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5E - SRM06A-06 Falling Angels
5E - SRM06A-06 Falling Angels
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A LIFE TAKEN
COVER
Samantha’s head made an echoing thud as it hit the top of the altar at the Basilica of St. Hyacinth. Remo could A LIFE TAKEN
feel the impact inside Samantha’s mind, even though he couldn’t feel her presence there. Her fight with the hit
team had gone wrong. Very wrong. Remo reached out to the Matrix and found only a gun camera pointed into
darkness, as if the gun were holstered and concealed. INTRODUCTION
A bishop, in full vestments and mitre, took a step back from Samantha’s body and gestured as if to present her
as an offering. “Master, we offer this vessel for inhabitation. It will serve you well as an instrument of death.” The
MISSION
bishop spread a dark, greasy ointment around the edges of the altar and finally across Samantha’s forehead as
SYNOPSIS
tendrils of unnatural darkness surrounded her from below. The tendrils wrapped around Samantha’s body and then
shot into her nose and mouth toward her brain. As the tendrils vanished into her, a cold wind howled through the
sanctuary. SCENE 1
Remo reached back into the gun camera’s memory as another person might flip through a paper file. He
found what he hated to see: an hour ago, this gun had shot Samantha in the back. Remo screamed as if no one
could hear him. SCENE 2
But the abyss answered back. “This vessel is ours now. We will use it to bring death to this world.”
Remo screamed at the voice. “She is not an ‘it’! You will pay for what you have done to her!”
The voice laughed from the abyss, and Remo felt himself ejected from Samantha’s mind. The resonance link SCENE 3
between Samantha and himself was severed.
Samantha stood upon the altar, now a silent guardian of the corruption that had taken the church.
SCENE 4
SCENE 5
Remo reached out for something, anything, in the noise of the Matrix within the Chicago Containment Zone. He
found a dead guy’s PAN, grabbed on, and sliced through the firewall. Inside, he found cameras for a smartgun
and a pair of cybereyes. Through the cybereyes he saw a body without a head and in the corner of the smartgun SCENE 6
camera he saw a head without a body. This was the last guy Samantha had carved up.
He also found some files in the commlink and began to do what data sprites do best: process and search for
more data. Within minutes, Remo had reassembled the man’s life. According to his SIN, this was Victor Bilson, a SCENE 7
“corporate security liaison” for a company called Hephaestus Technologies. So Shiawase took Sam again, Remo
thought. But what’s been done to Sam is not normal corporate behavior.
Victor Bilson had access to a slush fund, no doubt to finance certain deniable assets. “What an interesting idea, PICKING UP
Mr. Bilson,” Remo whispered into the Matrix. “I believe I shall have to assimilate it into my own code.” He trans- THE PIECES
ferred a small amount of money to Bilson’s personal account for later retrieval. He uploaded a portion to a fake
SIN he’d helped create a few months ago. The SIN wouldn’t hold up long under scrutiny, but Remo hoped it would
hold long enough. The rest he transferred to the account of the man he knew would care too much about what had LEGWORK
happened to Samantha because he had cared before: Nick Ryder.
CAST OF
SHADOWS
PLAYER
HANDOUTS
DEBRIEFING
LOG
A LIFE TAKEN 2
INTRODUCTION emasters should omit this information. It adds to the
scene, but does not contain important information.
COVER
THE ADVENTURE your own style when it comes to preparing and run-
ning the adventure and do whatever you feel is best SCENE 2
SRM 06-06 Falling Angels is intended for use with Shad- to provide the best Shadowrun game you can for your
owrun, Fifth Edition, and all character and rules informa- players. Shadowrun Missions adventures are designed
tion refers to the Fifth Edition of the Shadowrun rules. to run in a standard four-hour convention time slot. SCENE 3
Please keep this in mind when running the adven-
Adventure Structure ture. You should leave at least 15–20 minutes at the end
of the time slot to complete any necessary paperwork SCENE 4
SRM 06-06 Falling Angels consists of several scenes.
These scenes form the basis of the adventure, which and pass out the players’ Debriefing Logs. (Make sure
that you have enough copies of the Debriefing Log for
should be completed in approximately four hours. If SCENE 5
you are running short on time, you should streamline this adventure to give one copy to each player after run-
each and be a little more generous with clues, target ning the adventure.) This section offers some guidelines
numbers, and other requirements to aid in guiding the you may find useful in preparing to run SRM 06-06 Fall- SCENE 6
players through the adventure. ing Angels (or any Shadowrun Missions adventure).
Each scene outlines the most likely sequence of
events, as well as how to handle unexpected twists and Step 1: Read The Adventure SCENE 7
turns that inevitably crop up. Each one contains the fol- Carefully read the adventure from beginning to end. Get
lowing subsections, providing gamemasters with all the a feel for the overall plot and what happens in each scene. PICKING UP
information necessary to run it. That way, if something different happens, you won’t be THE PIECES
Scan This provides a quick synopsis of the scene’s
caught off guard and you can adapt things smoothly.
action, allowing you to get a feel for the encounter at
a glance. LEGWORK
Tell it to Them Straight is written to be read aloud to Step 2: Take Notes
the players, describing what their characters experience Take notes for yourself while reading through the ad-
upon entering the scene. You should feel free to mod- venture that you can refer to later on. Possible things CAST OF
ify the narrative as much as desired to suit the group to note include: major plot points (so you can see them SHADOWS
and the situation, since the characters may arrive at the all at a glance), the names of various non-player char-
scene by different means or under different circum- acters, possible problems you notice, situations where
stances than the text assumes. you think a particular character can shine and other PLAYER
Behind the Scenes covers the bulk of the scene, de- things you’ll want to keep in mind while running the
HANDOUTS
scribing what’s happening, what the non-player charac- adventure.
ters are doing, how they will react to the player char-
acters’ actions and so forth. It also covers the setting
DEBRIEFING
of the encounter, going over environmental conditions
Step 3: Know The Characters LOG
and other properties of the location as well as providing Prior to the start of the adventure, examine the PCs’
any descriptions of important items. record sheets and Debriefing Logs for your reference
Pushing the Envelope looks at ways to make the and have basic information about their important abil-
encounter more challenging for experienced or power- ities handy so you can refer to it during play. Also go
ful characters and other ways you can add some “extra over the characters and keep their previous events list-
spice” to the scene. This subsection should usually only ed on the Debriefing Logs in mind when determining
be used for home games, or games where time is not a non-player character actions in various scenes if such a
factor. At most convention and Open Play events, gam- dynamic has been included.
