. MISSION
SYNOPSIS
1 1 A small gang of guns for hire out
of the Noose. Word is they’ll do
anything for a couple of nuyen. SCENE 1
2 3 Their colors are green and
green. It’s a nightmare if you’re
colorblind, let me tell you! SCENE 2
3 6 Several known members of
the gang have been spending SCENE 3
nuyen like it’s water. It looks like
they’ve come into a big stack of
credsticks lately. SCENE 4
5 — Word on the street is that they’ve
been hired to go up against the
Spire. SCENE 5

The Volk SCENE 6

Contacts to Ask: Chicago Gangers, Chicago Law En-


forcement, any Chicago resident PICKING UP
Dr. Martin Tate is working on behalf of Horizon, head- THE PIECES
Contacts Matrix Search Information ing up their resurrection of the Truman Technologies
0 0 Sounds German. Nein sprechen name, utilizing that company’s assets that they pur-
keine deutsch. chased following Crash 2.0. He has set up several clin- LEGWORK
1 1 Racist bastards. Unless you’re ics around Chicago and the Zone, using his medical
human and mundane, they’ll shoot prowess to help the residents in the area. He’s also
CAST OF
you as soon as look at you. No acting as a Mr. Johnson for Truman Tech, working to
SHADOWS
wonder they never got along with claim former Truman assets in the city.
the Haymarket folks. Tate is a friendly, dark-skinned individual, though he
2 3 They had a compound out along often seems slightly distracted, as if he’s thinking about PLAYER
the west side of the CZ not too a dozen things at once. He wears a nice shirt, tie, and HANDOUTS
long after the walls first went up. slacks under a white lab coat most of the time, and
is always wearing a set of custom glasses that have a
3 4 A lot of their people used to number of different lenses that he can flip down. DEBRIEFING
belong to Alamo 20K, so I wouldn’t
LOG
put anything past them.
B A R S W L I C EDG ESS
4 6 Haven’t heard much from them in
the last five years or so. Maybe 3 5 3 3 4 6 4 5 5 4.9
they got absorbed into the
Humanis settlement. Initiative: 7+1D6
Condition Monitor (P/S): 10/10
5 8 They’ve pretty much been
Limits: Physical 4, Mental 10, Social 7
replaced by the Human Brigade.
Armor: 9
Same prejudices, different name.
Active Skills: Blades 4, Computer 5, Con 5, Cybertechnology 9,
Etiquette 5, First Aid 7, Medicine 8, Negotiation 7, Perception 6

CAST OF SHADOWS 20
Knowledge Skills: Biology 7, Chemistry 5, Corporate Politics
4 (Horizon +2), Cyberware Design 3, Local Drug Dealers 4,
Katherine Truman COVER

Local Gangs 2, Medical Advances 5, Opera 4, Organleggers She’s an attractive young woman in her late teens/ear-
4, Psychology 4, Smugglers 3 ly twenties. She has short, spikey black hair and hazel ANOTHER DAY
Languages: English N, Spanish 3 green eyes. AT THE OFFICE
Augmentations: Datajack, datalock 12, mnemonic enhancer 3,
pathogenic defense 6
Gear: Armor clothing, DocWagon Platinum, 10x Tranq patches B A R S W L I C EDG ESS M INTRODUCTION
(Rating 10), 10x Stim patches (Rating 10), 10x Trauma patches 4 4 4 3 6 3 4 7 3 6 6
MISSION
Melissa Truman Initiative: 8 + 1D6 SYNOPSIS
Condition Monitor (P/S): 10/12
Melissa is the youngest daughter of corporate mag-
Limits: Physical 5, Mental 6, Social 9
nate Daniel Truman. Until the Chicago disaster, Melissa SCENE 1
Armor: 9
earned a rich girl’s pocket change on the international
modeling circuit. She was close to her brother Mitch, Active Skills: Assensing 4, Blades 3, Conjuring skill group 5,
whom insect spirits kidnapped and ultimately killed. Counterspelling 4, Etiquette 3, First Aid 4, Gymnastics 4 SCENE 2
In August 2055, she slipped her Knight Errant guards (+2), Navigation 1, Perception 2, Sneaking 1, Spellcasting 5,
when her family pulled out of Chicago ahead of the Survival 1, Throwing weapons 3
construction of the Containment Zone, and remained Knowledge Skills: Chicago City Knowledge (Containment Zone)
SCENE 3
behind with Cyrus, the head of a gang called The De- 3 (+2), Chicago Gangs 4, Paracritters 3
molishers, with whom she had a relationship. Her par- Languages: English (N) SCENE 4
ents knew nothing of the relationship, or the fact she
Qualities: Magician (Shaman), Mentor Spirit (Cat), Spirit Affinity
carried his child at the time of her disappearance. After
(spirit of beasts)
an up-and-coming minor warlord named Magilla killed SCENE 5
him, Melissa retired and moved to the Haymarket Na- Gear: Lined coat, Sony Emperor commlink (DR 2)
tion with her daughter. Spells: Antidote, Bugs, Chaos, Entertainment, Magic Fingers,
Melissa has dark eyes and dark hair with just the first Manabolt, Powerbolt, Stealth, Stunbolt SCENE 6
hints of grey. Her looks, like her quick wits and sharp Bound Spirits: Force 6 spirit of beasts with 2 services (manifests
tongue, haven’t dulled over the years, but rather gained as a large alley cat)
an extra dimension born of maturity and necessity. Weapons:
PICKING UP
THE PIECES
Throwing knives (7) [Throwing Weapon, Acc 5, DV 4P, AP –1]
B A R S W L I C EDG ESS Combat knife [Blades, Acc 6, Reach 0, DV 5P, AP –3]
3 4 5 3 3 3 5 5 3 6 LEGWORK

