Shadowrun 5E PM005 Jumping Ship (Prime Mission)

March 26, 2018 | Author: Dario Figueroa Quintana | Category: Role Playing Games, Leisure
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adventure for shadowrun 5th edition...

Description

PM005

Writing: David Ellenberger

Shadowrun Developer: Jason M. Hardy

Art: Colby Stevenson

Layout & Design: Matt Heerdt

Missions Logo: Jeff Laubenstein, Matt Heerdt

Art Director: Brent Evans

Shadowrun Missions Developer: Ray Rigel © 2017 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.

CRASHING THE PARTY Extract Mr. Samuels from the Ares Orchard or from an off-site party at one of the local clubs: it was a no-brainer. Now it was the night of the party and it felt like nothing had gone right. Our attempts to infiltrate the nightclub found they weren’t hiring. The only good thing was that Chameleon, our face, learned that Jack McBride was the head of security. The bad news was he was former special forces, so he knew his stuff. Four Bytes, our hacker, had a Fly-Spy up and had been doing surveillance since about noon. The caterers showed up at four, right on time, and started setting up. I wondered which ones were security plants as we watched. I know that’s what I would do, but they were all pulling their weight and doing a great job. An hour before the party was to start, the security forces showed up and started sweeping the building for bugs. Four Bytes pulled out his Fly-Spy at that point so it wasn’t detected, so we’ve been blind to what’s happening inside. About ten minutes ago, Mr. Samuels and his group showed up to the party. We’d decided on Chameleon bluffing his way in and getting Mr. Samuels out, with Walks Through Walls backing him up and the rest of us providing support if needed. Four Bytes told me he thought he found out where Ares’s security was being run from. He pointed out the GMC Bulldog the Fly-Spy was watching. Chameleon was headed for the door. We listened as Chameleon’s bluff was shot down and the bouncer held steady. After ten minutes of arguing, he finally gave up and headed back. Roadblock looked at me and asked, “Is it time for the loud option?” “Walks, what do you have?” Silence greeted me in reply. He must be somewhere he couldn’t answer. Chameleon circled the block and was almost back to the front door when Walks Through

Walls said “Showtime.” Chameleon headed for the front door. Four Bytes swore. “The Fly-Spy just went dead. I think the jig is up.” I heard the fire alarm, and saw smoke billowing from the door when it opened. “Oh frag. There’s covert security too. We’re coming out hot,” I heard Walks Through Walls say right before the feedback drowned out our communications. I looked at Roadblock and nodded. He threw open the back doors of the van, his Ares Alpha assault rifle looking small in his hands. Psychard followed him out, and I moved up to the driver’s seat. The door opened and Mr. Samuels exited with another person following. I knew they were security from the way they moved. Before I could warn the team, the guy leaped into a flying kick. I thought he was going to hit Mr. Samuels in the back when he hit the air, and with a start tumbled to regain his balance. I wondered what happened before I spotted the blurred image of Walks Through Walls. He was between them, and had taken the kick. Chameleon reached out, and the guard’s head jerked back from the kinetic punch. I heard the thump of a grenade launcher and knew Roadblock was creating confusion. Psychard motioned for Mr. Samuels, who ran to the van. Chameleon and Psychard piled in behind him and Roadblock jumped in the side door. Walks Through Walls had disappeared into the crowd. I gunned it and pulled out into traffic, horns honking as I cut off other cars. When we got three blocks away, Four Bytes activated the nanopaint. The logo on the van’s side disappeared to a plain blue. Now we just had to get in touch with Ms. Johnson and get paid.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

CRASHING THE PARTY

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Introduction PM-01: Jumping Ship is a Shadowrun Missions living campaign adventure. Full information on the Shadowrun Missions living campaign is available at facebook. com/SRMissions/ and includes a guide to creating Missions characters and a regularly updated FAQ. All maps, player handouts, and other playing aids are found at the end of this document.

Preparing the Adventure PM-01: Jumping Ship is intended for use with Shadowrun, Fifth Edition, and all character and rules information refers to the fifth edition of the Shadowrun rules.

Adventure Structure PM-01: Jumping Ship consists of several scenes. These scenes form the basis of the adventure, which should be completed in approximately four hours. If you are running short on time, you should streamline each and be a little more generous with clues, target numbers, and other requirements to aid in guiding the players through the adventure. Each scene outlines the most likely sequence of events, as well as how to handle unexpected twists and turns that inevitably crop up. Each one contains the following subsections, providing gamemasters with all the information necessary to run it. Scan This provides a quick synopsis of the scene’s action, allowing you to get a feel for the encounter at a glance. Tell It to Them Straight is written to be read aloud to the players, describing what their characters experience upon entering the scene. You should feel free to modify the narrative as much as desired to suit the group and the situation, since the characters may arrive at the scene by different means or under different circumstances than the text assumes. Behind the Scenes covers the bulk of the scene, describing what’s happening, what the non-player characters are doing, how they will react to the player characters’ actions and so forth. It also covers the setting of the encounter, going over environmental conditions and other properties of the location as well as providing any descriptions of important items. Pushing the Envelope looks at ways to make the encounter more challenging for experienced or powerful characters and other ways you can add some “extra spice” to the scene. This subsection should usually only be used for home games, or games where time is not a factor. At most convention and Open Play events, gamemasters should omit this information. It adds to the scene, but does not contain important information.

INTRODUCTION

Debugging offers solutions to potential problems that may crop up during the encounter. While it’s impossible to foresee everything that a group of player characters might do, this section tries to anticipate common problems and other suggestions for dealing with them.

Running the Adventure Gamemastering is more of an art than a science, and every gamemaster does things a bit differently. Use your own style when it comes to preparing and running the adventure and do whatever you feel is best to provide the best Shadowrun game you can for your players. Shadowrun Missions adventures are designed to run in a standard four-hour convention time slot. Please keep this in mind when running the adventure. You should leave at least 15–20 minutes at the end of the time slot to complete any necessary paperwork and pass out the players’ Debriefing Logs. (Make sure that you have enough copies of the Debriefing Log for this adventure to give one copy to each player after running the adventure.) This section offers some guidelines you may find useful in preparing to run PM-01: Jumping Ship (or any Shadowrun Missions adventure).

Step 1: Read the Adventure Carefully read the adventure from beginning to end. Get a feel for the overall plot and what happens in each scene. That way, if something different happens, you won’t be caught off guard and you can adapt things smoothly.

Step 2: Take Notes Take notes for yourself while reading through the adventure that you can refer to later. Possible things to note include: major plot points (so you can see them all at a glance), the names of various non-player characters, possible problems you notice, situations where you think a character can shine and other things you’ll want to keep in mind while running the adventure.

Step 3: Know the Characters Prior to the start of the adventure, examine the PCs’ record sheets and Debriefing Logs for your reference and have basic information about their important abilities handy so you can refer to it during play. Also, go over the characters and keep their previous events listed on the Debriefing Logs in mind when determining non-player character actions in various scenes if such a dynamic has been included.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

Step 4: Don’t Panic! Gamemastering involves juggling a lot of different things. Sometimes you drop the ball and forget some-

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thing or you just make a mistake. It happens, don’t worry about it. Nobody is perfect all the time and everybody makes mistakes. Just pick up from there and move on. Your players will understand and forget about it once you get back into the action.

the abilities of the characters in your group. To adjust the power level of an NPC, refer to Helps and Hindrances (p. 378, SR5). Take the player characters’ abilities into consideration when assessing the NPCs in this adventure and modify them accordingly.

Step 5: Challenge the Players

Mission Difficulty

Gamemasters should challenge the players, but should not generally overwhelm them. This is not to say that games cannot be deadly. If the characters die through their own actions and repercussions of those actions, then so be it. But the idea is to challenge the players and their characters, not to overwhelm them. If the enemies and challenges are too light for the characters present, then increase them. On the other hand, if the characters are badly outmatched by the enemies, then tone them down. Make things difficult but not impossible.

Gamemasters are encouraged to use their own judgment, and to adjust the difficulty of the encounter to consider the abilities of the players. If the players have no magical support, replace magical defenses with mundane ones. If the players are weak on combat, reduce the number of enemies by one or two. Conversely, if they’re steam-rolling the opposition, add one or two enemies to the fight. Missions should be difficult and something of a challenge, but should not be insurmountable. A simple method for adjusting difficulty is to simply increase the dice pools and Professional Ratings of the enemies. A simple +1 or +2 to all combat and defense tests gives enemies a minor boost in power, while a +3 or 4 will make them truly formidable. Adding to their Professional Rating will give them a larger group Edge pool to draw from, and gamemasters are encourage to use this Edge when logical. Often a combat scene will tell you if it’s supposed to be challenging or is simply there to serve as filler or a minor obstacle that the players should steamroll through. When possible, use this as a guide to know when to tweak the enemies and encounters. If it doesn’t say, assume the scene should present a challenge to the power levels of the players.

General Adventure Rules Shadowrun Missions adventures use the rules presented in Shadowrun, Fifth Edition (SR5). Standard rules such as success tests, glitches, critical successes, and other common mechanics are described in SR5 and are not repeated in this adventure. Please keep in mind when preparing for the adventure, that the PCs will not necessarily be comprised of a balanced party. It’s entirely possible that the party will be made up entirely of technomancers or back-to-nature shamans. If the characters run into a brick wall because of such complications, show flexibility and use your best judgment in how you lead them back to the plot.

Non-Player Characters Non-player characters (NPCs) are essential to any adventure. They are the allies, antagonists, and background characters in the adventure that interact with the player characters. NPCs in this adventure have already been created and can be found throughout the adventure. Minor NPCs are found in the individual scene that they appear in, and generally have a brief write up, noting only their important skills and the gear they are carrying. Major NPCs can be found in the Cast of Shadows at the end of the adventure, and have more detailed write ups, and include most of the skills and the gear they have access to. The NPCs in this adventure should generally stand up to the average player character but may need some adjustment to suit a group of characters, especially a more experienced and powerful group. The scenes and NPC descriptions offer tips on adjusting the NPCs to suit

INTRODUCTION

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5

A Note on Loot and Looting Gamemasters should be careful what they allow players access to, because they can and will try to steal everything not nailed down (and even then, they often have pry bars and claw hammers to deal with those nails). Shadowrun Missions operate under the assumption that two players who have run the same missions will have roughly the same amount of resources available to them (give or take some negotiation and a little bit of minor loot fenced), so when players are able to steal and fence a lot of gear or are able to get their hands on high-priced vehicles, cyberdecks, or foci, it can unbalance the game and make it unfair to players who didn’t have the opportunity to get those items. Gamemasters should avoid letting the players get into a position to do high value looting whenever possible.

Paperwork

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

After running a Shadowrun Missions adventure, there are several important pieces of paperwork that need to be filled out.

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The first is to make certain to distribute a copy of the adventure’s Debriefing Log to each player. As the gamemaster, please make certain to fill this out and sign off on it for each character. In the interests of time, you may have each player fill out the sections, with appropriate values that you give them. Please consider the PCs actions in the scenario when providing Reputation modifiers, per those rules (p. 372, SR5). The second is to make sure that all players have updated their character’s Mission Calendar. PCs are allowed to go on one run per week. The calendar is used to track the character’s monthly lifestyle expenses, adventures, and their downtime exploits.

Mission Synopsis Ms. Johnson (Gloria Weathernight) hires the runners to extract a willing executive from an Ares R&D facility for a job with Wuxing. They must extract Rick Samuels and get him to a safe house. Once there, they’re to hold on to him for a couple of days while Ms. Johnson finalizes everything. When the time is up, they learn there is no job with Wuxing and Rick Samuels is out in the cold. The runners can either cut him loose at this point or help him find a new job now that he has burned his bridges with Ares. The mission breaks down into four sections. 1. Planning 2. Extraction 3. Holding on to Rick Samuels and keeping him safe 4. Finding Rick Samuels a new home The characters have two potential options for the extraction. They can either do it at his location in the Ares Orchard where he lives and works, or at an executive party at The Golden Microchip, a high-end restaurant and club, in three days. It doesn’t matter which one they do, or if they try one and then the other (though security is more alert at the second attempt). This allows the characters to make a plan to best complement their talents.

Scene 0:

Getting to San Francisco Scan This

COVER CRASHING THE PARTY INTRODUCTION

This scene gets the runners to the San Francisco area from their current location. It is a quick scene to let them know where they are for this run.

MISSION SYNOPSIS

Tell it to Them Straight

SCENE 0

It wasn’t a normal request, but your fixer has never steered you wrong before. He said he had an associate in San Francisco who needed talent and would pay you to just listen to the pitch. They’ve arranged for you to get through security and customs with all your equipment. Hopefully everything will be as smooth as they claim it will be. Your flight into San Francisco International Airport goes without a hitch. You hope your fixer’s contact is as good as he told you in getting your gear through customs without any problems. At least it’s the California Free State, not Aztlan or Tir Tairngire. You make your way to the nondescript hangar off the cargo building after clearing customs. A fair-skinned, red-haired woman who looks like she would burn in five minutes in the California sun greets you at the counter. You tell her the name on your fake SIN and she smiles, leading you to the back. After a minute, your gear is brought to you and a quick check shows you it’s all there. You head out to make your meet and hope the rest of your stay in the City by the Bay goes this well.

Behind the Scenes This scene is to bring the characters into the San Francisco area and let them know where they are running for this mission. It shouldn’t be anything more than giving them information and leading them into the adventure. If they want to bring vehicles, this isn’t a problem and the contact gives them plates and a registration for the vehicle in the CFS so it doesn’t attract attention. Gloria Weathernight is bringing out-of-town talent in because she is known in the local shadow community, and doesn’t want to risk the team realizing she is behind a run against her own megacorp when she hires them to hit Ares.

SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

Pushing the Envelope There shouldn’t be anything that can go wrong here; it just gets them along their way and sets the scene.

SCENE 0: GETTING TO SAN FRANCISCO

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COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C

Debugging Unless the characters start a fight with security or don’t listen to their fixer and bring the equipment they need, there shouldn’t be anything to debug in this scene. It is just the setup to get the characters into San Francisco

Scene 1:

The Meet Scan This Gloria Weathernight (see Cast of Shadows) meets the characters at The Sandwich Shop, a high-end sub shop featuring real meats as well as the normal soy options. She hires the characters to help with a willing extraction of Rick Samuels, a high-end executive with Ares R&D. If pressed, she tells the runners the new job is for Wuxing.

Tell it to Them Straight The building looks like the rest of the strip mall. It was probably built quick and cheap, more than likely during

SCENE 1: THE MEET

the San Francisco rebuilding project last decade. The AR sign brags that the Sandwich Shop features real meat selections as well as soy for the discerning palate. The graffiti, both AR and real world, are minimal in the area. What graffiti there is seems to be from the SJ Cruisers, a local go-gang whose colors appear to be grey and maroon. The smell of roasting meat wafts to you as you walk up. You go inside and discover the eatery is a long dining room just wider than the aisle leading to the ordering counter. The chairs and tables are molded plastic. You wonder if they can support a troll or heavily chromed individual. You don’t see anyone at first, and then the dwarf steps up on a stool behind the counter and asks, “What can I get for you today?” When you ask for Ms. Johnson, he nods to a door on the right. “She’s in the main conference room down the hallway, first door on the right.” You enter the hallway and see there are three doors. You open the first door, revealing a faux oak conference table that takes up much of the room. Eight high-backed synthleather chairs are spread evenly around it. Ms. Johnson has long black hair and a dark complexion. Her two dangling earrings feature the yin and yang symbols. She stands as you enter, and motions for you to have a seat. Once everyone is seated, she says,

SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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“Thank you for meeting me. I am in need of your talents. There is an executive who is no longer happy with his current employer. I would like you to help him get out of his current employment and deliver him to my associates for his new job. I can pay 20,000 nuyen each. Are you interested?”

Once they agree, read the following: “Good. I’m glad we could come to an agreement. An Ares California R&D executive, Rick Samuels, has decided that a competitor’s position has greater growth potential for him. You need to help him escape Ares and get him to his new employers. He lives and works in the main high-rise in the middle of the Ares Orchard. Security there is heavy, but not impervious. There are several people coming and going at all times of the day. Also, Mr. Samuels will be attending a party at the Golden Microchip, a local restaurant and club, in three days. He will have a security detail with him, as he does whenever he leaves the high-rise. Since he is a willing participant in the extraction, we’ve set up the code phrase, ‘The sun rises in the East.’ He will reply with ‘and sets in the West’ if everything is OK. If he replies with something else, you must decide if the potential danger means aborting or continuing, even though he has concerns. There is also a 10,000 nuyen bonus if no one is killed in the extraction. Once you have Mr. Samuels, you can contact me at this number and I will arrange the exchange from there. Are there any questions I can answer?”

