CAT27100X - Plots and Paydata
CAT27100X - Plots and Paydata
CAT27100X - Plots and Paydata
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PLOTS &
PAYDATA
INTRODUCTION
Welcome to the exciting and challenging role of the gamemaster! The gamemaster is the facilitator for funthe guy who helps
make the fun of every gaming session happen.
There are times when the gamemaster will challenge and be in
opposition to the players, as when the gamemaster is portraying
that security team battling the runners with a spray of bullets, blasts
of magic and an onslaught of awakened critters. And there are
times when the gamemaster will aid and direct the players, such
as playing the part of an important contact that conveys the crucial nugget of paydata the characters need to move on to the next
part of the unfolding plot. Think of the game as being like a boat,
with the gamemaster controlling the rudder and the players rowing
the oars. The gamemaster sets the direction, the players drive the
game forward, and everyone is in the boat together. If they work
together, things go great. If not, you either go nowhere or get lost.
While challenging, the role of the gamemaster can be immensely rewarding. Plots and Paydata fills in the toolbox framework built by Rules of the Street. Its specifically geared to arm the
gamemaster with what he needs to feel at ease with his role, as
well as make his job easier as he runs a game.
Gamemaster 101: This section provides some tips-of-thetrade for how to prepare and run good andmost importantly
fun game sessions.
Shadowrunning by the Numbers: Here a gamemaster can
find a step-by-step walkthrough of a short story combined with
easy-to-follow Game Mechanics details. A fantastic way for a
gamemaster to get a handle on how a game session should mirror
the best action and plot of a good story.
Adventures: This section contains numerous ready-to-play
adventures, from the very first adventure players will dive into,
Food Fight, to a variety of others that will provide dozens of hours
of gaming fun.
Sprawl Sites: Runners Toolkit: Alphaware includes 8 Sprawl
Site maps. This section provides corresponding details for the
maps, including an overview of structure and security, typical oc-
introduction >>
GAMEMASTERING 101
Your friends have begged you to run a role-playing game and
youve finally given in to the pressure. So here you are, reading
this book with chills running up your spine, sweat rolling down
your neck, and fear building a nest in your belly.
Welcome to the shadows. This is how a runner should feel. But
runner means a shadowrunner, as in a player-character, not you,
the gamemaster.
Relax. Sure, gamemastering requires a fair bit of work, but it
can also be incredibly rewarding. In fact, once youve mastered a
few basic techniques, no challenge will be too big and no obstacle
will be insurmountable.
GAME FACTS
The average RPG group size is four to five players with one
gamemaster (though this box set maxes out at 4 players and the
gamemaster). One story, also called an adventure, usually takes
four hours of game play. This is not a hard-and-fast rule. Some
game sessions last two hours, while others go on for six. The length
depends on the difficulty of the adventure, the characters actions,
and how long the players want to play that day. A complicated
adventure can be stretched out over several sessions.
The tools required to play Shadowrun are dice and a character sheet. Maps can also be used to help players and gamemasters keep track of where they are in certain spots. Dice, character
sheets, and maps are all included in this box. The only items recommended, but not included, are pens and paper.
PLANNING ADVICE
Start on the same page. Shadowrun is a very wide and deep
pool with over twenty years worth of world development behind it. Make sure to discuss the type of game you want to run
with your players. If you want to run a gritty street campaign
where the players are gangers barely staying one step ahead of
Lone Star and your players want a game of slick professionals
traveling around the Sixth World executing precision heists, you
will likely need to find some middle ground. Take a session to
discuss the elements of Shadowrun that everyone likes as well as
the parts that your group is less interested in. The more communication that happens in the beginning, the less often something
will break down completely once the campaign is underway.
Give everyone a little spotlight. Give the samurai some
goons to smash, the hacker a node to cut and the face someone
to charm. If a session comes around where a character ends up in
the background, make sure the next game features that character
or his skill set in a central role. Take suggestions from the players
themselves. The rigger might want a chance to show off his new
drone, but infiltrating a Tr military installation and a corporate
headquarters involve very different challenges.
Pay attention to small skills. The small 1-2 point skills that
round out a character can offer some excellent role-playing opportunities and offer a way for a character to build on their pre-existing
backstory. It can also offer a nice complication to a job. What if the
hacker is tied up with the main system and the team needed a little
secondary hack? The mage might not be able to take out a whole
security unit, but maybe he can hold them off for a round while the
team hacks the door. Playing the expert is fun but using the smaller
dice pools can lead to those memorable table stories.
Everyone is grey. The best bad guys have a little good inside.
The best good guys have a little bad. Thats the one thing thats
clear in the shadows. Make sure NPCs reflect this. That gang
member might have a soft spot for kids. The loyal hacker might
have a drinking problem. Even the most mercenary runners care
about something. It may be their reputation, their turf or their legacy. Mr. Johnson is the same way. The motivation may never make
it out in front of the runners but it may color what happens during
the run. Why people do things is just as important as how they do
things. A Johnson saving his pet project will act much differently
than one trying to cover up a costly mistake. Knowing why a run
is happening will make is easier to adjust the plot as players react
to the points you throw at them.
Use The Johnson Screwjob sparingly. Its a staple of fiction.
The runners do their job and the Johnson decides its easier to kill
the runners than pay them. Longtime players will expect it every
time. In the length of a campaign it might happen. But it shouldnt
happen all the time. Once the team gets screwed by the Johnson,
the first part of any run will be checking out Mr. Johnson to make
sure they are legit or picking up leverage so the runners make sure
they get paid. Discuss how often the players are comfortable with
this happening and set the level to your campaign.
Leave room to improv. Hinging a mission on a single action is
always tricky. Players love to improvise and anticipating their actions is one of the most challenging skills to learn as a gamemaster. Write up missions as points rather than linear guides. React
to what the players do and give them space to react to what you
do. A game isnt a story. Its a conversation. Your plan wont be
flawless. Neither will theirs. The cool stuff happens in the middle.
Balance rewards. The classic motive for a run is frosty nuyen. Runners want new shinies and they have to make money to
get that gear. Karma is also important since it allows characters to
improve. There isnt an exact formula for balance, but think of it a
sliding scale. A job with a large payout should be worth less Karma. A high Karma job is probably not worth that much financially,
but can easily be a favor for a friend.
Money isnt everything. Not every job has to be for a dollar
amount. Mr. Johnson might offer tech, guns or equipment. He
could also let the players keep whatever they can take out a facility as long as he gets what he wants. Contacts help players out of
jams all the time. When that bartender comes around looking for
some help dealing with some go-gangers looking for a protection
hangout, the players should be happy to help. Threatening a wellliked NPC is a great way to watch the team put aside differences
to put the threat deep, deep in the ground.
RUNNING ADVICE
Make failure interesting. Nobody wants to wait around for a
successful dice roll to get the plot moving. Retries are boring.
Dont hinge a plot on rolling to find a clue or a lead. If the players
dont find it one way, give them an opportunity to find it another.
Before you tell the player to pick up the dice, think about how
the story will go if they succeed and if they fail. If only one outcome seems interesting, dont make them roll.
Cross-cutting. Shadowrun exists in three worlds: the real
world, the astral plane, and the Matrix. A job will have a lot going on, so keep up the pace by cutting from one story to another. Doing this cuts down on players hogging the spotlight and
other players at the table starting to lose interest and no longer
paying attention. Another technique to borrow is getting in late
and getting out early. If a samurai is sneaking into a facility with
his buddy running astral, run the scene where the samurai finds
something impeding his progress rather than making several
Stealth rolls simulating being inside the building. Then, just as the
tension ramps up when the samurai finds some guards, cut away
to the mage in astral. Then, right when the mage is about to pass
through to see the goods with her own eyes, cut back to the samurais fight. And so on.
Dont be afraid to ask for help. On the table side, let players
help you with the rules. The hacker player will likely have studied
up on the Matrix, so let them help you with running the Matrix.
If youre looking for glitch ideas, open it up to the other players.
Taking a suggestion from the table can be just as memorable as
your idea. If a player is sitting idle for a long time, offer to let them
play a minor NPC. You have a lot of things going on at the table.
You dont have to serve every course yourself.
Timeouts are okay. If you get thrown for a loop, ask for a
time out. Take a moment to refresh snacks, hit the restroom and
LEARNING
THE ROPES
SHADOWRUNNING BY THE NUMBERS
This section takes the short story, Learning The Ropes, found at the start of The Edge of Now booklet and presents a set-by-step
walkthrough, broken down into easy-to-follow Fiction and Game Mechanics sections. While intended as a walkthrough to ease the
learning curve for beginner gamemasters and players, its also intended to be useful as an extended example of many of the commonly
used Shadowrun rules.
Players: If the gamemaster has players new not just to Shadowrun but to the entire concept of role-playing, allowing them to read this
section can be a great, fun way to showcase what role-playing can be all about.
Coydog tucked her hair behind one pointed ear as she carefully backed her beat-up old Gopher truck into a parking spot.
The engine growled and idled for a second before she killed it,
then gave herself a long look in the mirror. It was time. Shed
slung spells to help out her brother and his friends, and been
feathered for her courage. She had shown her teacher each of
the five spirits, summoned and tasked, and controlled them all.
Four-Paws-Laughing had told her she was ready. Coyote hadnt
disagreed. She had everything she needed, even her fathers
old duty Browning and her mothers favorite set of armor-lined
clothes; she could do this. Why not? She had the skills, the power, and her totems faith; she might as well get paid for having a
good time, right? t
BY THE NUMBERS
Hoi, chummer! Welcome to this account of Coydogs first run with
her team. Well be riding along with her, telling you about the game rules
happening behind the fiction and how everything shakes out for her and her
team. Well give you the stats, the tests, the dice pools, and the mechanics
that will help you learn the system. Youll be running the shadows of the
Sixth World in no time!
When we talk about dice pools and tests, well be using the notations laid
out in Rules of the Street, p. 11. Skills, attributes, and other ratings are given
by name, limits are in [brackets], and thresholds will be in (parentheses). All
page references are to Rules of the Street.
Coydog is a magician of the shamanic tradition. She has a mentor spirit,
Coyote, and she has a close spiritual relationship with her mentor spirit.
Thats going to do her some good when the lead starts flying.
The gamemaster knows that Coydog isnt very familiar with the
Downtown restaurant scene, so she would be completely within her rights
to make Coydog try to fit in with an Etiquette + Charisma [Social] Test.
Your lifestyle (Rules of the Street, p. 25), covers more than just
your housing and meals. It also covers incidentals like transportation,
entertainment, and the occasional night out. Unlike the rest of the team,
Coydogs lifestyle isnt high enough to cover food and drinks at a pricey
place like this, so she decides not to order anything out-of-pocket.
The human rapped on the table to quiet the two, then gave
Coydog a bright smile as she approached.
Im betting thats not our Mr. Johnson, but I also bet shes not
here to talk politics, he said to the other two with a grin. He got
up from his edge of the booth and gave her a polite bow.
Sethinerol. Telegit thelemsa. He sure did say it like he expected
Coydog to understand him. t
BY THE NUMBERS
Your Language skills can play a role in certain social situation. If you
or the person youre talking to dont know the language, youre not going
to do as well. Thats probably why the ever-witty Gentrys attempt to charm
Coydog with a flirty Etiquette Test fell completely flat.
Sperethiel is an elvish language preserved since the Fourth World and
carried all the way into the late twenty-first century
Sorry, chummer. She bit down a laugh as she breezed past him
to snatch up his seat. No habla elfy-elfy.
The pair at the table laughed loud enough to catch a few glares
from nearby patrons. The dwarf shot back by quieting down, the
ork by glowering and looking like he was about to stand. That
emptied the nearest table, patrons scurrying away in a flurry of
polite excuses to one another.
I, ah. Sorry. The human started in again. It had been ages
since Coydog had made someone blush that red. I thought you
would
Speak that Sperethiel stuff, just cause Im an elf? Nope, sorry. I speak English and a couple flavors of Salish, pal. My momma was Sinsearach, not Cnest. My folks stuck with the Council,
didnt run off when the Tr started recruiting.
So whats your story, anyways, breeder? Sledge cut in with a
big orkish snort. Some kind of dandelion-eater wannabe?
Coydog rolled her eyes at how casually he used the metaracial
insult, as though an actual elf werent sitting right across from him.
The names Gentry, the human said, features a little colder
toward the ork than theyd been to Coydog. And no. Im just from
down there, is all.
Yeah? What do you do, Gentry? Why should I wanna work
with a breeder like you? With cyberlimbs as obviously dangerous
as his, no one had to ask the ork what he brought to the team.
Every crew needed muscle. t
BY THE NUMBERS
Every crew needs muscle, even if the plan doesnt call for fighting. Its
an axiom of Shadowrun that something almost always goes wrong: Theres
always a fan spinning, and theres always drek in the air. Most runners get
nervous when things go smoothly.
BY THE NUMBERS
Gentry takes a moment to make a Matrix Perception Test, Computer
+ Intuition [Data Processing] on Coydogs commlink and persona to get
her commcode and a few other details about her system. It might come
in handy later.
Thanks. Got it from Lous after my first fight. Yours too, she
lied as she glanced down at the orks own blocky tattoos. The
work was sloppier than hers, hardly the high art that the highend shop, right here in Downtown, put onto her skin. Maybe it
was prison work, maybe just Underground standard. Skraacha
ink, maybe? The gang had a lot of sway in the subterranean city.
Gentry and Hardpoint had already turned away from the tattoo conversation and were exchanging electronic pleasantries
through their commlinks Coydog pouted a bit when she saw
just how outclassed her cheap Meta Link was, but shed kind of
expected it when a newcomer arrived to their booth. Several
nearby tables had been quietly cleared out, and the lights in this
corner dimmed a bit. Right on time.
BY THE NUMBERS
Secrecy is the main perk of hiring shadowrunners. Mr. Johnson is the
name runners give to their clients as a sign of respect for their anonymity.
This particular Mr. Johnson is one of Hardpoints contacts, and while he
trusts Hardpoint hes not real certain about the rest of the team.
Hardpoint tries to reassure his contact with an Etiquette + Charisma
[Social] Test, opposed by Mr. Johnsons Perception + Charisma [Social].
He gets 1 net hit, which re-assures Mr. Johnson slightly, but still does not
make him feel too warm toward the rest of the team.
While all this is going on, Gentry uses Coydogs commcode to send her
a text message. Sly dog, that one.
Konbanwa, Johnson-sama.
She quirked an eyebrow at Sledge and Gentry while their temporary employer returned the greeting without the honorific, and
Hardpoint scrambled to grab a chair for their Mr. Johnson.
[Old habits dying hard?] Coydog looked down as her Meta Link
vibrated and alerted her to an incoming text message. Instead of
quipping back, she glared over at Gentry, wondering how hed
gotten access to her system so quickly.
And good evening to each of you, as well. Mr. Johnson cut
off her silent accusation, switching to English to address the rest of
the group. Hardpoint settled back into his seat as though nothing
unusual had happened, and even Sledge didnt press the matter.
Juggler-san and I appreciate your willingness to accept this
task on such short notice. He has entrusted me with some basic
contact information. Check your inbox now, please, and feel free
to ask me any questions that come up as you read.
With her Link already in-hand, Coydog opened the attachment hed just sent them. As the images slowed her loading time,
she felt sure that Gentry and Hardpoint spirits, maybe even
Sledge! were probably hip deep in confidential information by
now. She started to scroll down slowly, and paused when she saw
a violently severed cyberlimb.
My previous team has been inconvenienced. Mr. Johnson
spoke up right on cue, his subtly chromed eyes flicking from face
to face. They were scheduled for this employee transfer some
time ago. They did a reasonable job of handling the legwork and
relaying information to the target for me. However, due to an unrelated incident, they find themselves now incapable of performing this final task, the extraction itself. t
His voice was clinical, calculating, and showed only disappointment no concern for whoever that savaged, glossy-black,
cyberarm had once belonged to.
I am in need of a driver, an electronic security specialist, a
mundane combatant. He nodded to Hardpoint, Gentry, and
Sledge in turn. And you, miss, will be the icing on the proverbial
cake. My former employees lacked an overt magical operations
agent. It is my hope that you will be something of an insurance
policy. We dont expect any magical security, so you should tip
the balance rather nicely.
An unfair fight, then? Coydogs favorite kind! She tried not
to smile as she slowly scrolled through the document. Blah blah
blah, Kirsten Haines was an executive assistant to slick NeoNET
big-shot Andrew Rolf, Mr. Johnsons company who Coydog
was sure she could figure out by asking Hardpoint later had
kept Haines and her headware as a covert data source for quite
some time, and Mr. Johnson felt it was time to reward her loyalty
with a proper extraction. Haines was eager for the exchange, the
groundwork had been laid thanks to Johnsons terribly unlucky but
otherwise competent old crew, and the pick-up was slated for
Tonight? Hardpoint somehow made the word both deferential and incredulous.
Timeliness is critical, yes. Ms. Haines has been an asset for
some time now, and has made it clear she requires immediate extraction. Our mutual acquaintance, Juggler-san, should have offered
you a substantial bonus for this being such a short notice task. t
BY THE NUMBERS
In most cases, there would be some negotiation about the job,
culminating in an Opposed Negotiation + Charisma [Social] between
Hardpoint and Mr. Johnson. In this case, thats already been done by
Hardpoints contact, the fixer called Juggler, and better than Hardpoint
could do it. Juggler gets a percentage from Mr. Johnson, so its in the
fixers best interest to negotiate well on behalf of the team.
And its just her? Gentry glanced up from his sleek Transys
commlink, and Coydog stifled a grumble about how fast these
drekheads were reading.
Ms. Haines is unmarried, has no children, and has no family
she wishes extracted with her, that is correct.
Lots o security for some secretary, Sledge grunted. Coydog
wanted to punch someone. Even he was out-pacing her!
Ms. Haines is the administrative assistant to an important
man. The security detail is for him, not her. I had hoped that four
of them wouldnt be too much for four of you. Is my hope unfounded?
Aint sayin we cant do it, the orks voice rose a bit, bristling.
Im jus sayin t
BY THE NUMBERS
BY THE NUMBERS
After a deal is struck with Mr. Johnson, the next phase of most
shadowruns is legwork. Youll talk to your contacts, do some Matrix
searches, and spend some shoe leather gathering information on your
objectives and making a game plan with your team. Mr. Johnsons previous
team has already done this for Coydog and her friends, so well be able to
get right to the action.
BY THE NUMBERS
Since all of the information gathering has been done for the team, all
thats left is planning. The team makes its plans and heads out. Since the
previous team was ambushed and geeked, going out the back way seems
like a good first step.
BY THE NUMBERS
Time for Coydog to sling some mojo. Shes going to hide the team and
the van as it moves through the city and to the target. First, she summons
a spirit of air to conceal her team. She needs a Force 4 spirit to cover four
people, and a spirit of air should be able to handle that task.
Coydog makes a Summoning + Magic [4] Test against the spirits Force
of 4. The gamemaster, rolling for the spirit, gets 1 hit, while Coydog gets 3.
She has two services (the net hits) from the spirit and Drain with a DV of
2S. She rolls her Charisma + Willpower to resist Drain, getting 3 hits, more
than enough to cancel all the Drain (which was at the minimum level of 2).
Next, she casts an Improved Invisibility spell for the van itself. She
chooses a Force of 5 for the spell, which will make the Drain Value 4 after
she casts it. She makes a Spellcasting + Magic [5] Test; she gets 6 hits on
BY THE NUMBERS
her test, but she can only claim 5 of them, and she does. Now, anybody
looking at the van must make a Logic + Willpower (5) test to see it. She
once again rolls Charisma + Willpower to resist the Drain of 4, getting 4
hits and barely cleaning up.
She now has a spirit nearby in astral space and a spell that shes
sustaining. The sustained spell will give her a 2 penalty to other tests
because of the distraction, but that doesnt stop her from asking her spirit
to use its first service to Conceal herself and her team. It materializes in
the van just long enough to use the power on the team, then fades back
onto the astral plane.
The gamemaster rolls the gurards Logic + Willpower to resist
Coydogs spell and spot the van. None of them even come close; 5 is a
pretty serious threshold.
Now Gentrys up. He cant find the car right away because its running
silent. But his Computer + Intuition [Data Processing] can handle the drivers
Logic + the cars Sleaze (which is 0 because its not a cyberdeck), and he
finds the car in the Matrix with little difficulty. He sneaks a mark onto it with
a Hacking + Logic [Sleaze] v. the drivers Intuition + the cars Firewall of 3 (its
a security vehicle), and gets a mark. He also gets 2 added to his Overwatch
Score (OS), although the gamemaster doesnt tell him. He does this twice
more, getting two more marks on the car and a total OS of 7.
Now its time to kill the car. Gentry swaps his decks highest rating
into Attack and punches a Data Spike into the cars icon. He makes a
Cybercombat + Logic [Attack] test against the drivers Intuition + the cars
Firewall. He overwhelms it with 4 net hits, causing a total of 15 DV Matrix
damage (5 from his Attack, 4 from net hits, and 2 from each of his three
marks). The car tries to soak this damage with its Device Rating + Firewall,
but it only gets 2 hits and gets bricked. The car is down for the count, the
locks arent going to unlock any time soon, and the driver is trapped.
Sledge is up: he stalks across the street trying to be quiet. His
Sneaking + Agility [Physical] dice pool isnt the best, but the guards are
each 4 dice down from the Concealment power of Coydogs spirit, so he
closes to gap with no problems.
Sledge starts off the combat by plugging one of the guards with his
Ares Predator V. He wants to make this one count, so he spends an Edge
point to Push the Limit (p. 26, Rules of the Street). He rolls his Pistols +
Agility + Edge with no limit, and the guard, not seeing it coming, gets no
defense test against him. Sledge gets 5 hits, two of them 6s, so he rolls
those two again for another hit. The weapons firing gel rounds, making the
damage 8S plus another 6 from his net hits, making a total damage of 14S
for the guard. He rolls his Body (the gamemaster rules that he doesnt get
his Armor because Sledge shot him right in the face), and his 1 lousy hit
isnt enough to save him, and he goes down with a full Condition Monitor.
The action shifts to Combat Turns, and the gamemaster calls for
Initiative to be rolled. The Initiative Scores are tallied and the gamemaster
makes the following list:
Hardpoint
Sledge
Guards
Gentry
Mr. Rolf
Ms. Haines
Coydog
24
22
21
12
11
10
9
CONTINUED...
CONTINUED...
BY THE NUMBERS
Mr. Rolf panics and spends an Edge point to Seize the Initiative,
moving himself to the top of the order, even though his Initiative Score
is only 11. He makes a grab for Ms. Haines, a Complex Action and an
Unarmed Combat + Agility [Physical] test. The gamemaster rules that Ms.
Haines is too freaked out by a massive ork popping out of nowhere and
blasting one of the guards to La-La Land, so she gets no defense test. Rolf
gets 2 hits, plenty to grab Haines and use her as a human shield.
Hardpoint sees no reason to interferehes got faith in his team. Still,
a Simple Action to make his van laugh along with him keeps him amused.
Sledge is up next. He isnt planning on getting shot, so he spends his
action phase diving for cover on the other side of the car.
And just in time, too, as the guards open up on him with their own
pistols. Each guard takes a Simple Action to draw his weapon, and
another Simple Action to fire at the ork. They use their Pistols + Agility
[Accuracy] against Sledges Reaction + Intuition, plus another 2 because
the gamemaster tells him the car counts for something. In each case,
Sledge manages to get more hits than his attackers, and remains
untouchedfor now.
Gentrys up next, and he uses the stun baton he pulled while he was
crossing the street to frag up one of the guards. Remember, hes still
Concealed by Coydogs spirit, so the guard doesnt even see him coming.
He uses a Complex Action to make his attack: Clubs + Agility [4], and no
defense test from the guard. The decker rolls 4 hits, which adds up to 13S
for the guard to resist. The stun baton has an Armor Penetration of 5,
which reduces the Armor from the guards armored business suit from 8
to 3. The guard gets 3 hits on his Body + Armor test, not enough to prevent
Gentry from putting him onto the plascrete sidewalk.
Ms. Haines is next. The gamemaster rolls a Charisma + Willpower Test
to see if shes freaking out. Zero hitsshes freaking out.
Coydog goes next, aiming a Manabolt at the guard. She picks a nice
painful Force 6 and spends a Complex Action to cast the spell. She rolls
her Spellcasting + Magic [6] against the guards Willpower. Coydog gets
4 net hits, which translates to 10P damage to the guard with no chance of
resisting. He goes down, and she has to resist 4S Drain, which she does
with her Charisma + Willpower. Its Coydogs first kill on a shadowrun!
The Initiative Pass ends and everybodys Initiative Score is reduced
by 10. Hardpoint, Sledge, remaining guard, and Gentry will act on this
Initiative Pass.
Hardcore spends his action looking for trouble. He takes a Simple
Action to Observe in Detail, making a Perception + Intuition [Mental] Test.
He gets 3 hits, and the gamemaster tells him the coast is clear ... for now.
