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7/26/2019 Srm04 07 Burn
1/32SHADOWRUN MISSION 04
Writing
Raymond Croteau
ArtIan King, Andreas AAS Schroth
Proofing
A.A. Salati, Jean-Marc Comeau,
Jeremy Weyand, Matt Manganaro
MapsPatrick Sullivan
Shadowrun Missions LogoBrent Evans, Matt Heerdt
Layout & Design
Matt Heerdt
Art Director
Brent Evans
Shadowrun Missions CoordinatorSteven Bull Ratkovich
Shadowrun Line Developer
Jason M. Hardy
CREDITS
2012 The Topps Company, Inc. All Rights Reserved. S
and Matrix are registered trademarks and/or tradem
The Topps Company, Inc., in the United States and/o
countries. Catalyst Game Labs and the Catalyst Game
are trademarks of InMediaRes Productions, LL
7/26/2019 Srm04 07 Burn
2/322
rego rubbed the badge on his leather jacket. Te Skraacha had a number o things to give members that havedone good deeds, but the badge was the most important. Anyone could get the colors, but without the badge youre
just a prospect, a wannabe. rego had earned the badge when those Alamos 20K goons had come in to burn the entireUnderground out. Hed saved lives that daywomen, children, even an elderly ork he had carried away rom the firesdespite the burns on his back. He had scars, too, and those got him respect as well. He moved his lef hand a bit moreevery day, despite having no skin lef on it, just burn scars. A walking reminder o their triumph that day, as Darra hadput it when he pinned regos badge on.
He shook his head and went back to his current job, watching the marketplace. Making sure the fights didnt gettoo out o hand, the snatch-and-grab thieves got caught, collection money was paid. Simple stuff, really. Te olks herewere decent about things. Te collections were like taxes upside, the fights happened in areas where olks could use a
little entertainment, and a little bit o snitching o ood was accepted. It all appeared to
be fine. But he elt like something was wrong, even though he couldnt figure outwhat it was. So he did what he always did when that eeling hit himhe put
out his lef hand and tried to make a fist.Ten he saw what it was. A small piece o the insulation that
showed up on the lighter scarring o his skin rather than thedarker, well, everything. He thought quickly, trying to piecetogether was he was seeing as he sniffed at the insulation. It
had no smell. Tat was wrong. It should. Te stuff always
smelled musty. rego knew he wasnt the smartest personin the Ork Underground by any stretch o the imagina-tion, but he had an instinct or when something wasgoing wrong, and he usually acted beore thinking. Itgot him into trouble sometimes, but most people agreedthat doing something, anything, was better than noth-ing when rego was concerned. He ran up to the giantgong that had been cut out o the side o a container ship,picked up the massive hammer, and heaved at it with allhis strength. Te din he made served as the fire alarm orthe cavern, which was so deep inside the Underground thatthere was no electricity, just lamps that ran off o whateverthe people could use or uel.
Te fire drills rego had insisted on worked. Peopledidnt panic, but instead moved quickly to the exits andstarted getting the makeshif firedoors closed. He was about to move toward
an exit when he heard the bawling o a child. Cursing, he started searching as quickly
as possible, knocking over the stands as he searched or the kid. He eventually ound her in herdirty pink dress, curled on a pillow, bellowing or her mother in Orzet. He picked her up and started running as ast
as he could, seeing the insulation dropping at a aster and aster rate around him.rego had made a study o fire afer his burns. He had an old pocket secretary that could take bookchips and read
to him. He figured he knew what was going onit was something called a dust explosion. But wouldnt the burning
lamps prevent that? Wouldnt things burn up beore they became too concentrated? He didnt have the answers to hisown questions, but he tossed the little girl to the ork who was at the firedoor waiting or him.
When asked later, no one could say why rego didnt go into the shelter himsel, but they all guessed that he musthave figured something out and known there was no time to save himsel. He grabbed the handle with his good righthand and heaved his whole weight backwards to slam the door shut, sealing everyone inside.
Te sound and heat in the cavern was enormous, but the noise rego made was even louder. Everyone on the saeside o the door swore that he wasnt screaming in pain, but in triumph. As i he had beaten the fire like it was justanother rival gang member.
7/26/2019 Srm04 07 Burn
3/323INTRODUCTION
INTRODUCTIONSRM 04-07: BURN is a Shadowrun Missionscampaign adventure.
Full inormation on the Shadowrun Missionscampaign is availableatshadowrun4.com/missionsand includes a guide to creating
Missions characters and a regularly updated FAQ. Maps, playerhandouts, and other playing aids are ound at the end o this document.
PREPARING THE ADVENTURESRM 04-07 Burn is intended or use with Shadowrun, Twentieth
Anniversary Edition, and all character and rules inormation reers to
the ourth edition o the Shadowrunrules.
ADVENTURE STRUCTURESRM 04-07 Burnconsists o several scenes. Tese scenes orm the
basis o the adventure, which should be completed in approximatelyour hours. I you are running short on time, you should streamlineeach and be a little more generous with clues, target numbers, andother requirements to aid in guiding the players through the adventure.
Each scene outlines the most likely sequence o events, as well as
how to handle unexpected twists and turns that inevitably crop up.Each one contains the ollowing subsections, providing gamemasterswith all the inormation necessary to run it.
Scan Tisprovides a quick synopsis o the scenes action, allowingyou to get a eel or the encounter at a glance.
ell It to Tem Straight is written to be read aloud to the players,describing what their characters experience upon entering the
scene. You should eel ree to modiy the narrative as much
as desired to suit the group and the situation, since the char-acters may arrive at the scene by different means or underdifferent circumstances than the text assumes.
Behind the Scenescovers the bulk o the scene, describing whatshappening, what the non-player characters are doing, howthey will react to the player characters actions and so orth.It also covers the setting o the encounter, going over environ-
mental conditions and other properties o the location as well
as providing any descriptions o important items.
Pushing the Envelopelooks at ways to make the encounter morechallenging or experienced or powerul characters and other
ways you can add some extra spice to the scene. Tis subsec-tion should usually only be used or home games, or gameswhere time is not a actor. At most convention and Open Playevents, gamemasters should omit this inormation. It adds tothe scene but does not contain important inormation.
Debugging offers solutions to potential problems that may crop
up during the encounter. While its impossible to oreseeeverything that a group o player characters might do, thissection tries to anticipate common problems and other sug-
gestions or dealing with them.
RUNNING THE ADVENTUREGamemastering is more o an art than a science, and every game-
master does things a bit differently. Use your own style when it comesto preparing and running the adventure and do whatever you eel isbest to provide the best Shadowrungame you can or your players.Shadowrun Missionsadventures are designed to run in a standard our-
hour convention time slot.Please keep this in mind when running the adventure. You should
leave at least 1520 minutes at the end o the time slot to completeany necessary paperwork and pass out the players Debriefing Logs.(Make sure that you have enough copies o the Debriefing Log or thisadventure to give one copy to each player afer running the adventure.)
Tis section offers some guidelines you may find useul in preparing torun SRM 04-07 Burn(or any Shadowrun Missionsadventure).
Step 1: Read The AdventureCareully read the adventure rom beginning to end. Get a eel or
the overall plot and what happens in each scene. Tat way, i something
different happens, you wont be caught off guard and you can adaptthings smoothly.
Step 2: Take Notes
ake notes or yoursel while reading through the adventure thatyou can reer to later on. Possible things to note include: major plotpoints (so you can see them all at a glance), the names o various non-player characters, possible problems you notice, situations where youthink a particular character can shine, and other things youll want to
keep in mind while running the adventure.
Step 3: Know The Characters
Prior to the start o the adventure, examine the PCs record sheets
and Debriefing Logs or your reerence and have basic inormationabout their important abilities handy so you can reer to it during play.Also go over the characters and keep their previous events listed onthe Debriefing Logs in mind when determining non-player character
actions in various scenes i such a dynamic has been included.
Step 4: Dont Panic!
Gamemastering involves juggling a lot o dierent things.Sometimes you drop the ball and orget something or you just make a
mistake. It happens, dont worry about it. Nobody is perect all o thetime and everybody makes mistakes. Just pick up rom there and moveon. Your players will understand and orget about it once you get backinto the action.
http://www.shadowrun4.com/missionshttp://www.shadowrun4.com/missions7/26/2019 Srm04 07 Burn
4/324 GENERAL ADVENTURE RULES
GENERAL ADVENTURE RULESShadowrun Missions adventures use the rules presented in
Shadowrun, Twentieth Anniversary Edition (SR4A). Standard rules suchas success tests, the Rules o One and Six, and other common mechanics
are described in SR4A and are not repeated in this adventure.Please keep in mind when preparing or the adventure, that the
PCs will not necessarily compose a balanced party. Its entirely possible
that the party will be made up entirely o technomancers or back-to-nature shamans. I the characters run into a brick wall because o suchcomplications, show flexibility and use your best judgment in how you
lead them back to the plot.
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure. Tey
are the allies, antagonists, and background characters in the adventurethat interact with the player characters. NPCs in this adventure havealready been created and can be ound throughout the adventure.
Minor NPCs are ound in the individual scene that they appearin and generally have a brie write up, noting only their importantskills and the gear they are carrying. Note that their dice pools are pre-calculated to save the gamemaster time.
Major NPCs can be ound in the Cast of Shadowsat the end o
the adventure, and have more detailed write-ups, and include most o
the skills and the gear they have access to.Te NPCs in this adventure should generally stand up to the
average player character but may need some adjustment to suit a par-
ticular group o characters, especially a more experienced and powerul
group. Te scenes and NPC descriptions offer tips on adjusting theNPCs to suit the abilities o the characters in your group. o adjustthe power level o an NPC, reer to the Prime Runner Creation and
Advancement able (p. 285, SR4A). ake the player characters abili-ties into consideration when assessing the NPCs in this adventure andmodiy them accordingly.