Initiative: 10 + 1D6 Spirit of Beasts


Condition Monitor (P/S): 10/10 CAST OF
(1) (Force 6, Bound, 2 services) SHADOWS
Limits: Physical 5, Mental 5, Social 7
Armor: 12
Active Skills: Athletics skill group 3, Blades 5, Con 4, Etiquette 7, B A R S W L I C ESS M PLAYER
First Aid 3, Negotiation 4, Performance 6, Pistols 2
8 7 6 8 6 6 6 6 6 6 HANDOUTS
Knowledge Skills: Black Market Pipelines 3, Chicago City
Knowledge 4, Chicago Gangs 5, Corporate Politics 2,
Corporate Security 2 Initiative: 12 + 2D6 DEBRIEFING
Languages: English N, French 2, Spanish 2 Astral Initiative: 12 + 3D6 LOG
Qualities: Home Ground (street politics), Dependent (daughter) Condition Monitor: 12
Gear: Armor jacket, medkit (R4), Renraku Sensei commlink (DR 3) Limits: Physical 10, Mental 8, Social 8
Weapons: Armor: 12H
Colt Agent Special [Light Pistol, Acc 5, DV 9P, AP –1, SA, RC —,
Skills: Assensing, Astral Combat, Perception, Unarmed Combat
8(c), no wireless capability, explosive rounds]
Powers: Animal Control, Astral Form, Concealment, Enhanced
Cougar Fineblade (Long) [Blades, Acc 6, Reach 1, DV 6P, AP –1]
Senses (Hearing, Low-Light Vision, Smell), Fear,
Materialization, Movement, Sapience, Venom

CAST OF SHADOWS 21
Simon is an odd individual. A full body Simon is an odd individual. A full body Simon is an odd individual. A full body
changeling, he appears to be a bipedal changeling, he appears to be a bipedal changeling, he appears to be a bipedal
lizard-man with a thick, scaly hide. He’s lizard-man with a thick, scaly hide. He’s lizard-man with a thick, scaly hide. He’s
also a traditional British punk, wearing a also a traditional British punk, wearing a also a traditional British punk, wearing a
battered leather vest covered in graffiti, battered leather vest covered in graffiti, battered leather vest covered in graffiti,
anarchy symbols, and punk band buttons. anarchy symbols, and punk band buttons. anarchy symbols, and punk band buttons.
He has a lizardfish frill running front-to- He has a lizardfish frill running front-to- He has a lizardfish frill running front-to-
back on his head that he paints up like a back on his head that he paints up like a back on his head that he paints up like a
multi-colored Mohawk. He revels in being multi-colored Mohawk. He revels in being multi-colored Mohawk. He revels in being
a freak, will hit on almost anything that a freak, will hit on almost anything that a freak, will hit on almost anything that
moves, and likes to snack on live white moves, and likes to snack on live white moves, and likes to snack on live white
mice. He’s direct and in your face, but mice. He’s direct and in your face, but mice. He’s direct and in your face, but
is utterly loyal to “Master Lofwyr,” and is utterly loyal to “Master Lofwyr,” and is utterly loyal to “Master Lofwyr,” and
serves as the dragon’s eyes and ears in serves as the dragon’s eyes and ears in serves as the dragon’s eyes and ears in
Chicago, working as an independent agent Chicago, working as an independent agent Chicago, working as an independent agent
and fixer for Saeder-Krupp. and fixer for Saeder-Krupp. and fixer for Saeder-Krupp.