Now Sledge gets to act at his new Initiative Score of 12 (remember
that he subtracted 10 at the end of the last Initiative Phase). He pops up
and fires a semi-automatic burst into the last guard. He takes a Complex
Action, marks off three rounds of ammo, and makes a Pistols + Agility
[Accuracy] test. The guard takes a 2 dice pool penalty on his defense
test, his Reaction + Intuition. Sledge comes out on top to the tune of 4 net
hits, making the damage 12S and giving the guard a +1 to his Armor from
the gel rounds. The guard can only come up with 2 hits when resisting with
his Body + Armor, and he drops.
The gamemaster decides that Mr. Rolf isnt going to put up much of a
real fight, and so she ends the combat at that point.
10
Little brother, she whispered so that only the air could hear it.
I need your help.
Hardpoint had all the doors and windows closed, but a breeze
filled the back of the van.
Little brother, she breathed in her power while Coyote
smiled. Aid us in mischief.
Her magic worked, as Coyote had willed it to. The minor spirit
was enough to conceal them. No one noticed as the van pulled
into an employee-only curbside parking spot. No one noticed as
a surly ork with a gun and military-spec cyberarms climbed out.
No one noticed as a swimmer-lean human in a courier jumpsuit
blinking commlinks all wired together to mimic the processing
power of a proper cyberdeck hopped onto the curb, adjusting
his sling-bag. No one noticed as the big loading doors at the vans
rear swung open, and Coydog sat on the edge of the van and
swung her boots in the wind. It didnt matter how little they fit in
on this curb full of corporate-approved delivery vans and shining
limousines. No one saw them, really saw them, enough to care.
Gentry and Sledge loitered at the back of the van with her,
half a car-length from a Mitsubishi Nightsky whose driver had just
straightened up and tried to look attentive. The tinted doors of
this NeoNET branch office slid open, and their target walked into
sight, right on time. With her was a terribly important-looking human in a suit that probably cost as much as Coydogs truck, and
a foursome of serious-faced men who looked like cookie-cutter
copies of each other. The four bodyguards had implanted optic
shields, permanent sunglasses that made their faces unreadable
and likely hid a half-dozen cybernetic modifications.
None of them helped against Coydogs spirit, though. No one
glanced twice.
You sure you can do this to his wheels, breeder? Sledge elbowed Gentry to hurry him up.
Ive been boosting cars since I was twelve, Sledge.
Gentry didnt look up. He kept his attention on the sleek little keypad strapped to his arm, now linked directly to him by a
thin cable. His left hand hovered just above it, hitting imaginary
keys, running programs, tweaking processors, or maybe hell if
Coydog knew still just playing Star Lords or something. He sure
seemed to know what he was doing in augmented reality, she
could tell that much.
So yeah. Im pretty sure.
The suit-clad targets approached the car, and the bodyguard
in front reached out to pull open the door to the Nightsky limo. He
started and they all looked frustrated when the door didnt open.
Coydog fought a snicker. In the front compartment, the driver
looked terrified.
The engine purred itself to death, and the drivers eyes whitened. He started frantically adjusting controls on the dash, but
he was locked in a powered-down car, one with windows so tinted and soundproofing so fine he had no way to warn the rest of
the security team. The foursome of bodyguards milled around
looking concerned and alert, but Coydogs magic was strong, her
air spirit loyal, and Coyotes mischief was with her; they looked,
eagle-eyed, everywhere but at the team and their van. Gentry
flashed a very pleased with himself smile while the limo drivers
face went red. Sledge drew his big Ares and stalked across the
sidewalk.
Think I should remind him this aint a full-on invisibility spell?
Coydog glanced Gentrys way, then back to watching the ork.
Ah, hell figure it out, the decker grinned at her, then cheerfully flipped off the hapless limo driver as he strolled after Sledge.
They drew attention pretty quickly once Sledge started shooting. Point blank, muzzle a hairs-breadth from the security guards
temple, the gel round dropped him like a poleaxe. Suddenly and
unsurprisingly the ork wasnt so easy to overlook any more.
In the blink of an eye Mr. Rolf grabbed Ms. Haines and shielded himself with her. Hardpoint howled with laughter and the engine roared with his amusement. The three guards that remained
went for their guns so quick Coydog could barely see them move.
Sledge looked surprised, cursed, and dove, scratching paint the
whole way, across the parked Nightsky. Rounds ricocheted off the
limos subtle armor plating, and the ork growled his frustration but
stayed low and out of sight.
Gentry hauled a stun baton from his little messenger-bag hackpack and waded in. One guards wrist was broken and gun was sent
flying with two efficient swings, then the third big overhand strike
connected with his head and sent the bodyguard, herky-jerky, to
the pavement. Pistols barked in Sledges direction while Ms. Haines
and Mr. Rolf cried and begged. One guard turned to line up a shot
on Gentry and Coydog reached out and threw a bolt of pure mana.
The round went wild as Gentry dove clear, and an instant later Coydogs spell tore into the guards aura. Blood poured from nose as he
tumbled to the ground next to their extraction target and her boss,
who still huddled beneath her for cover.
Sledge popped up from the rear of the limo not the front,
where hed vanished and dropped the last exec-protect company man with a pair of gel rounds. He slid across the trunkCoydog
wasnt sure if it was thanks to a steady diet of action trid-flicks or just
the urge to scratch more of the paint joband landed just next to
Rolf. An ork-sized combat boot won out over Rolfs flawlessly styled
hair, and the middle-executive crumpled and let go of Haines.
Lets go, lady! Sledge hauled the bawling woman up by one
arm and dragged her toward the van.
Its okay, Kirsten. Coydog tried to sound a little nicer than
Sledge had, which wasnt hard. Were here to help you, not hurt
you. Were asecondary team.
Youre from? Haines eyes were wide, but a lifetime of corporate obedience had her climbing into the back of the van.
Hai, Haines-san, Hardpoint turned in his drivers chair to nod
to her. Please be seated and well get you there in no time.
BY THE NUMBERS
It looks like Coydogs first shadowrun is a success! We hope your first
goes just as well! And check itnothing went wrong.
Except maybe for Gentry, of course.
11
ADVENTURES
ADVENTURES
An adventure (often also known as a run or a mission) is the
name of a gaming session. The hours spent roleplaying where
players try to work their way through the plot twists and turns,
and come out with great stories to tell much less the extra
nuyen and Karma to beef up your characters to be even stronger
and cooler for the next adventure.
Many adventures are long enough to not fit in one evenings
gaming session and so are split into multiple Scenes to make it
easier to find end-of-session stopping points. As the adventures below are designed to ease players into the enjoyment of
role-playing and running the shadows, they are generally built to
fit into a single evenings game. However, that doesnt mean that
once the dice hit the table and players start building the storyline
with an adventure that it might not balloon into several gaming
sessions. If thats the case, and the players are enjoying themselves, the gamemaster should feel free to expand the adventure,
breaking the story up into appropriate segments as needed.
TEMPLATES
(RUN TYPE)
While the specific details of a run will always vary, at a broad
level many runs follow one of a few patterns.
The adventures in this section, as well as the adventure seeds
in the Sprawl Sites section (see p. 51) inform the gamemaster at a
quick glance which basic Run Type is represented (the adventures
note it under Scan This); sometimes there are more than one noted. These details are provided to make it easier for gamemasters
to see how different types of adventures work, as well as easily
picking out a type of run that he or his group wish to game.
While an adventure (or adventure seed) may note a specific run
type, that doesnt mean it wont involve aspects of other runs. More
importantly, the gamemaster should never worry about mixing in
doses of this or that type of run together to get the right balance of
story he wishes to tell. Ultimately the run types are just guidelines;
one more set of tools for the gamemaster to use as he sees fit.
The following are templates of common Shadowrun plots:
Datasteal: The runners are hired to acquire some information
of value to their employer.
Assassination or Destruction: Assassination runs involve killing one or more people, while destruction runs involve irreparably
damaging some property or object.
Extraction or Insertion: An extraction run is all about taking
a person from a place or organization, while an insertion involves
placing a person inside a place or organization.
12
adventures >>
ADVENTURE
STRUCTURE
The adventures in this section are basic shadowrunsthe type
that every group of player characters will encounter many times
in their shadowrunning careers. A Mr. Johnson approaches the
characters through their fixer (who can either be someone they
already know or a character they meet during the course of the
adventure) and offers them a job, providing them with some
information theyll need to know to accomplish the task. From
that point, the characters are on their own; the players determine
their characters actions, and the gamemaster interprets the results and consequences. The characters can choose to do legwork and seek information, hit the streets for some snooping,
go in guns blazing, or whatever else they can dream up.
ADVENTURE SECTIONS
Each adventure is divided into the following sections:
Introduction: In Plots and Paydata, these adventures include an Introduction that discusses the rules and experiences each will unfold for a gaming group, as well as how
the gamemaster can best prepare for that run.
Scenes: Some adventures are large enough that its important to break them into named scenes (with the first scene
always simply Scene 1: And So It Begins). This helps a
gamemaster easily digest and run the plots for the overall
adventure, but also provides perfect scene breaks for the all
important bathroom-restock-snacks breaks that will need to
occur. Not all adventures have multiple scenes in Plots and
Paydata, but once players move into more complex adventures, theyll all be composed of multiple scenes.
Scan This: A brief summary of the events in the adventure, including key data for ease of setting the stage of
the adventure, such as the type of run, setting, time,
weather, and finally whether any Sprawl Sites maps might
be usable in this scenario (Sprawl Sites, p. 51).
NON-PLAYER CHARACTERS
Non-player characters (NPCs) are essential to any adventure.
They are the allies, antagonists, and background characters that
populate every adventurein other words, the people that the
player characters will interact with. The unique NPCs in a given
adventure have already been created and can be found in the
Grunts and Moving Targets sections of each adventure. Generic
NPCs used by multiple adventures are found in the Non-Player
Characters section (p. 64).
ADVENTURE ORDER
The adventures in this section can be tackled in any order the player chooses. However, they are generally incrementally more difficult as you progress. For example, the very first adventure players
should tackle is Food Fight. Then, if they want the next most appropriate adventure they should choose Milk Run, and so on.
However, a gamemaster can review the various adventures after Food Fight and decide if his group would enjoy tackling the adventures in a different order. Ultimately whatever a group will find
the most enjoyable experience should be pursued. Gamemasters
are always free to tweak NPC stats or other elements to make the
adventures meet the desired level of difficulty.
13
FOOD
FIGHT
INTRODUCTION
Welcome to Food Fight, an adventure designed for introducing
the Shadowrun combat rules. Read through the entire adventure
as many times as needed, and take notes, before actually running it. Knowing the ins-and-outs of the adventure makes the
gamemaster experience go more smoothly.
While Shadowrun is indeed an RPG, dont worry about being
in-character in this first adventure. Role-playing can come later, as
the players get more experience.
As the adventure name implies, there will be food flying
through the air, amongst other things. Food Fight is a good example of the drag the players into someone elses problems type
of adventure. The players enter a convenience store where NPCs
are already present; the gamemaster reads off the situation, and
an explosion shatters the store front. Four thugs enter the store,
searching for two of the NPC customers. Then the players can react. The players goals are to defeat the thugs, protect the NPC
customers, and escape before the cops arrive.
In addition to the thugs two targets, there are five innocent bystanders that do one of three things: hide until its all over, help out
the thugs, or help out the PCs. The bystanders actions are dependent on the gamemasters mood and the actions of the players.
Remember to have fun with this. Use the Food Fight table to
fling around some random goo during the battlefeel free to use
this as enthusiastically as possible in the ensuing combat. Encourage the players to come up with their own descriptions of how the
goo affects their characters.
SCENE 1:
AND SO IT BEGINS
SCAN THIS
Run Type: This doesnt really apply as this adventure is simply
about tossing dice, having fun and getting a taste of playing
Shadowrun.
Setting: Stuffer Shack, a twenty-four-hour convenience store
chain. The players come here for a quick, cheap snack.
Time: Sometime between 2-4 a.m.
Weather: Wet, rainy, cold, and gloomy enough for even the
Gothiest of Goths.
Sprawl Sites: This adventure has its own map and is self-contained within the one location, so no other Sprawl Site maps
really apply.
14
Introduction >>
THE THUGS
The thugs names are Stooby, Crank, Fornis, and Joeby.
Stooby and Crank, both human, are the muscle of this operation. Former gangers (human), they dress the role. They are very
loud, very ugly, and somewhat intimidating. Stooby is the de facto
group leader. Once inside the store, Stooby and Crank start off by
corralling the other NPCs and the characters to one side.
Fornis is a dwarf shaman, the groups magical backup. Once
inside, he starts searching the store for Brandeen. Fornis doesnt
know the rest of the group very well. He was hired, through a
friend of a friend of a guy who knows a guy, to provide spells in
exchange for some easy nuyen. He is actually slightly apologetic
to people he encounters, telling them he doesnt really want to
hurt any innocent people. If he feels his life is threatened, though,
he reacts with hostility and vulgarity, slinging spells and curses in
the same breath.
Joeby, Stoobys little brother, is the groups hacker and the hit
man with a conscience. He booby-traps Brandeens car with a
bomb but cant bring himself to hit the remote trigger. Try as he
might, he cant do cold-blooded murder. Joebys hesitation and
indecision causes the hit to go awry. Finally, Stooby knocks little
bro out and sets off the detonation, but Brandeen isnt in the car
anymore.
Initially, Joeby is not party to the combat. When he enters the
fray, he hesitates to go into all-out fighting mode unless Stoobys
life is threatened. While not a murderer or fighter, Joeby will protect himself and his brother to the best of his abilities. His hacking
skills could make him difficult to deal with.
The thugs stats are on p. 74.
INNOCENT BYSTANDERS
HARD DATA
HOOKS
Go through the character sheets with the players. Talk to each
player; ask him what type of person his character is. Some of the
questions could be: Does this character like to play hero? Does
this character have a regimented daily structure? How would
this character feel if someone interrupted dinner time?
The answers provide the personal hooks into the adventure.
Anyone who likes playing hero should instantly jump to Brandeens
defense because he sees a woman and her child being attacked.
Anyone who gets grumpy when their schedule is interrupted would
likely shoot back first and talk later. And a person who doesnt like
having dinner interrupted will definitely take issue with not being
able to purchase his soykaf and krill-filler sandwich.
Regardless of personal hooks, the players should feel like their
characters could be killed during the adventure. This should motivate them to stomp out the hit squad, even if they lack the morality to defend Brandeen and her son.
STORE OCCUPANTS
The baby mama is a mildly attractive elf woman in her twenties.
She carries her infant sona non-stop, screeching crieron her
hip and looks as if she hasnt slept in two weeks. Her clothes are
rumpled, and the basket over her free arm is filled with various
items. (Gamemaster note: This is Brandeen and Cody, the soonto-be targets.)
The scruffy-looking human store clerk balances on a stool
behind the checkout counter. His name tag says Welcome to
Stuffer Shack, Im Vern. He appears underage, under educated,
and completely uninterested in doing anything but collecting a
paycheck as he stares blankly at a holo-zine. A homely, pudgy
female dwarf hangs off the side of the counter, yapping about a
new hair removal cream. She talks about an upcoming troll thrash
concert she wants Vern to take her to, to which Vern absently replies, Sure, Veronica.
A mousy human technophile, dripping with cheap gadgets,
hovers around the ice cream freezer. The door is wide open. This
man grabs containers and puts them back in an apparently random frenzy. Those players rolling 4 or more successes will see his
actions in some reflective surface, checking to see if hes being
watched, peeling off the container lids, dipping his finger into the
ice cream, and tasting it before putting the ice cream back. (Gamemaster note: This is Dustoo Gorse.)
In Aisle 6, two rocker royalty wannabes are making out against
the cat food display. Given the amount of paint and accessories
they wear, it is nearly impossible to tell if they are elf or human.
The man is dressed in skintight white leather pants, a sleeveless
white leather shirt and a white-fringed leather vest. He also has
several kilograms of FauxGold jewelry hanging around his neck.
The woman is wearing a skintight black leather jumpsuit featuring
about forty-two working zippers and nearly eight meters of mesh
chain wrapped around her body. Those players rolling 4 or more
15
successes notice the woman slipping cans of cat food in her jacket. (Gamemaster note: This is Jack and Angie Scatman.)
Give the players a copy of the store map. Ask them what their
characters will be doing. Give them a moment to actually do
their thing and describe their actions to each other. Then read
the next section to them.
Joeby is laid out in the parking lot. Before the attack, Joeby
jammed communications in and out of the Stuffer Shack and shut
down the surveillance, so Knight Errant will not arrive anytime
soon to thwart the hit. Joeby will not recover for 10 Combat Turns.
Fortunately for Brandeen and Cody, the explosion has quieted
the baby for the moment. They are buried under packages and a
collapsed section of shelving obscures them from view. After the
initial shock wears off, Brandeen will remain silent, trying to stay
hidden. She suspects she may be the target of this attack.
GAMEMASTER HINTS
The elf woman checks out, taking her baby with her of course,
leaving the store in much needed silence. For all of about one
minute. Suddenly she rushes back in with the screeching child.
Much as you might wish to ignore the noise, you cant. Hush,
Cody, she croons. Mama just forgot the diapers.
Vern sighs heavily. Veronica snorts. The woman barely gets
two steps away from the front door when the entire store shakes.
The noise of an explosion thunders through the store. Glass and
metal fly everywhere. Someone screams, Dont let me die!
Dont let me die! It takes you a moment to shake the ringing
from your ears. Two very ugly, armed gangers step through the
shattered remains of the storefront, kicking over shelves and
debris. They wear leather, chains, and lots of tattoos. Following
close behind is a dwarf with lots of Native American flair, probably a shaman.
None of yas is gonna get hurt if ya keep yer yaps shut and
stay outta the way. Now tell me where the lady with tha baby is
and you all is gonna live to see sunrise, yells the leader.
GAMEMASTER HINTS
HARD DATA
The players may now roll for Initiative by rolling their Initiative
Dice and adding the total to their Initiative attribute.
Any character within 5 meters of the impact is knocked to the
ground and buried under a small pile of product rubble. Remember
to take this into account when starting combat. Pushing the rubble
off will require 1 Complex Action for the character in question.
DEBUGGING
Shadowrun can be a deadly game; if the player characters are in
danger of dying, consider using one of the following options to
keep them alive:
Have the thugs stop shooting at any character who appears down.
The thugs split after: 1) killing Brandeen and Cody; 2) If
they hear sirens in the distance nearing the scene; 3) or
if two or more of them are badly wounded.
Use falling shelves to protect the characters or distract
the thugs.
Remind the characters that if they have DocWagon
contracts they can signal for it, which will bring them
medical care.
16
HARD DATA
If the hacker cant decide what to do, feel free to drop hints. Here
are some ideas, which can also be used for Joeby if the gamemaster desires. Each requires the hacker to get at least one mark,
sometimes more, on the device by making either a Hack on the
Fly action and rolling Hacking + Logic [Sleaze] v. Intuition + Firewall; or a Brute Force action and rolling Cybercombat + Logic
[Attack] v. Willpower + Firewall:
>>
FOOD FIGHT!
Every time someone fires his gun, 1D6 should be rolled and the
Food Fight Table consulted to see what breaks and the effect it
has on the fight. The gamemaster should roll for NPCs, the players should roll for themselves. If the shot is made in semi-automatic mode, add +1 to the first roll. Then roll 2D6 to determine
what the explosion looks like.
The results are cumulative, adding to each other. On a die roll
result of 4-5 the target suffers a 1 Dice Pool Modifier. If he moves
near an area where a 2-3 modifier was rolled, hell be suffering a
2 Dice Pool Modifier until he can get out of that area, when it will
return to a mere 1.
MISSION SUCCESS
Because shadowrunners are usually more professional than this
crop of amateur hit men, the player characters should come out
on top. At the end of the fight, any items found on the ground
that are not destroyed may be pocketed. Nothing too valuable
will be available, though. The weapons of any dead thugs can be
confiscated as booty. If Vern survives, he is too panicked at the
state of the shop to care about any looting or the corpses.
If Brandeen survives, she thanks the runners profusely for saving her and Codys life and possibly enlists the runners for some
payback against Mel. She will give the players her contact information, then leave as soon as possible.
While there is no actual payment for this missionafter all,
the players just landed in someone elses problemeach player
should be awarded 2 Karma with 1 bonus point of Karma for any
player who came up with a truly inspired method of attacking or
defending one of the NPCs.
Lest the characters linger too long collecting the spoils of
combat, the gamemaster should gently nudge them to the nearest exit, reminding them that police statements create permanent
records and that Knight Errant is on the way (cue wailing sirens if
they havent already been heard).
RESULT
Nothing breaks
2-3
4-5
RESULT
Pink
10
11
12
Soft Powder
17
FORNIS
EDG
ESS
4 (6)
5.0
Human
7 + 1D6
10 / 10
Physical 6 (7), Mental 5, Social 5
12
Intimidation 3, Pistols 3, Clubs 3, Unarmed Combat 2
Obvious cyberarm (Right, STR +2)
5 clips of Ammo, Armor Jacket
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Augmentations
Gear
Weapons
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Qualities
Spells
CRANK
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
18
Gear
Weapons
Human
5 + 1D6
11 / 10
Physical 6, Mental 3, Social 5
9
Intimidation 3, Automatics 2, Blades 3, Unarmed
Combat 3
5 clips of ammo, armor vest
AK-97 [Assault Rifle, Acc 5, DV 10P, AP 2, SA/BF/FA,
RC 2, 38(c)]
EDG
ESS
6.0
Dwarf
8 + 1D6
10 / 11
8 + 1D6
9
Pistols 2, Perception 2, Spellcasting 3,
Counterspelling 2
Magician
Armor [Type: P; Range: LOS; Duration: Sustained;
Armor equal to hits scored, cumulative with worn
armor)]
Confusion [Type: M; Range: LOS; Duration: Sustained;
1 dice pool modifier to target per hit]
Ice Sheet [Type: P; Range: LOS (Area); Duration:
Instant; crossing ice requires Agility + Reaction
Test, Threshold equal to hits, to avoid falling]
Manabolt [Type: M; Range: LOS; Damage: (equal to
hits)P): Duration: Instant]
5 clips of ammo, armor vest
Fichetti Security 600 [Light Pistol, Acc 6(7), DV 7P, AP
, SA, RC (1), 30(c), w/ concealed holster, 30 rounds
regular ammo]
JOEBY
Joeby, Stoobys little brother, is the groups hacker and the hit
man with a conscience. He just cant do murder and is the reason
everything goes off track. Once he is back in the action he protects his brother even though he knocked him out.
EDG
ESS
6.0
Metatype
Matrix Initiative
Physical Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
Human
(AR) 9 + 1D6, (Cold-Sim) 6 + 3D6, (Hot-Sim) 6 + 4D6
9 + 1D6
10 / 10
Physical 5, Mental 6, Social 6
9
Pistols 2, Hacking 4, Unarmed Combat 2, Perception 3
Erika MCD-1 cyberdeck (4 3 2 1, w/ baby monitor),
Renraku Sensei commlink (Device Rating 2), 5 clips of
ammo, armor vest
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
Aisle 1: Air filters, water purifiers, and other environmental and antipollution products for the home.
Aisle 2: Automotive and bike supplies. A floor-waxing
drone is hard at work here.
Aisle 3: Soaps, detergents, bug sprays, roach condos, rattraps, big rattraps and so on.
Aisle 4: Small hardware, household goods, paints and
sprays.
Aisle 5: First aid supplies, patent medicines, personal hygiene products, and so forth.
Aisle 6: Pet foods and supplies. Jake and Angie are making
out here.
Aisle 7: Baked goodies, such as cakes, doughnuts, Sweeteez, and Krak-L-Snaps. Breakfast foods, such as AlmostEgg, BacoSoy, and ready-to-eat cereals.
Aisle 8: Soykafs, teas, Koko chocolate substitute, and beverage mixes.
Aisle 9: On the right, chips, dips, crackers, and cookies.
On the left are candies, gum, and related coma-inducing
sweets.
Aisle 10: On the left are soypasta, sauces, and ramen noodles. On the right are soups and stews.
Area A: The checkout counter. Theres a barcode scanner,
cash register terminal, credstick receptor, a PanicButton,
a shotgun, and various counter displays.
Area B: An all-in-one simsense arcade
machine is located here. Cost is 1 nuyen
per minute of play.
Area C: The managers office and the recorder for the security cameras.
Area D: The dispenser bars for liquid
products such as Shmoozies, Shakeups,
Soykaf, and so on are located here.
Area E: The Cook-It-Your-Self microwave, the rotating pizza display machine, and the Synthmeat Hot Dog
dispenser are located here. The table in
this section offers plates, cups, napkins,
and plastic sporks.
Area F: The stockroom and employee
break area, featuring the time clock,
lockers, and some chairs. The area attached to this is the restroom. There is a
door in this room that leads to the alley
behind the store.
Area G: The cold food items are stocked
here. The microwaveable foods are closest to Area E; the rest are homemade
meals shipped in overnight, plus kafsoda, synthjuice, and soy milk.
Area H: Frozen foods of all kinds, with
delicious frozen confections near Aisles
1 and 2. Dustoo is sampling ice cream
here.
