[go: up one dir, main page]

100% found this document useful (1 vote)
238 views28 pages

SR5 - SRM06A-01 - Ten Fifty-Seven

The document outlines the Shadowrun Missions adventure titled 'Strange Bedfellows,' which involves a joint task force investigating a series of disappearances in a corporate zone. It provides guidance for gamemasters on running the adventure, including preparation, scene structure, and managing non-player characters. Additionally, it emphasizes the importance of adjusting difficulty and ensuring a balanced experience for players during gameplay.

Uploaded by

vokkohofyo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
238 views28 pages

SR5 - SRM06A-01 - Ten Fifty-Seven

The document outlines the Shadowrun Missions adventure titled 'Strange Bedfellows,' which involves a joint task force investigating a series of disappearances in a corporate zone. It provides guidance for gamemasters on running the adventure, including preparation, scene structure, and managing non-player characters. Additionally, it emphasizes the importance of adjusting difficulty and ensuring a balanced experience for players during gameplay.

Uploaded by

vokkohofyo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

06-01

Writing: Timothy M. Patrick Shadowrun Developer: Jason M. Hardy


Art: David Dotson Layout & Design: Matt Heerdt
Missions Logo: Jeff Laubenstein, Matt Heerdt Art Director: Brent Evans, Kat Hardy
Shadowrun Missions Developer:
Ray Rigel, Steven “Bull” Ratkovich

© 2015-16 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,
in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
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

Debugging offers solutions to potential problems


SRM 06-01: Ten Fifty-Seven is a Shadowrun Missions liv- that may crop up during the encounter. While it’s impos- STRANGE
ing campaign adventure. Full information on the Shad- sible to foresee everything that a group of player char- BEDFELLOWS
owrun Missions living campaign is available at http:// acters might do, this section tries to anticipate common
www.shadowruntabletop.com/Missions and in- problems and other suggestions for dealing with them.
cludes a guide to creating Missions characters and a INTRODUCTION
regularly updated FAQ. All maps, player handouts, and
other playing aids are found at the end of this docu- RUNNING THE
MISSION
ment. ADVENTURE SYNOPSIS
Gamemastering is more of an art than a science, and
PREPARING THE every gamemaster does things a bit differently. Use
SCENE 1
your own style when it comes to preparing and run-
ADVENTURE ning the adventure and do whatever you feel is best
SRM 06-01: Ten Fifty-Seven is intended for use with Shad- to provide the best Shadowrun game you can for your
SCENE 2
owrun, Fifth Edition, and all character and rules informa- players. Shadowrun Missions adventures are designed
tion refers to the fifth edition of the Shadowrun rules. to run in a standard four-hour convention time slot.
Please keep this in mind when running the adven- SCENE 3
Adventure Structure ture. You should leave at least 15–20 minutes at the end
of the time slot to complete any necessary paperwork
SRM 06-01: Ten Fifty-Seven consists of several scenes. and pass out the players’ Debriefing Logs. (Make sure SCENE 4
These scenes form the basis of the adventure, which that you have enough copies of the Debriefing Log for
should be completed in approximately four hours. If this adventure to give one copy to each player after run-
you are running short on time, you should streamline ning the adventure.) This section offers some guidelines SCENE 5
each and be a little more generous with clues, target you may find useful in preparing to run SRM 06-01: Ten
numbers, and other requirements to aid in guiding the Fifty-Seven (or any Shadowrun Missions adventure).
players through the adventure. SCENE 6
Each scene outlines the most likely sequence of
Step 1: Read The Adventure
events, as well as how to handle unexpected twists and
turns that inevitably crop up. Each one contains the fol- Carefully read the adventure from beginning to end. SCENE 7
lowing subsections, providing gamemasters with all the Get a feel for the overall plot and what happens in each
information necessary to run it. scene. That way, if something different happens, you
won’t be caught off guard and you can adapt things SCENE 8
Scan This provides a quick synopsis of the scene’s
action, allowing you to get a feel for the encounter at smoothly.
a glance. PICKING UP
Tell It to Them Straight is written to be read aloud to Step 2: Take Notes THE PIECES
the players, describing what their characters experience
Take notes for yourself while reading through the ad-
upon entering the scene. You should feel free to mod-
venture that you can refer to later on. Possible things
ify the narrative as much as desired to suit the group
to note include: major plot points (so you can see them
LEGWORK
and the situation, since the characters may arrive at the
all at a glance), the names of various non-player char-
scene by different means or under different circum-
acters, possible problems you notice, situations where CAST OF
stances than the text assumes.
you think a particular character can shine and other SHADOWS
Behind the Scenes covers the bulk of the scene, de-
things you’ll want to keep in mind while running the
scribing what’s happening, what the non-player charac-
adventure.
ters are doing, how they will react to the player char-
acters’ actions and so forth. It also covers the setting
PLAYER
of the encounter, going over environmental conditions Step 3: Know The Characters HANDOUTS
and other properties of the location as well as providing Prior to the start of the adventure, examine the PCs’
any descriptions of important items. record sheets and Debriefing Logs for your reference DEBRIEFING
Pushing the Envelope looks at ways to make the and have basic information about their important abil- LOG
encounter more challenging for experienced or power- ities handy so you can refer to it during play. Also go
ful characters and other ways you can add some “extra over the characters and keep their previous events list-
spice” to the scene. This subsection should usually only ed on the Debriefing Logs in mind when determining
be used for home games, or games where time is not a non-player character actions in various scenes if such a
factor. At most convention and Open Play events, gam- dynamic has been included.

