Shadowrun v.5.0 - Adventure - Missions - Take a Chance

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

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Writing: Thomas Willoughby Art: David Dotson Missions Logo: Jeff Laubenstein, Matt Heerdt Editing: Addison Clark

05-06

Shadowrun Missions Developer: Ray Rigel, Steven “Bull” Ratkovich

Shadowrun Developer: Jason M. Hardy Layout & Design: Matt Heerdt Art Director: Brent Evans, Kat Hardy

© 2014-15 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.

IT’S JUST BIZ

IT’S JUST BIZ

By Steven “Bull” Ratkovich In this biz, when you get a call for a job, you don’t turn it down––especially when they say “rush job.” That always means extra pay. I dropped a line to the rest of the gang to have them meet me at the Purple Pig, a place inside the CZ. I hate going in there; feels like my boys are gonna shrivel up from the radiation every time, but again, you don’t turn down an opportunity for work. The bills gotta get paid even when there’s no Mr. Johnson with a paycheck waiting for you. I popped onto the Matrix for a quick zip through NooseNet to see what to expect from the Pig. Surprisingly, it appears to be a fairly upscale joint, despite being nestled close to both the glowpit in Cermak and the haunted hellhole of the Shattergraves. Frankly, any restaurant that survives in the CZ should get a gold star. From what a couple old-timers tell me, back then, if you got a cockroach in the kitchen, the health inspectors wouldn’t shut you down; some boys with Ares did it with flamethrowers and high explosives. The checkpoints into the CZ are light, but that’s no surprise. They never care about you going in—just coming out. I always stash a bit of cred aside as a “tip” for the Star so I can get through unmolested. It’s annoying, but I don’t begrudge them that. Again, you gotta make your ’yen where you can. The streets have been cleaned up quite a bit since the mayor started his little “Take Back the Night” campaign, or whatever he calls it, so that’s a plus. The first time I ever had to come through the CZ, between potholes big enough to swallow a behemoth, a maze of rusted-out old cars, and barricades erected by the various street gangs, it would take you an hour to travel a single block. The potholes are still there, and occasionally someone sets up a roadblock to charge a toll, but it’s not nearly as bad. I arrive at the Pig and park my bike, setting the alarm system to setting number four, “lightly fried,”

COVER

and then head inside. The nice girl at the scanner asks for my weapons, and I hand them over. The outside doesn’t look like much, but inside the place is clean and well maintained, and the weapons scanner seems to be of decent quality. It’s a family joint and I’m not expecting much trouble anyway, so I hand over my Colt and my Cougar Fineblade. Then I step inside and look around. Drek. I should have kept my weapons. Maybe brought something heavier. At the bar I see a troll in a kilt that I recognize. Angus. He’s a right bastard; we don’t get along at all. Worked with him twice, regretted it both times. He’s running with a new crew now, and it looks like they’re crowded around the bar as well. Seated around a couple tables to one side I spot a dwarf I recognize, Trashmouth, and the boys he runs with. Don’t know him too well, don’t have a beef with him, but the way he’s eyeballing me makes me a little nervous. There are a couple other groups that I recognize, but don’t really know offhand, seated at other booths and tables as well. I’m not loving the looks of this. Then I see her. Platinum hair, curves to make a man murder for, and those lips … Frag. Seriously? She’s here too? Vixen, accompanied by her girls. Not a face I wanted to see. Well, I technically want to see it. I still see it in my dreams. But after what happened last time, well, let’s just say the feeling is mutual. Neither of us is happy to see the other. There’s a lot of talent in the restaurant here, a lot of good talent. I head over to where Josh and Wrecker are sitting and plop down with a sigh. Competition. Competition means less money, and means that chances are we’re not getting the job. I hate this biz.

INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

IT'S JUST BIZ

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INTRODUCTION SRM 05-06 Take A Chance is a Shadowrun Missions living campaign adventure. Full information on the Shadowrun Missions living campaign is available at shadowruntabletop.com/missions 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

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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. 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.

SRM 05-06 Take A Chance is intended for use with Shadowrun, Fifth Edition, and all character and rules information refers to the fifth edition of the Shadowrun rules.

RUNNING THE ADVENTURE

Adventure Structure

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 SRM 05-06 Take A Chance (or any Shadowrun Missions adventure).

SRM 05-06 Take A Chance 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

INTRODUCTION

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 on. 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 particular 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 abil-

IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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ities 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.

Major NPCs can be found in the Cast of Shadows at the end of the adventure. They have more detailed write ups and include most of the skills and the gear they have access to.

Gamemastering involves juggling a lot of different things. Sometimes you drop the ball and forget something or you just make a mistake. It happens, don’t worry about it. Nobody is perfect all of 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 NPCs in this adventure should generally stand up to the average player character but may need some adjustment to suit a particular group of characters, especially a more experienced and powerful group. The scenes and NPC descriptions offer tips on adjusting the NPCs to suit 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 generally not 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 bury 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 take into account 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 steamrolling 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.

Step 4: Don’t Panic!

GENERAL ADVENTURE RULES Shadowrun Missions adventures use the rules presented in Shadowrun, Fifth Edition (SR5). Standard rules such as success tests, limits, 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 comprise 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.

INTRODUCTION

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

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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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.

Chicago, The CZ, Noise, and Background Counts While for many the Chicago and the Bug City Containment Zone are synonymous, the CZ comprises less than one-third of the total landmass of the city of Chicago proper, not counting suburban areas and farmlands connected to the city. But the CZ is still big, and it is the rotted, gutted, feral heart of the Windy City. It starts at 115th Street to the south and runs nearly thirty kilometers north to Belmont Avenue, and reaches from the Lake Michigan on the east to an average of fifteen kilometers inland to Harlem Avenue on the west. A mass of torn-down buildings and hastily erected barricades were added to and reinforced over the three-year period that the Containment Zone was in effect, and even now nearly twenty years later this barrier stands as an imposing divide between the Zone and the outside world. Anyone can supposedly freely travel between the Zone and Chicago proper, but Lone Star watches those coming out and the gangs and warlords watch those going in very closely. Given the Cermak Blast, the bugs, the debilitating effects of FAB III, and years of death and metahuman misery, astral space in and around the Zone is horrible. Unless otherwise noted in the scene, assume a default background count of 2 anytime characters are within the Containment Zone. The count will fluctuate wildly at times, so players should expect to encounter everything from high background counts and mana voids to various aspected backgrounds and mana warps. (See p. 30, Street Grimoire for full rules). Areas of Chicago outside the CZ may also suffer background count bleed from the Zone. Besides the background count, the CZ is a virtual nightmare for deckers and technomancers. The persistent low-level background radiation coupled with a distinct lack of modern matrix broadcasting equipment through the area results in a high level of constant background Noise that makes even basic matrix communication difficult. Noise levels will vary from area to area, but unless otherwise specified in the scene, assume a default Noise level of 2 anytime the characters are within the Containment Zone.

INTRODUCTION

BACKGROUND COUNTS Background counts impose a negative dice pool penalty equal to their rating for all tests that are linked to or utilize magic in any way (i.e., spellcasting, summoning, assensing, any test made while astrally projecting, and any active skill that benefits from active adept powers such as killing hands, critical strike, great leap, or improved skills, etc). Dualnatured creatures and spirits suffer this penalty to all actions. Aspected background counts grant a boost to any limit that utilizes magic in any way (see above) to any metahuman, spirit, or dual-natured creature that matches the aspected domain. This includes spellcasting Force limits, so spellcasters need to be careful as it can be hard to control the additional surge of mana. Any magically active being that does not match the aspected domain should treat this as a normal background count and suffer penalties. Background counts above 12 are called either a flux (for aspected domains) or a void (for magically dead zones), and are very dangerous. Any being that is magically or astrally active in any way (dual natured, astrally perceiving, casting a spell, has an active adept power, has an active foci, etc.) takes background count – 12 unresisted Stun Damage each turn that they are active and exposed to the flux or void.

Paperwork After running a Shadowrun Missions adventure, there are several important pieces of paperwork that need to be filled out. 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. Finally, once an adventure is completed gamemasters should head over to the official Shadowrun forums at forums.shadowruntabletop.com and look in the Shadowrun Missions section. There will be a section to post the outcome of the Missions adventure. Future adventures will be affected by these results. Without gamemaster feedback, the PCs’ exploits will be unable to affect the larger campaign.

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MISSION SYNOPSIS Twenty years ago, Yamatetsu (later Evo) was a leading force in the exciting new field of genetic research and bioware, subject to many attempted shadowruns. Borrowing a page from the AA-rated Proteus Corporation, Yamatetsu moved many of its research facilities to stand-alone islands or, when able, underwater facilities. One of these, Yamatetsu Research Facility #42, Ryugo-jo, was present in Lake Michigan off the coast of Chicago when Bug City fell. While never directly affected by the inspect spirit incursion, the detonation of a nuclear device and following lockdown of the city were enough to disrupt the project. As part of the ongoing Project: Takeback, where corporations snatch up land and resources in the former quarantine zone, Evo has discovered records that indicate the facility exists and is sending a small team to investigate it for any possible use it might have. Unfortunately for them, a mole in their organization got this data before it was passed along, and sold it to several corporations including Renraku and Saeder-Krupp. With a window of opportunity quickly closing, Sarah Silverleaf, a local Ms. Johnson representing Renraku’s interests in Chicago, has decided to beat Evo to the punch and hire her own team of shadowrunners to swoop in and gather whatever data they can. The adventure begins with the team being called in for a meeting with Sarah, where they discover they’re not the only team being interviewed for the job. Simon Andrews, the lizard-like changeling working for Saeder-Krupp, is also interested and asks the team to sell him information as well. Once brought in to meet with Sarah Silverleaf, the team gets a rough outline of what would be required and is given a stiff interview where their reactions are measured. Once finished, they are dismissed, and a few moments later are told that they have been chosen for the task at hand. When the other teams pack up and leave, the player characters are brought back in for a second, more detailed data dump of the task

at hand. Here, they are given full information about the mission and introduced to Goober, a dwarf smuggler who will be offered to the team for a cut of the payout. The runners then have twenty-four hours to complete the job. Now armed with the knowledge of an underwater mission, the runners will be given a chance for shopping as well as possibly acquiring their own boat or captain if they decide they can find help cheaper than Goober. Options are somewhat limited due to the hour, location, time allotted, and special needs, but they should find themselves quickly in possession of basic gear beyond normal shadowrunning needs. Once this is done, they assemble at the docks and launch the mission. Once the team arrives at Facility #42, they find it damaged and teetering, clearly no longer operational, and investigate. The primary lab area is a shambles with little information, while further exploration reveals little until a stowaway named Otoko is found. This is somewhat odd as she shouldn’t be alive, which leads to many questions and, eventually, the conclusion that the second facility is less destroyed than it seems and, moreover, contains one of the original scientists. The player characters need to find a way to reach the second facility, where they will be quickly accosted by the merrow who have claimed it for themselves. If negotiations go well, the runners will find themselves taken to the merrow’s chief and introduced to Dr. Urashima, the project lead from Facility #42 who stayed behind when it was abandoned. Convinced to give up his data, he passes it along to the player characters with a gentle request that they tell no one of the merrow colony that has taken him in. Upon their release by the merrow, the team finds themselves beset by Saeder-Krupp agents and have to choose between fight or flight, after which they will decide to whom the data goes, if anyone at all, and return to shore, wet and exhausted but alive. Just another night in the life of a shadowrunner, chummer.

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

MISSION SYNOPSIS

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SCENE 1:

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PACING AT THE PURPLE PIG Scan This The runners get a call from Sid Gambetti that Sarah Silverleaf has a job on a tight schedule. He needs a team on short notice and tells the team that if they’re interested in a job they need to be at the Purple Pig in a few hours. The runners aren’t the only ones up for the job though; he’s heard that Sarah is interviewing several other teams, so they should be on their best behavior and not do anything stupid.

Tell It to Them Straight Is it so much to ask for a night off? A few Aztex-Mex Meltdown Soydawgs, some Fizzygoo HiProof beer, and maybe watch the Chicago Sensations lose to the Cleveland Chaos in the latest urban brawl match (because let’s face it, the Sensations would probably lose to a random team of squatters and street kids this season). That’s the life. But nope, no night off for you. Your commlink buzzes; a local fixer named Sid Gambetti is on the other end. “Heya chummer, got a hot one for ya! Sarah Silverleaf is looking for a team to pull a job of some kind,” he says into the phone. He must be working his day job as an underground fight promoter, because you can hear a crowd yelling in the distant background. “Schedule on this one’s a little tight, and you won’t be the only ones up for the job. If you’re interested, head to the address I’m sending along to you sometime within the next four hours. And try to be on your best behavior. I talked you guys up to her pretty big.”