19
MILK RUN
INTRODUCTION
Welcome to Milk Run, the teams first paying job. This adventure
is designed to introduce the concepts of the meet, the payoff,
and gangs. The teams job is to distract a street gang and rescue
a smuggler. Upon success of this mission, they will be paid for
their trouble.
A milk run is a routine trip or undertaking, the easy job that
takes little effort to accomplish. In Shadowrun, however, even the
milk runs arent always simple. If events are running too smoothly for the PCs, be prepared to throw a monkey wrench into their
carefully laid plans. Just to keep the players on their toes.
Remember to read through this adventure and take notes before you run it.
SCENE 1:
KICKING IT OFF
SCAN THIS
Run Type: Misdirection/Extraction
Setting: Downtown Seattle and Everett district.
Time: Evening.
Weather: Wet and windy.
Sprawl Sites: The following Sprawl Sites might be useful in this
adventure: Equilibrium Night Club and Train Station (use
for the ferry terminal in Scene 2).
Smuggler Feldman Wrongway has been a very bad boy. Hes
made enemies of the Kickers, a street gang up in Everett. In the
middle of an important run, Wrongway crossed their paths and
now needs a rescue arranged by his client, fixer Reno Pyatt. Reno
is not pleased with Wrongway at the moment, but Reno really
wants his package so hell hire a little extra muscle to guarantee
the delivery.
Since the Kickers are very motivated to find this smuggler, the
players have a time limit to accomplish this mission. Success will
require quick thinking and improvisation. Littered throughout the
adventure are hints to assist the players in thinking outside the box.
The characters receive a call from Reno Pyatt. He has a job
offer for them. If they accept, hell give them a time and location
for a meet where they will get the job details.
20
Introduction >>
RENO PYATT
Reno is an older dwarf and a retired combat biker. He runs an
eponymous bar and grill down on Battery Street and Fourth Avenue. Renos is a favorite hangout for runners in Seattles downtown area, and Reno is known in certain circles for being extremely well-connected and one of the better fixers in Seattle.
Renos rules are very simple: All weapons and vendettas must
be checked at the door. Anyone starting a fight in his place gets
barred for life, a ban he enforces both physically and magically. He
treats runners with the same respect they show him. Those who
do good work and deal honestly with him are always on the top
of his hiring list.
Its rare for a fixer to play the part of Mr. Johnson, but these are
special circumstances. And what better way to audition new talent?
HOOKS
Talk to the players about their characters. Maybe one of them is
having money troubles. Or one of them has a problem with the
Kickers. Find reasons to entice the players into doing this mission. Maybe they just want to stretch their legs.
GAMEMASTER HINTS
In order to ensure a smooth run, encourage your players to do
their research. Not only will it help the players start role-playing
their characters, it will get them used to the idea that their questions, input, and actions directly affect the outcome of the mission. Research includes data-dumping from the Matrix, bribing
guards, asking questions of contacts, and even using spirits to
scout out magical locations.
Not only should the PCs get information on the mission particulars from multiple sources, but its always a good idea for them to
check out any fixer they dont know or get information on any new
meeting places theyve never been to. They may not know the details of the mission, but they can at least try not to embarrass them-
selves. Knowing the venue, its expected dress codes, and whether
the establishment has a racial bias is important; additionally, being
on time for a meet helps get the mission off to a good start.
HARD DATA
Characters with Gang Knowledge, Crook Hangouts, or Underworld Politics should roll those skills with Logic or Intuition,
whichever is appropriate, to see if theyve heard of Reno. Characters without these skills should roll Logic or Intuition with a 1
modifier. Each hit nets them one of the following rumors (they
hear the rumor on the line that equals their net hits, as well as all
the rumors above that one).
GAMEMASTER HINTS
If the players call Reno back, asking him for details, he repeats
what hes already told them. Further details will be supplied at
the meet, should they choose to go. Assuming the players accept the mission, below is Renos response.
DATA
Matrix (1)
Renos is a cheap place for the average wageslave to catch a lunch break. Dress code is
street casual. Shirt and shoes required. The
food is mediocre, but you get what you pay for.
Matrix (2)
Matrix (3)
Bound
Spirit/Astral
Investigation
Streets (1)
Streets (2)
HARD DATA
This is a good time for the players to do their pre-meet research.
Using a Matrix search (Computer + Logic [Data Processing]
Test), characters can find information on Reno and his restaurant.
21
HARD DATA
HARD DATA
HIDDEN
He says, Youre new here, so Ill just let you know up front. Vendettas are checked at the door. No fighting or you get barred.
Understand? Once you nod, he lets you pass. Your party is in
the back. Last table on the left near the bar.
OBVIOUS
He shakes his head at you, points to a box near the door, and
says Weapons and vendettas get checked at the door. Youll get
em back when youre done. But theres no fighting allowed here,
at all. Understand?
The box in question has a number of weapons already surrendered and a second glance reveals that the other patrons arent
wearing weapons either.
GAMEMASTER HINT
Some players might be reluctant to surrender their weapons at
this point. If they are, try coaxing them with the fact that everyone else is apparently unarmed here, that Reno has a good reputation, and that they will get their weapons back. If the players
continue to resist, the bouncer refuses them entry to the bar.
22
>>
Reno leans back in his chair and tosses out four bits of plastic.
Ive taken the liberty of getting ferry passes for you. Its the fastest way to Everett. Wrongway is a short human male, balding
and carries a bit of a paunch. Andys Tools is the name of the
hardware store; its located two blocks north of the terminal.
Heres his commlink code so you can communicate with him.
He sends it to your commlinks.
But dont call him until you get to Everett. I cant risk the Kickers intercepting the transmission and figuring out his location. If
you want to get to Wrongway before the Kickers do, youd best
go now. You know where to find me when the mission is done.
HARD DATA
Characters can make Simple Street Gangs + Logic [Mental] (3)
Tests to see if they knows anything about the Kickers and can
also call contacts to get the word on the street.
The characters can use a Matrix search, Computer + Logic
[Data Processing] (2) Test to get a map of the Everett district. They
can also make a Computer + Logic [Data Processing] (4) Test to
gather intel on the Kickers.
Success turns up the following information. The Kickers are a
small-time biker gang based in Everett. They claim territory near
the ferry terminal. The Kickers colors are gold and green, they
mark their territory with a stylized K in a triangle, and they are
very protective of their bikes. They also charge a small fortune to
people passing through their territory.
GAMEMASTER HINTS
It will take about forty-five minutes for the trip to Everett. Plenty
of time for the players to come up with a plan while traveling.
SCENE 2:
TERMINAL STOP
SCAN THIS
The Everett side of the ferry terminal is a fairly simple affair. A
U-shaped dock extends out into the bay. Every forty-five minutes, a ferry docks to pick up vehicles and foot traffic. On the
land side of the docks is long chain-link fence and an unmanned
terminal building where ferry tickets are dispensed from an automatic vendor. Tickets are 3 nuyen each. A few cameras aimed
at the docks and the building are the only sign of security.
Next to the ferry terminal is a large parking lot filled with cars
and bikes.
Across the street, the cityscape starts again. Several city
blocks worth of storefronts and warehouses stretch with a few
homes visible in the distance. Approximately half the buildings are abandoned. Facing the terminal from left to right are a
coffee shop, an auto repair shop, a long-empty bookstore, an
auto-vend cafe, a thrift shop, and Andys Tools, the abandoned
hardware store.
To the south of the coffee shop, empty warehouses line up
along the streets as far as the eye can see. Piles of rusting equipment lie nearby.
When the players arrive, the Kickers are searching the stores.
The innocent bystanders walk a wide berth around any individual gang members they may encounter, but otherwise ignore
them. Bast stands outside the auto repair shop, keeping watch.
The Kickers bikes are parked on the street outside the coffee
shop, each marked with the emblematic K of the gangs sign.
Theres enough diversity in the crowd, and Everett is the center
of Seattles smuggling pipeline, that the runners will not be noticed unless they act suspiciously.
HARD DATA
Every time the PCs are in Basts line of sight and do something
suspicious, roll her Perception + Intuition [Mental] (2) to see if
she notices. Keep in mind that it is dark (6), there is a crowd and
foot traffic around (2), she is actively looking for threats (+3),
and she has augmented eyesight that drops the 6 to 3. The
visibility and actively looking modifiers cancel each other out, so
you can roll with only a 2 dice pool penalty for the test.
GAMEMASTER HINTS
The players have several options in dealing with the Kickersa
direct confrontation in combat, separating them and taking them
down individually, or creating a diversion to pull them away from
their current search.
If Wrongway dies, remind the players that Reno still wants the
package. If they deliver it to him, they may still get paid.
PANDORAS BOX
If the PCs examine the package, make something up for the
contents. It should be something the characters might want to
keep for themselves. This is a test to see how loyal they are to
their employer. There will be consequences if the box is opened
or not delivered.
MISSION SUCCESS
Success in this mission means the players followed Renos instructions as closely as possible. Wrongway survived and delivered the package, or Wrongway died and the players delivered
the package.
If Wrongway survived, they each get 2,500 nuyen and 3 Karma (or 3,000 nuyen and 3 Karma if the Influence Test succeeded).
Reno can also be added to the characters contacts list.
If Wrongway died, the players get the money and but only 2
Karma. Reno is not available as a contact.
23
GUFF
There are six Kickers, all human, on the hunt for WrongwayChase,
Mort, Sango, Hutch, Piper, Guff, and Bast. The Kickers dress in
gold and green pseudo-leather, with a stylized letter K on the back
of their jackets. Theyre between the ages of eighteen and twenty-three and most of them are augmented to some extent
Guff is all talk and no bite. Hes the only member of the gang
with any hint of magical abilities, but hes not terribly talented
and has wasted all his energy in attack spells of some flavor. He
wears cyberware pastiesfake ware that constantly comes ungluedso he can fit in with the rest of the gang. If overwhelmed,
hell hide behind Chase or the triplets. Bast hates Guff, and he
hates her in return. If Guff gets within a meter of Bast, shell lash
out at him, either verbally or physically.
EDG
ESS
3 (4)
4(5)(6)*
CHASE
EDG
ESS
6.0
Metatype
Physical Initiative
Astral Initiative
Condition Monitor
Limits
Armor
Skills
Spells
Gear
Weapons
Human
6 + 1D6
6 + 2D6
9 / 10
Physical 3, Mental 5, Social 5
9
Astral Perception 2, Conjuring skill group 1, Firearms
skill group 2, Sorcery skill group 2
Fireball [Type: P; Range: LOS; Duration: Instant;
Damage: (equal to hits)P]
Fling [Type: P; Range: LOS; Duration: Instant; Damage:
2]
Light [Type: P; Range: LOS (Area); Duration: Sustained;
each hit counters a 1 die visibility penalty]
Sony Emperor commlink, armor vest
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP 5, Sa,
RC , 4(m), w/ 20 taser darts]
BAST
Bast, the youngest member of the Kickers, is a pretty and petite girl. Her shaved head is covered with nano-tats of sim stars.
Calm in the face of crisis, Bast is the girl with the plan. Shell
fight when she has to, but prefers hanging back and watching
the action so she can direct Chase to the enemy. Bast is also the
groups sniper, so keeping her distance allows her to shoot down
enemies without having to engage in hand-to-hand combat.
Chase is the oldest and the leader of the club. Tall and muscled,
he looks dumber than he actually is. Chase always listens to Bast,
the lone female of the group, if he can hear her. He prefers a
quiet method of hunting, allowing the gang to chase his prey out
into the open where he will pounce.
B
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
24
EDG
ESS
6.0
EDG
ESS
5.6
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Human
7 + 1D6
Augmentations
10 / 10
Gear
Physical 4, Mental 5, Social 6
9
Weapons
Close Combat skill group 3, Firearms skill group 2,
Intimidation 3
Erika Elite commlink (device rating 4), armor vest, 3
clips of ammo
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP
, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds
regular ammo]
grunts and moving targets >>
Human
7 + 1D6
9 / 10
Physical 3, Mental 5, Social 5
6
Close Combat skill group 1, Firearms skill group 3,
Perception 4
Cybereyes (Rating 3, w/ low-light and thermagraphic)
5 clips of ammo, armor clothing, Erika Elite commlink
(Device Rating 4)
Ranger Arms SM-5 [Sniper Rifle, Acc 8, DV 14P, AP
5, SA, RC (1), 15(c)]
PIPER
FELDMAN WRONGWAY
5 (6)
EDG
ESS
Human
9 (10) + 1(2)D6
10 / 10
Physical 6 (6), Mental 6, Social 5
12
Close Combat skill group 2, Firearms skill group 1,
Perception 3
Wired reflexes 1
5 clips of ammo, armor jacket, Sony Emperor
commlink
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Augmentations
Gear
Weapons
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
EDG
ESS
6.0
Human
6 + 1D6
10 / 10
Physical 4, Mental 4, Social 5
9
Electronic Warfare 2, Etiquette 2, Gunnery 5,
Navigation 1, Negotiation 3, Pilot Aircraft 5, Pilot
Ground Craft 6, Pilot Watercraft 2, Pistols 3
Armor vest, Erika Elite commlink (device rating 4), 5
clips of ammo, Essy Motors DroneMaster RCC
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
INNOCENT BYSTANDERS
There are no specific innocent bystanders written up for this adventure. Every innocent will use the same stats at the end of the
chapter. Mostly, they will ignore the action unless the combat
gets near them. Then they will run.
B
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Human
4 + 1D6
9
Physical 2, Mental 4, Social 4
0
25
STEPPIN UP
INTRODUCTION
Steppin Up walks the players through the basic concepts of infiltration.
Sometimes running the shadows is all about doing the dirty
workstealing, kidnapping, and assassination. Other times, its all
about the sneaky. In this adventure, our team of intrepid shadowrunners is hired to sneak into a film shoot and steal a top-secret
movie script. Theres plenty of opportunity for adventure, comedy, and trouble.
SECURITY
In addition to the Knight Errant officers filling in as extras, the
firm is also supplying on-site security. Men and women, mostly human, of all sizes and ranks, their main purpose is to play
bodyguard to the sim-stars, prevent fans from mobbing the film
site (and getting their faces into the movie without the directors
approval), and to generally boot suspicious people out of the
shoot area when found. Use Police Patrols, p. 72.
26
introduction >>
A few of them patrol with dogs (use Dog, p. 84, Rules of the
Street. All security personnel carry Defiance tasers or real guns
using gel rounds. After all, it wouldnt do for them to actually kill
anyone when theyre trying to enhance their reputation.
HOOKS
Are any of the characters sim-star fans? Would one of them like
a brush with fame or a chance to play an extra in a blockbuster
movie? Hype up the energy and excitement of this mission. Get
the players roped into the idea that they might, just might, be
able to do something on a public stage without getting caught.
If nothing else, the PCs might show up for the meet just to take
advantage of the free entertainment.
TICKLERS
An independent strip joint, Ticklers is popular with
tourists and the Downtown working class. It caters to a mix
of ethnicities and races by hiring dancers of all types. Owner
Jack Bellows has managed to steer clear of Seattles usual
underworld politics despite constant pressure from various
criminal organizations.
Dress code varies from street casual to business-chic, but
the scruffier you are, the less likely youll make it into the private
champagne rooms in the back. Ticklers has several bouncers
who are very good at their jobs. Also, weapons are not allowed
on the premises for the protection of Ticklers employees.
HARD DATA
Have the players roll their Willpower + Intuition against the
bouncers Intimidation + Charisma [Social] (7 dice). Those players who succeed realize the bouncers are just doing their jobs
and making a point. Those players who fail find themselves unnerved by the vicious brutes protecting the entertainment.
HARD DATA
A Judge Intentions (Charisma + Intuition (2) Test) can give the
players the feeling that something is off about this job.
The PCs could attempt to negotiate for more money, but no
matter how successful their Negotiations + Charisma [Social]
rolls, Mr. Johnson will not budge. If the PCs attempt to force the
issue, he will threaten to find another team for the job.
THE ENVELOPE
The envelope contains information on the major NPCs (Bell,
Charlotte, Knight Errant and their security precautions, Sanna Anna and Murphy Law). It will also have a map of the four
downtown blocks Horizon will cordon off with a big red X at the
northeast end of the cordon (in Twin Ponds Park) marking the
location of Templetons trailer.
This job is very specific. Mr. Johnson only wants a copy of the
master script. He doesnt want Horizon or Templeton to realize its
been stolen, so the original must be left behind and intact. He also
wants the script transmitted to a private account of his. Once receipt of the data is acknowledged, the payout will be dropped in
the PCs accounts. If the PCs dont have an account, hell insist they
get one. He doesnt do business in credsticks or hard currency.
Depending on how well the players do their research, you can
also give them some of the information contained in the Job, Obstacles, and Security sections.
GAMEMASTER HINTS
While you can suggest to the players what types of research they
can do or what information they should be looking for, encourage them to ask their own questions and role-play the quest for
answers. Dont give everything away in one big chunk, but reward them for their efforts with enough information for them to
put the pieces together.
HARD DATA
Runners can discover Mr. Johnsons true identity through a successful Extended Computer + Logic [Mental] (12, 30 minutes)
Test. Street contacts can also be used to garner some information about him.
Each successful hit gets some of the information in Mr. Johnsons Truth. Dont give it all out at once.
27
THE JOB
Horizon is shooting a huge chase scene that starts with an abduction and ends with a fight between Knight Errant and a group
of runners. Real Knight Errant officers are earning a few extra
nuyen by filling in as extras, but the runners, the antiheroes of
this sim, are all well-known sim-stars. There are lots of extras
used to fill in as innocent bystanders and other runners.
The master script is locked in directors safe on a datachip. The
actors all have various chips loaded with six different scenes. All
these scenes will be filmed over the course of the day, but no one
knows which scene is the real one or if the whole thing is just a
publicity stunt.
The PCs need to sneak past security into the shoot, masquerade
as extras when they need to, and sneak into the directors trailer to
steal a copy of the master script while leaving the original in place.
THE OBSTACLES
There are several obstacles the PCs need to overcome in order
for this job to be considered a success. If the players dont consider these issues, feel free to prompt them through the voice of
an NPC or a tell it to them straight type of dialogue.
PROPER CREDENTIALS
While there is limited magical security around the perimeter,
there are regular guard patrols with Matrix access to Horizons
database of currently employed stars. If the guards try to match
the PCs faces to that database, theyll know the PCs arent supposed to be there. (Callout: The teams hacker could hack the
database in advance.)
TIMING
If the PCs dont work fast enough, they will be pulled into shots
with the other extras and filmed. This will be bad for those who
are actually SINless as it will create a record of their faces for
comparison in future incidents, which will be used by Knight Errant or other security forces as necessary.
28
blanks or swapped out their weapons for props, they could really kill someone and the jig is up. Not to mention whatll happen if the stage manager or director realizes the PCs lost their
scripts and are messing up a scene. The runners will need to
make Called Shots (4 Attack) to intentionally miss their targets
but still look like they are shooting in the right direction.
SECURITY
The directors trailer is really an RV. Security is both physical and
magical. Three dogs, Rottweilers, patrol a fenced-in area around
the trailer (use Dog, p. 84, Rules of the Street). A Force 5 Physical
Barrier spell (Armor: 5; Structure: 5) has been cast on the doors
and windows. The door lock is high tech (Device Rating 4) and
there are alarms (Device Rating 4) set to alert Charlotte if anyone
tampers with it. Cameras (Device Rating 3) film the outside and
inside of the trailer, but the ones on the inside can be switched
off by a button on the trailers dashboard or by accessing the
trailers node.
The hardened safe is underneath the bed in the back. Its hardened against most attacks. Any attacks powerful enough to penetrate the safe will destroy the contents. The lock is combination
keypad and magnetic lock (Device Rating 4). Both trailer security
and the safe are on a private host not connected to the Matrix.
The decker must be physically present to hack into system.
HARD DATA
The Mask spell and Disguise skill would come in very handy in
this situation. At the very least, Disguise would keep the PCs real
faces from showing up on the days camera footage.
GAMEMASTER HINTS
If the players go off on a brute force approach, remind them that
this job is all about stealth.
MISSION SUCCESS
Success comes in two flavors.
COLD FEET
If the players catch on to Bradleys scam and decide not to deliver the script, they get 3 Karma. For every creative solution or
brilliant bit of acting during this adventure, the players can earn
1 extra Karma.
FULL DELIVERY
For delivering the script, the players each earn 2 Karma. If they
deliver the data to Mr. Johnson, hell make up some pretense for
not paying them. He may even say he never got the data.
If the players track him down, they manage to shake 100
nuyen out of Mr. Johnsons pockets. If the players thought to
GETTING PAID
Movie scripts arent the only thing rabid fans pay good
nuyen for. If the players are feeling miffed about Bradleys
betrayal, or if they are looking for ways to make a few extra
nuyen, feel free to soothe ruffled feathers by dropping hints of
other objects they can acquire to pay their way.
Next to each option is a number of dice and a multiplier.
This is the calculation gamemasters should use to determine
how much the runners earn for taking that option.
Sim-star autograph (pays 1 die x 100 nuyen per autograph)
Candid sim-star video (pays 2 dice x 100 nuyen per picture)
Candid sim-star video with blooper (pays 3 dice x 100 nuyen
per picture)
Movie set prop (pays 3 dice x 250 nuyen per prop)
Autographed movie prop (pays 3 dice x 500 nuyen per prop)
Movie costume (pays 3 dice x 1,000 nuyen per costume)
Copy of filmed scenes (pays 5 dice x 1,000 nuyen total for all
scenes)
Be inventive. If you or the players want something that
isnt on the list feel free to add it. Just remember, the players
have to be able to get it off the set without getting caught. And
the bigger the item, the harder it is to hide.
make a copy of the script, though, they can sell it on the Matrix
for 50,000 nuyen. Of course, the hacker will need to make an
Opposed Hacking + Logic [Sleaze] Test and beat a Hacking +
Logic [Data Processing] Test with a dice pool of 9 to make sure
Horizon doesnt trace the sale of the script back to her and the
team.
If Horizon does trace the sale of the script to the team, not
only does the team lose out on their payout, but they may end
up conscripted by Horizon to do a little more dirty work for free.
Additionally, the players earn 1 Karma up to a total of 2 additional for each incredibly creative bit of role-playing in this adventure.
29
Templeton Bell is a troll with good fashion sense and an eye for
stunning action scenes. Most of the films he directs dont have
much of a plot, but the special effects are to die for. Everything
Bell touches turns into a gold mine. And he has an exclusive contract with Horizon, so no one else can poach him.
Hes methodic in scene setup, insisting on perfection. He
doesnt suffer divas lightly but is sympathetic to his stars so long
as they arent trying to tell him how to do his job. Bell is such a
control freak, though, that he insists on keeping his final master
scripts a secret from everyoneincluding the scriptwriting team.
Hell force the writers to churn out hundreds of copies with different scenes throughout the entire movie-making process, then
pick and choose his favorite ones. No one knows what actually
makes it into the movie until the simchip comes out.
EDG
ESS
6.0
Human
6 + 1D6
9 / 10
Physical 3, Mental 5, Social 5
0
Crowd Control 2, Movie Making (Professional
Knowledge) 3, Perception 4
Hermes Ikon commlink (Device Rating 5)
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
SANNA ANNA
Sanna Anna is a debutante sim-star of the blonde bimbo variety. Shes human and gorgeous and the soon-to-be-kidnapped
princess during the filming. Shes also a possible target for the
PCs if any of them have a mad-on for celebrities and need an
autograph.
EDG
ESS
6.0
EDG
ESS
Troll
7 + 1D6
11 / 10
Physical 6, Mental 5, Social 6
0
Intimidation 2, Movie Making (Expert Knowledge) 4,
Perception 3
Hermes Ikon commlink (Device Rating 5)
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
CHARLOTTE KELLOGG
30
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Human
5 + 1D6
9 / 10
Physical 2, Mental 4, Social 7
0
Acting (Professional Knowledge) 3, Modeling
(Professional Knowledge) 4, Perception 3
Hermes Ikon commlink (Device Rating 5)
MURPHY LAW
This unfortunately named sim-star is tough, buff, and so hyper-augmented with bio-ware that he looks far too muscular for
real life. He also tends to be top heavy because of all those useless, but good-looking, muscles. Hes charming and is a bit of
a ladies man. At least, thats what he thinks about himself. Hes
also easy to flatter. Murphy plays the lead runner and Sannas
romantic opposite in this flick.
EDG
ESS
4 (8)
3 (6)
4 (8)
1.3
Human
5 (7) + 1(4)D6
10 / 9
Physical 9, Mental 3, Social 4
4
Acting (Professional Knowledge) 3, Automatics
1 (2), Escape Artist 0 (1), Modeling (Professional
Knowledge) 3, Perception 2, Pistols 1 (2), Unarmed
Combat 1 (2)
Enhanced Articulation, Muscle Augmentation 4,
Muscle Toner 4, Orthoskin 4, Synaptic Booster
3, Reflex Recorder (Pistols), Reflex Recorder
(Automatics), Reflex Recorder (Unarmed Combat)
Hermes Ikon commlink (Device Rating 5)
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Augmentations
Gear
NACK BRADLEY,
A.K.A. MR. JOHNSON
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Human
6 + 1D6
10 / 9
Physical 3, Mental 5, Social 5
0
Accounting 3, Gambling 2, Influence skill group 3,
Mafia 2, Movie Making 2, Perception 2
31
WORKIN
THE STREETS
INTRODUCTION
Workin the Streets introduces surveillance, troll thrash bands
(an element to get everyone into the setting), and continues to
enhance roleplaying experience.