Behind the Scenes Ms. Johnson (Gloria Weathernight) is an Ares R&D executive herself. She wears a disguise and got five hits on her Disguise Test. Gloria is impersonating a Wuxing Ms. Johnson, Jenny Cheng. To pierce the disguise is still a Perception + Intuition [Mental] (5) Test. If they fail the test, or don’t bother trying to see through the disguise, any checks into Ms. Johnson lead to Jenny (see Legwork). This further strengthens the story of Mr. Samuels going to Wuxing. If they pierce the disguise, they get the following description. “While she is trying to look Asian, it becomes apparent she is actually of Italian and Native American descent.” With a successful Judge Intentions [Charisma + Intuition (3) Test] the character figures out she is lying about who she works for. By assensing Glo-

SCENE 1: THE MEET

ria, the characters can also gather some information. One hit tells them she is confident, angry, and suspicious. With two or more hits, they know she is lying about something in what she told them. Gloria is head of the Sunnyvale R&D facility. She was passed over in favor of Rick Samuels. Rick got the promotion by taking credit for a project she saved. She made friends with a couple of Mr. Samuels’s assistants, one of whom overheard Mr. Samuels was potentially looking for a new position. Gloria decided to manufacture a position for him to take. Mr. Samuels thinks he is going to Wuxing, to lead their R&D throughout the California Free State. Gloria is familiar with the Ares high-rise and Orchard security since she goes there on a fairly regular basis. She is reluctant to give the characters too much information. This isn’t because she doesn’t want the characters to succeed, but because she is afraid it will raise questions on how she obtained the knowledge. Any information she passes on, she says is from what Mr. Samuels told her. If asked how accurate she believes it to be, she says, “That’s what he told me, and I don’t see why he would lie.” Not being a security expert, she isn’t aware of all the security measures employed. She knows the following: 1. RFIDs unlock the doors into the lobby any time of day. 2. During working hours, the front door is unlocked. 3. All visitors must sign in with the security desk. 4. Everyone goes through a security checkpoint in the lobby. 5. Visitors are given a visitor’s badge. 6. The Ares Orchard has a manned gate. 7. Inside the Ares Orchard, everyone is required to continuously transmit their SIN. 8. Mr. Samuels’s normal schedule, his office number (1917), and his living suite (33G). She also gives them his commlink number, but warns them not to call him unless necessary, since Ares often monitors conversations. 9. She can get his schedule for a day if they ask for it, but doesn’t have immediate access. The party at the Golden Microchip is an all-Ares party that will include many of the California Free State Ares executives as well as Mr. Samuels. Ares will have a security presence in addition to the Golden Microchip’s normal security. Ms. Johnson doesn’t know any details about the security or who was invited. She knows it is supposed to start at 7:00 PM and will run late into the night. To increase the team’s pay requires a Negotiation + Charisma [Social] versus Negotiation + Charisma [Social] Opposed Test. Each net hit increases the pay by 2,000 nuyen per person up to a maximum increase of 10,000 nuyen.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Ms. Johnson tells the runners to contact her once they have Mr. Samuels, and she will arrange the exchange at that point. Gloria can put the runners in touch with a forger who can provide fake SINs for a price. He can provide a SIN up to Rating 5 for any of the megacorporations for 4,000 nuyen per Rating. If the characters ask, she suggests they use the Speak-Easy Motel as a base of operations. It is a no-frills seedy motel a few kilometers from the Ares Orchard. She gives them the name of the manager, James Simpson, to contact for rates. It is 200 nuyen per night for a room.

Pushing the Envelope As the group starts the meet with Ms. Johnson, a couple comes into the Sandwich Shop. The lady shrieks with delight and rushes over to their group. She smiles at the character with the highest Public Awareness and says, “I’m your biggest fan. Can I get a selfie with you?” and then without waiting for an answer starts to lean over and pulls out a trideo camera. If the character acts violently, it causes a –1 die penalty for the Negotiations test with Ms. Johnson. If the character manages to politely prevent the selfie, the characters receive a +1 die bonus for Negotiations. If the “groupie” is seriously injured or killed, halve the initial offer from Ms. Johnson. Any other actions don’t affect the Negotiation tests.

Debugging The biggest problems here are if the characters decide not to take the job, or if they see through Gloria’s disguise and eventually trace her as an Ares employee. The pay is good so that shouldn’t be the reason the characters hesitate. If the characters don’t have a good feeling, Gloria pours on the charm and tries to convince them their fears aren’t warranted. If it is fear of a double-cross, she offers to put the payments in an escrow account for them. If they see through her disguise, this isn’t automatically a disaster. The characters may not look into who she really is. If they do and figure out she’s an Ares employee, Gloria tries to con them. She tells them “Gloria” is a long term cover she has used for recruiting assets and she infiltrated Ares for the purpose of doing this. Now that they have exposed her, she has to burn the identity unless the characters are willing to look the other direction and forget what they learned for a bonus of 5,000 nuyen each.

SCENE 1: THE MEET

COVER

JACKPOINT SEARCH PROFILE

SPEAK-EASY MOTEL

CRASHING THE PARTY

The Speak-Easy Motel is a no-frills motel. It is in the East Palo Alto area of San Francisco. James Simpson manages it. The cost is 200 nuyen per night for a room. Mr. Simpson asks no questions about who is staying or why they need a room. Parking for the motel is one large parking lot in front of the building and visible from the street. The rundown building does have running water, air conditioning, and heat, but not much more. Clean rooms are a bit of a stretch.

HOST: SPEAK-EASY MOTEL Rating

Attack

Sleaze

Data Proc.

Firewall

4

5

4

6

7

Installed IC: Blaster and Patrol Slaved Devices: Cameras, POS system, locks for the building Spiders: none Sculpting: A hotel lobby with a bellboy who talks to everyone as they come in. Security Procedures: In case of an alarm, the host will launch Blaster. It will relaunch either IC if it is crashed in the next round after it was crashed. Paydata: There are data files on the host which have 50 nuyen value per player.

HOST: THE SANDWICH SHOP Rating

Attack

Sleaze

Data Proc.

Firewall

4

4

5

6

7

Installed IC: Blaster and Patrol Slaved Devices: Cameras, POS system, locks for the building Spiders: none Sculpting: It looks like a commercial kitchen with the patrol IC taking on the persona of the head chef. There are jars of “spices” on the shelf behind the stove that represent the available information and devices. Security Procedures: In case of an alarm, the host will launch Blaster. It will relaunch either IC if it is crashed in the next round after it was crashed. Paydata: There are data files on the host which have 50 nuyen value per player.

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Scene 2:

Sounds Like a Plan Scan This This scene is for planning and legwork. The first thing the team needs to decide is at which location they want to attempt the extraction. After that, they must formulate the extraction plan.

Tell it to Them Straight You have the job; now it’s time to plan the where, when, and how.

Behind the Scenes The characters can conduct Matrix searches or use their contacts to get information. Use the tables in the Legwork section to tell them what they learn. If they do physical recon of the Ares Orchard, refer to Scene 3A: Breaking into the Tower for the information. If they do physical recon of the Golden Microchip, go to Scene 3B: The Golden Microchip for the information. The characters need to plan the extraction. They have two choices on where to perform it: either the Ares high-rise in the Sunnyvale Orchard, or at the Golden Microchip. They don’t have the exact time he will be arriving at the party, but it would be easy to time the extraction with his leaving or arriving at the party. Basic information about the Ares Orchard and highrise tower isn’t hard to find on the Matrix (see Ares Tower Public Knowledge). Investigation into the high-rise tells the characters they first need to get onto Ares Orchard without sounding the alarms, or it will be difficult if not impossible to get to Mr. Samuels and then back out with him. The Orchard is a twenty-block gated facility and sub-city of its own, with its own security force. There are pedestrian gates as well as vehicle access. For the pedestrian gates, a pass must be presented to gain access and the person must pass through a MAD scanner. For the vehicle entrances, access depends on whether the vehicle has an RFID for the Orchard. Vehicles that have the RFID open the gate automatically. The guard watches and looks for anything out of the ordinary, but does not stop the vehicle if everyone in it is broadcasting an Ares SIN. Without an Orchard RFID, you apply for a visitor’s pass and state your business for coming to the Orchard. It is possible to get onto the Ares Orchard without an Ares SIN. You must have a valid reason for coming in, and apply for a visitor’s pass. A visitor

ARES TOWER PUBLIC KNOWLEDGE

COVER CRASHING THE PARTY

LAYOUT OF THE HIGH-RISE BY FLOOR FLOOR FACILITIES 1: Lobby 2-4: Commercial/Retail (open 8AM to 7PM) 5: General Cafeteria 6-9: Mid-level management and commercial workers’ quarters 10-20: Offices 21: Executive Dining Room 22-25: Upper-middle level management quarters 26-34: Upper management quarters 35: VIP suites Roof: Helipad

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A

FLY SPY DRONE HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

3

2

1

0

3

3

0

SCENE 3B SCENE 3C

Programs: Clearsight 4, Maneuver 4

SCENE 4

ROTODRONE HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

4

2

4

4

3

4

0

Upgrades: Upgraded sensor suite Programs: Clearsight 4, Maneuver 4, Targeting (Ares Alpha) 4 Weapons: Ares Alpha [Assault rifle, Acc 5(7), DV 11S, AP –1, SA/ BF/FA, RC 2, 42(c), w/ gel rounds] Grenade launcher [Grenade launcher, flash bang, Acc 4(6), 10S (10-meter blast), AP –4, SS, RC —, 6(c)]

pass broadcasts its location continuously, along with the SIN associated with it. If the SIN is a non-Ares SIN, it is tracked via the drones that are active around the Orchard. While on the Orchard, all people are required to broadcast a SIN at all times. There are Ares versions of the Fly-Spy and rotodrones patrolling the compound at all times. The Fly-Spy drones do most of the observing and SIN checking, with the rotodrones called in when there is a discrepancy or disturbance.

SCENE 2: SOUNDS LIKE A PLAN

INTRODUCTION

SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

9

HOST: ARES HIGH-RISE Rating

Attack

Sleaze

Data Proc.

Firewall

10

12

10

11

13

Installed IC: Acid, Black IC, Crash, Jammer, Marker, Patrol, Probe, Tar Baby, Track Slaved Devices: Cafeteria equipment, cameras, locks, office terminals, retail POS systems, safes Spiders: 1 on duty and two more on standby for an emergency Sculpting: A large office building filled with cubicles (general services and security systems) and offices (each floor is an office which is filled with cubicles of what is on that floor) Security Procedures: Patrol IC runs at all times, as well as the on-duty spider patrols. Once alarmed, the IC launches in the following order: Probe, Jammer, Black IC, Crash, Tar Baby, Marker, and Track. If an IC is bricked, it takes the next Combat Turn to reboot the IC rather than launching the next one. Paydata: There are data files on the host which have 500 nuyen value per player

TOWER SPIDER (1, 2, PROFESSIONAL RATING 5) B

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3

2

3

3

5

5(6)

4

2

5

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hacking 8 (Personas +2) 8, Hardware 7, Pistol 4, Software 7 Augmentations: Muscle replacement 1, wired reflexes 2 Gear: Ares Defender cyberdeck (use Sony CIY-720 DR4 7654 programs 4), dress uniform (fire resistance 3, nonconductivity 5) and helmet (+2 with built in headset, mic, smartlink), medkit (Rating 6), Plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Programs: Browse, Configuration, Encryption, Virtual Machine, Armor, Biofeedback, Biofeedback filter, Defuse, Fork, Guard, Hammer, Mugger, Wrapper Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

There are two response teams on standby in the security office on the thirteenth floor (which doesn’t show on the elevator pad). Rick Samuels lives and works in the Ares Tower and only leaves the Orchard once or twice a year since it has everything he needs. These trips are planned well ahead of time and asking to make an unscheduled additional trip out raises security’s suspicion and isn’t an option. For this reason, the party at the Golden Microchip is a rare opportunity to extract him without having to go into the Ares Orchard.

The Golden Microchip A high-end club and restaurant that also hosts VIP parties in its exclusive back room. It is in the middle of a AAA neighborhood and SFPD response times put them on-site within fifteen seconds of an alarm sounding. The corporate limousines line up outside when a major event is happening. Security for the building is led by Jack McBride, a former special forces operative, who has trained his security team to top levels. The building has state-of-the-art camera and surveillance systems throughout. The back room can be locked down in case of an outside assault. The Golden Microchip is in what used to be downtown San Jose. It has been renovated, and is a very upscale area.

En route from Ares Orchard to The Golden Microchip Another option the characters may decide upon is to extract Rick Samuels en route from the Ares Orchard to the Golden Microchip. The drive takes about fifteen to twenty minutes depending on the exact route. Almost all the guests at the party come from the Ares Orchard; most of them are in Ares Aristocrat limousines (the Ares equivalent of the Mitsubishi Nightsky) with oneway windows to prevent anyone seeing into them. The two most likely ways Ares protects the executives are to use undisclosed routes, so setting an ambush is hard; and by not announcing who will be in what vehicle by using code names for all the executives.

Pushing the Envelope As the characters start to gather information, they draw Ares security’s attention. If at the Ares Orchard, security calls in a High Threat Response Team to capture the runners. The runners can make a Perception + Intuition [Mental] (3) Test to see signs that something isn’t right. For example, the streets are suddenly less busy and empty, they get stares from people as they approach, or they get an uneasy feeling they are being watched.

SCENE 2: SOUNDS LIKE A PLAN

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

10

HOST: THE GOLDEN MICROCHIP

PERSONAL INTEGRATED TACTICAL NETWORK (PI-TAC)

Rating

Attack

Sleaze

Data Proc.

Firewall

8

10

9

8

11

Installed IC: Acid, Blaster, Crash, Jammer, Patrol, Scramble Slaved Devices: Cameras, locks, and point of sale systems Spiders: see below Sculpting: An oasis with tents that represent the different systems and functions Security Procedures: Patrol IC is constantly running. In case of an alert IC launches in the following order: Scramble, Blaster, Acid, Crash, and then Jammer. If a IC is bricked, the host reboots it instead of continuing on through the list. Paydata: There are data files on the host which have 100 nuyen value per player

GOLDEN MICROCHIP SPIDER (1, PROFESSIONAL RATING 5) B

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3

2

3

3

5

5(6)

4

2

5

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 6, Cybercombat 8, Electronic Warfare 4, Etiquette 4, First Aid 3, Hacking 8 (Personas +2), Hardware 7, Software 5 Gear: Actioneer business clothes, medkit (Rating 6), Renraku Tsrugi (DR3 6553 3 programs) Programs: Browse, Configuration, Encryption, Virtual Machine, Armor, Biofeedback filter, Blackout, Defuse, Fork, Guard, Hammer, Mugger, and Wrapper Weapons: none

Level 1: Real time GPS, universal image and audio link that can access any image sources in the network, team biomonitor, and weapon status indicator (ammo count, operational conditions). +1 to all Perception Test including audio and visual. Level 2: Host unit enhancement: one half the Device Rating can be used to enhance either the firewall or processing ratings of the host device. Trauma module: can be loaded with one dose of any drug of the users’ choice. +2 to all Perception Tests including audio and visual. +1 to all Sneaking Tests. Enhanced leader coordination: team leader can coordinate combat maneuvers as a Simple Action instead of a Complex Action. Combat mode: +1 to one of the following combat skills of the player’s choice: Armed Combat, Automatics, Longarms, Pistols, Unarmed Combat. Can switch to another skill as a Simple Action. Level 3: Upgraded host enhancement: full Device Rating can be used to enhance both the firewall and processing power of the host device. Enhanced Team Leader Coordination(upgraded): team leader can coordinate combat maneuvers as a Simple Action instead of a Complex Action. Can transfer ten points from their Initiative score to one team member on the network or five points to two team members. +3 to all Perception Tests including audio and visual. +2 to Sneaking and Tracking Tests. Combat mode: +2 to one of the following combat skills of the player’s choice: Armed Combat, Automatics, Longarms, Pistols, Unarmed Combat. Can switch to another skill as a Simple Action. Remote and limited access to vehicles and drones linked into the network. As long as the units are operational, simple commands such as “go to this location” or “attack this target” can be issued in the event a rigger is rendered unconscious or dead.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

SCENE 2: SOUNDS LIKE A PLAN

11

ARES ORCHARD HIGH THREAT TEAM: FIRE SUPPORT

FLY SPY DRONE

(5, PROFESSIONAL RATING 5) B

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W

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I

C

ESS

5

5(8)

3(6)

3

4

3

5

3

1.1

Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2), Gymnastics 5, Heavy Weapons 5 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), and wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), 6 Neurostun VIII minigrenades (in Ares alpha grenade launcher), 2 flash-bang grenades, Transys Avalon, Pi-Tac level 2 Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), Neuro stun, Power: 15, Speed: 1 Combat Turn, Penetration: —, SS, RC —, 6(c)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

ARES SECURITY (4, PROFESSIONAL RATING 5) B

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C

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4

4

4(6)

3

3

3

4

4

4

Initiative: 10+ 3D6 Condition Monitor: 10 Limits: Physical 6, Mental 5, Social 5 Armor: 14 Skills: Clubs 4 (Batons +2), Con 2, Gymnastics 5, Law Enforcement (Professional Knowledge) 3, Perception 4, Pistols 7, Throwing Weapons 4, Unarmed Combat 5 Augmentations: Wired reflexes 2 Gear: Armored jacket (fire resistance 6, non-conductivity 6) and helmet (+2 with built in headset, mic, smartlink), medkit (Rating 6), 3 flash-bang grenades, Transys Avalon, 2 directional mics capacity 6 (audio enhancement 3, select sound filter 3), omni-directional mic (audio enhancement 2, select sound filter 2, spatial recognizer) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] SCENE 3A: BREAKING Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

COVER

HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

3

2

1

0

3

3

0

CRASHING THE PARTY

Programs: Clearsight 4, Maneuver 4

INTRODUCTION If they are at the Golden Microchip, Ares security isn’t sure if the runners are going to be a problem during the party or if they are just in the neighborhood. They follow the character(s) back to their base to set up physical surveillance. The test to follow undetected is Sneaking + Agility [Physical] versus Perception + Intuition [Mental] Opposed Test. If Ares Security successfully follows them back to their base, they call in a surveillance team who uses mics and microdrones to determine what the runners are doing.

