SR5 - SRM06A-01 - Ten Fifty-Seven
SR5 - SRM06A-01 - Ten Fifty-Seven
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STRANGE BEDFELLOWS
COVER
A quick glance down at the screeching link. An emer- tive Ryder. I want to know what you are doing about STRANGE
gency from security command at 0415. Drek, this will these rash of disappearances around the zone. One of BEDFELLOWS
not turn out well. my facilities was targeted just hours ago!”
He answered the call. “Dr. Tate here. What can I do “Well, good morning to you, too, Dr. Tate. Join me
for you?” won’t you.” Ryder pushed a chair away from the table INTRODUCTION
The modulated voice on the other end was a flat with his foot.” “Sorry you and your corp lost some shit,
monotone. “Facility Delta 4 went off line at 0400 hours. but you’re in the zone. Shit happens, right? You know
MISSION
A response team arrived on site at 0407 to find it empty we don’t operate within the walls of the CZ. Maybe you
SYNOPSIS
of all staff, with no obvious signs of breach. The Director should call in some of your corporate overlords resourc-
wants to know if you’re capable of handling this your- es to get the bottom of your little glitch. So pull up a
self, or do you need him to bail you out once more?” glass or shove off. I’m not in the mood to be lectured SCENE 1
The voice paused briefly. “His words, not mine.” about how your people mean more than the countless
Tate sighed quietly. You tell one exec he should re- other lost souls that no one out there is looking for.”
think his diet of booze and parties, and he spends a life “Now, now, Nick, you seem to have this all wrong, SCENE 2
time trying to knock you down. “Inform the director I’ll I think we can help out one another.” Tate sat down
take care of the issue with local assets.” smoothly. “I know you’re not happy with the current
“He thought you might say that. He wanted to me trends, and I also know there’s only so much you can SCENE 3
remind you that your annual budget review is coming do about it. You’re in a unique position—you have the
up, and you already have more than a few unnecessary contacts to know what freelance agents may be open
expenses. Something about supplies for savages?” The to this type of work, but unless I miss my guess you SCENE 4
monotone at the other end of the call was risking a slip tapped yourself out finding that poor girl a few months
into archness. ago. Well, that’s where I can help. If you can assemble
SCENE 5
“Thank him for his concern. Keep a small security a team, I can bankroll the salaries, and we can have
team to secure the facility until my team is on site. Tate them get to the bottom of these disappearances once
out.” and for all. I don’t believe in coincidence—merely hard SCENE 6
So he was going to have to operate with a little extra facts. I believe that whatever happened to my facility is
scrutiny from above on this one. He’d have to be effi- what has been happening to some of the homesteads
cient. Luckily, he happened to know the right man to around the zone. I can put together my own team to SCENE 7
help him find a team of civic-minded individuals willing focus on the facility, but that would be short sighted. We
to work for a sensible rate. At this time of the morning, both want to help the locals, and without access to your
Detective Nick Ryder was probably half in a bottle in case files it may take too long to complete. So what do SCENE 8
one of the more colorful establishments near the zone. you say to a joint task force, so to speak, sponsored by
He probably wouldn’t be answering calls—Tate was go- Truman Technologies? Unofficially, of course. Maybe
ing to need to do some legwork. we can get to the bottom of this, or at least get some PICKING UP
Five hours and twelve sporadically cleaned bars later, closure.” THE PIECES
Tate was convinced he would need to burn his clothes, Ryder swished his drink in his mouth a few times. “All
since he was certain the stench of synth tobacco and right, Tate, you’re making some sense. I’ll make some
stale soy vodka would never come out. He was quickly calls. I think I know just the team. I’ll have them here LEGWORK
losing patience with his search, but then he was there, at noon, but let’s get one thing straight—I’ll be their
holding court with a loyal confidant next to a half-empty contact. You’re just the money man. If you show them
CAST OF
bottle of whiskey. any sign of confusion or weakness, you’ll just end up
SHADOWS
He approached the cop with little preamble. “Detec- increasing the price they want for the job.”
PLAYER
HANDOUTS
DEBRIEFING
LOG
STRANGE BEDFELLOWS 2
INTRODUCTION emasters should omit this information. It adds to the
scene, but does not contain important information.
COVER
INTRODUCTION 3
Step 4: Don’t Panic! scenes and NPC descriptions offer tips on adjusting the COVER
NPCs to suit the abilities of the characters in your group.
Gamemastering involves juggling a lot of different To adjust the power level of an NPC, refer to Helps and
things. Sometimes you drop the ball and forget some- Hindrances (p. 378, SR5). Take the player characters’ STRANGE
thing or you just make a mistake. It happens, don’t abilities into consideration when assessing the NPCs in BEDFELLOWS
worry about it. Nobody is perfect all of the time and this adventure and modify them accordingly.
everybody makes mistakes. Just pick up from there
and move on. Your players will understand and forget INTRODUCTION
about it once you get back into the action. Mission Difficulty
Gamemasters are encouraged to use their own judg-
Step 5: Challenge the Players ment, and to adjust the difficulty of the encounter to take MISSION
into account the abilities of the players. If the players have SYNOPSIS
Gamemasters should challenge the players, but should
no magical support, replace magical defenses with mun-
not generally overwhelm them. This is not to say that
dane ones. If the players are weak on combat, reduce the
games cannot be deadly. If the characters die through SCENE 1
number of enemies by one or two. Conversely, if they’re
their own actions and repercussions of those actions,
steam-rolling the opposition, add one or two enemies to
then so be it. But the idea is to challenge the players and
the fight. Missions should be difficult and something of a SCENE 2
their characters, not to overwhelm them. If the enemies
challenge, but should not be insurmountable.