AND SO IT BEGINS
SCAN THIS
Run Type: Protection
Setting: Seattle city streets. Downtown, at the corner of Madison and Broadway. Its relatively close to Seattle University,
but right smack dab in the middle of all sorts of commercial
businesses.
Time: Around 9 p.m.
Weather: Cold. Moist air, lots of barometric pressure. If you
have sinus problems, Seattle probably isnt the best place
for you.
Sprawl Sites: The following Sprawl Site maps might be useful
in this adventure: Luxury Hotel (this can be the lower sections of the concert venue).
Tegami Yamada is the average eighteen-year-old elf chick
from a privileged family. Shes just entered a local college, staying
in town because her family is very tight-knit. She spends gobs of
her fathers money on the latest fashions. She knows what trids
will be hitting the theater for the next six months, she follows
developer blogs for all the hippest new releases. She has a fairly
active sex life, although her parents would never guess shes anything but pure as the driven snow. She loves hard rock, and is right
at the cusp of her rebellious phase.
Heres the difference between her and her peers: Her father
is Shoji Yamada, head of the Yamada wing of the Aizukotetsu-kai
Yakuza network. While he wants her to live a traditional life and
grow into a successful career, shell forever live with his shadow
hanging over her head. In fact, her first job, a coder at a law firm,
was given to her only out of fear of family reprisal. When she
found out, she quit after giving her father a stern screaming-at.
Their Law is a troll thrash band. Not just a troll thrash band,
but the troll thrash band. They embody the genre. Theyre loud,
powerful, angry, offensive, and otherwise disgusting. Most importantly, theyre right at that level of success where they can still
be called underground, but have enough fans to support a largescale massacre of the Seattle streets. (They call it a concert. Tomay-to, to-mah-to.)
32
introduction >>
THE EVENT
The concert takes place in one of the larger, more open spots
in downtown Seattle. The band is closing off every street for
three blocks in every direction. While the event isnt comparable to a pop concert, thousands of people will be there for
the free music, drugs, and whatever else might motivate them.
Most people will be centered on a large field; Their Law is literally playing on the major intersection, where theyve set up a
somewhat sturdy bandstand.
About a dozen people have an interest in Tegami Yamada. A
few thousand dont. Those few thousand act as roadblocks, cover, and in some cases, innocent bystanders. The tension is thick.
These people are all ready to slam into one another, to scream,
to fight, and to otherwise make asses of themselves. This is not
conducive to covert ops. However, it can be spun to creative
runners benefit. Most criminals will avoid killing innocent bystanders if at all possible; it draws too much negative attention.
THE GIRL
To say that Tegami Yamada is a spitfire would be to not do her
much justice. Shes a pain in the ever-loving ass when she wants
to be, a charmer when she needs to be, and far more knowledgeable about the way the world works than most young women her age.
That said, shes a rich teenage girl with terrible entitlement issues. She has her own way of living and doing things; anything or
anyone contrary to that is a problem. Shes rebellious for rebellions sake. She has the attention span of a hamster, and flits from
idea to idea, from interest to interest. She might take a fancy to
one of the player characters, even. If one acts particularly bad
or dashing in front of her, shell have an immediate, intense, and
ultimately short-lived crush in the front her mind.
The role Tegami plays is one of an internal struggle. Shes technically the motivation for the adventure, but shes also one of the
biggest challenges the characters will face. Throughout the night,
shell try to elude them and make their lives hell, while criminal
interests from all over will be trying to move on her. If the runners
get too harsh with her, shell fight back. If they restrain her, shell
look for the first opportunity to escape. If they bore her, shell look
for something troublesome to catch her attention.
Its your goal as gamemaster to make the players almost want
to let the criminals take her, but then its your secondary goal to remind them what her powerful father might do to them if shes hurt.
by the chains. After a few days, as the puppy got hungry, it began to nip at his arms and legs, slowly gnawing at the meat with
pointy little needle teeth. The puppy couldnt hope to eat much,
and the meat was too tough for his little jaws to do more than tear
a bit. Days later, in pain, the man died of dehydration.
Rumor four: The last man that flirted with Shojis daughter
found himself bound and gagged in the trunk of a car. After a
little cool-down period, he was dragged out and tied to a chair.
Shoji personally inserted small glass test tubes into each of the
poor mans orifices, smashing them with a claw hammer. Every
day following, he did the same thing until the man bit off his own
tongue to kill himself.
INNOCENT BYSTANDERS
Theres no real limit on who might be there. In fact, weve provided a handy chart (see next page) for determining random
bystanders, if you want to toss one at the players during a lull
in action. Not only will they add a little change of pace, theyll
help draw the players into the narrative, building on the setting
in their minds. Most dont require statistics, since they only play
very minor, noncombat roles in the adventure. Some have statistics in the Grunts and Moving Targets (p. 37), if so, theyre
marked [stats]. If you need statistics, assume that they have a
small dice pool of 3 for most actions, or 5 dice on those actions
important to their concepts.
HOOKS
Discuss characters briefly with the players. Go over character
details. Would any of them have a particular interest in helping
a teenage girl? Would they have a vested interest in impressing
a potential Yakuza connection? Are any of them hurting from
money after the recent adventures, or just in general? Would any
of the characters want to throw a monkey wrench in the dealings
of a powerful man? The mission works best if the characters are
personally invested in whats happening, but its not necessary.
The goal here is to present the mission, but not to go overboard.
You dont want the players thinking this is a big, important, dangerous situation. In fact, if they underestimate the danger, its better.
HARD DATA
Normally, travel isnt a big concern. If youre just going from
point A to point B, there shouldnt be complications. However,
in this particular situation, time is of the essence, and Yamadas
estate is well outside of town. The travel might be a holdup, if the
characters arent careful. One of the characters might know the
Seattle streets. Characters can roll Seattle Geography + Intuition
33
BYSTANDER
Sociopath, Carver. Hes in a long coat, sunglasses, scruffy. This is a man that hunts women in his spare time. Hes looking
for a victim, and this is a perfect place. Hell hone in on Tegami and try to convince her to go to a private place.
Pickpocket, Danny. Hes a teen wearing a Their Law t-shirt, and hes sticking it to the man. By sticking it to the man, we
mean hes pickpocketing the last person he should want to pickpocket. With a successful Perception Test, a random one of
the runners will notice hes jacking their credstick.
Photographer Jenna. Shes an art student, dressed in a chic green jacket. Shes taking pictures of the band, the show, and
everything around her with her commlink. This includes the runners. While she doesnt have any specific intentions against
them, if they do anything suspicious around her, shell snap a shot.
Talent Hunter Louise. Hes a talent hunter for Horizon, all suited up, looking for potential artists to sign since Their Law
refuses to. The thing is, hes also recruiting for an amazing new reality trid about runners, and he wont take no for an
answer!
Sim Fan Dane. Hes dressed like clothes dont matter, with an unwashed t-shirt and jeans hes probably relieved himself in
a couple of times. Hes playing in a sim, bumping into people at random. He doesnt even know where he is, lost in his game.
Club girl Sadie. Decked out in PVC and glowing neon accessories, shes a bad stereotype. Shell shamelessly flirt with
anyone thats vaguely attractive or friendly. If spurned, shell confront the offender angrily.
Dealer Holy Johnny. Hes dirty, dressed in shamefully bright and flashy clothes, and stumbles a little when he walks.
Hes been sampling his own goods, and thats left him a little too social for his own good. He pegs one of the runners as an
addict, and loudly offers them a fix.
Ghoul [stats] Dana. Shes a victim of HMHVV, but nobody knows better. Shes in leather pants, a cute purple wig, and a
hoodie perfectly capable of hiding her scalpel, which she uses to carve flesh off victims. Her goal is to get someone away
from the crowd, for a bite to eat.
10
Protester Trudy. Trudy has a bone to pick with Their Law. They, she says, decay the fabric of society. Shes wearing a
sun dress right out of the 1950s, and speaks with a fervor not seen since last century. Since the runners are adults, she
confronts them for promoting the delinquency of all these poor minors.
11
Organlegger Jane. Shes in a power suit, she means business. The runners are a great place for that business. She needs
a kidney, and she needs it now. Shell offer a cool ten grand for a human kidney, fresh and functional, delivered that night.
12
Bomber Jacques. Hes dressed in jeans and a turtleneck. Hes a clean-cut and clean-shaven elf. Hes a man on a mission:
To end this show before Their Law sells out. Hes going to attempt commercial homicide. The runners notice him by his
ultra-heavy duffel bag, full of explosives.
[Mental] (3). If they left early, the threshold is only 2. Their success or failure determines the end of the Tell it to Them Straight
section below. If successful, the crew gets there on time and all
is well, read the Success ending to follow. If theyre late, Tegami
has decided to flee, so read the Failure ending.
34
SUCCESS
As you approach the mansion itself, you see the young woman,
Tegami. Shes smoking a cigarette, but quickly puts it out and
kicks it behind a bush when she spots you. She stands in black
vinyl pants, platform fake patent leather boots, plenty of accessories covered in spikes, and a t-shirt advertising Their Law, the
troll thrash band youre seeing tonight. The shirt has graphic, airbrushed pictures of the band members standing on an old, bearded man, with a large caption reading, God is dead. Long live the
gods. Her hair is short and black, with purple highlights and her
makeup is far overdone. Her right hand rests on her hip, telling
you that shes not excited about her escort. So, we going, or
what? she asks with impatience and disinterest as you approach.
FAILURE
The shows just started. Their Law steps on stage. They average almost two and a half meters tall each. Theyre tusked, pierced, and
scarred on every possible centimeter. The vocalist introduces the
band in a guttural voice that booms out over the Seattle streets.
Yo! Fuck you, Seattle! Over on the bass is Gore. Guitars on my
left is Stop, Mommy. Behind me on guitars is the wicked lovely
Tank. And Im Now. But you fucking know who we are. Were THEIR
LAW! The crowd explodes into a fury, and Tegamis no exception.
As the first song (if you could call it that,) blasts out, a man in a
red leather jacket, open to reveal a gold chain, approaches Tegami.
Hes at least twice her age, and wearing about twice her weight in
hair product to compensate for a sadly receding hairline.
PAULIE
THE CONCERT:
GETTING READY
SCAN THIS
The concerts split into three parts, three efforts from the criminals to move on Tegami. The three criminal groups are Mafia,
Triad, and Vory, all of which are trying for underworld dominance in Seattle. All three gangs in question are small-time
thugs that work for small time bosses that work for middle time
bosses that, if theyre lucky, can name-drop bigger regional
bosses. The runners arent really falling into the heart of a giant
conspiracy heretheyre just at the mercy of some bad coincidences.
GAMEMASTER HINTS
As mentioned previously, players will do as players do. Each part
following presents a very basic scenario, then two possible ways
with which the runners might deal. If they stray, thats great! This
is your chance to improvise a bit. There are as many ways to deal
with these three gang threats as there are Shadowrun players.
Run with it.
THE CONCERT:
PART ONE
The Mafia is the first threat. Theyre playing subtly, trying to convince Tegami that they mean no harm. Their end goal is a kidnapping. They send a diplomat to speak with Tegami, hoping to
get her away from the crowd long enough to do their dirty work.
Paulie is the emissary and diplomat for this little gang of Mafiosi.
They were scraping the bottom of the barrel. In his defense, he does
have one strong trait: he has a hard time accepting no as an answer.
His proposition follows in the next Tell It to Them Straight
section. If hes accosted on his way to Tegami, hell politely tell
the group that he just wants to talk with her. If not, hell start into
his spiel. If the runners stop him, hell politely ask one more time,
then hell shrug and tell them to suit themselves. Hell return with
one thug per runner, and again attempt the conversation. If not
allowed this second time, the thugs will be ordered to attack.
His goal is to get Tegami to a nearby building, to a VIP area,
where his thugs can tie her up and take her away. If the runners
insist on going with Tegami, shell protest, but that wont hold up
under pressure. They can go to the balcony, at which time the
thugs will attack on the balcony instead of in the crowd.
HARD DATA
The runners have two choices at this point: Let Tegami go, or to
convince her to stay. If they let her go, they can easily go with
Paulie and her, but they will be attacked by four Mafia Thugs (p.
74) once theyre at the balcony. If they decide to convince her
to stay, ask how they intend to convince her. Depending on their
response, have them roll Con, Etiquette, Intimidation, Leadership, or Negotiation + Charisma [Social] against Tegamis Willpower + Logic (7 dice). If the player makes a convincing argument, give them a bonus die or two. If the runners exceed the
hits on Tegamis roll, they convince her to stick around instead of
bailing with Paulie. Otherwise, shell go with him.
Note that if the characters convince Tegami to stay, Paulie
wont get his goons to attack. Alternately, the runners could in-
35
THE CONCERT:
PART TWO
The Triad is the second threat. Their approach is also subtle; their
goal is to get Tegami planted with a bug.
HARD DATA
Left to his own devices, Jianguo drops the bug onto Tegami. Onlooking characters must beat his Palming + Agility [Physical] Test
with a Perception + Intuition [Mental] Test. With a tie, or if they
score more hits than Jianguo, they see him planting the bug and
can locate it on Tegami. Otherwise, shell have the bug on her
and this stage of the mission is considered failed.
RESOLUTION
The easiest resolution would be to just watch Jianguo do his dirty
work, and remove the bug later. Also, if the runners are toppled
by Xues darts, they can still remove the bug later if they manage to notice Jianguo. They might try to hunt Xue down. While
it could happen, theyd be chasing an expert at escapes, who
really has no overarching stake in this mission past her small role.
If successfully confronted, Jianguo will also run; he wont risk his
life over this minor job.
THE CONCERT:
PART THREE
The Vory is the third and final threat. Also, possibly refreshingly, theyre the most direct and obvious. They approach with the
intent to hurt, maim, and possibly kill Tegami in a power play
against her father.
36
THE VORY
The Vory enforcers sent on this mission mean business (use
Vory, p. 76). Their goal is a quick step into the scene, a few bullets or strikes with heavy objects, and flight. They dont particularly want to kill Tegami, but if she happens to die, its not the
end of the world. They just have to leave her with enough harm
for her father to know it wasnt an accident. If the runners intercede (which they probably should,) the Vory immediately and
relentlessly focuses on them instead. They know Tegami isnt the
threat that a team of trained runners is.
HARD DATA
These Vory thugs arent fooling around. They wont stop until
theyve caused at least four boxes of physical damage to Tegami.
While they can be stopped the old-fashioned way, they might
also be talked down. Theyll try to take shots if they cant get in
close, but a good threat, backed up with a few warning shots,
might just do the trick. A runner so inclined can make a Intimidation + Charisma [Mental] Opposed Test, against a dice pool of
7 to represent their group Willpower. If they beat the Vory team,
the Vory will cut their losses and flee.
MISSION SUCCESS
True mission success means getting Tegami out unscathed. Five
thousand nuyen each was the agreed-upon terms, but for every
level of physical damage on Tegami, Mr. Johnson reduces their
earned amount by 1,000 nuyen apiece. If they argue the point,
hell tell them hell be glad to set up a meeting with Yamada so
they can discuss their displeasure. Hell stress that they probably
dont want to go that route. If she comes out unscathed, Yamada
might also look to them for future work, since they have a proven track record for success under pressure. The adventure awards
each runner with 4 Karma5 if Tegami was completely unharmed.
EDG
ESS
6.0
Human (Ghoul)
5 + 1D6
10 / 9
Physical 4, Mental 4, Social 5
0
Blades 2, Infiltration 5, Palming 2, Perception 3
Natural Weapon (Claws, Reach , DV 4P, AP )
Meta Link commlink (Device Rating 1)
Scalpel [Blades, Reach 0, Acc 7, DV 3P, AP 1]
Claws [Unarmed, Reach 0, Acc 4, DV 4P, AP 2]
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Powers
Gear
Weapons
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Qualities
Gear
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
EDG
ESS
6.0
Ork
5 + 1D6
11 / 11
Physical 6, Mental 5, Social 5
9
Con 3, Etiquette (Criminal) 3, Intimidation 2,
Negotiation 1, Pistols 2, Running 2
Armor vest
Fichetti Security 600 [Light Pistols, Acc 6(7), DV 7P,
AP , SA, RC (1), 30(c), w/ concealed holster, 300
rounds regular ammo]
XUE
Gear
Weapons
JIANGUO
assumed that if he were the face, people could only assume that
the gang was full of terrifying monsters.
Paulie forces a bit of uneducated Italian through his overbite.
When talking to Tegami, hell ask her for a pompino (a blow job.)
Anyone that gets in his face is a leccacazzi (a cocksucker).
EDG
ESS
6.0
Human
6 + 1D6
10 / 9
Physical 4, Mental 4, Social 4
0
Escape Artist 3, Infiltration 4, Palming 3, Perception 2,
Running 2, Shadowing 2, Unarmed Combat 3
Blandness
A makeshift and nondescript listening bug,
about 1 cm in diameter
PAULIE
Paulie was hit hard by the ugly stick. But its okay, he made up for
it by hitting the rest of the world with his own sleaze stick. Hes
overweight, he stinks, hes usually more than a little drunk, and
hes overcompensating. From his terribly gelled comb-over to
his gaudy gold chain jewelry, Paulie does nothing halfway. Why
he was chosen as the face of his gang is unknownmaybe they
Xue is wiry, small, and well-toned. In her eyes, she has the marks
of a physical genius. She always cases her surroundings for escape routes. She keeps an eye on trigger fingers. Shes quite the
competent young Chinese elf. For the sake of her job as a sniper,
shes dressed in black fatigues. Shes a Triad assassin, an investment in bioware and training both. If discovered and the mission
is compromised, escape is her first instinct.
B
EDG
ESS
8 (11)
3 (5)
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Augmentations
Gear
Weapons
Elf
6 (8) + 1(3)D6
10 / 10
Physical 5, Mental 5, Social 4
9
Climbing 2, Escape Artist 3 (4), Gymnastics 3,
Infiltration 4, Longarms 7 (8), Perception 4, Running 3,
Shadowing 2, Survival 2, Unarmed Combat 3
Enhanced Articulation, Muscle Toner 3, Reflex
Recorder (Longarms), Synaptic Booster 2
Urban Explorer Jumpsuit, Hermes Ikon commlink
(Device Rating 5), Contacts (smartlink)
Parashield Dart Rifle [Longarms (shotgun range), Acc
6 (8), DV as Drug/Toxin, AP , RC , SA, 6(m) w/
smartgun system, gamma-scopalamine darts]
Note: Xues rifle is loaded with darts filled with gamma-scopalamine. If a dart
hits a character and the DV penetrates the characters armor (does damage), the
DV applies and the character rolls Body against the Toxins Power of 12. When
they are hit with one of the darts, characters must make a Body + Willpower
Test. Each hit reduces the Power of the toxin. If the Power remains higher than
the targets Reaction, the character is immediately paralyzed, unable to take
physical actions for one hour. Additionally, the targets Willpower is reduced by 3
(minimum of 1) for three hours, as the toxin acts as a kind of truth serum.
37
GOING INSIDE
INTRODUCTION
Goin Inside is a progression from the previous adventures, and
a chance to flex your gamemastering muscles. Instead of providing a clear, linear progression for the story, going from scene
A to scene B to scene C, this adventure offers a detailed location, and the scenario that gets the runners there. The adventure touches on infiltration, security, and hacking. The location
is a mid-sized corporate building, The Slater Building, home to
a number of corporate subsidiaries. In particular, Renraku Components Group, a subsidiary of Renraku Computer Systems, is
located in the Slater Building. Mr. Johnson hires the runners to
break in, steal an object, and leave a dummy object in its place.
The only scenes directly presented are the job offer and the
payment meeting. Besides that, youre given enough information
about the Slater Building to approach most methods the players
will use for the job, including the time of day, the different types
of security, and even the various other companies that claim The
Slater Building as their site.
In an adventure like this one, youre acting in less a proactive
manner, more in a reactive manner. Instead of throwing the plot
at your players, you hand them a seed, and they throw actions
at you. Your job is to react to those actions, to help their bobby
pins turn the tumblers of your adventures locks. Feel free to take
ownership of the adventure, though. If you think of an interesting
addition to The Slater Building, add it.
The other three businesses dont receive the same amount of
attention as Renraku for no reason other than the fact that theyre
not the actual target; theyre modular. Take them out. Add something else. If you want to add the headquarters for a multinational ice cream manufacturing conglomerate, go for it. Imprint your
personality on the building, and itll shine through. In this type of
adventure more than any other, your familiarity with the location
is going to make or break the game. So get intimate with this section. Learn it. Love it!
38
introduction >>
THE BACKSTORY
As mentioned before, Renraku Components Group makes optical components. A particular experimental lens has garnered a
bit of underground attention. Its ability to transmit digital information by laser over long distances could be very valuable. The
patron of this mission has a hot buyer offering a hefty sum for
the prototype. While he thought he might be able to purchase a
prototype, he was wrong. Renraku is hush-hush about it.
He managed to get a security guard to scan the containment unit, so he could build a replica. However, Renraku caught
the officer in an embezzling scheme, so he no longer has access to the prototype. Our patron wants this lens, and wants it
badly. He connected with Mr. Johnson in order to hire out the
gig. The job is to break in, steal the prototype, and to replace it
with the replica.
HARD DATA
Hes talking out his ass. If the runners push the issue, hes actually budgeted 50,000. While youve clued them in with the readaloud text, they might take it further. If the players ask if hes
lying, they can test to see. Mr. Johnson and the runners make an
Opposed Con + Charisma [Mental] (7 dice, 4 limit) vs. Con + Intuition [Mental]. If the runners tie or beat Mr. Johnson, they suspect hes lying. If they wish to push the issue, they can make an
Opposed Intimidation + Charisma [Social] vs. Charisma + Willpower [Social] Test (Mr. Johnson has 5 dice and a limit of 4), or
an Opposed Negotiation + Charisma [Social] Test (Mr. Johnson
has 8 dice, limit of 4) against him to convince him to part with an
additional 5,000 nuyen per net hit.
PLOT HOOKS
The adventure assumes the players accept the job. If they dont
immediately, its your job to incentivize them. Let them know
what kind of reputation this can build for them. Remind them
that they need to maintain their styles of living unless they want
to fall into squalor. Assuming theyre not already there.
OPERATING HOURS
The building opens at 6 a.m. and closes at midnight, though the
doors are locked until 8:30 in the morning, and locked again at 6
p.m. During those times, the doors only open with employee badges. Between midnight and 6 a.m., only a security badge will open
the doors. On weekends, doors are closed, but between 8 a.m. and
8 p.m., the doors are accessible to those with employee badges.
MUNDANE SECURITY
The Slater Building subcontracts security officers from a local
firm. The agents arent exactly elite, but have good work ethics. All pass rigorous and frequent background checks. During
prime working hours, eight officers are on staff. Overnights and
weekends, there are only two. Use Corporate Security, and if
appropriate, Corporate Security Lieutenant, p. 70.
While there are more security officers during the day, there are
also more employees. This means attention is far more divided. At
night, the two officers on duty have little to draw their attention
away, so theyre actively looking for problems.
All day, two officers staff the central security desk, keeping eye
on a series of sixteen dedicated monitors. The others patrol rigorously, responding to any concerns with alarming efficiency. In
the off hours, one officer operates the main desk monitors, while
trading off with a patrol officer. However, at night, the officers arent always diligent. Sometimes, theyll make mutual agreements
39
HARD DATA
Hacking the security system node takes a few steps. It involves
the Matrix Attributes of the system (noted in sidebar.) To initially
crack into the host the hacker will need to make a Hack on the
Fly action and roll Hacking + Logic[Sleaze] vs. Intuition + Firewall
to generate a mark. Once a single mark is achieved the hacker
can access the host and begin hacking devices slaved to the host
such as the cameras, doors, locks, etc. Remember to track the
hackers Overwatch Score, though once they are inside the host
GOD will leave them be until they are back on the grid.
Alternately, runners might use some social engineering, intimidation, or other methods to gain access to the security systems.
If these steps are used, the host access might not be necessary.
SLATER SECURITY
SYSTEM HOST (RATING 3)
ATTACK
SLEAZE
DATA
PROCESSING
FIREWALL
MAGICAL SECURITY
The main building doesnt have much in the way of magical security. Its only serious measure is a substance known as Biofiber
within the walls. The Biofiber keeps out astral snoopers, or at
least deters them (see Hard Data, below, for more details). The
businesses within, with the exception of Renraku Components
Group, arent too concerned about magical surveillance. They
arent conducting decidedly secure or shifty activities.
HARD DATA
If a character attempts to enter the building astrally anywhere
other than a doorway, or assigns a spirit to do so, the Biofiber
acts as a barrier. Treat it as you would any other barrier, except
it exists astrally. It has an Armor and Structure score of 5 each.