Debugging The biggest problems are if the runners tip off Ares security, or worse yet cause a security incident. The good news is with two potential locations for the extraction, the characters can just switch to the other location. If they are locked into going after an alerted location, remind them there are other options. This shouldn’t completely derail the run, though it causes complications. Even knowing something is up, the security teams won’t know exactly what. If the characters trip an alarm and start to panic, remind them they have options. If the alarm is tripped at the Ares Orchard, this doesn’t affect security at the Golden Microchip unless the characters mentioned Mr. Samuels or leave some type of clue connecting the alarm to the party in a couple days or to Mr. Samuels. If the characters ask specific questions about the party or any Ares executives, or show Mr. Samuels’ picture around, the security teams are good enough that this tips them off something is going to happen and puts them on alert.

Scene 3A:

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS

Breaking into the Tower

PLAYER HANDOUTS

Scan This

DEBRIEFING LOG

This scene has the security details for the Ares Orchard and Tower. It is used for serious recon of the site or if the characters decide to attempt the extraction at the tower.

INTO THE TOWER

12

This scene gives the following information: 1. Ares Orchard security 2. Ares Tower security 3. Ares reaction to extraction

Tell it to Them Straight The Ares Orchard The three-meter-high chain link fence is topped with monowire. The twenty-block complex is completely self-sufficient, but you see vehicles coming and going. A sign by the gate reminds people they need to broadcast their SINs at all times while inside the complex.

Read the following when outside the Ares tower: The thirty-five-story skyscraper is the tallest of the high-rises in the Ares Orchard. The black steel and reflective glass building looms overhead as you approach. Even the Ares wageslaves on the street seem to look at the building in awe.

Behind the Scenes The characters are going into the Ares compound either to do recon on the tower or to make the extraction. The Ares compound, known as the Ares Orchard, is twenty blocks square and completely self-sufficient. However, it is usually open to traffic (both vehicular and pedestrian) around the clock. The exception is during a major security incident. A three-meter-high chain link fence topped with monowire surrounds the compound. In addition, it has an electronic field through the fence to detect if it is cut or breached. To detect it is either a Perception + Intuition [Mental] (4) Test or a Hardwire + Logic [Mental] (3) Test. Once it is detected, to bypass it requires an electronics kit and a Hardware + Logic [Mental] (4, 1 minute) Extended Test. About one hundred meters back from the fence line are cameras on the buildings to provide trideo of the fence. A Perception + Intuition [Mental] (3) Test is required to find the cameras and determine which one is covering the fence at a given location. A Security Knowledge skill gives the player a +2 dice pool modifier for the test. The gates are manned by a three-man security team. If a vehicle has the RFID tag, the guards just wave them through as long as everyone in the vehicle is transmitting an Ares SIN. If not, the characters need to make a Con + Charisma [Social] versus Con + Charisma [Social] Opposed Test to convince the guard they have business on the Ares Orchard. The guards also remind the

SCENE 3A: BREAKING

characters they are required to broadcast their SIN at all times while inside the compound. The guard issues a visitor pass to the characters, which he logs in conjunction with their SINs. If the characters fail the Con Test the guards won’t let them into the compound. There are also pedestrian entrance gates. These are each equipped with a Rating 6 MAD scanner. Three guards are posted at each of these gates. One monitors the MAD scanner while the other two talk with the characters, check their SINs, and remind them to broadcast them at all times while on the Orchard. To see if the scanner detects a ferrous weapon requires a dice pool equal to the Rating (6) and requires just one hit to detect the weapon. There is a Force 6 spirit of earth in astral space looking for any active spells, foci, or auras. When it sees one, it manifests and lets the gate guard know so he can check the SIN for the proper identification and licenses.

ARES ORCHARD GATE GUARDS (3, PROFESSIONAL RATING 0) B

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ESS

4

4

4(6)

3

3

3

4

4

4

Initiative: 10+ 3D6 Condition Monitor: 10 Limits: Physical 6, Mental 5, Social 5 Armor: 10 Skills: Clubs 4 (Batons +2), Con 4, Gymnastics 5, Law Enforcement (Professional Knowledge) 3, Perception 4, Pistols 7, Throwing Weapons 4, Unarmed Combat 5 Augmentations: Wired reflexes 2 Gear: Dress uniform (fire resistance 3, non-conductivity 5), Fairlight Caliban, medkit (Rating 6), 3 flash-bang grenades, helmet (+2 with built in headset, mic, smartlink) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)] Flash-bang grenade [grenade, DV 10S, AP –4, 10m radius] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

SPIRIT OF EARTH

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS

(1, FORCE 6, BOUND, 3 SERVICES) B

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C

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M

10

4

5

9

6

5

6

6

5

5

Initiative: 11 + 2D6 Movement: 10/20 Condition Monitor: 13 Limits: Physical 11, Mental 8, Social 8 Armor: 18H Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Perception 6, Unarmed Combat 6 INTO THE TOWER Powers: Astral Form, Binding, Elemental Attack, Fear, Guard, Materialization, Movement, Sapience, Search

DEBRIEFING LOG

13

Throughout the Ares Orchard there are Ares versions of the roto-drone and Fly-Spy drones patrolling, taking trideo and checking that everyone is transmitting their SIN. The drones check only if there is a SIN transmission; they aren’t running a check on the SIN. To get through the Ares Orchard undetected requires a Sneaking + Agility [Physical] (4) Test. If the character transmits a SIN, it is just a record of their passing unless they openly carry weapons, in which case a High Threat Response Team investigates. If the character isn’t transmitting, a security patrol investigates and reminds the characters they need to transmit their SIN at all times. Weapons are only allowed with a license tied to an Ares SIN, or by the Ares security personnel. During the day people come and go throughout the compound, and the characters can blend into the crowd as long as they don’t openly carry weapons. At night there is only occasional vehicle and foot traffic, but the characters can walk the streets without attracting attention. Security for the compound is run from the Compound Security Center. This houses the response teams as well as additional drones. They monitor the cameras for the perimeter of the compound as well as key locations and major buildings, like the Ares Tower. The Compound Se-

ARES ORCHARD HIGH THREAT TEAM: FIRE SUPPORT (5, PROFESSIONAL RATING 5) B

A

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S

W

L

I

C

ESS

5

5(8)

3(6)

3

4

3

5

3

1.1

Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2), Gymnastics 5, Heavy Weapons 5 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), and wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), 6 Neurostun VIII minigrenades (in Ares alpha grenade launcher), 2 flash-bang grenades, Transys Avalon, PI-Tac level 2 Weapons: Ares Alpha [Assault rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), Neuro stun, Power: 15, Speed: 1 Combat Turn, Penetration: —, SS, RC —, 6(c)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

SCENE 3A: BREAKING

curity Center is two blocks west of the Ares Tower. A Force 5 spirit of man patrols the Orchard looking for any active magical effects or spells. If it finds any, it tells the summoning shaman in the compound security center so he can alert security, and a decision is made if it is a potential issue. The shaman does not leave the compound security center for any reason.

ARES ORCHARD HIGH THREAT TEAM: MAGE

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS

(1, PROFESSIONAL RATING 6)

SCENE 0

B

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M

3

2

3

2

5

4

4

4

6

6

Initiative: 8 + 3D6 Condition Monitor: 10 Limits: Physical 7, Mental 6, Social 4, Astral 7 Armor: 18 Skills: Assensing 7, Astral Combat 8, Automatics 5, Banishing 7, Binding 4, Blades 6, Conjuring 6, Counterspelling 8, Spellcasting 8 Qualities: Magician (Hermetic) Gear: Medium security armor (chemseal, fire resistance 6, non-conductivity 6) with full helmet (+3 with built in commlink (Transys Avalon) and mic), PI-Tac level 2, reagents (20 drams) Spells: Agony, Detect Enemies, Hot Potato, Manaball, Manabolt, Mass Confusion, Powerbolt Bound Spirits: Spirit of fire Force 5 (3 services) Weapons: Katana weapon focus [Blades, Acc 7, Reach 1, DV 5P, AP –3, Rating 4 weapon focus] Yamaha Raiden [Assault rifle, Acc 6(8), DV 12P, AP –3, RC 1, 60(c) explosive rounds

FLY SPY DRONE

SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK

HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

3

2

1

0

3

3

0

CAST OF SHADOWS

Programs: Clearsight 4, Maneuver 4

PLAYER HANDOUTS

ROTODRONE HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

4

2

4

4

3

4

0

Upgrades: Upgraded sensor suite Programs: Clearsignt 4, Maneuver 4, Targeting (Ares Alpha) 4 Weapons: Ares Alpha [Assault rifle, Acc 5(7), DV 11S, AP –1, SA/ BF/FA, RC 2, 42(c), w/ gel rounds] Grenade launcher [Grenade launcher, Acc 4(6), SS, RC INTO THE TOWER —, 6(c), flash bang]

DEBRIEFING LOG

14

SPIRIT OF MAN (1, FORCE 5, BOUND, 2 SERVICES) B

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M

6

5

7

3

5

5

6

5

5

5

Initiative: 13+ 2D6 Movement: 10/20 Condition Monitor: 11 Limits: Physical 7, Mental 7, Social 7 Armor: 10H Skills: Assensing 5, Astral Combat 5, Perception 5, Spellcasting 5, Unarmed Combat 5 Powers: Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-light, Thermographic Vision), Guard, Influence, Innate Spell (Detect Enemies), Materialization, Movement, Sapience, Search

HOST: ARES HIGH-RISE Rating

Attack

Sleaze

Data Proc.

Firewall

10

12

10

11

13

Installed IC: Acid, Black IC, Crash, Jammer, Marker, Patrol, Probe, Tar Baby, Track Slaved Devices: Cafeteria equipment, cameras, locks, office terminals, retail POS systems, safes Spiders: 1 on duty and two more on standby for an emergency Sculpting: A large office building filled with cubicles (general services and security systems) and offices (each floor is an office which is filled with cubicles of what is on that floor) Security Procedures: Patrol IC runs at all times, as well as the on-duty spider patrols. Once alarmed, the IC launches in the following order: Probe, Jammer, Black IC, Crash, Tar Baby, Marker, and Track. If an IC is bricked, it takes the next Combat Turn to reboot the IC rather than launching the next one. Paydata: There are data files on the host which have 500 nuyen value per player

TOWER SPIDER (1, 2, PROFESSIONAL RATING 5) B

A

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S

W

L

I

C

ESS

3

2

3

3

5

5(6)

4

2

5

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hacking 8 (Personas +2) 8, Hardware 7, Pistol 4, Software 7 Augmentations: Muscle replacement 1, wired reflexes 2 Gear: Ares Defender cyberdeck (use Sony CIY-720 DR4 7654 programs 4), dress uniform (fire resistance 3, non-conductivity 5) and helmet (+2 with built in headset, mic, smartlink), medkit (Rating 6), Plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Programs: Browse, Configuration, Encryption, Virtual Machine, Armor, Biofeedback, Biofeedback filter, Defuse, Fork, Guard, Hammer, Mugger, Wrapper Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P,BREAKING AP –5, SA, RC —, SCENE 3A: 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

The thirty-five-story structure is the center of the Ares Orchard. It is a residential, commercial, and office building all in one. The lobby is the building’s main security checkpoint and not much more. The doors are opened via RFIDs in the passes for everyone who works or lives in the building. Visitors can buzz to be let in outside normal working hours. During work hours, the door is unlocked. The door is secured with a Rating 6 maglock. A character can bypass the lock with a Locksmith + Agility [Physical] (12, 1 Combat Turn) Extended Test. There are security cameras on the doors and locks which are monitored in the security room in the basement. To pass through unnoticed requires a Sneaking + Agility [Physical] (3) Test (several people are always monitoring the cameras, especially the entrance). It is impossible to stay off the cameras while defeating the locks since there are cameras aimed right at the pad. The lobby has a Rating 6 MAD scanner, used to screen everyone coming into the building. If the person has an Ares Tower pass the results are compared to what is on record for the person. Any abnormalities cause the guard to stop the person for questioning and put security on standby. The lobby has three security guards on duty around the clock and two additional guards during peak hours (7AM11AM and 4PM-6PM). Anyone who doesn’t have a SIN identified with the tower must sign in at the desk visitor log, and gets a visitor pass (or the Orchard visitor pass is updated to include tower access). The visitor pass: • Has an RFID chip for tracking. • Is cleared for the floor(s) the visitor is supposed to visit. If the person goes to another floor it alerts the security office. • Operates the elevator to the appropriate floor. If multiple floors are cleared, it gives an AR display of the authorized floors. • Opens the doors on the floor(s) they are visiting. To pass through the lobby as one of the people who live or work in the building requires the following: • A way to transmit the appropriate SIN. • A disguise to look like the person. • A successful Impersonation + Charisma [Social] versus Perception + Intuition [Mental] Opposed Test. The lobby has four security cameras that are monitored in the security center on the 13th floor of the tower as well as at the compound security center. There is a bank of six elevators that go from the lobby to all thirty-five floors. In addition, a stairwell goes

INTO THE TOWER

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

15

up to the fifth floor. From the fifth floor cafeteria, stairwells on the east and west ends of the building access to the 20th floor. To access the stairwell that goes up to the 21st through 35th floor requires a special key card from the 20th floor. The 13th floor houses tower security. There are three security officers who monitor the cameras, a security spider who patrols the Ares tower host, ten additional standby security officers, two security mages, and a standby response team. If an abnormality is noticed or a visitor goes to the wrong floor, two security officers are dispatched to investigate or take care of the issue. If an alarm sounds, the fast response team is dispatched to the appropriate location. Next to the elevator bank is the security stairwell. This stairwell is behind a hidden door on each level and can’t be blocked from the floor side of the door to prevent access to the floor. An alarm also alerts Orchard security, which sends a Tower fast response team to the tower for support if needed. In addition, the high threat response team is put on standby awaiting updates from tower security about the situation. Two security mages are dispatched to look into anything suspected to be magic-related. One is also dispatched with the Tower fast response team to act as magical support. The second through fourth floors are the commercial/retail floors. They have a wide variety of retail shops and businesses for the convenience of Tower and other Ares employees. The shops are open from 7AM to 8PM every day. From one hour before the shops open to one hour after they close, two security guards patrol the commercial floors. The shops and businesses only accept Ares script. If a character is transmitting an Ares Orchard SIN and tries to use nuyen, they attract security’s attention, which sends an officer to interview the character. There is an exchange kiosk on each floor. The exchange rate is 2 Ares script to 1 nuyen. The fifth floor is the general cafeteria. It is one large open floor with the serving line on the north end and kitchen behind that. All Ares employees can eat here when it is open and have it charged to their corporate account. The cafeteria is open except for the hours of 11PM to 2AM when it is closed for cleaning and prep work. The 6th through 9th floors are housing for mid-level management and workers on the commercial floors. It has a main north/south and east/west hallway, with two smaller hallways spaced along the floor to give access to the apartments. The 10th through 20th floors are office spaces. At the elevator and stairs, a secretary station is manned during normal working hours (8AM-7PM Monday through Saturday). Anyone coming off the elevator or stairs is greeted and asked their business so they can be directed to the appropriate person or office. An opposed Con + Charisma [Social] versus Con + Charisma [Social] Test is necessary to convince the secretary they have business on the floor.

