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I HATE BEING WRONG COVER
The Northside border between the Corridor and the Old Crow pulled a hardcopy folder from his jacket I HATE BEING
sub sprawl could have been the Barrens of any other and slid it to the vampire. “No. But their problem has just WRONG
city, but in Chicago, it was almost bucolic. The winds become ours...”
had died down and the cold rains had ended, leaving Red scanned the file, his expression darkening with
the nighttime air crisp and surprisingly free of pollu- every line he read. “Have you verified this?” INTRODUCTION
tion. Red took a deep breath as his soul returned to Unconsciously, Old Crow twirled his mustache. “You
his body from an astral scouting and pushed off the wound me. I always verify my intel.”
wall he had been leaning against to proceed into the Red nodded, setting the open file down on the table, MISSION
Thai restaurant down the block. Inside it was warm, the nightmare images illustrated in high-definition clarity. “I SYNOPSIS
smell of cooking Pad Thai turning his stomach as he assume you have a plan?”
smiled and refused a menu, taking a seat across from Old Crow ground his teeth. “I do. But I don’t like it,
the restaurant’s only customer. The well-known fixer and I don’t think you will, either.” He chuckled bitterly
SCENE 1
tipped his trademark bowler hat in silent greeting. A before continuing. “There’s been more than a few corp
few seconds of silence passed before Old Crow began, Johnsons making regular hires since Project: Takeback SCENE 2
gritting his teeth and speaking in an uncharacteristical- got the greenlight. They’re making use of shadow as-
ly soft tone. sets, and that means they’re willing to work with us, af-
“I hate being wrong.” ter a fashion. I don’t have any credibility with them, but I SCENE 3
Red smiled. “You and everyone else. Still, that’s quite think Simon does. He can bring together the corps and
an admission, coming from you.” the shadow assets. If I pass him the intel, I think he can
Old Crow narrowed his eyes. “Every instinct I had show them the risks of not moving on this.” SCENE 4
told me that the corps pushing back into Chicago was “Not hard, consider the precedent in this town.”
the worst we would have to deal with.” He seemed to Old Crow nodded and continued with gritted teeth.
slump in the booth, his gaze far away. “Even then, we Red knew the idea of allying with the megacorps went SCENE 5
could still make the most of it, maintain the spirit of free- against his very foundation. “Maybe, with their com-
dom and hold fast.” bined resources, this problem can be fixed for good.”
Red shrugged. “Not a lot of profit in neo-anarchy Red exhaled and slumped in his chair. “Okay, what SCENE 6
these days. But you’ll find a way, sooner or later.” do you need from me?”
Old Crow scowled. “Thanks, but I didn’t ask you here “I’m gonna meet with Simon for a come-to-Ghost
SCENE 7
to listen to me sulk. I know Chicago is a drekpit. We both meeting. He and I know each other from way back,
do. Everyone does. But it grows on you.” but he licks Lofwyr’s boots, now. No telling what could
“Ha. Like Strain III on a ghoul.” happen. But we need to get the players together.” He SCENE 8
Old Crow smiled sadly. “Yeah ... look, I’m worried for smirked. “If things go south, I need you to pull my hoop
its future. And I’m not talking about the corps.” out of the fire.”
“Then what?” Red chuckled gently and closed the file. He just PICKING UP
“I assume you’re familiar with Long Pig Farms?” couldn’t get away from this town. THE PIECES
Red’s smile faded. “Yes … Do you have a problem “Just say when.”
with ghouls?”
LEGWORK
CAST OF
SHADOWS
DEBRIEFING
LOG
INTRODUCTION 3
Step 4: Don’t Panic! up to the average player character but may need COVER
some adjustment to suit a particular group of char-
Gamemastering involves juggling a lot of different acters, especially a more experienced and powerful
things. Sometimes you drop the ball and forget some- group. The scenes and NPC descriptions offer tips on I HATE BEING
thing or you just make a mistake. It happens, don’t adjusting the NPCs to suit the abilities of the char- WRONG
worry about it. Nobody is perfect all the time and acters in your group. To adjust the power level of an
everybody makes mistakes. Just pick up from there NPC, refer to Helps and Hindrances (p. 378, SR5).
and move on. Your players will understand and forget Take the player characters’ abilities into consideration INTRODUCTION
about it once you get back into the action. when assessing the NPCs in this adventure and mod-
ify them accordingly.
MISSION
Step 5: Challenge the Players SYNOPSIS
Gamemasters should challenge the players, but Mission Difficulty
should not generally overwhelm them. This is not to Gamemasters are encouraged to use their own judg-
say that games cannot be deadly. If the characters die ment, and to adjust the difficulty of the encounter to SCENE 1
through their own actions and repercussions of those take into account the abilities of the players. If the
actions, then so be it. But the idea is to challenge the players have no magical support, replace magical de-
players and their characters, not to overwhelm them. SCENE 2
fenses with mundane ones. If the players are weak on
If the enemies and challenges are too light for the combat, reduce the number of enemies by one or two.
characters present, then increase them. On the other Conversely, if they’re steam-rolling the opposition, add SCENE 3
hand, if the characters are badly outmatched by the one or two enemies to the fight. Missions should be
enemies, then tone them down. Make things difficult difficult and something of a challenge, but should not
but not impossible. be insurmountable. SCENE 4
A simple method for adjusting difficulty is to simply
General increase the dice pools and Professional Ratings of the
enemies. A simple +1 or +2 to all combat and defense SCENE 5
Adventure Rules tests gives enemies a minor boost in power, while a +3
or 4 will make them truly formidable. Adding to their
Shadowrun Missions adventures use the rules present- Professional Rating will give them a larger group Edge SCENE 6
ed in Shadowrun, Fifth Edition (SR5). Standard rules such pool to draw from, and gamemasters are encourage to
as success tests, glitches, critical successes, and other use this Edge when logical.
common mechanics are described in SR5 and are not SCENE 7
Often a combat scene will tell you if it’s supposed
repeated in this adventure. to be challenging or is simply there to serve as filler
Please keep in mind when preparing for the adven- or a minor obstacle that the players should steamroll
ture, that the PCs will not necessarily be comprised of a SCENE 8
through. When possible, use this as a guide to know
balanced party. It’s entirely possible that the party will be when to tweak the enemies and encounters. If it doesn’t
made up entirely of technomancers or back-to-nature say, assume the scene should present a challenge to the PICKING UP
shamans. If the characters run into a brick wall because power levels of the players. THE PIECES
of such complications, show flexibility and use your best
judgment in how you lead them back to the plot.