and challenges are too light for the characters present,
A simple method for adjusting difficulty is to simply
then increase them. On the other hand, if the characters
increase the dice pools and Professional Ratings of the SCENE 3
are badly outmatched by the enemies, then tone them
enemies. A simple +1 or +2 to all combat and defense
down. Make things difficult but not impossible.
tests gives enemies a minor boost in power, while a +3
or 4 will make them truly formidable. Adding to their SCENE 4
GENERAL Professional Rating will give them a larger group Edge
pool to draw from, and gamemasters are encourage to
ADVENTURE RULES use this Edge when logical. SCENE 5
Shadowrun Missions adventures use the rules present- Often a combat scene will tell you if it’s supposed
ed in Shadowrun, Fifth Edition (SR5). Standard rules such to be challenging or is simply there to serve as filler
SCENE 6
as success tests, glitches, critical successes, and other or a minor obstacle that the players should steamroll
common mechanics are described in SR5 and are not through. When possible, use this as a guide to know
repeated in this adventure. when to tweak the enemies and encounters. If it doesn’t SCENE 7
Please keep in mind when preparing for the adven- say, assume the scene should present a challenge to the
ture, that the PCs will not necessarily compose a bal- power levels of the players.
anced party. It’s entirely possible that the party will be SCENE 8
made up entirely of technomancers or back-to-nature A Note on Loot and Looting
shamans. If the characters run into a brick wall because
of such complications, show flexibility and use your Gamemasters should be careful what they allow play- PICKING UP
best judgment in how you lead them back to the plot. ers access to, because they can and will try to steal THE PIECES
everything not nailed down (and even then, they often
have pry bars and claw hammers to deal with those
Non-Player Characters nails). Shadowrun Missions operate under the assump- LEGWORK
Non-player characters (NPCs) are essential to any ad- tion that two players who have run the same missions
venture. They are the allies, antagonists, and background will have roughly the same amount of resources avail-
characters in the adventure that interact with the player able to them (give or take some negotiation and a little CAST OF
characters. NPCs in this adventure have already been cre- bit of minor loot fenced), so when players are able to SHADOWS
ated and can be found throughout the adventure. steal and fence a lot of gear or are able to get their
Minor NPCs are found in the individual scene that hands on high-priced vehicles, cyberdecks, or foci, it
PLAYER
they appear in, and generally have a brief write up, noting can unbalance the game and make it unfair to players
HANDOUTS
only their important skills and the gear they are carrying. who didn’t have the opportunity to get those items.
Major NPCs can be found in the Cast of Shadows at Gamemasters should avoid letting the players get into
the end of the adventure, and have more detailed write a position to do high value looting whenever possible. DEBRIEFING
ups, and include most of the skills and the gear they LOG
have access to. Chicago, The CZ, Noise,
The NPCs in this adventure should generally stand
up to the average player character but may need some
and Background Counts
adjustment to suit a particular group of characters, es- While for many the Chicago and the Bug City Contain-
pecially a more experienced and powerful group. The ment Zone are synonymous, the CZ comprises less
INTRODUCTION 4
than one-third of the total landmass of the city of Chi- COVER
cago proper, not counting suburban areas and farm-
lands connected to the city. But the CZ is still big, and
BACKGROUND COUNTS
it is the rotted, gutted, feral heart of the Windy City. Background counts impose a negative dice pool penalty STRANGE
It starts at 115th Street to the south and runs nearly equal to their rating for all tests that are linked to or utilize BEDFELLOWS
30 kilometers north to Belmont Avenue, and reaches magic in any way (i.e., spellcasting, summoning, assensing,
from the Lake Michigan to an average of 15 kilome- any test made while astrally projecting, and any active skill
ters—generally to Harlem Avenue—to the west. A mass INTRODUCTION
that benefits from active adept powers such as killing hands,
of torn-down buildings and hastily erected barricades critical strike, great leap, or improved skills, etc). Dual-
were added to and reinforced over the three-year peri-
natured creatures and spirits suffer this penalty to all actions. MISSION
od that the Containment Zone was in effect, and even
Aspected background counts grant a boost to any SYNOPSIS
now, nearly twenty years later, this barrier stands as
an imposing divide between the Zone and the outside limit that utilizes magic in any way (see above) to any
world. Anyone can supposedly freely travel between metahuman, spirit, or dual-natured creature that matches
SCENE 1
the zone and Chicago proper, but Lone Star watches the aspected domain. This includes spellcasting Force
those coming out, and the gangs and warlords watch limits, so spellcasters need to be careful as it can be hard to
those going in very closely. control the additional surge of mana. Any magically active SCENE 2
Between the Cermak Blast, the bugs, the debilitating being that does not match the aspected domain should treat
effects of FAB III, and years of death and metahuman this as a normal background count and suffer penalties.
misery, astral space in and around the Zone is horrible. Background counts above 12 are called either a flux (for SCENE 3
Unless otherwise noted in the scene, assume a default aspected domains) or a void (for magically dead zones), and
background count of 2 anytime characters are within are very dangerous. Any being that is magically or astrally
the Containment Zone. The count will fluctuate wildly at SCENE 4
active in any way (dual natured, astrally perceiving, casting
times, so players should expect to encounter everything
a spell, has an active adept power, has an active foci, etc.)
from high background counts and mana voids to various
takes background count – 12 unresisted Stun Damage each SCENE 5
aspected backgrounds and mana warps (see p. 30, Street
Grimoire, for full rules). Areas of Chicago outside the CZ turn that they are active and exposed to the flux or void.
