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SRM 10-01 Death's Daily Business ORIGINS Updated
SRM 10-01 Death's Daily Business ORIGINS Updated
DAILY BUSINESS
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Credits
Art -
Maps -
Kaito Nakamura was sipping on tea in the back room, waiting for the runner to show up. He was late, and she despised
tardiness. Her superiors wanted this mission to go well. Evo was desperate to get back into the Japanese scene, by any means
necessary. This Shadowrunner coming to meet her was well known in Neo-Tokyo as the hacking killer of Neo-Tokyo’s
underground. He could supposedly do incredible things and was worth the neuyen to her superiors. Shiawase and their
traditionalist allies were starting to breathe down the neck of those “outside” corps trying to get a foot hold in Japan. Evo,
especially, was not willing to lose anything because of them. All of the corps knew that whoever controlled Neo-Tokyo,
controlled the economy of the world. Potentially, anyway. There was always the possibility that whoever came out on the other
side of the war yet to come may not come out completely unscathed.
He walked into the tea house and was brought to the back room behind paper doors. There she was sipping tea and
surrounded by guards. She was an elf and dressed conservatively with an old fashionedold-fashioned black hat. He had heard of
her from other runners. Rumor was she worked for a company that was trying to reenter Neo - Tokyo, but had a falling out when
it was time to renew her contract.
“Ah Haiteku-san,” she said in good spirits, “I have a job for you.”
INTRODUCTION
SRM 10-01 Death’s Daily Business is a Shadowrun Missions living campaign adventure. Full information on the
Shadowrun Missions living campaign is available at http://www.shadowruntabletop.com/Missions and includes a guide to
creating Missions characters and a regularly updated FAQ. All maps, player handouts, and other playing aids are found at the end
of this document.
Adventure Structure
SRM 10-01 Death’s Daily Business consists of several scenes. These scenes form the basis of the adventure, which
should be completed in approximately four hours. If you are running short on time, you should streamline each and be a little
more generous with clues, target numbers, and other requirements to aid in guiding the players through the adventure.
Each scene outlines the most likely sequence of events, as well as how to handle unexpected twists and turns that
inevitably crop up. Each one contains the following subsections, providing gamemasters with all the information necessary to run
it.
Scan This provides a quick synopsis of the scene’s action, allowing you to get a feel for the encounter at a glance.
Tell It to Them Straight is written to be read aloud to the players, describing what their characters experience upon
entering the scene. You should feel free to modify the narrative as much as desired to suit the group and the situation, since the
characters may arrive at the scene by different means or under different circumstances than the text assumes.
Behind the Scenes covers the bulk of the scene, describing what’s happening, what the non-player characters are
doing, how they will react to the player characters’ actions and so forth. It also covers the setting of the encounter, going over
environmental conditions and other properties of the location as well as providing any descriptions of important items.
Pushing the Envelope looks at ways to make the encounter more challenging for experienced or powerful characters
and other ways you can add some “extra spice” to the scene. This subsection should usually only be used for home games, or
games where time is not a factor. At most convention and Open Play events, gamemasters should omit this information. It adds to
the scene, but does not contain important information.
Debugging offers solutions to potential problems that may crop up during the encounter. While it’s impossible to
foresee everything that a group of player characters might do, this section tries to anticipate common problems and other
suggestions for dealing with them.
Carefully read the adventure from beginning to end. Get a feel for the overall plot and what happens in each scene.
That way, if something different happens, you won’t be caught off guard and you can adapt things smoothly.
Take notes for yourself while reading through the adventure that you can refer to later on. Possible things to note
include: major plot points (so you can see them all at a glance), the names of various non-player characters, possible problems
you notice, situations where you think a particular character can shine and other things you’ll want to keep in mind while running
the adventure.
Prior to the start of the adventure, examine the PCs’ record sheets and Debriefing Logs for your reference and have
basic information about their important abilities handy so you can refer to it during play. Also go over the characters and keep
their previous events listed on the Debriefing Logs in mind when determining non-player character actions in various scenes if
such a dynamic has been included.
Gamemastering involves juggling a lot of different things. Sometimes you drop the ball and forget something or you
just make a mistake. It happens, don’t worry about it. Nobody is perfect all of the time and everybody makes mistakes. Just pick
up from there and move on. Your players will understand and forget about it once you get back into the action.
Gamemasters should challenge the players, but should not generally overwhelm them. This is not to say that games
cannot be deadly. If the characters die through their own actions and repercussions of those actions, then so be it. But the idea is
to challenge the players and their characters, not to overwhelm them. If the enemies and challenges are too light for the characters
present, then increase them. On the other hand, if the characters are badly outmatched by the enemies, then tone them down.