Mission Difficulty
Gamemasters are encouraged to use their own judgment and toadjust the difficulty o the encounter to take into account the abilitieso the players. I the players have no magical support, replace magical
deenses with mundane ones. I the players are weak on combat, reduce
the number o enemies by one or two. Conversely, i theyre steam-rolling the opposition, add one or two enemies to the fight. Missions
should be a challenge to the party but should never be insurmountable
or a team playing it smart.
Choosing Sides
During the course o a scenario, the players will be presented withoptions to choose sides between several Factions in the adventure.Seattle is a city ull o conflict and opposing Factions who butt heads
constantly. Characters can try and remain neutral, but ofen the deci-
sions they make will avor one Faction over another. Tese choicesearn the character positive or negative Faction Reputation. PositiveFaction Rep doesnt mean that a runner has become a member o thatFaction, but rather just notes that the Faction looks upon the character
avorably and is more inclined to deal with the runner. High enoughFaction Rep earns the character a avor rom that Faction at the end othe adventure (see Picking Up Te Piecesor more inormation). Iyour Faction Rep drops low enough, contacts that are members o thatFaction may not deal with you at all.
Each Faction keeps tabs on its opposite, and every organization isull o spies, so any time a character deals with one Faction, the other
side inevitably finds out about it. Tis is tracked on an individual basis,
so even i one teammate sells out inormation to NewsNet, another can
sell out to KSAF and still earn KSAF Faction Rep.
A Note on Commlinks
By 2070, commlinks have become a universal appliance. Becausejust about every NPC is going to have one, they wont always be statted
out in the adventure text. For NPCs who do not have a statted com-mlink, assume it has all necessary ratings at 3. Tese commlinks do notcontain any valuable paydata.
Paperwork
Afer running a Shadowrun Missionsadventure, there are severalimportant pieces o paperwork that need to be filled out.
Te first is to make certain to distribute a copy o the adven-tures Debriefing Log to each player. As the gamemaster, please makecertain to fill this out and sign off on it or each character. In theinterests o time, you may have each player fill out the sections, withappropriate values that you give them. Please consider the playersactions in the scenario when providing Reputation modifiers, per
those rules (p. 265, SR4A).Te second is to make sure that all players have updated their
characters calendar. Players are allowed to go on one run per week.Te calendar is used to track the characters monthly liestyle expenses,
adventures, and their downtime exploits.Finally, once an adventure is completed gamemasters should head
over to the official Shadowrunorums at httt://orums.shadowrun4.com and look in the Actual Play Results section. Tere are threadswhere you can post the outcome o the Missions adventure. Futureadventures will be affected by these results. Without gamemastereedback, the players exploits will be unable to affect the campaign.
MISSIONS FACTIONSBURIED UNDERGROUND PLOTLINE
Ork Rights Committee: This faction is pushing to see the Ork Underground become a full-
fledged, legitimate district of Seattle, by any means necessary.
Seattle Government: The city of Seattle is hurting for money and sees the Underground as
a huge expense that they cant afford, with little to no gain from its largely SINless a population.
City officials worry that making it a district would give legitimacy to the gangs, crime rings, and
smugglers that use the Underground as a base of operations.
NewsNet: Horizons flagship news outlet in Seattle, NewsNet has long struggled to main-
tain its status as Seattles top reporting agency against its primary rival, KSAF.
KSAF: KSAF built a reputation on reporting the news before anyone knew it was news.Those days are past, but with the brewing fight between the city and the Ork Underground, KSAF
sees a chance to get the scoop and reclaim their glory days, burying NewsNet in the process.
7/26/2019 Srm04 07 Burn
5/325MISSION SYNOPSIS
MISSION SYNOPSISTe underground has always been a dangerous place. Natural
caves and mines linked to ancient concrete oundations. All these ele-ments have claimed the lives o many, who have vanished down the
twisted passages, never to be seen again. Te Ork Underground, how-ever, has been saer than most. Te ormer roadways and basementso Seattles Pioneer Square suffered extensive fire damage in 1889 andwere built over; since then, the area has been used or flophouses, gam-
bling parlors, speakeasies, opium dens, tourism, and most recently as asae haven or the metahuman victims o the 2039 Night O Rag e andtheir human amilies. Tey brought with them their memories o thatnight, things like breathing in hot, oxygen-ree air as the warehousesthey were crowded into burned while the authorities watched. Decades
later, the mostly ork descendants o those first settlers have known no
other home, and they see the Underground as a place to hide rom thehate and bigotry o the people that lived above them.
Sae until recently that is. A series o accidents have occurred,
mostly involving fire and incendiary-enriched explosions that HorizonsSpecial Effects teams in Hollywood can only dream o capturing on film.
It seems as i the place born in fire has an affinity or flames and keepscalling to it. Te body count, hatred, and places to lay the blame areclimbing. Underground residents have been pinning a air amount o the
blame or the situation on Alamos 20,000, which claimed responsibilityor the destruction o a part o the ourists Highway that is one o theUndergrounds ew legitimate orms o income. Te scars o that eventare still resh. Another villain in the minds o the Undergrounds resi-dents is Governor Kenneth Brackhaven and his administration, whichmany Underground residents believe is littered with anti-metahumansentiment. Te vote on Proposition 23, also called Project Freedom,is coming closer, which is only exacerbating tensions. Tere are plenty
o other possible villains that are included in rumors and gossip passedaround by Underground residents. Maybe Humanis Policlub or theHuman Nation is causing some o the chaos. Or maybe the dwarvesthat walked away/were cast out o the Underground early in its history
are stirring up trouble. Or maybe its the banished r airngire elvenPrinces, now living in the squalor o arislar, looking to vent their rageanywhere. Or its the dragons. Or the megacorporations. Or the rem-nants o Lone Star trying to show up Knight Errant as worthless eunuchs
who cannot protect the city. Or
All the old hatreds and prejudices come to surace in times likethis. Like moths to a flameflames that someone appears to be an-ning to make things worse or the Ork Underground.
Enter the grievously injured fixer, Bull MacCallister, gathering theshadowrunners together in the Matrix bar, Virtual Underground 93, as
he attempts to get to the bottom o the situation beore more violenceerupts. He hires the runners to track down and find the person, group, or
groups responsible or the most recent attacks, with enough evidence otheir crimes to prevent all-out anarchy and chaos under Seattle.
He wont be able to talk to the runners or long, however, as another
incident has occurred, which he suggests the group use as a starting point
in the investigation. He offers a significant amount o money to each othem, as well as the thanks o the Ork Rights Committee.
Afer getting through a small police blockade thats been put inplace to protect the public (or the SINners, at least) rom the dan-gerous and unstable underground entrance, the runners come across
a horrific scene o a school that has been completely flattened by anexplosion. Te cheap construction materials it was made out o stillsmolder in places as would-be rescuers attempt to sif through thedebris looking or any remaining survivors. With enough patience andthe right words, they will be able to find out that two journalists wereon the scene when the bomb went off so that they could report on it.
alking with the journalists gets the runners one step closer totheir prey, as they cut deals to reveal the source o their inormationon the fires and bombs, Captain Jack urner, who is currently residingin accommodations provided by Seattles Finest, Knight Errant. Withcareul planning and strategies, they should be able to spring Jack rom
the jail under a police precinct and get just what the news crews on the
scene at the school receivedinormation.
Tis leads to an encounter with a go-gang o couriers teamed upthrough a combination o mutual love and protection, and a high-speed chase through Seattles highways that cuts through the cityand
could end in a race-ending crash i a clever enough trap can be designed
and implemented.At the end, the runners encounter the mad bombers themselves
in a run-down old actory. Te bombers fight uriously to the bitterend, and they may leave the runners wondering who was behind theiractivities.
SCENE 1: OLD SKOOL DECKINGSCAN THISo start the run, players meet an old-style fixer at an almost-as-old-style meeting place within the Matrix. Teyre given a job investi-
gating a series o fires and explosions in the Ork Underground.
TELL IT TO THEM STRAIGHTA call rom a fixer or Johnson is a sirens song to a shadowrunner.
It means business, which always beats watching nighttime tridcasts ostrange Japanese game shows, and it pays better as well. Mr. MacCallister,
a fixer whose icon is a circular red ork smiley logo, has just sent a text o a
time and place or a meet2100 hours at the Virtual Underground 93.Te only other text is Tis is Biz. It takes a second or you to remember
that thats the old slang term or a shadowrun.
When the group leaves their bodies behind
and goes into the Matrix in VR:
Virtual Underground 93, an online meeting place based on awarehouse club in the Puyallup Barrens, has a styling that is very low
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6/326 SCENE 1: OLD SKOOL DECKING
resolution and archaic compared to other online bars. It caters to older
shadowrunners and fixers, as well as younger members o the sameoccupations that enjoy the retro appearance o the place. It has no ARequivalent, and entering the bar requires a sim module. I any members
o the group lack one, theres enough time to get a model rom a Stuffer
Shack and get home beore the meet. Itll be cheap and your onlineavatar will be pretty basic, but itll work. MacCallisters icon (a redsmiley ork ace tilted to the lef) is located on the door o a room obvi-
ously meant or private conversations. Hes apparently just finishing ameeting, as you see other avatars leaving the room and walking out othe virtual bar (Matrix etiquette dictates that people should walk out
o the node and then log off rather than just disappearing rom themiddle o a room). Te icons o the people leaving are a mixture othe mundane and the impossible. Once they leave, the letters [LFG]appear under MacCallisters icon. Apparently this means hes ready orthe next meeting.
BEHIND THE SCENESMacCallister sends the runners a passcode or Underworld 93.
When they log on to the node, they see a simple grey square with apink neon sign that says Virtual Underworld 93. Beneath the sign isa red triangle that marks the door into the node. Standing in ront o
the door is a large troll in a tuxedo, though the icon is basic and veryblocky. Virtual Underworld 93 utilizes a lot o classic Matrix design.Older runners or those with programming skills may recognize thetriangle as the old universal matrix symbol or an input/output port.Te troll is a representative o the Analyze program running or the
system, scanning anyone who attempts to access the node to see i theyhave the proper passcode.