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

Sensing desperation, which is an invitation to extort-


ing more pay, a small-time runner team nicknamed The Old Crow STRANGE
the Muckrakers turned down Dr. Tate and Nick Ryder. BEDFELLOWS
Knowing the longer it goes unsolved the more money
there is to be made, this four-man team sets up an am-
Scan This
bush outside the Red Door bar to stop any other team The team meets with their Johnsons in a bar even bug INTRODUCTION
for taking the job. spirits would avoid. Dr. Martin Tate and Detective Nick
Ryder each have their own reasons, but the goal is the
same: Find out what is going on with people disap- MISSION
pearing around the zone. SYNOPSIS
MUCKRAKERS (4)
(PROFESSION RATING 3) Tell It to Them Straight SCENE 1
B A R S W L I C ESS The pungent odor of cheap tobacco and stale synthahol
accosts your senses, even before you open the cracked SCENE 2
4 4 4 (6) 3 4 3 5 4 5.1
door faded to the color of rust. Adjusting your vision to
Initiative: 9 (11) + 1D6 the fog of smoke, you can’t help but notice a patchwork
Condition Monitor: 10 bar that looks like a good sneeze could send it tumbling. SCENE 3
Limits: Physical 5 (6), Mental 5, Social 6 Still you appraise the value of the bar as being only
Armor: 12 slightly higher than that of the cheap liquor stocked be-
Skills: Automatics (Assault Rifle) 4 (+2), Close Combat skill hind it. There you see your Mr. Johnson, Detective Nick SCENE 4
group 4, Intimidation 4, Leadership 5, Perception 5, Ryder, and a dark skinned individual.
Pistols 3, Small Unit Tactics 3, Sneaking 6, [Note: If the runners have Dr. Martin Tate as a contact
they recognize him.] SCENE 5
Augmentations: Cybereyes 2 (w/ flare compensation,
image link, low-light vision, smartlink, thermographic Nick looks up and motions for you to follow him to
vision), reaction enhancers 2 the back room. The room looks like it once housed a pool
table, but now all that remains is a cracked and crumbling SCENE 6
Gear: Armor jacket, Erika Elite commlink
Combat Maneuvers: Crossfire slate surface. “Look, I’ll make this simple. We have a prob-
lem, and since that problem is in the zone the brass don’t
Weapons: SCENE 7
Ultimax Rain Forest Carbine [Assault Rifle, Acc 5, DV 11P, care much. We want to hire you to investigate the rash of
AP –6, SA, RC 1, 18(c), w/ APDS, retractable stock, missing persons and report your findings back to us. We
smartgun system (external)] are prepared to offer you 6,000 nuyen each for a little SCENE 8
old-fashioned detective work. Let’s face it—the streets
are going to be more open to you asking questions then
me and the boys. What do you say?” PICKING UP
Debugging Before you can reply, the other man speaks up. THE PIECES
If the runners argue with Nick, he reminds them, “I “While you ponder that, let me sweeten the deal. My
may just be a lowly Lone Star detective, but the job colleague here, in his zeal to get to the heart of this is-
still comes with a few perks. For my friends, I can help sue, lost his manners. For those of you who do not know LEGWORK
make pesky paperwork and reports disappear. Of me, I am Dr. Martin Tate. I run several clinics backed by
course, for those who aren’t my friends, I can most Truman Technologies in the zone. One of my post-op
recovery houses was recently the target of these ran- CAST OF
certainly make sure even the most minor indiscretion SHADOWS
lands up on the top of the HTR’s to-do list. So friend, dom acts. It was hit about eight hours ago. If you can re-
why don’t you come on down to the bar, have a drink cover my patient, I can arrange for some of my stock to
and make some cred.” If the runners refuse to answer become available at a drastically discounted price. What
say you to a little nip and tuck in the form of a single
PLAYER
the call, about thirty minutes later their fixer contacts HANDOUTS
them and informs them they are named as persons of item, delta-grade ware, sold at standard ware prices and
interest in a drug-trafficking ring operating out of Mid- installed by me personally?”
way. Detective Nick Ryder has the lead and is looking DEBRIEFING
to talk to the runners. He can be reached on this comm Once the runners agree: LOG
number 385441. “Now that that’s settled, the most recent disappear-
ance came from a multi-family unit located at the cor-
ner of West Diversey and North Milwaukee. The two

SCENE 2: THE OLD CROW 7


families that reside there have not been seen for over Nick is tired of people turning up missing around COVER
twenty-four hours. The Baretsons and the Stanishs Chicago, but since the majority have been SINless and
were scheduled to attend a community block watch in the zone. Lone Star will not authorize the manpower
shift Sunday morning; they never showed up. We don’t needed to solve this mystery. He managed to grab the STRANGE
have a lot of information on them; what we do have is case files of the most recent disappearances. BEDFELLOWS
here.” Nick hands over a datachip. Tom Cosek, a member of Dr. Tate’s personal staff,
Dr. Tate nods and passes an electronic badge across was recovering after having a sizable investment from
Horizon tech implanted in him. Dr. Tate would prefer to INTRODUCTION
the table. “The patient you are looking for is named Tom
Cosek. He just recently came on staff and, as such, had deal with this quietly, for fear of it undermining the trust
not settled in yet. You can access my clinic facilities lo- of the citizens his clinic works to serve.
MISSION
cated at the corner of North Kimball and West Fullerton SYNOPSIS
with this passkey.” Pushing the Envelope
As the meeting is starting to wrap up, a team of four SCENE 1
Behind the Scenes trolls enters the bar looking to abduct Nick Ryder and
Nick Ryder did his homework on the team and has incapacitate any resistance. If the any of this team
no qualms using their Notoriety against them (total should survive and be interrogated, it turns out they SCENE 2
the Notoriety of the team members, deduct the total were hired to find out what Nick did with a girl he re-
from the face’s Social limit) in negotiations. The offer cently came into possession of.
SCENE 3
is 6,000 nuyen per runner, with a bonus of 500 nuy-
en per net hit (max four) on a Negotiation + Charisma Debugging
[Social] Opposed Test. Dr. Tate’s offer is firm; he is un- SCENE 4
Nick’s threat to the runners from Scene One can also
able to budge from it, as he needs to do some creative
be used here. Dr. Tate can add some pressure of his
bookkeeping to move the stock, and if it should show
own, saying “Chicago is a rough-and-tumble town. SCENE 5
up on the black market, his bosses might get wind.
Someday, maybe not today, maybe not tomorrow, you
will need my help. Would you rather have a friend or
TROLL KRUSHERS enemy standing over you with a scalpel when you’re at
your most venerable?”
SCENE 6
(PROFESSION RATING 1)
Scene 3 SCENE 7
B A R S W L I C ESS

