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BODY PROBLEM
Credits
Art -
Maps -
Adventure Structure
SRM 10-06 The No Body Problem consists of several scenes. These scenes form the basis of the adventure, which
should be completed in approximately four hours. If you are running short on time, you should streamline each and be a little
more generous with clues, target numbers, and other requirements to aid in guiding the players through the adventure.
Each scene outlines the most likely sequence of events, as well as how to handle unexpected twists and turns that
inevitably crop up. Each one contains the following subsections, providing gamemasters with all the information necessary to run
it.
Scan This provides a quick synopsis of the scene’s action, allowing you to get a feel for the encounter at a glance.
Tell It to Them Straight is written to be read aloud to the players, describing what their characters experience upon
entering the scene. You should feel free to modify the narrative as much as desired to suit the group and the situation, since the
characters may arrive at the scene by different means or under different circumstances than the text assumes.
Behind the Scenes covers the bulk of the scene, describing what’s happening, what the non-player characters are
doing, how they will react to the player characters’ actions and so forth. It also covers the setting of the encounter, going over
environmental conditions and other properties of the location as well as providing any descriptions of important items.
Pushing the Envelope looks at ways to make the encounter more challenging for experienced or powerful characters
and other ways you can add some “extra spice” to the scene. This subsection should usually only be used for home games, or
games where time is not a factor. At most convention and Open Play events, gamemasters should omit this information. It adds to
the scene, but does not contain important information.
Debugging offers solutions to potential problems that may crop up during the encounter. While it’s impossible to
foresee everything that a group of player characters might do, this section tries to anticipate common problems and other
suggestions for dealing with them.
Carefully read the adventure from beginning to end. Get a feel for the overall plot and what happens in each scene.
That way, if something different happens, you won’t be caught off guard and you can adapt things smoothly.
Take notes for yourself while reading through the adventure that you can refer to later on. Possible things to note
include: major plot points (so you can see them all at a glance), the names of various non-player characters, possible problems
you notice, situations where you think a particular character can shine and other things you’ll want to keep in mind while running
the adventure.
Prior to the start of the adventure, examine the PCs’ record sheets and Debriefing Logs for your reference and have
basic information about their important abilities handy so you can refer to it during play. Also go over the characters and keep
their previous events listed on the Debriefing Logs in mind when determining non-player character actions in various scenes if
such a dynamic has been included.
Gamemastering involves juggling a lot of different things. Sometimes you drop the ball and forget something or you
just make a mistake. It happens, don’t worry about it. Nobody is perfect all of the time and everybody makes mistakes. Just pick
up from there and move on. Your players will understand and forget about it once you get back into the action.
Gamemasters should challenge the players, but should not generally overwhelm them. This is not to say that games
cannot be deadly. If the characters die through their own actions and repercussions of those actions, then so be it. But the idea is
to challenge the players and their characters, not to overwhelm them. If the enemies and challenges are too light for the characters
present, then increase them. On the other hand, if the characters are badly outmatched by the enemies, then tone them down.
Make things difficult but not impossible.
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure. They are the allies, antagonists, and background
characters in the adventure that interact with the player characters. NPCs in this adventure have already been created and can be
found throughout the adventure.
Minor NPCs are found in the individual scene that they appear in, and generally have a brief write up, noting only their
important skills and the gear they are carrying.
Major NPCs can be found in the Cast of Shadows at the end of the adventure, and have more detailed write ups, and
include most of the skills and the gear they have access to.
The NPCs in this adventure should generally stand up to the average player character but may need some adjustment to
suit a particular group of characters, especially a more experienced and powerful group. The scenes and NPC descriptions offer
tips on adjusting the NPCs to suit the abilities of the characters in your group. To adjust the power level of an NPC, refer to
Helps and Hindrances (p. 378, SR5). Take the player characters’ abilities into consideration when assessing the NPCs in this
adventure and modify them accordingly.
Mission Difficulty
GMs are encouraged to use their own judgment, and to adjust the difficulty of the encounter to take into account the
abilities of the players. If the players have no magical support, replace magical defenses with mundane ones. If the players are
weak on combat, reduce the number of enemies by one or two. Conversely, if they’re steam-rolling the opposition, add one or
two enemies to the fight. Missions should be difficult and something of a challenge, but should not be insurmountable.
