Welcome to the Data Haven

•December 2, 2008 • 13 Comments

Hello chummers.  ;)

My name is J, but I also answer to Insomniac.  This blog will soon be the home of all my Shadowrun stuff that I have scattered around the Net.  Primarily a place to grab run notes, I plan on reviewing sourcebooks, posting fan fiction and perhaps even commenting on the game itself.

If you’re not familiar with Shadowrun (in the P&P RPG style, rather than the video games), it is a near-future, dystopian, cybernetic future game where fantasy elements have been re-introduced to the world causing an interesting blend of magic and machine.  The storyline is in-depth and there are so many things going on at once that Game Masters should have no shortage of material.  However, if you find yourself short on material, hopefully some of the future posts on this blog will help with that.  :)

While I will occasionally pipe up like this, the bulk of my posts will likely be “in-character” as my grumpy, sleep-deprived sysop alter-ego, Insomniac.  He runs a board in the Seattle Matrix where shadowrunners can look for work.  He’s a no nonsense kind of guy, but he does welcome some discussion.  So if you’d like to comment on run notes, feel free to do so in character and become part of the dialogue.

Well, I think that’s it for now.  Hopefully, you’ll check back from time to time.


>>Oi!  Who’s grumpy?  Anyways, I figured I’d step up and introduce myself.  The handle’s Insomniac and I run my own little corner of ShadowSea.  If you need work, I’m your guy…assuming legality ain’t a scruple you tend to have.  If you think the shadows might be the place for you, then loiter for a bit and see what’s around.  Who knows…maybe you’ll be the next best thing round here.  Or maybe you’ll end up as the next red stain on the asphalt.  Either way, these should be interestin’ times, omae.  Perhaps I’ll see ya round.
>> Insomniac
“The shadows never sleep, so why should I?”

Trojan Horse – A Wolf in the Henhouse (Shadowrun)

•November 25, 2014 • Leave a Comment

Scene 1 – Retribution

The mission opens not with a call from the fixer, but a Perception Check. It’s the middle of the night when Evo’s forces converge on their apartment/home. The margin of success on the Perception Check determines when the runner detects the intrusion.

3+ – The moment the Evo soldiers breach the front door.
2 – As the team moves through the middle of the apartment
1 – In the hallway outside the bedroom
0 – When their commlink rings.*

Glitch – When the bedroom door is thrown open and a flashbang is thrown into the room

The earlier the runners detect the intrusion, the better they can use their home ground advantage to either escape or ambush their attackers. As the Evo team nears the bedroom and incoming text message arrives from their latest Mr. Johnson (from “Marionettes”) that states “We’ve been hacked. Get out now and call me when you’re clear.”

Each team will be tailored to take on the threat they’ve been assigned (dealing with a mage will have a mage of their own, hackers will deal with a tech-light team, etc).

With the runners having either survived or fled, they call up Mr. Johnson. “Glad to hear you made it through Evo’s hit squads. We only recently detected the hack on our system here and the powers that be are extremely… upset that this technomancer thinks he can waltz around in our network. We have a contingency plan to take these bastards down and we’d like you to handle it. Come meet me to iron out the details and we’ll get even.”

Mr. Johnson is extremely angry at the current events and has a plan they were already planning on implementing to ascertain Evo’s plan. They are now going to have to compensate the runners for the inconvenience of their address being compromised.

If the runners are willing to hear out Mr. Johnson and seek revenge, he will meet them at the Barn Burner in Auburn at 8PM to discuss the details.

Scene 2 – Setting the Stage

The Barn Burner is a Southwestern style restaurant that still insists on real meat in their dishes, despite the higher price point given the later hour, the restaurant isn’t as busy as it might usually be and Mr. Johnson has reserved a large portion of the back right of the restaurant. At the table is Mr. Johnson and an Asian man who are engaged in quiet conversation.

Once the runners arrive, Mr. Johnson asks them if they’re at all hungry and will pay for whatever they order. Once the team has gathered, he will start into the current matter at hand.

Welcome. Glad you all made it. Ares extends their deepest regrets about what happened and we intend to compensate you for the difficulties. We have a plan of action to unearth this technomancer so we can deal with him directly. This gentleman here is Daniel Wills, a member of Knight Errant Intelligence division… or at least, that’s who he was. He’s been in our Europort office for the past year and for the last six months, he’s been studying Evo’s ever-growing presence in the Dutch port. As one of the main overseers of the Portoplex facility for Evo, Shimura Ito has broad powers in Europort and has access to Evo’s even broader network. Daniel has undergone extensive surgery and body modifications to look and sound like Ito and has studied the man closely. We need you to accompany Daniel to Europort and seamlessly insert him into Ito’s life. This means that the real Ito will need to disappear permanently. If you can extract any information from the man, it may be beneficial, but odds are, Evo have implanted countermeasures of some kind and it may simplify your job to silence him quickly.”

Daniel’s fingerprints have been altered to match Ito, but there is little we can do about his DNA. You will need to find any blood samples belonging to Ito and replace them with Daniel’s. We know the job is high risk and certain aspects of it are distasteful, but we are willing to pay you 15,000¥ apiece for the task at hand, plus cover all your travel expenses. On top of that, due to your living arrangements having been compromised, we are willing to pre-pay for a new residence for three months, in a location of your choosing. You just need to send us the bill. Are the terms acceptable?”

Mr. Johnson is not willing to budge further on the residence and it is to a maximum of a Middle Lifestyle. Negotiations can increase the payment by 500¥ per net hit.

If the runners sign on, Mr. Johnson thanks them and tells them to meet Daniel outside the Ares headquarters in the Downtown core and they’ll be taken by helicopter to a private charter out of Seattle over to Europort. Bring only gear they can easily carry for the trip.

Mr. Johnson (Brad Smyth)
Thresholds: Matrix (1), Corporate (2), Shadow Community (2)

1 – Mr. Johnson is Brad Smyth, a ten year employee of Ares.
2 – Mr. Johnson has built up a very positive reputation in the shadows as a good man to work for. In one instance where a runner team was double crossed by Ares, Mr. J logged onto Jackpoint and explained why the team had screwed up and told the other runner teams in the area to avoid making the same mistakes.
3 – Never married or had kids. Has had several dates, but seems to go out of his way to avoid attachments. Leading rumours are that he wants to avoid having another person being used as leverage against him.
4 – Has survived three assassination attempts and Ares watches him closely, as he is a strong shadow asset for the UCAS branch.

Daniel Wills
Thresholds: Matrix (1), Corporate (2), Law Enforcement (2)

1 – Daniel is a veteran of Knight Errant, who has been in Intelligence for seven years.
2 – Efficient and studious, Daniel is known for his precision and sense of duty to Ares. Expert in reconnaissance and a solid fighter.
3 – Married to his career and seems to spend every third month in a new city, often studying a new target or on the occasional deep cover assignment.
4 – Was recently spotted in Western Europe, but suddenly disappeared and hasn’t been seen since. Rumours are circulating that he may either be on another undercover assignment or one of his marks caught up with him.

Shimura Ito
Thresholds: Matrix (1), Corporate (2)

1 – Shimura Ito is a long-time employee of Evo Europe. Spent most of his career in Vladivostok and Khabarovsk.
2 – Ito has earned a reputation as a shrewd businessman and a keen insight on resource management. Was recently promoted to handle expanding operations in Western Europe.
3 – Currently working to break Ares and Saeder-Krupp’s stranglehold on Europort. His devotion to his job has cost him his marriage, but he has made considerable in roads into Portoplex to deliver Evo goods into Western Europe
4 – Due to his success rate, he has been assigned a security detail to protect him from attempts on his life. They are external resources, hired from Hamburg while Ito resolves so final negotiations with Zeta-ImpChem.

Scene 3 – Infiltration

Europort is a Corporate enclave in what remains of Rotterdam after the Black Tide brought death and disease to the area. The waterfront, referred to as Portoplex is nearly 100% automated, due the toxic level of pollution that still exists in the North Sea. The metahumans that service the area live in a bleak dormitory district just outside Portoplex and the east and southern sides of the city are ringed by corporate districts, run by the assorted corporations that make up the city’s council. Regulus forms the mediator portion of the council, but Saeder-Krupp and Ares are the two largest financial contributors. The Corporate district is centered around “De Kop van Zuid” and Evo has managed to push out some of ESUS and Maersk, to the dismay of the EU.

Shimura Ito lives in the corporate housing district of Evo in Europort. He almost never leaves corporate grounds, so the runners are either going to have to wait for one of those rare times where security will be ramped up to escort him off of controlled ground, or whether they will try to slip into the Evo-run portion of the city and conduct business under the company’s radar.

Ito has a security team that never leaves his side, to supplement the already present Evo security forces. These independent mercenaries have been hired to ensure Ito remains safe. The team consists of: a skilled human hacker, Troll Adept, and ork Mercenary, skilled in mixed weapon styles and a Dwarf shaman. While the runners can eliminate the security, if they can replace Ito and keep the security detail alive, it can add some legitimacy to the replaced employee (though Daniel or one of the runners may need to eliminate the mage).

If Ito does leave the safety of Evo’s compound, it’s for work. There will be corporate security escorting him the entire way and may draw more of a spectacle than the team wants.

Ito’s Itenerary for the first two days the runners are in Europort:

7:30-8:00 – Morning Commute through Evo compound
Works until Lunch
12:30 – Head to Oude Centraal for lunch with client (off Evo grounds)
1:30-6:00 – In the office
6-6:30 – Return Commute
6:30-7:30 – Dinner
8:00-9PM – Teleconference with Manhattan office
10:30PM – Sleep
7:30-8:00 Morning Commute through compound (same route)
9-1 – Director’s Meeting
1:30 – Late Lunch at local coffee shop
2:30-3:30 – Department Meeting
3:30-6PM – Work
6-6:30 – Return Commute
6:30-7:30 – Dinner
8:00-10PM – Football Match
10:30PM – Sleep

Ito’s office is a glorified cube farm, but he has a nice office where he organizes personnel on the Western European business front. Ito is fairly well liked and he fraternizes with the employees of his office, but there are a few employees that could be plied with cash.