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-

SCENE 3: MISSING PERSONS 8


COVER

STRANGE
BEDFELLOWS

INTRODUCTION

MISSION
SYNOPSIS

SCENE 1

SCENE 2

SCENE 3

SCENE 4

SCENE 5

SCENE 6

holes, common to Chicago, are filled in, the homes are


maintained, the lawns are greenish, there is a distinctive
Behind the Scenes SCENE 7
lack of trash about, and finally, just below every street The Stanish and Baretson families are actually part of
sign is a white sign with large black eye in the middle. a one-time Truman Technology deep-cover recovery SCENE 8
A two-story brick home sits in the middle of three lots, team stationed behind to find Melissa Truman at all
surrounded by a rather impressive, if not forbidding, costs. Over the years, Horizon took over and ensured
steel fence topped with concertina wire. A trench, four the families had the supplies they needed to focus on PICKING UP
meters deep and two meters wide, has been excavated their main objective while keeping a low profile. Any THE PIECES
around the fence line, save for a two-meter-wide path polite questioning of the neighbors leads to the resi-
to the front gate. An attached two-car garage sits facing dents regaling the team with how amazing the missing
the alley out back, with what looks like a modified ga- residents were, how they were always willing to help LEGWORK
rage door lowered to serve as a draw bridge. The garage out with some food or repairs, or even by working
is completely empty, save for a closed heavy steel door to remove bad influences when they moved into the
CAST OF
leading into the house. The lot to the left looks to host neighborhood.
SHADOWS
a vegetable garden, and the lot to the right of the house The fence gate is locked with a maglock (Rating 4).
has a shed about the size of a single-car garage. A three- The yard is covered in motion sensors that engage the
meter-tall chain-link cage surrounds the garden. The floodlights around the house, illuminating the entire PLAYER
standalone garage on the other side of the property has yard at night. The lights are shielded enough to resist HANDOUTS
a most foul smell and a one-meter-tall chain link fence small arms fire and require a shot from a Heavy Pistol
surrounding it. Large spotlights cover the peak of the or larger to disable. On the third step leading up to the
roof, situated in such a way as to easily illuminate the front door is a monofilament tripwire [DV 4P, AP –8] at DEBRIEFING
entire yard and possibly the entire block. The first floor ankle height requiring a Perception + Intuition [Mental] LOG
windows look to have retractable metal shutters (cur- (4) Test to spot and a Gymnastics + Agility [Physical]
rently open) in each of them. The second floor windows (2) Test to bypass. Each of the front doors are identical
are covered in bars, and the porch has been fashioned steel security doors locked with a maglock (Rating 6,
to give the appearance of castle wall. anti-tamper 4). In front of the doors is a large welcome

SCENE 3: MISSING PERSONS 9


mat concealing a pressure mesh plate. A Perception + COVER
Intuition [Mental] (4) Test is required to notice the mesh
before stepping on it. If the mesh is triggered a three-
HOST: CASTLE
meter-square shocknet [DV 8S(e), AP –5] falls, covering Rating Attack Sleaze Data Proc. Firewall STRANGE
anyone at the door unless a Gymnastics + Agility [Phys- BEDFELLOWS
6 8 6 7 9
ical] (3) Test is made to get out of the way.
The old free-standing garage has a locked door with Installed IC: Marker, Patrol, Probe, Sparky
a maglock (Rating 3) and a horrible smell of death and Slaved Devices: Alarms, cameras, doors, maglocks, INTRODUCTION
decay coming from inside. Upon opening the door any window cover
runner at the door or within three meters must make a Sculpting: The node looks like a medieval castle,
surrounded by a moat and raised drawbridge. The MISSION
Composure (2) Test or puke up their last meal. The inside
IC programs take on similar characteristics such as: SYNOPSIS
of the garage has been converted into a chicken coop,
but all twelve hens and the lone rooster are dead. There Patrol looks like a man with a torch walking the walls,
are no signs of what caused their death. The corpses are Probe looks like archers, Marker looks like war hounds,
SCENE 1
covered in maggots about two millimeters in length; a and Sparky looks like a legion of knights.
Medicine + Logic [Mental] (3) Test or a Survival + Will-
power [Mental] (3) Test puts the time of death around SCENE 2
three hours prior to the reported disappearance of the
families based on the size of the maggots.
Pushing the Envelope
Both units are mirror opposites of one another. The As the runners approach the neighborhood, they find SCENE 3
front door opens into a large three-and-a-half-meter-tall themselves in the middle of what appears to be a gang
living room with a fireplace on the common wall. The war, as young men (teens actually) position themselves
steel garage door is locked with a maglock (Rating 6) on either side of the street, shooting back and forth at SCENE 4
and leads into the kitchen area of each apartment; it also one another. The teens are all friends and simply play-
holds a single stairwell leading down to the basement. ing a glorified version of cops and robbers using the
gel rounds they found hidden in their club house last
SCENE 5
The second floor of the home has three bedrooms, a full
bathroom, and a closet with a hatch to the attic. Both summer. This is a great chance to play up the possible
homes have the standard clothing and various photos danger and see how the runners react. The teens do SCENE 6
of family members. The Stanish side of the house is a not target the runners, but they shoot near them. Each
little more cluttered, with obvious signs of children. The team has a sash around their arm; one side is green,
basement leads to a small but nicely furnished living the other is purple to distinguish who is who. If the run- SCENE 7
area with a door in the back leading to a laundry room. ners attack any member of the gang, the rest of the
A Perception + Intuition [Mental] (5) Test is required to gang focuses fire on the runner. If the runners use over
notice a hidden passage behind a shelf of what looks to powering deadly force, the gang hides for cover and SCENE 8
be canned beans next to the washing machine. tries to escape. There are fourteen teens playing seven
The hidden room contains a table and four chairs; on seven at the time the runners stumble upon them,
on the table is a map of Chicago. The map has a grid placing the runners in the middle of the crossfire. PICKING UP
on it, with many of the sections crossed out. There is a THE PIECES
description of a boy that looks like it was reconstructed
by several people’s memories; the boy is described as GREEN/PURPLE GANG (14) LEGWORK
teen-aged white human, 1.75 meters tall, weighing 50 (PROFESSION RATING 0)
kilos, and sporting a blue spiked Mohawk. Next to the
drawing is the word Melissa, and the date 8/24/2055 B A R S W L I C ESS CAST OF
is circled. 3 3 3 2 3 2 3 2 6 SHADOWS
The attic hatches lead to a steeple roof with a crawl
space that looks to have been modified some with mur- Initiative: 6 + 1D6
der holes in the fascia on all four sides of the home, Condition Monitor: 10 PLAYER
making the yard a possible kill zone. Limits: Physical 4, Mental 4, Social 5 HANDOUTS
Accessing the node shows both families left their Armor: 9
homes around 2:00 a.m. Sunday in their night clothes. Skills: Blades 2, Clubs 4, Intimidation 3, Pistols 3, Unarmed
If this is the first site the runners visit, they can make a Combat 3 DEBRIEFING
Perception + Intuition [Mental] (4) test. For each site Qualities: Home Ground LOG
visited prior, reduce the threshold by 2; success allows Gear: Armor vest, Meta Link commlink
the runners to spot faintly worn sports bike tracks near Weapons:
the chicken coop on the street side of the moat. Ares Light Fire 70 [Light Pistol, Acc 7, DV 6S, AP +1, SA,
RC —, 16(c), w/ 2 clips of gel rounds]
Club [Clubs, Acc 4, Reach 1, DV 7P, AP —]