Make things difficult but not impossible.
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure. They are the allies, antagonists, and background
characters in the adventure that interact with the player characters. NPCs in this adventure have already been created and can be
found throughout the adventure.
Minor NPCs are found in the individual scene that they appear in, and generally have a brief write up, noting only their
important skills and the gear they are carrying.
Major NPCs can be found in the Cast of Shadows at the end of the adventure, and have more detailed write ups, and
include most of the skills and the gear they have access to.
The NPCs in this adventure should generally stand up to the average player character but may need some adjustment to
suit a particular group of characters, especially a more experienced and powerful group. The scenes and NPC descriptions offer
tips on adjusting the NPCs to suit the abilities of the characters in your group. To adjust the power level of an NPC, refer to
Helps and Hindrances (p. 378, SR5). Take the player characters’ abilities into consideration when assessing the NPCs in this
adventure and modify them accordingly.
Mission Difficulty
GMs are encouraged to use their own judgment, and to adjust the difficulty of the encounter to take into account the
abilities of the players. If the players have no magical support, replace magical defenses with mundane ones. If the players are
weak on combat, reduce the number of enemies by one or two. Conversely, if they’re steam-rolling the opposition, add one or
two enemies to the fight. Missions should be difficult and something of a challenge, but should not be insurmountable.
A simple method for adjusting difficulty is to simply increase the dice pools and Professional Ratings of the enemies. A
simple +1 or +2 to all combat and defense tests gives enemies a minor boost in power, while a +3 or 4 will make them truly
formidable. Adding to their Professional Rating will give them a larger group Edge pool to draw from, and gamemasters are
encourage to use this Edge when logical.
Often a combat scene will tell you if it’s supposed to be challenging or is simply there to serve as filler or a minor
obstacle that the players should steamroll through. When possible, use this as a guide to know when to tweak the enemies and
encounters. If it doesn’t say, assume the scene should present a challenge to the power levels of the players.
Gamemasters should be careful what they allow players access to, because they can and will try to steal everything not
nailed down (and even then, they often have pry bars and claw hammers to deal with those nails). Shadowrun Missions operate
under the assumption that two players who have run the same missions will have roughly the same amount of resources available
to them (give or take some negotiation and a little bit of minor loot fenced), so when players are able to steal and fence a lot of
gear or are able to get their hands on high-priced vehicles, cyberdecks, or foci, it can unbalance the game and make it unfair to
players who didn’t have the opportunity to get those items. Gamemasters should avoid letting the players get into a position to do
high value looting whenever possible.
>>>>>Sidebar Begins
SYSTEMS IN NEO-TOKYO
Rules changes and clarifications to Shadowrun mechanics specific to Neo-Tokyo Missions can be found in the
Shadowrun Missions FAQ, however some of the key items are noted here:
NOISE
Due to the intense amount of matrix traffic and AR Spam that pollute the streets of Neo-Tokyo, the average level of
Noise in the sprawl is 2. Commercial zones and other areas can often suffer from Noise Ratings as high as 5. Assume a Noise
Rating of 2 in all locations unless otherwise noted in the scene.
GUN AVAILABILITY
In Neo-Tokyo, the legality classification of all firearms and heavy weapons is changed to Forbidden and licenses
cannot be created for them. The exceptions are weapons categorized as firearms that can never be armed with ammunition that
causes physical damage. While police, military, and corporate security can be granted special licenses, there are no exceptions
for Player Characters.
SOCIAL MODIFIERS
Social norms in Japan are quite different than they are in western cultures. The idea of 'face' or giri predicates specific
behaviors to ensure that there is no dishonor or shame. Shadowrunners who consistently insult the honor of their employers will
find themselves out of work. Foremost, refusing to appear before Tanaka-san (the Japanese version of Mr. Johnson) is an insult.
It is therefore assumed that all members of the team are present when any offers are made. Payment offered is per person at the
table and anyone who is not present will not receive payment.
Sometimes, a Tanaka-san will fall prey to the prejudices they grew up with. They may refuse to speak to a particular
metatype, focusing only on the metatype they are comfortable speaking with (an awkward situation if the slighted metatype is the
team's face). Major NPCs will have their prejudices included in their descriptions. For every prejudice that a character triggers,
GMs should impose a -1 dicepool penalty on opposed social rolls, up to -2 per character and no more than a total penalty of -6 for
the entire party.
Finally, when negotiating with Tanaka-san, demanding a higher payout is an egregious insult. In Japanese business
dealings, the offer is presumed to be the best offer that can possibly be made and asking for more implies that there is a level of
dishonesty at play. Rather than ask for additional payment outright, a suave negotiator placates their employer, subtly bringing
up their own concerns by ensuring they understand that their employer has already considered them. This is only a thematic
change; the mechanical system for negotiating higher payment is exactly the same. In play, rather than a successful Negotiation
Test increasing the initial offer, the GM records the result and Tanaka-san offers the additional amount as a ‘bonus’ for exceeding
expectations.