If the runners choose to hit him at his home, there can also be the risk that his soon-to-be-ex-wife could come by unexpectedly to collect her things or fight for more money. She could blow a perfect operation by showing up at the wrong time…

Scene 4 – The Final Piece

To complete the illusion of the replacement, the team will need to swap any on-file blood samples Ito had for Evo. Being their biggest medical subsidiary, the blood samples are being handled by Crashcart, the local equivalent to DocWagon.

Crashcart’s offices are in the center of De Kop van Zuid, with access to all corporate sections and as a result is inundated with overlapping security forces from different corporations. However, the runners may be able to bargain with one of the other corps on the EARC to gain easier access to Crashcart.

The facility is a small corporate hospital. While it doesn’t have room for a lot of patients, it has state of the art equipment and high caliber doctors. Collateral damage here will be costly to all the corps, though it with hit Evo the hardest. Doing significant damage to the hospital may paint a target on the runners.

The hospital is a single floor with large patient wards, great amenities and plenty of security. The runners will need to find a way into cold storage in the emergency section of the hospital, find the right blood samples and complete the exchange.

With Ito dead, the blood samples swapped and Daniel in place (assuming the runners did nothing to have the Knight officer outed), Ares will charter a flight home and they will be paid, as well as be able to find a new place to live after Evo raided their last place.

>> Wait, so we have to whack a senior exec and then insert some poor schmuck into his place?  That’s risking angering multiple corps in one shot, if things go horribly wrong…
>> Malys

>> Not to mention doing all of this in one of the biggest corporate controlled cities in Europe.  It all be for nothing if this corporate stooge isn’t good at his job.
>> Havik

>> I get by just fine, Havik.
>> Black Knight

>> Well lookie who found their way onto ShadowSEA.  Any words of wisdom before the sysop crashes your ass?
>> Havik

>>Only this:  whoever takes this job… do your homework.  I’ve done mine.  Europort is a unique beast… act like a tourist and you’re already made.
>> Black Knight

Identity Crisis Part 2 – Eluding the Hunt (Shadowrun)

•July 30, 2014 • Leave a Comment

This was the second part of a two-part adventure I ran at Phantasm – Gamer’s Equinox in March 2014.  Without the first part, the opening scene of this run, might not make a ton of sense.

Scene 1 – After the Crash

The sun is shining on the Caribbean Sea as the runners float adrift on the ocean waves after the plane they were aboard was taken down by an anti-aircraft missile. The runners are injured and their mark, Casey Hubbard, while still alive, still nurses a broken leg, even after any magical healing available has been attempted. They had been attempting to get the man to Caracas to deliver him to Mr. Johnson, but at this point, their odds of making a timely delivery are starting to look bleak.

According to their commlinks’ GPS, the closest island is Haiti and the Dominican Republic. Whether they head for land or try to make it to Caracas on their own, it isn’t long before they hear motors inbound. A small fleet of boats converge on their location and judging by the slap-dash method they have been upgraded and armored, these are not government vessels. A group of Zobop pirates converge on them and surround them. If they attempt to use magic to conceal themselves, the magicians onboard the ship unravel the spells to reveal their location. The pirates primarily speak French, but one of the men barks orders at the runners in English that they need to throw their weapons overboard and surrender. One of the pirates still carries the missile launcher used to bring down their plane.

The runners have a tough decision to make: they are surrounded by hostile pirates who have magical support and several animated corpses. But remaining adrift is no way to complete their job. The runners will need to get aboard the pirate ships and commandeer one of them. They lack the fuel to reach the Caracas harbor, so they will need to return to Port-Au-Prince in order to secure transportation that will take them where they need to go.

The Pirates are Grunts with a professional rating of 4 with one Lieutenant per ship.

The runners find evidence on the ship that the Zobop were paid by Telestrian to watch for the plane and take it down of spotted.

Scene 2 – Voodoo Influence

The pirate boats are nearly out of fuel by the time the runners pull into Port-Au-Prince. Haiti never recovered from its ever-present third world status and that is obvious the moment the runners set foot on the island. Hovels have been erected in the shadows of buildings that were never rebuilt after the last natural disaster rolled through. The streets are degraded to the point where even bicycle travel is treacherous at best. However, crime is rampant here, which means the runners can acquire equipment and transportation with the proper application of funds.

Shortly after stepping off the pier, they are approached by a man with a facial tattoo of an ornate skull superimposed over his features. The crowd seems to part as he moves through over toward them.

A moment, please,” he says with a French accent. “I have a business proposition for you, ladies and gentlemen.”

He introduces himself as Francoise Dechaine, a man of some influence in Port-Au-Prince. He says that since they came into port aboard one of his boats, but they are not his people, he assumes that they are not men to be trifled with. “But neither am I…” he warns them.

He wants no interference from the runners on his turf and so he insists that they do business with him while in Haiti. While Francoise can get equipment the runners are after, he charges an exorbitant price for everything. He will also lend them a ship that will get them to Caracas, where one of his men will retrieve it and use it to bring merchandise back to Haiti.

Francoise is a self-serving and deviant man. The mark-up he charges is mainly because without his backing from the local voodoo priests he has pretty much killed off competition out of fear. As for the ship he plans to lend them, he doesn’t expect to get it back. It is barely seaworthy anymore and once they put into Caracas, he hopes the Olaya Cartel will kill them for pulling into harbor in a rival’s boat.

Once the runners are armed and have transportation (they could either steal a plane or bribe (substantially) a pilot to take them, if they don’t want to take the Zobop up on their offer. The local Mob, the Batistas, are the only real other power player in town. However, getting a flight to Caracas means that they will need to deal with backlash from the Zobop. The soldiers fight partially out of devotion and partially out of fear. They will attempt to draw blood, so they can bring a ritual sample back to their masters for whatever nightmares the Voodoo priests can concoct.

If the runners take the Zobop offer, the ship will limp into Caracas, but upon arriving, the ship will be firebombed and sank behind them, as they are attacked in the harbor by the local Cartel.

Whether they deal with the Zobop or the Olaya, the NPCs are Grunts of Rating 4. Either party will have magical support. The voodoo priests will use the Loa to bolster their soldiers strength, while the Olaya, will summon spirits of the Jungle to assault and outflank the runners.

Scene 3 – Offloading the Cargo

At this point, the runners are finally in Caracas. While they may need to conceal themselves from the Olaya Cartel, the Bio-Fine/Horizon building looms high over the city streets, making their objective easy to locate, despite the sprawling metropolis. When the runners contact Mr. Johnson, he is a little displeased that it took them so long to deliver their quarry, but asks them to come to the Bio-Fine tower to deliver the merchandise.

When they walk in the door, security converges on them and whisks them away from public view to an elevator just off the lobby. The elevator takes them up the tower, giving them a panoramic view of the city while taking them directly to an upper level suite where Mr. Johnson is waiting. He welcomes Casey and motions for him to come over to the desk, where Mr. Johnson plugs his terminal into Casey’s datajack, enters a lengthy encryption key and issues the safety that deactivates the dead-man’s trigger they installed in Casey’s headware.

As the data comes in, Mr. Johnson takes a phone call from his superiors. The data Casey is carrying is extremely sensitive and there are concerns that the runners may have been told information by Casey relevant to the data. Mr. Johnson preps credsticks to hand to the runners, but instead of credsticks, it labels the runners as hostile targets for building security. The moment the runners accept their payment the tinted windows overlooking the city become transparent and the bullet-resistant protective layer retracts. Security guards turn on the runners, the elevator goes into lockdown and drones drop down from the rooftop and spray the interior of the room. Mr. Johnson is marked as safe by the smartgun systems, but he will still seek cover from both security and the runners, if available.

With no payment forthcoming, the runners need to decide things quickly. If they want to find another buyer, the data Casey is carrying is now at least partially decrypted. Not enough that the runners can discern its content yet, but they can safely download it without killing Casey (though with bullets flying around, Casey is likely to be shot and killed anyways). They will also need to escape Bio-Fine. A hacker could potentially unlock the elevator, but there will be security waiting in the lobby. There is also a hidden door that leads to a concealed stairway. It is monitored by cameras.

Either way, the runners will have to try to find a way out that won’t get them shot and killed if they are to have any luck in finding a new buyer for the data. If they take the time to fully decrypt the data themselves, they will find that they are carrying evidence that Telestrian was trying to bury, outlining environmental violations, assassination orders and blackmail material that had been stolen by Aztechnology. Telestrian went to great expense to retrieve the information. They compartmentalized it, and had the masked file encrypted by a lead developer before they were to ship it off and have it destroyed. Before they could have the compressed file destroyed, Casey stumbled onto it, mistaking it for something else.

If they decrypt the file, the option to sell it is vastly reduced, as the runners are now aware of the truth and it marks them as targets to anyone who knows what they carry.

>> Wow, a run that went that far sideways… I’d be returning home (after finishing the job, of course… got my rep to maintain), tracking down Mr. J and carving my hazard pay bonus out of his ass.
>> Havik

>> Why go to all this trouble to avoid some bad press?  Barely seems worth it.
>> Varley

>> Telestrian isn’t as big as the Big Ten.  Word gets out that they were messing with the adults, and Telestrian will see themselves dismantled by much more influential players.  Sometimes, when you’re a small player with big plans, burying the truth deep is far better than trying to use PR in face of those who are better at it than you.
>> Kingpin

Identity Crisis Part 1 – Chasing No One (Shadowrun)

•July 30, 2014 • Leave a Comment

This was the first of a two-part Shadowrun story I told at Phantasm – Gamer’s Equinox back in March (yeah, I’m a little behind).  If you plan to adapt this hook to your group, be sure to consider both parts.

Scene 1 – Meeting with Judge

The runners are contacted by Judge for an escort job. The job includes some travel, for which they will be compensated, but as long as they can keep their mark safe, they will be fairly compensated. If they’d like to hear more, he will meet with them at Matchsticks Downtown for 9PM.