SCENE 3: MISSING PERSONS 10


Debugging there is total darkness. Low light still requires some
light source to function, and thermographic does not
COVER

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

SCENE 4: MEDICAL WASTE 11


the rest of the facility. The medical supply room is still
secured with enough supplies for two Rating 6 medkits
Pushing the Envelope COVER

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)]

SCENE 4: MEDICAL WASTE 12


COVER

STRANGE
BEDFELLOWS

INTRODUCTION

MISSION
SYNOPSIS

SCENE 1

SCENE 2

SCENE 3

SCENE 4

SCENE 5

SCENE 6

Debugging Tell It to Them Straight SCENE 7


If the team decides to loot the entire clinic, Dr. Tate If the runners contact Becky 99:
deducts the full price (4,600 nuyen total, spread even- SCENE 8
ly between the team members) from their payment at “Meet me at the corner of Milwaukee and Fullerton in
thirty minutes. I think we can help each other.”
the end. If the team should open fire on the guards,
they fall back and wait for a Horizon HTR team. If that’s PICKING UP
the case, go wild and let the characters fully suffer the If the runners approach THE PIECES
consequences of their decision. the Desolation Angels:
Down the block you spot four women, all wearing LEGWORK
Scene 5: green-and-black leather jackets, the telltale colors of
the Desolation Angels. The group consists of an ork, a
Sister troll, an elf, and a human—there has to be the makings
of a joke in there somewhere, but given the situation it
CAST OF
SHADOWS
Knows Best might be best to not search too hard.
They nod as you approach and say, “A little out of your
element, aren’t you? What can we do for you? On second PLAYER
Scan This thought it does not matter, you should go talk to Becky 99.
You can find her at the corner of Milwaukee and Fullerton.”
HANDOUTS

Eventually the runners must contact the Desolation An-


gels, who run the part of town in which these abductions DEBRIEFING
If the Desolation Angels LOG
occurred. The encounter can happen one of three ways:
if the players contacted the Desolation Angels, if the approach the runners:
players noticed the Desolation Angels canvassing the “Hoi chummers, what brings you to the land of the an-
area, or if the Desolation Angles contact the runners. The gels? You’re not planning on causing any trouble are
team discovers a DA club house was recently hit. you? Tell ya what; you should really go talk to Becky