Once the runners are inside, i they are running a Reality Filterprogram they have to make an opposed test (Reality Filter + Responsevs. the nodes System + Response). I they dont override it, the interior
o the bar looks l ike a very low-rez version o the real Underworld 93.Tere are a dozen or so users inside, and on the stage a music file isplaying a classic Concrete Dreams concert rom 2051. Te drinks are
virtual but tasty. MacCallister calls them into the back room withthe statement [LFG] under his icon on a doorway, as the privateroom is more secure than just talking in the bar proper. Runners with
any video game knowledge skills may recognize this as an old gameracronym that means Looking For Group ([Relevant Video GamesKnowledge] + Logic (2) est).
MacCallister is an ork fixer that has a lot o jobs or the Ork Rights
Committee (ORC), mostly attempting to push through Proposition23sometimes called Project Freedomwhich will make the OrkUnderground a new, legitimate district o the Seattle Metroplex. I thegroup has previously played the Shadowrun Missions Season 4 adven-
tures that surround the Buried Underground story arc, they might beamiliar with the situation with the Ork Underground and its attempt
at legitimacy, and the fight that certain other groups seems to be put-
ting up against it. I the group has not played these adventures, anyonewith the Knowledge Skills o Seattle Politics, Underworld Politics, Te
Ork Underground, or any other similar skills can roll to show howmuch they understand o the situation, and may have heard o therecent number o accidents that have occurred on the news (and notjust rom pirate broadcasts, but mainline news channels.)
MacCallister speaks with a smattering o 2050-2060s slang thatmight take some getting used to or younger runners. Anyone overthirty gets a long just fine, however, and eels a little nostalgia or thegood old days beore Crash 2.0. His avatar is a massive red minotaur,
and he sits at a round table with a huge, rothy mug o beer in ront ohim. Any runners that have Knowledge Skills about Shadowrunnersor Shadowrunning History and can make a Knowledge est with athreshold o 3 to recognize the avatar as being that o an old shadow-
runner named Bull and known as Te Best Ork Decker You NeverMet. Once everyone has their avatars at the table, MacCallister
VIRTUAL UNDERWORLD 93
LTG# 4206 (30-9095)VU93 is a digital copy of the famous Puyallup club that was set up as a virtual hangout for
Seattles shadow community by a former runner named Bull. He maintains classic style Matrix
iconography and architecture in the virtual landscape of the bar and has set it up to override all
but the strongest reality filters. VU93 also acts as a semi-private BBS and utilizes a copy of the
old Shadowland BBS system, circa 2057, where some local Seattle biz gets discussed.
> For virtual boozshe, it hash quite a kick! Are thoshe pink bunniesh?
> Slamm-0!
> Apparently someone forgot to tell Slamm-0! that Bulls incorporated some BTL hotsim code
into VU93s alcohol supply. Ill call cat to come get him.
> Pistons
STREET SLANGDuring the 50s and early part of the 60s, the streets had a lot of unique slang and
lingo to them. By 2070 however their use had fallen mostly out of favor, considered
ancient and out of date . Younger runners will still encounter it from time to timewhen dealing with runners from that era. Some of the terms are creeping back into
the lexicon as well thanks to the recent revival of the Karl Kombatmage trid series.
Biz A job, or business.
Buzz Turbo Get out fast
Chip-truth The complete truth, Im telling you the chip-truth,
chummer.
Chummer Pal or buddy
Decker 2050s era hacker, so named for their cyberdeck
Drek Common curse word, This drek sucks!
Frag Common swear word, Ill fraggin kick your hoop!
Geek To kill, Geek the mage first!Gillette Wired street samurai
Hoop Ass
Null Persp (or Null Sheen) Easy, no sweat
Omae Japanese for friend
Slot Mild curse word, Geek that slot
So ka Japanese for I understand
Wizard (or just Wiz) Great, fantastic, excellent Thats so wiz!
> So you geek some slots hoop? And thats just wiz biz, chummer? Then buzz
turbo, and thats the chip-truth? So ka, and does that make me a gillette, omae?
This grandpa-style slang is null persp.
> /dev/grrl
7/26/2019 Srm04 07 Burn
7/327SCENE 2: RED TAPE ROADBLOCK
activates a security agent that protects against online eavesdroppersand gets down to business. He explains the situation going on in theOrk Underground with the accidents (you can hear the quotationmarks around the word) and says that he wants the runners to inves-tigate the situation. He says that each incident has been proven to beanything but accidental,they are sabotage and terrorism-style attacks
disguised very well. He offers 10,000 nuyen per person and is will-ing to negotiate; each net hit on a Negotiation + Charisma Opposed
est increases the pay by 200 nuyen, up to a maximum o ten hits. Heexpresses that speed is o the essence or this job, as many lives are atstake. A second later, he adds that the violence may also hinder thechance o Proposition 23 succeeding.
MacCallister is about to call the meeting to a close when he perksan ear up and looks down, saddened, Teres just been another attack.
It is a really bad one this time. You need to go to Te Circle, a residen-tial area o the Ork Underground. Its most easily accessible throughthe bottom level o the DeRegulaire Parking Garage on Highway 5,just south o the Northgate Mall.
PUSHING THE ENVELOPETe audience o VU93 is many and varied, ranging rom virtual
prostitutes, barflies that challenge anyone to a contest o darts-or-shots (With BL-based virtual drinks), Miracle Shooter buffs, wan-nabe shadowrunners trying to get in on a deal, and wannabe Johnsonstrying to get jobs done. Tere are a ew icons o amous celebrities(three are Caution ape Girl), and a ew runners might recognize a
person in a trenchcoat and edora who wears a bandit mask that hideshis nose and mouth while still allowing him to convey the act thathes smiling widely. (Knowledge Skill: Shadowrunners or Hackers +Logic (2) est to recognize Te Smiling Bandit, who is dropping inon an old riend.)
DEBUGGING
Picking a fight with MacCallister in this node is the very descrip-tion o a bad idea. Its also the dictionary description o suicide rightunder picking a Matrix fight with FastJack and drinking toxic waste.While MacCallisters skills as a decker have atrophied a bit, hes stillquite skilled and is backed by the clubs security spider and possiblyeven a ew o the virtual bars patrons as well.
SCENE 2: RED TAPE ROADBLOCKSCAN THISWith next to no inormation available on the fires and explosions,the group has to investigate the latest attack, which happened onlyhours ago.
TELL IT TO THEM STRAIGHTYou head to the latest emergency scene, which is accessed via a
massive underground portion o a parking garage. Te structure isowned by the Ork Underground through a ew dummy organizations
and is not one o the better-known access ways into the Underground.Right now, the parking building is jammed with construction andcargo vehicles all bearing the logo o opside Construction. Tetrucks are filled with bags o permacrete and support beams, and theyare parked and stopped while the drivers and workers lounge aroundcollecting lesser, but easier, transport pay while doing nothing at all.Near the bottom o the building, a heated conversation can be heardbetween three people.
NODE: VIRTUAL UNDERWORLD 93Sculpting: The core node resembles the physical Underworld 93 in many ways, though
the resolution and iconography are quite dated in style. There are four private
nodes that are not connected directly to the Matrix and are only accessible through
the main bar node, and each of these meeting room nodes are small, simple,
unadorned rooms with a long table and a number of chairs.
Authentication:
Node 1 User: Passcode
Node 1 Security and Admin: Biometric PasskeyPrivileges: Standard
Attributes:
Node 1: Firewall 7, Response 7, Signal 5, System 7
Nodes 2-5: Firewall 5, Response 5, Signal 1, System 5
Spiders: 1 Security Decker
IC:
Node 1: 4 Black Attack IC Rating 6
Node 2-5: None
Resident Programs:
Node 1: Analyze 6
Node 2-5: None
ARC:
Node 1: Scramble Black Attack IC
Node 1: Alert SpiderNode 2-5: None
Security Decker (Professional Rating 5)
Bull, the system admin for VU93, insists that all security spiders refer top themselves
at deckers. If he catches any of them referring to themselves as hackers, he challengesthem to Matrix duel and fires them if they lose.
B A R S C I L W Ess Init IP CM
3 2 4 2 3 5 5 4 5.0 12* 3* 11*
Dice Pools: Computer 14* (base skill 6), Data Search 13* (base 5), Cybercombat 13* (base
5), Electronic Warfare 12* (base 4), Hacking 14* (base 6), Etiquette 8, Perception 10Augmentations: Commlink, control rig, datajack, sim module (hot-sim modified)
Gear: Commlink (Firewall 6, Response 6, Signal 5, System 6)
Programs: Analyze 6, Armor 6, Attack 6, Black Hammer 6, Blackout 6, Bio-Feedback
Filter 6, Browse 6, Command 6, ECCM 6, Edit 6, Encrypt 6, Exploit 6, Medic 6, Scan 6,
Sniffer 6, Stealth 6, Track 6)
*Stats in the Matrix, hot-sim.
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8/328 SCENE 2: RED TAPE ROADBLOCK
BEHIND THE SCENESTe argument thats going on is between two Knight Errant
patrolmen and the construction crew oreman. One o the newKnight Errant patrol cars, the KE Charger, is blocking the entrance,its lights flashing. Te officers are insisting that this entrance into the
Ork Underground is unsae or any traffic, and they have orders notto let anyone in. Te oreman is insisting that theyre there to makeit sae, and they have the training, tools, and equipment to handlethe situation. Te issue is that the owner o opside Construction,Johnny orinni, has disappeared. He used to get the paperwork pushedthrough using various Mafia connections with the government. Unable
to do so now, everything is stuck in a bureaucratic nightmare o dia-bolic proportions, but no one canceled the crews or construction. As
the No Entrance rule includes the group, theyll have to settle thisissue in some manner, preerably without violence.