>>>>>Sidebar Ends
>>>>>Sidebar Begins
MOSHI MOSHI!
Throughout the Shadowrun Missions Neo-Tokyo arc, there will be plenty of Japanese words, names, and organizations
that may seem challenging to pronounce. Before you are overwhelmed by the thought of having to figure out how to say each
word you find, remember that Japanese doesn’t use the English alphabet and when you find these transliterations, the best bet is
to simply read it like it’s spelled. The letter ‘a’ is generally pronounced ‘ah’ as in the word ‘awesome’, the letter ‘e’ is ‘eh’ as in
the word ‘enter’, the ‘i’ is a hard ‘ee’ sound as in the word ‘ink’, ‘o’ is a hard ‘oh’ such as ‘omit’, and the letter ‘u’ is an ‘ooh’
such as ‘dude’.
WHAT’S IN A NAME?
In Japan, the surname comes before the given name. Thus, Bob Smith would be referenced as Smith Bob. The
Japanese do now have middle names. However, when using English or other Western languages, Japanese people often give
their name in the Western order, that is given name first and surname last. For the purposes of writing and to minimize confusion
between Japanese names and Western names, names will be presented in the Western style except in dialogue or narrative
expressly meant to be conveyed to the players, where the name will be presented in whichever method makes the most sense for
the voice being used.
WHAT’S IN A TITLE?
Of course, titles like Mr. and Ms. Are Western titles and not universally used in Japanese culture. Instead, titles are
appended to the surname and are not gender specific. The title ‘san’ is the most common, being a standard translation for Mr.,
Ms., and Mrs. It is added to the end of the surname with a dash. For example, Mr. Tanaka becomes Tanaka-san (which is
incidentally the Japanese term for Mr. Johnson).
Sama is the formal version of san and is used when speaking to someone of higher rank or station, or when you wish to
accord someone respect. Note that it can also be used ironically.
Both of these titles are applied to Western names in various situations, such as Smith-san. However, in many business
circles, especially when dealing with foreigners, Japanese people will use Mr. and Ms.
There are other titles as well, offering a range terms that denote relative station, familiarity, or even how cute
something is.
Aidoru: Literally ‘Idol’, it refers to the culture of manufacturing young stars and starlets that are admired for their cuteness.
Bosozuki: A street samurai.
Domo Arigato: Thank you.
Gaijin: A foreigner, often used as a derogatory term but is not explicitly so.
Giri: Honor or obligation.
Goi: Cool! Wow! Impressive! Amazing! Derived from old word “sugoi” with the same meaning.
Hai: Yes.
Katagi: A non-Yakuza person, used by Yakuza to refer to outsiders.
Kawaii: Lovable, cute, or adorable.
Kawaruhito: Literally, “changed person”, metahuman.
Kobun: Member of a Yakuza clan or gumi.
Konnichiwa: Hello!
Kyodai: “Older-brother” a term of respect from a subordinate Yakuza member to their superior.
Moe: A strong affection towards characters in anime, manga, video games, or pop culture.
Moshi Moshi!: Hello! (usually associated with answering a call on your commlink)
Mushi: Computer glitch.
Nemawashi: Legwork, laying the groundwork.
Omae: Friend.
Oyabun: Head of a Yakuza clan or gumi.
Samurai: Mercenary or muscle for hire. Implies honor code.
Sararīman: A corporate employee. From a mispronunciation of salaryman.
Shatei: “Younger-brother” a term used by senior Yakuza members when speaking to their subordinates.
So ka: I understand. I get it. Derived from Japanese.
Yak: Yakuza. Either a clan member or a clan itself.
Tanaka-san: Japanese equivalent of Mr. Johnson.
Yokai: A catch-all word to describe any Awakened critter or spirit.
>>>>>Sidebar Ends
Paperwork
After running a Shadowrun Missions adventure, there are several important pieces of paperwork that need to be filled
out.
The first is to make certain to distribute a copy of the adventure’s Debriefing Log to each player. As the GM, please
make certain to fill this out and sign off on it for each character. In the interests of time, you may have each player fill out the
sections, with appropriate values that you give them. Please consider the PCs actions in the scenario when providing Reputation
modifiers, per those rules (p. 372, SR5).
The second is to make sure that all players have updated their character’s Mission Calendar. PCs are allowed to go on
one run per week. The calendar is used to track the character’s monthly lifestyle expenses, adventures, and their downtime
exploits.