may also suffer background count bleed from the Zone. SCENE 6
Besides the background count, the CZ is a virtual
nightmare for deckers and technomancers. The per- on it for each character. In the interests of time, you may
sistent low-level background radiation coupled with a have each player fill out the sections, with appropriate SCENE 7
distinct lack of modern matrix broadcasting equipment values that you give them. Please consider the PCs’ ac-
through the area results in a high level of constant back- tions in the scenario when providing Reputation modifi-
ground Noise that makes even basic matrix communi- ers, per those rules (p. 372, SR5). SCENE 8
cation difficult. Noise levels will vary from area to area, The second is to make sure that all players have up-
but unless otherwise specified in the scene, assume a dated their character’s Mission Calendar. PCs are al-
default Noise level of 2 anytime the characters are with- lowed to go on one run per week. The calendar is used PICKING UP
in the Containment Zone. to track the character’s monthly lifestyle expenses, ad- THE PIECES
ventures, and their downtime exploits.
Finally, once an adventure is completed gamemas-
Paperwork ters should head over to the official Shadowrun forums LEGWORK
After running a Shadowrun Missions adventure, there at http://forums.shadowruntabletop.com and look in
are several important pieces of paperwork that need the Shadowrun Missions section. There will be a section
CAST OF
to be filled out. to post the outcome of the Missions adventure. Future
SHADOWS
The first is to make certain to distribute a copy of the adventures will be affected by these results. Without
adventure’s Debriefing Log to each player. As the gam- gamemaster feedback, the PCs’ exploits will be unable
emaster, please make certain to fill this out and sign off to affect the campaign. PLAYER
HANDOUTS
DEBRIEFING
LOG
INTRODUCTION 5
Mission Synopsis Scene 1: COVER
Detective Nick Ryder is losing his patience with his fel- The Day Moon, STRANGE
BEDFELLOWS
It Burns
low officers when they refuse to investigate the streak
of missing people around the Containment Zone. Dr.
Martin Tate is having his own bad luck, as one of his
clinic recovery houses has been hit and a sizable invest- INTRODUCTION
ment in bioware is now missing. Dr. Tate tracks down Scan This
Detective Nick Ryder and makes a proposition: With The team receives a call from Detective Nick Rider, MISSION
Nick’s access to the missing person’s files and Tate’s who says he he has an off-the-books job for them with SYNOPSIS
pockets, they should be able to hire a runner team to hefty pay. They are to meet him at the Red Door bar off
get to the bottom of the disappearances. The team is Damen Avenue in one hour.
assembled and given dossiers on several missing peo- SCENE 1
ple from around the zone, along with a sweetheart of
an offer from Dr. Tate. Tell It to Them Straight
As the team gathers the information and sets out, What fragger in their right mind would be ringing you SCENE 2
they must decide where to look first: the residential dis- at this ungodly hour? Don’t they know shadowruners
appearances (two within the last two nights), or the ab- work at night, not at 10 a.m. on a Monday morning?
duction from the recovery facility last night. No matter SCENE 3
The incoming commcode shows a Lone Star prefix.
where they head in search of clues, they eventually run
Great. The day just keeps getting better and better. An-
into the Desolation Angles, either due to good legwork
swering your link, you see on the other end a grizzled SCENE 4
and contacting the local gangs or from snooping around
man whose five o’clock shadow could pass for a Bril-
too much. The Desolation Angels are also looking for
lo pad and eyes so bloodshot you swear you saw less
answers, as someone hit one of their chapterhouses in
blood at the last street fighting match. SCENE 5
the early hours of the morning, killing a bunch of Angels
“Sorry to disturb your beauty sleep, but I need your
and abducting Tasha, who is their sort-of mascot.
services. Some of you may know me. For those who
All clues point back to a rather benign-looking flower SCENE 6
don’t, I’m Detective Nick Ryder. I have an off-the-books
shop named Mushnik’s. Questioning the locals brings up
job that should be right up your alley. Meet me at the
the story of the nice couple who run the facility and how
Red Door bar off of Damen Avenue in two hours.”
they always seem to have the most aromatic odors waft- SCENE 7
ing from the facility. Upon searching, the runners find a
hidden trap door in the back cooler that leads down into Behind the Scenes SCENE 8
an undocumented basement. Once in the basement,
they need to figure out what has been using some of the Dr. Tate and Nick Ryder are already at the bar, waiting
residents as their main course so they can get paid. for the team to arrive. There have been a rash of ab-
The leads turn up empty, save a horror shop of mu- ductions and missing persons around the Containment PICKING UP
tilated body parts and a hungry vampire drawn to the Zone. Lone Star has made no progress, because cases THE PIECES
blood. The runners are paid for their efforts as their inside the Containment Zone are barely investigated, if
Johnsons begin to look further into the situation. at all. One of Dr. Tate’s post-surgery recovery centers
was the most recent target at 2 a.m. this morning. Dr. LEGWORK
Tate turned to Nick Ryder, knowing that his penchant for
helping the common man, along with his access to the
TIMELINE OF EVENTS Lone Star case files, may help find the missing patient.
CAST OF
SHADOWS
Sunday 0800: The Stanish and Baretson families failed to
show up at a neighborhood watch meeting.
Monday 0400: Tom Cosek, his nurse, and a security guard HOST: RED DOOR PLAYER
HANDOUTS
from a post-operation recovery center disappear.