A Note on Loot and Looting
LEGWORK
Non-Player Characters Gamemasters should be careful what they allow play-
ers access to, because they can and will try to steal
Non-player characters (NPCs) are essential to any ad- everything not nailed down (and even then, they CAST OF
venture. They are the allies, antagonists, and back- often have pry bars and claw hammers to deal with SHADOWS
ground characters in the adventure that interact with those nails). Shadowrun Missions operate under the
the player characters. NPCs in this adventure have al- assumption that two players who have run the same
ready been created and can be found throughout the missions will have roughly the same amount of re- DEBRIEFING
adventure. sources available to them (give or take some nego- LOG
Minor NPCs are found in the individual scene that tiation and a little bit of minor loot fenced), so when
they appear in, and generally have a brief write up, noting players are able to steal and fence a lot of gear or are
only their important skills and the gear they are carrying. able to get their hands on high-priced vehicles, cyber-
Major NPCs can be found in the Cast of Shadows at decks, or foci, it can unbalance the game and make
the end of the adventure, and have more detailed write it unfair to players who didn’t have the opportunity
ups, and include most of the skills and the gear they have to get those items. Gamemasters should avoid letting
access to. the players get into a position to do high value looting
The NPCs in this adventure should generally stand whenever possible.
INTRODUCTION 4
Chicago, The CZ, Noise, COVER
and Background Counts BACKGROUND COUNTS
While for many the Chicago and the Bug City Contain- Background counts impose a negative dice pool penalty I HATE BEING
ment Zone are synonymous, the CZ comprises less than equal to their rating for all tests that are linked to or utilize WRONG
1/3 of the total landmass of the city of Chicago proper, magic in any way (i.e., spellcasting, summoning, assensing,
not counting suburban areas and farmlands connected any test made while astrally projecting, and any active skill
to the city. But the CZ is still big, and it is the rotted, gut- INTRODUCTION
that benefits from active adept powers such as killing hands,
ted, feral heart of the Windy City. It starts at 115th Street critical strike, great leap, or improved skills, etc.). Dual-
to the south and runs nearly 30 km North way to Bel-
natured creatures and spirits suffer this penalty to all actions. MISSION
mont Avenue to the north, and reaches from the Lake
Aspected background counts grant a boost to any SYNOPSIS
Michigan an average of 15 km to Harlem Avenue to the
west. A mass of torn down buildings and hastily-erected limit that utilizes magic in any way (see above) to any
barricades were added to and reinforced over the three- metahuman, spirit, or dual-natured creature that matches the
SCENE 1
year period that the Containment Zone was in effect, aspected domain. This includes spellcasting Force limits, so
and even now nearly 20 years later this barrier stands as spellcasters need to be careful, as it can be hard to control
an imposing divide between the Zone and the outside the additional surge of mana. Any magically active being that SCENE 2
world. Anyone can supposedly freely travel between does not match the aspected domain should treat this as a
the zone and Chicago proper, but Lone Star watches normal background count and suffers penalties.
those coming out and the gangs and warlords watch Background counts above 12 are called either a flux (for SCENE 3
those going in very closely. aspected domains) or a void (for magically dead zones), and
Over the last three years, the Astral Preservation are very dangerous. Any being who is magically or astrally SCENE 4
Society in partnership with The Ash Union and various active in any way (dual natured, astrally perceiving, casting
megacorp thaumaturgical divisions have made head-
a spell, has an active adept power, has an active focus, etc.)
way in cleaning up the background count within the CZ SCENE 5
takes (background count – 12) unresisted Stun Damage each
and the surrounding area. Thanks to their work, unless
turn that they are active and exposed to the Flux or Void.
otherwise noted in the scene, assume a background
count of zero anytime characters are within the Con- SCENE 6
tainment Zone. The count will fluctuate wildly at times,
lowed to go on one run per week. The calendar is used
so players should expect to encounter everything from
to track the character’s monthly lifestyle expenses, ad- SCENE 7
high background counts and mana voids to various as-
ventures, and their downtime exploits.
pected backgrounds and mana warps. (See p. 30, Street
Grimoire, for full rules). Areas of Chicago outside the CZ
SCENE 8
may also suffer background count bleed from the Zone.
With the megacorps construction efforts moving Mission Synopsis
forward in the CZ and surrounding areas, matrix con-
PICKING UP
nectivity has improved dramatically. Noise levels will Simon Andrews, a Saeder-Krupp fixer, caught wind of
THE PIECES
vary from area to area, but unless otherwise specified in the renewed bug threat from an old contact of his. This
the scene, assume a default Noise level of zero anytime led him to attempt to facilitate a meet where the var-
the characters are within the Containment Zone. ious corporate representatives and a few other shad- LEGWORK
owy assets could put differences aside and work to
Paperwork benefit everyone’s self-interests. Unfortunately, the
meet didn’t go as planned, and before talks could even CAST OF
After running a Shadowrun Missions adventure, there begin, the building was ambushed. Simon escaped, SHADOWS
are several important pieces of paperwork that need but those who arrived to the meeting earlier than the
to be filled out. others were not so lucky.
The first is to make certain to distribute a copy of the Simon hires the runners (Scene 2: That Bloody Lizard) DEBRIEFING
adventure’s Debriefing Log to each player. As the gam- to track down and rescue Quantum Princess, Lothan the LOG
emaster, please make certain to fill this out and sign off Wise, Maggie Goldberg, Sarah Silverleaf, and Nick Ryder.
on it for each character. In the interests of time, you may Simon gives them a list of who was invited and mentions
have each player fill out the sections, with appropriate that perhaps contacting them might be a good place to
values that you give them. Please consider the PCs ac- start (Scene 3: We Missed You At The Party).
tions in the scenario when providing Reputation modifi- Depending on whom the runners contact (and
ers, per those rules (p. 372, SR5). whom they believe), they head either to the Big Hearts
The second is to make sure that all players have up- Night Shelter (Scene 5: Little Hands, Big Hearts) or to a
dated their character’s Mission Calendar. PCs are al- trap (Scene 4: It’s A Trap!).
MISSION SYNOPSIS 5
If the runners fall for the trap, they must escape; a Scene 1: COVER
traitor has wasted their valuable time. As a result, Quan-
tum Princess is dead when they find her.
At the Big Hearts Night Shelter (Scene 5: Little Hands,
Best Laid Plans I HATE BEING
Big Hearts), unbeknownst to them, old dwarf women WRONG
take care of homeless folks, whom they invest with bug Scan This
spirits. As they learn the truth, the runners face a choice
In this scene, Simon Andrews contacts the runners. He INTRODUCTION
between rescuing Sarah Silverleaf and Quantum Princess
tells them to meet him inside the Noose at Samson’s
who remain at the Big Hearts, or heading across town to
Noodles at 11 a.m.
stop a ritual involving the other three contacts. MISSION
At the Truman Tower in Chicago’s Core, the runners SYNOPSIS
find a way to the top of the three hundred fifty-two-sto- Tell it to Them Straight
ry building (Scene 6: Going Up?). Once there, they find
You didn’t sleep well last night. Maybe it was the
Maggie, Nick, and Lothan trapped in cocoons (Scene 7: SCENE 1
pounding rain combined with the heat. Sweat and
We Are Not Ready For This). Stopping the ritual is first,
sleep don’t mix well—but there is something else, too.
but then they must choose whom to save and get back Everyone in the city seems on edge. You’ve been up
out before the ant spirits collapse the building on them! SCENE 2
for a few hours already, and thankfully, the weather has
cooled down a bit. You’re getting ready to do nothing
Given the if/then nature of this mission and the high in particular when your commlink beeps, alerting you SCENE 3
stakes it holds, use the following chart to keep track of that you have a message. You were about to ignore it
the kidnapped contacts’ status. when it beeps at you again. You see it’s from Simon
Andrews and take a look. SCENE 4
CONTACT STATUS “Hey mate! I gots a job for you, yeah? An’ beside
bein’ a decent night’s nuyen, it concerns some contacts
of yours that you’ll likely want to know about. Meet me SCENE 5
QUANTUM PRINCESS
at Samson’s Noodles, inside the Noose. Get ’ere as soon
If the runners shop at the Maker Collective, fall into Dr. as possible, and I’ll pick up the tab.”—Simon
Tate’s trap, or investigate further into the Shattergraves
SCENE 6
before going into the Big Hearts Night Shelter, Quantum
Princess dies.