SCENE 5: SISTER KNOWS BEST 13


99. You can find her at the corner of Milwaukee and COVER
Fullerton.” The tall human’s enchanting voice did not
have a hint of malice in it, yet the tone was rather clear:
DESOLATION ANGELS
the last part was just a bit beyond a polite request. SCOUT TEAM STRANGE
BEDFELLOWS
(PROFESSION RATING 1)
Once the runners arrive
at Milwaukee and Fullerton: B A R S W L I C ESS INTRODUCTION
The corner of North Milwaukee Avenue and West Fuller- 4 4 3 4 3 2 3 3 6
ton Avenue is not much to write home about, beyond
Initiative: 6 + 1D6 MISSION
freshly smoking rubble and a detail of green and black
Condition Monitor: 10 SYNOPSIS
clad women sifting through the remains. The Desolation
Angels seem to pay no mind to the runners beyond the Limits: Physical 5, Mental 4, Social 5
two flanking Becky 99, who is sitting beside the smolder- Armor: 12
Skills: Close Combat skill group 4, Etiquette 3 (Street +2), SCENE 1
ing hunk of metal that at one point was probably a van.
Becky 99 appears to be in a deep meditative trance; her Intimidation 4, Pistols 4, Pilot Ground Craft 4 (Bike +2)
Gear: Armor jacket, Renraku Sensei commlink
body almost looks lifeless. SCENE 2
Weapons:
[Note that astral perception of the area spots Becky
Ares Predator V [Heavy Pistols, Acc 5, DV 8P, AP –1, SA,
99 surveying the rubble on the astral plane.]
RC —, 15 (c), w/ 2 clips APDS ammo] SCENE 3
As the team approaches Becky 99’s body, she snaps
Knife [Blades, Acc 5, Reach —, DV 5P, AP –1]
to and slowly starts to rise, showing the clear signs of
exhaustion as well as more than a few burns and blisters.
SCENE 4
“Thank you for coming by on such short notice. You may
be wondering what is going on. Well, to be honest, so
DESOLATION ANGELS
am I. Until around 4 a.m. today, this was a shelter for the
some of the homeless and a clubhouse for my sisters.
SECURITY SCENE 5
We have yet to find any survivors—and worse, we’ve (PROFESSION RATING 5)
only found about one-third of the occupants.” A sinister SCENE 6
B A R S W L I C ESS M
gleam takes hold of Becky’s eyes “I want to know who
did this. I want to extract my pound of flesh out of those 6 6(9) 6(9) 5 5 5 6 5 6 8
that would prey on innocent children. Most important- SCENE 7
ly, I will have revenge for my sisters.” Becky’s calm de- Initiative: 15 + 4D6
meanor returns as quickly as it departed. “I understand Condition Monitor: 11
you’re working something similar, I am prepared to of- Limits: Physical 8(9), Mental 7, Social 7 SCENE 8
fer you 4,000 nuyen for a copy of your findings.” Armor: 15
Skills: Athletics skill group 7 (10), Close Combat skill group
8, Demolitions 7, Firearms skill group 9, Perception 7, PICKING UP
Behind the Scenes Stealth skill group 6 THE PIECES
Qualities: Home Ground, Adept
Becky’s offer is 4,000 nuyen total, with a bonus of 500
Initiate Grade: 2
nuyen per net hit (max 4) on a Negotiation + Charisma LEGWORK
Metamagics: Masking, Shielding
[Social] Opposed Test. For each Desolation Angel the
Adept Powers: Astral Perception, Improved Ability
runners attacked, Becky gains an additional die. Becky
(Automatics) 1, Improved Agility 3, Improved Reflexes 3
sends the team a file with images of four missing Des- CAST OF
Gear: Armor jacket (Nonconductivity 6, Insulation 6) and
olation Angels: two human females in their mid-twen- SHADOWS
full helmet (+3), Erika Elite commlink
ties, a dwarf, and a twelve-year-old human female
Weapons:
the runners might recognize from SRM 5A-02 Critic’s
HK 227 [SMG, Acc 5(7), DV 7P, AP –4, SA/BF/FA, RC 1, 28
Choice as Tasha, Becky’s shadow. “Please find them, es- PLAYER
(c), w/APDS ammo]
pecially Tasha. She’s just a kid, she needs help.” HANDOUTS
The team is given access to the rubble, but there is
little more to be found beyond the occasional missing
digit from one of the recovered bodies. With the mas- DEBRIEFING
sive death and destruction still so fresh, astral space is LOG
tainted and marred toward death, with a background
count of 3. A Perception + Intuition [Mental] (4) Test (for
each site visited before this, reduce the threshold by 2)
spots faint sports bike tracks.

SCENE 5: SISTER KNOWS BEST 14


Debugging Intuition [Mental] (2) Test shows what looks to be a
hatch in the middle of the room partially covered by
COVER

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).

The trail eventually leads to a florist shop located on SCENE 1


the corner of North Sawyer Avenue and West Altgeld Debugging
Street; this can be accomplished by triangulating on the If the runners are unable to determine the building via SCENE 2
map, or by intercepting a gang on some stolen bikes. logic, survival, navigation tactics, and so forth, they
can come upon a small group of wannabe go-gangers
Tell It to Them Straight who found the bikes behind the flower shop around SCENE 3
1:30 p.m. on Monday. The runners can either interro-
Strange that the center of all the troubles would be a gate the thugs or kill them and use the navigation as-
flower shop, yet there it sits: Mushnik’s Flower shop. sist to locate the source. SCENE 4
The single-story brick building has bar-covered win-
dows, a security door, and a delivery bay in the back.
The front windows show wilted and weathered flowers SCENE 5
behind the barred glass. The lights are out and yet the GO GANGERS
front door is unlocked, the flowers on display in the (PROFESSION RATING 1) SCENE 6
window are all wilted and shriveled up. The massive
bay door out back looks large enough to drive a panel B A R S W L I C ESS
van in, and it is locked with a maglock (Rating 4). The 3 4 4 3 3 2 3 2 5.7 SCENE 7
lights are out, and there is nothing but the hum of the
chilling unit used to keep the flowers fresh longer. Initiative: 7 + 1D6
Condition Monitor: 10 SCENE 8
Behind the Scenes Limits: Physical 5, Mental 4, Social 5
Armor: 12
The lights are off inside the shop, there is a light switch Skills: Blades 3, Etiquette 4 (Street +2), Intimidation 3, PICKING UP
on the right and the cover has an Intoxication (Force Pistols 5 (Semi-Automatics +2), Unarmed Combat 3 THE PIECES
6, Potency 4, p. 190, Stolen Souls) alchemical prepara- (Cyberimplants +2)
tion on it. Even the flowers in the cooled glass display Qualities: Toughness
case have wilted and died, yet there is a pungent smell Gear: Armor jacket, cram (1 dose), Sony Emperor commlink LEGWORK
about the air. The interior of the shop has not been up- Weapons:
dated since Dunklezahn was president. On the west Browning Ultra-Power [Heavy Pistol, Acc 5 (6), DV 8P,
wall with the cooler door and glass display cases sits a AP –5, SA, RC —, 10(c), w/ 2 clips of APDS]
CAST OF
Force 8 mana barrier sealing the section off. Passing to Knife [Blades, Acc 5, Reach —, DV 5P, AP –1] SHADOWS
the small office to the rear of the shop requires a Per-
ception + Intuition [Mental](2) Test to notice the trip
wire strung between the counter and the wall. Tailing SUZUKI MIRAGE PLAYER
HANDOUTS
to notice it sets off a canister of Pepper Punch gas. The HAND SPEED ACCEL BODY ARM PILOT SENS SEATS
small office looks like it has been looted for any valu-
5/3 6 3 5 6 1 2 1
ables, and there are cables that would have connect- DEBRIEFING
ed the slaved cameras to the host. Inside the cooler is LOG
another dark room with no external light; a Perception
+ Intuition [Mental] (1) Test locates the light switch.
The work tables have all been hastily tossed around
the area and turned upside down, and a Perception +