Trendy jazz clubs fill a selective niche in Seattle, which can make for a laid back place to conduct a meeting. The club is busy, but not in the shoulders-rubbing-together way of many nightclubs. The music was smooth and serene and the alcohol, while expensive, is the genuine article. Judge has a table near the back, where he is enjoying a rather large amount of food when the team arrives. Once everyone has assembled, he stops eating and settles into work.

“All right, thanks for coming guys. On paper, this job looks straightforward, but we know that those jobs can be the nasty ones. This particular Mr. Johnson is not one I’ve worked with in the past. With that out of the way, here are the particulars: Mr. Johnson works for Bio-Fine, a medical subsidiary of Horizon Corporation. There is a man in Seattle who appears to have some pretty heavy information on one of Bio-Fine’s competitors and they really want it. They want it badly enough, that they’re springing to pay for you guys to pick him up, get his ass on a plane and safely deliver him to Caracas so they can check if this data is legit. Your only job is to get him there alive. For this protection detail, they’re willing to pay you 12,000¥ apiece, which is substantially above the usual paygrade for work like this. So, what do you think?”

Judge has limited room to negotiate, but will allow for some, due to the suspicious pay level and deceptively easy task.

Once the runners are on board, Judge can divulge more specifics. “OK, so the man you’re looking for is a man named Casey Hubbard. He’s a former employee of Telestrian Industries and is looking for the fastest way out of the Pacific Northwest. You’ll find him holed up in Loveland. He’s gone off the grid to avoid being tracked, so you’ll need to look around for him in Loveland. Grab Hubbard and get him to the Federated Boeing airstrip in Auburn. Mr. Johnson set up a deal with Boeing to charter a private flight out of the city bound for Caracas. Deliver him to the Bio-Fine building in Caracas and you get paid.” The runners are handed a picture of a smiling elven man, surrounded by his wife and children. As per the usual with elves, he is thin, handsome and looks younger than his age (33).

Judge will answer any questions he can, but he doesn’t have any concrete information on Mr. Johnson and doesn’t know anything about the data Hubbard supposedly carries.

Casey Hubbard
Threshold – Matrix (3), Corporate (3)

1 – Casey Hubbard is a nobody within the Telestrian Corporation. A firm believer in the Elven superiority the government of the Tir preaches, he is a man who never strays from the company line.

2 – A family man and father of four, Casey recently vanished. His family is worried about him and Telestrian is doing everything in their power to bring him home

4 – Telestrian fears that Hubbard happened across some information he wasn’t supposed to see and is now hunting Hubbard down not only for the PR angle but to retrieve what Casey might have taken.

5 – The info Casey carries was the result of some black ops work that Telestrian really doesn’t want public.

Scene 2 – Finding Casey

Knowing that Casey is laying low in Loveland narrows the search considerably, however, Loveland is not the most accessible place in the Metroplex. It’s an area of Puyallup that is cut off from the bulk of the plex, where Knight Errant won’t go and the Gianelli family calls most of the shots. The runners will be lucky if they don’t fall prey to a random drive-by shooting or attempted stabbing in order for some desperate local to claim their belongings.

If the runners have any Mafia contacts, they could get put in touch with Donald Carmichael, the local boss for the Gianelli’s in Loveland. He lives like a tiny kingpin amongst the squalor, being a clean-shaven dwarf of broad shoulders and broader ego. He wears a suit and smokes a cigar, so finding him amongst the destitute masses should be straightforward. He will explain (for a fee) that Hubbard is not staying in any of his establishments and for an additional fee, he will show no particular interest in Hubbard. This info will prove helpful, since Gianelli owns a lot of Loveland and eliminates a lot of locations.

If the runners don’t contact the Gianellis, then they are searching the old fashioned way. With virtually no Matrix connectivity here, tracking down Hubbard in the city will involve, bribes, trades or violence to extract the information they require.

Eventually, they will find themselves at the “Fancy Slab”, a burgundy two-story stucco building set in the center of Loveland. The street is busy with foot traffic and biker gangs and the main clientele of the Slab appears to be prostitutes of questionable cleanliness looking to make a quick buck.

The owner and doorman of the establishment is an ork with enough old, clunky cyberware to make the runners wonder whether there was much flesh left in him. He takes an active disinterest in the runners when asked anything about Casey Hubbard. If forced or convinced to pay attention, he says that he may have someone matching Hubbard’s description staying at the hotel (his active disinterest is a survival mechanism so he doesn’t see too much). They don’t see much in the ways of new clientele, especially elves, so it sticks in his mind. He directs them to a bunk on the upper floor.

The Fancy Slab features sagging walls, awful wallpaper and a stench somewhere between mold and old sex. Half of the berths are powerless and half of those left are in dire need of a cleaning service. The bunk they were pointed to is registered to a Howard Casey… an unimaginative pseudonym for their mark. Casey is paranoid and won’t exactly open the door for the runners without some convincing (or they could hack the old lock and pull him out). Once they have Casey and explain they are there to extract him, he becomes more cooperative.

Casey is a shell of his former self. It is obvious he hasn’t slept much and he appears malnourished, as if he’s barely eaten in days. If asked about what he’s carrying, he tells them he’s not sure, but he thinks it’s some form of prototype, developed by a competitor. As part of his arrangement with Bio-Fine, his Data Lock has been encrypted with a key that Mr. Johnson has the cipher for. He won’t have access to the data he carries until he arrives in Caracas. Attempts to access it are designed to unleash Black IC on the carrier, so Casey is not about to let the runners access it.

With Casey found, the runners start to head for the Boeing airstrip, but a massive hole is blown in the wall of the Fancy Slab from a fired rocket launcher on the outside. Telestrian has tracked down Hubbard’s location and has hired the local Chapter of the Ancients to make sure he doesn’t get out of the building alive. There is one man with a rocket launcher, who is loading a new rocket, while several of the gangers torch the ground floor of the hotel. The Ancients will try to keep the runners pinned down in the hotel, while it burns to the ground.

GMs can use the Organized Crime NPCs from the core book in a pinch for the members of the Ancients. They are more than a go gang, but a powerful biker organization with access to plenty of resources and manpower. If runners are able to escape and capture a member of the Ancients, they can check the biker’s commlink and learn that they were paid by Telestrian to destroy the data.

With Casey recovered safely, the team will need to head for Auburn.

Scene 3 – Telestrian Pursuit

With Casey secured, the runners will want to leave Puyallup and escape the Ancients. Once they have taken enough losses, the bikers will decide it’s no longer worth the trouble and break off pursuit. However, their intervention bought Telestrian the time the required to get a team into Seattle.

The team is subtly trailed as they enter Tacoma and if they act overly paranoid/skittish they will assume they’ve been made and make a move, otherwise they will remain at a cautious distance, switching off between ground and drone surveillance as the team makes their way to the Federated Boeing compound. If the game is running a little short, a car chase can ensue, complete with drone and spirit support.

Upon arriving at Federated Boeing, the team is greeted with skepticism, but directed to the most remote hangar and airstrip on the compound. Outside the hangar is a small private jet, where the pilot is performing pre-flight checks. The fuel cart and baggage car are present nearby and a maintenance crew mills about the hangar. Unfortunately for the runners, these people are all Telestrian employees, save for the pilot who simply likes money too much to pass up a bribe.

As the runners leave the car and head to the plane, the Telestrian team, dressed as Boeing employees, launch their ambush. The team will need to protect Casey, while dealing with being attacked from all sides. The plane has been rigged with explosives they will need to deal with before they can leave the tarmac. Use Professional Rating 5 for the Telestrian soldiers.

If the runners can escape or defeat the Telestrian soldiers and get the plane off the ground, the flight path has already been laid in, taking the most direct route to Caracas while not crossing into Aztlan airspace. The trip takes them out over the Caribbean Sea and will take several hours to arrive. Once over the Caribbean, the plane is locked onto by a rocket and with no countermeasures on board, the missile slams into the side of the fuselage, tearing out a portion of the plane and killing the pilot. The autopilot automatically activates (unless one of the runners overrides it), but it quickly ascertains that the damage to the plane is too significant and informs the runners to brace for impact. If the runners wish to bail out, there are no parachutes, but there are life rafts they can use to break their fall if they choose to jump.

The session ends when the runners hit the water.

>> So, I’m getting paid a solid sum of cred to escort some poor wagemonkey out of Puyallup to South America?  Sounds like a lot of money for a babysitting job.  Who is this guy?
>> Forrester

>> Rumour is, some middle manager out of Portland.  Must have pissed off some influential elf or something.  Make sure your magic is up to snuff and you’ll be fine.
>> Basic

>> Not that simple, omae.  Those “influential elves” have some pretty long arms.  You think you’ll be safe once you’re away from the Tir?
>> Glasgow

Justice for Hire (Shadowrun)

•July 4, 2014 • Leave a Comment

The team is contacted by their fixer about a job from a Johnson they’ve work for before (Trojan Horse – Root of the Problem). He is an officer with Knight Errant and needs some covert work done. As per the last time they met with him, he would like to meet them at 9PM in the storeroom of the Bellevue Pour House.

Scene 1 – Back into the Dive

The Pour House hasn’t changed much since the last time the runners were here. The ring in the middle of the bar still has a pair of barely-clad, surgically-endowed women wrestling in a pool of cooking oil, while those gathered throw money at the women to try and coax them into a wardrobe malfunction. Moses, the ork barkeep, keeps his bar well stocked to give the establishment a redeeming quality. When asked about Mr. Johnson, he still staunchly refuses to let anyone loiter in his storeroom, but does tell them that he’ll offer them a discount on booze for being repeat “professional” customers.

As the meet time gets close, he will let the runners into the back room. With this becoming a more regular thing, a folding table and chairs have been set up in the back room. Mr. Johnson is already there waiting, wearing his police uniform as usual.