Finally, once an adventure is completed gamemasters should head over to the official Shadowrun forums at
httt://forums.shadowruntabletop.com and look in the Shadowrun Missions section. There will be a section to post the outcome of
the Missions adventure. Future adventures will be affected by these results. Without GM feedback, the PCs’ exploits will be
unable to affect the campaign.
MISSION SYNOPSIS
The runners are called by Tanaka-san (Kaito Nakamura) to meet at the oldest ramen shop in Neo-Tokyo. Tanaka-san
would like to hire them to solve the mystery of why an associate of hers was shot in a botched assassination attempt and to tie up
any loose ends. The associate was an Evo operative working undercover in Monobe when he discovered something important.
Before he could report, his supervisor grew suspicious. Evo hired a koborokuru sniper to eliminate the supervisor but he hit the
operative instead.
The runners find the sniper in a bathhouse where they must corner and interrogate him. He tells them he did everything
he was supposed to should not have missed. He had the target dead to rights, but somehow the bullet went in the wrong direction.
He did nothing wrong. After checking the sniper rifle, the team discovers tampering to the smart link with a tag left behind
(intentionally).
They learn that the tag belongs to a decker known as Haiteku that burned his shadowrun team years before. Talking
with a former member of his team, they deduce he is at a love hotel in Chiba, Akuhyō No Ie. From there, they can confront the
decker or try to hack his cyberdeck to get the information they need.
.
SCENE 1: MANPUKU
SCAN THIS
Runners meet Kaito Nakamura at the oldest ramen shop in the world, Manpuku. She says she is working on behalf of
the Monobe Corporation andwants to hires the runners to investigate the mysterious death of their inside manan associate who
was working an inside job at ETCMonobe.
>>>>>Sidebar Begins
PUBLIC BATHING IN NEO-TOKYO
Public bathing has been a part of Japanese culture since long before the Awakening. Communal bathhouses with heated
pools are called sentō, or onsen if their waters are heated by natural geothermal energy. Becoming physically clean is almost
beside the point: these bathhouses are places to rejuvenate the spirit and soak one’s cares away surrounded by peers. While
running water is reliable for most social strata in Neo-Tokyo, public bathing endures anyway as a connection to the traditional in
modern Japanese culture. Without at least occasional shared nakedness in public bathhouses, it is believed one loses “skinship”
within the community. Of course, the communities that patronize sentō and onsen do naturally stratify themselves. For example,
rich corporate citizens wouldn’t be seen in a poor community bathhouse.
Contrary to many foreigners’ assumptions, sentō and onsen are not sex parlors. In fact, there’s a strict code of etiquette
to which all patrons expected to conform within a public bathhouse. Boisterousness, lewd behavior, or not following strictly
proscribed bathing protocol is simply not tolerated.
>>>>>Sidebar Ends
Initiative: 7 + 1D6
Condition Monitor (P/S): 11 / 10
Limits: Physical 6, Mental 4, Social 5
Armor: 9
Skills: Athletics skill group 5, Close Combat skill group 5, Con 4, Perception 4 (Hidden Weaponry +2), Pistols 2 (Tasers +2)
Qualities: Made Man, Toughness / SINner (Criminal: Japanese Imperial State)
Gear: Lined coat, contacts [Capacity 3 w/ flare compensation, imagelink, vision enhancement 1], earbuds [Capacity 2 w/ sound
link, damper], subvocal microphone; Renraku Sensei commlink [Device Rating 3]
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 3, 4 (m)]
Stun Baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP –5]
Katana [Blades, Acc 7, Reach 1, DV 7P, AP –3]
Unarmed Strike [Unarmed, Acc 7, Reach 0, DV 4S, AP –0]
Note: The Yakuza Ticket Clerk is prejudiced against anyone he doesn’t recognize as a regular.
Grid: Public
Installed IC: Killer, marker, patrol, probe, track
Slaved Devices: Environmental controls, roll-down security gates (front entrances), MCT Bushi drones, security cameras
(outside)
Sculpting: The host is sculpted as a traditional red torii arch when viewed from the grid. Inside, the host is sculpted as a quaint
village square from Japan’s Edo period. The sentō’s membership list is maintained as a bamboo sign on post at the center of the
square.
Security Procedures: As the sentō is a legitimate enterprise that conducts no illegal business, its on-duty spider is more
concerned with guaranteeing guests’ physical security than defending the host per se. The spider will jump into one of the Bushi
drones if warranted. Still, IC has a very aggressive host security posture: Marker, patrol, and probe IC runs constantly, with track
then killer loading upon alert. If track IC discovers a hacker’s location, it is given to a Yakuza hit team rather than GOD and
NTMP. All private files are secured by rating 6 file protection.