A simple method for adjusting difficulty is to simply increase the dice pools and Professional Ratings of the enemies. A
simple +1 or +2 to all combat and defense tests gives enemies a minor boost in power, while a +3 or 4 will make them truly
formidable. Adding to their Professional Rating will give them a larger group Edge pool to draw from, and gamemasters are
encourage to use this Edge when logical.
Often a combat scene will tell you if it’s supposed to be challenging or is simply there to serve as filler or a minor
obstacle that the players should steamroll through. When possible, use this as a guide to know when to tweak the enemies and
encounters. If it doesn’t say, assume the scene should present a challenge to the power levels of the players.
Gamemasters should be careful what they allow players access to, because they can and will try to steal everything not
nailed down (and even then, they often have pry bars and claw hammers to deal with those nails). Shadowrun Missions operate
under the assumption that two players who have run the same missions will have roughly the same amount of resources available
to them (give or take some negotiation and a little bit of minor loot fenced), so when players are able to steal and fence a lot of
gear or are able to get their hands on high-priced vehicles, cyberdecks, or foci, it can unbalance the game and make it unfair to
players who didn’t have the opportunity to get those items. Gamemasters should avoid letting the players get into a position to do
high value looting whenever possible.
>>>>>Sidebar Begins
SYSTEMS IN NEO-TOKYO
Rules changes and clarifications to Shadowrun mechanics specific to Neo-Tokyo Missions can be found in the
Shadowrun Missions FAQ, however some of the key items are noted here:
NOISE
Due to the intense amount of matrix traffic and AR Spam that pollute the streets of Neo-Tokyo, the average level of
Noise in the sprawl is 2. Commercial zones and other areas can often suffer from Noise Ratings as high as 5. Assume a Noise
Rating of 2 in all locations unless otherwise noted in the scene.
GUN AVAILABILITY
In Neo-Tokyo, the legality classification of all firearms and heavy weapons is changed to Forbidden and licenses
cannot be created for them. The exceptions are weapons categorized as firearms that can never be armed with ammunition that
causes physical damage. While police, military, and corporate security can be granted special licenses, there are no exceptions
for Player Characters.
SOCIAL MODIFIERS
Social norms in Japan are quite different than they are in western cultures. The idea of 'face' or giri predicates specific
behaviors to ensure that there is no dishonor or shame. Shadowrunners who consistently insult the honor of their employers will
find themselves out of work. Foremost, refusing to appear before Tanaka-san (the Japanese version of Mr. Johnson) is an insult.
It is therefore assumed that all members of the team are present when any offers are made. Payment offered is per person at the
table and anyone who is not present will not receive payment.
Sometimes, a Tanaka-san will fall prey to the prejudices they grew up with. They may refuse to speak to a particular
metatype, focusing only on the metatype they are comfortable speaking with (an awkward situation if the slighted metatype is the
team's face). Major NPCs will have their prejudices included in their descriptions. For every prejudice that a character triggers,
GMs should impose a -1 dicepool penalty on opposed social rolls, up to -2 per character and no more than a total penalty of -6 for
the entire party.
Finally, when negotiating with Tanaka-san, demanding a higher payout is an egregious insult. In Japanese business
dealings, the offer is presumed to be the best offer that can possibly be made and asking for more implies that there is a level of
dishonesty at play. Rather than ask for additional payment outright, a suave negotiator placates their employer, subtly bringing
up their own concerns by ensuring they understand that their employer has already considered them. This is only a thematic
change; the mechanical system for negotiating higher payment is exactly the same. In play, rather than a successful Negotiation
Test increasing the initial offer, the GM records the result and Tanaka-san offers the additional amount as a ‘bonus’ for exceeding
expectations.
>>>>>Sidebar Ends
>>>>>Sidebar Begins
MOSHI MOSHI!
Throughout the Shadowrun Missions Neo-Tokyo arc, there will be plenty of Japanese words, names, and organizations
that may seem challenging to pronounce. Before you are overwhelmed by the thought of having to figure out how to say each
word you find, remember that Japanese doesn’t use the English alphabet and when you find these transliterations, the best bet is
to simply read it like it’s spelled. The letter ‘a’ is generally pronounced ‘ah’ as in the word ‘awesome’, the letter ‘e’ is ‘eh’ as in
the word ‘enter’, the ‘i’ is a hard ‘ee’ sound as in the word ‘ink’, ‘o’ is a hard ‘oh’ such as ‘omit’, and the letter ‘u’ is an ‘ooh’
such as ‘dude’.