Te issue is simply tied-up paperwork. I the group has some kind
o bureaucratic contact, theyd be able to help them out to find outwhom to contact (and probably bribe) and get the work moving or-ward. Alternatively, hackers can attempt to orge the proper permits.Blank orms are available on ShadowSEA or a black datahaven or any
type. Tey must make a Forgery + Edit versus the officers Perception
+ Intuition; the officer receives a 2 dice pool penalty, as theyre notreally happy being at this site and would rather be on their beat thanguarding a door to nowhere. With the proo o proper documenta-tion, theyd be legitimately covered. I the person talking to the offi-cers is well dressed (suit and tie or corp wear), they may be able tomake a Con + Charisma est opposed by the officers Charisma. A
well role-played stor y could add bonuses to their test and might help
persuade the officers to let the group past while leaving the construc-tion crew behind. Alternately, the KE officers are distracted by the
construction oreman, and the runners might just slip past them allwith an Infiltration + Agility est opposed by the officers Perception
dice pool.In a rare circumstance in Seattle, these Knight Errant officers are
actually honest, and trying to bribe them leads to an arrest or attempt-
ing to bribe an officer o the law.
PUSHING THE ENVELOPETe construction workers arent happy just collecting a lesser wag e
or doing nothingthey want to be able to make their ull pay. Tey
have amilies to eed, and their tempers flare as the stalemate drags
SRM 04-01: HIDING IN THE DARKSRM 04-07: Burn takes place six months after the events of SRM 04-01:
Hiding in the Dark.In that Mission, the players were tasked with tracking down a
ruthless mafia crime boss named Junior who was racking up quite the body count
and causing significant misery in Downtown Seattle. Junior turned out to be analias used by Johnny Torinni, a wealthy denizen of the Ork Underground who was
using the money he made as a Mafia boss to fund the rebuilding of the TouristHighway following a devastating fire during the summer of 2072. At the end of the
adventure, the players had the option of turning Johnny over to A.D.A. Dana Oaks
for a bounty, killing him, or letting him go and helping him fake Juniors death
while he went into hiding. His disappearance has had a detrimental effect on the
rebuilding efforts of the Tourist Highway.
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9/329SCENE 2: RED TAPE ROADBLOCK
on. Tey might start siding with the oreman and begin crowding theKnight Errant officers, orcing them to call in reinorcements.
Another possibility is that some prejudices start coming through,and some humans with Humanis leanings start arguing with a trollover the act that he gets paid more (the troll has seniority), and a fight
between them soon ensues, which then spreads through the entireparking garage.
Tere are only two police officers, but this is in DowntownSeattle, so backup is only 1D61 minutes away. Tere are a dozenconstruction workers o various metatypes, and their oreman counts
as a lieutenant.
DEBUGGINGAside rom the risk o getting arrested, this situation does not
present too many obstacles that cannot be overcome with a little bit othinking. Shooting their way in is a horribly bad idea , as there are a loto witnesses who would give Knight Errant as much help as possibleidentiying the runners. Starting a fight with Knight Errant or with the
construction workers is just asking or whole loads o trouble, alongwith a night in the district jailhouse.
KNIGHT ERRANT OFFICERS (PROFESSIONAL RATING 3)
B A R S C I L W Ess Init IP Arm CM
4 4 4 3 3 4 3 3 6 8 1 12/10 10
Dice Pools: Clubs 7, Firearms Skill Group 7, Law Enforcement (Professional Knowledge) 6,
Perception 6, Unarmed Combat 7
Gear: Knight Errant Patrol Armor (10/8), Knight Errant Patrol Helmet (+2/+2, includes
AR display, low-light, thermo, flare comp, vision enhancement 3, camera, smartlink, and
mic), commlink (DR 3)Weapons:
Ares Predator IV [Biometric Safety, Heavy Pistol, DV 5P AP, 1, SA, RC , 15(c), w/ 3extra clips]
SPAS-22 [Biometric Safety, Shotgun, DV 6S, AP +1, SA/BF, RC (1), 10 (m), w/ 20 gelshotgun shells]
Defiance EX Shocker [Biometric Safety, Taser, DV 8S(e), AP half, SS, RC , 4 (m), w/
8 taser darts)
Stun Baton [Club, Reach 1, DV 6S(e), AP half]
KNIGHT ERRANT PATROL ARMORKnight Errant recently updated the armor and uniforms that officers wear while on
patrol to give them increased survivability. The armor incorporates Flex-Weave technol-
ogy, allowing the wearer to subtract his strength from the highest value of the armor forpurposes of calculating the total armor he can wear without penalty. It also incorporates
ruthenium polymers set with several pre-programmed color schemes. The default for patrol
is black with red piping; polished silver with red piping is utilized as a dress uniform or
when high visibility is useful; and a simple black-and-grey urban camouflage pattern is
used when stealth is necessary. The red piping can also be lit up, flashing brightly andresembling the flashing lights used on police and emergency vehicles.
Knight Errant Charger LS
HANDL ACCEL SPEED PILOT BODY ARM SENS
+3 15/50 200 3 10 12 3
Upgrades: Anti-theft System, Passenger Protection 4, Personal Armor 8, Ram
Plate, Rigger Cocoon Enhanced (Optional), Road Strip Ejector, Off-Road Suspension,
Turbocharger
CONSTRUCTION WORKERS (PROFESSIONAL RATING 0)
B A R S C I L W Ess Init IP Arm CM
5 3 (5) 3 4 (6) 3 2 3 2 4 5 1 5/6 11
Dice Pools: Automotive Mechanic 4, Close Combat skill group 6, NFL Statistics (InterestsKnowledge) 6, Hardware 4, Industrial Mechanic (Structural) 5 (7)
Augmentations: Muscle Replacement 2
Gear: Victory Industrious Line Coverall (5/4, Fire Resistance 2, Chemical Resistance 2),
with hard hat (+0/+2), commlink (DR 1)
Weapons:
Construction Equipment [Clubs, Reach 1, DV 4P, AP 0]
CONSTRUCTION FOREMAN (PROFESSIONAL RATING 1)
B A R S C I L W Ess M Res Init IP Arm CM
5 3 (5) 3 5 (7) 4 3 3 3 4 0 0 6 1 5/6 11
Dice Pools: Automotive Mechanic 5, Close Combat skill group 6, Leadership(Persuasion) 6 (8), NFL Statistics (Interests Knowledge) 7, Hardware 6, Industrial
Mechanic (Structural) 6 (8)
Augmentations: Muscle Replacement 2
Gear: Victory Industrious Line Coverall (5/4, Fire Resistance 2, Chemical Resistance 2),
with hard hat (+0/+2), commlink (DR 1)
Weapons:
Construction Equipment [Clubs, Reach 1, DV 4P, AP 0]
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10/3210 SCENE 3: SUFFER THE LITTLE CHILDREN
SCENE 3: SUFFERTHE LITTLE CHILDREN
SCAN THISTe runners see first-hand the cost o the accidents going on in
the Ork Underground, and they should get some inormation to lead
them to the people responsible.
TELL IT TO THEM STRAIGHTAfer a quick walk through the wide tunnels and a ew cavern-
like passageways, you start to smell cooking meat, but surprisingly youdont find yoursel hungry. Ten the sweetness hits and you eel thewrongness to the smell. Senses heightened rom living on the edg e o
the shadows, you turn a corner and come upon a scene o carnage andhorror the likes o which is rarely seen outside o trid broadcasts romhorrible war zones. A mound o a destroyed and smoking building issurrounded by a crowd o orks weeping and crying openly and reely asa crew o the Skraacha gang that protects the Ork Underground moves
around it, led by a lieutenant named Ziggy trying to find any signs o
lie. Teir beloved brown-and-gray synthleather jackets and vests arefilthy rom the work, and the gang members choke on the smoke romthe still-smoldering building.
You allow your eyes move to the weeping and crying orms on theground, which include ork children writhing in agony, most cut badlyor cradling broken bones, some missing limbs entirely. Tey are being
crudely tended to as they wait to be taken to the various street doctorsin the Underground. Ten there are the ones that arent moving at all
and are covered with whatever is available to keep parents and other
amily rom seeing the damage done to them. Blood, limbs, and otherthings cover the ground. Between the sobbing orks and the scene o the
explosion is a line o a dozen or so more Skraacha ork gangers linkedarm-to-arm as a metahuman blockade, similar to police barricadesyouve seen above g round. Tey are obviously fighting back tears otheir own as they prevent the scene rom being overwhelmed by people
attempting to do anything to save someone and doing more damage inthe effort, which would make any attempts to pull out anyone still alive
all the more difficult.o one side, off rom the rest o the group, is an ork woman hold-
ing and rocking the orm o a little boy singing a lullaby in OrZet,his body hanging limply in her arms. In ront o her is crudely writ-ten Mark 10:14 in blood. Any runner with a Catholic or Christian
background will recognize it as a verse rom the Bible.
BEHIND THE SCENESUnless the runners have experience as mercenaries in some o the
worst war zones or are complete sociopaths who dont care whatso-ever about metahuman lie, theyre going to need a Composure est(Willpower + Charisma (4)) in order to not be affected by the scene.
Its time to pull out the role-playing muscles and see who can win the
best weeping person award. Te school has allen down and is stillsmoldering hot in places, occasionally flaming again when the embersare exposed to oxygen, much to the dismay o the would-be rescuers.
Te cause o the explosion was a propane generator that exploded,doing extensive damage inside the building but much less damage tothe outer structure. No children survive any longer in the rubble; allthose who could have gotten out already have. Nine injured bodies onstretchers wait or their trip to the closest clinic.