Host Personas: A few patrons carry their commlinks into the bathing area and accordingly some are still logged into the host
after paying their entry fee, making use of the host’s privacy to avoid Public grid spam. Most however secure their commlinks in
the lockers and enjoy the retro, AR-free quiet time. The Ticket Clerk and Spider’s personas are their everyday icons, looking like
photoshopped-perfect versions of themselves. The IC’s personas are sculpted as towel-wrapped female bathing attendants.
Legitimate Access: The business is legitimate and the public is welcome to enter the host to pay for its services. The host will
invite a mark reciprocally from personas that first invite one. Yakuza personnel have their own biometric logins and naturally
don’t pay entry fees.
Paydata: As a known Yakuza hangout, public officials could be embarrassed if visiting with Yakuza bosses at the sentō were
publicized. Naturally the Yakuza keep that potential blackmail close to the vest; in addition to encryption as described above,
these visitor logs are protected by a rating 6 Data Bomb. If secured, the data is worth 100 nuyen per hit achieved on a Matrix
Search (Computer + Intuition [Data Processing] Ttest).
Upgrades: Increased armor. Sensors: atmospheric sensor, camera, cyberware scanner, microphone, ultrasound
Autosofts: Clearsight 6, MCT Bushi Maneuvering 6, Sword Melee Autosoft 6 (all shared via RCC)
Weapons:
Sword [Sword Melee Autosoft, Acc 6, Reach 1, DV 7P, AP –2]
Sword [Sword Melee Autosoft, Acc 6, Reach 1, DV 7P, AP –2]
Notes: Drone cyberlimbs have Strength equal to Body and Agility equal to Pilot; Swords have an additional +1 reach when
wielded as a pair; Drones do not suffer Stun damage.
Initiative: 12 + 2D6
Astral Initiative: 12 + 3D6
Condition Monitor: 12 / 11
Limits: Physical 10, Mental 8, Social 8
Armor: 0 (12H vs non-magical attacks)
Skills: Assensing 6, Astral Combat 6, Perception 6, Unarmed Combat 6
Powers: Animal control, astral form, confusion, enhanced senses (hearing, low light vision, smell), fear, materialization,
movement, sapience, venom
Weapons:
Physical Attack [Unarmed, Acc 10, DV 8S, AP –0, venom]
Psychic Attack [Astral Combat, Acc 8, DV 6P or 6S, AP –0]
Note: Venom is Power 6, Penetration 0, Speed 1 Combat Turn, Effect: Physical damage
Decrypting it finds a program that updates the firmware of the device. Long term analysis will eventually reveal that it
makes changes to the smartgun system and could be responsible for changing the sight picture for the user. That level of analysis
is outside the scope of Missions and a character would need to pay an appropriate contact 1,000 nuyen and it would take 24 hours
to return the information.
Most important is the icon, which is seen without needing to decrypt the file. That icon can lead the team to the next
part of their job.
All the team needs to do now is figure out what to do with Kishi. If they let him live, he is grateful. If they don’t look
like they are going to let him keep his rifle, he tentatively asks for it back. If they decide to keep it, they gain the item as
described in Cast of Shadows. If they leave it with him, they gain him as a contact.
SCENE 4: LEGWORK
SCAN THIS
The shadowrunners have a solid clue about where to go next, from that they can work a few options to determine where
to go next.
“Well, since our interests seem to match, yeah I can tell you about that drekhead. Number one, he’s a bastard—arrogant
and insane. I guess when you spend that much time trading code with IC, it drives you nutty someday. The team we put together
was top caliber, the best nuyen could buy. Times were fast, morals loose, cred was flowing. Then, someone just made an offer he
wasn’t willing to pass on. Don’t know what they offered him, but he flipped easy as you please.”
The glass in her hand shatters and she looks at it, blinking twice. A glance to the bartender and he replaces it with a
new glass, full. She swallows half of it before continuing. “So we didn’t grab what we were supposed to and Noshi routed metro
to catch us on the way out, giving him the opening he needed to get out unseen. We didn’t go easy, but at the end of it all, I was
the only one who made it. Course, there’s no one that can say I wasn’t in on it with that scumbag. So everything dried up and
here I am: not working.”
She sighs, finishing her drink and holding the glass up for the bartender to see. “So if you need to find him, I ain’t
gonna be the one who stops you. If he is just coming off a gig, you would probably find him in Akuhyō No Ie. It is a love hotel in
Higashichiba. Be careful though, the guards around that place, are not friendly to those who cause trouble for their corporate
clients.”
The bartender slides another tumbler her way and she downs that in one go. “Do me a solid though—maybe break his
legs for me.”