THE NOOSE SCENE 7
SARAH SILVERLEAF Before Bug City, there was the Noose: Chicago’s oldest disaster
zone. In 2039, three days after the Night of Rage, Alamos 20,000 blew SCENE 8
If the runners investigate further into the Shattergraves up the Sears Tower and the fallout created Chicago’s Shattergraves.
before going into the Big Hearts Night Shelter or head to The surrounding areas saw an exodus of corporations and well-to-do
Truman Tower before rescuing her, Sarah dies. citizens, leaving the area from the lake to Western Avenue and from PICKING UP
North Avenue down to Cermak Road to become a no-man’s land. The THE PIECES
MAGGIE GOLDBERG Noose has had forty years to become a nexus for black markets, red-
light districts, rumormongers, diehard survivalists, winner-take-all
Unless the runners go directly to Truman Tower* (without LEGWORK
gangs, black-hat hackers, and people too poor or too tough to leave.
stopping to rescue Sarah and Quantum Princess), a ritual has The Noose is home to Noosenet, Chicago’s own data haven for
already started to invest Maggie with an Ant spirit queen. shadowrunners. It’s pretty low-tech, but robust. CAST OF
The runners must stop the ritual, but Maggie dies when it is SHADOWS
interrupted. If the ritual has not begun, Maggie lives, but has > Hey! I heard there is a synthetic intelligence that lives in
already been prepared as an ant spirit nymph. Noosenet.
> DeForest DEBRIEFING
LOG
NICK RYDER > No way. The SI is Noosenet!
If the runners choose to save Lothan at Truman Tower, > Chubba
Nick dies*.
> Ugh. Log off, kiddies, before I boot you off.
> Bull
LOTHAN THE WISE
If the runners choose to save Nick Ryder at Truman
Tower, Lothan dies*.
*If the players split the party or get otherwise very creative, at the
gamemaster’s discretion, these fates may be altered.
Scene 1: Best Laid Plans 6
Behind the Scenes SAMSON'S NOODLES COVER
This is a straightforward call for a meet. Samson’s Noo- At 11 E. Illinois St, Samson’s Noodles is the bottom floor of a
dles is a greasy-spoon Thai restaurant just inside the red-brick building with a few apartments above it. Run by the Sang I HATE BEING
Noose. Unlike every area surrounding it, this partic- family, the restaurant has been one of the rare staples of stability in WRONG
ular neighborhood doesn’t seem like a warzone. It’s the Noose. They serve anyone who comes in on a sliding scale of
not gorgeous, but signs of normal life and communi- payment, but no one is turned away. As if that wasn’t enough, they
ty are readily visible. If the runners don’t have Simon also make donuts until lunchtime. Aside from the Silver Spoons, the INTRODUCTION
as a contact, they can do legwork beforehand on him other gangs and criminals leave this place alone, making it a decent
and easily discover who they’re dealing with. If they place for uninterrupted meet-ups. Most important, the food is wiz.
decide to get in touch with any of the missing contacts
MISSION
SYNOPSIS
(Quantum Princess, Lothan the Wise, Maggie Gold- > You know why the other gangs don’t mess with the
berg, Sarah Silverleaf, or Nick Ryder), or the contacts Sangs right?
who escaped the meet (Becky 99, Juan Xihuitl), they > DeForest
SCENE 1
receive no answer. Martin Tate, however, answers, but
only after Scene 2: That Bloody Lizard. Five contacts > Shush, child.
are missing, Becky 99 and Juan Xihuitl have gone to > Mr. Pink SCENE 2
ground temporarily, and Martin Tate is party to the ab-
ductions, and therefore laying low.
SCENE 3
WEATHER
Pushing the Envelope During this mission, the weather continues to get worse.
There is no need to push the envelope in this scene. Beginning in this scene, anyone piloting a vehicle should make a SCENE 4
Vehicle Skill + Reaction [Handling] (1) Test to avoid crashing; apply
Debugging the light glare visibility modifier (–1). The runners can ignore the
–1 penalty for glare with flare compensation, thermographic, or
SCENE 5
If the runners don’t trust the message or don’t want ultrasound.
to go to the meet, have Simon be more specific about If any players have the Survival skill, 4 net hits allow them to see SCENE 6
which contacts are in question, and he can even drop a severe storm is coming.
the hint they need help. It could be the runners have
never encountered these contacts before; if so, you SCENE 7
can leave off the part about “contacts” and have Simon
offer 2,000 nuyen (plus dinner) just for showing up and
Tell it to Them Straight
listening to the job. As you approach Samson’s Noodles, you can’t help SCENE 8
but notice the smell. Particularly, the putrid stench of
Scene 2: metahuman misery no longer assaults your nose. Un-
like the patchwork destruction you drove through to PICKING UP
That Bloody get here, these last few neighborhoods seem like they
are from some other city, not inside the Noose, one
THE PIECES
Pushing the Envelope hall. “Please escort yourself to Dr. Tate’s office
and have a seat. He is finishing up with a client.” SCENE 4
This is a quick transition scene, and an opportunity for Heading down the hall, you see Tate’s office,
the face to judge intentions, so pushing the envelope
a plaque reading “Dr. Martin Tate, M.D.” on the
isn’t appropriate here. SCENE 5
wall beside the door. Tate’s office seems just
as sanitary as the rest of the clinic. The office
Debugging is three meters by four meters and contains no SCENE 6
There is very little, if anything, that can go wrong here. pictures, no personal effects—just chairs, files,
Either they go meet Tate or they don’t.
and a large desk.
SCENE 7
The secretary’s honeyed voiced chirps in
Scene 4: again on a speaker in Tate’s office: “Please have
It’s a Trap! a seat. Dr. Tate will be with you shortly.” SCENE 8
If the runners don’t have a sense of urgency and want host using either a Hack on the Fly action [Hack-
to stick around the Collective and purchase items, they ing + Logic [Sleaze] versus Intuition (4) + Firewall I HATE BEING
are welcome to do so. If the runners shop or fall into (7)] Test or a Brute Force action [Cybercombat + WRONG
Tate’s trap, make a note that Quantum Princess is dead Logic [Attack] versus Willpower (4) + Firewall (7)].
when they find her in Scene 5: Little Hands, Big Hearts. Then the hacker must conduct a Control Device
action (Complex Action) [Electronic Warfare + In- INTRODUCTION
• Runners can purchase drones, electronics, vehi- tuition [Sleaze] versus Intuition (4) + Firewall (7)]
cles, weapons, and armor up to Availability 12. Test to disarm the bomb.