WHAT’S IN A NAME?
In Japan, the surname comes before the given name. Thus, Bob Smith would be referenced as Smith Bob. The
Japanese do now have middle names. However, when using English or other Western languages, Japanese people often give
their name in the Western order, that is given name first and surname last. For the purposes of writing and to minimize confusion
between Japanese names and Western names, names will be presented in the Western style except in dialogue or narrative
expressly meant to be conveyed to the players, where the name will be presented in whichever method makes the most sense for
the voice being used.
WHAT’S IN A TITLE?
Of course, titles like Mr. and Ms. Are Western titles and not universally used in Japanese culture. Instead, titles are
appended to the surname and are not gender specific. The title ‘san’ is the most common, being a standard translation for Mr.,
Ms., and Mrs. It is added to the end of the surname with a dash. For example, Mr. Tanaka becomes Tanaka-san (which is
incidentally the Japanese term for Mr. Johnson).
Sama is the formal version of san and is used when speaking to someone of higher rank or station, or when you wish to
accord someone respect. Note that it can also be used ironically.
Both of these titles are applied to Western names in various situations, such as Smith-san. However, in many business
circles, especially when dealing with foreigners, Japanese people will use Mr. and Ms.
There are other titles as well, offering a range terms that denote relative station, familiarity, or even how cute
something is.
Aidoru: Literally ‘Idol’, it refers to the culture of manufacturing young stars and starlets that are admired for their cuteness.
Bosozuki: A street samurai.
Domo Arigato: Thank you.
Gaijin: A foreigner, often used as a derogatory term but is not explicitly so.
Giri: Honor or obligation.
Goi: Cool! Wow! Impressive! Amazing! Derived from old word “sugoi” with the same meaning.
Hai: Yes.
Katagi: A non-Yakuza person, used by Yakuza to refer to outsiders.
Kawaii: Lovable, cute, or adorable.
Kawaruhito: Literally, “changed person”, metahuman.
Kobun: Member of a Yakuza clan or gumi.
Konnichiwa: Hello!
Kyodai: “Older-brother” a term of respect from a subordinate Yakuza member to their superior.
Moe: A strong affection towards characters in anime, manga, video games, or pop culture.
Moshi Moshi!: Hello! (usually associated with answering a call on your commlink)
Mushi: Computer glitch.
Nemawashi: Legwork, laying the groundwork.
Omae: Friend.
Oyabun: Head of a Yakuza clan or gumi.
Samurai: Mercenary or muscle for hire. Implies honor code.
Sararīman: A corporate employee. From a mispronunciation of salaryman.
Shatei: “Younger-brother” a term used by senior Yakuza members when speaking to their subordinates.
So ka: I understand. I get it. Derived from Japanese.
Yak: Yakuza. Either a clan member or a clan itself.
Tanaka-san: Japanese equivalent of Mr. Johnson.
Yokai: A catch-all word to describe any Awakened critter or spirit.
>>>>>Sidebar Ends
Paperwork
After running a Shadowrun Missions adventure, there are several important pieces of paperwork that need to be filled
out.
The first is to make certain to distribute a copy of the adventure’s Debriefing Log to each player. As the GM, please
make certain to fill this out and sign off on it for each character. In the interests of time, you may have each player fill out the
sections, with appropriate values that you give them. Please consider the PCs actions in the scenario when providing Reputation
modifiers, per those rules (p. 372, SR5).
The second is to make sure that all players have updated their character’s Mission Calendar. PCs are allowed to go on
one run per week. The calendar is used to track the character’s monthly lifestyle expenses, adventures, and their downtime
exploits.
Finally, once an adventure is completed gamemasters should head over to the official Shadowrun forums at
httt://forums.shadowruntabletop.com and look in the Shadowrun Missions section. There will be a section to post the outcome of
the Missions adventure. Future adventures will be affected by these results. Without GM feedback, the PCs’ exploits will be
unable to affect the campaign.