When the runners reach the Purple Pig: Surprisingly, the Purple Pig weathered the years of quarantine and feral nature of Chicago with dignity, if damage. A rare bastion of civility in the middle of all the chaos, the Pig managed to emerge mostly intact, with stories to tell about her new scars. As life returns to the city, she’s easy to overlook, no match for shiny new restaurants and their trendy diners, but that suits her just fine. Those who attend are loyal, serving almost as an extended family. In this cozy atmosphere, shadowrunners have always been welcome, as long as they keep their manners. The Purple Pig, whose colorful, old-fashioned wooden sign swings over the door, welcomes you with the smell of real meat; you can’t help but wonder how painful the prices are going to be. An attendant at the small coatroom by the door asks for your weapons, giving you

a ticket for their return as they’re stored safely for later, and you’re directed inside. While the Pig has grown over the years, absorbing neighbors during the feral times, it’s still a cozy environment consisting of dim lights and tables far too tightly packed for trolls to really get comfortable. Sid has reserved a booth for you, to which you are quickly shown, and he pings your commlink as you sit. “Sarah Silverleaf’s busy with another team, so it’ll be a bit until she sends for you. You should probably snag an appetizer but stay on your toes. I know you lot are professional, but I can’t vouch for the others.” Looking around the room from your table, you can see quite a number of semi-familiar faces. Looks like there’s at least four or five other teams interviewing for this job as well, and the tension in the Pig is thick as everyone stares warily at their rival teams.

Behind the Scenes The Purple Pig has a Rating 5 weapons detector in the entrance; anyone trying to smuggle weapons into the restaurant will be turned away. This includes blades and explosives.

THE PURPLE PIG 500 N MICHIGAN AVENUE Ultimately a mid-range eatery with an excellent wine list, the Pig is the sort of place a middle-class couple might go for a special anniversary or a company’s vice-president might stop in for lunch. Lower-class patrons are generally frowned upon, but the owner has an understanding with many fixers, making it a surprisingly handy place for shadowrun meets. One of the three private rooms is usually reserved by some Johnson or another on a monthly basis. While those with a middle-class lifestyle or higher can absorb the cost of the meal, those of lower income have to go above and beyond their usual budget. Appetizers start at thirty nuyen while meals start at sixty, but both can go much higher. Real pork is served in a wide variety of styles, starting at seventy-five nuyen a plate. The wine and cheese list is far more extensive than you’d expect, a feature that entices many corporate suits to entertain clients here.

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I took my wife there for dinner a couple times before the bugs hit for a semi-fancy, but still affordable, night on the town. Considering how close the place is to both the Shattergraves and the Cermak blast, I’m frankly shocked it’s not only still open, but also apparently thriving. Bull

SCENE 1: PACING AT THE PURPLE PIG

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Sid Gambetti is strictly a facilitator for this job and isn’t directly involved. If any of the runners ask him about it, he simply laughs and says, “Look, that tomato is nova-nuclear hot, no doubt about it. But a guy like me is better off staying as far away from her as possible, if you know what I mean. I’m strictly the contact point for this gig.” Of course, if the runners offer Sid any nuyen for hooking him up, he’s not going to turn down a little cred, even if he’s already getting paid by Sarah. The restaurant itself seats about one hundred patrons, and it’s currently over halfway full of runners. Most of Chicago’s active runner population must be here. The waitstaff members are polite and efficient, and despite the obvious tension in the room, they deftly go about their business. After twenty years in the CZ, a room full of shadowrunners isn’t going to bother them too terribly. The food smells fantastic, but the prices are likely enough to make the runners consider ordering a round of water with lemon and splitting the cheapest appetizer on the menu: those start at thirty nuyen a pop and most of the meals run sixty to seventy-five nuyen, with fresh, imported real-meat steaks and seafood running at least one hundred nuyen a plate.

Sarah Silverleaf As Sid mentioned, Sarah Silverleaf is currently meeting with another runner team, the Silver Vixens: an all-female shadowrunning team known for recording its exploits for later release as exciting sims. They’re the fifth team of the night to be interviewed by Sarah Silverleaf, while one more team waits to go after the player characters. Each of the teams is trying to keep a low profile but also keeping an eye on other teams. The Purple Pig is neutral ground and they’re all trying to make a good impression for Silverleaf, so none of them wants to start trouble. Some passive-aggressive snarkiness, on the other hand, is a whole other matter. If picked out by the player characters, they’ll make a few noises about minding their own biz, but things shouldn’t elevate beyond some basic chest thumping. Of course, should the player characters decide that thinning the competition would give them a leg up, anything’s possible.

Simon Andrews More interesting is a fellow who’ll invite himself to the player characters’ table after they make an order with the waitstaff but before anything arrives. The runners may have interacted with Simon in the past. He’s a sixfoot-tall lizard changeling that looks like the love child of Johnny Rotten and a dragon. He apologizes for the interruption, introducing himself as Simon Andrews, and states that he’s here to offer the team a business opportunity. He doesn’t know if they’ll be chosen by Sarah Silverleaf or not, but if they are, he’d like to sweeten the deal. If they’re willing to record whatever they

experience on Sarah’s mission and give him copies, he’ll pay them 3,000 nuyen each. If they copy any data discovered and pass it along, he’ll provide another 3,000 nuyen, and yet another bonus if they provide him with working prototypes or similar physical copies of whatever it is that they’re being hired to investigate—the bonus negotiable based on the value of the prototypes. All of this, provided that they don’t tell Sarah, of course. “It’s not betraying your employer; you get to undertake her job and complete it all the same, without Ms. Silverleaf losing a shred of data. All I ask is that you record everything and make backups of any data you find. It’s what you’d be doing anyway, only providing information to two employers instead of just one and drawing a second payout. No need to rush to a decision, just something to think about. Here’s a commcode if you decide to take me up on the offer.” If the runners attempt to negotiate, they can make a Negotiation + Charisma [Social] (5) Test, increasing the initial pay by 250 nuyen per net hit (to a maximum of 8 net hits). He’ll stay briefly to answer simple questions, then slip away before the appetizer arrives. Should the player characters keep an eye on him, he pauses briefly to talk to one of the waitresses, his hand casually patting her on the rear. She issues a rather resigned giggle in response. Andrews then sits down at a table across the restaurant across from a well-dressed and very attractive human male and an even more gorgeous elven female. He leans in close, obviously flirting with both individuals. When the Silver Vixens later emerge from a back room, Vix flashes him a look, which he returns before going back to his meal. Should any of the player characters stay out and continue to watch him while the rest of the team takes their turn with Sarah Silverleaf, they’ll see him move over to another table of runners presumably to pitch them the same deal.

Dealing with the Staff Pleasant and cheery, the servers will frequent the table, offering to refill drinks and checking up on things unless told not to. They’re vaguely in-the-know about what kind of extracurricular activities go on here and, for a small bribe, can have information about the other teams coaxed out of them. Primarily, they’re just civilians and simply want to fill their orders and earn good tips. The Purple Pig is a family-friendly place, so the servers are all dressed professionally in slacks and button-up shirts; none are trained for a fight. Logan Crews is the ork bartender who generally acts as the heavy when needed, but a few punches is as violent as he gets; should any real weapons come into play, he hits the PanicButton and takes cover. Logan can give much the same information as the servers, but he can’t move messages around and isn’t as easy on the eyes.

SCENE 1: PACING AT THE PURPLE PIG

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Eyes On You

Debugging

Three of the other runner teams will keep an eye on the player characters in hopes of getting a leg up. One team, led by a decker named 8-Ball, will sniff around their commlinks. Another team’s rigger, Sketches, will try to perch a Fly-Spy on the wall above their booth. The Vixens will take a more direct, flirtatious approach to gathering information. None of them will take counter-surveillance personally, but the destruction of any gear will not be so easily dismissed.

With other shadowrunning teams in the building, professional rivalries and jealousies can break out. In particular, reducing the number of people competing for the same job should increase their chances of being hired, so the players may well make a move; the NPCs won’t, for fear of being blacklisted by Sarah, but while they won’t start trouble, they’re all willing to fight back. There are six other teams of anywhere from four to eight members each. Should the players start trouble, the gamemaster should feel free to adjust the size and composition of each team as needed. Use sample characters from SR5 or Run Faster as reference, modifying them as needed to put them on par with the player characters. Should a fight break out and the players win, Sarah is still willing (in Scene 2: Meeting Sarah Silverleaf) to hire them since they’re the last team standing, but the pay offered, as well as any negotiation bonuses, will be reduced by half since the team has proven rather unprofessional. Ms. Silverleaf is also deducting damages to the Purple Pig from their payment.

Guns! The other teams have all turned in their weapons, aside from one troll street samurai named Angus, who has a pair of Ares Lightfire 70s inside concealed compartments in his cyberlegs, under his kilt. Should anything break out, he’ll toss one to another samurai teammate named Texas. No one else in the bar, including Logan the bartender, is packing heat.

SCENE 2:

MEETING SARAH SILVERLEAF Scan This The runners have to survive an interview process with Sarah Silverleaf and find out what the job will entail. It’s a little different than the usual meeting with Mr. or Ms. Johnson.

Tell It to Them Straight The food is pricey but well worth it. The company, on the other hand, is disconcerting. You’re used to getting stares when you’re out on the town. The mundanes can sense you’re dangerous, and those that live on the fringes of the shadows are always wary of other predators. But today is a little different. Today there are dozens of your fellow runners warily keeping an eye on you and on each other. It makes you just a little nervous, though you would never admit to it, and you wish you’d been able to smuggle some big firepower in with you. Just in case. Several beautiful but very lethal ladies come sauntering out from the back of the restaurant, and you recognize them as the Silver Vixens, a very professional team of runners composed entirely of women. Vixen herself fixes your team with a steely, humorless gaze for a brief second before heading for the front door. They exude confidence, like they’ve gotten the job already. You don’t have time to brood on that thought, however, as your waiter steps up to the table and indicates that it’s

time for your interview. He waits for you to stand, then leads you to a private room in the back. The private room is a fancier version of the general seating area, with a single long table that sports ten chairs. Sarah Silverleaf is sitting in one with a pair of hard-as-flint troll company men standing at her flanks. She’s scanning a wine list as the player characters enter, and orders herself a bottle of Mondavi ’12 before inviting them to sit down. She dismisses the AR wine list menu with a wave of her hand and smiles as she looks around the room.

MONDAVI ‘12 Mondavi ’12 is a wine from the California Free State; most interestingly, it was harvested from grapes grown during the year that magic returned. This gives it a special cachet in the minds of many who think of it as a more magical drink than others. It isn’t, but the belief that it could be keeps the price inflated alongside other wines bottled in that year. One bottle costs 500 nyuen. While knowledge of this fact requires only a single success on a Knowledge: Wine or Fine Cuisine roll, showing additional knowledge (three or more hits) to Sarah Silverleaf will impress her.

SCENE 2: MEETING SARAH SILVERLEAF

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 “Ladies and gentlemen, welcome.” She pauses to look into the eyes of each of you briefly, a seductive smile crossing her lips. “Most of you have worked with me in the past, but for those that haven’t, my name is Sarah Silverleaf. You could call me Ms. Johnson, I suppose, but I find all that cloak-and-dagger nonsense to be rather impersonal. And I’m very fond of having a personal relationship with those I work with.” If any of the players have run through SRM 05-03: Gone Long Gone and sold the information on Rose Valley Pharmaceuticals to Maggie Goldberg instead of Sarah Silverleaf (or sold out to both), she deliberately looks at those runners and scowls at them, adding the following: “And some of you didn’t play very well with me the last time. However, I prefer to forgive and forget when dealing with those that can be of use, so I’ll be glad to give you a chance to redeem yourselves. “I have recently come into some information about a rather unusual piece of unclaimed property, and I would like it investigated before considering it as an acquisition. Time is limited, however, as a second potential buyer is closing in as we speak. I need to know how intact this facility is and if there are any incentives that might be included so that we can act before this rival moves to seal the deal.” She leans forward. “I can’t give out specifics until you’ve earned yourself the job. As you likely know,

yours is but one of seven teams I’m meeting with. Competition is such a wonderful motivator and brings out the best in people, don’t you think? What I can tell you, however, is that I need a team who can handle a job under rather unusual circumstances, can be discreet, and can do this job within the next twenty-four hours. “Now, let’s get to the interview, shall we?”