MISSION
• Runners cannot find Forbidden (Rating F) gear • Disarm the Bomb. To find the bomb (under Tate’s
SYNOPSIS
or any foci. desk), the runners must make a successful Percep-
• All Restricted gear (Rating R) acquired here re- tion + Intuition [Mental] (4) (1 Combat Turn) Ex-
quires appropriate licensing prior to purchase. tended Test. Then a runner with the Demolitions SCENE 1
skill can try to disarm the bomb. A Demolitions +
If the runners choose to buzz the intercom, a friend- Logic [Mental] (5) (1 Combat Turn) Extended Test
ly, feminine voice answers, “Thank you for choosing Dr. disarms the bomb. A glitch on this test decreases SCENE 2
Tate’s Truman Tech Clinic. We are not open for business the time before the bomb explodes by one Com-
at the moment. Is this an emergency?” The voice says bat Turn. A critical glitch detonates the bomb.
this no matter what time the runners go. • Making an exit. If the runners try to blast/break/ SCENE 3
No matter what the runners tell the secretary, the slice/punch/magic a hole through the reinforced
doors buzz open. Alternatively, if the runners try to hack steel around the room, the walls resist damage
into the Clinic’s host and gain access, it is easy to do so. with Structure (14) + Armor (24). Note that unless SCENE 4
They simply need to get one mark on the host using ei- the DV of a penetration weapon (sword, bullet)
ther a Hack on the Fly action [Hacking + Logic [Sleaze] exceeds the Armor of the barrier, the attacks do
SCENE 5
versus Intuition (4) + Firewall (7)] Test or a Brute Force no damage.
action [Cybercombat + Logic [Attack] versus Willpower • A strong runner can attempt to lift the blast doors
(4) + Firewall (7)] Test, then conduct a Control Device with a Strength + Body (12, 1 Combat Turn) Test. SCENE 6
action [Electronic Warfare + Intuition [Sleaze] versus In- • If the players are not able to disarm the bomb, or
tuition (4) + Firewall (7)] Test to open the door. It is easy if they blast a hole and escape, the bomb explodes
on purpose. Tate is laying a trap. at the beginning of the fourth Combat Turn after SCENE 7
If the hacker makes a Matrix Perception Test [Com- the timer started. The bomb is nine kilograms of
puter + Intuition [Data Processing] versus Logic (4) + Rating 10 plastic explosives with a DV of 30P. If the
Sleaze (5)], 2 hits allow them to notice immediately that runners make a hole in the wall and escape, the SCENE 8
the panel is operated remotely. 4 hits (or a secondary bomb goes off, and blasts through the hole with a
Matrix Perception Test with 3 hits) means they find that DV of –1/meter. If the runners do not make a hole
this panel also locks the clinic doors from the outside. A and the bomb explodes, it destroys the barrier and PICKING UP
bomb is slaved to the panel as well, with a timer set to sends a deadly cloud of shrapnel across the Maker THE PIECES
begin once the doors are locked. Collective with a DV16, –1/meter.
If the hacker does not see this evidence and the run- LEGWORK
ners enter the clinic, they are in for a surprise. The steel
panels (made from an alloy stronger than titanium) are HOST: DR. TATE'S
four centimeters thick. (Structure 14, Armor 24, 14 box-
es on condition monitor). When the countdown begins, TRUMAN TECH CLINIC CAST OF
SHADOWS
the runners do not know how long it will last until they
Rating Attack Sleaze Data Proc. Firewall
find the bomb. If they do, it will have started at twelve
seconds. In game terms, at the beginning of the fourth 4 6 5 8 7 DEBRIEFING
Combat Turn from when the countdown began, a bomb LOG
explodes in the clinic. However, if a hacker can stop the Installed IC: Binder, Crash, Probe, Marker
timer, the bomb does not go off. Slaved Devices: Blast doors, cameras, bomb with timer,
door controls, intercom, wireless receiver
Sculpting: This host looks like a very modern doctor’s
The runners can escape the bomb in office, with hyper-white walls and sterile equipment
the following ways: everywhere.
• Hack the bomb. Using a Matrix Perception Test Security Procedures: Patrol IC runs at all times. Once
[Computer + Intuition [Data Processing] versus alarmed, the host launches IC in this order: Probe,
Marker, Binder, and Crash. If one of its IC gets bricked,
the host uses the next Combat Turn to reboot that IC
rather than moving on to the next one. There are no
SCENE 4: IT'S A TRAP! spiders on call in case of intrusion. 12
Paydata: There are data files on the host which have 500
nuyen value per player on NooseNet.
Pushing the Envelope COVER
Big Hearts there are falling into hysterics, while a somber and aus-
tere group of female dwarfs are trying to calm down
PICKING UP
THE PIECES
the crowd and help the wounded among them. The five
Scan This dwarfs are dressed in uniforms resembling old-world
milkmaid dresses, and orange bands on their arms read LEGWORK
In this scene, the runners follow up on the trail of
“Big Hearts.”
ant spirits that carried the abducted contacts south Drawing closer to the crowd, you can see the object
through the Shattergraves. They may also have been that caused the commotion. An enormous ant spirit lies CAST OF
alerted to the Big Hearts by tracing the contacts’ com- belly up on the ground, bullet wounds and spell scars SHADOWS
mlinks or employing magic to search for them. The riddling its hide. Strewn around it are its victims’ bodies.
runners should use some legwork or detective work to The dwarf ladies seem to be taking those injured back
find out what they can. Their investigation leads them to their Night Shelter. DEBRIEFING
to the Big Hearts Night Shelter, where old dwarf wom- LOG
en take care of homeless and elderly folks. One way or
another, the runners learn the ladies of the Big Hearts If the players enter the Big Hearts
Night Shelter are actually bug spirits. As they learn the Night Shelter, read the following:
truth, the runners face a choice between rescuing the
The Big Hearts Night Shelter is filled to the brim
two contacts remaining at the Big Hearts, or heading
across town to stop a ritual involving the others. with makeshift beds. All the clients seem to be
resting peacefully on their cots, stretchers, and
chairs. The room is actually quite peaceful, de-
I HATE BEING
WRONG
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
spite the number of people here. The dwarf ladies Asking a local or a Union ganger about the contacts
SCENE 7
of the Big Hearts shelter scurry back and forth, requires an Etiquette + Charisma [Social] versus Percep-
tending to clients and handing out medicines. It tion (4) + Charisma (3) [Social (5)] Test which yields the
appears that the night shelter is also what passes following answers: SCENE 8
for an emergency clinic this deep in the Noose.