Astral characters can attempt to pass through the barrier with a
Magic + Charisma Test against the barriers 10 dice. If the character scores more hits, they can pass through; for every additional hit, they can pull through an ally.
40
CALLFRIENDLY
CALL SERVICES
Callfriendly Call Services, LTD, is a company that exists only
through subcontracts. They telemarket, they handle collections,
they solicit campaign donations, they do anything involving
telecommunication that a company doesnt want to hire employees for themselves. Callfriendly is the biggest employer in
the Slater Building.
They deal with far more sensitive information than they should
be able to safely. Their telemarketing programs deal with account
numbers. Collections deals with SINs. Campaign programs know
more about political campaigns than their clients are comfortable
with. In fact, a call center like Callfriendly is a hotbed for enterprising criminals. Shadowrunners are probably the least of the illicit
activity going on here.
MEDCO DIAGNOSTICS
Medco Diagnostics hires a few radiologists part-time, a number
of nurses, some coding staff, and a bank of billing agents. They
dont have a clear mission statement; they do a little bit of everything. Most of their money comes from corporate drug testing
contracts; local businesses send hundreds of potential employees to Medco every week. As well, they handle radiological and
laser diagnostics, outsourced from overworked doctors all over
the Seattle area. Theoretically, this means theres a lot of expensive equipment inside. But most is outdated and ill-kept, even if
someone stole the stuff, itd be hard to fence.
One of their other lucrative businesses is selling samples and
data. If a company wants to know what Drug X does to the average patient, Medco Diagnostics will put classified ads out that
offer a small chunk of cash for medical testing. A person comes
in, fills out a minor questionnaire, has a brief physical, and takes a
drug. Then, they come back in a week or two to fill out a second
questionnaire. They then get a small payment for their time. The
other end of that is vital fluid donation for bioware usage. Theyll
take vitreous and aqueous fluids for a healthy sum; bone marrow
and blood platelets are relatively valuable as well. These items sell
for quite a bit on the black market.
MANDY STAFFING
Mandy Staffing handles professional staffing throughout Seattle. Companies pay them ludicrous amounts to find employees,
then they go through all the trouble of interviewing them, hiring them, and giving them basic training. They tend to be better paid than the employees they find. Mandy has offices all
over the region; this particular office only handles a select few
employees. Mostly, this is the acquisitions and administration
headquarters. The total pool of employees is about twenty, but
they often have guest speakers come in to teach seminars for
their temps.
THE BROOM
CLOSET BUSINESS
Along the back wall between Mandy Staffing and Renraku Components Group is a walk-in closet. Its an extra janitors closet,
but not needed for supplies. Slater Group leaves it alone. Since
its not being used, the security guards lease out the address
as 122, Suite E. They receive mail for occasional pickup. Their
current lease is with a group of Mafiosi who use the address for
a front business. So theres a placard on the door labeled Dial
Away Desperation. On paper, the business is a helpline for suicidal people.
Runners could locate this additional business with a Matrix
search, rolling a Computer + Logic [Data Processing] (3) Test, and
notice something is amiss in that the number for the helpline is
not easy to find, and calling it results in a recorded voice saying
only Leave a message after the beep.
RENRAKU
COMPONENTS GROUP
SCAN THIS
Renraku Components Group is often referred to as Boring HQ
by central Renraku employees. When accounting and auditing
staff have to visit this office, they grumble and bitch around the
water cooler for the next day or two. Its not that Renraku Components Group has any specific problems; its just out of the way,
drab, and full of people that dont have social lives. While the
main compound is still full of technical wizards, theyre the rock
stars of the computer technology world. Renraku Components
Group employees are nerds slaving over heavy machinery, making components that are never newsworthy.
Renraku doesnt hire extra security, because this office isnt
the height of security risks. But while they lean on the contractors
that handle the building at large, they did equip their office with
heightened security measures, both mundane and magical.
MUNDANE SECURITY
Renraku is the only business in the Slater Building that has employee-specific locks. That is to say, if a person can get into the Slater
Building, they can get into any of the other three companies offices.
Doors at Renraku are armed with alarms, and use a tougher
badge system with motion detectors. So if someone tries to slip
in as a badged employee, alarms will sound. The act of hacking
these systems is similar, only tougher.
To initially crack into the system the hacker will need to mark
the host. With 1 mark they can then enter. They will need to stay
hidden (running silent recommended) and can then make more
Hack on the Fly actions rolling an Opposed Hacking + Logic [Sleaze] vs. Intuition + Firewall to gain marks on the devices.
All of the devices inside the host are slaved to the host and can
therefore use the hosts Firewall in place of their own but still use
their own Device Rating in place of attributes. Dont forget to keep
track of the hits on the defense tests to keep track of the hackers
Overwatch Score as they work their way through the system and
the devices, but remember they are inside a host. No GODsmack
until they leave the host.
Renraku employs pressure pads in the main lab area. If any
weight of five kilos or more enters the lab area without a valid
access code (possibly hacked into the security system during entrance,) all doors lock immediately, and Renraku and the security
guards are alerted.
Lastly, there are cameras in every main area. Enterprising runners can find a path without being filmed, or the hacker can try
to hack every camera, but its difficult. In fact, its so difficult it
might not even be worth it. Make it sound daunting. Give them
the temptation of a good, old-fashioned smash and grab.
Hacking the cameras requires a mark first and then an Edit File
action to change the footage.
41
INFILTRATION
RENRAKU SECURITY
SYSTEM HOST (RATING 7)
ATTACK
SLEAZE
DATA
PROCESSING
FIREWALL
11
10
MAGICAL SECURITY
Biofiber protects the walls from astral spies, exactly in the same
way as the rest of the building. As well, two barghests (see Rules
of the Street, p. 84) patrol the halls of the building for both astral and physical intruders. However, they are hardly intelligent,
and act more as attackers and deterrents than alarm systems.
Informed runners can easily avoid detection by simply avoiding
their patrols. The two are constantly together, and will only part
if forced.
RENRAKU EMPLOYEES
Renraku Components Group employs about fifty people between its various departments. Its pretty roomy, even considering the fact that the storage area goes largely untouched.
On one hand, there are enough employees that not everybody
knows everybody. On the other hand, everyone has a very specific job. So if youre trying to lie, its difficult. While everyone
doesnt know everyone else, they have at least a passing familiarity with the basic departments. A stranger wont be able to
pass as an RCG employee without at least minimal research. The
office tends toward business dress, but theres no dress code,
and many employees spend their time in unwashed t-shirts.
Renraku focuses on results, not appearances.
The office has a head manager, who presides over an administrative manager, a manufacturing manager, and a lab manager.
This crew of four managers handles all the day-to-day supervision. Theyre all upward-interested corporate types, and all would
be more than willing to sabotage someone elses career for a
chance of promotion. This could serve the runners well.
Your average employee is paid well, but under recognized. Almost everyone is college educated, and experienced far beyond
their job titles. While most arent unhappy, per se, theyre not excited to go to work every day. They dont see the big picture for
Renraku or receive any of the accolades their company sees regularly, despite integral roles.
42
AREAS OF INTEREST
Renraku Components Group has a very simple layout. With minor geographical designations, the office is split into a manufacturing sector, an administrative sector, a storage sector, and
the lab. The administrative sector is the face of the business. The
only entrance opens into the administrative offices, showing off
two flashy secretaries attending a high-tech desk with plenty of
flashy colors and advertisements.
MANUFACTURING SECTOR
The manufacturing sector only performs a small amount of actual manufacturing. Its also where the IT departments been
spirited away. The manufacturing department develops limited components, gaskets, widgets, and the like. Most of these
parts go into the more advanced technologies developed in the
lab. On-site manufacturing guarantees secrecy in development,
since nobody knows what items are actually being crafted, and
information on purchased components cant lead a competitor
to better compete.
This sector has the most disenfranchised employees. These
are the lowest in the office, often seen as hermits and outcasts.
They dont participate in water cooler gossip and they dont get
invited to office parties; theyre seen as a necessary stain on the
otherwise pleasant office. This means these employees are most
likely to betray coworkers, and theyre the most likely to look the
other way when someone comes in to mess things up.
ADMINISTRATIVE SECTOR
The administrative sector is where the most highbrow workers
are. Theyre educated professionals, and feel that theyre the
grease that keeps the gears moving. Theyre the gossips. Theyre
the political sharks. They look around every moment for an opportunity for one-upmanship. Its not always for career reasons,
its just the nature of people in a small corporate office. Most importantly, you could be a pregnant man and be the last to know
in a place like this. These people are in everyones business to
a fault. These people greet newcomers furiously, with hopes of
making new political allies, and secretly to make new rivals. Anything to keep corporate life from being so boring.
STORAGE SECTOR
The storage sector is both the largest part of the office, and the
least secured. It has hard locks, but otherwise rarely sees employee eyes. Maybe once or twice a week, the tech staff will go
in for a supply run. The office secretary makes a Friday trip to restock office supplies for most of the employees. Other than that
the place is a ghost town. Janitors dont make it in there because
its quite tidy.
A few years ago, there was some controversy when a secretary found herself stuck in the storage room. She was stuck
all weekend with no outside access. Monday of the next week
passed, nobody bothered to check. Tuesday passed. Wednesday
passed; she didnt call out sick for three days and was fired. Thursday, they found her corpse. Adventurous gamemasters may want
to use a spirit of man that is haunting the place to add more questions to the runners minds.
VENTILATION SYSTEM
Some runners will inevitably look to the ventilation system to
enter the building. This is a valid entrance, but not nearly as easy
as it sounds. For one, the only external vent is on top of the
building. Additionally, despite what the trid pulps will tell you,
air vents arent made to support adult weights. A small drone or
a particularly slender elf could fit, though.
If the players decide to use the vents, make it difficult. Glitches
should be disastrous. They should expect to fall at inopportune
times unless theyve planned well. Also note that the vents dont
have direct lab access, since the lab has to have airtight capabilities for vacuum functions.
THE LAB
Paydirt. This is the tiny room the runners want to get into. Its
airtight, with a smaller, glass-walled room used for generating an artificial vacuum for better lens crafting conditions. Its
packed tight with gizmos, gadgets, and all manner of things a
technophile would wet his pants over. Its pristine, the cleanest
room imaginable, since a single piece of lint could throw off lens
manufacture. Only lab technicians and managers have access,
THE LENS
The lens is in a small containment unit that looks identical to the
soda can-sized object they were given. The goal was to replace
it. While its on an electronic pad that keeps the containment
unit cold and completely inert, its not secured in any other way.
However, if the canister is replaced and nothing else is removed,
employees will quickly realize the ruse. Confronted or apprehended characters will be searched for the canister. If they steal
other objects, employees will assume it was just a general robbery for some quick fencing.
MISSION SUCCESS
Success means getting the canister out, replacing it with the
dummy. It doesnt matter if the runners are caught, since acquisition is the only true goal. Mr. Johnson will pay up the before-mentioned amount. Not only that, but hell offer a follow-up
mission (in the form of Snatch and Grab.) If they were seen or
otherwise found out, hell give them a bit of guff, but nothing
overwhelming. So long as they got the container, hes pleased.
As well, the runners each receive 5 Karma. Award one additional point to each player that came up with a particularly brilliant
plan, or who put their characters life on the line during the job.
The possibility exists that the runners made contacts with employees at Slater, in any one of the businesses, or even the security guards. If so, they are awarded those contacts.
43
SNATCH
AND GRAB
INTRODUCTION
In this final adventure, characters follow up the mission in Goin
Inside. While you dont actually have to run Goin Inside first,
theres an easy and direct link between the two missions. In this
mission, the runners receive an assignment to kidnap a scientist. Unbeknownst to the runners employers, the scientist has a
girlfriend and a child that live with him. The goal of this mission
is to showcase the lifestyles of the wealthy in Seattle, and to introduce the kinds of moral choices that shadowrunners face. Will
they hurt the mans family? Will they bail on the job when they
realize hes a father?
The mission itself is straightforward. Its a medium-security home, with limited live personnel keeping an eye on it. The
runners just need to enter and get Doctor Lesko out. They might
sneak and get him in his sleep, or they might go heavy-handed,
smashing in the door and grabbing him. The important aspect of
this mission, though, is his family. So while the path to get there is
simple, the arrival is rough. Youll get a number of suggestions as
to how to build tension and make the players think.
Spend some time familiarizing yourself with the three main
NPCs: Doctor Kevin Lesko, his girlfriend, Veronica Westerland,
and their son, Kevin Junior. Playing them well will add to the gravity of the scenario. If the players take it heavy-handed and dont
concern themselves with the morality of the situation, youll have
some nice options for bringing the hammer down for their transgressions and making them really feel like theyve done something wrong.
THE SET-UP
SCAN THIS
Run Type: Extraction
Setting: The Olivian Building, a posh condominium center in
downtown Seattle.
Time: Encouraged to take place at 2 a.m.
Weather: Cold. Stormy. The kind of weather you dont want
to find yourself climbing a skyscraper in.
Sprawl Sites: The following Sprawl Site maps might be useful in this adventure: Luxury Hotel (used in place of the
home).
The client, either in the events of Goin Inside or outside of
game time, procured a piece of experimental technology from
Renraku Computer Systems. When trying to sell it, he realized
44
Introduction >>
VERONICA BISEK
Any time Veronicas around her family, her mother says, You
couldve married a doctor! Veronica always responds, Im already with a doctor. Her mother throws her hands up and looks
around to whoever will listen. But hes not a real doctor; he
doesnt work in a hospital. Hes a scientist. You should have done
like your cousin Josie. Brians an attorney. Hes going places. Besides, Kevin hasnt put a ring on your finger. Hes holding out
KEVIN JUNIOR
Kevin Junior uses his mothers last name, Bisek. Since his parents
arent married, they agreed thatd be the smarter path. Hes eight
years old, and almost the opposite of his namesake father. Hes
athletic, the star of the companys little league team. Hes a bit
of an underachiever in school, but not to the point of being a
delinquent. Hes a good son, almost too empathic, though. He
knows his mother stresses over being cooped up. He knows she
cant stand being away from Kevin so much. He bears more than
a small amount of resentment to his father for the way his mother feels, but he still loves the man unrepentantly.
WHY NO STATS?
Youll notice no stats for Doctor Lesko, Veronica, or Kevin
Junior. This is intentional. The NPCs wont offer a significant
resistance in game terms. Their power comes in the form of
their role-play value. If theres a need for statistics, assume
Doctor Lesko has a dice pool of 6 for most tasks. If its sciencerelated, hell have a dice pool of 10. Veronica has a dice pool of
4 for most things. Kevin Junior only gets 2 dice.
If it comes to blows, Doctor Lesko might try to fight back,
but hell offer no significant resistance. In fact, if the runners
decide to attack him or his family with a lethal weapon, you
might consider allowing for a one-shot kill. Show them how
fragile human life is. Its a simple truth: the runners are violent
criminals, the Lesko family are not. With a single trigger pull,
they can devastate lives.
MOVING FORWARD
Assuming the runners accept the deal, and thus the mission,
they only have one real step ahead: go and get Lesko. Of
course, they might decide to look into Lesko a little. Let them
make Matrix searches. This is a Computer + Logic [Data Processing] (1) Test. Lesko has very little public record information. He went to Princeton. He had a 4.0. His only address in
his adult life was his parents home in New York, besides his
current address. He was mentioned in a local e-zine because of
his participation in a softball team. Thats it. Lesko lives a boring
life on paper. To be fair, some might consider his life boring in
practice.
45
SECURITY GUARDS
The security guards are nothing but speed bumps, if it
comes to blows. They wont fight, except to protect themselves
or with extremely mitigating circumstances. If they see
intruders, particularly shadowrunners, theyll alert the police.
If you need to make relevant checks for the guards, they have
4 in most dice pools.
Veronica and Kevin Junior stay home almost all day. Kevin Junior attends school virtually. Once a week, the family has a night
out. Sometimes, Veronica takes Kevin Junior out to shop, but its
rare. Most of her shopping is done in the Matrix. Shes a bit of
a shut-in, because shes not entirely comfortable with the other
wives with husbands sharing hers pay grade.
GETTING IN
Getting in isnt as hard as it sounds. The outside balcony windows
arent locked; Veronica and Kevin dont assume theres any real
danger. The balcony ledge is high enough to keep Kevin Junior
from falling. The front door has a lock, but its a simple, old-fashioned key lock (Device Rating 2). Roll a Simple Lockpicking + Agility [Physical] (2) Test. Oftentimes, they dont even bother to lock
it, since theyre on a floor only accessible if security approves the
46
trip. Of course, getting security to look the other way while a runner presses the button isnt too hard. The ventilation system, while
not comfortable, could fit an adult with little issue.
HARD DATA
You should toss a couple of tests at the players. Youve run quite
a few by now, so improvise a little. Use the skills youve learned
in the previous missions. It shouldnt be too tough. In fact, it
might be deceptively easy. If theyre trying to trick the guard,
use an Opposed Con + Charisma [Social] vs Con + Intuition [Social]. If they threaten, use an Opposed Intimidation + Charisma
[Social] vs. Charisma + Willpower [Social]. If they use stealth, use
an Opposed Sneaking + Agility [Physical] vs. Perception + Intuition [Mental].
THE FAMILY
SCAN THIS
Unless the runners make a special effort to break in when nobody is home, at least Veronica and Kevin Junior will be home.
REACTIONS
If hes not silenced, Kevin Junior will panic. He understands
the way the family works. He knows what will happen. He also
doesnt want to lose his father. Hell beg for the runners to leave
his father alone. If he gets the chance, hell even smash a vase
over one of their backs. Of course, this wont hurt, but itll show
his fervor for his family.
Veronica pleads. She cries openly. She says she cant raise
their son alone. She says theyll give money, theyll do whatever
it takes. Shell snap at Kevin, telling him that she knew this would
happen with his job.
Kevin just insists that they not hurt his family. Hell offer money, hell offer security passcodes for Renraku, hell offer whatever
he can to stay safe. If the runners tell him hes not going to be
killed, hell flat-out say that he knows he will be, once hes outlived
his usefulness.
While Kevin might not come up with this idea (hes a little panicked), once Veronica sees that the runners are intent on taking
Kevin, she pleads with them to take her and Kevin Junior along
too. She says crazy, impractical things, like maybe the two of them
could hide in luggage or something, but in her ravings is the germ
again, and that the client is going to be furious, since now they
know his agenda. Hell explain that now Lesko must be killed,
which will muck up the whole affair.
RESULTS
CONTINUATION:
PROTECTING LESKO
If the team takes Kevin and doesnt hinder Veronica or Kevin Junior, theyll alert the police immediately. The police wont show
up quickly, though. Theyre hardly reliable. If the team seriously
hurts Veronica or Kevin Junior, Kevin will not cooperate. Hell lash
out, painlessly of course, but he wont make their job easy. If he
escapes or is otherwise not turned over to Mr. Johnson, hell do
everything in his power (read: spending quite a bit of money, and
pulling favors at Renraku) to get back at their assailants.
No matter the results, if anyone is hurt or captured, and
there are any witnesses, Renraku will launch a campaign to
hunt down the runners (if youd like, you can use Extraction
Team Four from the end of this adventure against the runners.)
Doctor Lesko is a valuable asset. Renraku cant let it be known
that their assets are viable targets for petty criminals. While it
wont occur immediately, Renraku will send extraction teams,
other runners, and all manner of problems the runners ways.
This could jump into a further Shadowrun campaign if your players are interested.
MISSION SUCCESS
Mr. Johnson gives the runners a location to drop Doctor Lesko
off. Its an old warehouse, where a team of goons meet him with
a van. Mr. Johnson is present, ready to render payment and wrap
up. On the positive side, if the runners abduct Lesko, they get
paid. On the down side, theyve made an orphan (or worse) of
a young child, and destroyed a family. Mr. Johnson explains that
they should consider laying low for a while as well, since Renraku is tight on their tails. The runners get the full 100,000 nuyen
payment, and also 2 Karma apiece.
If the runners abducted the whole family and Mr. Johnson
learns about it, he is not pleased. He was expecting one person,
now he has three. Thats going to take extra resources to take
care of them, and he intends to take it out of the runners payment. He gives them a simple choiceeither get rid of Veronica
and Kevin Junior immediately and permanently, or accept only
half of the intended payout. This results in half the cash (50,000
nuyen), but they should get 2 extra Karma in return, for a total
of 4 apiece
If the runners extract Veronica and Kevin Junior but keep them
hidden from Mr. Johnson, thats great, because it sets up their
next missioninfiltrating Kevins new home and secretly putting
his wife and son at his side. Karma and cash rewards should be
the same as a normal, successful mission; getting extra Karma or
nuyen will depend on how good of a job they do getting Kevins
wife and son safely home.
So the runners failed the mission? Assuming that they knowingly let Lesko go, its probably because of some form of sympathy.
Now, theyre aware that Lesko is marked for death. If they inform
him, hell offer them a contract for protection. Hell offer the
same 100,000 nuyen that Mr. Johnson offered to abduct him.
If they take the job, theyll be on contract only for a couple of
days, at which time a team of shadowrunners called Extraction
Team Four will attempt the runners previously assigned duty.
Tactically, they should do almost exactly what the runners did,
initially. This way, it can be quickly resolved and the runners will
recognize the behavior. More importantly, your players will have
their minds fresh on what they did, so itll come naturally to them
at the table.
STRATEGY
What the team lacks in smarts, it makes up for in drive. They
want to be famous. They want to be feared. Their typical strategy is simple: Ripley keeps her distance and launches bullets at
offenders, while Alleycat rushes in and smashes into the fray directly. Fluid stays back, firing a shot or two if needed, or using a
spell if he has something applicable. Turbo avoids fights the best
he can, but isnt afraid to fire a gun if the attention is on Alleycat.
Fluid and Turbo really find their value in side work, investigating and doing recon in relation to their specialties. But since the
group is so small, theyre expected to come along on any major
runs, regardless.
USES
In addition to their listed use as a team for kidnapping Lesko if
the runners refused, they can be used any time you need a team
of runners for the campaign. For example, if Renraku decides to
take out the runners, XTF might be those assassins. Or if you just
want to throw some interesting speed bumps into the plot at any
point, they could be such a bump. While the temptation is to just
use a group like this as a combat encounter, they could also act
as allies or rivals, working with or against the runners at various
times. They each have personalities mentioned in their stats; use
them at your leisure.
47
ALLEYCAT
Ripleys been around the block. Shes been doing freelance work
down in Bogot, handling some of the conflicts with the locals
for Aztechnology. While shes young, shes seen quite a bit of
action. Shes dark-haired, fit and energetic; she would probably
make a fairly good fashion model were it not for the large scar
down the right side of her face from a bad bet with a troll a few
years back.
When on the job, shes all business. Success is the most important thing in the world to her. If she has one major personality failing, its that she builds associations too quickly. While she
doesnt trust many people, she gets close to them very easily. After a few meetings, she treats most people, friend or enemy, as
old war buddies.
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
48
EDG
ESS
6.0
Elf
7 + 1D6
10 / 10
Physical 5, Mental 4, Social 5
9
Armorer 3, Automatics 3, Blades 3, Demolitions 2,
Intimidation 1, Leadership 2, Longarms 3, Heavy
Weapons 2, Negotiation 3, Pistols 4, Unarmed
Combat 3
Armor vest, Hermes Ikon commlink (device rating 5)
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
Katana [Blades, Reach 1, Acc 7, DV 6P, AP 3]
Ingram Smartgun X [SMG, Acc 4(6), DV 8P, AP , BF/FA,
RC 2, 32(c), w/ 2 spare clips, 320 rounds regular ammo]
Ranger Arms SM-5 [Sniper Rifle, Acc 8, DV 14P, AP
5(9), SA, RC (1), 15(c) w/ 15 rounds APDS ammo]
4 (6)
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Augmentations
Gear
Weapons
EDG
ESS
5 (7)
0.08
Human
7 (9) + 1(3)D6
10 / 10
Physical 6 (8), Mental 4, Social 3
12
Blades 4, Climbing 2, Gymnastics 3, Perception 3,
Pistols 3, Running 3, Unarmed Combat 3
(All alphaware) Wired reflexes 2, cybereyes [Rating
3, w/ flare compensation, image link, low-light vision,
smartlink, thermographic vision, vision enhancement
3), cyberarm (left, obvious, Enhanced Strength
2), cyberarm (right, obvious, Enhanced Strength
2), cyberleg (left, obvious, Enhanced Strength 2),
cyberleg (right, obvious, Enhanced Strength 2)
Armor jacket, Hermes Ikon commlink (device rating 5)
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
Katana [Blades, Reach 1, Acc 7, DV 8(10)P, AP 3]
FLUID
TURBO
Fluid got with XTF because they didnt bleed him dry. He ran with
another group a while ago who treated him as a slave and a onetrick pony. Fluids a college-educated sorcerer, more interested
in why magic works than what it can do, and Ripley respects
that. For that reason, Fluid respects Ripley. Hes a bit of a coward, mostly running because its the only job he can see himself
doing without too much legal intervention into his studies. He
considered working with the corps, but they would do exactly
what he hates with his talents.