INTRODUCTION 3
Step 4: Don’t Panic! scenes and NPC descriptions offer tips on adjusting the COVER
NPCs to suit the abilities of the characters in your group.
Gamemastering involves juggling a lot of different To adjust the power level of an NPC, refer to Helps and
things. Sometimes you drop the ball and forget some- A LIFE TAKEN
Hindrances (p. 378, SR5). Take the player characters’
thing or you just make a mistake. It happens, don’t
abilities into consideration when assessing the NPCs in
worry about it. Nobody is perfect all of the time and
this adventure and modify them accordingly.
everybody makes mistakes. Just pick up from there INTRODUCTION
and move on. Your players will understand and forget
about it once you get back into the action. Mission Difficulty
Gamemasters are encouraged to use their own judg- MISSION
Step 5: Challenge the Players ment and to adjust the difficulty of the encounter to SYNOPSIS
Gamemasters should challenge the players but should take into account the abilities of the players. If the
not generally overwhelm them. This is not to say that players have no magical support, replace magical de- SCENE 1
games cannot be deadly. If the characters die through fenses with mundane ones. If the players are weak on
their own actions and repercussions of those actions, combat, reduce the number of enemies by one or two.
then so be it. But the idea is to challenge the players and Conversely, if they’re steamrolling the opposition, add SCENE 2
their characters, not to overwhelm them. If the enemies one or two enemies to the fight. Missions should be
and challenges are too light for the characters present, difficult and something of a challenge but should not
then increase them. On the other hand, if the characters be insurmountable. SCENE 3
are badly outmatched by the enemies, then tone them A simple method for adjusting difficulty is to simply
down. Make things difficult but not impossible. increase the dice pools and Professional Ratings of the
enemies. A simple +1 or +2 to all combat and defense
SCENE 4
tests gives enemies a minor boost in power, while a +3
GENERAL or 4 will make them truly formidable. Adding to their SCENE 5
ADVENTURE RULES Professional Rating will give them a larger group Edge
pool to draw from, and gamemasters are encourage to
Shadowrun Missions adventures use the rules present- use this Edge when logical. SCENE 6
ed in Shadowrun, Fifth Edition (SR5). Standard rules such
as success tests, glitches, critical successes, and other
common mechanics are described in SR5 and are not SCENE 7
repeated in this adventure.
Please keep in mind when preparing for the adven-
BACKGROUND COUNTS
ture, that the PCs will not necessarily be comprised of a Background counts impose a negative dice pool penalty PICKING UP
balanced party. It’s entirely possible that the party will be equal to their rating for all tests that are linked to or utilize THE PIECES
made up entirely of technomancers or back-to-nature magic in any way (i.e., spellcasting, summoning, assensing,
shamans. If the characters run into a brick wall because any test made while astrally projecting, and any active skill
of such complications, show flexibility and use your best LEGWORK
that benefits from active adept powers such as killing hands,
judgment in how you lead them back to the plot. critical strike, great leap, or improved skills, etc). Dual-
natured creatures and spirits suffer this penalty to all actions. CAST OF
Non-Player Characters Aspected background counts grant a boost to any SHADOWS
Non-player characters (NPCs) are essential to any ad- limit that utilizes magic in any way (see above) to any
venture. They are the allies, antagonists, and background metahuman, spirit, or dual-natured creature that matches
characters in the adventure that interact with the player the aspected domain. This includes spellcasting Force PLAYER
characters. NPCs in this adventure have already been cre- HANDOUTS
limits, so spellcasters need to be careful as it can be hard to
ated and can be found throughout the adventure. control the additional surge of mana. Any magically active
Minor NPCs are found in the individual scene that they being that does not match the aspected domain should treat DEBRIEFING
appear in, and generally have a brief write up, noting only
this as a normal background count and suffer penalties. LOG
their important skills and the gear they are carrying.
Background counts above 12 are called either a flux (for
Major NPCs can be found in the Cast of Shadows at
the end of the adventure, and have more detailed write aspected domains) or a void (for magically dead zones), and
ups, and include most of the skills and the gear they are very dangerous. Any being that is magically or astrally
have access to. active in any way (dual natured, astrally perceiving, casting
The NPCs in this adventure should generally stand a spell, has an active adept power, has an active foci, etc.)
up to the average player character but may need some takes background count – 12 unresisted Stun Damage each
adjustment to suit a particular group of characters, es- turn that they are active and exposed to the flux or void.
pecially a more experienced and powerful group. The
INTRODUCTION 4
Often a combat scene will tell you if it’s supposed sistent low-level background radiation coupled with a COVER
to be challenging or is simply there to serve as filler distinct lack of modern matrix broadcasting equipment
or a minor obstacle that the players should steamroll through the area results in a high level of constant back-
through. When possible, use this as a guide to know ground Noise that makes even basic matrix communi- A LIFE TAKEN
when to tweak the enemies and encounters. If it doesn’t cation difficult. Noise levels will vary from area to area,
say, assume the scene should present a challenge to the but unless otherwise specified in the scene, assume a
power levels of the players. default Noise level of 2 anytime the characters are with- INTRODUCTION
in the Containment Zone. Further, because of the heavy
A Note on Loot and Looting downpour and threat of storm, increase the Noise level
MISSION
to 3 whenever the runners are outdoors.