Monday 0407: A Horizon security team arrives to secure Rating Attack Sleaze Data Proc. Firewall
the clinic. 3 3 4 5 6 DEBRIEFING
Monday 0600: Desolation Angels clubhouse destroyed. Installed IC: Blaster, Patrol, Probe LOG
Monday 1000: Nick Ryder contacts the runners. Slaved Devices: Ambiance 2062 entertainment system,
Monday 1200: The team meets Nick. cameras
Sculpting: A well-lit bar with a red velvet carpet and rope
in front; inside the walls and floors are covered in red velvet,
making them look soft and inviting.
MISSION SYNOPSIS 6
Pushing the Envelope Scene 2: COVER
Missing Persons
9 5(8) 5(7) 8(11) 5 4 4 2 1.3
SCENE 8
Initiative: 9(11) + 3D6
Condition Monitor: 11
Limits: Physical 10(13), Mental 6, Social 4 Scan This PICKING UP
Armor: 15 (16) The house is a dead end. Unbeknownst to the runners THE PIECES
Skills: Athletics skill group 6, Close Combat skill group (unless they reach out to the streets before they start),
7, Firearms skill group 8, Leadership 6, Perception 6, the Desolation Angels are also experiencing some
Small Unit Tactics 4, Sneaking 6, LEGWORK
personal setbacks and have teams out searching the
Augmentations: Cybereyes 3 (flare compensation, image city for any clues. If the team is especially vigilant on
link, low-light vision, smartlink, thermographic vision, their examination of the home, have them make a Per- CAST OF
vision magnification), datajack, muscle augmentation 3, ception + Intuition [Mental] (4) Test to notice the small SHADOWS
muscle toner 3, wired reflexes 2 group of Desolation Angels going door to door down
Gear: Armor Jacket [12] (nonconductivity 6, insulation 6) the street. If the team is not going out of their way to
and Full helmet [+3], Erika Elite commlink, 1 Flash-bang hide their presence, make a note of this as it factors PLAYER
Grenade into Scene 5: Sister Knows Best, or it might be relevant HANDOUTS
Combat Maneuvers: Dynamic Entry, “Chuck and Charge” if the team wishes to approach the Angels directly.
Weapons:
HK-227 [Submachine Gun, Acc 5 (7), DV 7P, AP —, SA/ DEBRIEFING
BF/FA, RC 1, 28(c), w/ 1 clip Stick-n-Shock rounds, 1 Tell It to Them Straight LOG
clip regular ammo]
Driving through the neighborhood toward the home of
Stun baton [Clubs, Acc 4, Reach 1, DV 9S (e), AP –5]
the missing families reveals a rather striking contrast to
Flash-bang [Grenade, Acc 13, DV 10S, AP –4, Blast: 10m
the rest of the zone. The first thing you notice is the dis-
Radius]
tinctive lack of rubble and refuse on the street. The pot-
STRANGE
BEDFELLOWS
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
If the team should happen to find the secret passage help here either as everything besides the runners is
and decide to investigate the search grid outlined on the same temperature. STRANGE
the map, have a Desolation Angels patrol spot them and Dr. Tate was able to provide the runners with a build- BEDFELLOWS
inform them that Becky 99 wants to see them right now. ing diagram. Past the front door sits a small waiting room
with two chairs that can accommodate a troll. There is a
INTRODUCTION
Scene 4: sliding glass window where a security officer would be
stationed to control access beyond the waiting room.
Medical Waste The door leaving the waiting area leads to a short corri-
dor with a second door that cannot be opened until the
MISSION
SYNOPSIS
outer door is closed; the security guard has visibility into
Scan This this hallway through a bulletproof glass window. Beyond
the inner door is a hallway. The first door on the right SCENE 1
The post-surgery recovery center is a dead end. Un- leads to the security office, the second and third door on
known to the runners, unless they reach out to the the right lead to the recovery rooms. The first door on the
streets before they start, the Desolation Angels are left is the doctor’s office, the second door on the left is SCENE 2
also experiencing some personal setbacks, and they the break area, the third door on the left is the restroom,
have teams out searching the city for any clues. If the and the fourth door on the left is a medical storage room.
team is being especially vigilant on their examination The power panel is located on the wall in the break SCENE 3
of the center, have them make a Perception + Intuition room. Once inside the room, locating the power panel
[Mental] (4) Test to notice the small group of Desola- is easy enough with a little light or thermographic vi-
tion Angels going door to door down the street. If the sion, as it generates a low amount of heat. An Industrial SCENE 4
team is not going out of their way to hide their pres- Mechanical + Logic [Mental] (2) Test is required to re-
ence, make a note of this as it factors into Scene 5: store power without taking 6S(e) damage from the arc
Sister Knows Best, or into encounters with the Angels SCENE 5
created when turning the main power back on. The se-
if the team approaches them directly. curity office door is locked with a numeric keypad that
only the security officer on duty knows; they change it SCENE 6
Tell It to Them Straight between each shift. A Locksmith + Agility [Physical] (3)
Test opens the door once power is restored. The code
This one-story building with bricked-over windows the doctor provided gives them access to the security SCENE 7
blends in with the rest of the area; random graphite cameras and archived footage.