ANSWERS PICKING UP
Behind the Scenes NET HITS ANSWER
THE PIECES
At some point last night, the community in this neigh- 0 “Beat it. We don’t want no more trouble.”
borhood noticed ant spirits marching through. Seeing LEGWORK
the ants carrying victims, members of the Union gang 1 “I didn’t see anyone in particular. Ask the
Big Hearts ladies.”
came out to stop them. Unfortunately, they only suc-
ceeded in scattering the ants, managing to kill only 3 “If you’re looking for someone in particular, CAST OF
I’d check out the Big Hearts Night Shelter. SHADOWS
one, while the local Union gangers were decimated.
The dwarf women from the Big Hearts Night Shel- That’s where most of the sick, elderly, and
ter are giving first aid to victims and taking them inside helpless people in this neighborhood are
taken for help.”
DEBRIEFING
their building for care. If the runners ask about the kid- LOG
napped contacts, the ladies from Big Hearts simply say 5 “I’m pretty sure I saw that Asian lady and
something like, “I’m afraid we haven’t seen anyone like the hot elf chick being taken to the Big
that. I think I saw the rest of the ants head further into Hearts Night Shelter. They were screaming
the Shattergraves. Be careful, sweeties.” If a face or oth- the whole way.”
er runner makes a successful Judge Intentions Test [In- 7 “Yeah, I saw them. When the ant spirit died, the
tuition + Charisma [Social] versus Willpower (6) + Cha- Big Hearts ladies came and took the Asian lady
risma (6)], they know the ladies are lying and are trying and the hot elf chick back to the shelter. They
were tied up and screaming the whole way.
to get the runners to leave.
There were a bunch of other ants that seemed
to take orders from the Big Hearts ladies, and I
think I heard them tell the ants to head to Truman
SCENE 5: LITTLE HANDS, BIG Tower with the cop, the troll in the fancy clothes,
HEARTS
and the ork chick.” 14
A successful Perception + Intuition [Mental] (4) Test ical healing or first aid to a victim, the victim informs COVER
reveals that a street kid is recording the scene around them everyone is eventually taken to a downstairs room
the dead ant spirit from a window across the street. He and pronounced dead soon after. No one ever gets bet-
refuses to give up the video from his commlink, unless ter. Further, they might tell the runners about overhear- I HATE BEING
the runners throw 500 nuyen at him (he thinks this foot- ing the ladies talk about a ritual happening soon at the WRONG
age can get him paid), but a hacker can hack the com- top of Truman Tower.
mlink and snatch the video by getting one mark on the Alternatively, the runners can interrogate one of the
commlink using a Brute Force action [Cybercombat + dwarf ladies [Intimidation + Charisma [Social] versus INTRODUCTION
Logic [Attack] versus Willpower (4) + Firewall (1) Test] Charisma (6) + Willpower (6) Test]. Give runners a –3
OR a Hack on the Fly action [Hacking + Logic [Sleaze] dice pool penalty because of the ladies’ hostility. If the
MISSION
versus Intuition (4) + Firewall (1) Test]. Then the hacker intimidation is successful, the ladies admit their plan,
SYNOPSIS
must Edit File [Computer + Logic [Data Processing] ver- confident it is unstoppable. They tell the runners that
sus Intuition (4) + Firewall (1) Test] to copy the video. Maggie is about to be merged with an ant queen at the
If they get any net hits, they see the video starts when top floor of Truman Tower. Nick and Lothan are going to SCENE 1
the dwarf ladies from the Big Hearts Night Shelter come be part of the ritual as well. If the runners haven’t already
out in the middle of the night. They head toward the discovered Quantum Princess and Sarah Silverleaf, the
scene of the battle between the ants and the gangers. captives tell the runners they are in the basement. SCENE 2
The ladies say something to the ants, who head south, Heading downstairs, the runners find a horrifying
and take Sarah Silverleaf and Quantum Princess, both scene. Dozens of metahumans, laid out on cots ar-
screaming, back to the Night Shelter. ranged in a circle, are unconscious and hooked to IVs SCENE 3
If the runners assense the dwarf ladies from the Big originating in the center of the room. There, arcane cir-
Hearts Night Shelter, have them make an Assensing cles and symbols emanate with otherworldly power.
+ Intuition [Mental] versus Magic (6) + Edge (3) Test. The background count here is 4, aspected towards in- SCENE 4
Any net hits on this test allow the runners to see the Big sects. Quantum Princess and Sarah Silverleaf are there.
Hearts ladies are indeed flesh-form ant spirits. Unless they went to great lengths to hide their activities,
SCENE 5
If the runners did not go to Tate’s Clinic, they could the nice dwarf ladies now turn evil and angry, empow-
save both Quantum Princess and Sarah Silverleaf. If they ered as good-merge insect spirits.
went to Tate’s clinic and spent time shopping at the If the runners rescue Quantum Princess or Sarah Siv- SCENE 6
Maker Collective or fell into Tate’s trap, the runners only erleaf, those two will tell the runners they overheard the
find Sarah alive. Going further into the Shattergraves is ladies talk about a ritual happening soon at the top of
a huge mistake, as the ladies from Big Hearts are trying Truman Tower. SCENE 7
to shoo the runners away. If they don’t head into the
Big Hearts Night Shelter to look around, both Quantum • If the runners spent time at the Maker Collective
Princess and Sarah Silverleaf are dead when the runners to purchase things or were caught in the trap, SCENE 8
find them. Quantum Princess is dead because she was unfit
The truth is, the ladies from the Big Hearts Night for a merge and killed.
Shelter have been working with the bug spirits. They • If the runners go further into the Shattergraves
PICKING UP
spent the last several years slowly collecting the city’s instead of investigating Big Hearts first, Quan-
THE PIECES
elderly, infirm, and disturbed, and preparing them to be tum Princess and Sarah Silverleaf are both dead.
infested with bug spirits. Once they are prepared, they The other “clients” in the basement are all dead LEGWORK
are sent to Truman Tower, where the infestation rituals as well, because the dwarf ladies took steps to
are performed. Now a large ritual is being planned and prevent their operation from discovery.
the ladies from Big Hearts are preparing the final two • Sometime during this scene, someone tells the CAST OF
hosts, Quantum Princess and Sarah Silverleaf, to be- runners where to head next. Truman Tower is SHADOWS
come infested. Lothan the Wise, Nick Ryder, and Mag- where the large ritual is about to take place, so
gie Goldberg were already prepared and are now at Tru- the runners must make haste. If they head to
man Tower, ready to be merged at any time. Truman Tower before encountering Quantum DEBRIEFING
Inside the Big Hearts Night Shelter, the runners find Princess and Sarah Silverleaf, Maggie, Nick, and LOG
many ill and infirm clients. Many are unable to speak, Lothan might all still be alive. If they find out
thanks to a steady stream of “medicine” the Big Hearts about Truman Tower from Quantum Princess,
ladies administer. This drug lowers their Willpower and Sarah, or someone else in the basement, then
pacifies them. This seems to be a blessing to the neigh- Maggie is in the process of being invested with
borhood community who only see their suffering loved a queen ant spirit when the runners arrive at Tru-
ones more at peace. A First Aid + Logic [Mental] (3) Test man Tower.
lets the runners determine the medicine is not actually • There are five Big Hearts dwarf ladies in the
helping. If the runners are persistent or administer mag- shelter.