The 21st floor is the executive dining room. A hostess greets people as they come off the elevator, gives them the day’s menu, and checks their IDs to ensure they are allowed to use the dining room. People seat themselves in one of the four main dining rooms or one of the semi-private eating areas. The south part of the floor is the kitchen. Four servers serve the executives. The 22nd through 34th floors are the upper management quarters. The floors are set up the same as floors six through nine, but the rooms are larger. The 35th floor is the VIP suites. The floor is broken into four apartments by the north/south and east/west corridors. The north end of the hallway has access to the roof and helipad. The roof has a helipad and access to the 35th floor.

General Security Throughout the Building: • Cameras cover the public access areas. To sneak by them requires a Sneaking + Agility [Physical] (4) Test.

• Five security officers patrol the building at all

times. They use the elevator to move between floors. On the hour, one of the extra security officers in the Tower security room relieves one of the guards patrolling. The guards are required to check in with tower security every fifteen minutes. It takes a guard about five minutes to sweep a floor. Once the guard leaves, it takes about twenty minutes until the next guard will be on the floor unless something happens to attract a guard before then.

• When the commercial/retail areas are open,

an additional two security officers patrol these floors exclusively.

• Floors 22 through 35 have a Force 7 ward around

them to help protect from astral incursions and increase the magical security for the executives.

• A Force 7 spirit of air patrols each of the executive and VIP floors (floors 22-35). It looks for any magical activity on the floor and reports it to one of the security mages.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS

• On the VIP floor, there is a three-person VIP security team including one mage. They stop anyone coming onto the floor. In addition, a Force 9 spirit of earth patrols the VIP level and protects any of the VIPs. It also follows the VIP security mage’s instructions.

• The roof has security cameras on the helipad

PLAYER HANDOUTS DEBRIEFING LOG

and building access. An RFID activated Rating 6 maglock secures building access. To bypass it requires a Locksmith + Agility [Physical] (12, 1 Combat Turn) Extended Test. A Force 5 spirit of

SCENE 3A: BREAKING INTO THE TOWER

16

air patrols and informs the VIP security mage if anyone goes on the roof.

• If the characters already tried and failed at the

Golden Microchip or en route to or from the Golden Microchip, all Social tests the characters make at the Orchard have a –2 dice pool modifier due to the guards being on alert. This modifier is also in effect if the team has in some way alerted the security force in the last twenty-four hours.

TOWER LOBBY GUARDS (3-5, PROFESSIONAL RATING 5) B

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ESS

4

4

4(6)

3

3

3

4

4

4

Initiative: 10+ 3D6 Condition Monitor: 10 Limits: Physical 6, Mental 5, Social 5 Armor: 10 Skills: Clubs 4 (Batons +2), Con 5, Gymnastics 5, Law Enforcement (Professional Knowledge) 3, Negotiation 3, Perception 5, Pistols 7, Throwing Weapons 4, Unarmed Combat 5 Augmentations: Wired reflexes 2 Gear: Dress uniform (fire resistance 3, non-conductivity 5), medkit (Rating 6), helmet (+2 with built in headset, mic, and smartlink), Hermes Icon Weapons: Ares Predator V [heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

TOWER SECURITY OFFICER (1-10, PROFESSIONAL RATING 4) B

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4(5)

3

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5

Initiative: 10+ 2D6 Condition Monitor: 10 Limits: Physical 6, Mental 5, Social 5 Armor: 10 Skills: Clubs 3 (Batons +2), Con 6, Gymnastics 5, Law Enforcement (Professional Knowledge) 3, Negotiation 3, Perception 6, Pistols 5 (Taser +2), Throwing Weapons 4, Unarmed Combat 4 Augmentations: Wired reflexes 1 Gear: Dress uniform (fire resistance 3, non-conductivity 5), medkit (Rating 6), helmet (+2 with built in headset, mic, and smartlink), Transys Avalon Weapons: Defiance EX Shocker [Pistol, Acc 4, DV BREAKING 9S(e), AP –5, SCENE 3A: SS, RC —, 4(m)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

COVER

TOWER SPIDER

CRASHING THE PARTY

(1, 2, PROFESSIONAL RATING 5) B

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3

2

3

3

5

5(6)

4

2

5

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hacking 8 (Personas +2) 8, Hardware 7, Pistol 4, Software 7 Augmentations: Muscle replacement 1, wired reflexes 2 Gear: Ares Defender cyberdeck (use Sony CIY-720 DR4 7654 programs 4), dress uniform (fire resistance 3, nonconductivity 5), medkit (Rating 6), helmet (+2 with built in headset, mic, and smartlink), Plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

TOWER FAST RESPONSE TEAM

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4

(6, PROFESSIONAL RATING 5) B

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5

4(8)

4(5)

4

3

3

4

3

2.2

Initiative: 9 + 3D6 Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 5 Armor: 20 Skills: Automatics 7 (Assault Rifles +2), Clubs 5 (Batons +2), Gymnastics 4, Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 4, Unarmed Combat 5 Augmentations: Muscle toner 4, wired reflexes 2 Gear: SWAT armor (fire resistance 6, gel packs, nonconductivity 6), helmet (+3 with built in headset, mic, and smartlink), Transys Avalon Weapons: Yamaha Raiden [Assault rifle, Acc 6(8), DV 12P, AP –3, RC 1, 60(c) explosive rounds] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius] Neuro Stun grenade [Grenade, Power: 15, Speed: 1 Combat Turn, Penetration: —]

INTO THE TOWER

SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

17

OFFICE SPACE(S) SECRETARY

SPIRIT OF FIRE

(PROFESSIONAL RATING 0)

(FORCE 5, TOWER SECURITY MAGE, BOUND, 3 SERVICES)

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2

3

3

3

4

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5

6

Initiative: 7 +1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 7 Armor: 6 Skills: Computer 6, Con 5, Etiquette 5, First Aid 3, Hardware 2, Leadership 1, Negotiation 3, Palming 2, Perception 5 Gear: Armored clothing, Erika Elite

EXECUTIVE DINING ROOM HOSTESS (PROFESSIONAL RATING 0) B

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2

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6

Initiative: 7 +1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 7 Armor: 6 Languages: English N, Corp 4, Spanish 3, Japanese 4, Russian 3, Polish 2 Skills: Con 6, Etiquette 5, First Aid 3, Intimidation 3, Negotiation 3, Palming 3, Perception 5 Gear: Armored clothing, Erika Elite

TOWER SECURITY MAGE (2, PROFESSIONAL RATING 5) B

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3

2

3

2

5

4

4

4

6

6

Initiative: 8 + 3D6 Condition Monitor: 10 Limits: Physical 7, Mental 6, Social 4, Astral 7 Armor: 18 Skills: Assensing 7, Astral Combat 8, Automatics 5, Banishing 7, Binding 4, Blades 6, Conjuring 6, Counterspelling 8, Spellcasting 8 Qualities: Magician (hermetic) Gear: Power focus (Force 2), weapon focus Force 4 (katana), reagents (20 drams), SWAT armor (fire resistance 6, nonconductivity 6) with helmet (+ 3 with built in commlink (Transys Avalon) and mic) Spells: Agony, Detect Enemies, Hot Potato, Manaball, Manabolt, Mass Confusion, Powerbolt Bound Spirits: Spirit of Fire Force 5 (3 services) Weapons: Katana weapon focus [Blades, Acc 7, Reach 1, DV 5P, AP –3, Rating 4 weapon focus] Yamaha RaidenSCENE [Assault rifle, Acc 6(8), BREAKING DV 12P, AP –3, RC 3A: 1, 60(c) explosive rounds

COVER

B

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I

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M

6

7

8

3

5

5

6

5

6

5

Initiative: 14+ 2D6 Movement: 14/28 Condition Monitor: 11 Limits: Physical 7, Mental 7, Social 7 Armor: 10H Skills: Assensing 5, Astral Combat 5, Exotic Ranged Weapon 5, Perception 5, Unarmed Combat 5 Powers: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Fear, Materialization, Movement, Sapience, Search

SPIRIT OF EARTH

CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2

(FORCE 9, VIP PATROL, BOUND, 4 SERVICES) B

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13

7

8

13

9

8

9

8

6

9

Initiative: 17 + 2D6 Movement: 14/28 Condition Monitor: 15 Limits: Physical 14, Mental 12, Social 11 Armor: 18H Skills: Assensing 9, Astral Combat 9, Exotic Ranged Weapon 9, Perception 9, Unarmed Combat 9 Powers: Astral Form, Binding, Concealment, Elemental Attack, Fear, Guard, Materialization, Movement, Sapience, Search

SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES

SPIRIT OF AIR (FORCE 7, EXECUTIVE AND VIP FLOOR PATROL, BOUND, 2 SERVICES)

LEGWORK

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5

10

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4

7

7

7

7

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7

Initiative: 18+ 2D6 Movement: 20/40 Condition Monitor: 11 Limits: Physical 8, Mental 9, Social 9 Armor: 14H Skills: Assensing 7, Astral Combat 7, Exotic Ranged Weapon 7, Perception 7, Running 7, Unarmed Combat 7 Powers: Accident, Astral Form, Concealment, Confusion, Elemental Attack, Engulf, Guard, Materialization, Movement, Sapience, Search Spirits of Air get +10 meters per hit when sprinting

INTO THE TOWER

CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

18

ARES TOWER VIP GUARD

SPIRIT OF EARTH

(2, PROFESSIONAL RATING 6)

(FORCE 6, VIP MAGE, BOUND, 4 SERVICES)

B

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B

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M

6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.2

10

4

5

10

6

5

6

6

6

6

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 20 Skills: Automatics 7 (Assault Rifle +2), Clubs 4 (Batons +2), Gymnastics 5, Law Enforcement (Professional Knowledge) 3, Perception 6, Pistols 7, Throwing Weapons 4, Unarmed Combat 5 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), muscle toner 1, pain editor, platelet factory, wired reflexes 1 (betaware) Gear: Medkit (Rating 6), Stylized dress armor (use stats for armored jacket (12) with fire resistance 6, nonconductivity 6), helmet (+2 with built in headset, mic, and smartlink), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/BF/ FA, RC 4, 42(c), w/ gas vent 2, APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius of smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

ARES TOWER VIP SECURITY MAGE (PROFESSIONAL RATING 5) B

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3

2

3

2

5

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4

6

7

Initiative: 8 + 3D6 Condition Monitor: 10 Limits: Physical 7, Mental 6, Social 4, Astral 7 Armor: 18 Skills: Assensing 7, Astral Combat 8, Automatics 5, Banishing 7, Binding 4, Blades 6, Conjuring 6, Counterspelling 8, Heavy Weapons 4, Perception 6, Spellcasting 8, Throwing Weapons 4 Qualities: Magician (Hermetic) Initiate Grade: 1 Metamagics: Masking Gear: Power focus (Force 3), weapon focus Force 4 (katana), reagents (20 drams), SWAT armor (with fire resistance 6, non-conductivity 6) with Helmet (+ 3 with built in commlink (Transys Avalon) and mic) Spells: Agony, Detect Enemies, Fireball, Hot Potato, Improved Invisibility, Lightning Bolt, Manaball, Manabolt, Powerbolt Bound Spirits: Spirit of earth Force 6 (4 services) Weapons: Katana weapon focus [Blades, Acc 7, Reach 1, DV 5P, AP –3, Rating 4 weapon focus] Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/BF/ FA, RC 4, 42(c), w/ gas vent 2, APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), DV as SCENE 3A: BREAKING grenade, 10m radius smoke SS, RC —, 6(c) smoke grenades]

COVER

Initiative: 11 + 2D6 Movement: 8/16 Condition Monitor: 13 Limits: Physical 12, Mental 8, Social 8 Armor: 12H Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Perception 6, Unarmed Combat 6 Powers: Astral Form, Binding, Concealment, Fear, Guard, Materialization, Movement, Sapience, Search

SPIRIT OF AIR

CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0

(FORCE 5, HELIPAD AND ROOF PATROL, BOUND, 3 SERVICES) B

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3

8

9

2

5

5

5

5

5

5

Initiative: 14+ 2D6 Movement: 16/32 Condition Monitor: 10 Limits: Physical 6, Mental 7, Social 7 Armor: 10H Skills: Assensing 5, Astral Combat 5, Exotic Ranged Weapon 5, Perception 5, Running 5, And Unarmed Combat 5 Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Guard, Materialization, Movement, Sapience, Search, Spirits of Air get +10 meters per hit when sprinting.

SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4

ARES ORCHARD HIGH THREAT TEAM

SCENE 5

(5, PROFESSIONAL RATING 6) B

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C

ESS

5

5(8)

3(6)

3

4

3

5

3

1.1

Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2) 4, Gymnastics 5, Heavy Weapons 5 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), 6 Neuro Stun grenades, 2 flash-bang grenades, Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] INTO THE TOWER Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius] Neuro Stun grenade [Grenade, Power: 15, Speed: 1 Combat Turn, Penetration: —]

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

19

ARES ORCHARD HIGH THREAT TEAM COMBAT MAGE (PROFESSIONAL RATING 6) B

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3

4

3

3

5

4

4

3

6

7

Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 21 Skills: Assensing 6, Automatics 5, Banishing 7, Binding 6, Counterspelling 8 (Combat +2), Gymnastics 6, Perception 6, Spellcasting 8, Small Unit Tactics 5, Summoning 7 Qualities: Magician (Shaman) Initiate Grade: 3 Metamagics: Masking, Quickening, shielding Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), reagents (20 drams), Transys Avalon Spells: Ball Lightning, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Mindnet (extended), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services) Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/BF/ FA, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

SPIRIT OF AIR

Pushing the Envelope

COVER

Depending how the characters are going about the mission, there are different ways to push the envelope. If they are using a con/face approach to enter the tower, have the security guard stop them and ask questions about their fake SIN. It is a memory [Logic + Willpower (3)] Test to get the details correct. Another option is to have a talkative wageslave get on the elevator with them and start talking about how things are going, the Combat Biker game from last night, and general work items. The characters must make an Etiquette + Charisma [Social] (3) Test to not seem odd or off. If they fail, he becomes curious/nosy and it requires a Con + Charisma [Social] versus Con + Charisma [Social] Opposed Test to keep him from getting suspicious and contacting security when he gets off the elevator at the cafeteria.

B

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4

9

10

3

6

6

6

6

6

6

Initiative: 16+ 2D6 Movement: 18/36 Condition Monitor: 10 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Perception 6, Running 6, And Unarmed Combat 6 Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Guard, Materialization, Movement, Noxious Breath, Sapience, Search, Spirits of Air get +10 meters per hit when sprinting

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2

WAGE SLAVE

SCENE 3A

(PROFESSIONAL RATING 0) B

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3

2

3

3

3

4

5

4

6

Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 5 Armor: N/A Skills: Accounting 5, Area Knowledge (the building) 4, Con 3, First Aid 2, Negotiation 3 Weapons: None

Debugging

(FORCE 6, HTR COMBAT MAGE, BOUND, 4 SERVICES)

CRASHING THE PARTY

A lot of things can go wrong with an attempted extraction from the tower, even with a willing subject. The team is going into a self-sufficient megacorp facility and moving through several blocks to get to the building where they then have to break in and extract Mr. Samuels. Unless the characters already botched it or let the opportunity go by, they can always cut and do the extraction at the Golden Microchip. If things are going poorly, remind the characters of this. If they retreat, let them go so there is enough time for making a new plan and attempting the extraction at the Golden Microchip. If the characters make a good plan, don’t let bad dice rolls completely torpedo them, but make sure to keep it challenging where the result is in question the whole time. Even if they succeed in the extraction here, there are still a couple more scenes, so make sure to keep the action moving so you don’t run out of time.

SCENE 3A: BREAKING INTO THE TOWER

SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

20

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C The players should be smart enough to not get into a slugging match with a megacorp in a major facility. However, if it is headed that way, give them a gentle reminder of how much firepower could be brought to bear. If they insist on taking it on, bury them for their stupidity.

Scene 3B:

The Golden Microchip Scan This This is the second option for the extraction. This section gives the security information at the Golden Microchip on the night of the party. This includes: • Building security • General Ares security • Mr. Samuels’s security detail • Other executives’ security details • Matrix presence at the Golden Microchip

It also includes the planned responses for Ares security and the personal security details to common scenarios (fire alarm, drunk patron, fight, etc.).

Tell it to Them Straight There is no missing the Golden Microchip. It doesn’t matter if it is in the Matrix, astral space, or the mundane world; it is a glowing hub that screams it is the place to be. With tonight’s big event, the armed patrols make it just as obvious that only the invited are welcome.