Te person in charge o the scene is a Skraacha Lieutenant namedZiggy, who is doing the best he can in a hopeless situation. Hes eel-ing very overwhelmed and extremely suspicious o topsiders at themoment. Any attempts to get intelligence out o him is going to bemade at a 2 modifier (with an additional 1 or any elves in thegroup, and an another 1 or each person that doesnt look streetas
in is wearing nice clothing, no obvious deensive weapons, and so on.)Usually a group would get a bonus or being supporters o ORC insuch a situation, but right now theres nothing but sorrow and hate.He wont even talk to the group unless they mention theyre working
or MacCallister.Investigating what happened requires some role-playing and/or
the proper Etiquette rolls. Everyone is giving a different story as towhat happened, other than the obvious (to them) act that the schooljust blew up during the first class. Everyone is blaming their avoritegroup to hate, be it the Humanis Policlub, Alamo 20K, the Elven
ZIGGY, ORK SKRAACHA LIEUTENANTZiggy is an easygoing member of the Skraacha, often the one to think before actin
which makes him important in some jobs. Right now, however, hes got a bellyful of raand is looking to take it out on someone who isnt a local.
B A R S C I L W Ess Edg Init IP Arm CM
7 4 5 (7) 7 5 4 3 4 2.75 3 9 (11) 1 (3) 8/6 12
Dice Pools: Athletics skill group 7, Blades (Cyber-Implant Blades) 9 (11), Dodge 7,
Negotiation 8, Perception 8, Pistols 10, Unarmed Combat 7
Augmentations: Hand razors, wired reflexes 2
Gear: Armor jacket (8/6), AR contact lenses [Rating 3, w/ thermographic vision,
smartlink, vision enhancement 3], commlink (DR 4)
Weapons:
Ares Predator IV [Heavy Pistol, DV 5P, AP 1, SA, RC , 15 (c), w/ smartlink]
Hand razors [Blade, Reach , DV 5P, AP ]
SKRAACHA GANG MEMBER (PROFESSIONAL RATING 2)
B A R S C I L W Ess Init IP Arm CM
6 4 3 5 2 3 2 2 6 6 1 6/4 11
Dice Pools: Athletics skill group 6, Clubs 8, Dodge 6, Perception 6, Pistols 10, Unarmed
Combat 4
Gear: Armor vest (6/4), AR sunglasses [Rating 3, w/ image link, smartlink, thermo-
graphic vision)
Weapons:
Ares Predator IV [Heavy Pistol, DV 5P, AP 1, RC , 15 (c), w/ smartlink]
Nail bat [Clubs, Reach 1, DV 5P, AP ]
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11/3211SCENE 4: JOURNALISTIC INTEGRITY
Princes in Exile, the Metroplex Guard (with or without orders romthe governors mansion), and so on. Ziggy was with the first Skraacha
on the scene, but he wasnt the first to be on the scene; two journal-ists had arrived beore him. One was a human named Joe Martin oNewsNet Seattle, and the other was a dwar named Phillip M.A. Arloe,
a KSAF citizen reporter, who lef shortly afer filming in order to finda Matrix signal to file their stories. Neither individual offered anycondolences to the bereaved. Physical business cards with RFID ARO
tags or either o them can be gotten rom either Ziggy or the KnightErrant officers (who collected the cards rom the reporters when theylet them onto the scene) as the group leaves the area.
DEBUGGINGAny hostility shown at this time would be in very poor taste and
timing. Social modifiers based on the severity o the altercation should
be imposed, between 4 and 8. I the bad behavior continues, Ziggyand eight Skraacha gang members handle the situation by throwing the
runners outside and reporting their behavior to MacCallister (assum-
ing Ziggy discovered who hired the runners).
SCENE 4: JOURNALISTICINTEGRITY
SCAN THISTe journalists seem to know about the accidents beore the
locals do, and they seem to be the only lead the runners have at themoment. Its time to get some answers as to how they were able toreport the news aster than it happened.
TELL IT TO THEM STRAIGHTWell, business cards or two reporters doesnt seem like much, but
its slightly more than nothing. And at the moment, its all you have.
BEHIND THE SCENESI the group does not have Joe Martin and/or Athena atopoulos
as contacts, they need to cold-call the news agencies using the numberson the business cards.
Joe Martins card gets you one idiot o a dog-brained agent pro-gram secretary, which insists that his planner is ul l or the next month
and asks i she can book you in or the second uesday o next month.A Con + Charisma est (opposed by a dice pool o 6 or the agent) orHack On Te Fly effort against the Agents DR o 3 gets the runnerspast the agent and enables them to schedule a meeting in a ew hours.
Te number on Philip M.A. Arloes card gets you an answeringmachine. Further phone calls eventually get the attention o Athenaatopoulos, the reclusive chie editor o KSAF, who is looking into asecurity breach with her network involving the ollow-up assignment
to another journalist (One with more heart than Phil.).I the group has Joe Martin and/or Athena atopoulos as con-
tacts, then the runners can call them up like any other contact that hasa commlink or Matrix connection.
Joe Martin of NewsNet Seattle:
Afer meeting with the group, Joe is surprised (though his plasticaade never wavers) to be asked about a story instead o being the oneinterviewing to get one.
I he or NewsNet is on good or neutral relations with the team, he
starts out with the usual a good reporter never gives up his sourcesstory, but he knows the runners must be up to something i theyre
approaching him. Hes willing to make a deali the runners promiseto give him an exclusive on what they find out, hell help them bygiving the name o his contact.
I he or NewsNet is on negative terms with the team, he reersthem to their good riend, the talking microphone with the hilarioushairdo at the second-rate news station. Any attempts to talk to himrequire some bribery in the orm o cash or juicy inormation theyvelearned in the course o their recent runsthe promise o uture ino is
not enough to get him to open up at this point. I they get him enough
money or ino, they can then negotiate with him as above.
Athena Tatopoulos of KSAF
During an AR meeting, atopoulos acts harried and busy, quickly
demanding why the group wants to get a hold o Mr. Arloe so quickly.As it turns out, he filed his story and went on vacation (hence thequick exit rom the Ork Underground). Hes been a reliable reportero hers or years. Shes started to notice that ollow-up reports on thevarious events at the Ork Undergound were not happening, so she was
watching Mr. Arloes files when she saw the request or one disappear
rom the KSAF servers. Shes not a happy microphone right now.I she or KSAF is on good or neutral terms with the group, Athena
is willing to give up her source in exchange or the runners giving the
network an exclusive news report on what is really going on.I she or KSAF is on negative terms with the group, shes going to
suggest that they talk with the plastic man on the corporate opiate-eeding news program.
Both Joe Martin and Athena atopoulos give the same source, aman in jail by the name o Jack urner, who seemed to know almostexactly when the accidents were going to happen. His location is anodd place or a person who knows about the current goings on o the
Ork Undergroundhes currently in a Knight Errant jail.
DEBUGGINGTis scene is mostly legwork; the only thing that might go wrong
is that the group seriously angers both Joe and Athena. Tis willrequire quite some role-playing or an extended Etiquette test to sooththeir rayed nerves and hurt eelings.
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12/3212 SCENE 5: YOULL ALWAYS REMEMBER THE DAY YOU ALMOST
SCENE 5: YOULL ALWAYSREMEMBER THE DAY YOU ALMOST SCAN THIS
With the knowledge that Captain Jack urner is the source othe journalists inormation, and that he is currently in a jail cell at the14thPrecinct. Te runners will most likely want to contact Jack to findout his terms or revealing the inormation, or to recon the buildingto prepare to extract him cold and get the intel out o him aferwards
by any means necessary. Tey can do that with the help o one o theircontacts (such as MacCallister) or through the use o ake SINs. Teymay need a cover story or why they would be in the building, such asvisiting a prisoner, recording a statement, posing as cleaning staff, orperorming other outsourced duties.
TELL IT TO THEM STRAIGHTIf the group has played SRM 0400 Back In Business
Jack urners name sounds amiliar. Just put a Captain in ront oit, and you remember that hes the smuggler that kidnapped Dr. FionaCraig, arcanoarcheologist You helped put him away. Te irony o nowhaving to go to him on hands and knees, begg ing or what he knows,is not lost on any o you. And youre pretty sure hes going to enjoytaunting you about that act.
If the group has not played SRM 0400 Back In Business
Jack urners name comes up quickly with even the most basico data searches. Various news reports can be ound, naming Capn
Jack urner as a small-time smuggler. A very strange person indeed tohave intel on a series o explosions and fires in the Ork Underground.
BEHIND THE SCENESAfer the group meets Captain Jack, he tells the runners that the
only way hell help them would be or them to find a way or him tonot do prison time. Tats criminal-speak or bust him out.
Tis is going to be a difficult thing to pull off. Jails are meant tohold prisoners afer all, and Jack urner is still awaiting trial with hiscourt-appointed attorney. Hes still in the precinct jail and holdingarea because o the deal he cut with Assistant District Attorney Dana
Oaks, allowing her to get headway on a Mafia member in the OrkUnderground known only as Junior. Captain Jacks terms included
that he stay in UCAS territory rather than go to one o the usual pris-ons while awaiting trial, all o which are wholly owned by Lone Star,the ormer holder o the Seattle Metroplex police services. Prisonersin Lone Star acilities are property, not people, and Captain Jack issmart enough to know that he wants to stay in places where hes still acitizen. He has been cooling his heels in a small, vomit-encrusted cell
in Precinct 14s basement ever since. I the runners have any contactswith the city government or Knight Errant, those contacts can helpthem meet with Jack without being recorded, but they do not help in
any manner with his extraction.
Playing It Bogart
Te most complex, and likely to work without any undo violence,option is to disguise the runners as Knight Errant officers movingCaptain Jack to another jail or a reason they dream up. Tey couldalso disguise themselves as sub-contractors perorming a similar job.Some uniorms, a proper vehicle with the right paint job on it, andorged documents along with some conniving can get them throughthis as long as everyone remains calm and sticks to the plan. Te offi-
cers here, however, are alert and unless there is evidence o the work the
runners are supposedly doing in their own systems, they are instantlysuspicious. But oul ups happen all the time, and maybe with the rightbit o conversation, the runners can get people to see things their way.