I HATE BEING
WRONG
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
in breeding pods, awaiting bug spirit infestation. Their
WEATHER heads are sticking out of the pods and they are aware of
what is happening. Maggie occupies a place of prom-
SCENE 7
The storm has reached Biblical proportions. Wind and snow inence, right next to an Ant shaman, who is about to
batter the runners severely. Every ten Combat Turns, runners take (or already has begun to) invest her with an Ant spirit SCENE 8
1S damage that cannot be resisted unless they have insulated queen. For Maggie’s fate, see the chart below:
armor. Additionally, for any action requiring sight, apply the light
glare visibility modifier (–1) along with –4 modifier for snowfall and PICKING UP
–4 for strengthening wind, for a total of a –9 penalty. The runners EVENT MAGGIE'S STATUS THE PIECES
can ignore the –1 penalty for glare with flare compensation, Runners went to Maker Collective
thermographic, or ultrasound. Note that this does not affect the
spirits or the shaman, all of which are astrally perceiving.
OR LEGWORK
Since the weather is now considered extreme (insanely cold, Runners didn’t learn about Truman Tower until they
even for Chicago), exposure/frostbite rules apply if characters rescued Quantum Princess/Sarah Silverleaf
aren’t wearing clothing specifically mitigating this damage. For CAST OF
OR
the full rules for cold damage, see p. 149, Run and Gun. For the SHADOWS
Runners took too long Maggie has already been
purposes of this scene, if the runners are outside too long before
to climb the Tower prepared as a good merge
going up the tower, applying 1 physical damage for every 1 minute
(gamemaster discretion) nymph insect spirit, and the DEBRIEFING
outside is sufficient. Unless the runners have weather-resistant
ant shaman has begun the LOG
gear, this cannot be resisted.
ritual to turn Maggie into
an ant spirit queen.
Behind the Scenes The runners DID NOT go to the Maker Collective,
Note: The background count for this scene is 4, aspect- AND
ed towards insects. found out about Truman Tower before they rescued
At the top, the runners find Maggie Goldberg, Quantum Princess/Sarah Silverleaf,
Nick Ryder, and Lothan the Wise, visible but encased AND
made good time climbing Maggie has already been
up the tower. prepared as a good merge
SCENE 7: WE ARE NOT READY FOR THIS
nymph insect spirit, but the
ritual to invest her with a
19
queen spirit has not begun.
There is no negotiation with the ant hive. The runners COVER
must fight the ant shaman and at least one ant spirit per
runner. The other ants go about their tasks until they per-
ANT SHAMAN
ceive the runners as a threat to the ritual. If it appears B A R S W L I C ESS EDG M I HATE BEING
the ritual will not be completed, true-form ant spirits WRONG
4 3 6 5 5 4 6 3 6 3 6
swarm and begin chewing on the floor supports below
the runners (at the three-hundredth floor). This leads to Initiative: 13+2D6
the collapse of the upper fifty floors, and the sure death INTRODUCTION
Astral Initiative: 12+3D6
of everyone above (besides the ants). Breaking open the Condition Monitor (P/S): 10/11
cocoons binding their contacts is like breaking a physical Limits: Physical 7, Mental 7, Social 6 MISSION
barrier with Structure and Armor Rating 10. Armor: 15 SYNOPSIS
The runners must stop the ritual, but if it has already Skills: Animal Handling 3, Arcana 7, Artificing 5, Assensing
begun, Maggie dies when it is interrupted. If the ritual 4, Athletics skill group 4, Blades 6, Conjuring skill
has not begun yet, Maggie lives, but has already be- group 6, Counterspelling 6 (Combat Spells +2), First SCENE 1
come an Ant spirit nymph. This means she is no longer Aid 6, Outdoors skill group 6, Perception 5, Sneaking 7,
“Maggie,” but as a good merge, she has all of Mag- Spellcasting 9 (Manipulation Spells +2)
gie’s memories, and Simon still pays the runners if they Qualities: Ant Magician, Lightning Reflexes (+1 Initiative, SCENE 2
bring her to him. +1D6 initiative dice, +1D6 to Defense Tests)
Regardless of Maggie’s fate, once the ritual is Initiate Grade: 5
stopped, play up that the runners only have time to Metamagics: Greater Ritual, Shielding, Reflection,
SCENE 3
save either Nick or Lothan before the building’s col- Absorption, Efficient Ritual
lapse. Lothan bellows at the runners that he is the only Spells: Acid Stream, Armor, Control Pack, Mana Barrier,
logical choice. He tells them he (Lothan) is more pow- SCENE 4
Heal, Influence, Manaball, Physical Barrier, Swarm,
erful, knows more about spirits, is better connected, Toxic Wave
and can help them escape in one piece. Nick tells the Gear: Full body armor (insulation 3, nonconductivity 4), SCENE 5
runners he (Nick) is nobody and to get everyone else Meta Link commlink (DR1), reagents (50 drams),
out safely. If the runners choose to try to save both of spellcasting focus (Rating 4, Manipulation spells),
them, they should be able to, if they split the party and summoning focus (Rating 4, insect spirit queens) SCENE 6
fight two Ant spirits per runner, but don’t make it easy Weapons:
and continue to remind them the building is about to Sapphire Knife [Blade, Acc 5, Reach —, DV 7P, AP –3]
collapse. SCENE 7
Keeping all five contacts alive should challenge the
runners. If they have not already had at least one die, ANT SOLDIER SCENE 8
make it very difficult (not impossible) for them to rescue
both Nick and Lothan. Feel free to increase the number TRUE FORM SPIRITS
and difficulty of the bugs if the threat doesn’t seem se-
rious enough. (1 PER RUNNER, FORCE 5) PICKING UP
Finally, if the runners have not begun to descend THE PIECES
B A R S W L I C ESS EDG M
the stairs by the fifth Combat Turn after the ants begin
chewing on the supports, they aren’t able to get down 8 6 6 8 5 5 5 5 5 3 5
LEGWORK
the stairs quickly enough to avoid the building collaps-
ing on them. If they are creative and figure another way Initiative: 11+2D6
out, cool, but if not, the top fifty-two floors of the build- Condition Monitor: 12
CAST OF
ing collapse all around them, dealing 156P damage with Limits: Physical 7, Mental 7, Social 7
SHADOWS
AP –4 (52 floors at approximately 3 meters each is 52 Armor: 10H (against non-magical attacks)
x 3 = 156, or 1 damage for each meter fallen, whether Skills: Assensing 5, Astral Combat 5, Counterspelling 5,
they fall or the debris falls on them). Maggie, Lothan, Exotic Ranged Weapon, Gymnastics 5, Perception 5, DEBRIEFING
and Nick all die. Unarmed Combat 5 LOG
Powers: Animal Control (Ant), Astral Form, Fear, Hive Mind,
Inhabitation, Materialization, Magical Guard, Natural
Pushing the Envelope Weapon (DV 7 Physical damage, AP –1), Sapience,
If necessary, add in as many ant soldier true form spir- Immunity to Normal Weapons (through Materialization)
its as necessary. This fight should feel epic, so adding Weaknesses: Allergy (Insecticides, Severe), Evanescence
Weapons:
in more ants is the best way to add difficulty. If the run-
Bite [Unarmed, Acc 7, Reach —, DV 7P(acid*), AP –1]
ners attempt to save both Lothan and Nick, the number
of ant spirits should increase to two bugs per runner.