Initiative: 11 + 2D6
Condition Monitor: 10
Limits: Physical 9, Mental 4, Social 4
Armor: 14
Skills: Athletics Group 2, Blades 6 (Swords +2), Intimidation 5, Negotiation 3, Perception4, Sneaking 3, Unarmed Combat 6
Qualities: Toughness
Augmentations: Muscle replacement 2, plastic bone lacing, reaction enhancers 2, wired reflexes 1
Gear: Armor vest, Renraku Sensei commlink [Device Rating 3]
Weapons:
Katana [Blades (Swords), Acc 7, Reach 1, DV 10P, AP –3]
Combat Knife [Blade, Acc 6, DV 9P, AP –3]
Unarmed Strike [Unarmed, Acc 9, DV 8P, AP 0]
Initiative: 12 + 2D6
Condition Monitor: 12
Limits: Physical 8, Mental 5, Social 4
Armor: 21
Skills: Athletics Group 3, Blades 8 (Swords +2), Intimidation 5, Negotiation 3, Perception4, Sneaking 3, Unarmed Combat 8
Qualities: Agile Defender, Natural Athlete, Toughness
Augmentations: Cyberarm (synthetic, main) [Agility 9, Strength 9 w/ enhanced armor 2] (betaware), reaction enhancers 3, wired
reflexes 1 (betaware) / muscle toner 2, orthoskin 3 / Reakt (+2 to defense tests)
Gear: Armor vest, Renraku Sensei commlink [Device Rating 3]
Weapons:
Katana [Swords, Acc 7, Reach 1, DV 11P, AP –3]
Combat Knife [Blade, Acc 6, DV 12P, AP –3]
Unarmed Strike [Unarmed, Acc 9, DV 12P, AP 0]
SCENE 6: THE HOUSE OF ILL-REPUTE
SCAN THIS
Given that Haiteku is known to stay at Akuhyō No Ie after a job and that he just came off one, you know where to head
next. The love hotel is one of many servicing the wealthy patrons or medical students in Chiba and that part of town is well
policed. If they play it right, they may get some information worth a bit of extra cred with their Tanaka-san.
DEBUGGING
If there is not a decker or computer savvy runner in the party – the runners find sketch pad with an Evo logo sketched
by Haiteku if they kill him before asking him questions.
SCENE 7: UNTANGLING THE BUNNY
SCAN THIS
The team reports back to Tanaka-san and gets paid.
KARMA
1 Karma – Completing the mission
1 Karma – Without killing anyone
2 Karma – Surviving the Adventure
2 Karma – Overall Adventure Challenge
GAMEMASTER REWARD
When running this adventure you may choose to count the Missions as “played” for their personal Shadowrun Missions
character. You must choose to do this the first time your run this Mission only, and take the optional results to match those the
team you GMed for earned. You may not choose to wait for a “better” attempt to choose your rewards. You’re on the honor
system here, so please don’t skew the adventure to help the players gain extra rewards just so that you can get better results.
You will earn a flat amount of karma and nuyen, regardless of how well (or poorly) the players do, listed below. For
other missions results and rewards that you track on the Debriefing Log (Objectives completed, reputation and contacts earned,
etc), take the average results of the group you’re GMing for. So if four out of six players earned a point of notoriety, you will
earn one as well. If only two players out of five earn a +1 Loyalty with Simon, you would not get that +1 Loyalty. Along those
lines.
Karma Earned: 6
Nuyen Earned: 8,500¥
REPUTATION
During the adventure, runners may perform actions that will add to their Street Cred, Notoriety, or Public Awareness
(p. 372, SR5). Besides the scenario specific gains listed below, gamemasters should consider the characters actions throughout
the game and award additional points as appropriate. If a player earns Public Awareness or Noteriety, don’t be afraid to give
them extra points.
CONTACTS
Successfully completing objectives or performing the actions listed below will earn characters specific Missions
contacts at a Loyalty of 1, and should be given the Contact Sheet included with this Mission. If they already have that contact,
they gain a +1 loyalty to that contact (up to a maximum of 4).
Characters might interact with NPCs not specified by the Mission, and may earn these NPCs as a contact at Loyalty 1.
They may also work with non-Mission specific contacts that they have already earned or that they bought at character creation,
and gain a +1 Loyalty to these contacts, with a maximum Loyalty of 4. Gamemasters should not grant these lightly, and players
should have to work to earn these contacts by going the extra mile to impress the NPC, offering up favors, or paying them well
above the standard rates for information or services.
+1 Loyalty with Kaito Nakamura (Connection Rating 5) if they successfully complete the Mission.
+1 Loyalty with Dansu no Hana (Connection Rating 3) if they don’t kill him and don’t take his rifle.