Behind the Scenes The players have several different security layers with which to deal. For the most part, each security layer works for the same goal, but a savvy team should be able to exploit the weak points between the groups. The Golden Microchip is a state-of-the-art dance and virtual dance club. It caters to the corporate executives and bigwigs who want special treatment and can afford it. On occasions, such as this party, the exclusive club is almost completely shut down to those not part of the corporate celebration. Security starts outside the building with cameras that cover the front and emergency exits and the block

SCENE 3B: THE GOLDEN MICROCHIP

SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

21

the club is on. The cameras are wirelessly connected to the club’s host and are monitored in the security center inside the club. The emergency exits are secured with Rating 6 maglocks, which have an RFID reader. They can be defeated with a Locksmith + Agility [Physical] (12, 1 Combat Turn) Extended Test. If any of the emergency doors are opened, they sound an alarm in the security center which shows the open door and pulls that camera onto the main screen. Unless overridden, if a door is open more than three seconds it also sounds the fire alarm throughout the building. This does not initiate an evacuation or the fire protocol, but it draws one of the bouncers to investigate what is happening. If he sees signs of a fire, he radios it to the security center and this starts the fire protocol. The doormen are the next security layer on the front of the building. While imposing looking, they are also well versed in social skills. They check for invitations to the invite-only party. To try to sneak in undetected requires a Sneaking + Agility [Physical] versus Perception + Intuition [Mental] Opposed Test. The front door is closed when patrons aren’t coming in or going out, so it takes some timing to slip in undetected. To talk their way in requires a Con + Charisma [Social] versus Con + Charisma [Social] Opposed Test. The characters have the following modifiers: • –1 die because the doorman is suspicious. • –4 dice because the desired result would be disastrous to the doorman. To forge the invitation requires a Forgery + Logic [Mental] (since it is an electronic invite) Test. The number of hits becomes the threshold for the doorman’s Perception + Intuition [Mental] Test to spot the forgery (see pp. 145-146, SR5 for full rules). The biggest obstacle here is for the characters to get a hold of an actual invitation or the information needed to make a forgery. The only people allowed inside with weapons are the pre-cleared security personnel. The doorman does a quick check of everyone entering for weapons. For a character to sneak a weapon in requires a Palming + Agility [Physical] versus Perception + Intuition [Mental] Opposed Test. Consult the table on page 420, SR5 for the modifiers for the gear they are trying to sneak into the building. If anyone else is found with a weapon inside they are escorted from the building. The entire interior of the club is on camera and monitored at all times to try to prevent disturbances—or at the very least react to them quickly. The bartenders and wait staff are trained to keep an eye on the guests and report any potential problems. They are linked into the security network and inform the security center and bouncers of anything they find or see. The bouncers are trained to deal with drunks and unruly patrons. They aren’t ready or prepared for a gunfight and seek cover if one breaks out. For this type of

disturbance, they call in the SFPD for support. During large events like this one, SFPD has a security team on standby at the station and responds in seven Combat Turns from the time the alarm sounds. Jack McBride is the security head for the Golden Microchip. The owners have given him full support and do whatever he recommends in terms of security. He also acts as the liaison between Golden Microchip security and any personal or corporate security teams operating inside the building. He has special forces and corporate security training and takes his job very seriously. He has two assistants who help him with the day-to-day operations of maintaining security. During big events like this, he has the two patrolling the club floor looking for potential issues, and he stays in the security center monitoring the camera feeds unless something happens that calls him to the floor. Aware that magical knowledge is his weak point, he hired a mystic adept, Michelle Andrews (with whom he worked in the special forces) to take care of the magical aspects of security. For large parties, she performs the watcher ritual an hour before the party starts. This gives her another set of eyes in astral space to help her look for magically active people so she can point them out to security. For large events and parties, the Golden Microchip uses outside caterers. In this case the company is an Ares catering company based out of the Ares Orchard. Three of the caterers are also security personnel, though the rest of the catering crew aren’t aware of this. These officers are completely trained and can perform all the functions of the catering crew. They also circulate through the crowd, eavesdropping and trying to learn information that can be used in the future. Security is coordinated in the mobile security headquarters parked three blocks away. All Ares personnel have their commlinks on the Ares grid. The mobile security HQ has a decker who is running a Pi-Tac to coordinate all the security. He is also connected to the security camera feeds inside the Golden Microchip and the traffic cameras around the bar. In addition, a security rigger is ready to launch drones from the drone racks and coordinate surveillance, as well as follow anyone who is considered a potential threat. There are five “open” security agents for Ares, one of whom is a mage, who circulate through the Golden Microchip. They keep an eye on all the patrons, the staff, and house security staff. They know the executives’ overt security staff. There is a Force 6 spirit of air in astral space looking for any magical activity and reporting to the security mage. Five executives, including Rick Samuels, warrant their own overt security detail. Each detail consists of three officers who watch the executive and their surroundings looking for any potential threats or problems. There are also four covert security officers who circulate as guests. Two roam the event looking for any

SCENE 3B: THE GOLDEN MICROCHIP

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

22

problems. One is assigned to Amanda Williams, who recently received some death threats that were deemed credible. The last is assigned to Rick Samuels since he is under suspicion of being a flight risk. The one assigned to Rick is a mage, is masking, and alert. The mobile security headquarters is a van parked three blocks away and in communication with the Ares operatives in the Golden Microchip. There are two rotodrones in a drone rack for any suspects leaving the scene.

Emergency Plans Fire alarm: the doormen sweep the outside of the building looking for suspicious people. The bouncers spread out looking for the cause of the alarm and any sign of fire. The bartenders and waitresses start leading the customers out the closest exit once a fire has been verified. Ares overt security teams move in and close ranks around their charges while the general security and covert security blend in with the group to keep them safe. Unruly guest: the bouncers move to subdue them. The bartenders and waitresses watch the crowd to ensure it isn’t a diversion. The doormen get the exit clear and call a cab for the person being escorted out.

GOLDEN MICROCHIP SPIDER

COVER CRASHING THE PARTY

(PROFESSIONAL RATING 5) B

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Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 6, Cybercombat 8, Electronic Warfare 4, Etiquette 4, First Aid 3, Hacking 8 (Personas +2), Hardware 7, Software 5 Gear: Actioneer business clothes, medkit (Rating 6), Renraku Tsrugi (Device Rating 3 6553 3 programs) Programs: Browse, Configuration, Encryption, Virtual Machine, Armor, Biofeedback filter, Blackout, Defuse, Fork, Guard, Hammer, Mugger, and Wrapper Weapons: none

ARES EXECUTIVES

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B

(35, PROFESSIONAL RATING 0)

HOST: THE GOLDEN MICROCHIP Rating

Attack

Sleaze

Data Proc.

Firewall

7

9

8

7

10

Installed IC: Acid, Blaster, Crash, Jammer, Patrol, Scramble Slaved Devices: Locks, cameras, and point of sale systems Spider: see below Sculpting: An oasis with tents that represent the different systems and functions Security Procedures: Patrol IC is constantly running. In case of an alert, IC launches in the following order: Scramble, Blaster, Acid, Crash, and then Jammer. If a IC is bricked, the host reboots it instead of continuing on through the list. Paydata: There are data files on the host which have 100 nuyen value per player

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SCENE 4

Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6 Armor: 8 Skills: Computer 3, Con 4, Etiquette 5, First Aid 2, Leadership 4, Negotiation 5 Gear: Armante suit/dress, Transys Avalon

SCENE 5 PICKING UP THE PIECES

GOLDEN MICROCHIP DOORMAN

LEGWORK CAST OF SHADOWS

(3, PROFESSIONAL RATING 2) B

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Initiative: 10+ 1D6 Condition Monitor: 10 Limits: Physical 7, Mental 5, Social 7 Armor: 9 Skills: Clubs (Batons +2), Con 5, Gymnastics 5, Intimidation 4, Negotiation 3, Perception 5, Unarmed combat 7 Gear: Berwick suit, Transys Avalon Weapons: Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

SCENE 3B: THE GOLDEN MICROCHIP

SCENE 3C

PLAYER HANDOUTS DEBRIEFING LOG

23

GOLDEN MICROCHIP BOUNCER

COVER

SFPD SECURITY TEAM

CRASHING THE PARTY

(6, PROFESSIONAL RATING 5)

(5, PROFESSIONAL RATING 2) B

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Initiative: 10+ 1D6 Condition Monitor: 10 Limits: Physical 7, Mental 5, Social 7 Armor: 9 Skills: Clubs (Batons +2), Con 5, Gymnastics 5, Intimidation 4, Negotiation 3, Perception 5, Unarmed Combat 7 Gear: Berwick suit, Transys Avalon Weapons: Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

GOLDEN MICROCHIP BARTENDER (2, PROFESSIONAL RATING 2) B

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Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6 Armor: 9 Skills: Bar Drinks 5, Con 4, Etiquette 3, First Aid 3, Negotiation 5, Perception 4 Gear: Berwick suit, Transys Avalon Weapons: None

GOLDEN MICROCHIP WAITRESS (3, PROFESSIONAL RATING 0) B

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1.1

Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 6 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2), Gymnastics 4, Heavy Weapons 4 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 4, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), and wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), 6 Neuro stun minigrenades, 2 flash-bang grenades, Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade Launcher [Neuro stun, Acc 4(6), Power 15, Speed 1 Combat Team, Penetration —, SS, RC —, 6(c)] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4

ARES MOBILE SECURITY HQ VEHICLE

SCENE 5

HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

3/3

3

1

16

12

1

3

6

Upgrades: Mini launcher drone rack, medium standard drone rack, improved sensors, rigger cocoon, pop-up turret Programs: Clearsight 4, Electronic Warfare 3, Stoner-Ares M202 Targeting 4 Weapons: Stoner-Ares M202 [Machine gun, Acc 5, DV 10P, AP –3, RC —, FA 100(belt) with regular ammo]

Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 7 Armor: 8 Skills: Con 4, Etiquette 5, First Aid 2, Gymnastics 2, Negotiation 5, Perception 5 (Hearing +2) Gear: Berwick dress, Transys Avalon Gear: Berwick suit, Transys Avalon Weapons: None

SCENE 3B: THE GOLDEN MICROCHIP

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

24

ARES SECURITY TEAM HACKER

ARES SPARROWHAWK (2)

(1, PROFESSIONAL RATING 5) B

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5.4

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hacking 8 (Personas +2) 8, Hardware 7, Pistol 4, Software 7 Augmentations: Cyberdeck (Ares Defender, use Sony CIY-720 DR 4 7654 programs 4), simrig Gear: Dress uniform (with fire resistance 3, non-conductivity 5), medkit (Rating 6), helmet (+2 with built in headset, mic, smartlink), Plasteel restraints (3 pair), 3 Tranq patches (Rating 7), Pi-Tac level 3 Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

ARES SECURITY TEAM RIGGER

COVER

HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4

2

1

1(0)

3

3

2

0

Programs: Clearsight 4, Maneuver 4, Targeting (melee) 4 The Ares Sparrowhawk is a drone for hunting other drones.

INTRODUCTION

FLY SPY DRONE (3) HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

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3

2

1

0

3

3

0

SCENE 0

ROTODRONE (1)

SCENE 1

HAND

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0

Upgrades: Upgraded sensor suite Programs: Clearsignt 4, Maneuver 4, Targeting (Ares Alpha) 4 Weapons: Ares Alpha [Assault rifle, Acc 5(7), DV 11S, AP –1, SA/BF/FA, RC 2, 42(c), w/ gel rounds] Grenade launcher [Grenade launcher, flash bang, Acc 4(6), 10S (10-meter blast), AP –4, SS, RC —, 6(c)]

(5 GROUPS OF 3, PROFESSIONAL RATING 6)

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3

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5(6)

4

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.2

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hardware 7, Pilot Aircraft 6, Pilot Ground Craft 6, Pilot Watercraft 3, Pilot Walker 3, Pistol 4 Augmentations: Control rig 3 Gear: Dress uniform (with fire resistance 3, non-conductivity 5), helmet (+2 with built in headset, mic, and smartlink), Knight Errant remote commander (use Lone Star commander, DR 6, data processing 6, firewall 5), medkit (Rating 6), Plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Drones: (in the Ares Mobile security HQ drone racks), 2 Ares Sparrowhawks, 3 Ares Fly-Spy drones, Ares Rotodrone Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

MISSION SYNOPSIS

Programs: Clearsight 4, Maneuver 4

ARES EXECUTIVE SECURITY

(1, PROFESSIONAL RATING 5)

CRASHING THE PARTY

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 14 Skills: Automatics 5 (Assault Rifle +2), Gymnastics 7, Perception 6, Pistols 8, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), muscle toner 1, pain editor, platelet factory, wired reflexes 1 (betaware) Gear: Armante suit, medkit (Rating 6), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SCENE 3B: THE GOLDEN MICROCHIP

SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

25

ARES OPEN SECURITY OFFICERS

RICK SAMUEL’S COVERT SECURITY GUARD

(5, PROFESSIONAL RATING 6)

(1, PROFESSIONAL RATING 6)

COVER CRASHING THE PARTY

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.8

3

4

3

3

5

4

4

3

6

7

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 15 Skills: Automatics 7, Blades 4, Clubs 4, Gymnastics 7, Etiquette 5, Impersonation 5, Perception 6, Pistols 9, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), wired reflexes 2 (betaware) Gear: Medkit (Rating 6), Synergist business line (custom fit, holster (concealed)), Transys Avalon Weapons: Savalette Guardian [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA/ BF, RC 1, 12(c), w/ APDS ammo]

ARES COVER SECURITY OFFICERS (3, PROFESSIONAL RATING 6) B

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

3

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 11 Skills: Automatics 7, Blades 4, Clubs 4, Gymnastics 7, Etiquette 5, Impersonation 5, Perception 6, Pistols 9, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), wired reflexes 2 (betaware) Gear: Medkit (Rating 6), Synergist business line (custom fit, holster (concealed)), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 9 Skills: Arcana 5, Assensing 6, Banishing 8, Binding 6, Counterspelling 8 (Combat Spells +2) 8, Gymnastics 6, Perception 6, Pistol 4, Sneaking 5, Spellcasting 8, Summoning 8 Qualities: Magician (Hermetic) Initiate Grade: 2 Metamagics: Masking, Quickening Gear: Synergist Business line (custom fit, holster (concealed)), reagents (20 drams), Transys Avalon Spells: Analyze Truth, Armor, Ball Lightning, Confusion, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services), Spirit of earth Force 7 (2 services) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SPIRIT OF AIR

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5

(FORCE 6, BOUND, 4 SERVICES) B

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9

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3

6

6

6

6

6

6

Initiative: 16+ 2D6 Movement: 18/36 Condition Monitor: 11 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 7, Astral Combat 7, Exotic Ranged Weapon 7, Perception 7, Running 7, Unarmed Combat 7 Powers: Accident, Astral Form, Concealment, Confusion, Elemental Attack, Engulf, Guard, Materialization, Movement, Sapience, Search Spirits of Air get +10 meters per hit when sprinting

SCENE 3B: THE GOLDEN MICROCHIP

INTRODUCTION

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

26

SPIRIT OF EARTH

MICHELLE ANDREWS

(FORCE 7, BOUND, 2 SERVICES)

(PROFESSIONAL RATING 4)

COVER CRASHING THE PARTY

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11

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7

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6

Initiative: 13 + 2D6 Movement: 10/20 Condition Monitor: 14 Limits: Physical 13, Mental 9, Social 9 Armor: 14H Skills: Assensing 9, Astral Combat 9, Exotic Ranged Weapon 9, Perception 9, Unarmed Combat 9 Powers: Astral Form, Binding, Concealment, Elemental Attack, Fear, Guard, Materialization, Movement, Sapience, Search

JACK MCBRIDE (PROFESSIONAL RATING 4) B

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5(6)

4(6)

4(5)

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2.2

Initiative: 10+ 3D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 10 Skills: Automatics 5 (Assault Rifle +2), Gymnastics 7, Perception 6, Pistols 8, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), muscle replacement 1, wired reflexes 2 (betaware) Gear: Armante Suit, medkit (Rating 6), Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –2, RC 2, 42(c), w/ regular ammo] Grenade launcher [Grenade Launcher, Acc 4(6), flash bang, 10S (10-meter blast), AP –4, SS, RC —, 6(c)] Ares Predator V [Heavy Pistol, Acc 5(7), DV 6S(e), AP –5, SA, RC —, 15(c), w/ Stick-n-Shock ammo]

Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 6, Mental 6, Social 8, Astral 8 Armor: 9 Skills: Arcana 6, Assensing 4, Banishing 5, Binding 5, Con 5, Counterspelling 6 (Combat spells +2, Manipulation +2), Etiquette 5, Gymnastics 6, Leadership 5, Negotiation 4, Palming 4, Perception 6, Performance 5, Pistol 5, Ritual Spellcasting 5, Sneaking 5, Spellcasting 6, Summoning 7, Unarmed Combat 5 Qualities: Mystic Adept (Shamanic) Initiate Grade: 1 Metamagics: Masking Gear: Synergist Business line (custom fit, holster (concealed)), reagents (20 drams), Transys Avalon Spells: Analyze Truth, Armor, Confusion, Decrease Reaction, Heal, Improved Invisibility, Manabolt, Powerbolt, Stunball Rituals: Watcher, Ward Adept Powers: Astral Perception, Commanding Voice 3, Cool Resolve 1, Counterstrike 2, Enhanced Perception 2, Improved Reflexes 2, Killing Hands, Kinetics 2, Magic Sense Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

MICHELLE’S WATCHER

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES

(FORCE 6) B

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*

*

*

4

4

4

4

6

6

Initiative: 12 + 1D6 Condition Monitor: 10 Limits: Physical 13, Mental 9, Social 9 Armor: 0 Skills: Assensing 3, Astral Combat 3, Perception 3 Powers: Astral Form, Materialization, Sapience, Search

LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

SCENE 3B: THE GOLDEN MICROCHIP

27

Pushing the Envelope As the characters get ready to make their move, Neo-Anarchists set off the fire alarm to disrupt the celebration. This results in security starting the procedures for a fire alarm. Another option is that a second group of runners makes an assassination attempt on a different executive, resulting in security going on alert and locking down the building.