Behind the Scenes Sarah is trying to get a feel for the teams as well as looking to decrease her ultimate payout, removing their room to negotiate by showing that she has a lot of runner teams to choose from. This isn’t to say that she’s rude or forceful. She’s willing to let circumstances speak for themselves, though if at any point the team themselves gets overly rude or threatening, she happily points this fact out to them. Throughout the meeting she is pleasant, playful, and flirtatious. Find out if any of the runners have built up an especially strong Loyalty rating with her (Loyalty 3+), or managed, through roleplaying or other means, to get especially close with her (went on a date, was seduced by her, etc) in another Shadowrun Missions adventure. She is especially friendly and flirtatious to any of those runners (“Please, come sit over here near me, it’s been far too long, my dear …”). Any runner with a

SCENE 2: MEETING SARAH SILVERLEAF

SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Charisma of 5+ will likewise be a target of her flirtation and seduction attempts (regardless of their gender or orientation). She starts off by asking each of the runners about themselves, what they’re capable of, and questions of the like. She skips runners that she has a 3+ Loyalty rating with (“I don’t need to ask you, you’ve proven quite useful in the past”) or who she’s had a dalliance with (“Oh, I know exactly what you’re capable of …”), and focuses on newer runners or low-Loyalty runners. From there, she asks them to describe the most difficult challenge they’ve overcome in their career, if there were any jobs at which they’ve failed (if they lie about any previous Shadowrun Missions outcomes, she knows and calls them on it), and to describe the perfect date night. This is largely just a roleplaying scene, so gamemasters should have fun with it but shouldn’t stretch it out too much since this is merely the beginning. Let the runners play around with Sarah for ten or fifteen minutes; she then should start getting down to business. Without going into any hard details (like the fact that the job is actually underwater), she reiterates, “The job is on a tight deadline and needs to be done within the next twenty-four hours. The property in question is somewhat difficult to visit, but we will provide reasonable transportation reimbursement if are unable to arrange it for yourself. We expect no troublesome neighbors to be an issue while you tour the area, due to the location, but we are as yet uncertain about the structural soundness of the facility. Do be wary of footfalls and the like. We have no blueprints of the structure itself, those having been lost in the second Crash, but would happily accept any that you might discover while on-site. We are uncertain if the original tenants have left behind any trinkets, but if you do discover any, we ask that you bring them to us. Your primary role will simply be that of investigation, to note if the facility is salvageable, and to gather up any data that might still exist. Do you have any questions?” Payment is likely the first question the runners have. Sarah tells them that the job pays 6,000 nuyen, with potential bonuses for additional paydata or interesting items they may retrieve (to be negotiated upon delivery). She stresses that she wants exclusive access to the information and any extras they may find. She is unwilling to negotiate any further, feeling that this is fair pay, especially since there are potential bonuses involved. If the runners start pressing hard, she simply smiles and notes, “Mac and his team didn’t argue, and I’d say they’re at least as capable as you are. Maybe I should call them back?” If the runners ask about transportation reimbursement, she doesn’t give details but says that specialized transportation will need to be arranged, and that finding the transportation will be up to them. If the runners are chosen, she’ll be willing to work with whomever the

runners go through to pay for the purchase of any special gear and the rental or purchase of a transportation vehicle, up to 3,000 nuyen. Her two bodyguards, a pair of identical female trolls, remain impassive throughout and simply ensure that Sarah Silverleaf remains unmolested.

COVER IT’S JUST BIZ INTRODUCTION

When Sarah Met Simon If any of the runners mention that Simon Andrews was poking around outside and wants to piggyback onto their run, Sarah gets a slightly pouty look on her face. “I thought I smelled a certain familiar blend of lizard scales and cologne. What does that infuriating man want now?” She asks for more details, including how much pay he was offering, and then nods to one of the bodyguards who exits the room. Two minutes later she returns with Simon in tow. The two look at each other seriously for a second, and then break out in huge smiles. “Sarah! What an unexpected pleasure. I still haven’t forgotten the last time we worked together in Seattle. One of the best nights of my life!” Simon starts off, a smirk on his dragonish snout. “Oh Simon, you sweet talker. The things you can do with that silver tongue of yours …” She shivers happily at the memory. How much of this is an act and how much is actually a happy memory is difficult to tell. “However, you naughty lizard, I hear you’re trying to poach my team! I thought Lofwyr taught you better than that.” “Hah! Who do you think taught me to do that?” Simon responds with a laugh. He looks over at the runners “Sorry chummers, guess the deal’s off. Knew I was being just a bit too circumspect on this one, but I didn’t have time to play games. Ahh well.” He bows to Sarah, the buttons on his leather vest jangling. “My dear, I’ll bow out of this one. But you know Martin and Maggie have people sniffing around the fishbowl as well, so don’t think you can relax just yet.” He grins mischievously at her. “Mind if I call you later?” “On one condition. What were you planning to pay them for the job?” Sarah chuckles as he names off the figure and waves him out. After the door closes, she looks back at the runners. “Ok, well, I owe you one for getting rid of some of the competition, even if it did cost you some cred. To reward your loyalty, which I appreciate, I’ll match his offer. Assuming I choose your team, of course. But stick around, I suspect this just earned you the job.” Once the team has resolved the interview, they are dismissed. Five minutes later the next team is called in for their interview, which lasts twenty minutes. During this time, the runners have a chance to talk to other teams, talk amongst themselves, disperse spy drones, and so on as they feel the need.

SCENE 2: MEETING SARAH SILVERLEAF

MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Read the following to the players: Twenty minutes later, the final team exits and simply leaves the restaurant, none of them looking pleased. Looks like they failed their audition. Five minutes later, everyone’s commlink buzzes or beeps with an incoming text message. You hear beeps and see a number of other runners around the room checking their ’links as well. Your message simply reads, “Please return to the meeting room.” Other runners grumble about wasting their time and get up to file out; looks like you got the gig. Congratulations, chummers!

You’re Hired! Sarah welcomes the team back to the meeting room and motions for them to sit down. “It’s been a long day for everyone, so I’ll cut to the chase now that you have the job. There is an abandoned experimental aquacology facility several kilometers out in Lake Michigan, resting about eighty meters below the surface. It was previously owned by Yamatetsu. As best we can determine, most data concerning it was lost in the last Crash, and Evo doesn’t really know much about the place. Not all info was lost, however, and in the last twenty-four hours a number of rumors and minimal data about the location has surfaced. There are a number of other parties interested in the facility and any secrets it may hold, so it’s a race to beat them to it. “I need you to enter the facility, recover the central data core and any other interesting looking bits of data or research projects you can find, and return them here. We actually have no interest in the facility itself, and do not care what condition you leave it in, only that there is no data left for any other interested parties to find. My intel says that at least one other interested party will reach the facility by tomorrow evening at the latest. You have a maximum of twenty-four hours before the competition down there heats up, so I want this job done before then. Your deadline is 10 p.m. tomorrow evening.” “I realize that you’re probably not dedicated or trained divers, but we’re hoping that the facility isn’t flooded. If it is, whatever secrets it may have held will be worthless by this point. It is deep enough that simple recreational diving gear will not be enough, but not so deep that you should need high-pressure, deep-sea gear. Likely, a submarine will be needed to avoid decompression issues that would arise from diving that deep. If you don’t have a sub available to you, we can recommend a specialist in the area who can provide you with one. He will also be able to captain the vessel if none of you are capable.” The aquacology facility, Yamatetsu Research Facility #42, was code named Ryugo-Jo back when it was first created. Aside from a casual mention here or there, any solid

SCENE 2: MEETING

COVER

detail, including maps, were lost in Crash 2.0 or the evacuation and quarantine of Chicago. Sarah doesn’t know why the facility was abandoned, but assumes that the Bug City quarantine had something to do with it since everything was shut down, evacuated, or quarantined back then. She arranges for the runners to meet with a local dwarf armorer named Goober two hours after the meet, around midnight, and says that she’s already spoken with him. If for some reason the runners already own a sub or want to try going through other channels, she will simply nod and give them a number for their contact to call for reimbursement, reminding the runners that she’s only authorizing up to 3,000 nuyen for expenses.

IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1

Pushing the Envelope

SCENE 2

Several teams have been here for at least three hours by this point, and their patience is wearing thin. If the runners come back out bragging that they already have the job, other teams may take offense to that. Likewise, several may just want to stir up trouble. Besides the Pushing the Envelope stuff from above, you can have one or two belligerent runners deliberately try to start trouble. They’ll attempt to egg the runners on and get them to throw the first punch (figuring starting a brawl will look bad for the team and disqualify them). Should a fight break out, Sarah is still willing to hire the team, but she’ll dock half of the players’ agreed upon pay to reimburse the Pig for damages.

SCENE 3 SCENE 4 SCENE 5 SCENE 6

Debugging

SCENE 7

Should the runners cause too many problems and have to run because the cops show up, Sarah contacts them via commlink to give them the job, still deducting half their pay. If the runners are foolish enough to start trouble in the meeting room with Sarah, the two bodyguards will do their best to take down the runners.

SCENE 8 SCENE 9 PICKING UP THE PIECES

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CAST OF SHADOWS

Initiative: 13 + 4C6 Condition Monitor: 13 Limits: Physical 11(15), Mental 5, Social 4 PLAYER Armor: 19 HANDOUTS Skills: Blades 5, Clubs 5, Intimidation 4, Perception 5, Pistols 5, Unarmed Combat (Boxing (Brawler Style) 8 (+2) Qualities: High Pain Tolerance (3) DEBRIEFING Augmentations: Bone lacing (titanium) (betaware), muscle augmentation LOG 4 (betaware), muscle toner 4 (betaware), orthoskin 4 (betaware), spurs (betaware), wired reflexes 3 (deltaware) Gear: Argentum coat (w/ –3 modifier for concealability, custom fit, custom fit (stack), increase social limit by 1, Nonconductivity (6)), Transys Avalon commlink Weapons: SARAH SILVERLEAF Spurs (Betaware) [Unarmed, Acc 15, Reach 1, DV 16P, AP –2] Unarmed [Unarmed, Acc 15, Reach 1, DV 16P, AP —]

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COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7

SCENE 3

HE SELLS SEASHELLS BY THE SEASHORE Scan This The runners meet with an armorer contact to get their hands on transportation and underwater gear.

Tell It to Them Straight As the time nears, you pull up to a warehouse near the docks at the southern end of the CZ. Sitting out front is a gruff-looking dwarf in coveralls with the arms torn off, revealing a battered chrome cyberarm, a ball cap, and two old-school goggle-style cybereyes. He’s pulling a couple of large wooden crates from the back of a GMC Bulldog stepvan. He smiles and waves and starts stumping his way over to an enclosed boat dock. “I got just the thing for ya!”

Behind the Scenes While there are a few smugglers and fixers who deal in water-based gear in Chicago, none have the stock or

connections that Goober has—especially if you need things on short notice. A runner’s high-level armorer contact can be used in place of Goober if needed, but most contacts will refer you to him. Assuming that Sarah or the runners have briefed him on what they need, Goober has come prepared. The boat dock is one of Goobers many supply stations around town, and he has a decent stock of underwater gear available for the runners to rent or purchase. Since he’s getting a commission from Sarah Silverleaf, he’s willing to rent out gear he would normally only sell. Of course, outright purchasing the gear is an option as well, but anything above Sarah’s 3,000-nuyen credit line, the runners will have to cough up themselves. Goober has a solid stock of spearguns (p. 22, Run & Gun), gyrojet pistols (p. 26, Run & Gun), and diving gear (p. 449, SR5 and pp. 79-80 Run & Gun). Goober can also modify weapons to work underwater, but it will take one hour and cost 200 nuyen per weapon. Finally, he opens up the door to the boat dock and you can see

SCENE 3: HE SELLS...

SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 a large object hanging just above the water, completely covered by a tarp. “This here is my pride and joy. I just got ahold of her a few months ago, salvaged from down in the Bogota area. She got sunk at the docks there during that big dust up a couple years ago, but I’ve been working on getting her patched up nice and good. This will be a great chance to test her out finally!” With that he pulls the tarp off and reveals a beat-up minisub, about seven or eight meters long, a used and barely-patched-up Vulkan Delphin RQ7. There are obvious patches in numerous places, including a panel about two meters by one meter that looks like it’s simply welded onto the side. If any of the runners question his comment about docks in Bogota (or flat out deny it, because “there’s no ocean near Bogota!”), Goober laughs and says they must have been reading the chuckleheads on ShadowSEA again. “There’s a Jackpoint document that got released a few years ago about water vehicles, and one of the entries made an offhand comment about using a submersible as a way to get out of Bogota. Some idiots assumed the comment was talking about a sea escape and threw a fit because Bogota is landlocked. It never occurred to these braindeads that there’s a large river named the Bogota River that runs right through the city, and minisubs are fantastic for smuggling through that river. Ever since then, ‘Bogota Docks’ has been a bit of a litmus test among runners, to see if they have a sense of humor or are just wound a bit too tightly.” He sells the gear for standard book prices. He will

also rent out gear for seventy-two hours, but he requires the runners put down the full price of the item as a deposit, giving 75 percent back when they return the goods (or they can opt to keep them). The sub is for sale for 75,000 nuyen if the runners want to buy it outright, but Sarah has already covered the rental price, with Goober piloting the runners down. Once everything’s settled, Goober says he’s ready to go when they are. They can leave immediately, or do some more preparation and come back to the dock. Gamemasters should be certain to read over the Worldly Hazards: Beneath the Seas section of Run & Gun (pp. 156-159) thoroughly to prepare for any underwater combat and action that may go down.

SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES

VULKAN DELPHIN RQ7

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CAST OF SHADOWS

Upgrades: Ballast Tanks 2, Life Support (Lvl 2), Mechanical Grapple

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* The minisub is patched up and operational, but its structure and a HANDOUTS number of systems need to be either replaced or rebuilt from the ground up. This is above and beyond standard condition monitor damage. Goober can DEBRIEFING finish the repair work, but charges an additional 30,000 nuyen for materials and labor and is done in four weeks. A runner with the Nautical Mechanics LOG skill can do the work himself if he has a repair facility: parts will cost 10,000 nuyen and it takes 12 – Nautical Mechanics Skill Rating weeks to complete the repairs, with a minimum of four weeks.

SCENE 3: HE SELLS...

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Debugging There shouldn’t be much that needs debugged here, unless the runners just refuse to work with Goober and don’t have a contact capable of replacing him. At the very least, the runners should be able to get some basic

diving gear and steal a boat and manually dive down to the facility, but this is really only a good option if all the runners have the Diving skill. If it comes down to it and the runners are still flailing around, Sarah Silverleaf can contact them and threaten to revoke the job and give it to the Silver Vixens if they don’t call Goober.

SCENE 4:

SHIPPING AND RECEIVING Scan This

Behind the Scenes

The trip from the docks to the target facility’s an easy one: a bit of calm between the more hectic times. This is a fine opportunity for the team to scope out the area before heading in.

The bottom of the lake rests just over eighty meters below the surface, twice the depth that ordinary divers are allowed to go, and the dark water demands a powerful lamp be shone through it for detail. If you’re on the lake’s surface there’s simply no way to see anything, but once deep underwater the facility can be found. The facility once sported three areas: a small command area that was the oldest structure; a second, vastly larger section for oxygen manufacturing; and a third area that was used for recreation and has since collapsed into rubble. The large second structure lies lowest to the bottom of the lake, only raised by a meter or so, and stands ten meters tall. The command structure is only three meters tall but rests atop pillars that are ten meters high. At one point in time, a neck-like structure connected the two, allowing for an elevator to travel between the structures, but the center of this neck has been blown outwards, leaving the command structure dangling, somewhat like a decapitated head: the angle isn’t severe, but it’s certainly noticeable. While once maintained, the tops of each structure, and the rubble of the third, are coated with assorted detritus, most prevalent of which are the quagga mussels found everywhere. Oddly, the plant life growing around the facility seems to contain numerous softball-sized cacti. Under the chin of the command structure is a moon pool, an opening that leads directly between the lake and into the facility but prevents water from rushing in due to air pressure. It’s not an easy maneuver, but it’s where minisubs can dock to allow passengers to disembark dryly. Scuba divers can also use it as a point of entry or exit, should the team arrive by a more traditional craft. The water around the facility is cool and still, and there are no signs of life from the facility itself. No lights, no automated systems, and no wireless traffic to be found. Indeed, were it not for the fish lazily swimming about, the entire place would be as still as a grave. The lake water contains some basic pollution, and the water itself has a background count of 1, but inside the facility there is no background count. However, connecting to the Matrix is impossible, so wireless capabilities are extremely limited.

Tell It to Them Straight “Buckle up, kids!” The gruff voice of the dwarf in the pilot’s seat calls back to where you are all crammed into the minisub. “Please remember to keep your hands inside the vehicle at all times, holler if you spot Nessie or one of her cousins closing in on us, and for ghosts’ sake, no one, and that means you back there, nobody opens the screen door. Got it?” With that, the dwarf remotely activates the pulleys holding the sub out of the water at the dock, and it begins to lower down. Once in the water, the engine turns on with an irregular hum, and the sub shudders several times as it begins to move. The engine does not sound healthy, but Goober gives you a thumbs-up, indicating that everything is just fine. The sub slowly begins to descend into the murky water of Lake Michigan, and despite the pressure being fairly light at these depths, the hull of the sub nonetheless groans. There’s a large ragged hole that is covered by the metal plate that was welded onto the outside, and a low groan from that side of the ship has you wondering just how long that patch is going to hold. Staring out the windows, you can barely see more than a few meters outside the sub, as the water pollution this close to shore is terrible. As you move out, it clears up slightly. It’s still dark and visibility is limited, but you can make out the lake floor below you. Occasionally, you think you see a dim shape moving in the water, but these are usually small and likely just fish. You see something larger, possibly larger than the sub, but it’s gone before you get a good look. After about an hour, Goober calls out, “It should be just up ahead.” In the distance, large shapes start to take form on the lake bed, obviously man-made and large enough to be buildings. Looks like you’ve found the place!

SCENE 4: SHIPPING AND RECEIVING

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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There are four freshwater merrow in the area outside the facility who are quietly keeping their distance and watching the runners and the sub. Naval traffic happens often enough here that they aren’t immediately hostile, but they are wary. Shadowrunners looking for them can try a Perception Test, needing 4 hits to get a passing glimpse of them out there in the dark. It requires 7 hits to get a good look at them, unless the team decides to swim or pilot their way after them. The merrow swim away if pursued, returning once chase is given up. They’re well aware that they’re not able to harm a submarine, but divers are in much more danger. They don’t fret if the command structure is entered, but if the manufacturing section is approached, the merrow aggressively defend it.

MERROW

With its humanoid upper body, tapering torso, and slender but strong tail, the merrow vaguely resembles the mermaids of classic fairy tales. Its long forelimbs end in three-fingered hands with opposable thumbs. A long mane covers its neck, and a series of extended spinal vertebrae runs the length of the torso. Despite the dermal bone that armors its lower body, the merrow’s tail is remarkably flexible. Merrow are known to use simple tools, and many parazoologists believe them to have metahuman levels of intelligence. Yamatetsu was experimenting with the merrow in Facility 42, attempting to genetically alter and breed larger and stronger merrow that could be used as loyal guards at underwater facilities. The experiments hadn’t gone very far before Bug City caused the facility to be evacuated, but the merrow in the area have undergone genetic mutation, and as such are faster, stronger, and more intelligent than normal. They also have a higher affinity for magical talent, with one in four of the merrow born to this tribe able to use magic of some form.

Astral Scouting Should the shadowrunners engage in astral scouting, they’ll have an interesting time. The central structure sports a Force 6 astral barrier, a magical construct that shouldn’t be found in an abandoned facility (it’s maintained by the merrow’s chief). The command structure lacks such protection, but one small area (where Otoko is sleeping) sports a Force 3 astral barrier of its own, only three meters to a side. The lake around them has two hunting parties, one near enough to be an issue while the other is further away, and a Force 3 spirit of water lazily swims around the two structures, patrolling the astral in a way that indicates a spirit being

COVER

commanded rather than natural behavior. Ryugo-Jo isn’t as empty as advertised. The patrolling spirit doesn’t get involved if the command structure is entered, but should player characters interact with the ward around the manufacturing structure, it will try to drive them off.

IT’S JUST BIZ INTRODUCTION

Pushing the Envelope

MISSION SYNOPSIS

To spice the run up a little and show that there are other parties interested in this facility, an opposing runner team could show up at the docks before they leave to ambush the runners and stop them from reaching the facility. They will attack the player characters as well as the minisub itself, so the players will need to protect the sub. Use sample characters from the SR5 core books to create a team of runners. They shouldn’t pose a major threat unless the players are very unlucky or stupid enough to ignore the NPCs attacking the submarine.

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Initiative: 10 + 2D6 Movement: 10/20 SCENE 7 Condition Monitor: 11 Limits: Physical 7, Mental 5, Social 5 Armor: 9 SCENE 8 Skills: Assensing 4, Blades 6 (Spear +2), Navigation 4, Perception 5 (Underwater +2), Stealth 5 (Underwater +2), Swimming 6, Unarmed Combat 2 SCENE 9 Powers: Armor, Dual Natured, Enhanced Senses (Smell), Mimicry, Sapience, Human Shape Weapons: PICKING UP Spear [Blade, Acc 5, Reach 3, DV 10P, AP –2, 1 application Lambton Lizard THE PIECES poison*] *Lambton Lizard Poison: Anyone touched by the poison must make a Body + Willpower (9) test or be paralyzed for (10 – Body) minutes, with a minimum of LEGWORK 1 minute.

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Initiative: 8 + 2D6 DEBRIEFING Astral Initiative: 6 + 3D6 Skills: Assensing 3, Astral Combat 3, Exotic Ranged Weapon 3, Perception 3, LOG Unarmed Combat 3 Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search Weaknesses: Allergy (Fire, Severe) Special: Spirits of water move twice as fast when in water.

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Debugging Tripping either barrier will alert the creator of it—Ryujin for the larger one, Otoko for the smaller—while attacking either will draw the water spirit. Either way, the merrow will be aware that someone’s outside and will prepare themselves. Most live outside in the collapsed third module, finding it to be useful as an artificial reef. Those few who have learned the Human Form spell live inside the manufacturing module instead. Piloting a minisub to the manufacturing module isn’t possible, leaving only the command module for a standard entry point. If the team is diving instead, the

former connection from the collapsed module to the manufacturing module is open and usable, and is the method preferred by the merrow. The merrow in Scene 8 will be friendly, neutral, or hostile based on what the players do here. Should they be noticed while watching, they’ll remain at a distance. If chased, they’ll scatter and gradually return once pursuit is given up. Should anyone be well and truly obsessed with following them, they’ll lead them out toward the middle of Lake Michigan and the greater depths there, where either the higher pressure or the more violent fauna will dissuade them.

WE’RE NOT ALONE DOWN HERE The runners head into the command module of the facility and begin their investigation. They quickly realize that someone, or something, is down there with them.

Tell It to Them Straight The only way into the facility appears to be through a moon pool underneath the smaller command module of the facility. The opening is large enough that the minisub can surface, allowing relatively dry access to the module. According to Goober’s sensors, the air should be breathable, so you crack the airlock of the sub. The air is cool but very stale, with an incredibly strong smell of rotted fish. It’s breathable, but only just. The lights of the sub illuminate the immediate area, but it’s pitch black beyond. The only noises you can hear come from the electric engine of the submarine, the waves lapping at the edge of the moon pool, and the occasional groaning creak of the facility as the waves and water pressure cause it to settle.