Since Prime Missions are designed for a higher tier of play- SYNOPSIS
er power, the usual Shadowrun Missions rules about looting
should be relaxed some. High-priced and powerful weap-
Paperwork
After running a Shadowrun Missions adventure, there SCENE 1
ons and gear should not be left lying around for players
to just pick up, but if a player is creative and resourceful, are several important pieces of paperwork that need
there’s no reason he shouldn’t be able to obtain a nice cy- to be filled out. SCENE 2
berdeck, a sweet new ride, or that shiny weapon focus the The first is to make certain to distribute a copy of the
enemy mage was using to slice him up. adventure’s Debriefing Log to each player. As the GM,
please make certain to fill this out and sign off on it for SCENE 3
each character. In the interests of time, you may have
Chicago, The CZ, Noise,
each player fill out the sections, with appropriate values
and Background Counts that you give them. Please consider the PCs actions in SCENE 4
While for many the Chicago and the Bug City Contain- the scenario when providing Reputation modifiers, per
ment Zone are synonymous, the CZ comprises less those rules (p. 372, SR5).
than one-third of the total landmass of the city of Chi- The second is to make sure that all players have up- SCENE 5
cago proper, not counting suburban areas and farm- dated their character’s Mission Calendar. PCs are al-
lands connected to the city. But the CZ is still big, and lowed to go on one run per week. The calendar is used
to track the character’s monthly lifestyle expenses, ad- SCENE 6
it is the rotted, gutted, feral heart of the Windy City. It
starts at 115th Street to the south and runs nearly thir- ventures, and their downtime exploits.
ty kilometers north to Belmont Avenue, and reaches Finally, once an adventure is completed gamemas-
SCENE 7
from the Lake Michigan on the east to an average of ters should head over to the official Shadowrun forums
fifteen kilometers inland to Harlem Avenue on the at forums.shadowruntabletop.com and look in the
west. A mass of torn-down buildings and hastily erect- Shadowrun Missions section. There will be a section to PICKING UP
ed barricades were added to and reinforced over the post the outcome of the Missions adventure. Future THE PIECES
three-year period that the Containment Zone was in adventures will be affected by these results. Without
effect, and even now nearly twenty years later this bar- gamemaster feedback, the PCs’ exploits will be unable
rier stands as an imposing divide between the Zone to affect the campaign. LEGWORK
and the outside world. Anyone can supposedly freely
Mission Synopsis
travel between the Zone and Chicago proper, but Lone
CAST OF
Star watches those coming out and the gangs and war-
SHADOWS
lords watch those going in very closely.
Between the Cermak Blast, the bugs, the debilitating About a year ago, a shadowrunner team discovered
effects of FAB III, and years of death and metahuman clone tanks in the basement of Janus Industries, a PLAYER
misery, astral space in and around the Zone is horrible. long-forgotten, Shiawase-owned research facility in HANDOUTS
Unless otherwise noted in the mission, assume a default the CZ. Shiawase owned it through a company called
background count of 2 anytime characters are within Hephaestus Technologies. One of the twelve tanks
the Containment Zone. The count fluctuates wildly at was empty, but the other eleven held clones of Sa- DEBRIEFING
times, so players should expect to encounter every- mantha, a genetically-augmented technomancer who LOG
thing from high background counts and mana voids to had been kidnapped as a child two decades before.
various aspected backgrounds and mana warps. (See The runners gave the facility’s ownership information
Background Count sidebar for full rules. Future Shadow- to Simon Andrews (see SRM 5A-01 Chasin’ the Wind),
run, Fifth Edition rulebooks may supersede these rules). so Saeder-Krupp took over facility ownership shortly
Areas of Chicago outside the CZ may also suffer back- after, but the runners tracked down the escaped Sa-
ground count bleed from the Zone. mantha and turned her over to Nick Ryder. Detective
Besides the background count, the CZ is a virtual Ryder managed to get her out of the CZ for a while, but
nightmare for deckers and technomancers. The per- Samantha never found her family, so she came back
MISSION SYNOPSIS 5
to the CZ to look for her old family home. Last night, he was a toxic shaman in life, and possibly that he is a COVER
during this search, a Shiawase hit team ambushed her master shedim in death (after the run-in with Altar Boy in
with the intent to recapture her. Since the fight went SRM 06-03 Ancient Rumblings, this should scare the hell
down on Ancients’ turf, the Ancients ambushed Sam out of them). All signs point to a new hideout for the An- A LIFE TAKEN
and the Shiawase team. In the chaos, both Sam and the cients, the former Basilica of St. Hyacinth. At this point,
team members were killed. let the runners call in a little backup from Becky; it’ll add
Several weeks ago, an Ancients gang (see SRM 06- to the gang war vibe, and the runners may need the help INTRODUCTION
01 10-57) took Tasha (a young technomancer with the to take down a toxic shaman leader, shedim-possessed
Desolation Angels; see SRM 5A-02 Critic’s Choice). This Ancients, a mystic adept, and a heavily-augmented
MISSION
same Ancients group stumbled across the Shiawase street samurai, all possessed. This is the finale of the SRM
SYNOPSIS
team’s ambush of Samantha. One of the Ancients as- 06 arc, and we see unfortunate ends for characters from
sensed well enough to discover Samantha was a tech- the beginning of Season 5, so pump up the carnage.
nomancer as well as heavily augmented, so he called SCENE 1
for backup. The reinforced gang interrupted the fight, Scene 1:
killed all the combatants, and carried off Samantha’s
body. They carried Samantha to St. Hyacinth, where
Marcus Stanton, a master shedim-possessed toxic 10-57 Redux SCENE 2
Desolation Angels member and “sister” to Becky 99) in In this scene, Remo contacts the runners and wants
SRM 06-03 Ancient Rumblings, but both attempts failed them to free Samantha from her possession. SCENE 4
and both technomancers’ resonance connections were
severed through their shedim possessions.
The runners get a call from Nick Ryder’s commcode,
Tell It to Them Straight SCENE 5
but when they pick up the call, Remo (Samantha’s free It’s raining in the city by the lake. A hard rain. There’s no
sprite, from SRM 5A-01 Chasin’ the Wind) is on the line; lightning—yet—but thunder rolls almost continuously.