SIMON ANDREWS SIMON ANDREWS SIMON ANDREWS


Saeder Krupp Troubleshooter Saeder Krupp Troubleshooter Saeder Krupp Troubleshooter
Male Changeling Male Changeling Male Changeling

Connection Rating: 5 Connection Rating: 5 Connection Rating: 5

Loyalty: Loyalty: Loyalty:

Key Active Skills: Arcana, Assensing, Con, Key Active Skills: Arcana, Assensing, Con, Key Active Skills: Arcana, Assensing, Con,
Negotiation, Spellcasting, Summoning Negotiation, Spellcasting, Summoning Negotiation, Spellcasting, Summoning

Knowledge Skills: Kaiju Monster Movies, Knowledge Skills: Kaiju Monster Movies, Knowledge Skills: Kaiju Monster Movies,
London Area, Magical Theory, Neo-An- London Area, Magical Theory, Neo-An- London Area, Magical Theory, Neo-An-
archist Movement, Saeder-Krupp Politics, archist Movement, Saeder-Krupp Politics, archist Movement, Saeder-Krupp Politics,
Seattle Area Seattle Area Seattle Area

Uses: Corporate Rumors, Magical Knowl- Uses: Corporate Rumors, Magical Knowl- Uses: Corporate Rumors, Magical Knowl-
edge, Magical Gear edge, Magical Gear edge, Magical Gear
Juan Xihuitl (Pronounced similar to “She- Juan Xihuitl (Pronounced similar to “She- Juan Xihuitl (Pronounced similar to “She-
Wheat”) is a Mr. Johnson for Aztechnol- Wheat”) is a Mr. Johnson for Aztechnol- Wheat”) is a Mr. Johnson for Aztechnol-
ogy. Juan represents AZT’s interests in ogy. Juan represents AZT’s interests in ogy. Juan represents AZT’s interests in
Chicago, and is interested in using Project: Chicago, and is interested in using Project: Chicago, and is interested in using Project:
Takeback to recover as many of AZT’s lost Takeback to recover as many of AZT’s lost Takeback to recover as many of AZT’s lost
assets as possible, including Aztechnol- assets as possible, including Aztechnol- assets as possible, including Aztechnol-
ogy’s lost Pyramid/Arcology. He’s a very ogy’s lost Pyramid/Arcology. He’s a very ogy’s lost Pyramid/Arcology. He’s a very
traditionalist corper, and smart runners traditionalist corper, and smart runners traditionalist corper, and smart runners
tread lightly around him as he sees them tread lightly around him as he sees them tread lightly around him as he sees them
as they really are: deniable, disposable as they really are: deniable, disposable as they really are: deniable, disposable
assets. He doesn’t play games, he doesn’t assets. He doesn’t play games, he doesn’t assets. He doesn’t play games, he doesn’t
tolerate fools, and he doesn’t coddle shad- tolerate fools, and he doesn’t coddle shad- tolerate fools, and he doesn’t coddle shad-
owrunners. owrunners. owrunners.

JUAN XIHUITL JUAN XIHUITL JUAN XIHUITL


Aztechnology Mr. Johnson Aztechnology Mr. Johnson Aztechnology Mr. Johnson
Male Troll Male Troll Male Troll

Connection Rating: 5 Connection Rating: 5 Connection Rating: 5

Loyalty: Loyalty: Loyalty:

Key Active Skills: Etiquette, Leadership, Key Active Skills: Etiquette, Leadership, Key Active Skills: Etiquette, Leadership,
Negotiation Negotiation Negotiation

Knowledge Skills: Aztlaner Cuisine, Az- Knowledge Skills: Aztlaner Cuisine, Az- Knowledge Skills: Aztlaner Cuisine, Az-
tlaner Sports (ollamaliztli), Chicago Area, tlaner Sports (ollamaliztli), Chicago Area, tlaner Sports (ollamaliztli), Chicago Area,
Corporate Finances, Corporate Rumors Corporate Finances, Corporate Rumors Corporate Finances, Corporate Rumors
(Aztechnology), Corporate Security (Az- (Aztechnology), Corporate Security (Az- (Aztechnology), Corporate Security (Az-
technology), History (Central American), technology), History (Central American), technology), History (Central American),
Psychology Psychology Psychology

Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear
Maggie is a female ork and assistant to Maggie is a female ork and assistant to Maggie is a female ork and assistant to
Mitsuhama’s Director of Operations in Chi- Mitsuhama’s Director of Operations in Chi- Mitsuhama’s Director of Operations in Chi-
cago, Ito Takahara. She acts as a liason be- cago, Ito Takahara. She acts as a liason be- cago, Ito Takahara. She acts as a liason be-
tween MCT and the runners. She grew up tween MCT and the runners. She grew up tween MCT and the runners. She grew up
in the Ork Underground and was around in the Ork Underground and was around in the Ork Underground and was around
runners when she was younger, so she’s runners when she was younger, so she’s runners when she was younger, so she’s
sympathetic to them. She’s loyal to MCT sympathetic to them. She’s loyal to MCT sympathetic to them. She’s loyal to MCT
to a point, but she knows as a female ork to a point, but she knows as a female ork to a point, but she knows as a female ork
her options for rising in the company are her options for rising in the company are her options for rising in the company are
limited. She’s attached herself to Takahara limited. She’s attached herself to Takahara limited. She’s attached herself to Takahara
and won’t jeopardize that position, but and won’t jeopardize that position, but and won’t jeopardize that position, but
will help the runners as much as she can will help the runners as much as she can will help the runners as much as she can
otherwise. otherwise. otherwise.

MAGGIE GOLDBERG MAGGIE GOLDBERG MAGGIE GOLDBERG


Mitsuhama Ms. Johnson Mitsuhama Ms. Johnson Mitsuhama Ms. Johnson
Female Ork Female Ork Female Ork

Connection Rating: 4 Connection Rating: 4 Connection Rating: 4

Loyalty: Loyalty: Loyalty:

Key Active Skills: Computer, Etiquette, Key Active Skills: Computer, Etiquette, Key Active Skills: Computer, Etiquette,
Negotiation Negotiation Negotiation

Knowledge Skills: Chicago Area, Corpo- Knowledge Skills: Chicago Area, Corpo- Knowledge Skills: Chicago Area, Corpo-
rate Finances, Corporate Rumors (MCT), rate Finances, Corporate Rumors (MCT), rate Finances, Corporate Rumors (MCT),
Corproate Security (MCT), Psychology, Corproate Security (MCT), Psychology, Corproate Security (MCT), Psychology,
Seattle Area (Ork Underground), SOTA Seattle Area (Ork Underground), SOTA Seattle Area (Ork Underground), SOTA
Technology Technology Technology

Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear
Dr. Martin Tate is working on behalf of Dr. Martin Tate is working on behalf of Dr. Martin Tate is working on behalf of
Horizon, heading up their resurrection of Horizon, heading up their resurrection of Horizon, heading up their resurrection of
the Truman Technologies name, utiliz- the Truman Technologies name, utiliz- the Truman Technologies name, utiliz-
ing the assets of that company that they ing the assets of that company that they ing the assets of that company that they
purchased following Crash 2.0. He has set purchased following Crash 2.0. He has set purchased following Crash 2.0. He has set
up several clinics around Chicago and the up several clinics around Chicago and the up several clinics around Chicago and the
Zone, utilizing his medical prowess to help Zone, utilizing his medical prowess to help Zone, utilizing his medical prowess to help
the residents in the area. He’s also acting the residents in the area. He’s also acting the residents in the area. He’s also acting
as a Mr. Johnson for Truman Tech, working as a Mr. Johnson for Truman Tech, working as a Mr. Johnson for Truman Tech, working
to claim former Truman assets in the city. to claim former Truman assets in the city. to claim former Truman assets in the city.

DR. MARTIN TATE DR. MARTIN TATE DR. MARTIN TATE


Horizon/Truman Tech Dr. Johnson Horizon/Truman Tech Dr. Johnson Horizon/Truman Tech Dr. Johnson
Male Human Male Human Male Human

Connection Rating: 5 Connection Rating: 5 Connection Rating: 5

Loyalty: Loyalty: Loyalty:

Key Active Skills: Biotech Group, Eti- Key Active Skills: Biotech Group, Eti- Key Active Skills: Biotech Group, Eti-
quette, Negotiation quette, Negotiation quette, Negotiation