Behind the Scenes If Goober dropped them off in the sub, he grunts that he’s staying inside the Vulkan and has no intention of risking his neck out there. He’s just transportation, and unless any of them knows how to operate a submarine, they’re SOL if he drops. If they instead swam down from a boat, they’ll find stowage for their diving gear in lockers by the entry. It’s clear that the space was intended for exactly that, but everything’s scattered and casually discarded. Investigating the moon pool room, there are a number of storage lockers that can be opened to reveal two wetsuits in terrible shape and the remnants of a few more have been pulled apart and discarded at random,

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while six air tanks are still present but show no air remains. A sign on the wall in Japanese indicates an air refilling station, but with no power in the facility, twisting the knob doesn’t do a thing. It takes about ten minutes and an Industrial Mechanic + Logic (3) Test to rig a cable from the sub to the air station, allowing it to refill the tanks. Each one takes about ten minutes to fill up, should anyone decide to do so. While all tanks are in serviceable condition, the years have taken a toll; if a user glitches (not just critical glitches) while using one, a hose will rupture, leading to obvious problems. While the runners are investigating, play up how creepy the atmosphere is, how nasty and dank the air is, and how it feels like the entire structure could fall apart at any moment. They should be jumping at shadows while at the same time confident that the place is abandoned. Without power, the entire facility is dark. The air, while foul-smelling from the mildew, is survivable. Small plants are tucked into assorted rooms to keep the air fresh enough for one person indefinitely, or for a larger group for a week or so. Without power, none of the facility is operational, but all of the doors can be forced open with a Body + Strength (3) Test, allowing for easy searching. Most rooms in the command module are variations of “an abandoned room whose contents are scattered and scavenged. Mold and mildew are the only things of note.” There are a few exceptions, most of which have signs written in Japanese identifying them. The room in which the runners enter is the moon pool. Aside from the pool and the lockers, there is a camera and monitor by the doors, though the lack of power leaves them nonfunctional. Across from the moon pool is the air recycling system. A machine with a dozen large bottles occupies the center of this room. Any kind of Biology (5) or Marine Biology (3) test reveals that, at one point, these likely held algae that was fed nutrients from the machine and exchanged carbon

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dioxide for oxygen, providing oxygen for the facility. When the power died, so did the algae. There are also, however, several dozen small clay pots filled with various types of plants that seem healthy sitting in relatively clean, fresh soil. It is unclear at this point how they got there or how they grow without light (Scene 8: Tribal Talks explains this). Next to this is the generator room, from which the facility used to draw power. Any sort of Mechanics (3) test will show that, while the machines are all in need of minor repairs and need to be cleaned, oiled, and have the rust removed, the biggest problem is simply lack of fuel. At the far end of the module is an elevator shaft, which leads down to the manufacturing module. The door is open and the elevator car is missing. Like in the moon pool, water rises almost to the edge of the command module. Among the other rooms is a kitchen, which is in disarray and contains no food or anything usable, a shower facility, and a room marked electrical storage. The room appears to contain tools and replacement parts for the generator as well as a small blue-water (osmotic salt water) generator that’s currently non-functional, in shambles, with tools and parts scattered about. The final room, at the far end next to the elevator

shaft, is Otoko’s room. Unless she’s been alerted by the runners breaching the astral barrier she erected, she is sleeping when the runners arrive. Unless they are deliberately being silent, the noise of them searching the place will likely awaken her. She will stay silent and hidden in her room unless she’s discovered (see Scene 6: Who The Frag Are You?).

Debugging While there used to be security protocols in place, 20 years without power have left them all nonfunctional. Assuming that the player characters don’t try to eat the weird stuff in the fridge or have a fuel fight for giggles, there’s not much that can go wrong here. When the facility was initially abandoned, the crew took most things with them. Since then, the merrow and Dr. Urashima have taken everything else of interest. If the runners somehow manage to injure, scare, or otherwise piss off the merrow scouts outside the module, it’s possible that more merrow will creep into the command module after the runners dock, either through the moon pool or the elevator shaft, and attempt to ambush the runners.

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WHO THE FRAG ARE YOU??

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Behind the Scenes

The runners come across a teenage girl who is scared out of her wits. They need to decide how to deal with her.

This is a bit of a jump scene as Otoko screams and lunges, and it could be a point where the players get themselves into trouble if they’re the “shoot first, loot the body, never ask questions” type. She’s not looking to attack the runners, just startle them enough so she can run past and jump down the elevator shaft into the water. Otoko is one of the augmented merrow who now call the old facility their home. She’s the merrow equivalent of a teenage girl, strong-willed and rebellious. However, unlike the other merrow, she has a fascination with the world outside the water, as well as a love of technology, even though her understanding of it is still very low. She’s taken to traveling to Chicago about once a month for sightseeing and to collect things. Otoko is fluent in Japanese (as are most of the merrow in the facility), but she is the only member of the tribe who can speak some English, though she speaks it very brokenly. The other merrow stick to the manufacturing module and the flooded remains of the housing module, but Otoko has made the command module her personal nest. With the help and advice of Dr. Urashima, she has managed to keep the air breathable through horticulture, as the algae tanks have long since withered. She is fascinated with human technology and music, though

Tell It to Them Straight Approaching the final door in the hallway, you brace yourselves to force it open. Surprisingly, it slides open quite easily, as if the mechanisms have been oiled recently. Carefully, you shine a light into the dark room. Trash and various electronic devices and parts are scattered about the room. Some you recognize, like an older model Sony Emperor (before they switched to the slim-line case) and a Renraku GameTron 2600 handheld system. Old food and drink containers are scattered amidst the junk, and in one corner, various bits of cloth—remnants of what look to be sheets and old worker uniforms—have been piled into a makeshift nest or bed. As you shine the light around you can hear a noise, like something shifting. Then your light falls on a lone figure, thin with long hair. As it does, the figure screeches and leaps toward you!

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she’s all style over substance, liking bright, flashy, and cheerful things. When discovered, she panics and tries to flee. Assuming the runners don’t outright kill her, she’s easy enough to catch. She is frightened but answers questions. If she’s unharmed, she is initially guarded and uncooperative with her answers, though becomes much friendlier and more helpful if bribed with shiny tech toys. If she’s injured, she begrudgingly answers questions, but will mislead the runners with her answers and try to set them up for ambush by the other merrow. Due to her semi-feral upbringing and the nature of the merrow tribe, she doesn’t particularly fear violence and is immune to intimidation tactics. However, she is very protective of her “surface things,” and threatening them is far more effective. Her collection of things in the room include: a briefcase that’s both waterproof and able to withstand depths of 100 meters (this bears a faded Yamatetsu corporate logo and is how she transports things from Chicago to here), a half-dozen commlinks (Ratings 1 through 3), a portable simchip viewer with around two dozen assorted chips, some computerized toys, a dozen mismatched outfits that are all in need of laundry time, a survival knife (intended as a gift for Big Meat), and several discarded food and drink containers. Aside from the simchip viewer, nothing has a working battery (and even it’s nearly dead). There are a few tools (not enough for a full kit) and cracked-open devices as well, plus a sleeping area where several sheets have been piled into a nest.

Q&A Interrogating Otoko can be a tad tricky as certain concepts, like time and distance, aren’t quantified for her, other than “soon” or “later” and “close” or “far.” Numbers past ten become “many,” and she’s obviously uncertain of several concepts that are alien to what a hunter-gatherer who lives at the bottom of a lake might know. She has a bit of an edge over others of her tribe due to her trips to Chicago, but it’s a shallow understanding at best. She’s a sucker for media, however, and anything electronic is cool. When questioned, she only answers the immediate question with a minimalist answer and won’t offer up additional information. She rarely knows the names for most surface things and is unfamiliar with submarines, scuba suits, and the like. She frequently asks questions back with her responses. She gives her name, and admits that she lives here and was born here. If asked how she got here, she says, “the door,” and clarifies with, “I just swimming In.” The fact that she’s on the bottom of Lake Michigan doesn’t seem to faze her. She’s evasive about her parents (“Everyone have parents”) and who else is here at the facility (“You guys?”). If asked about the electronics, most

of which were released within the last five years, she shrugs and says: “It’s mine! Traded fair and fair. Ain’t no stealer!” If asked whom she traded with, she says, “different people for different stuff,” and if asked what she traded, she says, “different stuff, stuff from here.” If asked about the memory core, she doesn’t know what that is. If the runners emphasize that it was something technological from here and that it was important, she says, “Urashima probably keeps that.” Then she gets a guilty look on her face and shuts up. If pressed, she says that he’s “just somebody” and that he’s not here because he “can’t swim.” Then she says they can’t be here anymore. She doesn’t know where he has it, and if they ask to talk to him, she replies: “Not supposed to. Gotta ask.” Finally, looking at the tech the runners are carrying, she’ll ask to trade. She bases value on size and how interesting and shiny the object is, especially if it’s something she doesn’t have. She has several cheaper commlinks but doesn’t have a higher-end model. If asked what she wants, she’ll point to chrome cyberlimbs, cyberdecks, and goggles. She also asks why things break so fast, and with some prodding, the runners can figure out that the batteries on all her electronics keep running dead so she assumes they’re broken. Since there’s no power down here, she can’t recharge the batteries on her toys. However, if the runners have discovered the osmatic salt-water generator (sometimes called a blue-water generator), they can possibly get that up and running. The osmotic generator creates power using a combination of salt water and freshwater via reverse electrodialysis. The generator doesn’t create large amounts of power, but it would be more than enough to recharge small electronic devices. The generator can be repaired and made functional with an Industrial Mechanics + Logic [Mental] (3) Test, taking about thirty minutes. The runners can ask Goober to fix it as well; he charges 500 nuyen for the task (or take it off Sarah’s tab if the runners did not spend all of her money already). Otoko grasps how to operate it quickly, and she would just need to regularly trade for salt to mix into the water to keep it running. This delights her even more than getting new electronics, and she happily helps the runners.

Meet the Meat If the runners were polite, didn’t attack at all, were friendly, and bribed her well (especially if they fixed up the blue-water generator), she is willing to escort them over to the manufacturing module. Otherwise, she insists they wait here: “I go get Big Meat. He talk. He decide.” If the runners treated her well after the initial meeting, she brings back Big Meat and four merrow guards to escort them over. If the runners were violent, injured her, and were very threatening, she brings Big Meat and a dozen merrow

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back to attack the runners. Otoko leaves via the broken elevator, but the merrow come up through the moon pool. Goober can warn the runners (unless he’s outside the sub for some reason), but he can’t do anything about them inside the sub. They ascend fast enough that they are all inside by the time the runners can get back to the pool. Threats of violence to get Otoko to take them immediately yield no results. If they threaten to kill her, she shrugs and says: “Big fish eat little fish. Is how sea works.” Big Meat is an enormous merrow with a bad attitude. He doesn’t want the intruders there and it’s obvious, but as long as Otoko vouches for them, he’s willing to put up with them for now. He watches them very closely. He speaks Japanese but no English and refuses to converse with the runners, either simply telling them to follow and behave, or leading an attack on them. Getting to the manufacturing module is tricky. The merrow will lead the runners through the broken elevator shaft. From the top of the shaft to the elevator is a two meter climb with easy handholds. The lift itself was largely destroyed years ago in the explosion that blew out the neck of the shaft, and the bottom of the elevator itself has since been pulled apart by the merrow to make the trip easier. The top hasn’t been broken open as much, since Otoko is the only one who uses it regularly. Trolls who try to squeeze through will have problems, needing an Escape Artist + Agility [Physical] (3) Test.

It can also be pried further open with a raw Strength + Strength (6) Test to open it enough for a troll, though the passage is so narrow that it is only large enough to allow one extra person to assist on a Teamwork test (and only one of the members can be a troll). Swimming through the shaft is difficult. A Diving + Agility [Physical] (1) Test is needed to get down to the bend, then a second to navigate through the bend to the manufacturing module’s entry. Those who glitch could be in trouble, depending on the gear that they’re using, while those who critical glitch are in a dire situation. Swimming without gear is not recommended, as the pressure will drive the air from divers’ lungs far faster than ordinary swimming.

Debugging If the team has killed Otoko, obviously they won’t get much information other than what they can find via searching. That’s fine; it just changes the flavor of the next two chapters. The bigger worry is the swim to the manufacturing module. Despite being short and relatively simple, the fact is that water can kill, and kill quickly, and most shadowrunners aren’t experienced swimmers, let alone divers. Be sure to stress the fact that they’ll need air tanks to cover the distance safely, and it should be fine.

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Finally arriving in the manufacturing module, the team is introduced to the merrow tribe who call this place home. They aren’t too happy about their home being invaded, but they’re not aggressive by default, either. Can the player characters talk their way through?

Tell It to Them Straight Diving through the dark, murky depths through an elevator shaft is a harrowing experience. Semi-polluted water, jagged metal from the torn-up shaft, encrusted barnacles that will act like a cheese grater if you rub up against them—it’s not a pleasant experience. It only takes about ten minutes but feels like it’s a much longer trip. Finally, though, you break free of the water and climb out. The floor near the hatch is covered in mildew and algae, but aside from this, it looks solid. Once you pull off your oxygen masks, the air is breathable, but the rotted-fish smell is much stronger and slightly nauseating. It’s dark, but the doors are open, and in the distance you can make out a dim light that’s not strong enough to let you make out any details.