Te jail cells are accessed by going downstairs through an air locko security, with prisoners escorted by an officer and guarded by threeothers. One guard stands in the middle o the lockdown doors and man-
ages the data o visitors and officers checking inmates out or line-ups,interrogations, and movements. Tere is a security cabinet that she can
open that contains five Franchi SPAS-22 shotguns (p. 28,Arsenal), 100gel shotgun shells (p. 323, SR4A), and dedicated commlinks and gogglesto use with the smartgun links in case o emergency. wo other officers
are in the cell area, completely ignoring the prisoners and chatting aboutlast nights urban brawl game. During the day there are usually two mages
on duty here, though theres only one during the evening hours. All othe officers are equipped only with stun batons to prevent prisoners rom
getting their hands on better weapons in case o a jailbreak.
Te entire building is covered on the outside by an astral ward(Rating 5). Individual jail cells are covered by additional astral wards(Rating 6). wo watcher spirits patrol the interior o the precinct.Tere is a Force 5 spirit o fire bound to guard the precinct, waiting onthe astral plane to be called by either the watcher spirits or one o the
KE mages. Each mage has a Force 5 spirit o fire bound to them thatthey can call upon or help.
The Seattle Job
Te cells are accessed rom the basement, which also containsthe motor pool. Late at night, most o the officers are out on patrol,and the garage is working with a skeleton crew. With almost no onearound, it might be laughably easy to mock up some Knight Errant
patrol cars, drive up to the steel security door between the cells, andopen it using cutting charges, a monofilament chainsaw, or somethingelse equally noisy and excessive. Te door is made rom reinorcedmaterial (Armor Rating 8, Structure Rating 9), while the bars that hold
the cells only have heavy material (Armor Rating 6, Structure Rating7). Tis approach is decidedly unsubtle and will likely result in a road
chase during the getaway; see chase rules on p. 169, SR4A.
Divide and Raid
Tere is nothing like an all-out gang war to devalue property andempty out a police precinct. And, with the various gangs that would
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13/3213SCENE 5: YOULL ALWAYS REMEMBER THE DAY YOU ALMOST
love to hold territory in Seattles Downtown area, it wouldnt takemuch to hopeully have some contacts incite a nice little skirmish right
by the precinct building. Aferward, as the precinct regroups and dealswith any wounds the officers might have suffered, it should be easyenough to either sneak or smash your way in and remove Captain Jackrom his cell.
Afer the group is able to get Jack away rom jail, he directs themto an apparently random abandoned lot in the Puyallup Barrens.
He presses a piece o paper into a runners hand that details courierroutes he was asked to prepare or quick physical message transers in
exchange or a better lawyer. Te sheet he has is a second copy that hemade as a bargaining chip (its best not to think about where he hidit). He was asked or this because Matrix messages, even in code, arenotoriously easy to pick up on. He then slides into the night, disap-pearing into the deep, dark shadows o Seattle.
PUSHING THE ENVELOPEWhile there is a major challenge here, there could also be addi-
tional unexpected issues, including the ollowing: I any o the characters have the Spirit Bane quality, the locally
summoned spirits hassle them, drawing attention they dontwant.
A contact o the runners might be in a cell, and perhaps he calls
out to them with their street names, asking them to let him orher out.
A police officer theyve dealt with beore might spot them andtry to remember where he saw their aces beore.
Ares is playing in the Desert Wars game that night, and a ewofficers slap the runners on the back and drag them into thebreak room where theyre surrounded by policemen, staledoughnuts, bad kaff, and a decent trid to watch the game (hope
no one in the group hates the Ares team this year). Can theykeep their cool when surrounded by their natural enemies, andcan they get out and complete their mission?
KNIGHT ERRANT OFFICERS (PROFESSIONAL RATING 3)
B A R S C I L W Ess Init IP Arm CM
4 4 4 3 3 4 3 3 6 8 1 12/10 10
Dice Pools: Clubs 7, Firearms skill group 7, Law Enforcement (Professional
Knowledge) 6, Perception 6, Pilot Ground Craft 7, Unarmed Combat 7
Gear: Knight Errant Patrol Armor (10/8), Knight Errant Patrol Helmet (+2/+2,
includes AR display, low-light, thermo, flare comp, vision enhancement 3, camera,
smartlink, and mic), commlink (DR 3)
Weapons:
Ares Predator IV [Biometric Safety, Heavy Pistol, DV 5P, AP 1, SA, RC , 15(c),w/ 3 extra clips]
SPAS-22 [Biometric Safety, Shotgun, DV 6S, AP +1, SA/BF, RC (1), 10 (m), w/ 20
gel shotgun shells]
Defiance EX Shocker [Biometric Safety, Taser, DV 8S(e), AP half, SS, RC ,4 (m),
w/ 8 taser darts)
Stun Baton [Club, Reach 1, DV 6S(e), AP half]
KNIGHT ERRANT MAGE (PROFESSIONAL RATING 3)
B A R S C I L W Ess M Init IP Arm CM
4 3 4 3 3 4 5 5 6 5 8 1 9/7 10
Skills: Conjuring 10, Counterspelling 10, Law Enforcement (Professional Knowledge)
6, Perception 7, Pistols 6, Spellcasting 10, Unarmed Combat 7
Gear: Knight Errant Patrol Armor (10/8), Knight Errant Patrol Helmet (+2/+2,
includes AR display, low-light, thermo, flare comp, vision enhancement 3, camera,
smartlink, and mic), commlink (DR 3)
Spells: Armor, Heal, Invisibility, Lightning Bolt, Stunbolt
Weapons:
Ares Predator IV [Heavy Pistol, DV 5P, AP 1, SA, RC , 15(c), w/ 3 extra clips]
Defiance EX Shocker [Taser, DV 8S(e), AP half, SS, RC ,4 (m), w/ 8 taser darts)
FIRE ELEMENTAL, FORCE 5
B A R S C I L W Ess M Init IP CM
6 7 8 3 5 5 5 5 5 5 13 2 11
Dice Pools: Assensing 10, Astral Combat 10, Exotic Ranged Weapons 12, F light 12,
Perception 10, Unarmed Combat 12
Powers: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf,
Materialization, Movement, Sapience, Optional Power: Fear
NODE: PRECINCT 14Sculpting: The node appears to be like a modern police precinct with none of
the usual illusionary additions most Matrix sites seem to see as absolutely necessary.The agent programs that take peoples statements over the Matrix appear as friendly
officers of all metatypes and both sexes who seem a bit too portly to be working the
beat and are not intimidating in the least.
Authentication:Node 1 User: PasscodeNode 1 Security and Admin: Biometric Passkey
Privileges: StandardAttributes:
Node 1: Firewall 9, Response 9, Signal 5, System 9Nodes 2-7: Firewall 5, Response 9, Signal 1, System 6
Spiders: 1 Security HackerIC:
Node 1: 4 Black Attack IC Rating 6Node 2-7: Black Attack IC Rating 6
Resident Programs:Node 1: Analyze 6Node 2-7: Analyze 4
ARC:Node 1: Scramble Black Attack ICNode 1: Alert SpiderNode 2-7: Scramble Black Attack IC
Node 2-7: Alert Spider
SECURITY HACKER OFFICER JAMES OMICHAEL(PROFESSIONAL RATING 4)
Officer OMichael is on duty tonight, monitoring the security of the Matrix and
chatting up the cute new clerk in the records department.
B A R S C I L W Ess Init IP CM
3 2 4 2 4 5 5 4 5.0 12* 3* 11*
Dice Pools: Computer 14* (base skill 6), Data Search 13* (base 5), Cybercombat
13* (base 5), Electronic Warfare 12* (base 4), Hacking 14* (base 6), Etiquette 8,
Perception 10
Augmentations: Commlink, control rig, datajack, sim module (hot-sim modified)
Gear: Commlink (Firewall 7, Response 7, Signal 6, System 7)
Programs: Analyze 6, Armor 6, Attack 6, Blackout 7, Bio-Feedback Filter 6, Browse
6, Command 6, ECCM 6, Edit 6, Encrypt 6, Exploit 6, Medic 6, Scan 6, Sniffer 6,
Stealth 6, Track 7)
*Stats in the Matrix, hot-sim.
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14/3214 SCENE 6: WHY IS THERE ALWAYS A COP AROUND WHEN YOU DONT WANT ONE?
DEBUGGINGI the runners kill Captain Jack urner beore he gives them the
paydata, theyll have to search him and hope they find the paper thatholds the intelligence. Make them sweat about killing him beore hepaid them, then allow them to find it. Another possibility is that
the runners get arrested and thrown into jail themselves, in whichcase theyll have to figure out a way to extract themselves and Captain
Jack at the same time, or get released by some other means (suchas using a lawyer contact who can find a loophole in the processingpaperwork).
SCENE 6: WHY IS THERE ALWAYSA COP AROUND WHEN YOU
DONT WANT ONE?SCAN THIS
Te runners have a solid lead to go on, but then they hit anotherroadblock. Only this time it is in the orm o the police and the attor-neys office, as opposed to red tape. Tis is going to take quite a bitmore finesse to get through.
TELL IT TO THEM STRAIGHTFresh with data on how to go about the next step in solving this
puzzle, you find yourselves acing a huge wall o bad suit. Looking up,you see a detectives badge on a chain, and urther still, a very largetroll ace staring right at you. Seeing as you just broke someone out oprison, this could go very, very badly.
If the group has Detective Tosh Athack as a contact:
He smiles broadly at the group, Hey guys. Lets do lunch! he saysjoyully, and then gives a very serious, policemans look, and says Nowin a very direct manner. Its obviously an invitation you cant reuse.
If the group does not have
Detective Tosh Athack as a contact:
He rowns down at the group and simply states, Youre late or ameeting. Im here to take you to it. Luckily, its a business lunch.