+1 Loyalty with Hitori-chan (Connection 2) if they break Haiteku’s legs.
+1 Loyalty with Haiteku (Connection 4) if you let him live and don’t break his legs.
LEGWORK
When a PC gets in touch with a contact, make an unopposed Connection + Connection test for the contact. The results
of this test determine how many ranks of information the contact knows about the question. If the relevance of the subject is a
specialty of the contact, they get +3 to this test. The player then makes an unopposed Charisma + Etiquette + Loyalty test, the
results of which determine how many ranks of information the contact is willing to divulge for free, up to the max ranks of
information they know. If the contact knows more, they will require a payment of 500¥-(Loyalty*100¥, minimum 100¥) per rank
of information they still know.
If the PCs have worked all of their contacts, and are still missing important information, they may request that a contact
ask around. If they do so, have the Contact make an extended (Connection + Connection (1 hour)) test. Additional information
will be available at a cost of 1000¥-(Loyalty*100¥, minimum 200¥).
A Matrix Search action (p. 241, SR5) may also be utilized to gather information from the following charts, using the
appropriate thresholds and search times.
8BIT SKULL
Contacts to Ask: Matrix Contacts
MISHA RUDOV
Contacts to Ask: Security, Corporate, Fixers
MANPUKU
Contacts to Ask: Fixers, High Society, Foodies
DANSU NO HANA
Contacts to Ask: Shadowrunners, Yakuza, Armorers
HAITEKU
Contacts to Ask: Shadowrunners, Yakuza, Matrix Contacts
HITORI-CHAN
Contacts to Ask: Fixers, Yakuza, Street Contacts
GEM
Contacts to Ask: Fixers, Locals, Street contacts
Contacts Matrix Search Information
0 0 It’s truly, truly, truly outrageous.
1 1 A dive bar in Chiba.
2 3 Used to be a fancy place, until the regulars became shadowrunners.
3 -- If you’re looking for a fight, folks here will definitely give you a run for your money.
AKUHYŌ NO IE
Contacts to Ask: Corporate, Yakuza, Unsavory folk
CAST OF SHADOWS
B A R S W L I C E ESS M
2 2 3 2 4 3 6(7) 7 5 6 6
Initiative: 10 + 1d6
Condition Monitor: 9 / 10
Limits: Physical 0, Mental 0, Social 0
Armor: 9 (Nightshade w/ Second Skin)
Active Skills: Artisan 5 (Writing +2), Athletics Group 3, Automatics 3, Computer 1, Con 1, Etiquette 4, Intimidation 1,
Leadership 1, Negotiation 4 (Bargaining +2), Perception 3, Performance 4 (Singing +2)
Knowledge Skills: Aidoru Culture 5, Megacorps 3 (Evo +2), Neo-Tokyo Sprawl 4, Shadow Scene 4
Languages: Chinese 5, English 5, Japanese (Native)
Qualities: Adept, Biocompatibility (Bioware), Jack of All Trades-Master of None, Prototype Transhuman, School of Hard
Knocks, Technical School Education, Allergy (Common, Mild – Soy), Creature of Comfort (High Lifestyle), SINner (Corporate
Limited SIN) - Evo
Adept Powers: Authoritative Tone 2, Combat Sense 3, Cool Resolve 1, Eidetic Sense Memory, Kinesics 4, kinesics Mastery, Lie
Detector 3, Memory Displacement, Voice Control 2
Augmentations: Cerebellum booster 1, reception enhancer, tailored pheromones 3, vocal range enhancer
Gear: AR nails, chemical detection nail polish rating 4 (x10), contacts [Capacity 3 w/ image link and vision enhancement 2],
Fuchi Cyber-X7 commlink [Device Rating 7], holo bracelet rating 3, Nightshade [nonconductivity 2], Second Skin, qi focus 6
(phoenix tattoo – left hip, Combat Sense 3), smart wig [w/ trode net]
Weapons:
Unarmed Strike [Unarmed, Acc 3, Reach 0, DV2S, AP –0]
MISHA RUDOV (TROLL MALE, BODYGUARD)
B A R S W L I C E ESS
9 5 (8) 4 (6) 9 (12) 4 4 4 2 3 1.06
B A R S W L I C E ESS
4 7 (9) 5 (6) 3 (5) 5 3 5 3 5 1.7
B A R S W L I C E ESS M
3 6 5 5 4 2 5 2 3 6 6
Initiative: 18 + 1D6
Condition Monitor (P/S): 10 / 10
Limits: Physical 6, Mental 5, Social 5, Astral 5
Armor: 12 (+6 vs electricity)
Active Skills: Arcana 4, Assensing 2, Athletics Group 2, Clubs 6(8) (Staves +2), Intimidation 4, Perception 4, Sneaking 5,
Unarmed Combat 6
Knowledge Skills: Bars 4, Neo-Toyko Sprawl 4, Shadow Scene 4, Street Docs 2
Languages: Japanese N
Qualities: Adept, Adrenaline Surge / Addiction (Severe; Alcohol), Hung Out to Dry
Maneuvers: Multiple Opponent, Combat, Sweep
Adept Powers: Adrenaline Boost 4, Astral Perception, Attribute Boost (Agility) 3, Combat Sense 2, Critical Strike, Elemental
Weapon (Electricity), Enhanced Accuracy (Clubs), Improved Ability (Clubs) 2
Gear: Armor jacket [w/ nonconductivity 6], Sony Angel commlink [Device Rating 2]
Weapons:
Telescoping Staff [Clubs (Staves), Acc 4(6), Reach 2, DV 8P(e), AP 0]
Unarmed Combat [Unarmed, Acc 6, DV 5S, AP 0]
HAITEKU
Living in the underground for so long in Neo-Tokyo can keep you living well. Haiteku, or Hiro as his mother calls him,
is an excellent decker to the Yakuza Tanaka-sans that call upon his assistance.