He doesnt like killing, and hell try to curb the team from doing it at all costs. This pacifist streak can be exploited, but it might
also make him hate particularly ruthless runners.
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Spells
Gear
Weapons
Human
7 + 1D6
9 / 10
Physical 3, Mental 6, Social 6
12
Assensing 3, Conjuring 1, Perception 2, Pistols 1,
Sorcery 1
Armor [Type: P; Range: LOS; Duration: Sustained; Armor
equal to hits scored, cumulative with worn armor)]
Confusion [Type: M; Range: LOS; Duration: Sustained;
1 dice pool modifier to target per hit]
Fling [Type: P; Range: LOS; Duration: Instant; Damage:
2]
Ice Sheet [Type: P; Range: LOS (Area); Duration:
Instant; crossing ice requires Agility + Reaction
Test, Threshold equal to hits, to avoid falling]
Light [Type: P; Range: LOS (Area); Duration: Sustained;
each hit counters a 1 die visibility penalty]
Stunbolt [Type: M; Range: LOS; Damage: (equal to hits)
P): Duration: Instant]
Armor jacket, Hermes Ikon commlink (device rating 5)
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
Ork
10 + 1D6
10 / 10
Physical 6, Mental 6, Social 4
9
Cybercombat 4, Electronics 2, Electronic Warfare 4,
Hacking 3, Perception 2, Pistol 1
Microtronica Azteca 200 cyberdeck (5 4 3 2, w/
trodes, Baby monitor, Signal Scrub), armor vest,
Hermes Ikon commlink (device rating 5)
Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP 1,
SA, 15(c), 60 rounds regular ammo]
49
EXTRA CREDIT
As you or your players become more ambitious, you might
want to stretch your gamemastering skills. Perhaps you want to
turn these adventures into a campaign, a long series of related
events. Or maybe you just need some extra advice on how to
handle unexpected problems. In this section, we discuss both.
STRAY THREADS
You may notice the Mission Success and What If They Failed?
sections contain brief comments on jobs not mentioned in the
other adventures. Brandeen hiring the PCs to shake down Mel
(from Food Fight) or Reno offering the PCs a chance to retrieve
his package (from Milk Run). You can take these threads, re-use
some of the NPCs listed in this book, and run anything from a
simple combat scenario to a complex character assassination.
Here are some ideas for other future missions.
ADVENTURE SEEDS
1: Since the team knows Tegami so well from Workin the
Streets, the Mafia or Vory hire them to kidnap her on their
behalf. Its not uncommon, after all, for runners to work both
sides. Just as long as they dont make it personal.
2: Renraku may hire the team to steal their lens back from the
Goin Inside mission, or to discover the identity of the Mr.
Johnson behind that particular theft.
3: Renraku might instead hire the team to assassinate Doctor
Lesko.
4: If the PCs succeeded in Milk Run, Reno offers the team a
smuggling job. Since Wrongway screwed up the last job,
Reno cant trust him anymore. But the PCs have more than
proven themselves.
5: Embarrassed after the events in Milk Run, the Kickers come
looking for payback against the PCs.
6: The Food Fight thugs show up again, looking to take down
the PCs in order to save their own reputation.
7: Mr. Johnson from Goin Inside and Snatch and Grab needs
another electronic component from Renraku in order for
Doctor Lesko to finish his work.
8: The Mafia would like the team to find and bring back Nack
Bradley, who skipped out on his debts (and out of sight) after
the Horizon script heist in Steppin Up.
50
CAMPAIGNING
Campaign has two different meanings. The most common definition is a series of individual adventures strung together by
common themes with a big adventure serving as a grand finale. The second definition is a series of unconnected adventures
played by the same group of players or characters over a long
period of time. Some campaigns have lasted for years with the
same group of people.
If you want to string these adventures together, you could
come up with some overarching theme. Perhaps the package
Reno is expecting has something to do with the device Doctor
Lesko will end up building. Horizons new movie could be a front
for an exchange between Reno and the Mr. Johnson from Goin
Inside. You could even add a couple of adventures from the Adventure Seeds table for after all these adventures are run.
Build on knowledge the players gained. Take notes of the
comments they make, the theories they have, and the actions
they take to inform how you want the big finale to end. Perhaps
they need to feel like heroes. If so, give them a bad guy they can
take down. If theyre just looking for the next big score, give them
that opportunity also. Remember, you dont have to end the story.
You can keep spinning out new plots and having fun as long as the
players are interested.
SPRAWL
SITES
SPRAWL SITES
The following section includes descriptions and plots seeds
for the eight sprawl sites found in Alphaware that may be used
for a numerous adventures. Each adventure seed notes which
type of run it is, for ease of reference (Adventure Templates,
p. 12)
Note that many of the entries talk about Structure and Armor
ratings for buildings. Armor works the same way for buildings as
it does for people, and the Structure rating acts as both its Body
rating and Condition Monitor. So buildings resist damage with
Structure + Armor, and have [Structure] boxes in their Condition
Monitor. Once the Condition Monitor is full, youve poked a onesquare-meter hole it whatever it is youve been beating on.
SPRAWL SITES
Catalyst Game Labs published two Sprawl Sites game
aids for Shadowrun, Fourth Edition. The Barren Blocks and
Gambling Den are from Sprawl Sites: North America, while
the Low Income Housing Complex and Train Station are from
Sprawl Sites: High Society & Low Life. While the game stats
will need to be translated into use for Fifth Edition, each of
those game aids contains an additional 6 new maps beyond
those provided here, all of which are perfectly useable for a
variety of game types in Fifth Edition.
MARKET
Makeshift market structures are built from whatever was lying
around at the time that was man-portable (Structure 2, Armor
4); most can barely stand up to a stiff breeze. Security in the
market is based on what each individual can discuss and provide
training for. Most of the merchants have commlinks (Device Rating 2) for transactions, but many simply work in certified cred or
through barter.
GAS STATION
BARREN BLOCKS
Every city has its barrens, blocks of rundown buildings that have
been turned into squatter hovels, runner hideouts, drug houses,
gang bases, and hundreds of other more questionable things.
This little stretch has a smattering of everything. A warehouse
holding a myriad of possibilities, a market that could sell anything from black-market missiles to expired Nuke-It Burgers, a
circle of dumpsters that could be a lodge for an urban shaman or
just a street-kid hangout, an old gas station that might be home
to a makeshift market, a hidden entrance to an underground lab,
or just a lot of fumes and garbage. This block has stories to tell.
This relic from an age where petro ran the world died long before
the neighborhood surrounding it. The building has only stood
this test of time because of its cinder-block construction and
structural integrity (Structure 12, Armor 20). The internal walls
separating the bathroom, back office, storage, maintenance,
and cooler are all just as sound. The windows and door are long
gone, replaced by whatever the current residents have handy to
close the place up, usually wood (Structure 2, Armor 4), plastic
sheets (Structure 1, Armor 0), or thin metal sheets (Structure 6,
Armor 10). Security is bring/make your own, though the building
is still pre-wired for a closed-circuit camera system. The pumps
are long gone, and the tanks are dry.
OLD WAREHOUSE
This building has seen better days. The external walls are sturdy
enough to keep out the elements (Structure 8, Armor 12). The
51
EMPTY LOT
What can I say about an empty lot? Not much. Open to the public
and the elements, it usually hosts gatherings of squatters around
burning garbage drums, open-air brawls, or the occasional cock
or dog-fighting match.
DUMPSTER FORT
A circle of garbage dumpsters could play host to many things.
The dumpsters themselves are sturdy metal shells (Structure 8,
Armor 12) with hard plastic covers (Structure 2, Armor 3). Security is bring-your-own (natch) and based on the current occupants. Ganger kids have no security, but occasionally the dumpster circle turns into the hangout for some urban shamans with
spirit guards (Force 4 spirits of man, 3 services apiece)
MAKESHIFT SHELTERS
Hovels are better than homelessness, especially when you have
the rats to keep you warm. These buildings are all thrown together from whatever was handy. They come in three varieties that
would make the little piggies proud: wood (Structure 4, Armor
6), thin metal (Structure 6, Armor 10), and thick metal (Structure
8, Armor 12). Some of the locals may be armed or have cheap
commlinks (Device Rating 1), but this place has no other security
measures present other than a lack of anything valuable.
52
JUNKED CARS
Left to crumble in the elements, these cars have seen their last
days on the open road. They are used as beds and short term
housing for both two- and four-legged critters. Due to the rust,
the vehicles dont have much structure left to them (Structure 2,
Armor 4).
TYPICAL OCCUPANTS
Squatters, gangers, mobsters, fixers, and just about anyone else
who can be out slumming could end up on this block. The rich
and the powerful, of course, avoid such areas like the plague
they fear they would catch there.
ADVENTURE SEEDS
her abilities. She has called her boyfriend, Johnny Star, who
is actually a loyal company plant pretending to be her boyfriend. Star has informed his bosses and they have sent another team of runners to get Seven back.
Delivery: The runners are contacted by a fixer or Mafia
contact for a quick job. Joey the Hammer Scarpone got
pinched back in 64 right as the Crash was rocking the
world. He ditched his car full of goodies in the barrens and
then got picked up a few blocks away. The car was never recovered, and Joey got sent to the clink on unrelated
charges. Now hes out and wants his goodies but knows
the Feds are watching him like a hawk. He contacts the
runners either directly or through a fixer to retrieve a car
from the barrens. The car has been stripped of the wheels
and most of the running parts, the windows are shattered,
and the electronics have been thoroughly stripped. Joeys
valuables are still present, though, sitting on the seats. The
runners are not alone on this trail. Joey had plenty of rivals,
and the team can run into interference from Feds, gangers,
or other Mafiosi.
GAMBLING DEN
Even though everyone knows the house always wins, gambling is
still a popular way to give away money. Blackjack, slot machines,
craps, and private games (usually poker) are all available here to
deliver hours of gambling thrills and chills. Between bets or waiting for a table to open up, gamblers can spend a little time in the
sports bar and gamble on live games around the world. From betting on the next pitch in a baseball game to placing money on
which urban brawler will go down next, and even sweetening the
payoff with bets on how it will happen, the gambling never stops.
53
TYPICAL OCCUPANTS
During normal business hours (which are 24/7) the gambling
den has a house manager (use Club Owner, p. 64, add Gambling
Odds 4), security manager (use Rent-A-Cop, p. 73, increase
Charisma to 4), two security spiders (use Spider, p. 68), four security guards (use Corporate Security, p. 70), twenty dealers/table managers (use Gambler, p. 6, Contacts, Adventures, Sprawl
Sites), two bartenders (use Bartender, p. 64), between six and
twenty waitstaff/kitchen staff (use Bartender, p. 64, reduce
Charisma to 2) depending on how busy it is, and four accountants (use Corporate Receptionist, p. 66, add Accounting 4).
The patrons present can vary greatly in number;
ADVENTURE SEEDS
54
LOW-INCOME
HOUSING COMPLEX
This place looks like home
to many runners. Theres
an abundance of other
less-reputable neighbors,
no security besides what
you provide, and a sense
of despair that is almost
palpable. Together, these
elements make this place
a miserable pit of filth and
despair, but its a great
place to stay under the
radar. This is a single floor
of a rundown tenement
where the poor go to live
(if you can call it living),
where runners can go to
hang out, where dealers
go to find their clients,
and where cops fear to
tread. Tenement complexes are multi-story buildings, some up to one hundred stories,
that usually consist of multiple buildings where hundreds or thousands of people live in squalor.
squalor. The outer walls of the building and the primary walls of
the apartments are quite sturdy and usually made of cheap concrete (Structure 8, Armor 14). Not the good high-end ferrocrete,
but rather the regular stuff thats still tough to break through. The
walls within each apartment are another story. They are built
with the cheapest possible stuff the construction firms could find
(Structure 2, Armor 4). This same principle goes for the doors
(Structure 2, Armor 4) and their locks (Device Rating 2).
Many of these places were built with wiring for cameras, but
the cameras are long gone; most of the few remaining cameras
are broken. Some places have had some wireless cameras (Device Rating 2) installed on floors where gangs, organized crime,
or runners have taken up residence, giving them the extra security
they desire.
The astral plane around these places should also be noted.
With factors based on the age of the complex, number of residents, and recent activities, the background count can range anywhere from 1 in a newer place or one with fewer residents to 4
in an old building with lots of residents that has recently hosted a
murder. Occasionally a skilled mage with the Cleansing metamagic has cleaned up an area for themselves, and thus the background count is gone, but this is rare.
TYPICAL OCCUPANTS
Low-income people. Okay thats not really true. Anyone can
live in one of these small apartments. Runners (use Low-Level
Runners, p. 74) can be hiding out in a place like this or have it
as their low lifestyle home. The building usually has a custodian
(use Janitor, p. 67) or a landlord (use Slum Lord, p. 67) who often lives in one of the lower-floor apartments. Often an entire
floor of the building or multiple floors are taken by a gang. The
gang may also claim one or more buildings as their turf. Most of
the residents will be average joes and janes living their downon- their-luck lives.
ADVENTURE SEEDS
55
TRAIN STATION
Even though air travel
is the king of long-distance transportation, a
lot of local commuting
and some long-distance
travel happens on the
rails. The station has rails
traveling out in three directions. The opposing
rail terminals are for regular transit away from
the central hub, usually
near the middle of the
city and around the local
area. The odd terminal is
used for international or
long distance travel and
has increased security
measures. While some
train stations are standalone structures, many are the ground floor or a subfloor of taller buildings. These types may have an elevator or stairs up to
the other structure or may require travelers to leave the station
to get to street level. The station may be beneath a casino (use
Gambling Den, p. 53), a hotel (use Luxury Hotel, p. 57), or maybe an office complex.
56
TYPICAL OCCUPANTS
Staff for the station consists of four ticket clerks (use Corporate
Receptionist, p. 66), eight janitors (use Janitor, p. 67), and the
station manager (use Corporate Manager, p. 65). The restaurants usually have four to ten staff members (use Bartender, p.
64) depending on their size, what they serve, and the time of
day. The shops only have one or two clerks (use Corporate Receptionist, p. 71) on duty even during the busiest travel times.
Travelers can be anyone, traveling anywhere, with anything, and
guarded by whatever the hell they please.
The station will also have employees from the trains. Each train
has two engineers (use Spider, p. 68) and one plainclothes security
officer (use Government Security, p. 71) on board. Tickets are electronic and collected via the travelers PANs so the engineers only
work in the engines, and even there they dont do much since most
of the train controls are rigged to the central rail control station.
ADVENTURE SEEDS
Delivery: Mr. Johnson wants the runners to quietly retrieve a package that has been left in locker 111 at Smith
Station. He needs the package ASAP and warns that others may be after the same item. He tells the team that the
other runners may not have the same rules of engagement and may be more obvious and violent in what they
do, but he wants them to keep it low key. There are two
other small teams after the locker. One is a trio of trolls
who call themselves the Boom Brothers (use Top-Shelf
Bodyguards, p. 72). The other group is four very loud
rookies (use Low-Level Runners, p. 74) who think running the shadows is all about looking cool and sticking it
to the man. The rookies will pretty much clear the place
out once they start shooting, while the Boom Brothers
will split their efforts between stopping the rookies and
getting the locker.
Protection: The runners are hired by famous artist Thomas Antonson (use Gambler, p. 66, add Artisan (Painting)
6 (+2)) to act as his private security at Brahmsburg Station. He will be arriving on the 1804 local with his corporate security detail and be handed off to the runners.
He needs to make the 1824 international, where he will
meet his new security detail. Mr. Antonson needs the
runners because he is switching corporate sponsors, Evo
to NeoNET, but does not want any other corporations to
know yetespecially Sauder-Krupp, who owns the station. Neither of the megacorps wants an incident with
their security forces involved on another corps territory,
so Mr. Antonson was given a stipend to hire the runners.
Problem is, Saeder-Krupp knows the deal is going down
and has done two things in response. Mr. Antonsons face
has been added to the facial recognition software as a
person of interest who must be detained for questioning, so security will be looking for him and responding to
any sightings. Second, they have hired another team (use
Low-Level Runners, p. 74) to grab Antonson from the
runners. These rookies have been given a lot of access
within the facility by assigning them temporary security
contractor IDs. The runners should know there may be
trouble and have time to make a few plans before coming
to the station for the escort.
Delivery: Customs has taken possession of a box that Mr.
Johnson would rather they dont keep. He hires the runners
to retrieve the box from the customs lockup built into the
office next to the international terminal access. Inside the
box is an Olmec artifact that a courier was trying to smuggle using train travel. The item in question was taken from
a ruined temple in Amazonia while the area was being
taken by Aztlan, and Aztechnology forces are hot on the
trail. Two members of the team (use Corporate Security, p.
70) are in the terminal waiting for a chance at the package,
while a second group of four (use Low-Level Runners, p.
74) are coming in on an international train. They will take
the object by any means necessary, though they will start
with verbal threats and corporate pushiness first.
Extraction: The runners are called by their favorite fixer
who has a favor to ask. His friend, James Smith, a train engineer (use Taxi Driver, p. 69, convert appropriate skills),
saw Tony Carelli (use Triad Posse, p. 75) push someone
onto the tracks as the train was leaving the station. Smith
recognized Carelli from a major Mafia trial that made
headlines about five years ago. Smith called his oldest
friend, the runners fixer, to see if he can help him since he
knows that when he stops the train hes probably going
to have someone waiting for him who is not very friendly.
The runners need to get to the terminal and help Smith
make it out so he can contact Federal authorities and
hopefully stay out of the mobs reach until a trial.
LUXURY HOTEL
(ELYSIUM)
This prestigious five-star
hotel is part of the Elysium international chain,
owned by a subsidiary
of the Horizon Group
(making its grounds
extraterritorial). Conveniently located in the
central district of the
sprawl, the hotel caters
to dignitaries, high-level executives, and even
the occasional celebrity.
The dcor is impeccable
and contemporary and,
as with all hotels in the
chain, the AR overlay
unabashedly evokes a
stylized Neo-Classical
Olympuscomplete
with neo-classical columns, marble statues, and playful sylphs
and nymphs darting between shadows.
The Elysium offers 210 rooms (1,000 a night) over 14 floors,
including 8 super-luxury suites (5,000 a night) and a lavish penthouse, the Apollo Suite, with private pool and all the amenities its
privileged clients might require (20,000 a night). Room service
and catering is top-notch, and housecleaning is partly automated
to avoid inconveniencing the guests. All floors are serviced by at
least 2 banks of elevators and 2 separate emergency stairwells
(one ending on the mezzanine level, the other on the ground floor).
Aside from luxurious dcor and spacious accommodations,
the Elysium boasts a nationally renowned restaurant on the
ground floor. Run by a world-class chef, Dionysus Feast has become a favorite among many of the luminaries. Whether to socialize or do business, its tables are usually packed with a whos
who of the sprawls movers-and-shakers, from execs to Yakuza
oyabuns. Reservations typically require a weeks wait for anyone
but an A-lister, but a few Mr. Johnsons have been known to book
a table to impress assets.
The public area of the hotels ground floor features: an open
space lobby; a large lavishly appointed conference room (which
can be quickly refitted into a banquet room for other functions);
an auditorium (available for conventions); a walk-in business center for guests; curving escalators to a mezzanine level; a bank of
elevators, a small jewelry franchise store; and a bar. The bar also
provides access to the Dionysus Feasts gourmet restaurant.
57
TYPICAL OCCUPANTS
The Elysium premises are permanently staffed by a manager, a concierge, and three desk clerks. Three bellhops are always on call in
the lobby and driveway, assisted by various auto-baggage carriers.
Security staff is discrete and includes two plainclothes house
detectives (use Rent-A-Cop, p. 73), a staff wage mage (use Security Mage, p. 74) and a six-man security team (use Police Patrols,
p. 72) on duty at all times. Hotel security is supplemented by a
Knight Errant rapid assistance contract which guarantees backup
(use Elite Corporate Security, p. 70) in under three minutes and
supplemental KE security for special functions.
The Dionysus Feasts kitchen is staffed by a head chef and four
assistant chefs, while the waiting staff is made up of a maitre d,
three hostesses, five waiters, and eight bus boys. Two discreet
bouncers stand near the door, and anywhere from thirty to eighty
guests are in residence at any given time.
ADVENTURE SEEDS
58
faction who will attempt to assassinate the representatives. Info about the hit has just reached local intelligence
services. Unable to meddle without seeming to choose
sides, the intelligence agency hires runners to intervene.
Extraction: The runners are sent to the Elysium to identify
and intercept a bonded data courier. The Johnson has no
name, just an estimated time of arrival at the hotel and
a basic description (that he is Native American, middle
aged, and has datajack). The runners might be able to
hack the cyberware scanner in the entrance to narrow
down the potential targets to two men.
Delivery: A valuable prototype of a new vaccine supposed to help treat Alzheimers and other degenerative
cerebral diseases has been stolen from a secure corporate facility. The original owners have caught one of the
runners involved and extracted a location for the handoff to the Johnson: the Dionysus Feast, now. The Johnson
calls the runners to intercept the delivery with no prep
time, willing to pay 30K for a nights work.
DOWD
STREET
On the edge of a warehouse district, in a rundown part of town, the
central stretch of Dowd
Street includes a trendy
nightclub, a pawn shop,
a talismongers shop,
and a back-alley street
clinicall potential sites
of interest to shadowrunners for various reasons. Police presence is
minimal and the neighborhood rates a C security rating from Lone Star.
EQUILIBRIUM NIGHTCLUB
This trendy new nightclub is quickly becoming the nightlife
hotspot amongst the sprawls glitterati and hip crowd. Every
night the best ARJs in town put together the best interactive
dance experience anywhere to the hottest new tracks. Every
weekend live acts take to the stage, and the hottest talent in the
sprawl is lining up for a gig. Talent scouts, trend hunters, and viral
marketers mingle with the hip habitus searching for the next
big thing, while select clientele and the owners friends get to
watch the dance floor from behind the polarized floor-to-ceiling
windows of the elevated VIP lounge.
A converted warehouse, Equilibrium has a max capacity of
500 revelers and often has to turn partiers away. It is not unusual
for patrons to queue for several hours to get in if they dont possess a VIP pass or arent friendly with one of the staff. Its themed
black and white, yin yang stylings and sophisticated AR, light and
sound systems make Equilibrium the place to be seen and make
friends. Two bars serve a wide variety of beverages, from cocktails laced with les to mundane whiskey. The barmen are uncan-
TYPICAL OCCUPANTS
Equilibrium typically hosts between 250-400 revelers on any
given night with attendance spiking to 500 on weekends and
gig nights (the room has capacity for more but the management
believes overcrowding spoils the atmosphere.
For staff , Equilibrium boasts six barmen (three per bar) and
eight waitresses in the main room at all times. There is a chef and
two assistant chefs working the kitchen. A cleaning crew of four
clean the nightclub during daylight hours. There are two managers (who work in shifts), and a secretary. The owner is usually
present backstage
Ten bouncers, all intimidating orks and trolls (use stats for the
Halloweeners Street Gang and Top-Shelf Bodyguards, p. 71 and
p. 72, respectively), work the floor at all times. Two are stationed
at the door and one is permanently stationed at the entrance to
the VIP lounge. Bouncers are equipped with stun batons and wear
armor vests under their two-piece suits. The bouncers are all wirelessly linked to the head of security (use Elite Corporate Security
Lieutenant, p. 71) in the security office and can tap into the cameras wirelessly. A local mage (use Security Mage, p. 74) is paid
to provide security in the event of a magical problem and can be
found either on the dancefloor or in the security office.
Two ARJockeys work the stage every night but concert nights,
and a sound and effects tech is always on duty. For concerts this
technical crew is doubled and supplemented by the bands own
crew. Bands and their entourages tend to fill up the backstage
during gig nights and security is laxerunless its a big name group.
GASCOIGNES LORESTORE
On the corner of Dowd and Stackpole Streets sits a three-story
brownstone thats seen better days. Its ground floor has been occupied, for the better part of 40 years, by one of the magic communitys venerable landmarks, Gascoignes Lorestorepurveyor of
fine esoteric goods, magical formulae, and alchemical materials.
Founded by a British expat, for decades Gascoignes possessed a clear hermetic and Wiccan bias, but the proprietors have
kept up with the times and tried to expand their client base in
recent years. The store now boasts sections devoted to shamanic
telesma and other popular mystic traditions, as well as a thriving
online enchantment-on-demand service.
The main showroom is dark and musty and its wall space is
obsessively crowded with packed shelves of books and scrolls,
native masks, and symbolic carvings. A couple of statues of South
Asian deities sit in the middle of the room and display cases full
of trinkets, statuettes, and fetishes take up more floor space. The
few truly powerful telesma are kept in glass cases within reach
of the sales counter. A couple of locked doors lead off from the
main showroom. One leads to a rare book and magical foci storeroom (containing a handful of finished enchantments for sale,
numerous hardcopy formulas, rare radicals and other alchemical
preparations). A second door, behind the counter, leads to the
back rooms and alchemical laboratory.
The talismongers is staffed by two clerks, an elderly dwarf
and a young woman, but is actually the property of a small local
magical group. One or more members of the group is usually
found in the back working in the alchemical laboratory. While a
feature of the local magic scene, Gascoignes is under increasing
pressure to sell out to Mitsuhamas Pentagram Publications subsidiary, which is looking to expand its presence in the sprawl by
picking up small concerns.