MISSION SYNOPSIS
Twenty year old aidoru star Asada Yui has hit the big time. She’s adored by girls and young women throughout Japan
and is fawned over by the boys and men. She plays to sold out shows in the nation’s biggest stadiums, but that doesn’t mean all is
happy and fun in her world. She works for her record company, Chrome Pony (a wholly owned subsidiary of Renraku), but has
recently begun to become somewhat disillusioned with the whole life of a nova-hot star.
The paparazzi are relentless, the tours are exhausting, her record company is overbearing and the worst thing? She’s
fallen in love with her manager, Kirigaya Reki. Obviously, were that to be publicly known, Chrome Pony would reassign him in
a nanosecond, so they keep their love a secret from everyone.
Eventually, it becomes too much to bear, and so Yui and Reki decide that she needs to get out of the business.
However, since their record company is so overbearing, not to mention that Yui’s father is on the National Diet, the two know
that they cannot simply say “I quit” and walk away from this life.
This brings them to the idea of hiring shadowrunners. Reki asks some of his seedier friends and he meets up with the
team in order to hire them to attack and extract Yui and Reki, thereby freeing them from their corporate overlords and hopefully
keeping the political forces of Yui’s father off their heels as well.
Reki hires the runners with a pre-planned “attack.” During the fake attack, a real one happens, in the process killing
Reki. The culprits are dressed in Evo gear, making it pretty clear that Renraku’s rival, Evo, are actually trying to grab Yui for
themselves. Or are they?
Yui hires the runners as her personal security detail, since she no longer knows who she can trust. They work a
glamorous party as security and wait staff, allowing them to question people involved and learn more about the political and
corporate undercurrents. At the party, members of the team are approached by government people who warn them that Yui’s
father, Obuchi Haru, has learned of his daughter’s attempt to fake her own death and to protect her, will be bringing her home to
him. The runners are told to not interfere when men come for Yui.
Right after the party, the runners and Yui are introduced to their new manager, Yagami Kira, a suit sent right from
Renraku. Kira is in fact there to orchestrate Yui’s death, as Renraku has decided a dead megastar is worth more to them than an
uncooperative or government-controlled star. That night, while working security, a simple assassination attempt is foiled by the
runners and it becomes obvious that Renraku is trying to kill off their star.
Finally, Yui convinces the runners to fake her death and get her free of all of these various chains during her next huge
stadium concert. She says it will be her farewell concert, though no one knows this but them. During the concert while the
runners are carry out their extraction and fake execution plan, Evo sends in a real extraction team for Yui. There is also a
National Diet extraction team waiting in the wings, as well as a Renraku hit squad trying to kill her. The runners must get Yui out
of the stadium and in the clear safely, and get her on her way to her new home, San Francisco.
SCENE 1: I WANT TO TALK
SCAN THIS
The runners are hired by a Tanaka-san to extract his starlet love, Asada Yui from her current record company so that
she can strike out on her own. He thinks that playing to all the stale movie clichés about shadowrunners is the best way to act
toward them.
>>>>>Sidebar Begins
BAR BENFIDDICH
This bar dates back to the early parts of the century. The original owner decided to create new drinks based on the
flowers and herbs he grew on family land north of Neo-Tokyo. He converted his small apartment into a bar, located on the
second floor of his apartment building. Today, the second floor of the bar keeps its original dark speakeasy decor, while the bar
itself has expanded into a neighborhood drinking establishment on the first floor to better cater to the crowds of sararimen and
government workers which stream through the neighborhood on their way home.
It’s a place full of regulars that still serves drinks made from homegrown herbs, though they tend to run toward the
expensive side. A small kitchen can also make simple dishes to serve.
>>>>>Sidebar Ends
You arrive at Bar Benfiddich and find that it looks like any normal bar that a sarariman might come for a drink after
work. Lots of bright lights and music playing just loud enough to be heard over conversations. ARO displays flashing across the
facade hawk the specials of the day. A bored man stands out front, ostensibly the bouncer, though it looks like he might just be
there for tossing out the occasional drunk, as he doesn’t seem to be stopping anyone from entering.
As you approach, he cocks his head at you, hesitates, then pulls himself upright and seems to consider you, “Hey, are
you the ‘sararimen’ that Tanaka-san is waiting for?” He seems almost embarrassed to say it.