B A R S W L I C E ESS
1 2 4 1 5 6 (8) 5 (7) 2 5 4.2
Physical Initiative: 11 + 1D6
Matrix Initiative: 10 + 3(4)D6
Condition Monitor (P/S): 9 / 11
Limits: Physical 3, Mental 10, Social 5
Armor: 9
Active Skills: Computer 6, Cybercombat 6 (vs. IC +2), Electronic Warfare 4, Hacking 7 (vs. Hosts +2), Hardware 3, Influence
Group 5, Perception 2, Software 6.
Knowledge Skills: Corporations 5 (Japanacorps +2), Hotels 4 (Love Hotels +2), J Pop 5 (Aidoru Clubs +2), Yakuza 5
Languages: English N, Japanese N
Qualities: Bilingual, Codeslinger (Hack on the Fly), Fade to Black / Did You Just Call Me Dumb?, Poor Self-Control (Attention
Seeking), Signature (8bit Skull)
Augmentations: Data lock 1, datajack, implanted Renraku Tsurugi cyberdeck [Device Rating 3: 6/5/5/3] / Cerebellum booster 2,
cerebral booster 2 / Reakt (+2 to melee and ranged defense)
Gear: Armor vest
Weapons:
Unarmed Combat [Unarmed, Acc 3, DV 1S, AP 0]
Example Contact Sheets:
Kaito Nakamura MacCallister is a former shadowrunner, Tosh is a Knight Errant detective and
an older ork and a “decker not a hacker, works their Special Crimes Task Force.
fraggit” in his own words. He ran the He’s a troll, and not the cleanest officer on
shadows for over a decade before retiring, KE’s payroll. Tosh likes to say that his
and recently returned to Seattle to start a retirement plan sucks, so he’s always
new career as a fixer, still carries his beat looking to pad his nest egg. In return, he
up ancient cyberdeck (With a modern can help make minor infractions “slip
bleeding edge commlink mounted inside through the cracks” or hook someone up
the case), and he peppers his speech with with some info on a case, so long as it
out of date slang like “drek”, “frag”, and doesn’t put his job in jeopardy.
“hoop”. He’s confident and good natured.
He has a ton of contacts in the shadow Tosh is a bit of a thug. A big troll, he tops
community and uses them to great effect. 3 meters high, not counting his bull-like
He’s been acting as the front man for the horns. He knows that trolls are expected
Metahuman rights groups for a couple to be stupid and will play on that
months now, working toward stereotype. He’s been frequently cited for
legitimatizing the Ork Undergorund. excessive force and even brutality on the
job, but he’s proven himself valuable
enough to the department that he’s
avoided demotion or suspension so far.
Key Active Skills: Key Active Skills: Brawling Adept Key Active Skills: Computers, drones
Knowledge Skills: Knowledge Skills: streets of Neo-Tokyo Knowledge Skills: Police Procedures,
Seattle Organized Crime, Yakuza
Uses:
Human female martial artist with a Skinny human technomancer who loves
collapsible staff. She looks a little like drones Greased back hair and a smug
Katana only with a quarter staff instead. face.
Example Debrief Log: Factions would be replaced by the 4 Mission Specific ones. Probably have two blank default
sheets, for ease of layout.
Player________________________ Character________________________ Location______________ Date __/__/__
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
_______________________ ________________________________________
Nuyen
Spent _________
GM’s Signature
Remaining _________
_______________________
ODAYAKANA HARU SENTŌ