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Following your guide, you step into a massive room that seems to take up the majority of this aquacology module. Shining your lights around, you reveal a walkway running around the perimeter of the room, with small, open rooms lining the walkway. In the center, down blow the walkway, you can see soil and a large number of plants growing. As you step out, a strange algae growing along the walls begins to glow with the same dim, greenish light you can see in the distance. As you walk, the algae continues to glow for several seconds after you pass it, then dims and goes out. The side rooms have all had their doors pried open, and movement can be seen inside. A number of men and women watch you warily as you’re led towards the far side of the module. There, an older man is leaning on a staff for support as he chats with a tiny earth spirit. He waves his spirit back to work in the field, pushes himself tall with his staff, and with a smile, asks in Japanese, “What brings you to my humble abode?”

Behind the Scenes

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This facility was once used as a research hub for Yamatestu and had two primary fields of research: engineer-

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COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 ing edible plants that could grow both underwater and with minimal to no sunlight, and bioengineering the underwater creatures known as merrow to make them usable as underwater guards for aquacology facilities. Both projects were in the early stages of success when the Bug City incident happened and forced the facility to be abandoned. In the confusion, much of the data was lost or left behind. The lead researcher, Dr. Urashima, went missing and was presumed killed. In reality, Urashima faked his death to stay in the facility, as he’d grown attached to the merrow subjects he had been working with and wanted to continue observing them. Over the years, he’s grown to become a father figure to the merrow tribe. The plant bed at the center of the facility is growing edible freshwater kelp and seaweed, but there are also a number of vegetable hybrids growing there as well. Low-level earth elementals provide fresh soil and keep the garden clean and free of pests, and rotted fish and non-edible plants provide good compost fertilizer. Another project that the facility had been developing is an algae-variant of GloMoss, which is used as a lighting source down here, growing along the walls throughout the manufacturing module. The merrow can see fine in the dark but Urashima cannot, so the GloMoss is primarily for his benefit. Since many of the mer-

row are magically active, it acts as something of an automatic light source, illuminating the area around you as you walk. Otoko and her guards all set off the GloMoss, but if the runners sneak in here alone for whatever reason, they will only trigger the moss if any of them are actively using magic (active spell foci, sustained spells, adept powers “turned on,” astrally projecting, etc). Knowing that strangers are on the way, the merrow have used their Human Shape ability and gathered here en masse, being curious but also a bit suspicious. Besides Big Meat and Ryujin, there are a dozen merrow waiting, plus however many merrow came over with Otoko. Big Meat wants nothing to do with anything from the surface world, thinking of them all as violent savages. The merrow wear remnants of the original staff members’ jumpsuits and clothing that has been scavenged from closets and dressers over the years, familiar enough with Ryujin’s stories to know that this is what “people” do. Ryujin, the chief of the tribe and original test subject of Dr. Urashima, has a far more friendly face for the visitors, having had good relations in the past. Otoko’s influence will be felt in the negotiations, of course, and if she’s been killed, things quickly sour. Ryujin should be played as a wise, elder statesman who isn’t interested in violence and wants his tribe to be left in peace. While

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he has enjoyed Dr. Urashima’s company all these years, he understands that many humans would react poorly to his presence and simply doesn’t want to stir that pot. If he feels that he can trust the player characters, he will be far more willing to help out. Big Meat, in contrast, is a scowling alpha male who just doesn’t like people. He gives counterpoints to points raised by the player characters and sees everything in a negative light. He’s just looking for an excuse to shout and would be thrilled to strip them of all that they carry and kick them into the lake. But while he’s the best hunter, he’s not the chief, so he follows Ryujin’s commands even if he’s huffy about it. He glowers all the time. Otoko is Ryujin’s granddaughter (her mother, Otohime, lurks in a side room, wary of humans) and generally listens to him. She also has a crush on Big Meat (as do most females of the tribe), and pushes him either at, or away from, the player characters based on how she was treated by them. All of the merrow understand Japanese, and most can speak some as well (having been taught by Dr. Urashima). All signs in the facility are in Japanese. Otoko is the only one who can speak English and can be used as a translator for the player characters if she’s alive. Important to remember: Social tests are limited by the languages spoken. If the player characters can’t speak Japanese, negotiations will be quite difficult. The discussion between Ryujin and the player characters will be a feeling-out process; he’s curious as to how they found out about his tribe and this facility, what their intentions are, and whether or not they can be trusted. How they treated Otoko will have heavy influence on this, but the discussion itself will generally be the final arbiter. If the player characters do a poor job of winning him over, Ryujin lies to them, telling them that Dr. Urashima died years ago, and sends them on their way with a data core that he has brought from his room. (This is a fake one that he’s had stored for years, just in case of this exact situation.) He offers it to them on the grounds that they leave, never to return, and tell no one about the place. If they do a good job of winning him over, Ryujin instead tells them that Dr. Urashima is still alive and offers to introduce them. He quietly adds that the good doctor’s health has taken a turn for the worse, and he hopes that they have some way of providing him with the medical care that the merrow cannot. He knows that the doctor keeps the memory core in storage but won’t reveal this, waiting to see what Dr. Urashima thinks.

The Manufacturing Module As noted, most rooms in the manufacturing module can be summed up as either: “This room has been turned

COMBAT IN THE MODULES

The facility is built with some very thick and sturdy materials, but weapons fire, especially heavy weapons, explosives, and anything with high armor-piercing properties can puncture the structure causing flooding (or possibly worse). It is considered to be Armored/Reinforced Material (Structure 14, Armor 24), and any time it is penetrated, water will begin leaking in. Doing enough damage to destroy the barrier (p. 197, SR5) will weaken the structure and cause massive flooding. If three or more sections in a single module are destroyed, the pressure will cause the entire facility to slowly start collapsing. The structure will flood within ten minutes and will collapse in two hours. into a nest by the merrow, with small keepsakes tucked here or there and cloth piled up to use for sleeping,” or, “This room has been long abandoned. Anything of worth has long since been scavenged from it. It’s effectively empty.” The only rooms of note are a kitchen that the tribe uses as a dining room for meals, Ryujin’s personal bedroom, a former women’s shower and bathroom that Big Meat has converted into his personal room, a computer room with no power (a Hardware + Logic [Physical] (3) Test can allow a cyberdeck to be hooked up to it and get it operational, but there is no useful data to be found), a power generator that is trashed beyond repair, and finally, Dr. Urishima’s room in the far corner of the facility.

Debugging If the player characters killed Otoko and left her body behind, the scene here won’t be quite as cluttered as fewer merrow are around, and the players won’t be waiting for an audience. Big Meat and Ryujin will be in their rooms, and only four merrow will be out on the walkway, with a couple others in nearby rooms. The rest are underwater in the flooded living module. Allow the talks to go on for a while before having one of the hunting parties return with Otoko’s body. (The party had been watching the player characters from a distance and went to investigate when they went to the manufacturing module. Horrified by what they find, they bring her remains to the chief.) Wait until it’s nice and dramatically appropriate. Big Meat will be enraged, and Ryujin wants no more to do with them. If they don’t leave, Big Meat will lead the hunters to drive them away, backed by spiritual support summoned up by Ryujin. Actions have consequences!

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PAGING DR. URASHIMA Scan This Having talked their way past the merrow (or fought their way through), the last thing left is to talk to Dr. Urashima and find out if he has the memory core. It turns out he’s happy to give it up, but only if they take him with them when they leave.

Tell It to Them Straight If the runners use diplomacy to reach Dr. Urashima: Ryujin directs you toward one of the small rooms to one side of the facility, rapping his staff against the port. In Japanese, he says, “Dr. Urashima? There are some guests to see you.” Waiting a moment for approval, he nods once it’s granted, stepping aside so that the player characters can enter. A light fills the room as a voice returns, “Come in; I have been waiting for you.”

If the runners shot their way past the merrow: Picking past the bodies, a short search of the rooms reveals mostly cowering children and elderly, but one room stands out due to its maintained nature. As you draw near, a glow fills the room and a voice rises from within. “I wish you hadn’t done that. They were innocent and would have done you no harm.” The voice sighs wearily. “However, it seems that the time has come. Enter.”

Once the runners enter: Unlike the other rooms here, this room has been well kept, with clothes stored correctly, books shelved, bed made, and, in general, a proper level of tidiness that the merrow seem unable to match. An elderly Japanese man sits at a small desk facing the door as he sets a small glowing ball on a stand beside him. “A gift,” he says: “From Ryujin. The lone light in a lifetime of darkness. Fitting, I suppose. I was there when he was created, a guide for a life unlike any his kin had experienced before. In return, he took me in when the project was terminated, to expose me to a world no human had ever known. A light for a light, hmm? But you have travelled a great way and I doubt you’re here for the rambling of an old man. What can I do for you?”

Behind the Scenes

facility, his job involved creating splices for plant life, helping to create plants that would generate enough oxygen with little to no sunlight, and making underwater arcologies easier to maintain by not having to waste electricity on air recycling. Later on, his tasks were expanded to working with the merrow. Freshwater merrow were cleverer than their saltwater cousins, and Yamatestu wanted to see if their intelligence could be pushed and expanded, to see if they could become truly sapient. “Could they truly be sapient? Would we create this in them or, perhaps, would we discover it? Twenty years later, the merrow here are certainly sentient, but is it my work? Or did we just enable them to communicate what was always there? It will take decades to know for certain, far more time than I have.” Dr. Urashima does not regret his life down here, teaching and raising the merrow. However, twenty years beneath the waves have taken their toll on him. Limited diet, no sunlight, and no medical care: he cannot stay here any longer or he will die. He doesn’t believe that Ryujin or the tribe needs him any longer. He thinks maybe Yamatetsu will take him back, or he’ll just quietly retire. If offered, he would be willing to speak with Sarah Silverleaf or Simon Andrews to seek out possible parttime employment, since the outside world likely thinks he’s long dead and he needs money to live. He has the memory core from the command computer and has kept it safe all these years. He is willing to part with it on one condition: the runners need to take him back with him. He says he is too old and feeble to bother with negotiating any further price, only insisting on that one. If the runners do not wish to negotiate, the memory core is hidden behind a sealed panel in the room, requiring a Perception + Intuition [Mental] (5) Test to notice scuff marks where the panel has been unscrewed and replaced. Assuming that they agree to take him away, he passes the memory core over and follows them outside, saying his goodbyes to Ryujin and the merrow. It’s a short ceremony, as everyone knew that one day it would come, but still quite sad for all involved. Ryujin summons a water spirit to aid him in traveling through the old elevator shaft, but he needs a stronger one than he can safely summon now to reach the surface from the command module. A submarine could also be useful. If they refuse to take him, he nods and accepts his fate but refuses to tell them where the memory module is. He doesn’t try to prevent them from searching for it, though.

IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

Dr. Taro Urashima was once a researcher at Facility 42 for Yamatetsu. When he first started to work at the

SCENE 8: PAGING DR. URASHIMA

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Pushing the Envelope Sarah Silverleaf pushed the runners so that they could beat the competition to the facility, but there’s always the chance that someone else will rush as well. Evo is definitely interested since they feel this is still their property, and they’ve sent a team down to salvage what they can. As the runners are talking with Urashima, after he’s decided to go back to the surface with them (or they’ve refused and have searched and found the memory core), Goober contacts them. The water is interfering badly with communication, but the runners can determine between bursts of static that another submarine is coming in fast, that Goober has to pull out for now, and that he’ll try and come back for them. Neither sub has any weaponry, but considering the rickety state of Goober’s sub, it’s probably wise for him to be extra careful. Regardless, the runners have an incoming fight on their hands. Urashima urges the merrow not to get involved and to hide in the living module. If he is not returning with the runners, he summons a water spirit allowing him to breath and leaves with the merrow. There are eight Evo operatives (Professional Rating 5) that come down, entering through the moon pool in the command module. They are aware of another team and are preparing for them. They have a map of the facility and make their way toward the busted elevator, where they set up an ambush for anyone coming up. The sub stays at the moon pool and warns the Evo team if it senses anyone trying to scuba over to the moon pool and enter that way. The Evo team retreats if they lose more than four members, heading back to the sub and escaping. The sub escapes on its own if it is attacked, or if all the Evo members are downed.

Debugging If the runners refuse to take Urashima but cannot find the memory core, he will finally grow frustrated and retrieve it for them saying: “Here, take this and go. Leave and never return.”