As per their last meeting, he looks at the runners with distaste, but makes no moves to go for his sidearm or commlink. “Thank you for coming. After the work you did for me in Hong Kong, I felt you were the team I could most likely trust with the matter at hand. There is a high profile murder investigation going on right now between a couple power players… the victim is the son of a Yakuza Shategashira (Lieutenant). One well liked by the Japanese community, with prospects to move up the ranks of the Shotozumi-rengo. Normally, this case would wrap itself up, either with a bloodbath between crime families or under the table extortion. However, the accused is an Ares executive, who is apparently wrapped up in an important project within the company. As a result, Ares is refusing to turn over the suspect and has demanded that Knight Errant make the problem go away.”

His distaste for the situation is apparent. “I’m not one to tow the company line. I don’t care who this guy is, or who he works for, justice needs to be done. Therefore, I want you to perform the investigation I’m not permitted to. Find out of this executive is guilty. If he is, deal with him as you deem fit. However, if evidence directs you elsewhere, document what you find and turn any gathered evidence over to me. If we can bring the suspect to trial, perhaps Ares will learn to loosen the leash a little. I’m offering you 7,500¥ for your assistance on this matter. Are you interested?”

Mr. Johnson is frustrated that he has to turn to runners to complete the murder investigation, but he fears that a retaliation from the Yakuza against a corporate citizen could spiral into something much larger. He’s willing to swallow his pride to see the matter resolved.

He will negotiate a little on price, but as far as he’s concerned, the job should be straightforward, if they don’t kick in the front doors of Ares. Once the runners are on-board, he hands over the casefile. It details several aspects of the case. The location of the murder, details uncovered thus far and names of the people involved. The victim is Yamana Taro and the lead suspect is an Ares executive by the name of Victor Walsh. He was found at the scene, with the victim’s blood on him and the murder weapon in his possession (though the knife used to kill Taro belonged to neither person). Before he could be questioned at any length, Ares swept in and sequestered him on a sealed compound for debriefing. The casefile contains holos, addresses for both the crime and where Walsh is holed up.

Mr. Johnson
Thresholds: Matrix (1), Corporate (2), Law Enforcement (2)

1 – Mr. Johnson is Lieutenant Chris Phillips, a six year veteran for Knight Errant.
2 – Lt. Phillips has an atypical view of law enforcement for an officer from Knight Errant. He cares less for the company’s bottom line and more for the pursuit of justice. His attitude has got him in trouble from the parent company on a couple of occasions, but the perceptions of the community have made him untouchable.
3 – Began working black bag operations two years ago, when a Yakuza boss got off the hook for crimes where evidence was overwhelming against him, but pressured the jury into a non-guilty verdict. Hired runners to “see justice done”. Knight Errant doesn’t condone his methods, but sees the work he does as good PR, so they give him a long leash.
4 – Rumour has it that he works with several underworld groups, but no one has managed to “buy” him yet.

Scene 2 – Digging Deeper

Armed with what little evidence the Knights dug up before the case was swept under the rug, the runners have a few avenues they can explore. They have the crime scene they can investigate, they can check out Victor Walsh’s home, or they can try and infiltrate the Ares Complex they’re keeping him at to try and talk to him directly.

Crime Scene

The crime scene has been taped off both physically and digitally. While pushing the physical tape aside is no major issue, the digital tape will loudly warn all active commlinks that the area has been sealed and that trespassing will alert Knight Errant. If the runners are willing to risk the response time, or can successfully shut down the tape, they can enter the building.

The crime scene is an abandoned factory. There is no logical reason that either the suspect or the victim would have for being in here, especially in the middle of the night. There are no active cameras in the building, but neighbouring buildings have cameras that have a view of the building. Those cameras show Walsh arriving first, about an hour before Yamana. If the runners go back far enough, they will see a homeless man enter the warehouse for a couple minutes before leaving again. A localized hack to the area could uncover the man’s commlink signature so the runners can trace the man down.

The man wasn’t homeless, but instead a low-level rat shaman and scavenger who goes by the nickname Fizzle (due to his mediocre magical ability).

Walsh’s Residence

Victor Walsh is a divorced man who lives alone in a nice house in an AA neighbourhood. The house is protected with a respectable and thorough alarm system. If the runners can gain access without drawing too much attention to themselves, they can sift through what’s left of the man’s life.

The man’s extensive electronic appliances betray his habits of late. He’s been watching a lot of late night TV, raiding the fridge at late hours and stocking up in high power stimulants (energy drinks, adrenaline shots and Long Haul). Victor had been keeping a journal, where he recorded hours of sleep and dreams he was having. His hours of sleep over the past three weeks have dwindled down to nothing and the dreams he was experiencing were vivid and terrifying. The dreams broke up his sleep and became so consistent, he gave up trying to sleep. Those times he did sleep due to exhaustion, the dreams told him the same story in the past week. If he went to some factory he had never seen before and “followed instructions”, the dreams would stop.

Going through Victor’s email reveals the company’s concerns over his declining job performance of late and before the sleep deprivation, he had been assigned to a top secret project. The company had nearly tripled his workload and had taken a blood sample for “routine testing” two days before the nightmares began.

Victor’s ritual sample never made it to the storage center and he’s been the recipient of Curse Rituals for the past several weeks. He got so delirious and desperate for relief, he ultimately followed the directions provided by his dreams and went to the factory.

Ares Complex

The Ares complex is a gated community that is heavily patrolled by Knight Errant. The houses are all identical copies of each other in a nauseating cookie-cutter manner. If the runners can outmaneuver the patrols and security net, they can go inside and talk directly with Walsh.

The man is haunted by his actions and three weeks of vivid nightmares. He seems unshaken by the runners appearing in his house, but more surprised that they’re there to ask questions, rather than put him to death. He tells them about the nightmares, his efforts to fend them off and avoid sleeping.

The day of the crime, he gave up trying to fight it. He took a cab, following the path he had seen in his dreams night after night and went into the factory. Inside there was nothing but a crate with a knife stuck in it. After waiting around for an hour, this Japanese guy walks in and starts asking him if he is the one with the goods. Victor asked if the Japanese guy had the cure to what ailed him. Neither seemed to know what the other was talking about and frustrations grew. Suddenly, Victor was overcome with rage, he snatched up the knife and threw himself at the man, stabbing him over and over again. After he got himself back under control, he recoiled from what he had done and blacked out. The cops found him collapsed in the warehouse beside the body, still clutching the knife.

If the runners mention the blood sample he donated (assuming they’d been to his residence), he tells them that he never heard about his test results. If pressed, he’ll tell them where the processing center is.

Viewing cameras in the area of the processing center, they see the sample being delivered, but a homeless man interrupts the man carrying the samples and after a brief conversation, the deliveryman hands the man the sample case. The homeless man shakes his hand and walks away, while the driver records that the delivery was successfully delivered.

This homeless man is Fizzle, as per the warehouse setup. The blood samples would give him ample ritual samples for sending the nightmares off to Victor.

If the runners gather enough evidence, they will likely want to track down the homeless man that keeps appearing and question him as to his motivations for manipulating Victor into murdering Yamana. Asking around in the vicinity of the processing center shows that the man is a transient named Fizzle.

Thresholds: Matrix (3), Street (2)

1 – Some guy that’s fairly new to Seattle, rumoured to be some kind of mage. No known address.
2 – Fizzle rolled into town about a year ago. Appears to be a roaming vagabond, squatting anywhere he can cheaply or for errands. A relatively low-powered rat shaman, he offers his talents to anyone willing to pay in magical trinkets, food or nuyen.
3 – Has been working with the Yakuza and Mafia in Seattle, assisting where magical talent is low. He specializes in subtle mental manipulations.
4 – His real name is Gabriel Oates. He is wanted in the Confederation for extortion and blackmail, as well as practising illegal magics.

Scene 3 – The Rat in the Gutter

The runners could use any number of techniques to track down Fizzle in the Shadows of the Downtown Core. Asking the squatter population, or any Underworld contact can point them into a direction. Rumours in the area mention how Fizzle has been showing increased prowess with his magic lately and demonstrating a few new tricks. There are mentions that he has found a tutor that is helping him better control his gifts.

As the runners converge on the area where Fizzle is rumoured to be squatting, the Yakuza have been doing their own research into who murdered one of their own and Fizzle’s involvement has been discovered.

The old warehouse is home to dozens of squatters, who have turned to the shaman for protection. They don’t interfere with the runners, but won’t sell out their protector either. When the runners track down Fizzle, his eyes are sunken and he looks haunted, as if he hasn’t been sleeping himself.

Assuming the runners don’t just shoot him dead, he is apologetic that Yamana was killed. He never wanted to be an accessory for murder, only weaken the Ares Exec’s resolve so that he’d pawn off some company secrets to the Yakuza. The idea was given to him by his tutor and he now fears that his tutor was more malevolent than anticipated.

Before he can explain more about his tutor, the Yakuza burst in, guns drawn and calling Fizzle out. Moments after the Yakuza burst in, the locals begin to scatter and Fizzle’s “tutor” enters. The shaman has been taught by a free spirit: a Wraith, a form of Shadow that feeds on death, pain and fear.

When the fight gets started, have every runner make a Composure(3) test. Any who fail are influenced by its Homicidal Rage. They no longer distinguish between friend and foe, innocent or hostile. If they kill a target while raging, the spirit can make a test to siphon off any unspent Karma and inflicts stun damage for every point stolen. The spirit strengthens itself with each body count, so the runners will hopefully recognize what’s going on, locate the spirit and destroy it before they become serial killers.

Between the collected evidence and any collected footage of the battle with the Shadow, they should have enough proof for Mr. Johnson in order to get paid.