SCENE 6: TRIANGULATION 15
COVER

STRANGE
BEDFELLOWS

INTRODUCTION

MISSION
SYNOPSIS

SCENE 1

SCENE 2

SCENE 3

SCENE 4

SCENE 5

SCENE 6

Scene 7: into a decent-sized tunnel. Trolls need to lean down to


SCENE 7
fit in the passage; the tunnel is caved in behind you, and
We All Float up ahead it bends off to the right. It is nearly pitch black
down here. The light from the manhole gives scant illu- SCENE 8
Down Here mination, and even low-light vision is of minimal use.

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.

SCENE 7: WE ALL FLOAT DOWN HERE 16


A Composure (4) test is required to go forward into The room is strewn with body parts and half COVER
the chamber. Failure means that the player’s vomit is gnawed-upon flesh and even bone. On the wall are pic-
added to the fluids on the floor, and the player receives tures of the missing children with bloody lines drawn
a –2 dice pool penalty on all actions for the remainder through them. STRANGE
of the scene. With so much fresh death about, the background BEDFELLOWS
count is 4, aspected toward death. The smell of death
has drawn a pair of supernatural predators—vampires—
INTRODUCTION
PERCEPTION TABLE like moths to a flame. The vampires enter the room in
mist form up along the ceiling, find the person with the
RESULT EFFECT highest Essence, then manifest and drop down onto
MISSION
1 The far side of the chamber has a hall that goes them. Runners who successfully make a Perception test
SYNOPSIS
less than one-tenth of a meter in and has been can roll for surprise (p. 192, SR5) to try to act first; oth-
caved in. erwise the vampires get a free action before rolling ini-
tiative. Be sure to take all environmental modifiers into SCENE 1
2 A blood-soaked Truman medical patch like those
effect for the Perception test, with any runner who spe-
worn by the staff in Dr. Tate’s clinics.
cifically says they are looking at the ceiling getting a +2
3 The half-eaten face of Allan Bareston. bonus to their dice pool. The background count does SCENE 2
4 A small 2-cm scrap of green leather in the rubble. not affect the vampires.
5 A small fissure in the wall on the left side that
SCENE 3
looks like it was opened by the cave-in of the Pushing the Envelope
tunnel.
Add a third vampire, making it an adept with Increased
8 A mist pouring out of the fissure into the room Reflexes, Level 3 and Killing Hands. Any missed at- SCENE 4
coalescing above the runners. tacks using APDS or explosive rounds cause the roof
to collapse in 2D6 + 3 combat turns.
SCENE 5

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

Initiative: 13 + 2D6 Scene 8:


SCENE 8
Bad News and
Condition Monitor: 12
Limits: Physical 11, Mental 8, Social 8
Armor: 12 PICKING UP
Skills: Assensing 6, Blades 5 (Swords +2), Counterspelling
7, Perception 7, Running 4, Sneaking 6, Spellcasting 8,
Worse News THE PIECES
Unarmed Combat 5
Powers: Dual Natured, Enhanced Sense (Hearing, Smell, Scan This LEGWORK
Thermographic Vision), Essence Drain, Immunity (Age),
Improved Physical Attribute (Body, Reaction, Strength), Hitting a dead end on the trail, there is at least some-
Infection, Mist Form, Natural Weapons (Bite), thing to report to the Johnsons. CAST OF
Regeneration, Sapience SHADOWS
Weaknesses: Allergy (Sunlight, Severe), Allergy (Wood, Tell It to Them Straight
Severe),Dietary Requirement (Metahuman Blood),
Essence Loss, Induced Dormancy (Lack of Air, When Contacting Nick and Dr. Tate: PLAYER
(Essence) Minutes) HANDOUTS
Contacting Nick, he informs you he and Dr. Tate would
Gear: Armor jacket like to meet at one of his newest clinics located at the
Spells: Foreboding, Frigid, Nauseate, Ice Storm, Physical corner of W. Kimball Avenue and W. Addison St. (Any run- DEBRIEFING
Barrier, Powerbolt, Silence, Stunball, Stunbolt ner who played SRM 5A-02 Critic’s Choice recognizes the LOG
Weapons: location as the site Dr. Tate sent them to get the deed for.) The
Ares “One” Monosword [Blade, Acc 5, Reach 1, DV 12P, two-story building attached directly to a giant four-story
AP –3] building is abuzz of construction as men and women in
primitive-looking clothing clean up the area from con-

SCENE 8: BAD NEWS AND WORSE NEWS 17


struction debris generated during the renovations. Dr. of Loyalty and gain a point of Notoriety for each John- COVER
Tate is inside the freshly renovated and extremely mod- son to whom they lied.
ern clinic. “I hope you have some good news, but based
on the looks of things, that seems less then probable,” he STRANGE
says with a somewhat displeased face.
Picking Up BEDFELLOWS