COVER

EVO OPERATIVE B

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ESSJUST BIZ IT’S 6

INTRODUCTION Initiative: 12 + 3D6 Condition Monitor: 11 Limits: Physical 7(9), Mental 6, Social 4 MISSION Armor: 7 SYNOPSIS Skills: Archery 6, Athletics skill group 5, Close Combat skill group 5, Diving 5, Firearms group 6, Perception 6, Sneaking 6 Augmentations: Cybereyes (Rating 2 w/ flare compensation, image link, SCENE 1 low-light vision, smartlink, thermographic vision), muscle augmentation 2, muscle toner 2, wired reflexes 2 Gear: Diving armor (chemical protection (4), chemical seal), Diving gear, SCENE 2 Enclosed breathing helmet w/ low light vision, Erika Elite commlink Weapons: AquaDyne Shark-XS harpoon gun [Crossbow, Acc 5, DV 9P, AP –2, SS, 5 (m)] SCENE 3 Shock glove [Unarmed, Acc 9, DV 8S(e), AP –5] w/ internal battery SCENE 4

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Initiative: 9 + 1D6 SCENE 6 Condition Monitor: 11 Limits: Physical 7, Mental 7, Social 7 Armor: 7 SCENE 7 Skills: Assensing 5, Diving 5, Intimidation 2, Perception 4, Pistols 4, Sneaking 5, Sorcery skill group 5, Summoning 5 SCENE 8 Qualities: Hermetic Magician Initiate Grade: 2 Metamagics: Centering, shielding Gear: AR Goggles [w/ image link], diving armor (chemical protection (4), SCENE 9 chemical seal), diving gear, enclosed breathing helmet (headlamp, lowlight vision), Sony Emperor commlink, stim patch (3) x2 PICKING UP Spells: Agony, Antidote, Combat Sense, Control Actions, Detox, Ice Sheet, THE PIECES Stunball, Stunbolt Bound Spirits: Water spirit (Force 5, 4 services) Weapons: LEGWORK Ares Light Fire 70 [Light Pistol, Acc 7, DV 6P, AP —, SA, 16 (c)]

CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

SCENE 8: PAGING DR. URASHIMA

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SCENE 9:

COVER

PAYMENT AT THE DOCKS Scan This The runners return to the docks and find Sarah Silverleaf waiting for them with their payment.

Tell It to Them Straight With a shudder, the minisub breaks the surface just off the docks where you left. Small puddles have formed on the floor from a couple of hairline leaks that formed during the trip. To say you will be glad to get out of the sub is an understatement. Goober parks the sub in his boat dock, and as you begin slowly climbing out, you see two enormous trolls wearing crisp, tailored suits flanking a blonde bombshell of an elf. She smiles at you as you disembark. Looks like Sarah Silverleaf was eager to receive her goods and deliver your payment.

Behind the Scenes Sarah and her two bodyguards (see Scene 2: Meeting Sarah Silverleaf) are patiently waiting at the docks for the runners to return. If the runners cut a deal with Simon Andrews and wish to “sell” Dr. Urashima to him instead of Sarah (or wish to let him simply go off on his own), Goober will keep his mouth shut and let Urashima stay on the sub until Sarah leaves. Sarah asks some questions about the aquacology. She hooks the memory core up to her commlink and scans the data for a moment before smiling. She is satisfied that the core contains the information she wanted. If the runners brought back any plant samples, she gives them 1,000 nuyen (total, not per plant). If Urashima is being handed over to Sarah, she offers the team an additional 2,000 nuyen for him and offers him a job, familiar with his credentials and delighted that he’s still alive. If anyone mentions the mer-

row to her, she will ask if they brought one back as well, and she will be disappointed that they didn’t. She uploads the nuyen onto certified credsticks and passes them over, then takes her prizes and leaves. The runners call Simon; he asks them to meet him at a sleazy bar called The Buried Treasure, a dive bar with a vaguely nautical theme. He’s drinking and buys the runners a couple rounds of drinks to celebrate, then happily hands over the agreed-upon payment. He offers the runners 500 nuyen for any plants they brought back (total, not per plant), and another 500 nuyen as a bonus if they bring Urashima to him. He offers Urashima a reward for any information he can give his employers regarding the projects he was working on. And with that, the runners can call it a night and enjoy their nuyen!

Pushing the Envelope A second group of Evo operatives (or the first team chasing them to the surface if the runners didn’t encounter them in the facility), or a team from another corporation such as Ares or Aztechnology, could hit the runners while they’re getting paid by Sarah at the docks. Sarah’s bodyguards protect her while trying to evacuate her safely. The corp goons are looking to snatch anything they can get their hands on, especially the memory core and Urashima.

Debugging Neither Sarah nor Simon is willing to do any last minute “shotgun” negotiations for higher bonuses. These are simply bonus extras, and they can take them or leave them. Otherwise, there should be no problem with this scene. The runners get paid and go home. End scene.

IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

SCENE 9: PAYMENT AT THE DOCKS

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PICKING UP THE PIECES Money

Reputation

• 6,000¥ from Sarah Silverleaf for recovering the • •

• • • •

memory core. 3,000¥ from Simon Andrews for recording the run or from Sarah Silverleaf if they turned Simon in during the meet. 3,000¥ plus 250¥ per net Negotiation hit, to a max of 8 hits, from Simon Andrews for turning over a copy of all data on the memory core or from Sarah Silverleaf if they turned Simon in during the meet. 3,000¥ in credit for underwater gear only from Sarah Silverleaf. 1,000¥ from Sarah Silverleaf for any and all plant samples brought back. 500¥ From Simon Andrews for any and all plant samples brought back. 2,000¥ from Sarah Silverleaf or 500¥ from Simon Andrews for bringing Dr. Urashima to them.

Karma • • • • •

1 Karma – Retrieved the memory core 1 Karma – Returned Dr. Urashima to the surface 1 Karma – Brought back plant samples 2 Karma – Surviving the Adventure 2 Karma – Overall adventure challenge

Gamemaster Reward When running this adventure you may choose to count the missions as “played” for their personal Shadowrun Missions character. You must choose to do this the first time your 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 that 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 mission 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 Simon, you would not get that +1 Loyalty. Along those lines. Karma Earned: 7 Nuyen Earned: 13,000¥

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. • +1 Street Cred if the players return Dr. Urashima to the surface. • +1 Notoriety for starting a fight in the Purple Pig. • +1 Public Awareness for starting a fight in the Purple Pig.

Contacts 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, either by offering up favors or by paying them well above the standard rates for information or services. • Sarah Silverleaf: If the runners successfully retrieve the memory core, they receive Sarah at Loyalty 1, or gain a +1 Loyalty if they already had her (to a maximum Loyalty of 4). • Simon Andrews: If the runners film the run and turn the data over, they gain Simon at Loyalty 1, or gain a +1 Loyalty if they already had him (to a maximum Loyalty of 4). • Goober: If the runners treat Goober well, they gain him at Loyalty 1, or gain a +1 Loyalty if they already had him (to a maximum Loyalty of 4).

PICKING UP THE PIECES

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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LEGWORK When a player character 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 maximum 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. If the player characters 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 a Connection + Connection (1 hour) Extended Test. Additional information will be available at a cost of 1,000¥-(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.

The Purple Pig

COVER right?

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She’s a Ms. Johnson that started working in town a few months ago.



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She’s a knockout Ms. Johnson who’s good at manipulating runners.





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Nice place down near the docks.



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Great place for a big anniversary but too pricey to make a habit out of. Hell of a wine list.



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Good place for Johnsons and runners to meet, but neutral ground. No violence, chummer.



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Supposedly, the original owner’s kid ghouled back in the ’40s. He’s had a soft spot ever since.

Sarah Silverleaf Contacts to Ask: Any Corporate Contact Contacts Matrix Search 0 0

Information Anything more specific? First name, a picture, anything?



She’s that trid star from the ’50s,

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INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3

Contacts to Ask: Any Club-related, Any Changeling, High-Level Saeder-Krupp, Simsense Star

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Contacts Matrix Search 1 1

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Information Simon and Andrew are finally getting married, oh HOT HOT HOT, those bad boys! Mmmmm! Time to break out my tux with the assless chaps! HELLOOOOO!



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Simon is a full-body changeling who took the change well, though some girls will tell you he was already a snake. He’s covered in green, scaly skin like a lizard, has a British accent, and is an all-around freak, especially when anything female with two legs catches his reptilian eyes. He’s new in Chicago.

Stayed open during the quarantine, but damned if I know how. Not the same menu, mind you.



She works for Renraku and is one of their top field agents.

Simon Andrews

Contacts to Ask: Any Street Contact Contacts Matrix Search 0 0

She’s a succubus of a sort. She’ll do anything, and I mean anything, to swing negotiations her way. She’s dangerous, omae, be careful.

IT’S JUST BIZ



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Agent for Saeder-Krupp? Yes, in fact he’s Lofwyr’s eyes and ears around here, or so I heard.



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Who the hell knows what he’s up to? He works for a dragon. What else can you say but never deal with a dragon? Well, that and don’t pick his pocket.

SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Yamatestu Facility #42

Haven’t heard that name in forever.

COVER

Contacts to Ask: Any street contact



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IT’S JUST BIZ

Contacts Matrix Search 0 0

Information Who what in the where now?

Probably some research station? Those always had terrible names.



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Wasn’t there a book about 42 or something?

They used to call it Ryugo-jo, but it blew up twenty years ago. Saw the write-off docs myself.

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Yamatetsu? You mean Evo?

CAST OF SHADOWS Initiative: 13 + 2D6 Movement: 10/20 Condition Monitor: 12 Limits: Physical 11, Mental 6, Social 7 Armor: 12 Skills: Assensing 3, Blades 8 (Spear +2), Navigation 4, Perception 7 (Underwater +2), Stealth 4 (Underwater +2), Swimming 6, Unarmed Combat 6 Powers: Armor 12, Dual Natured, Enhanced Senses (Smell), Human Shape, Mimicry, Sapience Weapons: Spear [Blade, Acc 5, Reach 3, DV 10P, AP –2, 1 application Lambton Lizard poison*] *Lambton Lizard Poison: Anyone touched by the poison must make a Body + Willpower (9) test or be paralyzed for (10 – Body) minutes, with a minimum of 1 minute.

Big Meat

Dr. Taro Urashima

SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES

The biggest and best hunter of the merrow, Big Meat is the primary provider for the tribe and will likely become chief when Ryujin passes on. He’s insular and distrustful of outsiders, taking his role of provider and protector seriously, but boisterous and bold when with friends and family. He takes pride in his work, not because it marks him as special but because feeding many is good for the tribe. He never lacks female companionship and has sired a few whelps himself. He dislikes taking a human form, doing so only when he must, as it leaves him feeling sluggish and weak. B

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Now in his sixties and in poor health, Dr. Urashima was once a researcher of no great fame within Yamatetsu, a bright geneticist with a strong desire to improve the natural world. His work to increase crop yields got him promoted to better-funded programs, while his ability to retain self-control in tight confines steered him towards underwater research facilities. At Facility #42, his primary role was simple genetic modification of plant life, seeing what, if any, plants could be converted to life in the Great Lakes, with the intention of transferring his eventual work to ocean research. Along the way, he grew enchanted with a fellow researcher’s work with merrow, who were being trained to do simple fetch work and being treated as pets. Eventually, he came up with a plan to introduce genetic mutation in them as well, hoping to elevate them in some capacity. He hid the results of this research, as it wasn’t approved from on high, and when time came to abandon the facility he faked a radiation accident so that he could stay behind and work with his “pets.” Now, twenty years later, he regrets the path his life has taken but has accepted it. He is content at this stage to putter along in the manufacturing facility, training his merrow and engaging in simple experiments with the limited supplies he has. He misses the outside world terribly but is in no shape to return on his own. He keeps the facility’s memory core locked away safely in his room, more for nostalgia than any hope of sharing his research. Stooped with age, unkempt, and with poor eyesight and worse nutrition, his time is short. B

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Goober

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5

Goober is a dwarf armorer operating out of the Zone along the waterfront. He has a bait and tackle shop (“Goober’s B&T”) that he works out of, and he has a small warehouse underneath where he runs almost anything in hardware (guns, vehicles, tech). He has a lot of connections but doesn’t trust easily. He’s a survivor of Bug City and was mentally scarred by it. He’s a firm believer in the principle of supply and demand. He is a typical dwarf, short and rotund with a full redbrown beard and bushy eyebrows. He has several pieces of obvious cyberware, including older “goggle-style” cyebreyes, two datajacks, a rigger control rig jack, and his left arm is obviously cybered. He’s always wearing a pair of coveralls with the arms torn off and the pockets stuffed with gear, plus a bulging tool belt with anything he might need to do a spur-of-the-moment repair. Quote: “Your options are Good, Fast, or Cheap. You can pick two.” B