NEO-ANARCHISTS (6, PROFESSIONAL RATING 2) B

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4(6)

4

3

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4.8

Initiative: 10+1D6 Condition Monitor: 10 Limits: Physical 5, Mental 5, Social 6 Armor: 12 Skills: Gymnastics 4, Heavy weapons 4, Perception 5 (Visual +2), Pistols 6 (Semi-automatics +2), Unarmed Combat 5 Augmentations: Platelet factory, Reaction enhancers 2 Gear: Armored jacket, contacts Rating 4 (flare compensation, smartlink), Hermes Ikon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

RUNNERS

COVER

RUNNER MAGE

CRASHING THE PARTY

(1, PROFESSIONAL RATING 4) B

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3

4

3

3

5

4

4

3

6

6

Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 2 Skills: Arcana 5, Assensing 6, Automatics 5, Banishing 7, Binding 6, Counterspelling 8 (Combat spells +2), Gymnastics 6, Heavy Weapons 3, Perception 6, Spellcasting 8, Small Unit Tactics 5, Summoning 7 Qualities: Magician (Hermetic) Initiate Grade: 1 Metamagics: Quickening Gear: Medium security armor (with chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), reagents (20 drams), Transys Avalon Spells: Ball Lightning, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Mindnet (extended), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services) Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/BF/FA, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius of smoke, SS, RC —, 6(c) smoke grenades]

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5(8)

3(6)

3

4

3

5

3

1.1

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5

SPIRIT OF AIR

(4, PROFESSIONAL RATING 4)

INTRODUCTION

(FORCE 6, BOUND, 4 SERVICES) B

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6

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6 Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Initiative: 16 + 2d6 Limits: Physical 6, Mental 5, Social 4 Astral Initiative: 12 + 3d6 Armor: 21 Movement: 18/36 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Condition Monitor: 11 Club 4 (Batons +2), Gymnastics 5, Heavy Weapons 5 Limits: Physical 7, Mental 8, Social 8 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Armor: 12H Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Augmentations: Muscle toner 3, platelet factory, reflex recorder Perception 6, Running 6, and Unarmed Combat 6 (automatics), and wired reflexes 3(alpha) Powers: Accident, Astral Form, Concealment, Confusion, Gear: Medium security armor (chemseal, non-conductivity 6, fire Engulf, Fear, Materialization, Movement, Noxious Breath, resistance 4), full helmet (+3, with headset, mic, smartlink, Sapience, Search ultrasound sensor), 6 Neuro stun VIII mini-grenades (in Ares Special: Spirits of Air get +10 meters per hit when sprinting Alpha grenade launcher), 2 flash-bang grenades, Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), Power: 15, Speed: 1 Combat Turn, Penetration: —, SS, RC —, 6(c)] SCENE THE Stun baton [Club, Acc 4, Reach 1, DV3B: 9S(e), AP –5] GOLDEN MICROCHIP Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius]

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

28

Debugging The runners need a good plan and to think on their feet because of the security layers between the Golden Microchip personnel and the Ares security on site. Though the characters can hit with more firepower, there are a lot of security people in the building and several of them are undercover where they can hit from behind or when not expected. If their plan is falling apart just because of bad dice rolls, have the two security teams interfere with each other to let the team get back on their feet. If things go completely wrong, the players have the option to attempt the extraction at the Ares complex. Make sure they remember this before they throw themselves into an unwinnable situation. If they grab Mr. Samuels and keep moving, they should be able to get free before the heavy guns arrive. If they stand and try to slug it out, hit them with waves of increasingly difficult security forces until they fold. This is the climactic scene in the adventure, so the characters should have to struggle to succeed and fear that failure is definitely a possibility if they don’t act intelligently.

Scene 3C:

En Route Scan This The characters decide to extract Rick Samuels en route either to or from the party. Ares security knows transportation makes a good opportunity to attack the executives, therefore they put some security measures in place to protect their assets.

Tell it to Them Straight Read this if the extraction is on the way to the Golden Microchip: The four Ares Aristocrat limousines turn onto the road up ahead. They are obviously driving as a convoy, with a Knight Errant officer on a motorcycle leading the procession. This must be what you were waiting for.

SCENE 3C: EN ROUTE

Read this if the extraction is on the way back from the Golden Microchip: The Ares Aristocrat limousine pulls away from the curb at the Golden Microchip. It is time to earn your nuyen.

Behind the Scenes The characters may decide to perform the extraction either on the way from the Ares Orchard to the party at the Golden Microchip or from the Golden Microchip back to the Ares Orchard. Depending on which one they choose, the security measures are slightly different.

From the Ares Orchard to the Golden Microchip Ares security uses code words for the five major executives who go from the Ares Orchard to the Golden Microchip. This is the first line of defense, since it hides who is in which car. In all, there are thirty-five executives, their fifteen overt guards, and four covert guards going from the Ares Orchard to the Golden Microchip in nine Ares Aristocrat limousines. Each limousine has a security rigger driving and an adept riding “shotgun.” These nine limousines are split into three groups of three, each taking a different route to the Golden Microchip from the Orchard. In addition, each group has a fourth Ares Aristocrat limousine loaded with security personnel in each convoy. A motorcycle Knight Errant officer escorts the convoy and overrides traffic lights so it gives them green lights the whole way. If the characters override a light so it turns red on the convoy this puts the security personnel on alert and they alert mobile command of a possible attack. A Force 6 spirit of air is with each convoy, watching astral space and providing support. To find out what Rick Samuels’s code name is, the characters must break into the Ares Orchard host. Rick’s code name is Apollo, but he does not know this. The other code names are Prometheus, Zeus, Athena, and Hermes. In order to see which car Rick gets into, the characters must have a person at the Ares Tower watching as everyone gets into the vehicles. Rick Samuels’s group of vehicles has him and his security (both overt and covert) in one limousine. Another of the high-risk executives is in the second limousine with his overt security detail. The third limousine is full of middle level executives, and the fourth has the extra security team in it. If the convoy comes under attack, the security limousine deploys its personnel to set a perimeter. If they cleanly escape, the other limousines make a getaway. If not, the adepts deploy to defend the vehicles. The executives’ security details stay with their charges while the riggers call in support and extraction.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

29

ARES ARISTOCRAT HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4/3

4

2

15

15

3

5

8

Upgrades: Rigger interface, luxury amenities, interior cameras, ECM, GridLink override, signature masking (Rating 4), life support level 1 Programs: Clearsight 3, Evasion (Aristocrat) 5, Maneuvering (Aristocrat) 5

ARES SECURITY TEAM RIGGER

Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), muscle toner 1, pain editor, platelet factory, wired reflexes 1 (betaware) Gear: Armante suit, medkit (Rating 6), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

B

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3

2

3

3

5

5(6)

4

2

3

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hardware 7, Perception 5, Pilot Aircraft 6, Pilot Ground Craft 7, Pilot Watercraft 3, Pilot Walker 3, Pistol 4 Augmentations: Control rig 3 Gear: Dress uniform (fire resistance 3, non-conductivity 5), helmet (+2 with built in headset, mic, smartlink), Knight Errant remote commander (use Lone Star commander, DR6, data processing 6, firewall 5), medkit (Rating 6), plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

ARES EXECUTIVE SECURITY (2 GROUPS OF 3, PROFESSIONAL RATING 6) B

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.2

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 14 Skills: Automatics 5 (Assault Rifle +2), Gymnastics 7, Perception 6, Pistols 8, Throwing Weapons 4, Unarmed

SCENE 3C: EN ROUTE

CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS

ARES COVERT SECURITY OFFICER

SCENE 0

(PROFESSIONAL RATING 6)

(4, PROFESSIONAL RATING 5)

COVER

B

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.8

SCENE 1

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 15 Skills: Automatics 7, Blades 4, Clubs 4, Gymnastics 7, Etiquette 5, Impersonation 5, Perception 6, Pistols 9, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), wired reflexes 2 (betaware) Gear: Medkit (Rating 6), Synergist business line (custom fit, holster (concealed)), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SPIRIT OF AIR

SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES

(FORCE 6, BOUND, 4 SERVICES) B

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Initiative: 16+ 2D6 Movement: 18/36 Condition Monitor: 11 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 7, Astral Combat 7, Exotic Ranged Weapon 7, Perception 7, Running 7, Unarmed Combat 7 Powers: Accident, Astral Form, Concealment, Confusion, Elemental Attack, Engulf, Guard, Materialization, Movement, Sapience, Search Special: Spirits of Air get +10 meters per hit when sprinting

LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

30

RICK SAMUEL’S COVERT SECURITY GUARD

SECURITY ADEPT (4, PROFESSIONAL RATING 6)

(PROFESSIONAL RATING 6) B

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Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 9 Skills: Arcana 5, Assensing 6, Banishing 8, Binding 6, Counterspelling 8 (Combat Spells +2) 8, Gymnastics 6, Perception 6, Pistol 4, Sneaking 5, Spellcasting 8, Summoning 8 Qualities: Magician (Hermetic) Initiate Grade: 2 Metamagics: Masking, Quickening Gear: Reagents (20 drams), Synergist Business line (custom fit, holster (concealed)), Transys Avalon Spells: Analyze Truth, Armor, Ball Lightning, Confusion, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services), spirit of earth Force 7 (2 services) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SPIRIT OF EARTH (FORCE 7, BOUND, 2 SERVICES) B

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7

Initiative: 13 + 2D6 Movement: 10/20 Condition Monitor: 14 Limits: Physical 13, Mental 9, Social 9 Armor: 14H Skills: Assensing 9, Astral Combat 9, Exotic Ranged Weapon 9, Perception 9, Unarmed Combat 9 Powers: Astral Form, Binding, Concealment, Elemental Attack, Fear, Guard, Materialization, Movement, Sapience, Search

SPIRIT OF AIR (FORCE 6, BOUND, 4 SERVICES) B

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9

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6

Initiative: 16 + 2d6 Astral Initiative: 12 + 3d6 Movement: 18/36 Condition Monitor: 11 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Perception 6, Running 6, and Unarmed Combat 6 Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Fear, Materialization, Movement, Noxious Breath, Sapience, Search SCENE 3C: EN ROUTE Special: Spirits of Air get +10 meters per hit when sprinting

B

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4

6

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5

3

3

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6

Initiative: 14+4D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 7 Armor: 20 Skills: Arcana 4, Assensing 5, Automatics 7 (Assault rifles +2), Blades 5, Con 4, Disguise 3, Etiquette 5, First Aid 4, Gunnery 3, Gymnastics 5, Hardware 3, Intimidation 4, Locksmith 6, Longarms 4, Negotiation 5, Palming 2, Perception 5, Sneaking 6, Throwing Weapons 5 Qualities: High Pain Threshold 2 Initiate Grade: 2 (+2 PP) Adept Powers: Astral Perception, Combat Sense, Danger Sense 2, Enhanced Accuracy (Automatics, Heavy Weapons), Improved Automatics 2, Improved Reflexes 3, Spell Resistance 2 Gear: Light security armor (fire resistance 5, non-conductivity 5) with helmet (+3, headset, mic, smartlink, ultrasound sensor), medkit (Rating 6), Qi focus Force 4 (Mystic Armor 2, a round shield on each shoulder blade), 5 thermographic smoke grenades Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), High explosive, 16P (–2/m), AP –2, SS, RC —, 6(c)] Katana [Blade, Acc 7, Reach 1, 8P, AP –3]

ARES SECURITY TEAM

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4

(5, PROFESSIONAL RATING 6) B

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5

5(8)

3(6)

3

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3

1.1

Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2) 4, Gymnastics 5, Heavy Weapons 5 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, headset, mic, smartlink, ultrasound sensor), 2 flash-bang grenades, 6 Neuro stun grenades, Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius] Neuro Stun grenade [Grenade, Power: 15, Speed: 1 Combat Turn, Penetration: —]

SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

31

COVER

From the Golden Microchip back to Ares Orchard

ARES SECURITY TEAM COMBAT MAGE (PROFESSIONAL RATING 6) B

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3

4

3

3

5

4

4

3

6

7

Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 21 Skills: Assensing 6, Automatics 5, Banishing 7, Binding 6, Counterspelling 8 (Combat +2), Gymnastics 6, Perception 6, Spellcasting 8, Small Unit Tactics 5, Summoning 7 Qualities: Magician (hermetic) Initiate Grade: 3 Metamagics: Masking, Quickening, Shielding Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, headset, mic, smartlink, ultrasound sensor), reagents (20 drams), Transys Avalon Spells: Ball Lightning, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Mindnet (extended), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services) Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/ BF/FA, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]

ARES EXECUTIVES

For the trip from the Golden Microchip back to the Ares Tower in the Orchard, the characters can observe which car Samuels gets into by posting someone on the street outside the Golden Microchip, or if they have someone inside the club. As on the trip to the Golden Microchip, the car takes one of three different routes back to the Orchard. A computer program in the Ares mobile security HQ randomly chooses the route. If more than one executive leaves at the same time, they put them and any security in one or more of the Ares Aristocrat limousines. They don’t let the convoy get any larger than three cars. They add one of the security limousines and head out as a convoy. A Force 6 spirit of air follows the convoy in astral space to provide astral security. If a single executive is ready to leave, security delays him for a short time, hoping another executive wants to leave so they can send them as a group. If no other executives are ready to leave, they send the single executive and any security in an Ares Aristocrat and one of the security limousines. A Force 6 spirit of air follows the convoy in astral space to provide astral security. If the rigger driving the vehicle spots a tail, he contacts the mobile security HQ and they scramble an additional security vehicle from the Golden Microchip or Ares Orchard, whichever is closer to the vehicle location. To follow the vehicle without being detected requires an opposed Sneaking + Intuition [Mental] versus Perception + Agility [Physical] Test. Unless the characters contact Rick Samuels and tell him to make sure he leaves alone, he ends up leaving at the same time as several other executives in a convoy of four cars including the security vehicle. There are two overt security teams including the one assigned to Rick Samuels.