mars both the physical and virtual walls. Approaching Reviewing the footage shows a twelve-year-old boy
the building, you can make out what appear to be two and nine-year-old girl (the Stanish children) running in SCENE 8
men standing out front, though it’s hard to tell through what looks to be abject terror to the front door. The se-
the amount of armor they are wearing. The Horizon curity guard buzzes them in and calls for the nurse on
logo upon their breasts is clearly visible a mile away. duty. The on-duty nurse and the security guard rush out PICKING UP
The back door is similarly guarded. The node is either toward the lobby to check on the children and chase off THE PIECES
offline or running without wireless access. It looks like whatever is outside. As the staff clear the inner door,
the only way to get to the bottom of this is to get past both children pull out what look to be grenades and set LEGWORK
the sentries. Thankfully, for once, you are invited—pro- them off. As the outer door opens, the grenades empty
vided Dr. Tate’s code is as good as he claims. a white smoke into the air causing all four people to fall
“Dr. Tate said you would be along shortly,” the guard to the ground. One minute later everything goes dead. CAST OF
says with a yawn. “The scene is yours. Make sure to lock Reviewing further back, you see Dr. Tate wheel a man in SHADOWS
the door when you leave. Our orders ended when you his early twenties into the facility and set up in the first
arrived. No one has been in or out since thirty minutes room on the right. Beyond that you see the shift change
after the facility went offline.” every eight hours. A new nurse and security guard ar- PLAYER
rive, the guard sets the code, and the nurse goes about HANDOUTS
Behind the Scenes his business.
To review the footage from the external cameras
The guards are aware the team is on their way and have from earlier that evening, have the runners make a Per- DEBRIEFING
orders to grant them access to the facility. They accept ception + Intuition [Mental] (6) Test, if this is the first LOG
Dr. Tate’s code, explaining they have been here since site. If not, lower the threshold by 2 to notice the front
4:15 a.m. with strict orders to allow no one in or out tire of a street bike just off camera.
without the passcode. The internal power is shut off The patient rooms are basic but functional. It looks
inside the facility, and once the front door is closed as if nothing out of the ordinary occurred here, as does
and eight refills. The code Dr. Tate gave the team does Knight Errant has been looking for any dirt on Lone Star
not give them access to the patient medical records. For in order to get back into the city. They got wind of a STRANGE
that they would need to hack into the host in his office. Truman Technologies facility being robbed and decide BEDFELLOWS
The file located in the brain of the node is a record of this is a perfect place to start. They send a runner team
surgery for Mr. Tom Cosek. He is recovering from the that arrives just as the runners leave.
installation of the following items: Fairlight Excalibur, 2 INTRODUCTION
delta-grade datajacks, delta-grade ultrasound sensor,
delta-grade voice modulator, delta-grade cybereyes
and ears, a smuggling compartment, and a fingertip MILITIS TEAM MISSION
SYNOPSIS
compartment with a monofilament whip. All modifica- (PROFESSION RATING 4)
tions were charged to Horizon Truman division.
B A R S W L I C ESS
SCENE 1
5 6(9) 5(7) 4(7) 5 5 5 4 1.3
HORIZON ZONE GUARD (4) Initiative: 11(12) + 3D6 SCENE 2
(PROFESSION RATING 4) Condition Monitor: 11
Limits: Physical 6(9), Mental 7, Social 5
B A R S W L I C ESS SCENE 3
Armor: 12
5 6(9) 5(7) 4(7) 5 5 5 4 1.3 Skills: Athletics skill group 6, Close Combat skill group
7, Firearms skill group 9, Leadership 6, Perception 7,
Initiative: 11(12) + 3D6 Small Unit Tactics 4, Sneaking 6 SCENE 4
Condition Monitor: 11 Augmentations: Cybereyes 3 (flare compensation, image
Limits: Physical 6(9), Mental 7, Social 5 link, low-light vision, smartlink, thermographic vision,
Armor: 18 SCENE 5
vision magnification), datajack, muscle augmentation 3,
Skills: Athletics skill group 6, Close Combat skill group muscle toner 3, wired reflexes 2
7, Firearms skill group 9, Leadership 6, Perception 7, Gear: Armor jacket SCENE 6
Small Unit Tactics 4, Sneaking 6 Weapons:
Augmentations: Cybereyes 3 (flare compensation, image Mossberg AM-CMDT [Shotgun, Acc 5 (7), DV 12P, AP –1,
link, low-light vision, smartlink, thermographic vision, SA/BF/FA, RC —, 10(c), w/1 clip APDS, 1 clip capsule SCENE 7
vision magnification), datajack, muscle augmentation 3, rounds (Gamma-Scopolamine)]
muscle toner 3, wired reflexes 2 Stun baton [Clubs, Acc 4, Reach 1, DV 9S (e), AP –5]
Gear: Light hardened mil-spec battle armor [15] (w/ SCENE 8
chemical seal) and helmet (3)
Weapons:
Mossberg AM-CMDT [Shotgun, Acc 5 (7), DV 12P, AP –1,
MILITIS MAGE PICKING UP
SA/BF/FA, RC —, 10(c), w/1 clip APDS, 1 clip capsule
(PROFESSION RATING 1) THE PIECES
rounds (Gamma-Scopolamine)] B A R S W L I C ESS M
Stun baton [Clubs, Acc 4, Reach 1, DV 9S (e), AP –5]
3 4 4 3 4 4 4 3 6 6 LEGWORK
Initiative: 8 + 1D6
HOST: DOCTOR’S OFFICE Condition Monitor: 10
Limits: Physical 5, Mental 6, Social 6
CAST OF
SHADOWS
Rating Attack Sleaze Data Proc. Firewall Armor: 12
7 7 8 9 10 Skills: Assensing 4, Astral Combat 4, Conjuring skill
group 3, Counterspelling 4, Leadership 3, Pistols 2, PLAYER
Installed IC: Binder, Crash, Patrol, Track, Tar Baby Spellcasting 5 HANDOUTS
Sculpting: The node looks like the operation board game Qualities: Magician (Hermetic), Home Ground
that currently only has a brain in its slot. Gear: Armor jacket, mage sight goggles (10m), Renraku
Sensei commlink DEBRIEFING
Spells: Detect Life, Physical Barrier, Powerbolt, Silence, LOG
Stunbolt, Stunball
Weapons:
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 7P, AP –
SA, RC 1, 30(c)]
STRANGE
BEDFELLOWS
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
If the team refuses to take Becky’s job or even to speak an overturned table. Opening the hatch causes a wave
with her, it is their loss on additional pay. If they threat- of stench and rot to sweep over the runners, revealing STRANGE
en Becky or any of the other Angels, the gang responds darkness below. BEDFELLOWS
with deadly force.