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CAST OF SHADOWS

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Engineering skill group 7, Heavy Weapons 4, Locksmith 4, Longarms 5, Navigation 4, Negotiation 6 (Bargaining +2), Pilot Aircraft 3, Pilot Ground Craft 5, Pilot Watercraft 4, Pistols 5, Unarmed Combat 5 Knowledge Skills: Armor Repair 6, Chicago Area 8, Dwarven Porn 3, Firearm Repair 8, Local Gangs 4, Local Shadowrunners 4, Safehouses 4, Vehicle Repair 8 Qualities: Gearhead Augmentations: (all betaware) Bone lacing (aluminum), control rig 3, cyberarm [obvious, Strength (5), cyberholster, smuggling compartment, commlink (Device Rating 6 w/ simlink & hot-sim), cyberears (Rating 4, w/ audio enhancement (3), damper, select sound filter 6, sound link, spatial recognizer) cybereyes (Rating 4, w/ flare compensation, image link, low-light vision, smartlink, thermographic vision, vision enhancement 3, vision magnification) Gear: Armor jacket, Transys Avalon commlink (DR 6), weapons and drone shop (access to a large array of weapons, armor, drones, and vehicles)

Otoko

the city, makes up most of her arcane power. Otoko is fairly fluent in Japanese and is the only member of her tribe who can also speak some English. She’s laid claim to the abandoned command module as her dwelling and, per Dr. Urashima’s advice, has managed to keep the air breathable through horticulture since the algae tanks have long since withered without electricity. Otoko herself is fascinated with human technology and music, as long as it’s bright and colorful. B

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Ryujin

Otoko is an augmented freshwater merrow roughly the equivalent of a teenaged human. Strong-willed and rebellious, she’s taken to traveling to Chicago once a month for sightseeing and to collect things, having grown fond of human inventions that she has no real understanding of. She has a slight gift for magic thanks to her grandfather’s bloodline but has yet to develop it very far. Maintaining her human disguise, or whistling up a water elemental to help her travel to and from

The alpha of the merrow tribe, Ryujin was given his name by the Yamatetsu researchers. He responded well to early treatments and soon found himself a favorite of the researchers due to his keen mind and playfulness. When the facility closed down, he quietly revealed to Dr. Urashima that his advancement had continued further than they had thought, and they decided to leave the surface world behind so that the doctor could continue his research without exposing his friends to the cruelty that he was now aware they would face. Ryujin is less than half of Dr. Urashima’s age, but he nears the end of a merrow’s lifespan. The genetic enhancements that he and his tribe were given continue to breed true, but without continued monitoring and teaching from the doctor, he is unsure if they will revert to a more primal state or not. It is for this reason that they continue to dwell in the facility, rather than move to a deeper part of the Great Lakes, where they could find more of their kind and grow into a much larger group. He views the tribe as family (rightly so, since most are), and has a particular soft spot for his granddaughter, Otoko. Alone among the tribe, he is fully fluent in Japanese and enjoys spending long periods of time with Dr. Urashima in conversation.

CAST OF SHADOWS

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

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Initiative: 9 + 2D6 Condition Monitor: 11 Limits: Physical 8, Mental 5, Social 6 Armor: 9 Active Skills: Assenssing 6, Blades 4, Conjuring skill group 4, Enchanting 2, First Aid 2, Medicine 3, Navigation 3, Perception 3, Sorcery skill group 4, Stealth 3, Swimming 4, Unarmed Combat 2 Knowledge Skills: English 1, Japanese 6, Powers: Armor, Dual-natured, Enhanced Senses (Smell), Human Shape, Mimicry, Sapience Spells: Antidote, Detox, Entertainment, Heal, Manabolt Bound Spirits: Earth spirit x2 (Force 1, 6 services), water spirit (Force 3, 3 services) Weapons: Spear [Blade, Acc 5, Reach 3, DV 10P, AP –2, 1 application Lambton Lizard poison*] *Lambton Lizard Poison: Anyone touched by the poison must make a Body + Willpower (9) test or be paralyzed for (10 – Body) minutes, with a minimum of 1 minute.

Sarah Silverleaf

Bug City. With the governor’s call to reclaim downtown Chicago, Sarah is looking to not only reclaim lost Renraku property, but to also grab as much land as possible. She may be a curvy knockout, but anyone who underestimates her lives to regret it. Though they may not love long. Sarah looks like a buxom, blonde “naughty secretary,” a look she plays up for all it’s worth. Short skirts, low-cut blouses, and a flirty smile, backed up by big a credstick, are her weapons of choice. Quote: “Sweetie, why don’t we discuss this some more. Over dinner, maybe?” B

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Initiative: 13 + 4D6 Condition Monitor: 10/11 Limits: Physical 5(6), Mental 7(9), Social 8 Active Skills: Athletics group 5, Computer 6, Con (seduction) 7 (+2), Disguise 5, Etiquette (corporate) 8 (+2), Impersonation 5, Leadership 7, Negotiation (bargaining) 8 (+2), Palming 5, Perception 6, Performance 7, Pistols (light pistols) 6 (+2), Sneaking 7, Unarmed 4 Knowledge Skills: Chicago area 2, Corporate finances 6, Corporate politics (Renraku) 6 (+2), Corporate rumors 8, Corporate security (Renraku) 5 (+2), Psychology (manipulation) 8 (+2) Qualities: Analytical Mind, Catlike, Exceptional Attribute (Charisma), First Impression Augmentations: (All Deltaware) Cerebral booster 2, Commlink (DR 7), mnemonic enhancer 3, muscle toner 4, sleep regulator, synaptic booster 3, tailored pheromones 3, voice modulator 6 Gear: Armor clothing, clutch purse, Fairlight Caliban commlink (DR 7, nothing vital on it), perfume Weapons: Colt America L36 [Light Pistol, Acc 7, DV 7P, AP —, SA, RC —, 11(c)]

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS

Sarah Silverleaf is a gorgeous and intelligent elven representative for Renraku in Chicago. She recently transferred here from Tír Tairngire, taking over the operations that Renraku had largely abandoned following

CAST OF SHADOWS

DEBRIEFING LOG

31

Simon Andrews

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

B

A

R

S

W

L

I

C

EDG

ESS

M

4

4

5

3

5

5

5

6

5

6

8

Initiative: 10 + 1D6 Condition Monitor: 10/11 Limits: Physical 5, Mental 7, Social 8 Armor: 9 Active Skills: Athletics skill group 4, Assensing 8, Banishing 5, Binding 8, Con 5, Counterspelling 8, Negotiation 8, Pistols 4, Ritual Spellcasting 7, Spellcasting 9 (Combat Spells +2), Summoning 8 Knowledge Skills: Chicago Area 3, Kaiju Monster Movies 7, London Area 5, Magical Theory 7, Neo-Anarchist Movement 5, Saeder-Krupp Politics 5, Seattle Area 4 Qualities: Magician, SURGE (Lizard features, tail, lizard headfrill, non-retractable claws, snout, green scales) Initiate Grade: 5 Metamagics: Anchoring, Masking, Extended masking, Reflection, Shielding Gear: Armor vest, Contacts (image link), power focus (Force 4, silver skull ring), spell focus (Force 4, sustaining, Health, Ramones button), spell focus (Force 4, spellcasting, Combat spells, golden eyebrow ring), Transys Avalon commlink (DR 6) Spells: Armor, Chaos, Chaotic World, Clairaudience, Clairvoyance, Fireball, Gecko Crawl, Heal, Ice Sheet, Improved Invisibility, Increase Reflexes, Mana Barrier, Manabolt, Physical Barrier, Physical Mask, Stunball, Stunbolt, Trid Phantasm, Wreck Bound Spirits: Air spirit (force 5, 5 services), Fire spirit (force 6, 6 services), Spirit of man (force 5, 4 services)

Quote: “Look mate, I’m just here trying to have a good time. But if you want, we can step outside, I can beat the piss out of you, then come back here and shag your girl. Sound good?”

COVER IT’S JUST BIZ INTRODUCTION MISSION SYNOPSIS SCENE 1 SCENE 2 SCENE 3 SCENE 4 SCENE 5 SCENE 6 SCENE 7 SCENE 8 SCENE 9 PICKING UP THE PIECES LEGWORK CAST OF SHADOWS PLAYER HANDOUTS DEBRIEFING LOG

CAST OF SHADOWS

32

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

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

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

SARAH SILVERLEAF

SARAH SILVERLEAF

SARAH SILVERLEAF

Renraku Ms. Johnson Female Elf

Renraku Ms. Johnson Female Elf

Renraku Ms. Johnson Female Elf

Connection Rating: 5

Connection Rating: 5

Connection Rating: 5

Loyalty:

Loyalty:

Loyalty:

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

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

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

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

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

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

Uses: Information, Jobs

Uses: Information, Jobs

Uses: Information, Jobs

Goober is a dwarven armorer operating out of the Zone along the waterfront. He has a bait & tackle shop (“Goober’s B&T”) that he works out of, but has a small warehouse underneath where he runs almost anything in hardware (guns, vehicles, tech). He has a lot of connections, but doesn’t trust easily. He’s a survivor of Bug City and was mentally scarred by that. He’s a firm believer in the principal of supply and demand.

Goober is a dwarven armorer operating out of the Zone along the waterfront. He has a bait & tackle shop (“Goober’s B&T”) that he works out of, but has a small warehouse underneath where he runs almost anything in hardware (guns, vehicles, tech). He has a lot of connections, but doesn’t trust easily. He’s a survivor of Bug City and was mentally scarred by that. He’s a firm believer in the principal of supply and demand.

GOOBER

Goober is a dwarven armorer operating out of the Zone along the waterfront. He has a bait & tackle shop (“Goober’s B&T”) that he works out of, but has a small warehouse underneath where he runs almost anything in hardware (guns, vehicles, tech). He has a lot of connections, but doesn’t trust easily. He’s a survivor of Bug City and was mentally scarred by that. He’s a firm believer in the principal of supply and demand.

GOOBER

Dwarven Armorer Male Dwarf

GOOBER

Dwarven Armorer Male Dwarf

Dwarven Armorer Male Dwarf

Connection Rating: 4

Connection Rating: 4

Connection Rating: 4

Loyalty:

Loyalty:

Loyalty:

Key Active Skills: Electronics Group, Engineering Group, Piloting

Key Active Skills: Electronics Group, Engineering Group, Piloting

Key Active Skills: Electronics Group, Engineering Group, Piloting

Knowledge Skills: Armor Repair, Chicago Area, Dwarven Porn, Firearm Repair, Local Gangs, Local Shadowrunners, Safehouses, Vehicle Repair

Knowledge Skills: Armor Repair, Chicago Area, Dwarven Porn, Firearm Repair, Local Gangs, Local Shadowrunners, Safehouses, Vehicle Repair

Knowledge Skills: Armor Repair, Chicago Area, Dwarven Porn, Firearm Repair, Local Gangs, Local Shadowrunners, Safehouses, Vehicle Repair

Uses: Weapons, Armor, Vehicles, Rumors, Information

Uses: Weapons, Armor, Vehicles, Rumors, Information

Uses: Weapons, Armor, Vehicles, Rumors, Information

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

SIMON ANDREWS

Saeder Krupp Troubleshooter Male Changeling

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

SIMON ANDREWS

Saeder Krupp Troubleshooter Male Changeling

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

SIMON ANDREWS

Saeder Krupp Troubleshooter Male Changeling

Connection Rating: 5

Connection Rating: 5

Connection Rating: 5

Loyalty:

Loyalty:

Loyalty:

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

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

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

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

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

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

Uses: Corporate Rumors, Magical Knowledge, Magical Gear

Uses: Corporate Rumors, Magical Knowledge, Magical Gear

Uses: Corporate Rumors, Magical Knowledge, Magical Gear

DEBRIEFING LOG PLAYER

DATE

CHARACTER

/

/

LOCATION

PERSONAL INFO

SRM 05-06 TAKE A CHANCE After besting other teams for Sarah Silverleaf’s attention, the runners head under Lake Michigan, to an underwater research facility and the Merrow who have claimed it.

SYNOPSIS

MISSION RESULTS

Names

Character Improvement

TEAM MEMBERS

Karma Cost

ADVANCEMENT

Previous Available

Street Cred

Earned Notoriety

Spent Remaining Available New Career Total

Public Awareness

KARMA

REPUTATION

Previous Available

¥

Earned

¥

Spent

¥

Remaining

¥

NUYEN

Recovered the Data Core Recovered the Prototypes Shared with Simon Andrews Otoko survived

Sarah Silverleaf Simon Andrews Goober

GM’s Name

GM’s Signature

VALIDATION

CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES

DEBRIEFING LOG . . . . . © 2013 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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