>> Wait a sec… working with the cops?  Isn’t that sacrilege?
>> Blitz

>> Happens more than you might think.  Despite what you might think, some cops are actually after justice and when the bureaucracy interferes they go to where there is no red tape.
>> Errant Knight

>> I sneaked a peak at the casefile in question (don’t ask me how) and there’s definitely something up.  If you’re one of those do-gooder types, this might be right up your alley.
>> Matlock

Trojan Horse – Marionettes (Shadowrun)

•June 4, 2014 • 1 Comment

The runners are contacted by their fixer about a new job, whose Johnson has been quite up front about the job being related to their work in Hong Kong. The job may require some travel and promises decent compensation. The meet is on the fourth level of Dante’s Inferno at 9PM.

Scene 1 – The Meet

Dante’s Inferno is its usual busy self and showing up just on time will not be enough, as even with dropping Mr. Johnson’s name at the door, navigating the massive crowd will take time. The fourth circle of hell is about greed, so the room is made to be like distorted opulence. Several meets are already in progress here, but their Mr. Johnson is already at the table and waiting for them when they arrive. He is an athletic man of mostly-Caucasian descent (some distant relative may have had some Latino to compensate for the naturally darker skin tone the man has) in a suit that appears to have been custom made for him. Despite his obvious wealth, he comes off friendly and level-headed when spoken to.

Once the team has gathered, Mr. Johnson begins. “Welcome and thank you for coming. Since I know you will look into it anyway, I will tell you that I represent Ares and I’m here to speak to you about the work you did in Hong Kong. We have spoken some with Mr. Jarai, the man you liberated from the Triads and we are quite concerned about Evo’s technomancer project. After speaking to Mr. Jarai about his experiences, his tales led us to an installment in Khabarovsk. There were definite signs of technomancer activity there: faraday cages, high performance servers and signs of resonance use. However, Evo had evacuated the area before our teams arrived.

“We’ve been tracing their shipping activities out of eastern Russia and we think they’ve moved the bulk of the project into the Tsimshian Protectorate, but we’ve been unable to pinpoint their exact location. Our recon teams have been undermined each time they enter the area.

“Therefore, we want you to travel to Tsimshian lands, find the Evo project and steal the core kernel of their data. The project Mr. Jarai was working on was an offshoot of their research, but we want to see the original. From what we understand of technomancer threading, it is unclear whether this is the work of one or more technomancers, or whether they have access to a Well, but we suspect they do. Bring us the code, the hard drive…whatever you have to and we’ll pay you 12,000¥ apiece, plus traveling expenses. If there is equipment our company manufactures you would like instead of cash, we are certainly willing to pay you that way as well.”

Mr. Johnson is Brad Smyth, a well-established Ares black ops recruiter. His reputation is solid and typically only works with a small number of “elite” teams that he chooses personally. He is being vague about the recon teams, as the players are a replacement for one of the teams he already sent into Tsimshian, who fell prey to Evo and their countermeasures.

Mr. Johnson can negotiate some on price, due to the vagueness of the directions. If the runners sign on, he thanks them and provides them with his contact information and any cash advance they negotiated. He suggests looking in the major centers in the former Tsimshian nation, as the Evo operations will require a good power infrastructure in order to keep the technomancers connected.

Mr. Johnson (Brad Smyth)
Thresholds: Matrix (1), Corporate (2), Shadow Community (2)

1 – Mr. Johnson is Brad Smyth, a ten year employee of Ares.
2 – Mr. Johnson has built up a very positive reputation in the shadows as a good man to work for. In one instance where a runner team was double crossed by Ares, Mr. J logged onto Jackpoint and explained why the team had screwed up and told the other runner teams in the area to avoid making the same mistakes.
3 – Never married or had kids. Has had several dates, but seems to go out of his way to avoid attachments. Leading rumours are that he wants to avoid having another person being used as leverage against him.
4 – Has survived three assassination attempts and Ares watches him closely, as he is a strong shadow asset for the UCAS branch.

Scene 2 – Barren Tribes

Tsimshian was the textbook example of how a Native American Nation could go all wrong. One tribe called the shots, while others were repressed in the totalitarian regime that followed. They allowed the megacorps in unchecked and their country was stripped of all their natural resources. In a desperate bid to save their economy, they attacked the Salish Nation to try and get more land. Ultimately, the country collapsed under its own corruption, the megas pulled out when there was nothing left to harvest and the Salish Nation was awarded the land in an attempt to try and repair the damage.

Now, the Tsimshian tribe answers to the Salish law and the tribes formerly repressed now have their own areas they can rule unto themselves, however the damage is done. The massive forested wilderness that used to dominate northern British Columbia is a barren waste, where the Salish government has begun reforestation, but generations of old-growth trees are gone thanks to Mitsuhama’s greed.

As the runners begin investigating the Tsimshian landscape, they find the area is hostile out non-Natives (and even some Natives, depending on their tribe). The Tsimshian mistrust the Salish tribes and the Haida. The Haida loathe the Tsimshian. Anti-Japanese sentiment is high after MCT dismantled their country. With Evo coming into hostile megacorp territory, they would have their work cut out for them, but Evo’s culture of universal acceptance would help them, as well as their anti-Japanese slant. Upon investigating the culture, there are only two cities capable of housing a corporate need such as this: Prince George and Kitimat. Since Prince George was awarded to the Haida and they are staunchly opposed to anything corporate, Kitimat, the former capital seems the only alternative.

Kitimat was a town created for the aluminum mines in the area and before the separation of the Native Lands, the population capped out at 20,000 people. When the Tsimshian named the city the national capital, the population began to swell and when Mitsuhama arrived, the city exploded. Unable to handle the explosive growth, the infrastructure grew faster than it was supposed to, resulting in claustrophobic streets, inconsistent access to utilities and cut corners. Now the city is vastly vacant, with less than half of the boomtown population remaining in the city. Mitsuhama’s corporate facilities are left derelict, but since it had been built by the corporation, the structures are some of the most stable. As a result, the Salish government reallocated the buildings as residential and converted it to cheap housing for those who remained. The mine is barren and the trees are gone, but Salish is employing people in reclamation and rebuilding efforts, in hopes of stabilizing the region.

Evo has moved into a series of former independent commercial shops in an effort to maintain a low profile. In compensation to the locals for being allowed to operate in town, Evo offered to update the wireless infrastructure of the city, as it had barely been upgraded after the Crash. With Salish already struggling to afford the corrections to Tsimshian, they agreed.

Throughout the local Matrix, Evo has inserted their psychotropic code in a field test of their latest project. As a result, if the runners start asking around town about Evo and their local operations, they will find a mixed bag of responses. Some will deny they are even in town, while others will misdirect the team. After the runners have moved on, they notify the corporation about the intruders asking questions. A group of police officers, under Evo’s grip will attempt to arrest the runners on a trumped up charge.

The runners will find themselves in a difficult place. These are innocent victims of Evo’s coding, but they will prove to be a major hindrance, as they might even intervene on the corp’s behalf. How the runners handle the brainwashed residents may result in the gaining of Notoriety. The eastern edge of the city is where Evo has set up their operations, scattered across several buildings. The decentralized nature of the facility and the lack of reliable intel may make infiltration tricky.

Scene 3 – Inside Evo

A retired commercial block on the edge of town is the location Evo selected to set up their operation. Straddling a tributary off the Kitimat River, the three buildings that make up the compound are connected by a series of above ground and below ground walkways. The Manufacturing facility is on the west bank, while sales and programming are on the east bank. The programming building doesn’t appear to be connected, but the underground pathway from manufacturing connects the building and allows security to move between buildings.

Evo Compound Manufacturing Security Layout Programming - Cameras Programming Security Layout Sales Cameras Sales Security Layout

Each building has been warded, sometimes several times, but there is no on-site mage and spirits are on standby, rather than actively patrolling. Matrix security is oppressive in the facility, with standard security on top of three technomancers and a native AI guarding the resonance well. Security on the ground consists of standard security (Professional Rating 2 from core book). What they lack in skill, they make up for in numbers. The lack of consistent employment in Kitimat means Evo was able to hire a lot of the locals to serve as security. Sensitive areas will be patrolled by Evo citizens. If the runners are detected, there is a group of Elite Security (Professional Rating 5) on site, who will guard the server room of the programming division from intrusion.

The runners have to tread a fine line with the compound. With the bulk of security being desperate locals, killing every guard could earn them a bed reputation for unnecessarily killing. Killing the technomancers could net them bad reputation in Matrix circles (and gain them rep with others).

For an added complication, the runners could run afoul of an Evo-friendly runner in the surgical ward, receiving his payment for work done prior, who could aid Evo security if he feels his payment is at risk.

>> Oh Lord, Tsimshian?  Why on Earth would I want to go to that hellhole?
>> Haida Seeker

>> Not a total wasteland… the Salish Council is doing what they can to undo the horrible things the the Tsimshian people did to that land.  Some aim to be already established when the region rebounds.
>> Tall-as-an-Oak

>> You mean what Mitsuhama did that that land, right, trog?
>> Haida Seeker

>> They only gutted the land because your people let them.  If you’re people hadn’t—

<<Users Haida Seeker and Tall-as-an-Oak were ejected>>

>> All right, enough of that bullshit.  If you boys can’t play nice, and leave your tribal quarrels in meatspace, I will show you what dumpshock feels like…
>> 1nsomniac
“The shadows never sleep, so why should I?”

>> Wasteland of not, there’s something definitely weird in the water up North.  Tread carefully up there.  Outsiders aren’t exactly welcomed with open arms these days.
>> Inquisitor

Trojan Horse – Root of the Problem (Shadowrun)

•April 28, 2014 • 1 Comment

The team is contacted by their fixer for a job that promises decent pay, however the fixer warns them about their potential employer. Though the Johnson has a clean reputation for contracting to shadowrunners, their fixer has never dealt with them and urges them to be on their guard. The meet is at 9PM in the storeroom of the Bellevue Pour House.

Scene 1 – Unconventional Conduct

The Bellevue Pour House is a dive that barely deserves mention in a district like Bellevue. It has been said that the establishment puts the “ass” in “class” and judging from the interior there would be truth to the rumours. There is a ring in the center of the bar were ork and troll bikers are hooting and hollering over two practically-naked women are wrestling in a vat of semi-congealed soy. The woman are surgically endowed and this is obviously not their first match here, seeing as they are less about proper technique and more about groping sloppily at one another in order to earn more money from the spectators.