Scene 6:
Pushing the Envelope INTRODUCTION
Instead of the Intoxication spell on the light switch,
Triangulation have it be a Fireball (Force 4, Potency 8). This is more
than enough to trigger the building sprinklers that have
MISSION
SYNOPSIS
been modified to spray down a DMSO water mixture
Scan This laced with SLAB (p.118, Stolen Souls).
SCENE 6: TRIANGULATION 15
COVER
STRANGE
BEDFELLOWS
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
PICKING UP
Behind the Scenes THE PIECES
Scan This The assailant set several traps to deter any trail and
The old Prohibition-era tunnels have seen many uses detonated a section of the tunnel as they made their
over the years, but rarely have they ever been this sinis- escape. The cave-in is several meters long, and it LEGWORK
ter. Sifting through the feasted-on flesh will return some caused so much damage to the integrity of this area
of the missing people, or at least parts of them. And that attempting to dig it out would cause the cham-
CAST OF
there is another predator drawn to the blood and death. ber to collapse. The floor is slick with leaked sewage
SHADOWS
from a cracked pipe nearby, with blood, bile and other
bodily fluids mixed in. Several meters ahead, the tun-
Tell It to Them Straight nel turns a corner, and there is a large chamber with a PLAYER
Heading down the metal rung ladder into the dark- heavy curtain of metahuman intestines strung across HANDOUTS
ness, you encounter a passage clearly made during an the entrance.
era when two meters in height was considerably taller The thin light from the entrance above provides Dim
than average. Light (Environmental Modifiers, p. 175, SR5) in the main DEBRIEFING
[Note: Anyone with a Body over a 4 will not be able to tunnel. It turns into Total Darkness when the tunnel LOG
wear any armor above an armor jacket; in addition, peo- curves into main chamber.
ple with a Body above a 6 need to hold their arms above The slick floor imposes a –2 dice pool penalty to
their head in order to fit through the narrow opening.] all Agility- and Reaction-based tests, as it is difficult to
Once you’ve squeezed down, you are deposited keep solid footing.
Debugging
SCENE 6
VAMPIRE If the runners refuse to enter the tunnel system, they
B A R S W L I C EDG ESS M can contact the Johnsons who only pay them half the
agreed upon fee since they failed to complete the job. SCENE 7
7 6 7 9 6 5 6 5 3 8 6
SCENE 3
Susan Baretson
Contacts to Ask: Contact Archetype 1, Contact Arche-
type 2, Contact Archetype 3 SCENE 4
has short, spiky, dark hair and dresses in street-ganger
Contacts Matrix Search Information
chic, lots of black leather in the Desolation Angel’s col- SCENE 5
3 — She was a Truman Technology
ors of black and green. Her armored jacket is decorated
weapons specialist.
by a couple of rat skulls on the shoulders, and she wears
4 6 Part of a detail left behind to a golden ring that resembles a wedding band on a chain SCENE 6
locate Melissa Truman when the around her neck.
bugs attacked
5 — Part of a detail left behind to Connection: 4 SCENE 7
locate Melissa Truman when the Loyalty (Max Starting): 3
bugs attacked SCENE 8
Quote: “Ask me no questions, I’ll tell you no lies.”
CAST OF SHADOWS 20
Metamagics: Centering, Flexible Signature, Masking, Shielding wearing a set of custom glasses that have a number of COVER
Gear: Armor jacket, contacts (Capacity 3 w/ image link, low- different lenses that he can flip down.
light vision, thermographic vision), Hermes Ikon commlink,
power focus (Rating 3, dagger), spell focus (Rating 4, Health, Connection: 5 STRANGE
sustaining, diamond-stud earring), spell focus (Rating 4, Loyalty (Max Starting): 3 BEDFELLOWS
Illusion, sustaining, diamond-stud earring), spirit focus
(Rating 4, spirit of beasts, silver ring) Quote: “Of course. These situations always require a
Spells: Armor, Chaotic World, Control Actions, Death Touch, INTRODUCTION
doctor.”