SCENE 6
he hacked Ryder’s commlink to find some help. Remo Your ringing commlink jolts you out of your reverie.
tells the runners that something bad happened to Sa- The caller ID says “Nick Ryder.”
mantha in the CZ. Something took control of her (he “Hello. This is not Nick Ryder.” The voice over the SCENE 7
conjectures it’s something like what humans call “being commlink pauses between each word, as if Ryder were
possessed,” and the possession severed her link to the auditioning for a Shakespearean play. “My name is ... ”
resonance). Remo wants the runners to free Samantha In mid-sentence the voice switches from Detective Ry- PICKING UP
by whatever means are necessary. In order to find her, der to something more obviously artificial. “ ... Remo. I THE PIECES
the runners can track the frequency of an implanted have a job for you.”
commlink belonging to Victor Bilson, a “corporate se- Remo’s speech assumes a normal talking pace as
curity liaison” (“Mr. Johnson”) for a company called He- he gives up using Ryder’s recorded words. “Something LEGWORK
phaestus Technologies, which is a Shiawase subsidiary. is wrong with my friend, Samantha, and I have need of
Bilson died within the last 12 hours, but he had a small your special skills to correct her problem. Last night, she
was ambushed by a team, and a second team stepped CAST OF
slush fund (for Johnson activities) to which Remo now SHADOWS
has access, so he offers payment. Remo’s initial lead is in to take down all of us. My resonance link with Sa-
to track down Bilson’s commlink and he provides the mantha was severed shortly after that, when her mind
last known coordinates. was hacked.” He pauses, as if searching for something.
PLAYER
The runners arrive to find an Ancients gang and a “No, not quite hacked, but what people call ‘being
HANDOUTS
second Hephaestus team fighting over the first team’s possessed.’ I need you to remove the hacker from her
remains, as well as Bilson’s body. If the runners show mind and save her if possible. In the short time since
some restraint and good timing, they capture and in- her hacking, I have done some research. I understand DEBRIEFING
terrogate one or more members from each side. If not, it may not be possible to save her, but she is dangerous LOG
they do some legwork to find out who’s running the lo- and needs to be stopped before she does something
cal Ancients gang (“the Bishop” and his lieutenant, “Al- terrible against her will.”
tar Boy”) and why a corp sent two teams into the CZ
(to hunt down Samantha). They also find out where the Read this when the runners
Bishop lives. begin to talk money:
The runners have opportunities to investigate the
Bishop’s (Marcus Stanton’s) apartment. Here they gain “I know you will require compensation for
some clues about the Bishop’s true nature, at least that this tasking and I believe I have acquired an ap-
Behind the Scenes for driving). Note the visibility modifier also applies to any
attack tests outdoors, unless the runner has some means
CAST OF
SHADOWS
The runners get the call from Nick Ryder’s commcode, of compensating. Most of the CZ (especially the parts the
but when they pick up the call, Remo (Samantha’s free runners visit) still has lousy roadwork. Anyone piloting a
sprite, from SRM 5A-01 Chasin’ the Wind) is on the line; vehicle should make a Vehicle Skill + Reaction [Handling] PLAYER
he hacked Ryder’s commlink to find some help. Remo
(2) Test to arrive at the destination without incident (see HANDOUTS
tells the runners something bad happened to Samantha
Crashes, p. 201, SR5); apply another –2 penalty if the vehicle
in the CZ. Something took control of (“hacked”) her and
it severed her link to the resonance and Remo. Remo is moving faster than its walking speed. DEBRIEFING
wants the runners to free Samantha by whatever means Under normal circumstances, a runner can get hold of LOG
necessary. In order to find her, Remo gives the runners a contact on a 2D6 roll that meets or exceeds the contact’s
the frequency and last known location of an implanted Connection Rating (to reflect how busy the contact is: p. 387,
commlink belonging to Victor Bilson, a “corporate se- SR5). Because of the storm, Chicago-based contacts are
curity liaison” (“Mr. Johnson”) for a company called He- less likely to be out and about and more likely to be bored
phaestus Technologies, which is a Shiawase subsidiary. and looking for something to do; grant a +1 on the 2D6 roll
Bilson died within the last twelve hours, but he had a for any Chicago-based contact. Once the runner connects
small slush fund for Johnson activities to which Remo with the contact, use the rules in the Legwork section, with
now has access, so he can offer payment. Remo’s ini- a +2 to the Connection + Connection Test for a Chicago-
based contact to determine if the contact has information.
These bonuses have no bearing on the contact’s Loyalty or
SCENE 1: 10-57 REDUX anything based on Loyalty. 7
COVER
A LIFE TAKEN
INTRODUCTION
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
SCENE 7
Pushing the Envelope Scene 2:
This scene should not require any added difficulty.
However, if Remo knows a runner mistreated Saman-
The Angriest PICKING UP
THE PIECES
tha in SRM 5A-01 Chasin’ the Wind, he is less inclined to
trust them; feel free to treat this either on an individual
Angel
basis or as a “majority rules” sort of thing. If he doesn’t LEGWORK
trust the runners, he may insist on hanging around on Scan This
their network to monitor events. In this scene, Becky 99 contacts the runners and wants
Feel free to include Remo as comic relief as needed; CAST OF
them to look for those responsible for murdering her
Remo only saw human life through Samantha, and not SHADOWS
“sister” Tasha.
much of that, so he’s not familiar with the subtleties of
human behavior.
Tell It to Them Straight PLAYER
HANDOUTS
Debugging The rain is still pouring down, but the only lightning
you’ve seen so far has been dancing from cloud to
This late in the season, almost every runner should cloud in the western sky. DEBRIEFING
have Nick Ryder as a contact. If a runner does not have As usual in the CZ, one commcall brings a second LOG
Ryder as a contact, the call comes through one of their within minutes. The caller ID says “Becky 99.”
fixers as an anonymous source and a payment placed “Greetings, friends! Please meet me at the Buns restau-
in escrow pending completion. rant in the Maker Collective in an hour. Dress for a job.”