Either way, osh takes them to Te Big Rhino, where hes greetedwell by the staff and brings them to a back booth. While now ahigh-class restaurant specializing in ork-sized portions o Ork-StyleCuisine (mostly soul ood with some modifications, as well as the
best-cooked insects on the West Coast.) Detective Athack waits untilthe cute ork waitress takes everyones orders first and then orders thetroll-sized plate o real ribs over spaghetti with crushed nightcrawlers
and a ginger-ale (hes on duty). He finishes his order by saying Its ontheir tab and pointing at the runners. Afer ordering, he activates awhite noise generator and takes out some kind o scanner, which glows
green afer a ew seconds. Smiling, he pulls out a cheap, disposablecommlink o the type commonly used by cheating spouses, small-timecrooks, shadowrunners, and other criminal types than an officer o thelaw and hooks up a holoprojector to it. A woman then materializesalmost instantly.
If the group has A.D.A. Dana Oaks as a contact:
She looks at you, unsurprised. Why is it always you olks that arein the middle o everything?
If the group does not have
A.D.A. Dana Oaks as a contact:
She looks imperiously at the group. You seem to be in the middle
o a huge mess thats been dropped on my shoulders rom very highabove.
BEHIND THE SCENESDetective osh Athack is just a messenger on this bit, happy to
have a ree meal at the same time. Assistant District Attorney Dana
Oaks, on the other hand, is dealing with a pile o superiors comingdown on all the ADAs in the Metroplex to stop any investigationsinto the Ork Underground in any way, shape, or orm. She has just
gotten word rom the paperwork filed by the police officers at theentrance to the Ork Underground that the runners were there, andshe had osh intercept them or an interview. She demands to know
what theyve been up to. Te group can either tel l the truth ( leavingout the act that they broke someone out o jail might be a goodidea) or they can weave some kind o alse tale in an Opposed est
o Con + Charisma versus Oaks Negotiation (Sense Motive) dicepool o 13.
Afer they tell their story, she states shell be back, and the oodand drinks arrive. Halway through the ork-sized meal, she comesback and states quite specifically that the group has two choices:
first, they can accept some month-long visas to the Native AmericanNations lands, take in the resh air and Amer-Indian hospitality,then hit Las Vegas. Or they can be arrested or interering with aninvestigation. Te pass to get out o Seattle expires in two hours.She gives them that long to think about it, and mentions that hercontact inormation is on the disposable commlink. Ten her image
blinks away.A Perception + Intuition (3) est tells you that shes parroting
someone elses orders, not her own thoughts, and she isnt happyabout the situation. osh just smiles as he enjoys the real bee ribsand ginger ale, finishes his meal, and thanks the group. Te group
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15/3215SCENE 6: WHY IS THERE ALWAYS A COP AROUND WHEN YOU DONT WANT ONE?
is lucky that the reports about the jailbreak havent filtered throughthe network yet i they lef any evidence behind that it was them,as both osh and A.D.A. Oaks is completely oblivious to the act
that they were involved in that. A trip out o the city might be nice.oshs meal comes to 100 nuyen, on top o everything else the group
ordered.
PUSHING THE ENVELOPEI the runners are wanted by Knight Errant or breaking Captain
Jack urner out o jail. wo hours afer the meet, osh calls the runners
on another disposable commlink and suggests they make a very largedonation to the Policemans Widows and Orphans Fund in order toensure that the paperwork or their arrest gets tied up or a long, longtime. He smiles when he suggests it, too. Each runner needs to make a
2,000 nuyen donation, but osh knocks off 200 nuyen or every point
o Loyalty he has toward the donating character.
DEBUGGINGAttacking Detective Athack as soon as they see him would be a
big mistake. Hes brought backup, including a hidden magician thatdrops a Force 6 Stunball in the middle o the group. Afer that, a group
o stun-baton-wielding orks comes up and beats the runners intounconsciousness (and maybe a bit beyond, or good measure.) I anyget close to osh, he uses his stun gloves and pushes them back (with
a satisying sounding zap) into the clubs o the officers. Te meetingis then held in a PaddyMaster, a prisoner transport variant o the AresRoadMaster, instead o a nice restaurant.
7/26/2019 Srm04 07 Burn
16/3216 SCENE 7: THE FAST AND THE MODERATELY ANNOYED
SCENE 7: THE FAST AND THEMODERATELY ANNOYEDSCAN THIS
I the group decides to not run away like scared little gutterpunks
with their tails between their legs, they can consult Jack urners list
o routes and times to find out when the next message is due to go out.
Its very exact and provides extensive inormation on travel routes and
how quiet they will be, as well as inoperable cameras in the area. Te
next message is due out tonight, and, in act, i they hurry, they might
arrive in time to set a trap.
TELL IT TO THEM STRAIGHTAfer a nice, filling meal (where you got a receipt that you hope
you can get MacCallister to sign off on a s an expense), you arrive
along the route in time to see five identical riders on Mitsuhama
Motors Kunoichi motorcycles, all wearing orm-disguising combat
biker armor. None o them are holding onto the handlebars as
they move in a series o maneuvers that makes your heads spin and
conuses you as to who is in leading and who is ollowing. You can
barely make out that one is carrying box in one hand, while the rest
are holding some kind o SMG. Teyre about to drive-by youyoubetter make your move.
BEHIND THE SCENESTe five riders are a group o elven women living in polygamous
marriage and working as a team o proessional couriers. All havemagnetic systems installed in both arms, with steel inserts in their
Colt Cobra Z-110 SMGs grips to better hold onto them. Te boxitsel is also steel and is held on by the magnetic system. Teir bikesare Mitsuhamas version o the Suzuki Mirage, but they have beenmodified to combat biker standards with a motorcycle gyro stabiliza-
tion. Tey also have rigger controls enabled through a datajack andcable system; this allows riders to control the vehicles without beingjumped in, meaning they get no bonus to control, just the ree use otheir hands. Teir eet are locked in place while their belts are attached
to the body. All three anchors can be detached by mental command.Unlike other people in the Sprawl, these bikers do not carry com-mlinks, and their bikes are broadcasting ake SIN and license inor-mation to the GridGuide system. Input to the motorcycles comes
7/26/2019 Srm04 07 Burn
17/3217SCENE 8: FIREBREAK
only rom wired sources. Tey perorm a rather odd combination okeep away, urban brawl, and combat biker maneuvers on anyone that
attempts to take their package away rom them, throwing it rom one
wie to another, while the rest attack like a wol pack with their SMGs.
Tey are quite proessional but they are also a amily, and i oneis in danger o dying, theyll give up and hand over the steel box. Te
pick-up point was a dead drop (the underside o a garbag e can) thathas been there or a ew days, and theyll also tell the address they
were going to. Tey wont, however, warn the runners that theres anincendiary device in the package that will destroy the contents, andpossibly the hand thats holding and opening the box at the same time.Its hard to spot, requiring a Perception + Intuition (3) est to notice.Te device is simple and only requires a Demolitions + Logic (1) estto disarm.
Inside the box is a paper note with inormation on the next targeto the Ork Underground (a major ungus arm) and instructions onwhere to set up a firebomb so that it will take out the whole cavern. Ithe couriers are interrogated (Intimidation + Charisma est opposed
by Intimidation + Willpower), theyll inorm the runners that theywere hired by a Mr. Johnson to move the messages rom the drop-offpoints to a small actory, almost a garage, just leaving the paper on
the door with tape. Tey describe the Mr. Johnson as having mediumheight, medium build, and brown hair, wearing sunglasses, nice suit,and shoes. Tey were able to get a snap o him using one o their com-mlinks, which they send over as well.
PUSHING THE ENVELOPEA gamemaster can make this scene even more challenging by
increasing the number o wives, giving the SMGs different ammo types,or by having the message written in code. Decoding the message requires
either someone with the Proessional Knowledge skill o Cryptographyor a Decryption program designed or written messages (the standardDecrypt program is designed or electronic, not this kind o operation).One o their contacts could also put them in touch with a cryptologist
who could help them with the issue, or a ee. MacCallister can get some-one or ree, i the runners think to contact him.
In addition, traffic has to be taken into consideration as the
motorcycles go roaring through the night and cause traffic to screech
to a halt or smash into each other as GridGuide is overwhelmed as it
tries to deal with these Ghosts that arent obeying any o its com-
mands. Maybe a nice transport truck with box trailer jackknies and
blocks off the whole road except or right under the trailer (hope the
group has a convertibleotherwise, theyre about to get one!)
DEBUGGINGI the couriers get away with the package, hopeully the runners
noticed the ake SINs theyre using and can attempt to track themthrough the citys inrastructure by hacking.
SCENE 8: FIREBREAKSCAN THIS
Te runners find out who is responsible or all o the damage anddeaths done in the Ork Underground. Te perpetrators are not goingto go quietly and will not be taken alive.
TELL IT TO THEM STRAIGHTFinally, it comes down to this, an old and abandoned Chrysler-
Nissan actory that used to produce Jackrabbit compact cars on theborder o Auburn and acoma, just off Highway 167. Moving asquietly as you can through the rusting and derelict building, you canhear voices raised in argument and discord.
BEHIND THE SCENESBehind a magical ward in the old spray room where the
paint jobs o the cars the actory used to make were perormed, a
hal-dozen human men are nervously awaiting their new orders and
arguing over the latest escalation o the attacks going on. One seems
perectly content that the timing went wrong with the bomb next to
the propane generator, detonating it with all the kids in class rather
than just beore classes started. Te rest insist that that action will
bring down too much heat upon them and incite the wrath o the
Ork Underground even urther against them. A quiet voice might
be heard nervously commenting that no one there knows what they
look like, and that they should be sae as long as they stick to the
plan and the deal. Te loud one that enjoyed exploding children
laughs and proclaims, And all we have to do is never surrender to
the cops.