If the runners explain the


vampire is the cause of the issue:
the Pieces INTRODUCTION

“Gnawed and consumed flesh you say? Well, the vam-


pire must consume the blood, not the flesh to survive.” Money MISSION
SYNOPSIS
• 6,000¥ apiece, plus 500¥ per net hit (to a max
Regardless of the answer given: of 4) from Nick Ryder for finding the bodies.
“This is most disappointing, but at least we know more
• Beta-grade cyberware up to availability 24 at SCENE 1
standard grade price from Dr. Martin Tate for
now than we did before. Here is the nuyen as agreed
finding the bodies.
upon. As for the cyberware, since you were unable to
• 4,000¥ total, plus 500¥ per net hit (to a max of SCENE 2
recover my patient, I fear my resources shall be a little
thin. To show my appreciation for your efforts, though, 4) from Beck 99 for finding the bodies.
I can find my way to some betaware under the same • 2,000¥ one-time payment from either Nick
and Tate or Becky 99 for turning over the green SCENE 3
conditions as before.”
leather scrap.
When Contacting Becky 99: SCENE 4
Becky is waiting for you at the rubble-choked address Karma
a few blocks away. Upon seeing the team, Becky’s eyes • 1 Karma: For finding the tire tracks. SCENE 5
brighten, then instantly drop back to a mournful look. • 1 Karma: For finding the green leather scrap.
“What did you find? Did you find my sisters and the • 2 Karma: Surviving the Adventure.
children?” • 2 Karma: For locating the flower shop on their SCENE 6
own.
If the team tells • 1 Karma: If the runners needed the gang to lead
them to the flower shop.
SCENE 7
Becky about the pictures:
A flash of what might be described as a lunatic rage
flashes before Becky’s eyes and then settles in an in- Gamemaster Reward SCENE 8
stant, “Very well. Thanks for your time looking into this.
When running this adventure you may choose to count
Here’s the payment I promised.”
the Missions as “played” for their personal Shadowrun PICKING UP
Missions character. You must choose to do this the first THE PIECES
Behind the Scenes time your run this Mission only, and take the optional
results to match those the team you gamemastered for
The team managed to pull together a few leads that re- LEGWORK
quire some additional legwork to track down. For the time earned. You may not choose to wait for a better attempt
being, their job is done, save any counseling they may to choose your rewards. You’re on the honor system here,
need to undergo after the sights of the last day or two. so please don’t skew the adventure to help the players
CAST OF
If the team found the green leather scrap and men- gain extra rewards just so that you can get better results.
SHADOWS
tions it to either of their Johnsons, their employers de- You will earn a flat amount of Karma and nuyen, re-
mand it as part of the investigation. It is too small to be gardless of how well (or poorly) the players do, listed
cut in half; refusing to turn it over results in the payment below. For other missions results and rewards that you PLAYER
being halved. In exchange for the scrap, either Johnson track on the Debriefing Log (objectives completed, rep- HANDOUTS
gives the team an extra 2,000 nuyen. utation and contacts earned, etc.), take the average re-
sults of the group you’re gamemastering for. So if four
out of six players earned a point of Notoriety, you will DEBRIEFING
Debugging earn one as well. If only two players out of five earn a +1 LOG
The blood smears on the ground are the dead remains Loyalty with Simon, you would not get that +1 Loyalty.
in the room of horrors. If the team does not turn over Karma Earned: 6
the scrap of cloth, they don’t get the bonus. If the team Nuyen Earned: 14,000¥
lies to the Johnsons, they get paid, but they lose a point

PICKING UP THE PIECES 18


Reputation Legwork COVER

During the adventure, runners may perform actions


that will add to their Street Cred, Notoriety, or Public When a PC gets in touch with a contact, make an un- STRANGE
Awareness (p. 372, SR5). Besides the scenario-specific opposed Connection + Connection Test for the contact. BEDFELLOWS
gains listed below, gamemasters should consider the The results of this test determine how many ranks of in-
characters actions throughout the game and award ad- formation the contact knows about the question. If the
ditional points as appropriate. If a player earns Public relevance of the subject is a specialty of the contact, they INTRODUCTION
Awareness or Notoriety, don’t be afraid to give them get +3 dice to this test. The player then makes an unop-
extra points. posed Charisma + Etiquette + Loyalty test, the results
MISSION
of which determine how many ranks of information the
• +1 Street Credit for providing information to SYNOPSIS
contact is willing to divulge for free, up to the max ranks
Nick Ryder of information they know. If the contact knows more,
• +1 Street Credit for providing information to they will require a payment of 500¥ – (Loyalty x 100¥, SCENE 1
Becky 99 minimum 100¥) per rank of information they still know.
• +1 Notoriety for any player who attack Becky 99 If the PCs have worked all of their contacts, and are
of the Desolation Angels still missing important information, they may request SCENE 2
• +1 Public Awareness if the team gets into a fire that a contact ask around. If they do so, have the Con-
fight with the Green/Purple Gang tact make an extended (Connection + Connection (1
hour)) test. Additional information will be available at a SCENE 3
Contacts cost of 1000¥-(Loyalty x 100¥, minimum 200¥).
A Matrix Search action (p. 241, SR5) may also be
Successfully completing objectives or performing the utilized to gather information from the following charts, SCENE 4
actions listed below will earn characters specific Mis- using the appropriate thresholds and search times.
sions contacts at a Loyalty of 1, and they should be
given the Contact Sheet included with this Mission. If SCENE 5
they already have that contact, they gain a +1 loyalty Thomas Stanish
to that contact (up to a maximum of 4). Contacts to Ask: Gang, Street, Horizon security SCENE 6
Characters might interact with NPCs not specified by
the Mission and may earn these NPCs as a contact at Loy- Contacts Matrix Search Information
alty 1. They may also work with non-Mission specific con- 0 0 Was he on Hill Street Blues last SCENE 7
tacts that they have already earned or that they bought century or something?
at character creation, and gain a +1 Loyalty to these con- 1 1 He runs a community watch in the
tacts, with a maximum Loyalty of 4. Gamemasters should CZ. SCENE 8
not grant these lightly, and players should have to work
to earn these contacts by going the extra mile to impress 3 — Great mechanic, if you can come
the NPC, offering up favors, or paying them well above the up with the credit or barter to pay PICKING UP
standard rates for information or services. him. THE PIECES
4 6 He was a Truman Technology
• Nick Ryder: If the runners successfully find the security rigger.
bodies, they receive Nick at Loyalty 1, or gain 5 — Part of a detail left behind to LEGWORK
a +1 Loyalty if they already had him (to a maxi- locate Melissa Truman when the
mum Loyalty of 4). bugs attacked.
• Dr. Martin Tate: If the runners successfully find
CAST OF
the bodies, they receive Tate at Loyalty 1, or gain
SHADOWS
a +1 Loyalty if they already had him (to a maxi- Rebecca Stanish
mum Loyalty of 4). PLAYER
Contacts to Ask: Gang, Street, Horizon security
• Becky 99: If the runners successfully find the HANDOUTS
bodies, they receive Becky at Loyalty 1, or gain
Contacts Matrix Search Information
a +1 Loyalty if they already had her (to a maxi-
0 0 Who’s Danish are you asking
mum Loyalty of 4). DEBRIEFING
about?
LOG
1 1 Local bleeding heart, runs a soup
kitchen.
4 6 She spent time as a Truman
Technology security mage.