It is possible the runners refuse the job from Remo. If
this happens, proceed to Scene 2: The Angriest Angel, Read this after the runners
in which Becky 99 contacts the runners with her job.
agree to the meet:
The Maker Collective is not so much a mall as
see him die.” > If there’s any place to find a hacker, it’s here. Secure
your Matrix connections.
SCENE 5
• They were sent here on orders from Altar Boy, of compensating. Most of the CZ (especially the parts the
who visited them at their hangout, an Ancients bar runners visit) still has lousy roadwork. Anyone piloting a SCENE 4
called Tollhouse. vehicle should make a Vehicle Skill + Reaction [Handling]
• Altar Boy freaks everyone out so no one dares (2) Test to arrive at the destination without incident (see
SCENE 5
challenge his orders. There’s a palpable sense of Crashes, p. 201, SR5); apply another –2 penalty if the vehicle
evil power hanging over him. is moving faster than its walking speed.
• Altar Boy takes orders from someone else he calls This scene includes a Rating 3 Static Zone, due to the SCENE 6
“the Bishop.” These gangers don’t know anyone crumbling infrastructure and the thunderstorm. For rules on
who has ever met the Bishop other than Altar Boy. Matrix Noise, see p. 230, SR5.
SCENE 7
• The Bishop lives in a series of partly-ruined row
houses at 2931 N. Lawndale Ave., which Altar
Boy calls The Rectory. The gangers know this
Pushing the Envelope PICKING UP
information because it’s a place they’re supposed This encounter is not meant to be a serious challenge THE PIECES
to avoid. for the runners (aside from exploding corpsec guys).
It’s meant to give them a view of the interest level both
• There are a few higher-ranking Ancients who also
parties have in Bilson’s corpse. LEGWORK
live at The Rectory. They are all fiercely loyal to and
If you have a lot of extra time, you can have the run-
secretive about the Bishop and his activities. ners discover the Ancients and the Hephaestus team
before they find Bilson’s body and instead have two CAST OF
SHADOWS
WHAT’S ON VICTOR homeless guys, Randy and Randall, one carrying off Bil-
son’s head and the other carrying off his body because
BILSON’S COMMLINK they look like they might be worth a few nuyen.
PLAYER
HANDOUTS
•
•
2,000 nuyen per runner, as Remo promised.
Bilson brought his team here to close a trap set for
Debugging
a woman named Samantha. If the runners don’t have a hacker, let them call up DEBRIEFING
• Bilson was on the team who originally kidnapped Remo, who slips back into Bilson’s commlink and gets LOG
them the money and the information. Should the run-
Samantha as a young girl (see SRM 5A-01 Chasin’
ners kill all the gangers, they are stuck with the ad-
the Wind for more of Samantha’s backstory).
ditional legwork option (Scene 4: Pounding the Wet
• Hephaestus is a Shiawase subsidiary. Bilson Pavement).
knows this because a Shiawase middle manager
has been checking into Bilson’s activities and the
Samantha project lately.
• He did not know anything about Remo.
Pounding The
FA, RC 3 (+2 from Str), 30 (c), w/ laser sight, gas vent 3, SCENE 4
APDS ammo, quick-draw holster, 2 spare clips]
Combat Knife [Blade, Acc 6, Reach —, DV 6P, AP –3]
Wet Pavement SCENE 5
HEPHAESTUS TEAM
(4 MEMBERS, PROFESSIONAL RATING 5) Scan This SCENE 6
In this scene, the runners do some legwork to try to
Human males, all look similarly bland. They run all their
find the Ancients’ new leader. SCENE 7
gear with wireless turned off because of the storm.
logo on his jacket. • Altar Boy freaks everyone out, so no one dares
If the runners played SRM 5A-01 Chasin’ the Wind, challenge his orders. There’s a palpable sense of INTRODUCTION
they found Samantha here before. Samantha has not evil power hanging over him.
been back since that mission. If shown a picture, at • Altar Boy takes orders from someone else he calls MISSION
least one person remembers she worked here a couple “the Bishop.” The gangers don’t know anyone who SYNOPSIS
years ago for about a week until a shadowrunner team has ever met the Bishop other than Altar Boy.
escorted her away. The person remembers the incident
• The Bishop lives in a series of partly-ruined row
because it seemed strange that a group of big, bad, SCENE 1
houses at 2931 N. Lawndale Ave., which Altar
heavily-armed shadowrunners would be so scared of
one girl. Boy calls The Rectory. The gangers know this
information because it’s a place they’re supposed
SCENE 2
to avoid.
Brother’s Scrap Yard
• There are a few higher-ranking Ancients who also
The Scrap Yard is large and crowded. Tasha used to live at The Rectory. They are all fiercely loyal to and SCENE 3
trade scrap here frequently and, as in the Collective, secretive about the Bishop and his activities.
she was well liked. No one has seen her in a few weeks,
but about a month ago a young man, roughly 14 years SCENE 4
old, poked around asking about her. He never gave a
name, and while he was very polite and well spoken,
ANCIENTS GANGERS
most people say he gave them the creeps, but they (12 MEMBERS, PROFESSIONAL RATING 1) SCENE 5
couldn’t tell you why.
Elves, assorted ethnicity and gender, basic gangers.
They run all of their gear with wireless turned off because SCENE 6
Old S-Mart Building
of the storm.