*All physical damage done by Ant spirits is also considered
Acid damage (see Acid Damage, p. 170, SR5).
all five contacts away from Simon pays the team for their work. Unless they attack
Simon, there’s not much action here. PICKING UP
the bugs, read the following:
THE PIECES
The snow and wind have all but stopped and
Pushing the Envelope
the reemerging sun is already warming the
No need to push the envelope here. LEGWORK
city’s core. Getting in touch with Simon, you
meet him back at Samson’s Noodles, where he
again treats you to a meal. “I have to say, chum- Debugging CAST OF
mers, I am glad my faith in you has paid off. There is not much that can go wrong in this scene. SHADOWS
That was fine work you did, and you have done
Chicago a great service. Whether or not the cor- DEBRIEFING
porations or the government want to admit it, LOG
Chicago has a big bug problem, and it’s only
going to get worse from here, I’m afraid. Here’s
what I owe ya.”
LEGWORK 23
Ryder cares. He has been fighting 1 1 Some old trog. Runs a talismonger COVER
the brass to let him clean things up. shop from some bar near the CZ.
When they won’t let him “waste” 2 3 He’s a talismonger and a shaman.
Lone Star resources on the zone, Runs The Wisest Troll out of
I HATE BEING
Ryder hires runners to do it. WRONG
Miller’s Pub.
4 4 Ryder’s been making news lately. 3 — He used to run the shadows out in
He is really making Lone Star Seattle. Said he was retired, but INTRODUCTION
seem not worthless. he’s not 100 percent out of the biz.
5 — Nick is as honest a cop as they 4 6 Lothan is hard to handle. He hires
come. It would be a shame if MISSION
a lot, but not many runners care
anything ever happened to him. SYNOPSIS
for his attitude. Arrogant S.O.B.
6 6 Yesterday, Ryder told me that he 5 — Lothan’s a big deal in the
was headed to a meeting that just Shadows. He trained Kellan Colt! SCENE 1
might save Chicago. What could He’s forgot more than you’ll ever
that mean, I wonder?
know.
SCENE 2
Dr. Martin Tate Maker Collective
Contacts to Ask: Chicago Runner, CZ Resident, Street SCENE 3
Doc, Corporate Contacts to Ask: Any Chicago
LEGWORK 24
Margaret “Maggie” Sarah Silverleaf COVER
LEGWORK 25
up. Don’t get me wrong, it’s still 2 3 Simon is a full-body changeling COVER
probably the worst place in North who took the change well, though
America to live, but the rubble and some girls will tell you he was
debris are being collected and it already a snake. He’s covered I HATE BEING
looks like someone’s cleaning the in green, scaly skin like a lizard, WRONG
place up. has a British accent, and is an
all-around freak, especially when
anything female with two legs INTRODUCTION
Silver Spoons catches his reptilian eyes.
Contacts to Ask: Any Chicago 3 4 Used to be a legit Neo-Anarchist. MISSION
I wonder if his one-eighty was his SYNOPSIS
Contacts Matrix Search Information choice or his master’s?
0 0 Wasn’t that a trid about some rich 4 6 Agent for Saeder-Krupp? Yes, in
kid? fact he’s Lofwyr’s eyes and ears SCENE 1
1 1 They are the meanest gang on the around here, or so I heard.
Westside of Chicago. 5 8 Who the hell knows what he’s up SCENE 2
2 3 No. They aren’t the meanest gang. to? He works for a dragon. What
They are barely even a gang. else can you say but never deal
More like a bunch of spoiled with a dragon? Well, that and SCENE 3
corp kids who pretend to live don’t pick his pocket. <Contact
dangerously by coming to the shudders.>
safest parts of the Zone. SCENE 4
3 — They have an ongoing rivalry
with that other poser gang, the Truman Tower
SCENE 5
Hanging Brads. Ugh. I hope they Contacts to Ask: Corporate Executive, Any Chicago
eliminate each other.
4 6 Rumor has it that they have Contacts Matrix Search Information SCENE 6
been moving into the Noose 0 0 Is that the Spire? The one by the
lately. Apparently, there is a bay or the one in the Core?
neighborhood there that’s cleaner 1 1 Truman Technologies had its SCENE 7
than the rest. Gangs don’t seem to headquarters there before Bug
gather there. So the Spoons have City. It was the tallest building in
started harassing the locals. Chicago. 352 floors! SCENE 8
5 — They should be more careful. 2 3 Folks get the tall Chicago buildings
There’s probably a good reason mixed up all the time. The original PICKING UP
that the local gangs lay off. I heard Spire is by the bay. Yamatetsu built THE PIECES
some Black Star operatives live in a replica Spire in the Core. But
the neighborhood. for some reason, people still call
Truman Tower the Spire too, even LEGWORK
though it dwarfs them both.
Simon Andrews 3 — Truman Tech was bought out by
Contacts to Ask: Any club-related, any changeling, Horizon, so I guess they own it CAST OF
high-level Saeder-Krupp, simsense star now. But no sane person goes SHADOWS
there now, what with the Truman
Contacts Matrix Search Information Terrors gang.
DEBRIEFING
0 — Fresh from Milan: Andrew Simon’s 4 6 The Truman Terrors aren’t the only LOG
line of Dwarf Winter-wear! Faux- thing scary at the Tower. Rumors
fur is back in style, as Andrew persist of far worse things on the
Simon once again makes an upper floors.
unforgettable mark on long pants
for short people.
1 1 Simon Andrews? Isn’t that a fixer
or company man for Saeder-
Krupp?
LEGWORK 26
Union Cast of Shadows COVER
CAST OF SHADOWS 27
Quantum Princess Lothan The Wise COVER
Vanessa Rodriguez, a.k.a. Quantum Princess, is an el- Lothan the Wise ran the shadows of Seattle for many
der stateswoman among shadowrunners. She was years, his prime being during the mid-Sixties when he I HATE BEING
in the heart of downtown when Bug City hit and the mentored and teamed with Street Legend Kellan Colt. WRONG
Containment Zone went up, and she was one of those He considers himself a mystical genius which he backs
early few who tried to figure out what was happening up with towering confidence and arrogance, and also
and helped cobble together a rude BBS to help those considers himself an expert in all areas of magic and INTRODUCTION
trapped survive and communicate. Many suspect she’s magic theory. His attitude may be a little unwarranted,
the primary SysAdmin for NooseNet, Chicago’s Shad- but you cannot deny he knows a lot about magic. He
ow Host, though she won’t admit to it and they run the moved to Chicago a couple years ago and opened a MISSION
host anonymously. Most often she can be found work- talismonger shop called “The Wisest Troll.” SYNOPSIS
ing as a fixer. She’s also liked and trusted by almost Lothan is an aging Troll, though he is still massive
every faction in the shattered sprawl, and frequently and powerful. What he has lost in physical prowess, he
acts as a mediator and go-between for them. SCENE 1
makes up for in magical ability. His hair is bone white,
Quantum Princess is a human female in her mid-fif- and he dresses very flashy, favoring purple and gold
ties, her mixed Hispanic descent evident in her deep robes over his armor, and he wears expensive jewelry
brown skin and dark hair. Age and stress have taken SCENE 2
that doubles as powerful magical foci.