The back of the store is divided between a storage area, a
functional office (with a cot for keeping an eye on long circulations), a large enchanters lab with a permanent ritual space, and
a cramped bathroom.
59
TYPICAL OCCUPANTS
The dwarf clerk is going on 60, but looks younger, as most
dwarves do. He was one of the first generation born with UGE
and has lived through a considerable part of the twenty-first
centurys troubles. Despite being mundane he is exceptionally
knowledgeable about all things Awakened (with Knowledge Skill
ratings of 5-6 in any relevant skills).
The younger clerk is in fact a street witch (Initiate Grade 1)
whos apprenticing with the magical group to develop her enchanting skills.
Typically only one (or rarely two) members of the magical group
are ever present in the store, and will always be working in the lab
or office. If necessary, use the stats for Security Mage (p. 74).
MIKES PAWNSHOP
Mikes Pawnshop is a neighborhood institution. Having opened
mere days before the Awakening and remaining open through the
good times and the bad that followed, Mikes has seen it all.
The pawnshop buys and sells an eclectic assortment of oneoff goods, from old US memorabilia to the out-of-fashion holoprojectorno questions asked (though high-ticket items are often
handled around back). Mikes will buy and sell almost anything:
electronics, drones, artwork, jewelry, secondhand clothes, survival gear, even the occasional motorbike or mysterious magical
baubleanything but guns. The owner has a strict rule about not
dealing in firearms and explosives of any kind.
The main showroom possesses a large display window onto
Dowd Street. The room itself is lined with shelves, valuables are
kept in cases behind plastiglass, and a bookcase stands in a cornerall are cluttered with assorted wares. A mesh cage surrounds
the front door, and it will lock down if the sensors built into the
doorway arch sound an alert.
Mikes is staffed by a broker, a counter clerk, and a mean-looking ork bouncer. The broker and clerk handle business from behind
a long counter (under which a pistol is kept). A single doorway leads
into the back where rooms include an office, a small private meeting
room, a locked storage room, bathroom, and cubbyhole with sleeping cot for late nights. A back door leads onto an alley and a hidden
manhole in the storage room allows access to the sewer.
As with many pawnshops in rougher neighborhoods, Mikes
is also a fencing operation. A steady flow of stolen goods and
black market merchandise makes its way through Mikes storage
rooms. Anything that the store doesnt have in stock, they can
arrange to acquire. Payoff s to the police to turn a blind eye, and
occasional kickbacks to the Mafia, have kept Mikes out of trouble
and independent.
As a well-connected fence, the broker also runs a profitable side
business in arranging fake licenses, documentation and even SINs.
60
TYPICAL OCCUPANTS
The pawnshop is staffed only by a single clerk and the broker
(use Fixer, p. 66). The bouncer (use Top-Shelf Bodyguard, p. 72)
is armed with an Browning Ultra-Power. There are usually only
one or two clients in the store at any given moment, though
there may be more if deals are being made in the backroom.
TYPICAL OCCUPANTS
The black clinic is attended by one or two street docs at any
given time. A female nurse/receptionist helps where needed. The
two street samurai are a troll (use Top-Shelf Bodyguard, p. 72)
and a human augmentation addict (use Corporate Security Lieutenant, p. 71). The number of patients present varies significantly,
and it can be empty or full of patch jobs after the latest gang fight.
ADVENTURE SEEDS
PARKVIEW ADVANCED
RESEARCH COMPLEX
Nestled on the borders
of one of the sprawls
few green areas, set
back from the main
road and half-hidden in
a carefully landscaped
park sits the PARC research facility. Property
of the Mitsuhama Corporation, it has housed
a variety of research
projects over the years,
most recently their most
recent push into the
fields of biodrone and
cyborg
technologies.
What projects are currently being developed
at the PARC are a strictly-kept secret.
The complex was designed to be enviro-friendly and is low-lying, with the lawn flowing over the rooftops, conveniently dissimulating the building contours from above.
The complex itself is made up of three wings. A central circular
building houses two larger R&D labs, three smaller ones, two AR
Immersion rooms, six offices (with four work places each), two
larger offices for project managers and ranking researchers and a
SOTA conference room. The labs feature all the SOTA equipment
necessary for the projects at hand, and have decontamination airlocks (with biohazard warnings even though most of the contents
are innocuous). The labs also provide access to a circular inner
corridor and elevator down to the basement levels. Near the reception and lobby is a fortified security room with its own ventilation and reinforced doors. Each office possesses a single device
(Rating 4), with the labs sharing a common host (Device Rating 6).
All external walls and walls between wings possess wi-fi inhibiting
material (Rating 6).
The basement level includes two operating theaters and several support rooms (freezers, storage, airlocks and scrubin rooms),
as well as an office and animal/guinea pig cages, a control room,
and an autopsy/examination room and power generator room.
This is where any sensitive experimentation takes place. The
basement is built several meters below ground level making it difficult for astral intruders to access through the living earth.
The sub-basement level is off-limits for most of the staff and
contains secure holding cells for problem experiments and an
office room.
61
The west wing houses a break room for the R&D staff (with a
fridge and a soy processing unit), bathrooms, a four-bed on call
room and a locker room near a reception area. The central corridor in the west wing leads to a storage area and loading dock and
large workshop.
The east wing houses administrative facilities; it includes four
managerial offices. It also includes a conference room, an auditorium, on call room for the facilities eight guards, a recreation/
break room, an armory, and office for the security spider.
TYPICAL OCCUPANTS
During working hours the PARC facility is occupied by almost
100 people, divided among research, administrative and security staff . Two project administrators lead about fifteen scientists
and a half-dozen administrative personnel apiece. Two managers are assigned to perform oversight, budgeting and reporting,
as well as coordinate logistics.
The site boasts a twelve-man security detail (use Elite Corporate Security, p. 71), plus a security chief (use Elite Corporate
Security Lieutenant, p. 71) and a spider (use Spider, p. 68). All
are linked to the security system. A security mage (use Security
Mage, p. 74) is also stationed in the security room. Airborne reinforcements can arrive on-site within ten minutes. Additionally a
security guard is stationed at the gate. Most menial work is performed by drones, for security.
62
Movement
Initiative
Limits
Skills
Weapons
EDG
ESS
6.0
x3/x5/+3
10 + 2D6
Physical 7, Mental 6, Social 5
Infiltration 2, Perception 5, Tracking 2, Unarmed
Combat 7
Natural Weapon (Unarmed, Acc 7, DV 8P, AP 2,
Reach )
ADVENTURE SEEDS
KONDORCHID
FACILITY
KondOrchid is a South American AA with a minor presence in
the sprawl, including this logistics and warehousing facility in the
Docklands. KondOrchid provides logistics and overseas shipping for several mid-sized corporations and even handles the
occasional overflow from megacorp warehouses. It prides itself
of having one of the most automated and best safety records on
the docksthough in truth, its been plagued by several small
inexplicable accidents and delays which have been kept off the
books. Additionally, buzz on the docks has it, that a local smuggling operation of some size may be using this facility as a front.
The center occupies a fenced-off section of the waterfront.
Rectangular in shape, the facility has as entry points three main
gates with gatehouses and spotlights. Largely automated, opera-
A three-man patrol completes a circuit of the facility every thirty-five minutes, but security is supplemented by four Steel Lynx
drones (p. 80, Rules of the Street) constantly patrolling the grounds
on pre-programmed paths. Magical security is outsourced with
two bound spirits (Force 5 spirits of beast) guarding the grounds
against astral or magically active intruders, and one spirit (Force
6 spirit of man) guarding the interior of each warehouse. Astral
backup in the form of two projecting shamans will be on site within two minutes of an alert.
TYPICAL OCCUPANTS
The dockside facility works around the clock in three shifts. A
shift is composed of three riggers and eight human dockworkers
and a dockside manager. These are supplemented by heavy-duty Saeder-Krupp stevedore drones and an automated warehousing system.
The office staff , only present during office hours or during
particularly busy times of year, includes an office pool of three
secretaries, the facility manager (use Fixer, p. 66) and his personal
assistant.
The on-site security detail consists of a security spider (use
Spider, p. 68), a security chief (use Corporate Security Lieutenant, p. 70) and twelve armed security guards (use Corporate
Security, p. 70).
ADVENTURE SEEDS
63
NON-PLAYER
CHARACTERS
The following Non-Player Characters (NPCs) can be used to bring
your adventures to life. Its divided into Contacts and Grunts.
CONTACTS
Anybody, of any archetype, can be a contact. However, the following section provides a selection of useful contacts a player
or gamemaster might choose from. The Adventure Seeds of the
Sprawl Sites section, as well as the Adventures section of this
booklet, point to the contacts found here.
For each contact, theres a brief description, as well as a list of
uses served by the contact, typical meeting places, similar contacts, and game statistics. Professional Ratings are, in case the
players encounter a group of similar contacts (such as a crowd of
gamblers in a casino or a number of mechanics in a repair shop).
The Adventures section contains a variety of different character stats that apply to a specific adventure. Each of those can
also be used by an enterprising gamemaster as contacts for additional adventures.
thing you might need to know. He can also connect you to the
local rumor mill, and he might have something juicy that one of
his clients let slip in a haze of gin and tonic. He can guide newbies
to suppliers of a variety of goods and services. Itll all cost you, of
course, sometimes straight-up cred, sometimes a round for the
house to keep the good will flowing.
Hes known for his discretion, however. He wont just spill to
anyone without a really good reason. Like we said, itll cost you
but its usually worth it to keep him (and sometimes his other
customers) happy.
B
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
The rules for using contacts are found in Rules of the Street (p. 86).
Gear
Weapons
BARTENDER
(PROFESSIONAL RATING 1)
6 + 1D6
10 / 10
Physical 4, Mental 5, Social 6
9
Etiquette (Street) 6 (+2), Intimidation 5, Longarms
(Shotguns) 4 (+2), Negotiation 5, Pistols 4, Unarmed
Combat 4
Alcohol 6, Media Stars 5, Sports 6, Street Rumors 6,
Trivia 6
Armor vest
Enfield AS-7 [Shotgun, Acc 4(5), DV 13P, AP 1, SA/BF,
RC , 10(c)]
CLUB OWNER
(PROFESSIONAL RATING 1)
64
contacts >>
the customers happy. A decade down the road, though, most club
owners will be jaded by the scene and strictly going through the
motionsits a tough life but someone has to get you drunk.
Usually, when a club owner gets to this point, only money talks,
everything else walks. A club owner will always treat regulars with
a certain degree of respect and camaraderie, but the longer he
has been in the muck, the tougher it is to penetrate his inner circle.
To stay afloat in the cutthroat club scene, a club owner has had
to battle other owners, undesirables in the neighborhood (some of
whom are regulars), and the city government, who will have made
life tough at every opportunity. Hell have spent more time arguing with city inspection agents and going back and forth with his
lawyer and financial consultants than most other small business
owners, and he has more than a few tricks up his sleeve. He knows
bands and comedians, strippers and whores, politicians and bankers, gangers and runners, Mafia dons and Yakuza oyabun.
You dont necessarily need to patronize his club for him to
help you out, but it will help if you do. Just dont bring heat down
on his head, or youll never get beyond the doorman again.
B
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
6 + 1D6
10 / 10
Physical 4, Mental 5, Social 7
8
Con 3, Etiquette 4, Forgery 2, Intimidation 2,
Negotiation 3, Perception 2
Booze 3, Business 3, Fine Cuisine 3, Fine Restaurants
3, High Society Rumors 4, Local Culture 3, Local
Politics 4
Actioneer Business clothes
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP
1, SA, RC , 14 (c)]
CORPORATE MANAGER
(PROFESSIONAL RATING 0)
EDG
ESS
5.9
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
5 + 1D6
10 / 10
Physical 4, Mental 4, Social 5
9
Computer 2, Etiquette 4 (Corp +2), Intimidation 1,
Leadership 2, Negotiation 3
Business 3, Corporate Policies 3, Corporate Rumors
2, Megacorp Law 4, Personal Trainers 2, Sports 3
Datajack
Armor vest
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
<< contacts
65
CORPORATE RECEPTIONIST
(PROFESSIONAL RATING 0)
EDG
ESS
5.5
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
7 + 1D6
10 / 10
Physical 3, Mental 6, Social 6
6
Con (Fast Talk) 1 (+2), Etiquette (Corporate) 3 (+2), First
Aid 1, Negotiation 2, Palming (Legerdemain) 1 (+2)
Corporate rumors 3, Corporate Structure 2, Corporate
politics 4
Commlink (implanted, Device Rating 3), datajack,
voice modulator
Armor clothing
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
EDG
ESS
6.0
8 + 1D6
10 / 10
Physical 4, Mental 5, Social 7
6
Computer 6, Data Search 8, Etiquette (Street) 8 (+2),
Negotiation 9, Perception 6, Pistols 5
Corporate Rumors 8, Fences 7, Gear Values 9,
Shadowrunner Teams 8
Armor clothing
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP
1, SA, RC , 14 (c)]
GAMBLER
(PROFESSIONAL RATING 2)
FIXER
(PROFESSIONAL RATING 2)
Uses: Casino and gambling intel
Places to Meet: Casino, hip nightclub, hotel bar
Similar Contacts: BDH (broken down horseplayer)
66
contacts >>
The typical gambler is an excellent negotiator and a keen observer, cool under pressure and quick to act. Hell probably have some
demons, and hell take them to excess in stressful situations.
B
EDG
ESS
6.0
6 + 1D6
9/9
Physical 3, Mental 4, Social 6
6
Con 4, Etiquette 3, Negotiation 3, Palming 3,
Perception 4, Pistols 1
Gambling Odds 4, Psychology 3, Sports 4, Underworld
Hangouts 3, Underworld Politics 3
Armor clothing
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
JANITOR
(PROFESSIONAL RATING 1)
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
4 + 1D6
10 / 10
Physical 4, Mental 3, Social 5
0
Clubs 2, Etiquette 1 (Corp +2), Sneaking 2, Intimidation
2, Locksmith 2, Perception 3
Cleaning Supplies 4, Corporate Politics 3, Corporate
Rumors 4, Sports 3
Mop, bucket
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
MECHANIC
(PROFESSIONAL RATING 1)
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
7 + 1D6
10 / 10
Physical 5, Mental 5, Social 5
0
Aeronautics Mechanic 6, Automotive Mechanic
8, Computer 4, Gunnery 3, Hardware 6, Industrial
Mechanic 4, Pilot Ground Craft 6
Chop Shops 8, Combat Biking 7, Vehicles 8
Vehicle toolkit
Wrench [Clubs, Reach 1, Acc 4, DV 8P, AP ]
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
SLUM LORD
(PROFESSIONAL RATING 0)
<< contacts
67
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
EDG
ESS
6.0
5 + 1D6
10 / 10
Physical 4, Mental 4, Social 4
9
Clubs 1, Con 2, Forgery 3, Intimidation 2, Locksmith 3,
Unarmed Combat 2
Gang Identification 3, Gang Turfs 3, Safe Houses 5,
Street Rumors 3, Tenant Law 3, Vermin 2
Armor vest
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
Spiders delight in the traps they create and are often obsessive about creating security challenges that fool interlopers into
taking extreme measures before neatly catching them. Nothing
is more satisfying for a spider than having his custom-designed
system detect and trap an intruder before the physical security
can even respond. This occasionally puts the spider and traditional security at odds, with each trying to prove just how vital they
are to their employer.
While shadowrunners are most often going to be pitted
against spiders, occasionally they may have aligned agendas. For
example, a spider may act as Mr. Johnson, covertly hiring a runner
team to break into his facility, where hell easily trap them, thus
proving his worth to the company. Alternatively, he may hire the
runner team and allow them through his security (closely monitored of course), in order to find weaknesses within his system
or to gain some insight into the latest techniques employed by
shadowrunners.
B
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
SPIDER
(PROFESSIONAL RATING 3)
EDG
ESS
3.7
6 + 1D6
10 / 10
Physical 4, Mental 5, Social 4
9
Cracking skill group 4, Electronics skill group 3, Gunnery
3, Perception 2, Pilot Aircraft 3, Pilot Ground Craft 3
Architecture 3, Breaking and Entering Techniques
4, Corporate Rumors 4, Matrix Games 3, Security
Procedures 3, Security Systems 5
Datajack, control rig 2, simrig
Armor vest, Erika Elite commlink (device rating 4),
Renraku Tsurugi cyberdeck [device rating 3, 6 5 5 3,
programs 3]
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP
, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds
regular ammo]
STREET DOC
(PROFESSIONAL RATING 3)
68
contacts >>
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
7 + 1D6
10 / 10
Physical 4, Mental 6, Social 5
9
Cybertechnology 7, First Aid 6, Medicine 8, Negotiation
4, Perception 6, Pistols (Taser) 1 (+2)
Biology 7, Medical Advances 5, Organleggers 4,
Psychology 4, Smugglers 3
Armor vest, medkit (rating 6), commlink (rating 3)
Defiance EX Shocker [Taser, Acc 4, DV 11S(e), AP 5,
SS, RC , 4 (m)]
TALISMONGER
(PROFESSIONAL RATING 2)
One word of advice, though: Dont piss them off. Theyre great
people to have on your side, but you make them mad and you
might just find your last purchase has run out of mojo right when
you really need it.
B
ESS
6.0
8 + 1D6
11 / 11
Physical 4, Mental 6, Social 7
0
Arcana 5, Artisan 5, Assensing 6, Enchanting Skill group
6, Etiquette (Magical) 5 (+2), Negotiation 6, Perception 3
Magical Background 5, Magical Goods 5, Metalworking
6, Woodworking 6
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
TAXI DRIVER
(PROFESSIONAL RATING 2)
EDG
ESS
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
7 + 1D6
10 / 10
Physical 4, Mental 3, Social 4
9
Con 2, Etiquette 3 (Street +2), Navigation 4, Perception 3,
Pilot Ground Craft 5, Pistols 2
Gang Identification 3, Local Area Knowledge 3, Local
Hot Spots 4, Safe Houses 3, Short Cuts 4, Street
Rumors 4, Undercover Cop Identification 3
Armor vest
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP , SA,
RC , 11(c)]
<< contacts
69
GRUNTS
Grunts are usually a target for a bullet more than a bribe. That
said, however, they can be usable for information just like any
contact. When the players choose to slip some nuyen as opposed to the knife toward grunts noted in a given adventure,
the gamemaster should try and throw some different quirks of
personality in create a unique experience.
For example, in the Goin Inside adventure (p. 38), it mentions
the Slater Building security and the rules point you to the Corporate Security grunts. If the players come in guns blazing, no worries; its exactly why the stats are here, for ease of use. However,
lets say the players on a previous adventure talked their way out
of a situation via the Corporate Security grunts and they decide
to try and talk their way out of this as well. In that circumstance
its gonna feel just like that previous encounter unless the gamemaster throws in some personal quirks to make these security feel
different than those security.
EDG
ESS
7 + 1D6
10 / 10
Physical 5, Mental 4, Social 5
12
Automatics 3, Etiquette 3, Perception 2, Pistols 4,
Running 4, Unarmed Combat 3
Security procedures 2, Security companies 2,
Corporate rumors 3, Street rumors 2, Corporate
politics 2
Armor jacket, Renraku Sensei commlink (Device
Rating 3)
HK-227X [SMG, Acc 5(7), DV 7P, AP , SA/BF/FA, RC (1),
28(c), w/ 2 spare clips, 56 rounds regular ammo]
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P, SA,
RC (1), 30 (c)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5, 10
charges]
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
LIEUTENANT
B
A
CORPORATE SECURITY
Initiative
Condition Monitor
Limits
Armor
Skills
(PROFESSIONAL RATING 2)
Knowledge Skills
Spells
Gear
Weapons
ESS
6.0
8 + 3D6
10 / 10
Physical 5, Mental 6, Social 6
12
Assensing 4, Astral Combat 3, Conjuring skill group 3,
Counterspelling 4, Leadership 3, Pistols 2, Spellcasting 4
Magical Theory 3, Security procedures (Arcane) 4
(+2), Security companies 2, Corporate rumors 4, Gang
identification (wizzer gangs) 2 (+2), Magical threats 1
Confusion, Light, Manabolt, Invisibility, Stunball
Armor jacket, Renraku Sensei commlink (Rating 3)
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P, AP
, SA, RC (1), 30 (c)]
70
grunts >>
engender fear in their opponents; their presence at a facility generally means the shadowrunners are not getting paid nearly enough.
Lieutenant: Take the most hardened elite trooper, and make
him even more loyal to the corp than his fellows. Then make him
hell on wheels in the Matrix. Hes a true company man, a corporate troubleshooter trained to be equally adept at solo missions as
he is leading a squad on a special mission.
B
EDG
ESS
5 (7)
5 (7)
4 (6)
1.9
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
LIEUTENANT
B
A
5
6 (9)
EDG
ESS
5 (7)
4 (7)
1.3
Initiative
Matrix Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Programs
Weapons
10 (12) + 3D6
11 / 11
Physical 7 (9), Mental 6, Social 4
12
Athletics skill group 6, Close Combat skill group 7,
Etiquette (Corporate) 6 (+2), Firearms skill group 9,
Perception 6, Sneaking 6
Security Procedures 4, Security Companies 3,
Corporate Rumors 2, Corporate Philosophy 3,
Metahuman Anatomy 3, Psychology 3
Cybereyes [Rating 2, w/ flare compensation, image
link, low-light vision, smartlink, thermographic vision],
muscle augmentation 2, muscle toner 2, wired reflexes 2
Erika Elite commlink (Device Rating 4), armor jacket
(w/ chemical protection 4)
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP 2, SA/
BF/FA, RC 2, 42 (c)]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P AP 1,
SA, RC , 15 (c)]
12 + 3D6
(Intuition + Data Processing)
+ 3D6 (cold sim), + 4D6 (hot sim)
11 / 11
Physical 6 (9), Mental 7, Social 5
12
Athletics skill group 6, Close Combat skill group 7,
Cracking skill group 7, Data Search 5, Demolitions 5,
Electronics skill group 6, Etiquette (Corporate) 4 (+2),
Firearms skill group 8, Leadership 6, Perception 6,
Sneaking 6
System Design (Security) 5 (+2), Matrix Rumors 5,
Street Rumors 2, Corporate Rumors 4, Corporations
3, Matrix Architecture 4, Matrix Games 2, Security
Companies 3, Security Procedures (Matrix) 5 (+2)
Cybereyes [Rating 3, w/ flare compensation, image
link, low-light vision, smartlink, thermographic
vision, and vision magnification], datajack, muscle
augmentation 3, muscle toner 3, wired reflexes 2
Armor jacket (w/ chemical protection 4), Shiawase
Cyber-5 cyberdeck [DR 5, Atts 8 7 6 5, Prog 5]
Biofeedback Filter, Configurator, Decryption,
Encryption
Ares Alpha [Assault Rifle, Acc 5 (7), DV 11P, AP 2, SA/
BF/FA, RC 2, 42 (c)]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP 1,
SA, RC , 15 (c)]
GOVERNMENT SECURITY
(PROFESSIONAL RATING 3)
EDG
ESS
4 (6)
4 (5)
4.6
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
8 (9) + 2D6
10 / 10
Physical 5 (5), Mental 5, Social 6
9
Athletics skill group 3, Automatics 3, Close Combat skill
group 4, Electronics skill group 2, Etiquette (Government)
4 (+2), First Aid 3, Gymnastics 2, Intimidation 4, Perception
5, Pilot Ground Craft 4, Pistols 5
Government Rumors 4, Corporate Rumors 2, Politics
(Local) 3 (+2), Security Procedures 3, Security
Companies 2, Magical Theory 1
Plastic bone lacing, muscle toner 2, synaptic booster 1
Armor vest [w/ Rating 6 non-conductivity], commlink
(Device Rating 5), glasses [Rating 4, w/ flare
compensation, image link, low-light vision, smartlink]
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP
1, SA, RC , 14 (c)]
HK-227X [SMG, Acc 5(7), DV 7P, AP , SA/BF/FA, RC (1),
28(c), w/ 2 spare clips, 56 rounds regular ammo]
HALLOWEENERS
STREET GANG
(PROFESSIONAL RATING 1)
<< grunts
71
One of Seattles more colorful street gangs, the Halloweeners have developed a reputation for always coming back from
the dead. Despite brushes with extinction at the hands of various street players, one or two Halloweeners always manage to
survive and rebuild the gang from new recruits. This time is no
exception, as the Halloweeners managed to rebuild themselves
over the course of 2070, following their slaughter at the hands of
the elven Ancients go-gang the previous year. Though still weak
from reconstruction, the Halloweeners have long memories, and
one day theyll have their payback against the Ancients.
Halloweeners Lieutenant: New gang members look up with
awe at the survivors of the Ancients massacre, called Ragers
amongst the Halloweener ranks. The Ragers carry a torch for their
fallen comrades, in the literal sense of the word: Ragers are pyromaniacs one and all, and they wield some sort of flame weapon
in combat, typically a Molotov cocktail.