A shadowrunner team attacked the place a few weeks
ago, but since then, the Ancients reclaimed the build- SCENE 7
B A R S W L I C ESS
ing as a flophouse. The windows are blacked out and
the doors are locked with Rating 3 Maglock Keypads 4 5 3 4 3 2 3 5 6
(to which all the Ancients know the key code). There PICKING UP
are about a dozen gangers inside. If the runners get Initiative: 6 + 1D6 THE PIECES
them to talk (whether through intimidation or brib- Condition Monitor: 10
ery), they know a few bits of information (see sidebar). Limits: Physical 5, Mental 4, Social 6
Armor: 12 LEGWORK
They’ve met Altar Boy before, as recently as a few days
ago, and he creeps them out. Or, if it comes down to a Skills: Automatics 4, Blades 4, Clubs 3, Etiquette 3 (Street
fight, the runners should not have trouble exterminat- +2), Intimidation 4, Perception 1, Pistols 4, Unarmed
Combat 3 CAST OF
ing a dozen gangers. SHADOWS
Qualities: Low-light vision
If the runners don’t think of these places and want Gear: Armor jacket
to go exploring the CZ, they can make a Chicago Area Weapons:
PLAYER
Knowledge + Intuition [Mental] (2) Test. One or more Steyr TMP [Machine Pistol, Acc 4(5), DV 7P, AP –4, SA/BF/
HANDOUTS
of these locations can be mentioned in addition to the FA, RC 3 (+2 from Str), 30 (c), w/ laser sight, gas vent 3,
listed “2 hits” result on any of their Chicago-based con- APDS ammo, quick-draw holster, 2 spare clips]
tacts’ Legwork Tests. Combat Knife [Blade, Acc 6, Reach —, DV 6P, AP –3] DEBRIEFING
LOG
Pushing the Envelope went missing after the Artifact Rush (Missions Season
If the runners do well enough on their legwork regard- 4). He knows some of what has gone on in the last few
ing the Bishop, they may find out another priest has weeks in the Chicago scene (treat him as knowing ev-
been asking about the Bishop, but this priest calls him erything up to 3 hits for all subjects except Auslander,
Auslander. The other priest calls himself Fringe (see about whom he has the entire Matrix worth of infor-
Cast of Shadows), a “former” shadowrunner who is on mation; see Legwork). Should the runners be worried
a solo run of his own. He is looking for a jade cup that about background count, Fringe is willing to perform
Massacre at
Preston), and locked them both in the room while a CAST OF
shedim possessed Preston. Sarducci survived the re- SHADOWS
sulting fight but has been unable to escape on his own.
In another locked (Rating 6 Maglock) and warded
(Force 6) room in the basement is a small crate, about
St. Hyacinth PLAYER
two feet on a side, covered in writings in a language sim- HANDOUTS
ilar to Sanskrit (like the writing on the jade cup in SRM
04-10 Romero and Juliet). If the runners have access to
Scan This
the language, a successful Sanskrit + Intuition [Mental] In this scene, the runners enter the Basilica of St. Hya- DEBRIEFING
(2) Test reveals the writings are protective spells (an As- cinth. This scene is the Season 6 arc climax and draws LOG
sensing + Intuition [Astral] (3) Test reveals this as well). If in elements from Season 5 and even presents a call-
the runners open the crate without first making a Disen- back to Season 4. The runners are in for some serious
chanting + Magic [Astral] (4) Test, Auslander is on guard carnage unless they plan well.
and ready for the runners when they arrive (Scene 6:
Massacre at St. Hyacinth). In any case, the crate con-
tains the jade cup from SRM 04-10 Romero and Juliet; if
Tell It to Them Straight
the team met Fringe, he offers them a nominal amount As you arrive at the Basilica of Saint Hyacinth, the roll-
(either 2,000 nuyen each or cleansing services to be ing thunder settles down and you feel the first nearby
Initiative: 17 + 1D6
SCENE 7: AFTERMATH 19
Picking Up characters’ actions throughout the game and award
additional points as appropriate. If a player earns Pub-
COVER
Technologies specific.
Contacts to Ask: Corporate, technology, or biotech 1 1 Human woman, in her late SCENE 7
contacts twenties, heavily augmented,
kinda twitchy.
PICKING UP
Contacts Matrix Search Information 2 — She was a test subject at a corp
THE PIECES
0 0 Never heard of it. Sounds like one lab facility but escaped a couple
of those old gods, though. years ago.
1 — Small corp, specializing in medical 3 3 The lab she escaped from LEGWORK
technologies. belonged to Janus Industries,
2 1 Back in 2052, HT bought out a which is a subsidiary of
Hephaestus Technologies. She CAST OF
small lab facility called Janus
typically wears basic street SHADOWS
Industries, located in the CZ.
clothes over an upgraded
3 3 Hephaestus Technologies chameleon suit.
is a subsidiary of Shiawase PLAYER
4 — Her family left Chicago right
Corporation. HANDOUTS
around the time of the initial bug
4 6 Through Janus Industries, infestation in the late fifties. She’s
HT ran some biotech black back here looking for what’s left of
projects, including the Samantha DEBRIEFING
the family home. LOG
Project that cloned a “modified”
technomancer (SRM 05-01 Chasin’ 5 6 She has a Shiawase corporate
the Wind). SIN, which was hidden under
layers of Matrix shadows
until a few days ago, when an
anonymous tip reported her in
Chicago.
LEGWORK 21
Becky 99 Nick Ryder COVER
Contacts to Ask: Chicago Runner, CZ Resident, Ganger Contacts to Ask: Bartender, Beat Cop, Criminals, Any
Lone Star, Street Doc A LIFE TAKEN
Contacts Matrix Search Information
0 0 The daughter of Becky 98 maybe? Contacts Matrix Search Information
0 0 Didn’t he drive a black race car INTRODUCTION
1 1 She used to run the Chicago
streets. Had some magic talent, I about a hundred years ago?
think. 1 1 Detective for Lone Star, MISSION
2 3 Leader of a gang called the consistently about a half-step SYNOPSIS
Desolation Angels. They’re about away from getting fired. Self-
as nice as a CZ street gang gets. righteous enough that it gets in
the way of good police work. SCENE 1
3 — She’s been around the CZ forever.
She’s a Rat shaman, and knows 2 — He’s actually one of the honest
the back alleys like you would cops. Plays the downtrodden hero
a lot. SCENE 2
expect she would.
4 6 She has quite a collection of 3 3 His rep gets him in trouble
historical knickknacks from the regularly with the brass, and the SCENE 3
city’s past. media intentionally smears him
when they can.