PICKING UP THE PIECES 19


5 — Part of a detail left behind to COVER
locate Melissa Truman when the
bugs attacked.
STRANGE
BEDFELLOWS
Allan Baretson
Contacts to Ask: Contact Archetype 1, Contact Arche- INTRODUCTION
type 2, Contact Archetype 3

Contacts Matrix Search Information MISSION


2 3 He works on a community watch SYNOPSIS
4 6 Back in the day, he was a Truman
Technology security team
member. SCENE 1
5 — Part of a detail left behind to
locate Melissa Truman when the SCENE 2
bugs attacked.

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 B A R S W L I C EDG ESS M PICKING UP


5 5 6 3 6 3 5 5 6 6 9 THE PIECES
Becky 99
A Rat shaman and a former shadowrunner, Becky 99 Initiative: 11 + 1D6
LEGWORK
survived in the chaos of the Containment Zone by join- Condition Monitor: 11/11
ing up with a group of women who would eventually Limits: Physical 6, Mental 6, Social 8
become the Desolation Angels. When the wall came Armor: 12 CAST OF
down, she stayed with the group, mostly working in Active Skills: Assensing 6, Athletics skill group 5, Banishing 7, SHADOWS
the background, until last year when she stepped for- Blades 5 (Knives +2), Con 5, Conjuring 8, Counterspelling 8,
ward and challenged the leaders of the different fac- Etiquette 4 (Street +2), First Aid 4, Intimidation 5, Negotiation
tions of the gang. Believing that they had lost focus 6 (Bargaining +2), Palming 5, Perception 5, Performance 4, PLAYER
and disgusted with the way they treated anyone not Pistols 4, Ritual Spellcasting 4, Sneaking 7, Spellcasting 7, HANDOUTS
a member of the gang, especially men, she defeated Survival 5, Throwing Weapons 4, Unarmed Combat 6
each faction’s leader and united the Desolations under Knowledge Skills: Chicago Area 5, Famous Shadowrunners
a new banner. She’s now working to make the Zone 4, Insect Spirits 9, Local Bars 3, Magic Theory 4, Music DEBRIEFING
a little bit better, and in the process wants to stamp 3 (Modern Punk +2), Runner Hangouts 4, Street Gangs 6 LOG
out any and all remaining signs of the insect spirits that (Chicago +2)
once invaded her home. Qualities: Astral Chameleon, Focused Concentration 4, Spirit
Becky is a short, thin woman who appears to be in Bane (Insect Spirits)
her late twenties but has to be at least in her thirties. She Initiate Grade: 4

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

Quote: “This is my city. She’s as broken and battered as SCENE 3


my soul, but she’s mine, and I wouldn’t trade her for the
world.”
SCENE 4
B A R S W L I C EDG ESS
5 4 5 3 6 4 5 4 7 5.7 SCENE 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.

BECKY 99 BECKY 99 BECKY 99


Rat Shaman, Gang Leader Rat Shaman, Gang Leader Rat Shaman, Gang Leader
Female Human Female Human Female Human

Connection Rating: 4 Connection Rating: 4 Connection Rating: 4

Loyalty: Loyalty: Loyalty:

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.

DR. MARTIN TATE DR. MARTIN TATE DR. MARTIN TATE


Horizon/Truman Tech Dr. Johnson Horizon/Truman Tech Dr. Johnson Horizon/Truman Tech Dr. Johnson
Male Human Male Human Male Human

Connection Rating: 5 Connection Rating: 5 Connection Rating: 5

Loyalty: Loyalty: Loyalty:

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.

NICK RYDER NICK RYDER NICK RYDER


Lone Star Detective Lone Star Detective Lone Star Detective
Male Human Male Human Male Human

Connection Rating: 3 Connection Rating: 3 Connection Rating: 3

Loyalty: Loyalty: Loyalty:

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

SRM 06-01 10-57 Investigate the duplex


When people start turning up missing around the zone, a pair of Investigate the single-family home
Mr. Johnsons hire you to get to the bottom of things. Along the way Investigate the clinic
you will encounter another interested party, and a lot of dead and Investigate the club house
bloody leads.
Find the bike tracks
Find and turn over the leather scrap to Tate/Ryder/Becky

SYNOPSIS MISSION RESULTS

Names Character Improvement Karma Cost

TEAM MEMBERS ADVANCEMENT

Previous Available Martin Tate


Street Cred
Nick Ryder
Earned
Becky 99
Spent Notoriety
Remaining Available
New Career Total Public Awareness
Augmentation installation from Dr. Tate
KARMA REPUTATION
(May be saved until you have enough nuyen to
GM’s Name complete the purchase. Only valid for one item of
Previous Available ¥ Beta grade, use the standard grade price. Must be
Earned ¥ availability 24 or lower, and installed by Tate)

Spent ¥ GM’s Signature Augmentation:


Date:
Remaining ¥ GM:

NUYEN VALIDATION CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES


DEBRIEFING LOG . . . . .
© 2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc., in the U.S. and other countries. Permission given to copy for personal use.

You might also like