their toll, and she’s a little heavyset and not as nimble
as she once was. However, her mind is sharp, and her
B A R S W L I C ESS EDG M SCENE 3
deep-violet cybereyes with their golden atom symbol
pupils catch everything. 8 4 4 8 6 5 5 5 6 6 11
SCENE 4
B A R S W L I C ESS EDG Initiative: 9+1D6
Condition Monitor (P/S): 12/11
3 2 4 2 5 6 6 5 4.3 7
Limits: Physical 10, Mental 7, Social 7 SCENE 5
Armor: 12
Initiative: 10 +1D6
Active Skills: Alchemy skill group 10, Assensing 8, Astral
Condition Monitor (P/S): 9/11
Combat 5, Athletics skill group 5, Blades 4, Computer 4, Con SCENE 6
Limits: Physical 4, Mental 8, Social 7
6, Conjuring skill group 8, Counterspelling 8, Etiquette 7, First
Armor: 12
Aid 5, Instruction 6, Intimidation 7, Leadership 7, Negotiation
Active Skills: Automatics 3, Clubs 5, Computer 8, Con 7, SCENE 7
9, Perception 6, Performance 4, Ritual Spellcasting 9,
Cybercombat 9, Electronic Warfare 8, Etiquette 6 (Street +2),
Spellcasting 10, Stealth skill group 4, Unarmed Combat 5
First Aid 5, Hacking 10 (Hosts +2), Hardware 9, Lockpicking 3,
Knowledge Skills: Classic Art 5, Classic Music 4, Elven Wines
Negotiation 8, Perception 5, Pistols 4, Software 6, Survival 6
5, History 6, Magical Theory 10, Magical Artifacts 8, Spirit SCENE 8
(Urban +2), Unarmed Combat 4
Theory 8, Vintage Cars 4
Knowledge Skills: Black Market Pipeline 5, Chicago Area
Languages: English N, Spanish 4, Latin 5, Mandarin 3, Sperethial
5 (Containment Zone +2), English, Insect Spirits 5, Local PICKING UP
3, Or’zet 1, German 4, French 2, Italian 3
Runners 5, Matrix Host Design 4, Matrix Hot Spots 7 THE PIECES
Qualities: Allergy (Silver, Moderate), Analytical Mind, Bad Rep,
(Chicago Grid +2), Matrix Host Networking 4, Organized
Exceptional Attribute (Charisma), Focused Concentration 3,
Crime 4 (Chicago +2), Safehouses 5, Smugglers 5, Street
Magician LEGWORK
Gangs 5 (Chicago +2),
Initiate Grade: 6
Languages: English N, Chinese-Mandarin 3, City Speak 4,
Metamagics: Centering (Latin), Fixation, Masking, Quickening,
Spanish 5
Spell Shaping, Shielding CAST OF
Qualities: Combat Paralysis, Home Ground – Digital Turf
Gear: Armor jacket, Fairlight Caliban commlink (DR 7), power SHADOWS
(NooseNet Grid), Juryrigger, Photographic Memory
focus (Rating 5, staff), spell focus (Rating 5, sustaining,
Augmentations: Beta cybereyes 4 (flare comp, image link,
health, emerald ring), spell focus (Rating 5, sustaining,
smartlink, thermo, vision enhancement 3, vision mag), beta DEBRIEFING
illusion, sapphire ring), spell focus (Rating 5, sustaining,
datajack x2, beta skilljack 5 LOG
manipulation, ruby ring), spell focus (Rating 4, spellcasting,
Gear: Armor jacket, Docwagon Platinum, Fairlight Caliban
combat, golden chain), spirit focus (Rating 5, fire, ruby
commlink (DR7, hot sim module), programs (as needed),
pendant)
Shiawase Cyber-5 Cyberdeck (DR 5, Array 8765, Programs 5),
Spells: As needed, both regular and preparations.
skillsofts (assorted, Rating 4 each)
Weapons:
Remington Roomsweeper [Heavy Pistol, Acc 4, DV 9P(f), AP
–4, SA, RC —, 8(m), w/flechette ammo, smartlink]
Club [Club, Acc 4, Reach 1, DV 5P, AP —]
CAST OF SHADOWS 28
Nick Ryder Margaret “Maggie” COVER
DEBRIEFING
LOG
CAST OF SHADOWS 29
Sarah Silverleaf COVER
SCENE 3
Initiative: 13 + 4D6
Condition Monitor (P/S): 10/11
Limits: Physical 5(6), Mental 10(12), Social 12 SCENE 4
Armor: 6
Active Skills: Athletics skill group 5, Computer 6, Con 7
(Seduction +2), Disguise 5, Etiquette 8 (Corporate +2), SCENE 5
Impersonation 5, Leadership 7, Negotiation 8 (Bargaining
+2), Palming 5, Perception 6, Performance 7, Pistols 6 (Light
Pistols +2), Sneaking 7, Unarmed Combat 4 SCENE 6
Knowledge Skills: Chicago Area 2, Corporate Finances 6,
Corporate Politics 6 (Renraku +2), Corporate Rumors
8, Corporate Security 5 (Renraku +2), Psychology 8 SCENE 7
(Manipulation +2)
Qualities: Analytical Mind, Catlike, Exceptional Attribute
(Charisma), First Impression SCENE 8
Augmentations: (All deltaware) Cerebral booster 2, commlink
(DR 7), mnemonic enhancer 3, muscle toner 4, sleep
PICKING UP
regulator, synaptic booster 3, tailored pheromones 3, voice
THE PIECES
modulator 6
Gear: Armor clothing, clutch purse, Fairlight Caliban commlink
(DR 7, nothing vital on it), perfume LEGWORK
Weapons:
Colt America L36 [Light pistol, Acc 7, DV 7P, AP —, SA, RC
—, 11(c)] CAST OF
SHADOWS
DEBRIEFING
LOG
CAST OF SHADOWS 30
DEBRIEFING LOG
PLAYER DATE / /
CHARACTER LOCATION
PERSONAL INFO
SRM 08-01: KEEP YOUR FRIENDS CLOSE Stopped Maggie Goldberg from becoming a Queen.
Delivered Maggie Goldberg to Simon.
A local fixer held a meet with various corporate representatives
Rescued Quantum Princess.
to address a renewed threat to Chicago. Unfortunately, the
Rescued Sarah Silverleaf.
meeting was infiltrated and some of the corporate reps were
Rescued Nick Ryder.
kidnapped. You’ve been hired to track down and rescue them.
Rescued Lothan the Wise.
Every run has consequences, but this one may prove more Bomb went off in Tate’s Clinic.
deadly than you realized … for everyone involved.