If asked about the meet the barkeep, an ork that calls himself Moses, tells the runners that they’ll be allowed into the storeroom when the time comes, but not earlier, since he doesn’t want them mooching his stuff. Seeing as the bar is well-stocked with better alcohol than one might expect from the establishment, the argument isn’t totally devoid of merit.

Once the time for the meet arrives, Moses tells the team that they can go back into the storeroom, but not to touch anything. Waiting for them in the storeroom are two men: one is a scrawny human with his hands cuffed behind his back and the other is a Knight Errant Officer in uniform and armed. He makes no effort to go for his weapon, even if the runners do.

Welcome. I assure you that despite my instincts, I’m not here to arrest you. As much as it pains me to admit it, I am in need of your services. From what I understand from this man,” he says, indicating the cuffed man, “you are the people I want.”

This man is named Lorne Edwards, former associate of David Meath. According to Mr. Edwards here, Mr. Meath contracted your services under the guise of a neighbourhood watch to track down a certain type of BTL that was being trafficked into the city. While the way you dealt with the situation was… messy, it certainly stop the drug for the time being. However, the Triads won’t give up so easily, so we require a more permanent solution, so we don’t have this problem in the future. We want to dispatch you to Hong Kong to track down the source of this BTL and stop it for good. Knight Errant has no jurisdiction there, which is why we require you. We are prepared to handle your travel expenses and pay you an additional 6,000¥ apiece for you to locate the Triads’ source of manufacture, destroy it and determine who developed this latest software. A code snippet from their development server would be worth extra, though the code does not need to be functional.”

The Johnson does indeed want the BTL’s stopped and is willing to hire runners to get it done. Despite his obvious disdain for the team, he has hired runners before and has a good reputation for not backstabbing the teams he’s hired. Because he is hiring known felons he is intentionally low-balling the figure on payment.

Mr. Johnson is willing to haggle on payment, though he does not give the runners the option of turning down the job. After any negotiations are complete, he wires the team their flight itinerary. They have until 8AM to figure out their equipment and board their plane to Hong Kong.

Mr. Johnson
Thresholds: Matrix (1), Corporate (2), Law Enforcement (2)

1 – Mr. Johnson is Lieutenant Chris Phillips, a six year veteran for Knight Errant.
2 – Lt. Phillips has an atypical view of law enforcement for an officer from Knight Errant. He cares less for the company’s bottom line and more for the pursuit of justice. His attitude has got him in trouble from the parent company on a couple of occasions, but the perceptions of the community have made him untouchable.
3 – Began working black bag operations two years ago, when a Yakuza boss got off the hook for crimes where evidence was overwhelming against him, but pressured the jury into a non-guilty verdict. Hired runners to “see justice done”. Knight Errant doesn’t condone his methods, but sees the work he does as good PR, so they give him a long leash.
4 – Rumour has it that he works with several underworld groups, but no one has managed to “buy” him yet.

Scene 2 – New Ground

The runners arrive in Hong Kong to find the city a bustling hive of activity. Since most of their gear was likely left behind, due to customs, the runners will likely want to acquire weapons and equipment for the task ahead. As well as equipment, they are going to need information. However, the largest purveyor of information in the city are also those they are tracking down. Luckily, not all Triads play nice with one another and if the runners learned who was responsible for distributing the drugs in Seattle (Black Chrysanthemums), they can potentially find a Triad willing to deal with them.

The Red Dragons are the largest Triad in the city and have a dim view of their smaller rivals. If the runners are willing to jump through the right hoops, the Red Dragon will allow the gwailo runners to operate in their city. The Ten Thousand Lions are a small outfit, forged by the ruins of the Yellow Lotus Triad, which the Red Dragons destroyed years before. Heavy in the BTL trade, they seem like a good fit and they are currently working with the Black Chrysanthemums in some way out in Kowloon. The local Red Dragon contacts direct the runners to Kai Tak Night Market for answers.

The Kai Tak Night Market is a great place to fence goods and acquire all things illegal, but it is run by the Ten Thousand Lions and the runners will need to shake people down for information on the Desire BTLs. A firefight here could get ugly very fast. At either end of the old runway at Kai Tak Airfield are the Kowloon Bay Typhoon Shelters, which are obviously the way the BTL’s are leaving the city. The floating boat city is a rats nest of docks and moored ships. Finding a single smuggling ship here would be like finding a needle in a haystack. The locals at the marina speak a multitude of languages, including Cantonese, Hindi, Vietnamese, Bahasa and Filipino, just to name a few, so if the runners are familiar with other languages, there is likely someone here they can get information from (English and Mandarin are not readily spoken here though).

Whether they extract or bribe the information from someone, they learn of a chip manufacturing facility deep inside Kowloon. While the facility is relatively small, it employs a small number of the desperate under the watchful eye of the Black Chrysanthemums.

Scene 3 – Halting the Presses

The building in Kowloon is little more than a warehouse with an office block set in the front. The building is poorly maintained, but is still structurally sound. The Triad members will actively hunt down anyone who doesn’t belong at the building, so a fight is inevitable here. In order to keep the proper amount of fear over the employees, there is a basement level where a pack of ghouls wait for the next disappearance needs to be arranged. Not only does this building manufacture the chips, but it also eliminates the most severe of the junkies to avoid drawing the same attention the chips did in Seattle. The entrance to the basement area (old maintenance tunnels) is in the North corner of the office section, where the floor has collapsed.

This Factory, most likely inhabited somewhere in the 2050’s has been built using the flying star method of Feng Shui. For this building, water seems to be it’s element. Water in Feng Shui can also mean paths or roads, so it is applicable that the pathways through the factory are symmetrical and all aligned to the northwest corner. The layout mimics the “flying star” grid used to calculate the optimal direction for the building. In the front foyer there are dried up ponds, most likely once filled with Koi. A large divot in the front lawn suggests there was once a fountain placed there, most likely themed to the river and grid like layout of the building.

This scene is a measure of the pure level of destruction the runners can deliver to a facility. While the building and the equipment within it are all viable targets for destruction, many of the facilities are the downtrodden and desperate, who are under the oppression of the Black Chrysanthemums. Cutting down innocent civilians will earn the team Notoriety. The Triads, however, will not make the distinct between innocents and runners.

Use the stats for Organized Crime Gangs for the Triad members, though feel free to upgrade their equipment, as they are not in a part of the city that the police will come running to, should gunfire break out. Use the stats for Ghouls in the core book for the Ghouls in the basement, which will be released once the Triad realize they are under siege.

If the runners capture one of the Triads, or question one of the fleeing workers, they learn that, while the chips are printed in bulk here, the programming is done elsewhere. The Ten Thousand Lions have a software studio somewhere in Tsim Sha Tsui, where a legitimate software company covers up the Triad operation. However, they do not know the name of the front.

Scene 4 – Finding the Source

Tsim Sha Tsui is in the Yau Tsim Mong district of Hong Kong. The area is a spam zone, polluted with holographic advertisements, RFID scanners and people walking shoulder to shoulder in all directions, both tourists and locals alike. The area looks like the polished veneer of the Island skyline, but the Triads run an underground business pipeline out of the area and the tourist destinations run in all directions.

Finding which software company the Ten Thousand Lions has leverage on will require new information from local sources. There are several people the Triads have blackmail information on, but eventually one piece of information will float to the surface: a programming firm that that does contract work for Xiao-Renraku called Yau Guang Software Development had a recent addition to their payroll, but none of the regular staff know what project he is working on.

The mystery programmer is an abducted man named Temur Jarai, a Mongolian who had been working with Evo. He is a technomancer, who the Triad has leverage on and is trying to use recent knowledge acquired during his time with the megacorp.

Abandoned Warehouse - Kowloon Yau Guang Software - Upper Yau Guang Software - Ground

Yau Guang software development building was created using the “flying star” method of feng shui. It includes making a 9 square grid, the direction the building will face is determined by the years it is occupied. For the Yau Guang building the flying stars predict it should face east and that the building’s element is wood. The Eastern direction gives the front reception strong sun exposure in the afternoon/evening. The light bounces off the wooden walkway and is then channeled through the forest-like wood sculpture, that bores a path through the building guiding the light right to the core of the structure. The round splayed out design also represents the sun as It bathes the many trees and plants within with needed sunlight and brings the sun’s warmth and blessing to the employees within. The sculpture itself is of light pine, a softwood that is stained with a light golden hue, representing wealth, stability and monetary happiness. The many trees throughout the building are braided money trees, said to bring great wealth and good luck as long as they flourish. Many of the walls are decorated with a golden stained woven pine plank pattern, it acts as sound proofing and decoration. The cubicles and walls are varying shades of yellow, which in ancient Chinese culture has been equated with the color of gold. During the time of the emperors, yellow was reserved only for the emperor and his household, representing royalty and exclusivity.

The police will respond quickly, as Yau Guang is a legitimate company, whom the CEO owes a debt to the Ten Thousand Lions. Whether the police or the Triads arrive first is up to the GM. When they track down the imprisoned programmer, the runners can either extract the man or merely take what he knows. Evo has been experimenting with improving their IC by threading Resonance into the code to add new abilities into the existing code.

The runners will likely want to get the man free of the Triad’s grip (getting him out of Hong Kong somehow) and reporting back to Mr. Johnson. If they help Temur out of the city, the team can earn some extra Karma. Mr. Johnson defends his reputation and pays the runners so long as they can convince him that the BTLs have been destroyed.

Ten Thousand Lion-Funded Software Company
Thresholds: Underworld (2), Corporate (2), Regional Contacts (1)

1 – The Lions are prevalent in the Yau Tsim Mong district and have their hands in a lot of pots, thanks to their old ties from the Yellow Lotus days.

2 – While most companies are victims of the usual protection racket business, a few run software development for the Triads themselves to use.