(15, PROFESSIONAL RATING 0) B

A

R

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L

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C

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3

2

3

3

3

4

5

4

6

Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6 Armor: 8 Skills: Computer 3, Con 4, Etiquette 5, First Aid 2, Leadership 4, Negotiation 5 Gear: Armante suit/dress, Transys Avalon

SCENE 3C: EN ROUTE

CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK

ARES ARISTOCRAT HAND

SPEED

ACCEL

BODY

ARM

PILOT

SENS

SEATS

4/3

4

2

15

15

3

5

8

Upgrades: Rigger interface, luxury amenities, interior cameras, ECM, GridLink override, signature masking (Rating 4), life support level 1 Programs: Clearsight 3, Evasion (Aristocrat) 5, Maneuvering (Aristocrat) 5

CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

32

ARES SECURITY TEAM RIGGER

ARES COVERT SECURITY OFFICER

(4, PROFESSIONAL RATING 5)

(PROFESSIONAL RATING 6)

COVER CRASHING THE PARTY

B

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3

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5

5(6)

4

2

3

6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.8

Initiative: Physical 7+1D6; Matrix 13 + 3D6(4D6) Condition Monitor: 11 Limits: Physical 4, Mental 6(7), Social 5 Armor: 10 Skills: Computer 7, Cybercombat 8, Electronic Warfare 7, Etiquette 4, First Aid 3, Hardware 7, Perception 5, Pilot Aircraft 6, Pilot Ground Craft 7, Pilot Watercraft 3, Pilot Walker 3, Pistol 4 Augmentations: Control rig 3 Gear: Dress uniform (fire resistance 3, non-conductivity 5), helmet (+2, built in headset, mic, smartlink), Knight Errant remote commander (use Lone Star commander, DR6, data processing 6, firewall 5), medkit (Rating 6), plasteel restraints (3 pair), 3 Tranq patches (Rating 7) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo] Defiance EX Shocker [Pistol, Acc 4, DV 9S(e), AP –5, SS, RC —, 4(m)]

ARES EXECUTIVE SECURITY (2 GROUPS OF 3, PROFESSIONAL RATING 6) B

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6(8)

5(7)

4(5)

4

5(6)

3

4(3)

4

1.2

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 14 Skills: Automatics 5 (Assault Rifle +2), Gymnastics 7, Perception 6, Pistols 8, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), muscle toner 1, pain editor, platelet factory, wired reflexes 1 (betaware) Gear: Armante suit, medkit (Rating 6), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SCENE 3C: EN ROUTE

Initiative: 9+ 2D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 15 Skills: Automatics 7, Blades 4, Clubs 4, Gymnastics 7, Etiquette 5, Impersonation 5, Perception 6, Pistols 9, Throwing Weapons 4, Unarmed Combat 7 Augmentations: Aluminum bone lacing (betaware), dermal plating 4 (betaware), wired reflexes 2 (betaware) Gear: Medkit (Rating 6), Synergist business line (custom fit, holster (concealed)), Transys Avalon Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B

RICK SAMUEL’S COVER SECURITY GUARD

SCENE 3C

(PROFESSIONAL RATING 6)

SCENE 4

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Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6, Astral 6 Armor: 9 Skills: Arcana 5, Assensing 6, Banishing 8, Binding 6, Counterspelling 8 (Combat Spells +2) 8, Gymnastics 6, Perception 6, Pistol 4, Sneaking 5, Spellcasting 8, Summoning 8 Qualities: Magician (Hermetic) Initiate Grade: 2 Metamagics: Masking, Quickening Gear: Synergist Business line (custom fit, holster (concealed)), reagents (20 drams), Transys Avalon Spells: Analyze Truth, Armor, Ball Lightning, Confusion, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services), spirit of earth Force 7 (2 services) Weapons: Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –5, SA, RC —, 15(c), w/ APDS ammo]

SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

33

SPIRIT OF AIR (FORCE 6, BOUND, 4 SERVICES) B

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Initiative: 16+ 2D6 Movement: 18/36 Condition Monitor: 11 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 7, Astral Combat 7, Exotic Ranged Weapon 7, Perception 7, Running 7, Unarmed Combat 7 Powers: Accident, Astral Form, Concealment, Confusion, Elemental Attack, Engulf, Guard, Materialization, Movement, Sapience, Search Special: Spirits of Air get +10 meters per hit when sprinting

SPIRIT OF EARTH

Qualities: High Pain Threshold 2 Initiate Grade: 2 (+2 PP) Adept Powers: Astral Perception, Combat Sense, Danger Sense 2, Enhanced Accuracy (Automatics, Heavy Weapons), Improved Automatics 2, Improved Reflexes 3, Spell Resistance 2 Gear: Light security armor (fire resistance 5, non-conductivity 5) with helmet (+3, headset, mic, smartlink, ultrasound sensor), medkit (Rating 6), Qi focus Force 4 (Mystic Armor 2, a round shield on each shoulder blade), 5 thermographic smoke grenades Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), High explosive, 16P (–2/m), AP –2, SS, RC —, 6(c)] Katana [Blade, Acc 7, Reach 1, 8P, AP –3]

B

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11

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6

11

7

6

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7

Initiative: 13 + 2D6 Movement: 10/20 Condition Monitor: 14 Limits: Physical 13, Mental 9, Social 9 Armor: 14H Skills: Assensing 9, Astral Combat 9, Exotic Ranged Weapon 9, Perception 9, Unarmed Combat 9 Powers: Astral Form, Binding, Concealment, Elemental Attack, Fear, Guard, Materialization, Movement, Sapience, Search

SECURITY ADEPT (4, PROFESSIONAL RATING 6) B

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Initiative: 14+4D6 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 7 Armor: 20 Skills: Arcana 4, Assensing 5, Automatics 7 (Assault rifles +2), Blades 5, Con 4, Disguise 3, Etiquette 5, First Aid 4, Gunnery 3, Gymnastics 5, Hardware 3, Intimidation 4, Locksmith 6, Longarms 4, Negotiation 5, Palming 2, Perception 5, Sneaking 6, Throwing Weapons 5

SCENE 3C: EN ROUTE

CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2

ARES SECURITY TEAM (5, PROFESSIONAL RATING 6)

(FORCE 7, BOUND, 2 SERVICES)

COVER

SCENE 3A

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Initiative: 8(11) + 1D6(4D6) Condition Monitor: 11 Limits: Physical 6, Mental 5, Social 4 Armor: 21 Skills: Automatics 8 (Assault Rifles +2) (+1 for reflex recorder), Club 4 (Batons +2) 4, Gymnastics 5, Heavy Weapons 5 (Grenade Launcher +2), Perception 5 (Visual +2), Small Unit Tactics 6, Throwing Weapons 5, Unarmed Combat 4 Augmentations: Muscle toner 3, platelet factory, reflex recorder (automatics), wired reflexes 3 (alpha) Gear: Medium security armor (chemseal, non-conductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), 6 Neuro stun grenades, 2 flash-bang grenades, Transys Avalon Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius smoke, SS, RC —, 6(c) smoke grenades] Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] Flash-bang grenade [Grenade, DV 10S, AP –4, 10m radius] Neuro Stun grenade [Grenade, Power: 15, Speed: 1 Combat Turn, Penetration: —]

SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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ARES SECURITY TEAM COMBAT MAGE (PROFESSIONAL RATING 6) B

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SPIRIT OF AIR

Pushing the Envelope

COVER

Ares security uses body doubles for all the executives and sends them out first as a single group for the trip from Ares Orchard to the Golden Microchip. An opposed Disguise + Logic [Mental] versus Perception + Intuition [Mental] Test is needed to pierce the disguise. On the way from the Golden Microchip back to Ares Orchard, security pulls the executive into the back room for a couple of minutes and lets the double go. An opposed Disguise + Logic [Mental] versus Perception + Intuition [Mental] Test is needed to pierce the disguise.

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ARES EXECUTIVES (15, PROFESSIONAL RATING 0) B

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MISSION SYNOPSIS SCENE 0

SCENE 2 SCENE 3A SCENE 3B SCENE 3C

(5, PROFESSIONAL RATING 1)

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INTRODUCTION

SCENE 1

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ARES BODY DOUBLES

(FORCE 6, BOUND, 4 SERVICES)

CRASHING THE PARTY

SCENE 4

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SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS

Debugging The biggest problem is if the characters attempt an extraction and fail. This becomes a bigger issue if they attempt it on the way back from the Golden Microchip and let the opportunity to try an extraction at the party go by. A good plan should allow the characters to have a chance to succeed in the extraction, but it shouldn’t be easy. If things go poorly for the characters, remind them that they have other options for an extraction if they need to fall back and try again. The downside: it

PLAYER HANDOUTS DEBRIEFING LOG

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puts Ares security on alert. Also, Ares security gets the executives to safety first and foremost; they don’t try to kill or pursue the characters unless they have no choice. If things are going too easily for the characters, have reinforcements show up more quickly to increase the challenge. Also, unless the characters have done great recon, they might not be sure exactly which vehicle Rick Samuels is in, so any vehicle breaking from the convoy should draw off at least some of the group to ensure their target isn’t escaping. The last concern is if the characters take too long making their plan and carrying it out. There could be problems with getting all the scenes done in the allotted time. This can be magnified if, at the end of the scene, the characters aren’t successful in their extraction attempt. Remind the players that they need to keep things moving and as combat starts let them know they need to be ready with their actions.

Scene 4:

Waiting Game Scan This In this scene the characters find out they need to keep Samuels safe for two days. Ms. Johnson pays an additional fee for this. At the end of the time they find out Samuels doesn’t have a new job and is out in the cold. However, the team still gets paid for the job.

Tell it to Them Straight You have Mr. Samuels and have gotten clear. You give Ms. Johnson a call. She tells you that she can’t meet you right now, but needs you to hold on to Mr. Samuels for two days. “I’ll pay you an additional 10,000 nuyen each if you do this for me.”

Behind the Scenes Gloria wants to make sure Samuels’s bridges are burned before cutting him loose. For this reason, she asks the characters to hold on to him for a couple days for an additional fee. The characters can increase this fee with a Negotiation + Charisma [Social] versus Negotiation + Charisma [Social] Opposed Test. Each net hit the characters roll increases the additional fee by 1,000 nuyen up to a maximum increase of an additional 5,000 nuyen. If asked to, she can provide them with a contact who can supply a safehouse. The contact charges the characters 2,000 nuyen per day. They can reduce the cost by 100 nuyen per success on a Negotiation Test to a maximum of 1,000 nuyen. Ares tries to track down Samuels and has two ways

to do this. First, he has an RFID tag in his left shoulder that was implanted during an elective surgery he had a couple of years ago. The second is through the use of ritual sorcery and his on-file tissue sample. If they track him down, they use a strike team to bring him back in. They hit the safehouse with Neuro stun X gas grenades (see p. 410, SR5 for details) in an effort to not harm Samuels. If they meet resistance, they use lethal force to get him back. In addition to tracking Samuels with ritual sorcery, Ares decides to attack him with a curse Improved Invisibility (see sidebar) using the material link they have on file. It has a net 6 hits at Force 6. The ritual leader has the Efficient Ritual metamagic, so the ritual only takes three hours to perform (p. 153, Street Grimoire). Right after it hits, the strike team tosses in the Neuro-stun X grenades and attack. The idea is to either confuse the people protecting Samuels or have them think he is gone and abandon him, not realizing he is still there. From here the characters can go to Scene 5: Looking for Work if there is time. If you don’t have time to run the optional scene, wrap up with the appropriate text from the Tell It to Them Straight in Scene 5: Looking for Work.

NEURO-STUN X Vector: contact, inhalation Speed: 1 Combat Turn Penetration: –2 Power: 15 Effect: Disorientation, stun damage

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5

CURSE RITUAL A curse allows an illusion spell to be cast on a subject through a material link rather than a mystic link from observing the subject. A curse can be used on any target, whether within visual range of the leader or not, provided there is a link to the target. For the duration of the ritual, a link is present between the target and the ritual group while the spell portion is sustained. It is possible to spot the link and use it to track back to the ritual team’s physical location. The ritual requires (Force) hours to complete. (p. 297, SR5).

SCENE 4: WAITING GAME

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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ARES STRIKE TEAM

COVER

ARES STRIKE TEAM COMBAT MAGE

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ARES STRIKE TEAM HACKER (PROFESSIONAL RATING 6) B

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CRASHING THE PARTY

(PROFESSIONAL RATING 6) B

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SPIRIT OF AIR

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES

(FORCE 6, BOUND, 4 SERVICES) B

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SCENE 4: WAITING GAME

INTRODUCTION

LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Pushing the Envelope

Read this if running this scene:

Instead of going non-lethal and trying to recapture Samuels, Ares decides to eliminate him and anyone associated with him. The grenades tossed in after the spell goes off are high explosive (16P, AP –2, –2/m)

Debugging The biggest problem here is if the characters are caught off guard and knocked out or made ineffective by the strike team’s initial attack with the Neuro-stun X grenades. Give them a way to get out and/or drag out their teammates if they leave Samuels. This allows them to survive while failing at the mission. If they escape with Samuels, let them get away after a short chase. Then play on their paranoia for the rest of the two days.

Scene 5:

Looking For Work (Optional) Mr. Samuels is unemployed. If there is time, he asks the runners to help him while he finds a new position. He isn’t rich, but can compensate the runners and owes them. A couple options come up for Mr. Samuels. He hopes the runners will do some legwork about these offers for him, and then take him to meet his new employer. He pays them for their services.

Tell it to Them Straight

Read this if not running the scene: You check the escrow account and collect your money. Your job is done. As you pack up your gear, Mr. Samuels looks around with a stunned look on his face. You wonder how long he’ll last on his own as you head out.

Read this once the runners agree to help: Mr. Samuels accesses an account in the Matrix and puts your payment into escrow. He also brings up three other offers he had. They are from Horizon, MCT, and Evo. He asks you to do some preliminary legwork and get him more information. He doesn’t want another Wuxing situation he tells you.

Behind the Scenes

Scan This

After the two days are up, Ms. Johnson contacts and asks you to put Mr. Samuels on speaker with She informs him the clients changed their minds no longer have a position for him. Then she lets know you will find your pay in an escrow account can access whenever it’s convenient.

You check the escrow account and transfer your money. As you start to pack your gear, Mr. Samuels says, “Well, that was unexpected. I guess I need to find something new. I can pay you 5,000 nuyen each if you help me vet a couple other leads and protect me until I meet with my new employer.”

you her. and you you

Samuels looked into some other potential deals before deciding to go with the Wuxing option lead. He has the characters reach out to these groups and negotiate on his behalf if they have a face in the group. The characters can negotiate with Samuels to get more money for their efforts. An opposed Negotiation + Charisma [Social] versus Negotiation + Charisma [Social] Test is required. Each net hit the characters get increases their pay by 500 nuyen with a maximum increase of 2,000 nuyen. This scene allows the characters with social or Matrix skills another opportunity to shine. Depending on the amount of time available, you can make the investigation of the offers take as long as needed. If the characters have their own contacts that they want to pull in, let them and just replace one of the players below with their contact instead; using the information in the offer. Once they complete the research and bring the information to Samuels, he makes his decision. If time permits, have an Ares strike team crash the exchange with his new employers. Seeing Samuels is going elsewhere; they use lethal force to try to kill him rather than have his knowledge go to another megacorporation. Samuels’s commlink has the couple of leads and some unimportant messages, but no paydata the characters can use as leverage or to get additional nuyen.

SCENE 5: LOOKING FOR WORK (OPTIONAL)

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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ARES STRIKE TEAM (6, PROFESSIONAL RATING 6)

Horizon Offer Contacts Matrix Search 0 0

Information An executive position with Horizon



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This is the middle pay offer



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Will be heading up a major R&D division



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Will have to relocate to the Chicago area



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If does well will be in line to head up the UCAS R&D



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The person he will report to has fired the last 3 people in the position for not doing well enough

MCT Offer Contacts Matrix Search 0 0

Information An executive position with MCT



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This is the lowest pay offer



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His boss is known for grooming people for promotions and better positions



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Evo Offer Contacts Matrix Search 0 0

Information An executive position with Evo



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This is the highest pay offer



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Will be transferring to logistics



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Potential for promotion is good



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Will be groomed for a higher position by the top executives for Evo in the CFS

SCENE 5: LOOKING FOR

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ARES STRIKE TEAM COMBAT MAGE

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4

(PROFESSIONAL RATING 6) B

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Initiative: 11 + 3D6 Condition Monitor: 10 Limits: Physical 4, Mental 5, Social 7, Astral 7 Armor: 21 Skills: Arcana 6, Assensing 6, Automatics 5, Banishing 7, Binding 6, Counterspelling 8 (Combat +2), Gymnastics 6, Perception 6, Spellcasting 8, Small Unit Tactics 5, Summoning 7 Qualities: Magician (Shaman) Initiate Grade: 3 Metamagics: Masking, Quickening, Shielding Gear: Medium security armor (with chemseal, nonconductivity 6, fire resistance 4), full helmet (+3, with headset, mic, smartlink, ultrasound sensor), reagents (20 drams), Transys Avalon Pi-Tac level 2 Spells: Ball Lightning, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes (quickened with 4 hits), Mindnet (extended), Manabolt, Powerbolt, Stunball Bound Spirits: Spirit of air, Force 6 (4 services) Weapons: Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –6, SA/BF/FA, RC 2, 42(c), w/ APDS ammo] Grenade launcher [Grenade Launcher, Acc 4(6), 10m radius WORK (OPTIONAL) smoke, SS, RC —, 6(c) smoke grenades]

SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Picking Up the Pieces

SPIRIT OF AIR (FORCE 6, BOUND, 4 SERVICES) B

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Money • 20,000¥ for extracting Mr. Samuels successful-

Initiative: 16+ 2D6 Movement: 18/36 Condition Monitor: 10 Limits: Physical 7, Mental 8, Social 8 Armor: 12H Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon 6, Perception 6, Running 6, And Unarmed Combat 6 Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Guard, Materialization, Movement, Noxious Breath, Sapience, Search Special: Spirits of Air get +10 meters per hit when sprinting

Pushing the Envelope Add a second combat mage to the strike team to make it more challenging.