Five o the men are unaugmented and mundane; each has
an AK-97 with ive clips o regular ammunition, and they arent
araid to use them. he sixth is a coward o a mid-level magician
named Richard Furmann, who has no combat spells at all and can
MOTORCYCLE COURIERS (PROFESSIONAL RATING 3)
B A R S C I L W Ess M Res Init IP Arm CM
5 4 5 (7) 2 4 3 3 3 5.15 0 0 8 (10) 1 5/9 11
Dice Pools: Automatics (SMG) 6 (8), Automotive Mechanic 4, Pilot Ground Craft
(Motorcycle) 13 (15), Seattle Streets (Street Knowledge) 7, Thrown Weapons
(Catching) 6 (8), Unarmed Combat 5
Qualities: Ambidextrous
Augmentations: Magnetic systems, reaction enhancers 2Gear: Bike racing armor (4/7), helmet (+1/+2)
Weapons:
Colt Cobra TZ-110 [SMG, DV 5P, AP , SA/BF/FA, RC 2, 35 (c), w/ folding stockremoved, 3 clips regular ammo]
MITSUHAMA MOTORS KUNOICHI RACING MOTORCYCLE
HANDL ACCEL SPEED PILOT BODY ARM SENS
+2 20/50 200 1 6 6 1
Upgrades: Armor (Concealed), Motorcycle Gyro Stabilization, Normal Smuggling
Compartment (concealed holsters for SMGs), Rigger Controls
7/26/2019 Srm04 07 Burn
18/3218 SCENE 8: FIREBREAK
only deend himsel with an old Colt M1991 heavy pistol withthree clips o regular ammunition. Hes heavily out o his leagueand scared witless to the point that hell pee his pants at the irstgunshot. he irst thing Richard will do i combat happens is takeout a commlink and destroy it as best he can by smashing it withhis pistol g rip. He then tries to assist the rest o his group. None othem will surrender, and i any are taken alive and leave the build-
ing beore they get the OK sig nal rom the commlink that Richard
just smashed, their heads will detonate just a ter the runners havegotten them into their vehicles, exploding like overripe melonswith a cherr y bomb in the center. I they are kille d, their headsdetonate at that moment.
I the bombers are interrogated about their deal, they tell therunners arrangement that their part was to arrange explosions andfires in various areas in exchange or being released rom prison and
having their criminal SINs erased, with only the minor annoyanceo having cranial bombs installed to ensure they comply. Tey onlydealt with a human named Mr. White, described as medium height,medium build, brown hair, sunglasses, nice suit and shoes. You
know, like the Mr. Johnsons on the trid. I shown the image romthe couriers commlink, they confirm that its him.
PUSHING THE ENVELOPEI the runners need more o a challenge, give the men some aug-
mentations, the magician a combat spell or two, or provide differenttypes o ammunition. Te area is also filled with junk that no one in
their right mind would steal or even know about, including drumso toxic chemicals (the ast-sealing paint that Chrysler-Nissan used)that explode when shot, converter belts that still unction, and theoccasional press that may smash anyone thats on it, a really ugly oldparade float, walkways above the scene that might have squatters orparacritters on them, a nest o devil rats that are upset over the noise,
and so on.
DEBUGGINGTese people are going to fight to the death because they know
they have micro cranial bombs (p.339, SR4A).
MUNDANE MAD BOMBERS (PROFESSIONAL RATING 6)
B A R S C I L W Ess Init IP Arm CM
5 4 3 3 2 2 2 2 6 5 1 6/4 11
Dice Pools: Automatics (Assault Rifles) 6 (8), Close Combat skill group 7,
Desert Wars (Interest Knowledge) 7, Demolitions (Improvised Explosives) 7
(9), Dodge (Ranged Combat) 7 (9), Infiltration 7, Pilot Ground Craft 5
Gear: Armored vest
Weapons:
AK-97 [Assault Rifle, DV 6P, AP 1, SA/BF/FA, RC , 38 (c), w/ 5 clips ofregular ammo]
RICHARD FURMANN, NON-COMBAT MAGE(PROFESSIONAL RATING 6)
B A R S C I L W Ess M Init IP Arm CM
3 2 3 2 3 3 4 4 6 3 6 1 6/4 10
Dice Pools: Con (Impersonation) 7 (9), Dodge 5, Infiltration 6, Pistol (Semi-
Auto) 4 (6), Running 5, Sorcery skill group 6
Qualities: Murky Link
Initiate Grade: 0
Spells: Invisibility, Mass Confusion, Physical Mask, Silence
Gear: Armored vest
Weapons:
Colt M1991 [Heavy Pistol, DV 5P, AP 1, SA, RC , 7 (c), w/ three clips regularammo]
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19/3219SCENE 9: WHO WERE THOSE UNMASKED MEN?
SCENE 9: WHO WERE THOSEUNMASKED MEN?
SCAN THISNow its time to meet up with MacCallister again at Virtual
Underground 93 and explain what the group has ound out, and why
they have a bunch o headless corpses instead o people that can beinterrogated.
TELL IT TO THEM STRAIGHTTe giant red minotaur that is MacCallisters avatar in the Matrix
bar is less than happy about how things turned out. Tere are morequestions lef behind than answers, especially as to who was responsible
or everything.
BEHIND THE SCENESOn the plus side, the runners actions lead the end o the acci-
dents in the Ork Underground. On the minus side, the ultimate cul-prits are still out there, and this is a major thing to just leave hanging.
Some ootwork will be in order to make MacCallister happy enoughto actually pay or everything that the group has gone throughcon-tacts need to be called, leads ollowed, and so on. Fingerprints andDNA can help the runners learn that the five men were in maximumsecurity at Hollywood Correctional, while the magician was on trial
or a variety o crimes committed with his mag ical powers. Most o the
inormation on these individuals has been erased rom the datafiles,but a good Data Search + Logic (4) est rolled while inside the SeattleMetroplex Criminal Database will find corrupted files that the hackermay be able to restore through a Decrypt + Electronic Warare (4) est
uncovers some o the records o the bombers.I the runners know about the Mr. Johnson and/or Mr. White,
they wont find much inormation on him. Tey may uncover a wholelot o Mr. [Insert Color Here] names on the sign-in sheets or various
prisons, and they can give that to MacCallister to ollow up on hisown. I the runners have the commlink that Richard the Magiciansmashed, MacCallister wants it brought to him as quickly as possible,
and he sends a courier to pick it up. Te leads die at that point, butits obvious that someone with serious political power is behind thesituation, and they are attempting to make the Ork Underground look
like less o a potential possibility or a new district o Seattle.
DEBUGGINGMake the big red bull happy and get paidit doesnt come much
easier than that!
PICKING UP THE PIECESMONEY 10,000 nuyen per runner, plus 200 nuyen per net hit (max
ten hits) rom MacCallister or finding the identities anddelivering whats lef o their bodies to the Ork Underground.
A no-expense paid trip to Las Vegas or a month rom thedistrict attorneys office i the group decides to give up on the
job.
KARMA 2For surviving the adventure 2For killing or capturing the individuals at the end o the
adventure 1For peaceully getting the building supplies through the
red-tape jumble 1For being able to identiy the headless murderers o
children 2For breaking Captain Jack urner out o jail without
violence 1For breaking Captain Jack urner out o jail with violence
An additional 13 points o Karma may be awarded or goodrole-playing, a good sense o humor, a solid grasp o the rules,
keeping the adventure and action moving, or a particularlyinsightul action. Players should earn these, and the ull 3points should only be awarded to the very best players. Temaximum adventure award or characters who play thisadventure is 9.
FACTION REPDepending on their actions in this adventure, characters may
lose or ga in Faction Rep with the Factions involved in this adventure.
Characters receive Faction Rep individually, and some members o the
team may earn negative Faction Rep with a given Faction while othersmay earn positive.
ORC
+1 Faction Reputation or discovering the trueidentities o the culprits.
+0 Faction Reputation i the players just stop theaccidents but dont discover who was behindthem.
1 Faction Reputation i the players skip town and
run off to Las Vegas.
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20/3220 PICKING UP THE PIECES
Seattle Government
+1 Faction Reputation i the players skip town and
run off to Las Vegas. +0 Faction Reputation i the players just stop the
accidents but dont discover who was behindthem.
1 Faction Reputation or completing the
investigation or MacCallister.
NewsNet
+1 Faction Reputation or each player who gives JoeMartin the exclusive.
1 Faction Reputation or each player who givesAthena atopoulos the exclusive.
KSAF
+1 Faction or each player who gives Athenaatopoulos the exclusive.
1 Faction or each player who gives Joe Martin theexclusive.
At the end o each adventure, runners should check their Repwith each Faction against the chart below. I their rep is high enough,they may obtain a avor useable one time (and one time only!) romany one contact rom that Faction. Each avor can only be earnedonce per Faction Rep, even i the player loses Rep and then later gainsenough Rep to qualiy or the reward a second time. I you dip intonegative Rep, there are penalties associated with that Faction as well.
In addition to the listed rewards and penalties, your current Rep
acts as a dice pool modifier (positive or negative) to all social testsinvolving members o that Faction (In addition to the individualLoyalty o a Contact).
REPUTATIONDuring the adventure, runners may perorm actions that will add
to their Street Cred, Notoriety, or Public Awareness (p. 265, SR4A).Besides the scenario specific gains listed below, gamemasters shouldconsider the characters actions throughout the game and award addi-
tional points as appropriate.
+1 Street Cred i the players get the men responsibleor the destruction and murders +1 Street Cred i the players get the construction
crew and materials to the Ork Underground +1 Notoriety or any player who leaves town instead
o doing the job +1 Notoriety or any player who kills any o the
couriers afer theyve surrendered +1 Public Awareness i the team gives the news story
to either NewsNet or KSAF
CONTACTSSuccessully completing objectives or perorming the actions
listed below earns characters specific Missions contacts at a Loyaltyo 1, and they should be given the Contact Sheet included with thisMission. I they already have that contact, they gain a +1 loyalty to that
contact (up to a maximum o 4).Characters might interact with NPCs not speciied by the
Mission and may earn these NPCs as a contact at Loyalty 1. Tey mayalso work with non-Mission-specific contacts that they have alreadyearned or that they bought at character creation, and gain a +1 Loyalty
to these contacts, with a