B
EDG
ESS
5.8
6 + 1D6
10 / 10
Physical 4, Mental 3, Social 4
9
Close Combat skill group 3, Etiquette 3 (Street +2),
Intimidation 2, Pistols or Automatics 2
Gangs 2, Crime Syndicates 1, Bars 2, Local area
knowledge 2, Urban Brawl 2, Combat Biker 1
Hand razors
Armor vest, Commlink (Device Rating 2), knife, 1 dose
of jazz
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP 1,
SA, RC , 15 (c)] OR
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP ,
SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds regular
ammo]
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
LIEUTENANT
B
A
3
TOP-SHELF BODYGUARDS
(PROFESSIONAL RATING 5)
Uses: Covering your ass, celebrity dirt, corporate rumors, security procedures
Places to Meet: Corporate offices, corporate events, rock
shows, celebrity events
Similar Contacts: Elite corporate security, UCAS Secret Service, Tir Paladins
They only take a bullet for you if theyve fragged up their planning or you are a stupid frag. They know how to keep you safe as
long as you know how to listen to what they tell you.
B
5 (+1)
5 (8)
5 (8)
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
EDG
ESS
4.7
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
7 + 1D6
10 / 10
Physical 5, Mental 4, Social 5
9
Etiquette (Street) 4, Intimidation 4, Pistols (Remington
Roomsweeper) 3 (+2), Thrown Weapons 2, Unarmed
Combat (Cyberspurs) 3 (+2)
Gangs 5, Crime Syndicates 3, Corporations 2, Street
Rumors 4, Local area knowledge (Halloweener Turf)
3 (+2)
Dermal Plating 2, Retractable Spur
Armor vest, commlink (Device Rating 2), 1 dose of jazz
Browning Ultra-Power [Heavy Pistol, Acc 5 (6), DV 8P,
AP 1, SA, RC , 10 (c)]
Gear
Weapons
EDG
ESS
3.44
10 (13) + 4D6
11 / 11
Physical 6 (7), Mental 5, Social 6
9
Athletics skill group 4 (7), Automatics 4 (5), Etiquette
(Corporate) 3 (+2), Perception 5 (7), Pistols (SemiAutomatics) 5 (6) (+2), Intimidation (Physical) 4 (+2),
Negotiation 3, Pilot Ground Craft 4, Stealth skill group
4, Unarmed Combat (Subdual Combat) 5 (+2)
Security Companies 5, Media Stars 3, Sport Stars 2,
Corporate Rumors 3, Trivia 6, Security Procedures 3,
Local area knowledge 2
(All alphaware) Cybereyes [Rating 3, w/ eye recording
unit, flare compensation, image link, low-light vision,
smartlink, thermographic vision, and vision enhancement
(Rating 3)], datajack, plastic bone lacing, muscle toner 3,
reflex recorder (Pistols), synaptic booster 3
Actioneer business suit, commlink (Device Rating
5), medkit (Rating 6), tranq patch (Rating 10), trauma
patch (Rating 6)
Colt Government 2066 [Heavy Pistol, Acc 6, DV 7P, AP
1, SA, RC , 14 (c)]
HK-227X [SMG, Acc 5(7), DV 7P, AP , SA/BF/FA, RC (1),
28(c), w/ 2 spare clips, 56 rounds regular ammo]
POLICE PATROLS
(PROFESSIONAL RATING 3)
72
grunts >>
When the corps started taking over, even basic public services
were privatized. The best-known corporate law-enforcement providers are Knight Errant Security and Lone Star Security Services.
The beat cops provided by these corps are relatively well-trained,
and one of the most common opponents for shadowrunners.
Lieutenant: Corporate police veterans have seen and done
just about everything on the streets. They know their ebbs and
flows by instinct. Most have acquired augmentations along the
way, either replacing limbs lost in service to the corp, or buying
augmentations meant to give them an edge on the bad guyslike
shadowrunners.
B
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
LIEUTENANT
B
A
4
EDG
ESS
4 (6)
5.1
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
7 + 1D6
10 / 10
Physical 5, Mental 4, Social 5
9
Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed
Combat 4
Law Enforcement 3, Local area knowledge 2, Crime
Syndicates 2, Gang Identification 2, Runner Hangouts
1, Cop Bars 4
Armor vest, Renraku Sensei commlink (Rating 3),
sunglasses (image link, smartlink), 2 doses of jazz
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP
1, SA, RC , 15 (c)]
Defiance EX Shocker [Taser, Acc 4, DV 11S(e), AP 5,
SS, RC , 4 (m)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5, 10
charges]
9 (11) + 1D6
10 / 10
Physical 5 (6), Mental 5, Social 6
12
Automatics 4, Close Combat skill group 6, Intimidation 4,
Leadership 5, Perception 5, Pistols 6, Sneaking 3
Law Enforcement 6, Local area knowledge 3,
Crime syndicates 4, Gang identification 4, Security
companies 3
Cybereyes [Rating 2, w/ flare compensation, image
link, low-light vision, smartlink, thermographic vision),
reaction enhancers 2
Armor jacket, Erika Elite commlink (Device Rating 4), 2
doses of jazz
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP 1,
SA, RC , 15 (c)]
Defiance EX Shocker [Taser, Acc 4, DV 11S(e), AP 5,
SS, RC , 4 (m)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5, 10
charges]
RENT-A-COP
(PROFESSIONAL RATING 2)
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
5 + 1D6
10 / 10
Physical 4, Mental 3, Social 5
10
Clubs 2, Dodge 2, Etiquette 2, Intimidation 3,
Perception 2, Running 2, Unarmed Combat 2 (Subdual
Combat +2)
Corporate Rumors 2, Security Systems 3, Sports
Trivia 4
Armor vest, commlink (device rating 2)
Colt America L36 [Light Pistol, Acc 7, DV 7P, AP ,
SA, RC , 11(c)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP 5, 10
charges]
<< grunts
73
SECURITY MAGE
(PROFESSIONAL RATING 3)
EDG
ESS
6.0
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Spells
Weapons
7 + 1D6
11 / 11
Physical 4, Mental 7, Social 6
8
Athletics skill group 3, Counterspelling 4 (Combat) (+2),
Firearms skill group 3, Influence skill group 4, Perception
5, Pilot Ground Craft 3, Unarmed Combat (Block) 3 (+2),
Spellcasting (Combat) 6 (+2), Stealth skill group 3
Corporate Rumors (Arcana) 2 (+2), Magical Theory 5,
Street Drugs 2, Security Procedures (Arcane) 5 (+2),
Magical Law 3
Actioneer Business Suit, commlink (Device Rating 4),
contacts [Rating 3. w/ image link, low-light vision, and
smartlink], stimulant patch (Rating 6)
Armor, Heal, Improved Invisibility, Light, Lightning
Bolt, Manabolt, Manaball, Stunball, Stunbolt
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP
, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds
regular ammo]
4 (5)
3 (4)
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Augmentations
Gear
Weapons
EDG
ESS
4 (5)
2.6
6 (7) + 2D6
10 / 10
Physical 5 (6), Mental 4, Social 4
12
Automatics 2, Blades 3, Computer 2, Perception
3, Pistols 4, Running 2, Shadowing 3, Throwing
Weapons 2, Tracking 2, Unarmed Combat 4
Runner hangouts 2, Local fixers 3, Street clinics
2, Street Rumors 4, Corporate rumors 2, Crime
syndicates 2, Local safehouses 1
Cybereyes [Rating 2, w/ eye recording unit, lowlight
vision, image link, smartlink, vision enhancement 2],
muscle replacement 1, wired reflexes 1
Armor jacket, commlink (Device Rating 2), fake SIN
(Rating 2)
AK-97 [Assault Rifle, Acc 5, DV 10P, AP 2, SA/BF/FA,
RC 2, 38(c)]
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP
1, SA, RC , 15 (c)]
Survival knife [Blades, Reach -, Acc 5, DV 7P, AP 1]
UNDERWORLD THUGS
(PROFESSIONAL RATING 4)
These guys are the foot soldiers that make organized crime possible. Sure, the big boys have the ideas and the cash, but the
street thugs are the ones who do the debt collecting, the intimidating, the beating, and all the other things that keep the wheels
of criminal activity rolling. Since theyre the ones on the street,
theyre the ones youre most likely to encounter if you run afoul
of any organized crime outfit. Theyre the first line of defense in
organized crime operations, and they have no desire to let you
get to the second line.
MAFIA
LOW-LEVEL RUNNERS
(PROFESSIONAL RATING 2)
74
grunts >>
not skilled. Theyre not talented. Theyre used to being beaten up,
but thats about it.
B
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
Human
6 + 1D6
10 / 10
Physical 5, Mental 4, Social 5
9
Automatics 2, Clubs 2, Intimidation 2, Pistols 2,
Unarmed Combat 2
Armor vest
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP
, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds
regular ammo]
Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP 5,
Sa, RC , 4(m), w/ 20 taser darts]
EDG
ESS
6.0
8 + 1D6
10 / 10
Physical 5, Mental 5, Social 6
9
Blades 3, Intimidation 3, Firearms Skill group 4,
Unarmed Combat 3
Local Underworld Knowledge 2, Local Area
Knowledge 2, Triad Safehouses 3, Triad Operations 2,
Street gang identification 3, Chinese History 1, Triad
History 2
Armor vest, commlink (Device Rating 3)
Ares Crusader II [Machine Pistol, Acc 5, DV 7P, AP
, SA/BF, RC 2, 40(c), w/ 2 spare clips, 80 rounds
regular ammo]
Survival knife [Blades, Reach , Acc 5, DV 7P, AP 1]
Sword [Blades, Reach 1, Acc 6, DV 6P, AP -2]
Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Gear
Weapons
TRIAD POSSE
LIEUTENANT
B
A
4
Initiative
Astral Initiative
Condition Monitor
Limits
Armor
Skills
Knowledge Skills
Spells
Gear
Weapons
EDG
ESS
6.0
9 + 1D6
8 + 2D6
10 / 10
Physical 7, Mental 5, Social 5
9
Athletics skill group 3, Close Combat skill group 5, Con 3,
Conjuring skill group 4, Sneaking 3, Perception 3, Pistols
3, Sorcery skill group 5
Feng Shui (Academic Knowledge) 4, Magical Theory
3, Street Rumors 2, Triad 3
Armor, Confusion, Improved Invisibility, Manabolt,
Stunbolt
Armor vest, Commlink (Device Rating 4)
Browning Ultra-Power [Heavy Pistol, Acc 5 (6), DV 8P,
AP 1, SA, RC , 10 (c)]
<< grunts
75
VORY
EDG
ESS
6.0
Metatype
Initiative
Condition Monitor
Limits
Armor
Skills
Gear
Weapons
76
Troll
6 + 1D6
12 / 12
Physical 8, Mental 5, Social 4
12
Clubs 3, Intimidation 4, Longarms 3, Unarmed Combat 2
Armor jacket
Enfield AS-7 [Shotgun, Acc 4(5), DV 13P, AP 1, SA/
BF, RC , 24(d)]
Baseball bat [Clubs, Reach 1, Acc 4, DV 9P, AP ]
Big Meaty Troll Fist [Unarmed, Reach 1, Acc 8, DV
7S, AP ]
grunts >>
You live in any sprawl long enough, youll find out that theres a lot more to
it than businessmen and soykaf stalls. Any sprawl worth its mettle has its dark
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Seattle, the prime metroplex in the world for shadowrunning, is filled with
such places, and Sprawl Wilds gives shadowrunners a chance to tour them.
From a fortress-like Barrens farm recovering from a mysterious attack to a
dark secret hidden in a clinic, runners have a chance to see the sites most
people never encounter, and uncover information that some people want to
stay secret at any cost. Theyll meet jaded smugglers, wary police officers,
passionate activists, hardened criminals, wounded warriors, and at least one
deranged killer. The questions are, will they survive long enough to collect a
paycheckand how much of the sprawl will be nothing more than dust when
theyre done with it?
Sprawl Wilds is a collection of Shadowrun Missions developed for major
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Firing Line collects four Shadowrun Missions developed especially for the large summer gaming conventions, making them available for
the first time to the gaming public. The adventures have all the statistics
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P. 175
ENVIRONMENTAL
P. 164
COMBAT ACTIONS
P. 185
RANGE TABLE
PISTOLS
Taser
05
05
Hold-Out Pistol
Light Pistol
Heavy Pistol
05
05
AUTOMATICS
Machine Pistol
05
010
SMG
025
Assault Rifle
LONGARMS
Shotgun (flechette)
015
Shotgun (slug)
Sniper Rifle
050
010
HEAVY WEAPONS
Light Machinegun
Medium/Heavy Machinegun
Assault Cannon
Grenade Launcher
025
040
050
550*
2070*
Missile Launcher
BALLISTIC PROJECTILES
Bow
Light Crossbow
Medium Crossbow
0STR
06
09
015
Heavy Crossbow
IMPACT PROJECTILES
Thrown Knife
0STR
0STR
Shuriken
THROWN GRENADES
0STR x 2
0STR x 2
Standard
Aerodynamic
FREE ACTIONS
Call a Shot
EXTREME
LONG
MEDIUM
6
3
1
RANGE IN METERS
1620
1115
610
3150
1630
615
3150
1630
615
4160
2140
620
RANGE IN METERS
3150
1630
615
81150
4180
1140
351550
151350
26150
RANGE IN METERS
4560
3145
1630
81150
4180
1140
8011,500
351800
51350
RANGE IN METERS
401800
201400
26200
7511,200
251750
41250
7511,500
301750
51300
151500
101150
51100
4511,500
151450
71150
RANGE IN METERS
To STR x 60
To STR x 30
To STR x 10
61120
2560
724
91150
3790
1036
121180
46120
1645
RANGE IN METERS
To STR x 5
To STR x 3
To STR x 2
To STR x 7
To STR x 5
To STR x 2
RANGE IN METERS
To STR x 10
To STR x 6
To STR x 4
To STR x 15
To STR x 8
To STR x 4
Range, p. 182
Minimum
Launcher
* See
SHORT
+0
P. 162
Mode
Run
Speak/Text/Transmit
Call Spirit
Change Device Mode
Command Spirit
Dismiss Spirit
Fire Bow
BF, FA)
Fire Weapon (SA, SS,
Insert Clip
Observe in Detail
Pick Up/Put Down Object
Ready/Draw Weapon
Reckless Spellcasting
table)
Reload Weapon (see
Remove Clip
HITS
0
1
2
3
4
5+
DIFFICULTY
Easy
Average
Hard
Very Hard
Extreme
THRESHOLD
1
2
4
6
810
P. 45
THRESHOLD
6
12
P. 48
INITIATIVE TYPE
Astral
TYPE
Standard Grenade
Aerodynamic Grenade
Grenade Launcher
18
Missile Launcher
24
Rocket Launcher
SCATTER
(1D6 Hits) meters
Matrix: cold-sim VR
Matrix: hot-sim VR
Rigging AR
DICE MODIFIER
GENERAL MODIFIERS
+0
Attacker running
Attacker using
off-hand weapon
Called shot
Prejudiced
Enemy
+1
Of no value to NPC
Harmful to NPC
P. 187
DICE POOL
MODIFIER
+2
4
Split dice pool
+2
2
wound modifier
Use the Light
and Visibility
+2
CHART
ATTRIBUTES
Reaction + Intuition
Intuition x 2
Reaction + Intuition
P. 159
2
1
situation
* Unless otherwise
INTIMIDATION MODIFIERS
imposing
Subject is physically
the character(s)
Subjects outnumber
or obvious magic
Subject wielding weapon
danger or doesnt think
Subject is oblivious to
something so stupid
character would try
DICE MODIFIER
+1 to +3
+2
+2
+2
DICE MODIFIER
+1 to +3
+1
+2
DICE MODIFIER
2
LEADERSHIP MODIFIERS
rank
Subject has superior
subjects social strata
Character not part of
NEGOTIATION MODIFIERS
material or
Character has blackmailed
heavy bargaining chip
pool.
1 per hit
(Street Cred,
see p. 372)
+2
DICE MODIFIER
+1
ETIQUETTE MODIFIERS
nervous, agitated,
Character is obviously
or frenzied
DICE MODIFIER
NEGOTIATION MODIFIERS
knowledge of
Character lacks background
attraction to
CON MODIFIERS
Subject is distracted
DICE MODIFIER
+1 or 2
ETIQUETTE MODIFIERS
the wrong attire or
Character is wearing
look
doesnt have the right
Subject is distracted
INTIMIDATION MODIFIERS
imposing
Character is physically
the subject(s)
Characters outnumber
or obvious magic
Character wielding weapon
(or has caused)
Character is causing
(torture)
subject physical pain
LEADERSHIP MODIFIERS
rank
Character has superior
authority figure
Character is an obvious
to character
Subject is a fan or devoted
spell cast on
street reputation
+2
Character is intoxicated
CON MODIFIERS
evidence
Character has plausible-seeming
evaluate situation
Subject has time to
+1 or Teamwork
+1
in melee
street reputation
the hole
Subject has ace in
4
+1 Dice Pool,
+1 Accuracy
+1 (gear)/+2 (implanted)
DICE MODIFIER
DICE MODIFIER
1 to 3
2
2
+2
DICE MODIFIER
1 to 3
1 to 3
DICE MODIFIER
+2
dice pool.
to the target characters dice pool.
These modifiers apply
apply to either characters
These modifiers can
SITUATION
Dense foliage
Faraday cage
Fresh water
Jamming
wall
Metal-laced earth or
Salt water
zone
Spam zone or static
Wireless negation
(e.g., wallpaper or paint)
USE
P. 231
NOISE LEVEL
SITUATION
spread
shotgun on narrow
Attacker firing flechette
spread
shotgun on medium
Attacker firing flechette
shotgun on wide spread
Attacker firing flechette
(Complex)
Attacker firing full-auto
burst or full-auto (Simple)
Attacker firing long
or semi-auto burst
Attacker firing burst
by ranged attack
Defender in melee targeted
MODIFIER
1
3
6
10
P. 189
Defender running
Good Cover
Defender/Target has
Partial Cover
Defender/Target has
attack
Targeted by area-effect
3
5
9
5
2
3
+2
+4
+2
2
0
0
CASH REWARDS
1
3
5
8
NOISE LEVEL
1 per 5 meters
no signal,
action blocked
1 per 10 cm
1 per hit on
Jam Signals
actions
1 per 5 meters
1 per centimeter
Rating
Rating
P. 376
3,000
MODIFIERS
BASE COST
+ (Dice Pool / 4)
SITUATION
+1
Pool
Highest opposing Dice
situation
three to one in a combat
Runners were outnumbered
situation by NPCs
+1
two to one in a combat
Runners were outnumbered higher (not cumulative with modifier listed
4 or
with Professional Rating
+1
above)
of at least six critters
in
+1
Runners faced a pack
spirits (besides watchers)
at least three different
Runners encountered
+1
a single encounter
speed and/or subtlety
the task with impressive
part of the
+1
Runners accomplished
natural
a
as
profile
exposure or a raised
Runners risked public
part or
run*
a notably dangerous
+1
into direct contact with
Zero Zone,
Mitsuhama
Job brings runners
a
lore (the Red Samurai,
element of Sixth World
etc.)
COST MODIFIERS
Standard run
work for a runner)
(nothing special, normal
cold-hearted bastard
Run will make you a
running, human
oppress people, drug
(wetwork, helping corps
trafficking)
as part of its reward
Run has good feelings
dys out of dystopia)
little guy, taking some
(hooding, helping the
and/or trademarks
are registered trademarksCatalyst Game Labs
Shadowrun and Matrix
and the
Catalyst Game Labs
Inc. All rights reserved.
and/or other countries.
2013 The Topps Company,
LLC.
Inc., in the United States
of InMediaRes Productions,
of The Topps Company,
logo are trademarks
30+
Every shadowrunner knows the value of good information. The right fact, the perfect piece
of data, can be the difference between success and failure on a run, between life and death.
And in the right hands, information can be more than valuableit can be powerful.
The Shadowrun Gamemaster Screen provides a collection of useful tables from Shadowrun, Fifth Edition for ease of reference in game play. With range tables, action lists, combat
modifiers, social modifiers, and more, this is a critical game aid to make your Shadowrun games
faster and more fun. And to provide that all-important secrecy so that the players dont know
what youre up to.
This screen is for use with Shadowrun, Fifth Edition.
TABLE
SITUATION
vehicle
Defender inside a moving
Extreme
Defender wounded
Reach
Attacker has longer
Reach
Defender has longer
a Charge
Defender receiving
against previous attack
Defender has defended
3
2
Take Aim
Wireless Smartgun
+0
Control Thoughts/Emotions
4
+ (Street Cred,
see p. 372)
Short
Medium
Long
Strong Winds
Defender prone
of attack
Defender unaware
Wound modifier
6
Attacker wounded
Blind fire
Neutral
Touch-only attack
INITIATIVE ATTRIBUTE
Physical
12
DICE MODIFIER
result is:
Characters desired
Advantageous to NPC
Annoying to NPC
Disastrous to NPC
Matrix: AR
SCATTER TABLE
GENERAL MODIFIERS
is:
toward the character
The NPCs attitude
P. 176
SOCIAL MODIFIERS
RANGE
WIND
None or Light Breeze
Light Winds
Moderate Winds
DEFENSE MODIFIERS
TABLE
ATTACKER
DICE POOL MODIFIER
SITUATION
+2
Environmental modifiers
10
Enter/Exit Host
Erase Mark
Hostile
Attacker prone
Shot
Attacker making a Called
multiple targets
Character attacking
position
Character has superior
weapon
Character using off-hand
Attacker wounded
SITUATIONAL MODIFIERS
Edit File
Suspicious
SITUATION
attack
Attacker making charging
11
Compile Sprite
Decompile Sprite
Hide
Data Spike
Disarm Data Bomb
MODIFIERS
LIGHT/GLARE
VISIBILITY
Full Light/No Glare
Clear
Partial Light/Weak Glare
Light Rain/Fog/Smoke
Glare
Dim Light/Moderate
Glare
Moderate Rain/Fog/Smoke
Total Darkness/Blinding
Heavy Rain/Fog/Smoke
at the 6 level row
or more conditions
Combination of two
Friendly
MELEE MODIFIERS
Spoof Command
Trace Icon
1 day
1 month
Mammoth
Grid-Hop
Hack on the Fly
Snoop
1 week
1 hour
Exhaustive
Crack File
Crash Program
P. 48
1 minute
30 minutes
Long
Consuming
Brute Force
Check Overwatch Score
Send Message
Switch Interface Mode
Matrix Search
10 minutes
Short
Fast
Quick
Sprint
Fire Weapon (FA)
Summoning
Burst
Fire Long or Semi-Auto
Weapon Use Skill
Fire Mounted or Vehicle
INTERRUPT ACTIONS
Hit the Dirt
Block
Intercept
Dodge
Parry
Full Defense
VARIABLE ACTIONS
Control Device
TIME INTERVAL
1 Combat Turn
TASK
Average
Melee Attack
table)
Reload Weapon (see
Rigger Jump In
SCATTER DIAGRAM
7
6
[Social]
Perception + Charisma
[Mental]
Perception + Intuition
[Social]
Intimidation + Willpower
[Social]
Leadership + Willpower
[Social]
Negotiation + Charisma
Charisma + Willpower
Take Cover
Throw Weapon
Use Simple Device
Banish Spirit
Cast Spell
Whether the
(happy, sad, angry, etc.).
emotional state or impression
etc.). The subjects general
None
so on). If
(healthy, injured, ill,
focus, curse ritual, and
the subjects health
The general state of
manipulation spell, power
or Awakened.
subject (fire elemental,
subject is mundane
The class of a magical physical disguises or alterations
Whether the
of cyberware implants.
regardless of
or equal to your own. signatures
The presence and location aura before, you may recognize it,
Magic are higher, lower,
suffers. Any astral
subjects Essence and
or toxins) the subject
you have seen the subjects
implants. Whether the
for any maladies (diseases
of alphaware cyber
any
Magic. A general diagnosis
The presence and location
The general cause of
lower, or equal to your
Force of the subject.
subjects Force is higher,
Essence, Magic, and
implants. The exact
present on the subject.
and betaware cyber
which afflict the subject.
of bioware implants
so on).
spell, air spirit, and
of any disease or toxins
The presence and location
combat
diagnosis
alchemical
spell,
nanotech. An accurate
astral signature (combat
gene treatments, and
of deltaware implants,
The presence and location
is a technomancer.
The fact that a subject
INFORMATION GAINED
CHARACTER ROLL
Shift Perception
Take Aim
COMPLEX ACTIONS
Astral Projection
P. 313
ASSENSING TABLE
Phrase
Quick Draw
Activate Focus
COMPLEX ACTIONS
Break File
SIMPLE ACTIONS
FREE ACTIONS
Call/Dismiss Sprite
Load Program
Icon
Attributes Change
Switch Two Matrix
Command Sprite
Swap Two Programs
Jack Out
Unload Program
Invite Mark
TARGET ROLL
Con + Charisma [Social]
Drop Prone
SIMPLE ACTIONS
MATRIX ACTIONS
P. 141
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