Detox, Fireball, Heal, Increase Reflexes, Invisibility, Levitate,
Magic Fingers, Manaball, Manabolt, Mind Probe, Mind Link, MISSION
B A R S W L I C EDG ESS
Stunbolt, Stunball, Toxic Wave, Trid Phantasm SYNOPSIS
Bound Spirits: Spirit of beasts (Force 6, 5 services) 3 5 3 3 4 6 4 5 5 4.9
Weapons:
Ares Predator V [Heavy Pistol, Acc 5 (7), DV 8P, AP –5, SA, RC Initiative: 7 + 1D6 SCENE 1
—, 15(c), w/ 2 clips APDS ammo] Condition Monitor: 10/10
Combat Knife [Blades, Acc 6, Reach —, DV 5P, AP –3] Limits: Physical 4, Mental 7, Social 7
Armor: 9 SCENE 2
Active Skills: Blades 4, Computer 5, Con 5, Cybertechnology 9,
Martin Tate Etiquette 5, First Aid 7, Medicine 8, Negotiation 7, Perception
6 SCENE 3
Knowledge Skills: Biology 7, Chemistry 5, Corporate Politics
4 (Horizon +2), Cyberware Design 3, Local Drug Dealers 4,
SCENE 4
Local Gangs 2, Medical Advances 5, Opera 4, Organleggers
4, Parabotany 5, Parazoology 5, Pyschology 4, Smugglers 3
Languages: English N, Spanish 3 SCENE 5
Augmentations: Datajack, datalock 12, mnemonic enhancer 3,
pathogenic defense 6
Gear: Armor clothing, DocWagon Platinum, 10 x tranq patches SCENE 6
(Rating 10), 10 x stim patches (Rating 10), 10 x trauma
patches
SCENE 7
Nick Ryder
SCENE 8
PICKING UP
THE PIECES
LEGWORK
CAST OF
SHADOWS
Dr. Martin Tate is working on behalf of Horizon, head-
ing up their resurrection of the Truman Technologies
name, utilizing the assets of that company that they PLAYER
purchased following Crash 2.0. He has set up several HANDOUTS
clinics around Chicago and the Zone, utilizing his med-
ical prowess to help the residents in the area. He’s also
acting as a Mr. Johnson for Truman Tech, working to DEBRIEFING
claim former Truman assets in the city. LOG
Tate is a friendly individual, though he often seems
slightly distracted, as if he’s thinking about a dozen
things at once. He wears a nice shirt, tie, and slacks
under a white lab coat most of the time, and is always
CAST OF SHADOWS 21
Nick is a washed-up Lone Star Detective who took to COVER
the bottle when the bugs first hit Chicago and there
wasn’t a damn thing he could do about it. He stayed
there for nearly two decades. Now he’s fighting to STRANGE
climb his way out, and he thinks he sees a chance to do BEDFELLOWS
some good for the city once again. Those who know
him on the streets say he’s trustworthy, but his bosses
can’t stand him, and the press is in their pocket. He INTRODUCTION
always tries to do what he feels is right, and it usually
lands him in hot water with someone.
MISSION
Nick is in his early forties, and always looks like he
SYNOPSIS
just got out of bed with a bad hangover. He wears rum-
pled tan suits, a battered tan overcoat, has short dark
hair and always looks like it’s been a couple days since SCENE 1
his last shave.
Connection: 3 SCENE 2
Loyalty (Max Starting): 5
Initiative: 10 + 1D6
Condition Monitor: 11/11 SCENE 6
Limits: Physical 6, Mental 7, Social 7
Armor: 9
Active Skills: Automatics 4, Clubs 5, Computer 4, Etiquette SCENE 7
6 (Street +2), Gymnastics 3, Intimidation 5, Leadership 4,
Longarms 3, Negotiation 6 (Interrogation +2), Perception 6,
SCENE 8
Pilot Ground Craft 3, Pistols 6, Running 4, Stealth skill group
5, Tracking 3, Unarmed Combat 5
Knowledge Skills: Chicago Area 6, Crime Syndicates 7, Illegal PICKING UP
Goods 6, Law Enforcement 4, Local Gangs 6, Local Politics 4, THE PIECES
Police Procedures 8, Street Rumors 6
Languages: English N, German 2, Russian 2, Spanish 2
Augmentations: Datajack, smartlink LEGWORK
Gear: Armored vest, biometric reader, glasses (Capacity 3,
w/ image link, low-light vision, thermographic, vision),
handcuffs (metal), Hermes Ikon commlink, 10 x stealth RFID CAST OF
tags SHADOWS
Weapons:
Colt Government 2066 [Heavy Pistol, Acc 6 (8), DV 7P, AP –1,
SA, RC —, 14(c), 2 clips regular ammo, 2 clips gel rounds, PLAYER
internal smartlink] HANDOUTS
Stun baton [Club, Acc 4, Reach 1, DV 9S (e), AP –5]
DEBRIEFING
LOG
CAST OF SHADOWS 22
A Rat Shaman and a former shadowrun- A Rat Shaman and a former shadowrun- A Rat Shaman and a former shadowrun-
ner, Becky 99 survived in the chaos of the ner, Becky 99 survived in the chaos of the ner, Becky 99 survived in the chaos of the
Containment Zone by joining up with a Containment Zone by joining up with a Containment Zone by joining up with a
group of women who would eventually group of women who would eventually group of women who would eventually
become the Desolation Angels. When become the Desolation Angels. When become the Desolation Angels. When
the wall came down, she stayed with the the wall came down, she stayed with the the wall came down, she stayed with the
group, mostly working in the background group, mostly working in the background group, mostly working in the background
until last year when she stepped forward until last year when she stepped forward until last year when she stepped forward
and challenged the leaders of the different and challenged the leaders of the different and challenged the leaders of the different
factions of the gang. Believing that they factions of the gang. Believing that they factions of the gang. Believing that they
had lost focus and disgusted with the way had lost focus and disgusted with the way had lost focus and disgusted with the way
they treated anyone not a member of the they treated anyone not a member of the they treated anyone not a member of the
gang, especially men, she defeated each gang, especially men, she defeated each gang, especially men, she defeated each
faction’s leader and united the Desola- faction’s leader and united the Desola- faction’s leader and united the Desola-
tion’s under a new banner. She’s now tion’s under a new banner. She’s now tion’s under a new banner. She’s now
working to make the Zone a little bit bet- working to make the Zone a little bit bet- working to make the Zone a little bit bet-
ter, and in the process wants to stamp out ter, and in the process wants to stamp out ter, and in the process wants to stamp out
any and all remaining signs of the Insect any and all remaining signs of the Insect any and all remaining signs of the Insect
Spirits that once invaded her home. Spirits that once invaded her home. Spirits that once invaded her home.