3 – The most recent item on the Ten Thousand Lions resume is they recently kidnapped a programmer and recently put him to work for them.

4 – Yau Guang Software Development recently had a new employee added to the payroll, but no one seems to know his purpose in the company, except the president of the company.

>> I know better than to mess with the Triad’s stuff, especially on their home turf.  Combine that with working for Knight Errant and you can count me out.
>> Annarchy

>> Didn’t you lose someone close to you to BTLs, Annarchy?  That’s not enough incentive for you?
>> Informer

>> Fuck you, Derek.  Leave my feelings on drugs out of this.  I’ll deal with that in my own way.  You want to crucify yourself in some foreign city, be my guest.
>> Annarchy

Haywire Health (Shadowrun)

•March 3, 2014 • Leave a Comment

This adventure was the last convention run I ran in 2013.  There were a lot of hand-written notes on this one, which is why it took so long to produce.

The runners are contacted by their fixer in regards to a job that is time sensitive. The runners should show up ready to run and their fixer will meet them at Club Infinity at 8PM.

Scene 1 – A Quick Meeting

Club Infinity is a busy nightspot most evenings, but by the time the runners start arriving, the club is only just opening for business. The line-up outside is long and impatient, but a quick name drop of their fixer at the door will get them into the club. While there aren’t many people inside just yet, the steady influx of club goers would see the building packed in no time.

Checking commlinks for known contacts will show their fixer is already on the upper level, in one of the conference rooms. Once all the runners have arrived, he gets straight into his spiel.

Thanks for coming. I have a line on a job, but I will be upfront with you… the pay is a little below grade. Hear me out… my clients are a family who are trying to find their young son, who went missing from University Hospital a couple days ago. The police investigation is treating it like a runaway patient, but the family isn’t convinced. They are willing to pay 7,500¥ apiece for a ‘private investigation’, as they feel that Knight Errant are pursuing the wrong angle for the sake of convenience. They want you to find their son and bring him home.”

If asked what the kid was in the hospital for, the fixer tells them that he was being treated for a schizophrenic episode, which was unusually violent for a 14 year old. He had been in the hospital for about a month prior to his disappearance.

The parents are correct in that their son didn’t just wander off, but they have been lied to by the practicing doctors at University Hospital. Their son suffered from a sudden onset of AIPS (Artificially Induced Psychotropic Schizophrenia) and has become a Wild Technomancer. His abilities and what triggered them is of great interest and he’s been studied at length for the past month.

Once the runners are on board, the fixer tells them the boy’s name is Percy Foster and had been under the care of Dr. Carlos Diarno when the boy disappeared.

Matrix: The grid at the club is open and clear. The only factor that impacts Noise for any searches, is the distance of any remote hosts or devices they might search for. If they pursue a Matrix Search for information on the boy, his family or the doctor, information and thresholds follow:

Percy Foster
Threshold – Matrix (1)

1 – Son of Julie and Robert Foster. Younger of two siblings. No police record and decent grades in school.
2 – Two reports from school guidance counsellor about being bullied and the manifestations of stress in the boy’s attitudes in school.
4 – Known on the Matrix as “Mysfit42” in Virtual Shooter circles. Reputed to be a solid player and has been courted by online clans to “go pro”.
5 – Recent incident on one VS server resulted in a biofeedback blast being exchanged between a group of disgruntled players.

The Foster Family
Threshold – Matrix (1), Corporate (3)

1 – No major incidents with law enforcement or government officials. Robert works for Dolman Data Systems as a project manager. Julie is in PR at Soonan Simsense. James is the elder son and is currently applying for college. Percy is the younger son and was recently hospitalized for a psychological incident.
2 – Family not very involved in their community, though the parents work many long hours. James has taken over a lot of the home responsibilities, outside of nannies and other surrogates.
4 – Both parents work for Mitsuhama subsidiaries and the megacorp has paid for much of Percy’s medical costs.

Dr. Carlos Diarno
Threshold – Matrix (1), Medical (2)

1 – Doctor with good standing in the medical community. Specializes in psychological disorders and neuroscience.
2 – Two charges of malpractice, but both were thrown out, as cases of patients lashing out when treatment didn’t take (often due to patients not following doctor’s orders).
4 – Medical degree was at least partially sponsored by Mitsuhama when Carlos was still just a resident.
5 – University Hospital’s reining expert on AIPS and the virtuakinetic phenomenon. Has written numerous papers on Technomancers since they were first discovered.

Scene 2 – University Hospital

The first place the runners are likely to check out will be University Hospital, where Percy is reported to have walked away from. Walking through the facility though should prove to the runners that nobody could out of a hospital without someone seeing something.

Asking around with the staff in the lobby area, no one recalls seeing anything out of the ordinary. If the runners make it to the psychiatric ward without raising any alarms, the staff in the ward seems to be confused about Percy’s disappearance. Many of the staff claims they had no idea that the boy was to be discharged. Many were shocked to see the Foster boy not in his bed the next morning and when an internal investigation was done, the required paperwork for the discharge was found, signed by duty nurse Ingrid Malchus.

Ingrid is off duty the day the runners are there, but Percy’s doctor, Carlos Diarno, is on duty. If confronted, he will be providing brief answers, as he still has his rounds to do. Despite being under pressure to keep moving, he will tell the runners that he knew of the transfer (but cannot say why, due to doctor-patient privilege), but did not approve of it. The boy was moved to a facility “Better suited to treat his particular ailment”. Dr. Diarno won’t mention what facility Percy was moved to, as he doesn’t exactly know, though he has suspicions.

If the runners track down Ingrid Malchus, she tells them that she signed the transfer order, out of obligation more than any desire to. She tells them that Mitsuhama is a major sponsor of the hospital and she knows better than to reject a transfer order when a sponsor comes knocking.

If the runners tap into the Matrix host for the hospital, they quickly learn that the camera logs have been tampered with, so that all evidence of the boy’s removal was missing (though archived copies still exist). The paperwork documenting the transfer is present, but it will take a Matrix Perception and an Edit test to notice a buried, hidden icon attached. The document, in order to be legal, must include the destination clinic, but someone had taken the time to encrypt the data, to make the location much harder to extract. The transfer location is Mitsuhama’s New Providence Research Clinic.

Matrix: Aside from the distance to the item being hacked, the Hospital is a busy place with doctor’s commlinks getting paged and the constant influx of emergency phone calls. The Hospital counts as a spam zone of 1.

University Hospital
Threshold – Matrix (1), Medical (2)

1 – University Hospital is one of the leaders in medical research in the Seattle Metroplex. Tied to the University of Washington, most students of advanced medicine get their feet wet here.
2 – The extensive research done by the hospital has attracted a lot of corporate attention. Many of the research projects have AAA sponsors and those sponsors monitor their investments closely.
4 – Dr. Diarno’s research involving the brain and Matrix interactions have garnered a lot of attention from Mitsuhama.

New Providence Research Clinic
Threshold – Matrix (1), Medical (3), Corporate (3)

1 – A new state-of-the-art facility Mitsuhama built in Downtown Seattle for Medical and Biotech research. Part private hospital and part research facility, it is labelled as the foremost authority in cybernetic surgery for the wealthy.
2 – The facility is rumoured to be a close partner with University Hospital, using some of the public hospital’s research in its procedures. Occasionally, doctors from University oversee surgeries that employ their techniques when New Providence attempts them.
4 – Often, if Mitsuhama patients at University contract a rare disorder, they will be transferred to New Providence for closer study, in order to develop advanced cures for the disease.
5 – The site of New Providence was re-tasked in recent years, as the site was originally branded as a facility for Mitsuhama’s technomancer project Rose Garden, which garnered a lot of negative press.

Scene 3 – New Providence

The New Providence Clinic is a pristine building of white stone, shined metal and glass. The building looks more like an office structure than a hospital. The interior lobby spills into a wide open space that indicates the research lab is on one side and the hospital is to the other. The receptionist wears a perfected smile and directs people where they need to go, but will not hesitate to notify security if she feels that anyone coming through the front door is at all sketchy.

Whether the runners sneak in or walk in the front door, they will notice that the security in the building has been heightened. As they probe deeper into the building, the runners will eventually do something that will alert the security forces that perhaps they don’t belong (a security measure gets tripped, the receptionist ratted them out, or they got seen carrying a weapon, for example). However, whether through Matrix investigation, physical reconnaissance or getting hospital staff to talk, they learn that the hospital was hit the day before and Percy Foster was the victim of an extraction from New Providence. Camera footage of the extraction is available, so the runners can get a look at the team responsible. As the runners are finishing their investigation, however they alert security, the powers that be move in to detain them. Let the runners decide how they plan to avoid capture.

Once they are away from the New Providence Clinic, they can begin tracing the movements of the team that beat them to Percy. Using whatever resources they have available, they will learn that the boy was taken into the Puyallup Barrens. Matrix tracking ceases to be effective once the other team leaves the civilized portion of the city and will have to rely on contacts, magic and whatever tools they have at their disposal.

They eventually learn that the other team has holed themselves up in an abandoned veterinary clinic in the Barrens with a local gang for additional protection.

New Providence Research Clinic

New Providence - Detail New Providence - Floorplan

Matrix: The New Providence Clinic is off of the Mitsuhama Global Grid and due to the high priority of medical work they do, there is enough Noise reduction at work that distance is the only real factor for hacking. If the runners attempt to use the Mitsuhama Grid, odds are they do not have permissions and will immediately begin accruing Overwatch Score.

Scene 4 – Under the Ashes

The veterinary clinic the runners have holed up in are set up in Carbanado. The lava flats that destroyed the mines and farms that once dwelled here dominate the landscape, with old burned out buildings jutting out of solid rock. The air here is barely breathable, as an ashen plume coats the area as it pours down off Mount Ranier.

The indigenous people of the area hide away indoors, away from the ash cloud that covers the area. However, the local powers that be, the Chulos, patrol the area around the clinic, apparently paid off to add additional security to the remote location. There is no Matrix presence here, save for the handful of crappy commlinks in the hands of the gangers. Even the runners have powered down their gadgets, due to the condition of their quarry.