5 — She’s really interested in
collecting historical data about 4 6 He drinks perhaps a little too SCENE 4
the downfall of Chicago, and she much for his own good, but that’s
can pay cash for good finds. probably to help him sleep at night
with all the corruption that goes SCENE 5
on among Chicago’s police.
Tasha SCENE 6
Contacts to Ask: Chicago Runner, CZ Resident, Ganger Janus Industries
Contacts Matrix Search Information Contacts to Ask: Any Shiawase, Fixer, Mr. Johnson SCENE 7
0 0 Don’t know her.
Contacts Matrix Search Information
1 1 Girl in her early teens, murdered a PICKING UP
0 0 Never heard of it. Sounds like one
couple weeks ago. THE PIECES
of those old gods, though.
2 3 Mascot for the Desolation Angels.
1 1 Old research firm back in the
3 — She showed up at one of the fifties. I think it went to hell with
DA clubhouses a few years ago
LEGWORK
the rest of Chicago.
looking for Becky 99, no family
2 2 It was bought out by a firm named
anyone seems to know about. CAST OF
Hephaestus Technologies back in
4 6 She’s shown a powerful aptitude ’52. SHADOWS
as a technomancer.
3 3 It broke away from the University
5 — She calls Becky 99 her “big of Chicago and Argonne National
sister,” a relationship Becky does PLAYER
Laboratory just after the first
not discourage. HANDOUTS
Crash.
4 — There’s a building just off I-90,
just inside the northern edge of DEBRIEFING
the Noose that used to bear its LOG
logo. The building was claimed
by Saeder-Krupp a couple years
ago in the early days of Project
Takeback.
5 6 Hephaestus Technologies
is a subsidiary of Shiawase
Corporation.
LEGWORK 22
Tollhouse The Bishop / Auslander COVER
Contacts to Ask: Any ganger contact in Chicago, Fixer, Contacts to Ask: Ancients contacts, church contacts,
Lone Star contacts occult/magic contacts A LIFE TAKEN
LEGWORK 23
Fringe Cast of Shadows COVER
CAST OF SHADOWS 24
Quote: “Ask me no questions, I’ll tell you no lies.”
Nick Ryder COVER
B A R S W L I C EDG ESS M
A LIFE TAKEN
5 5 6 3 6 3 5 5 6 6 9
Connection: 3 PLAYER
HANDOUTS
Quote: “This is my city. She’s as broken and battered as
my soul, but she’s mine and I wouldn’t trade her for the
DEBRIEFING
world.”
LOG
B A R S W L I C EDG ESS
5 4 5 3 6 4 5 4 7 5.7
Initiative: 10 + 1D6
Condition Monitor (P/S): 11/11
Limits: Physical 6, Mental 7, Social 7
CAST OF SHADOWS 25
Armor: 9 B A R S W L I C EDG ESS M COVER
Active Skills: Automatics 4, Clubs 5, Computer 4, Etiquette
3(7) 3 3(7) 3 6(10) 5 5(9) 8(12) 5 6 10
6 (Street +2), Gymnastics 3, Intimidation 5, Leadership 4,
Longarms 3, Negotiation 6 (Interrogation +2), Perception 6, A LIFE TAKEN
Pilot Ground Craft 3, Pistols 6, Running 4, Stealth Group 5, Initiative: 20 + 3D6
Tracking 3, Unarmed Combat 5 Condition Monitor: 12/13
Knowledge Skills: Chicago Area 6, Crime Syndicates 7, Illegal Limits: Physical 4(7), Mental 7(10), Social 10(14) INTRODUCTION
Goods 6, Law Enforcement 4, Local Gangs 6, Local Politics 4, Armor: 2
Police Procedures 8, Street Rumors 6 Active Skills: Arcana 6, Assensing 4 (Aura Reading +2),
Athletics skill group 1, Banishing 9 (Shedim +2) 9, Con 2, MISSION
Languages: English N, German 2, Russian 2, Spanish 2
Counterspelling 8 (Combat Spells +2), Enchanting skill group SYNOPSIS
Augmentations: Datajack, smartlink
Gear: Armored vest, biometric reader, glasses 3 (image link, 3, Influence skill group 1, Perception 1 (Visual +2), Pistols
thermographic vision, low-light vision), handcuffs (metal), 1, Ritual Spellcasting 4, Spellcasting 10 (Combat Spells and
Health Spells +2), Stealth skill group 1, Summoning 8 (Angels SCENE 1
Hermes Ikon commlink (DR 5), stealth RFID tags x10
Weapons: of Fire and Angels of Guidance +2)
Colt Government 2066 [Heavy Pistol, Acc 6(8), DV 7P, AP –1, Knowledge Skills: Magical Theory 7, Military 1 (UCAS Air Force
+2), New York City Area 1, Philosophy 1 (Taoism +2), Physics
SCENE 2
SA, RC —, 14(c), w/ 2 clips regular ammo, 2 clips gel
rounds, internal smartlink] 10 (Quantum +2), Seattle Area 1, Security Design 3 (Magical
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] +2), Theology 10 (Christian +2) SCENE 3
Languages: English N, Greek 3 (New Testament +2), Hebrew 1,
Japanese 1, Latin 1, Or’zet 1, Sanskrit 1, Sperethiel 1
Fringe Qualities: Magician (Christian Theurgy, drain stats Charisma + SCENE 4
Willpower), Analytical Mind, College Education, Distinctive
Fringe is a former shadowrunner who operated most-
Style, Focused Concentration 6, Incompetent (Conjuring;
ly in New York and Seattle, with occasional side jobs
around the world. He is a founding member and bene-
only affects Binding), SINner (UCAS National SIN; Daniel SCENE 5
Roberts), SURGE (Celerity), (Glamour)
factor of the Conquistadors, a secret initiatory magical
Initiate Grade: 8
group in Seattle. He justifies his status as a shadow- SCENE 6
Metamagics: Centering (praying in New Testament Greek),
runner, and his association with hardened criminals,
Cleansing, Exorcism, Extended Masking, Geomancy,
by pointing out that Christ frequently associated with
Masking, Quickening, Shielding
prostitutes and tax collectors. SCENE 7
Quickened Spells (all at Force 9, 1 Karma, 4 hits): Combat
Fringe is an elf changeling and has a definite other-
Sense, Increase Body, Increase Charisma, Increase
worldly quality; many people feel it as an angelic quali-
Intuition, Increase Reaction, Increase Reflexes, Increase
ty, almost as if his soul were trying to shine through his PICKING UP
Willpower
skin. While not actually cybered, his eyes are mirrored THE PIECES
Gear: Clerical vestments (armor 2, built-in microtransceiver),
and are often mistaken for first-generation cybereyes.