Key Active Skills: Conjuring Group, Spell- Key Active Skills: Conjuring Group, Spell- Key Active Skills: Conjuring Group, Spell-
casting Group, Stealth Group casting Group, Stealth Group casting Group, Stealth Group
Knowledge Skills: Chicago Area, Insect Knowledge Skills: Chicago Area, Insect Knowledge Skills: Chicago Area, Insect
Spirits, Famous Shadowrunners, Local Spirits, Famous Shadowrunners, Local Spirits, Famous Shadowrunners, Local
Bars, Runner Hangouts, Magic Theory, Bars, Runner Hangouts, Magic Theory, Bars, Runner Hangouts, Magic Theory,
Music (Modern Punk), Street Gangs (Chi- Music (Modern Punk), Street Gangs (Chi- Music (Modern Punk), Street Gangs (Chi-
cago) cago) cago)
Uses: Street Info, Rumors, Jobs Uses: Street Info, Rumors, Jobs Uses: Street Info, Rumors, Jobs
Dr. Martin Tate is working on behalf of Dr. Martin Tate is working on behalf of Dr. Martin Tate is working on behalf of
Horizon, heading up their resurrection of Horizon, heading up their resurrection of Horizon, heading up their resurrection of
the Truman Technologies name, utiliz- the Truman Technologies name, utiliz- the Truman Technologies name, utiliz-
ing the assets of that company that they ing the assets of that company that they ing the assets of that company that they
purchased following Crash 2.0. He has set purchased following Crash 2.0. He has set purchased following Crash 2.0. He has set
up several clinics around Chicago and the up several clinics around Chicago and the up several clinics around Chicago and the
Zone, utilizing his medical prowess to help Zone, utilizing his medical prowess to help Zone, utilizing his medical prowess to help
the residents in the area. He’s also acting the residents in the area. He’s also acting the residents in the area. He’s also acting
as a Mr. Johnson for Truman Tech, working as a Mr. Johnson for Truman Tech, working as a Mr. Johnson for Truman Tech, working
to claim former Truman assets in the city. to claim former Truman assets in the city. to claim former Truman assets in the city.
Key Active Skills: Biotech Group, Eti- Key Active Skills: Biotech Group, Eti- Key Active Skills: Biotech Group, Eti-
quette, Negotiation quette, Negotiation quette, Negotiation
Knowledge Skills: Biology, Chemistry, Knowledge Skills: Biology, Chemistry, Knowledge Skills: Biology, Chemistry,
Corporate Politics (Horizon), Cyberware Corporate Politics (Horizon), Cyberware Corporate Politics (Horizon), Cyberware
Design, Local Drug Dealers, Local Gangs, Design, Local Drug Dealers, Local Gangs, Design, Local Drug Dealers, Local Gangs,
Medical Advances, Opera, Organleggers, Medical Advances, Opera, Organleggers, Medical Advances, Opera, Organleggers,
Pyschology, Smugglers Pyschology, Smugglers Pyschology, Smugglers
Uses: Cyber and Bio, Information, Jobs Uses: Cyber and Bio, Information, Jobs Uses: Cyber and Bio, Information, Jobs
Nick is a washed up Lone Star Detective Nick is a washed up Lone Star Detective Nick is a washed up Lone Star Detective
who took to the bottle when the bugs first who took to the bottle when the bugs first who took to the bottle when the bugs first
hit Chicago and there wasn’t a damn thing hit Chicago and there wasn’t a damn thing hit Chicago and there wasn’t a damn thing
he could do about it. He stayed there for he could do about it. He stayed there for he could do about it. He stayed there for
nearly two decades. Now, he’s fighting nearly two decades. Now, he’s fighting nearly two decades. Now, he’s fighting
to climb his way out and thinks he sees a to climb his way out and thinks he sees a to climb his way out and thinks he sees a
chance to do some good for the city once chance to do some good for the city once chance to do some good for the city once
again. Those who know him on the streets again. Those who know him on the streets again. Those who know him on the streets
say he’s trustworthy, but his bosses can’t say he’s trustworthy, but his bosses can’t say he’s trustworthy, but his bosses can’t
stand him and the press is in their pocket. stand him and the press is in their pocket. stand him and the press is in their pocket.
He always tries to do what he feels is right, He always tries to do what he feels is right, He always tries to do what he feels is right,
and it usually lands him in hot water with and it usually lands him in hot water with and it usually lands him in hot water with
someone. someone. someone.
Key Active Skills: Etiquette (Street), Nego- Key Active Skills: Etiquette (Street), Nego- Key Active Skills: Etiquette (Street), Nego-
tiation, Pistols tiation, Pistols tiation, Pistols
Knowledge Skills: Chicago Area, Crime Knowledge Skills: Chicago Area, Crime Knowledge Skills: Chicago Area, Crime
Syndicates, Illegal Goods, Law Enforce- Syndicates, Illegal Goods, Law Enforce- Syndicates, Illegal Goods, Law Enforce-
ment, Local Gangs, Local Politics, Police ment, Local Gangs, Local Politics, Police ment, Local Gangs, Local Politics, Police
Procedures, Street Rumors Procedures, Street Rumors Procedures, Street Rumors
Uses: Legal help, Information Uses: Legal help, Information Uses: Legal help, Information
DEBRIEFING LOG
PLAYER DATE / /
CHARACTER LOCATION
PERSONAL INFO