• • •

Karma • • • • •

Debugging This extra scene is a chance for the characters to pick up a bit more money. Unless there is a firefight with the strike team, not much can go wrong. If the characters start losing the firefight, have the new megacorporation send in a team to help with the exchange (use the same stats as for the strike team).

ly. Each net hit in an opposed Negotiation Test increases it by 2,000¥ with a maximum increase of 10,000¥ 10,000¥ bonus for extracting Mr. Samuels without killing anyone. 10,000¥ to protect Mr. Samuels for 3 days. Each net hit in an opposed Negotiation Test increases it by 1,000¥ with a maximum increase of 5,000¥ 5,000¥ to help Mr. Samuels get a new position. Each net hit in an opposed Negotiation Test increases it by 500¥ with a maximum increase of 2,000¥

2 Karma – Extracting Mr. Samuels 1 Karma – Protecting Mr. Samuels for 3 days 1 Karma – Helping Mr. Samuels find a new job 2 Karma – Surviving the Adventure 4 Karma – Overall Adventure Challenge

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C

Gamemaster Reward

SCENE 4

When running this adventure, you may choose to count the Missions as “played” for your personal Shadowrun Missions character. You must choose to do this the first time you run this Mission only, and take the optional results to match those the team you gamemastered for earned. You may not choose to wait for a “better” attempt to choose your rewards. You’re on the honor system here, so please don’t skew the adventure to help the players gain extra rewards just so you can get better results. You will earn a flat amount of Karma and nuyen, regardless of how well (or poorly) the players do, listed below. For other missions’ results and rewards that you track on the Debriefing Log (Objectives completed, reputation and contacts earned, etc.), take the average results of the group you’re gamemastering for. So if four out of six players earned a point of Notoriety, you will earn one as well. If only two players out of five earn a +1 Loyalty with a contact, you would not get that +1 Loyalty. • Karma Earned: 10 • Nuyen Earned: 36,000¥

SCENE 5

PICKING UP THE PIECES

PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Reputation During the adventure, runners may perform actions that will add to their Street Cred, Notoriety, or Public Awareness (p. 372, SR5). Besides the scenario-specific gains listed below, gamemasters should consider the characters’ actions throughout the game and award additional points as appropriate. If a player earns Public Awareness or Notoriety, don’t be afraid to give them extra points.

If the PCs have worked all of their contacts, and are still missing important information, they may request that a contact ask around. If they do so, have the Contact make an extended (Connection + Connection (1 hour)) Test. Additional information will be available at a cost of 1000¥ – (Loyalty x 100¥, minimum 200¥). A Matrix Search action (p. 241, SR5) may also be utilized to gather information from the following charts, using the appropriate thresholds and search times.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS

• +1 Street Cred if the players help Mr. Samuels

Speak-Easy Motel



Contacts to Ask: Fixer, local shadowrunners, local gangs

SCENE 0

Contacts Matrix Search 0 0

Information It is cheap.

SCENE 1

Contacts



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A no-frills motel that asks no questions either.

Successfully completing objectives or performing the actions listed below will earn characters specific Missions contacts at a Loyalty of 1, and should be given the Contact Sheet included with this Mission. If they already have that contact, they gain a +1 Loyalty to that contact (up to a maximum of 4). Characters might interact with NPCs not specified by the Mission, and may earn these NPCs as a contact at Loyalty 1. They may also work with non-Mission specific contacts that they have already earned or that they bought at character creation, and gain a +1 Loyalty to these contacts, with a maximum Loyalty of 4. Gamemasters should not grant these lightly, and players should have to work to earn these contacts by going the extra mile to impress the NPC, offering up favors, or paying them well above the standard rates for information or services. • Rick Samuels, Connection Rating 6 (if they help him find work at the end of the adventure)

SCENE 2



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The manager James Simpson handles the front desk most of the time.

SCENE 3A SCENE 3B



find a position after he is cut loose +1 Notoriety for any player who refuses to protect Mr. Samuels for the 3 days +1 Public Awareness if the team ends up in a shootout at The Golden Microchip

Legwork When a PC gets in touch with a contact, make an unopposed Connection + Connection Test for the contact. The results of this test determine how many ranks of information the contact knows about the question. If the relevance of the subject is a specialty of the contact, they get +3 to this test. The player then makes an unopposed Charisma + Etiquette + Loyalty Test, the results of which determine how many ranks of information the contact is willing to divulge for free, up to the max ranks of information they know. If the contact knows more, they will require a payment of 500¥ – (Loyalty x 100¥, minimum 100¥) per rank of information they still know.

LEGWORK



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They don’t ask about magic circles or residue left in the rooms.



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6

While the rooms are dirty, they can provide a “cleaning” to take care of any trace evidence left behind.

The Sandwich Shop Contacts to Ask: San Francisco local, club goers, street cops, CFS runners

SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES

Contacts Matrix Search 0 0

Information They make sandwiches right.



1

1

A CFS sandwich chain that is supposed to still be independent from the megacorps.



2

3

They have better security than would be expected for a small mom and pop shop with nothing to hide.



3



Is rumored to have ties to the Green Lotus Triad.

PLAYER HANDOUTS



4

6

Was bought out by Wuxing quietly. They use it as a front to hire and work with shadowrunners.

DEBRIEFING LOG



5



Jenny Cheng uses their shops for almost all her meets in hiring shadowrunners.

LEGWORK CAST OF SHADOWS

41

San Francisco Rebuilding Project Contacts to Ask: Any San Francisco resident, CFS government contacts

Jenny Cheng Contacts to Ask: Fixers, Mr. Johnson, CFS runners, Wuxing watchers Contacts Matrix Search 0 0

Information She looks Asian.



1

1

A Ms. Johnson in the CFS San Francisco area.



2

3

A Wuxing employee who specializes in recruiting employees from other megacorporations.

Contacts Matrix Search 0 0

Information They repaired buildings.



1

1

After the war that evicted General Sato and the Japanese Imperial Marines, the project to rebuild the damaged infrastructure and communities.



2

3

An effort that was supported by all the megacorporations to rebuild the growing San Francisco metroplex.



3



Has gone underground recently.



4

6

Is working on a major operation against one of the other megacorporations.



5



Is working on a big play against Ares to make up for a failed operation a couple of months ago.



3

5

The Japanese megacorps were strong-armed into compliance by Mayor Capito.



4

6

As part of the agreement, Ares pulled Silicon Valley into the expanding metroplex. Ares got the twenty square blocks that became known as the Orchard.



5



Was a major part of the revitalizing of the San Francisco economy and seen by most CFS citizens as one time government got it right.

SJ Cruisers Contacts to Ask: Gangers, San Francisco residents, SFPD, Knight Errant Contacts Matrix Search 0 0

Information A gang.



A go-ganger group centered around the old Sunnyvale area of San Francisco.

1

1



2

3

One of the larger gangs in the CFS.



3



They usually travel in packs of about a dozen, but won’t openly clash with SFPD unless they are cornered.



4

6

Rumors have it that they sometimes do low level protection details for Ares.

LEGWORK

Gloria Weathernight Contacts to Ask: Fixers, Mr. Johnson, CFS runners, Wuxing watchers, Ares operatives Contacts Matrix Search 0 0

Information She is a Ms. Johnson in the CFS San Francisco area.



1

1

If she is hiding her identity, then the job might not be for Wuxing.



2

3

Ms. Johnson is hiding something from Mr. Samuels as far as the extraction is concerned.





4

5

6



There is an Ares Ms. Johnson who is known for using disguises and taking care of her competition inside Ares. Gloria Weathernight is an Ares R&D executive who uses disguises when hiring runners for runs against opponents in Ares.

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

42

Wuxing Contacts to Ask: Corporate watchers, CFS runners, SFPD officers, Knight Errant officers

twenty blocks in size. Requires the transmission of SIN at all times while inside the Orchard.

3



With the amount of vehicular traffic, security is often lax on vehicles if you have the proper access RFIDs.



4

6

During shift changes, there are quite a few people entering and leaving the Orchard.

COVER CRASHING THE PARTY

Contacts Matrix Search 0 0

Information One of the megacorps.



1

1

Heavy into transportation and magical goods. Moving more into finance.



2

3

Most of their California Free State presence is in the San Francisco area.



3



They have a couple of research facilities in the mountains to the east of San Francisco.

Contacts to Ask: Ares employees, CFS runners, SFPD officers, Knight Errant officers



4

6

The head of R&D in the California Free State is rumored to be getting a promotion to a headquarters R&D VP job.

Contacts Matrix Search 0 0

Information It is in the Ares Compound in San Francisco.



A thirty-five-story multipurpose skyscraper that is the centerpiece of the Ares Orchard.

SCENE 3A

James Simpson Contacts to Ask: Any San Francisco resident, SFPD officers Contacts Matrix Search 0 0

Information Don’t know him.



1

1

Manager of the Speak-Easy Motel.



2

3

He understands how important discretion is.



3

5

James has contacts in the area who let him know about what is happening on the streets.



4

6

The officer who patrols the area is being paid off by James to keep the heat off James and the SpeakEasy Motel.

Ares Orchard Contacts to Ask: Ares employees, CFS runners, SFPD officers, Knight Errant officers

Ares High-rise

1

1

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2



2

3

Has retail space as well as residential and office space.

SCENE 3B



3



Because of the retail level it is easier to infiltrate during the day than at night.

SCENE 3C





4

5

6



Many of the top Ares CFS executives work and live in the high-rise. The response teams for the high-rise are on the non-existent thirteenth floor, making response times fast and well-coordinated.

The Golden Microchip Contacts to Ask: Groupies, bartenders, fixers, Mr. Johnsons, corporate executives Contacts Matrix Search 0 0

Information The processor of the newest cyberdeck.



1

1

A high-end bar/restaurant that also hosts high-end VIP parties in its back room.

Contacts Matrix Search 0 0

Information It is in San Francisco somewhere.



1

1

The headquarters for Ares in the California Free State with the high-rise in the center. It is named that because the Ares CFS president at the time was a Stanford grad.



2

3

Rents out the whole building for high-end parties for megacorporations and high rollers; during these events the limousines line up outside waiting for their clients to finish.



2

3

A gated all-Ares complex that is



3



Security is headed by Jack

LEGWORK

INTRODUCTION

SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

43

McBride, a former special forces operative. He has his security team trained to top levels.

4

6

Has a party for Ares executives coming up in three days.



5



Since it is in a AAA neighborhood, police response times are typically around fifteen seconds from an alarm sounding.

Jack McBride Contacts to Ask: Security personnel, socialite, SFPD officer Contacts Matrix Search 0 0

Information Security at some big club.



1

1

Head of security at the Golden Microchip.



2

3

Former special forces; went into private security before being recruited by the Golden Microchip.



3



Has Matrix skills as well as being skilled in personal defense.

SFPD Contacts to Ask: CFS residents, fixer, Knight Errant, security personnel Contacts Matrix Search 0 0

Information The San Francisco Police Department.



4

6

Personally interviews all of the security personnel and makes all hiring and firing decisions.



1

1

They have the contract for the San Francisco area.



5





2

3

They have gotten into turf disputes with Ares personnel before, due to Knight Errant being their main competitor in San Francisco.

He has started dating one of the bartenders, Michelle Andrews, in the last month.





3

4



The SFPD has spent a good deal of time developing contacts and informants on the streets.

6

While not a large multi-national player, the SFPD has top-of-theline officers and their response teams are as good as anything from the megacorps.

Rick Samuels

Michelle Andrews Contacts to Ask: Bartender, socialite, security personnel

COVER CRASHING THE PARTY INTRODUCTION MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C

Contacts Matrix Search 0 0

Information Sorry don’t know her.



1

1

She is a bartender at the Golden Microchip.

SCENE 4



2

3

She works all the VIP parties and special events at the Golden Microchip.

SCENE 5



3



Has worked at the Golden Microchip for about three years, working her way up to head bartender.

Contacts to Ask: Ares security, CFS scientists

PICKING UP THE PIECES

Contacts Matrix Search 0 0

Information Never heard of him.



4

6

The name is an alias; it is a fake SIN.

LEGWORK



1

1

An Ares executive.



5





2

3

Head of the Ares CFS R&D.



3



Very unsociable; holds himself as superior to those around him, especially those who report to him.

Is an undercover security plant who works closely with Jack McBride and worked with him in special forces.

CAST OF SHADOWS



4

6

He is in conflict with many of his direct reports.



5



Steals the credit for others’ accomplishments to gain power.

LEGWORK

PLAYER HANDOUTS DEBRIEFING LOG

44

Cast of Shadows

Rick Samuels

Ms. Johnson (Gloria Weathernight)

Rick Samuels is a tall, black-haired gentleman who is just starting to get grey streaks at the temples and sideburns. He is fit and has an energetic smile.

Ms. Johnson is half Italian with a bit of Native American in her, but since almost everyone looks at her black hair and tanned complexion and assumes she is of mainly NAN descent, she usually doesn’t see a reason to correct them unless it becomes beneficial to her or their thinking of her as a Native American is a hindrance. Her brown eyes are top-of-the-line cybereyes and are almost good enough to pass as real. She has earrings with almost all types of religious and ethnic symbols on them and changes them up to keep people guessing whether they mean anything. She is the R&D manager of the Sunnyvale Ares Arms facility. She started as a research technician and has worked her way up since then. However, she isn’t an idealistic person; she knows that to accomplish things, sometimes it is necessary to get your hands dirty, but when you do it is important to make sure they aren’t stained. For this reason, she has used shadowrunners on multiple occasions to achieve her goals and get ahead of the competition. B

A

R

S

W

L

I

C

EDG

ESS

4

5

4

3

4

4

4

6

3

5.7

Initiative: 8 + 1D6 Condition Monitor (P/S): 10/10 Limits: Physical 5, Mental 6, Social 7 Armor: 6 Active Skills: Armorer 5, Automotive Mechanic 4, Computer 5, Con 7, Disguise 5, Etiquette 6, Gymnastics 4, Instruction 5, Leadership 7, Negotiation 8 (Contracts +2), Perception 6, Pilot Ground Craft 5, Pistol 3 Knowledge Skills: Corporate Politics 4, Bay Area Hangouts 3 Languages: English N, Japanese 3, German 2, Mandarin 2 Augmentations: Cybereyes 3 (low light, flare comp, vision enhancement 2, vision magnification), datajack with a cold sim module Gear: Armor clothing, disguise kit, Transys Avalon

COVER

Professional Rating 0

CRASHING THE PARTY INTRODUCTION

B

A

R

S

W

L

I

C

ESS

3

2

3

3

3

4

5

4

6

Initiative: 7 + 1D6 Condition Monitor: 10 Limits: Physical 4, Mental 6, Social 6 Armor: 10 Skills: Computer 5, Con 5, Etiquette 6, First Aid 2, Leadership 7, Negotiation 5 Gear: Heritage Suit, Transys Avalon

MISSION SYNOPSIS SCENE 0 SCENE 1 SCENE 2 SCENE 3A SCENE 3B SCENE 3C SCENE 4 SCENE 5 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

CAST OF SHADOWS

45

Rick Samuels’s Schedule 6:00 AM: Wakes up, showers, shaves, and gets ready for the day. 6:45 AM: Breakfast in the executive dining room. 7:30 AM: Arrives in office. 8:00 AM: One hour of briefings and phone conferences with R&D site leaders. Noon: Lunch in the executive dining room. 1:00 PM: Back in office. Two hours of meetings and conferences. 4:00 PM: Back to his room where he reviews current projects. 6:00 PM: Supper in the executive dining room. 7:00 PM: Back to his residence.

DEBRIEFING LOG PLAYER

DATE

CHARACTER

/

/

LOCATION

PERSONAL INFO

PM 05 JUMPING SHIP

Successfly extracted Mr. Samuels Protected Mr. Samuels for three days Left Mr. Samuels to fend for himself Found Mr. Samuels a job with _____________________

The runners are hired to extract Mr. Samuels. Once they have him, they need to keep him safe for three days, only to find out he doesn’t have a job. They can then help him find a new position or leave him to fend for himself.

SYNOPSIS

MISSION RESULTS

Names

Character Improvement

TEAM MEMBERS

Karma Cost

ADVANCEMENT

Previous Available

Street Cred

Mr. Samuels (Connection Rating 6)

Earned Notoriety

Spent Remaining Available New Career Total

Public Awareness

KARMA

REPUTATION

Previous Available

¥

Earned

¥

Spent

¥

Remaining

¥

NUYEN

GM’s Name

GM’s Signature

VALIDATION

CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES

DEBRIEFING LOG . . . . . © 2017 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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