power focus (Force 4, silver Celtic cross pendant), shielding
He is a magician of the Christian Theurgy tradition, but
focus* (Force 8, rosary; *adds its Force to the magician’s LEGWORK
he does not (or cannot) bind spirits; when asked, he of-
initiate grade when he uses the Shielding metamagic),
ten says “One does not bind an angel of the Lord.” If
Transys Avalon commlink (DR 6)
he has a magical weakness, it is that he can only have
Spells: Antidote, Combat Sense, Cure Disease, Detox, Heal, CAST OF
one spirit on hand at a time (summoned on the fly), and
Hot Potato, Increase Body, Increase Charisma, Increase SHADOWS
he does not re-attempt failed summonings (he consid-
Intuition, Increase Reaction, Increase Reflexes, Increase
ers the failure a divine signal). Anyone who expects a
Willpower, Levitate, Lightning Bolt, Oxygenate, Physical
Bible-thumper will be disappointed, since Fringe tends
Barrier, Stabilize, Stunball, Stunbolt PLAYER
to be more quiet and thoughtful about his faith and be-
Rituals: Aspect Mana Line, Circle of Cleansing, Circle of Healing, HANDOUTS
lieves deeds preach louder than any sermon. He does
Group Bond, Manifest Sha, Smudging
not believe killing is appropriate except as necessary to
Bound Spirits: None. Fringe does not bind spirits.
defend the lives of others. Against metahuman targets, DEBRIEFING
Weapons:
he believes only nonlethal options are appropriate, but LOG
HK-227 [SMG, Acc 6(7), DV 5S (e), AP –5, SA/BF/FA, RC (1),
against otherworldly threats he pulls out all the stops.
28(c), w/ Stick-n-Shock ammo, smartgun system, integral
sound suppressor]
Connection: 4 (He has a “Who’s Who” of the NYC and
Fichetti Security 600 [Light Pistol, Acc 6 (7), DV 5S (e), AP –5,
Seattle shadows on speed-dial, and has met a few con-
SA, RC (1), 30 (c), w/ Stick-n-Shock ammo, laser sight]
tacts in Chicago.)
CAST OF SHADOWS 26
A Rat Shaman and a former shadowrun- A Rat Shaman and a former shadowrun- A Rat Shaman and a former shadowrun-
ner, Becky 99 survived in the chaos of the ner, Becky 99 survived in the chaos of the ner, Becky 99 survived in the chaos of the
Containment Zone by joining up with a Containment Zone by joining up with a Containment Zone by joining up with a
group of women who would eventually group of women who would eventually group of women who would eventually
become the Desolation Angels. When become the Desolation Angels. When become the Desolation Angels. When
the wall came down, she stayed with the the wall came down, she stayed with the the wall came down, she stayed with the
group, mostly working in the background group, mostly working in the background group, mostly working in the background
until last year when she stepped forward until last year when she stepped forward until last year when she stepped forward
and challenged the leaders of the different and challenged the leaders of the different and challenged the leaders of the different
factions of the gang. Believing that they factions of the gang. Believing that they factions of the gang. Believing that they
had lost focus and disgusted with the way had lost focus and disgusted with the way had lost focus and disgusted with the way
they treated anyone not a member of the they treated anyone not a member of the they treated anyone not a member of the
gang, especially men, she defeated each gang, especially men, she defeated each gang, especially men, she defeated each
faction’s leader and united the Desola- faction’s leader and united the Desola- faction’s leader and united the Desola-
tion’s under a new banner. She’s now tion’s under a new banner. She’s now tion’s under a new banner. She’s now
working to make the Zone a little bit bet- working to make the Zone a little bit bet- working to make the Zone a little bit bet-
ter, and in the process wants to stamp out ter, and in the process wants to stamp out ter, and in the process wants to stamp out
any and all remaining signs of the Insect any and all remaining signs of the Insect any and all remaining signs of the Insect
Spirits that once invaded her home. Spirits that once invaded her home. Spirits that once invaded her home.
Key Active Skills: Conjuring Group, Spell- Key Active Skills: Conjuring Group, Spell- Key Active Skills: Conjuring Group, Spell-
casting Group, Stealth Group casting Group, Stealth Group casting Group, Stealth Group
Knowledge Skills: Chicago Area, Insect Knowledge Skills: Chicago Area, Insect Knowledge Skills: Chicago Area, Insect
Spirits, Famous Shadowrunners, Local Spirits, Famous Shadowrunners, Local Spirits, Famous Shadowrunners, Local
Bars, Runner Hangouts, Magic Theory, Bars, Runner Hangouts, Magic Theory, Bars, Runner Hangouts, Magic Theory,
Music (Modern Punk), Street Gangs (Chi- Music (Modern Punk), Street Gangs (Chi- Music (Modern Punk), Street Gangs (Chi-
cago) cago) cago)
Uses: Street Info, Rumors, Jobs Uses: Street Info, Rumors, Jobs Uses: Street Info, Rumors, Jobs
DEBRIEFING LOG
PLAYER DATE / /
CHARACTER LOCATION
PERSONAL INFO
KARMA REPUTATION
Earned ¥
Spent ¥ GM’s Signature
Remaining ¥