Knowledge Skills: Biology, Chemistry, Knowledge Skills: Biology, Chemistry, Knowledge Skills: Biology, Chemistry,
Corporate Politics (Horizon), Cyberware Corporate Politics (Horizon), Cyberware Corporate Politics (Horizon), Cyberware
Design, Local Drug Dealers, Local Gangs, Design, Local Drug Dealers, Local Gangs, Design, Local Drug Dealers, Local Gangs,
Medical Advances, Opera, Organleggers, Medical Advances, Opera, Organleggers, Medical Advances, Opera, Organleggers,
Pyschology, Smugglers Pyschology, Smugglers Pyschology, Smugglers

Uses: Cyber and Bio, Information, Jobs Uses: Cyber and Bio, Information, Jobs Uses: Cyber and Bio, Information, Jobs
Sarah Silverleaf is a gorgeous and intel- Sarah Silverleaf is a gorgeous and intel- Sarah Silverleaf is a gorgeous and intel-
ligent elven representative for Renraku ligent elven representative for Renraku ligent elven representative for Renraku
in Chicago. She recently transferred here in Chicago. She recently transferred here in Chicago. She recently transferred here
from Tír Tairngire, taking over the opera- from Tír Tairngire, taking over the opera- from Tír Tairngire, taking over the opera-
tions that Renraku had largely abandoned tions that Renraku had largely abandoned tions that Renraku had largely abandoned
following Bug City. With the governor’s following Bug City. With the governor’s following Bug City. With the governor’s
call to reclaim downtown Chicago, Sarah call to reclaim downtown Chicago, Sarah call to reclaim downtown Chicago, Sarah
is looking to not only reclaim lost Renraku is looking to not only reclaim lost Renraku is looking to not only reclaim lost Renraku
property, but to also grab as much land as property, but to also grab as much land as property, but to also grab as much land as
possible. She may be a curvy knockout, possible. She may be a curvy knockout, possible. She may be a curvy knockout,
but anyone who underestimates her lives but anyone who underestimates her lives but anyone who underestimates her lives
to regret it. to regret it. to regret it.

SARAH SILVERLEAF SARAH SILVERLEAF SARAH SILVERLEAF


Renraku Ms. Johnson Renraku Ms. Johnson Renraku Ms. Johnson
Female Elf Female Elf Female Elf

Connection Rating: 5 Connection Rating: 5 Connection Rating: 5

Loyalty: Loyalty: Loyalty:

Key Active Skills: Athletics Group, Con Key Active Skills: Athletics Group, Con Key Active Skills: Athletics Group, Con
(Seduction), Influence Group, Pistols (Seduction), Influence Group, Pistols (Seduction), Influence Group, Pistols

Knowledge Skills: Chicago Area, Corpo- Knowledge Skills: Chicago Area, Corpo- Knowledge Skills: Chicago Area, Corpo-
rate Finances, Corporate Politics (Renraku), rate Finances, Corporate Politics (Renraku), rate Finances, Corporate Politics (Renraku),
Corporate Rumors, Corporate Security Corporate Rumors, Corporate Security Corporate Rumors, Corporate Security
(Renraku), Psychology (Manipulation) (Renraku), Psychology (Manipulation) (Renraku), Psychology (Manipulation)

Uses: Information, Jobs Uses: Information, Jobs Uses: Information, Jobs


DEBRIEFING LOG

PLAYER DATE / /

CHARACTER LOCATION
PERSONAL INFO

SRM 0603: TICK TOCK Found Melissa Truman


Melissa Truman was just sixteen when Bug City hit, and went Killed Melissa Truman
missing the day her parents were evacuated. Now her old PANIC- Defeated the NeoNET team
BUTTON! bracelet has just gone off. Can the runners find it—and Rescued Katherine
her—before the signal fades away forever?
Survived the surprise in the Shattergraves

SYNOPSIS MISSION RESULTS

Names Character Improvement Karma Cost

TEAM MEMBERS ADVANCEMENT

Previous Available Dr. Martin Tate (Connection Rating 5)


Street Cred
Sarah Silverleaf (Connection Rating 5)
Earned
Maggie Goldberg (Connection Rating 4)
Spent Notoriety Simon Andrews (Connection Rating 5)
Remaining Available Juan Xihuitl (Connection Rating 5)
New Career Total Public Awareness

KARMA REPUTATION

Previous Available ¥ GM’s Name

Earned ¥
Spent ¥ GM’s Signature
Remaining ¥

NUYEN VALIDATION CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES


DEBRIEFING LOG . . . . .
© 2014-15 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc., in the U.S. and other countries. Permission given to copy for personal use.

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