The interior of the clinic is guarded by the four runners, a few gangers and a series of traps, rigged up by the team. If the runners try to use any wirelessly enabled devices, Percy’s mind reacts violently to the influx of Matrix traffic and causes nearby electronics to go haywire. Noise in the area is a +4 modifier normally, but shoots up to +8 when the Technomancer reacts to active devices.

The original map I had of the veterinary clinic has been lost, unfortunately.  I used a single story structure with narrow hallways and tight fighting quarters, littered with bombs and a crazed monowhip-wielding adept…

When the runners cut through the other team and the gang to find their target, they find him being defended by his older brother, James. James points a Browning Ultra Power at whoever comes through the door with unsteady hands and if not talked down quickly, will open fire (rather blindly). Fearful of what Mitsuhama might have done to his brother in the name of treatment, he decided to take his tuition money, hire a runner team and get his brother out of the clinic before he became another Mitsuhama experiment. They came to the Barrens due to the low amount of Matrix traffic and because one of the runners has friends among the Chulos.

The team will have a hard time talking James down and even if they convince him to surrender (or simply render him unconscious), they will have a problem telling the family that it was an inside job. Getting their payment may prove troublesome, as they refuse to believe their own son could do such a thing. The team he hired was less than professional and left a body count within his family’s company.

Matrix: There is no Matrix infrastructure in Carbanado. Leapfrogging off of commlinks and outdated and poorly maintained backbones is the only way to reach the outside world. A Noise Rating of 2 applies while in Puyallup, on top of distance modifiers.

Clash – Team Mage

Bod 3, Agi 3, Rea 3, Str 2, Cha 6, Int 3, Log 3, Will 6
Edge 2, Ess 6, Magic 6

Physical 4, Mental 5, Social 8


Con 6 (8), Impersonation 6, Performance 6, Etiquette 4, Leadership 4, Negotiation 4, Assensing 4, Binding (Spirits of Man) 6(8), Counterspelling 4, Spellcasting (Manipulation) 6(8), Summoning (Spirits of Man) 6(8), Pistols 4, Palming (Pickpocket) 4(6), Sneaking 4, Perception 4


Focused Concentration: 3, Mentor Spirit (Raven), Allergy (Uncommon, Extreme): Nuts, Prejudiced (Common, Biased): Mundanes

Spell Focus 4 (Manipulation, Bonded), Bound Spirit of Man: (Force 6, Services 4), Bound Spirit of Beasts: (Force 6, Services 4)


Decrease Willpower (Health), Control Actions (Manipulation), Mob Mind (Manipulation), Levitate (Manipulation), Physical Mask (Illusion)


Fichetti Security 600
Concealable Holster
Spare Clips: 2
APDS Rounds: 60

Armor Vest

Commlink: Meta Link


Lightsticks: 4

Low Lifestyle


For Clash, everything is disposable. Possessions, living arrangements, acquaintances, contacts, team members and even friends, to Clash they’re all the same and any one of them will be sacrificed at a moment’s notice if it serves her needs. Full on sociopathic, Clash makes effective (often brutally effective) use of the “resources” at hand. Need to get the police off her trail? Mind control a child and run them into traffic. With Clash it doesn’t matter who suffers and how as long as she comes out on top.

When working with a runner team (always a short lived endeavour) she tends to work as an advance scout, arriving well in advance of the team in order to lay the groundwork for their arrival with a combination of carefully placed resources (weapons, stolen security badges, etc.) and sabotaged defenses (guards who mysteriously fail to show up for their shift leaving security short-handed). Once the team starts their infiltration she supports them from afar using a combination of spirits and astral over-watch.

Focused on her own survival above all else, if a job is going south Clash will walk away once it is clear that the odds have turned against her.


Clash always operates with a pair of bound spirits to support her. The spirit of man will have standing instructions to immediately use the accident power on any group that attacks her. Whereas the spirit of beasts has instructions to engage any group who attacks her starting with their magical support (if any) and then picking off the physically weakest (low strength/body) of the group before moving on to the stronger members. After the initial use of the accident power the spirit of man will use Decrease Willpower on the physically strongest (high strength/body) member of the attacking group in preparation for a Control Actions spell from Clash. Clash will then use Control Actions or Mob Mind in the most destructive manner she can think up and then try to escape in the confusion. She will never stick around in a direct confrontation and will run away at the first opportunity, often using levitate to escape from seemingly impossible locations (tall buildings, dead ends, etc.).

Deadline – Adept Assassin

Bod 4, Agi 7, Rea 5, Str 3, Cha 4, Int 5, Log 1, Will 3
Edge 3, Ess 6, Magic 6

Physical 5, Mental 4, Social 6


Exotic Melee Weapon (Monowhip) 6, Longarms 6, Gymnastics 6, Sneaking 6, Perception 3, Etiquette 3, Throwing Weapons 2, Con 2, Impersonation 2, Performance 2


Exceptional Attribute (Agility), Distinctive Style, SINner (Criminal), Allergy (Moderate, Uncommon)

Qi Focus 4 (Bonded)


Critical Strike 6, Improved Reflexes 2, Improved Combat Ability (Monowhip)


Monofilament Whip (with Hidden Arm Slide)
Ares Desert Strike (Imaging Scope, Shock Pad, Smartgun – External, Silencer)
Spare Clips: 3
APDS Rounds: 20

Chameleon Suit – Nonconductivity 3, Thermal Damping 6
Helmet – With Low-Light, Thermographic and Flare Compensation

Commlink: Transys Avalon

Gas Mask

Gecko Tape Gloves

Low Lifestyle


Deadline is a noted assassin in Europe and loves the thrill of the hunt. The only reason he left his original hunting grounds is evade capture and eventually, he will return to further his legend and terrorize the people who dare whisper his name. Clash approached him with a job offer to help eliminate key targets too dangerous for the mage to approach and he jumped at the opportunity to hunt superior game.

While having some respectable training as a sniper, Deadline prefers the up close kill with his monowhip. He relishes in stalking close to his prey, unsuspected and killing them in a single blow. He sees himself as untouchable and his ego can interfere with the task at hand, especially when hunting a specific target.


Deadline is a lone wolf, who works with Clash and her team solely as a means to get access to choice prey. When dealing with Deadline, the bait and ambush technique works well, so long as the bait is either agile or can endure a possible monowhip attack. Deadline is quick, so anything that keeps the adept unaware or on the ropes will be the adept’s downfall. Deadline uses stealth to get in close, using the technology he possesses to find the route of attack that will disrupt line of sight as long as possible. He will then leap into the fray and aim for a quick decapitation to prevent his location from being betrayed.

KaBoom – Arsonist

Bod 4, Agi 5, Rea 4, Str 4, Cha 3, Int 4, Log 5, Will 3
Edge 5, Ess 2.3

Physical 6, Mental 6, Social 4


Demolitions 6, Gymnastics 5, Running 5, Swimming 5, Automatics 4, Throwing Weapons 4, Clubs 4, Chemistry 4, Hardware 4, Sneaking 4, Unarmed Combat 3, Perception 3, Survival (Urban) 2(4)


Analytical Mind, Home Ground (Puyallup, Street Politics), Bad Rep, SINner (Criminal)


Cybereyes 3 (Flare Compensation, Low-Light, Smartlink, Thermographic Vision, Vision Enhancement 2, Vision Magnification)
Cyberears 2 (Audio Enhancement 3, Damper, Select Sound Filter 2, Spatial Recognizer)
Wired Reflexes 1
CyberGun – SMG


Extendable Baton
Ares Crusader II (Gas-Vent II, Smartgun – Internal, Concealable Holster)
HK-227 (Integral Sound Suppressor, Retractable Stock, Smartgun – Internal)
Spare Clips: 2 Crusader, 2 HK-227
Regular Pistol Rounds: 40
Explosive Pistol Rounds: 40
Regular SMG Rounds: 40
Hollow Point SMG Rounds: 40

5 Flash-Bang Grenades
5 High Explosive Grenades
9kg Rating 6 Foam Explosives
10 Detonator Caps

Armor Jacket

Commlink: Hermes Ikon

Fake ID 4 with Fake License 4 for Possession of a Firearm, Conceal & Carry Firearms, Non-Civilian Cybernetics)

Low Lifestyle


KaBoom is insane. He is a raving pyromaniac who sees explosions and the resulting carnage as an art form and that he is an accomplished artist . Once a member of the Chulos in Puyallup, the gang has increased the distance they maintain when dealing with KaBoom. His penchant for artistic flair and pure destruction caught Clash’s attention and she felt she could use his skills to wipe out her foes when they drew too close.

It is unclear where KaBoom learned to handle explosives, but he is rather skilled at it. He is a mid-range fighter, using automatic weaponry in a spray and pray mentality. Ideally, he’ll have had time to rig the place with a few charges and lure the enemy into the blast radius with a fighting withdrawal. He is not above going out in a suicide bombing if backed into a corner.


KaBoom may be nuts, but he’s not an idiot. He prefers to rig the place he is defending with charges either to kill the intended target outright, or bring down the surrounding environment for the most possible damage. He will coax his opponents into the range of one of his pre-set charges and set them off, using the chaos that follows for him to move in and finish off any survivors with a hail of bullets.

>> Aww, some poor wageslave lost their kid.  Ain’t that a shame.  They aren’t offering enough for me to care.
>> Burn

>> While I’m not quite so mercenary as our ork friend here, I have to agree there’s very little to go on.  I mean, they named their son Percy.  Are we sure he didn’t just run away?
>> Skeptik

>> I dunno, the area around the hospital went a little nuts around the time of this kid’s disappearance.  Anyone know why he was in the hospital in the first place?
>>  Jestyr

>> An unspecified psychotic episode.  Details are a bit sketchy and right when doctors were starting to piece together events, this kid gets taken.  I think there’s something going on with this kid and someone wanted to disappear the kid before too many people figured it out.
>> Torrent


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