If the runners identify themselves as yes, the ‘sararimen’, then the bouncer directs them up to the second floor of the
bar to their Tanaka-san who he reveals is wearing a long black trench coat and brimmed black hat. He admits that he was paid a
decent sum to ask after them in the way he did. As for identifying them, this bar really is a neighborhood hot-spot and is full of
regulars. The bouncer spotted the runners by the simple method of not having seen them before. Their Tanaka-san is also a
stranger to him. Security here is not tight, and the bouncer sees no problem with sharing any of this information with the runners.
Read the following once the runners ascend to the second floor:
The second floor of the bar has quite a different feel. It’s a small, intimate space with only maybe 8 places for anyone
to sit, and is empty but for the dark figure sitting at one of the two tables, his head down and face masked by the brim of his hat.
Along one wall are an array of dusty 20 th century bottles full of various-colored liquids. The room smells of a wild mixture of
floral ingredients like anise, fennel, juniper, and mint.
Reki, the Tanaka-san, remains entirely in character while the runners allow him to be, as he thinks this is how
shadowrunners do business. He pauses dramatically when speaking and use every cliché known to metahumankind. If the runners
call him on it, he seems flustered and confused, but opens up and takes off his hat, revealing himself for the honest, open person
that he is. He is definitely not suited for the life of a Tanaka-san, but is quite earnest in hiring them.
Reki keeps his true name in confidence, but says that he knows the runners are interested in his business, since they
showed up for this meet, so after offering the runners something to eat and drink from the kitchen and bar, he’ll get right to the
heart of the matter. He is the manager of a very famous singer, Asada Yui, or just “Yui” to her fans. Yui has recently become
quite disillusioned with her record company and wants to get out of the business to strike out on her own. The problem is that she
is watched and controlled quite closely by her corporate overlords, so she needs to be extracted, since simply running won’t do.
There is always a security detail watching her. She’d prefer it if no one were killed and so prefers non-lethal force when at all
possible, and provides a bonus if the runners can prevent anyone dying during the extraction.
Reki and Yui have already done a lot of thinking about this extraction plan and so have a plan already in place for
executing it. Their plan is for the runners to extract them after Yui does an interview for a local trid show. It’s a very small show
and quite close to the penthouse where Yui lives now, so security is sure to be relatively light. Yui is to be transported in a
Toyota Coaster. In front of it and behind are cars with the security detail, both driving a Honda Citizen. Reki is to be with the
security guards in the front Citizen. There is a narrow street down which the caravan will travel to avoid an area of construction.
While in that alleyway, the runners should disable the two cars, trapping Yui’s SUV in between. After taking out the security
detail of 4 guards (non-lethally!), the runners can either take one of the vehicles or one of their own to extract Reki and Yui to a
small apartment safehouse located near the Sumida River, where they will be paid.
Tanaka-san offers the runners 8,000¥ for the job. A negotiation test increases the pay by 500¥ per net hit to a maximum
of six hits as a bonus at the end of the run. Note that as Tanaka-san will be killed in the next scene, any results of this test are of
limited importance. Make sure the players still think this roll is as important as always, however. Make a note of their successes,
roll some dice, whatever you need to do. The real pay and tests will take place in Scene 3: Dream in a Dream.
Initiative: 6 + 1D6
Condition Monitor: 10
Limits: Physical 4, Mental 5, Social 6
Armor: 9
Skills: Etiquette 6, Intimidation 5, Clubs 4 (Stun baton +2), Negotiation 5, Unarmed Combat 6
Knowledge Skills: Alcohol 6, Media Stars 5, Sports 6, Street Rumors 6, Trivia 6
Gear: Armor vest
Weapons:
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5]
Unarmed strike [Unarmed, Reach –, Acc 4, DV 4P, AP –]
DEBUGGING
Bar Benfiddich is close enough to public transportation that no runner, even one without transportation should have
trouble reaching the meeting site. If the runners want to create their own plan for the extraction, have Tanaka-san tell them that he
and Yui have been planning this out for a long time and while they might not have the tactical know-how of the runners, they
know for certain that this is the least-guarded Yui is likely to be for several months, since she starts a new concert tour next week.
After that, her security detail will triple, at the very least. He might let the runners handle the details like weapon loadouts, etc.,
but he’ll be adamant that the runners capture Yui in that alleyway. It’s off the main streets, so difficult to recon with police
drones, yet close to enough main thoroughfares to allow plenty of getaways. There’s even a manhole cover in the middle of the
alley for particularly adventurous runners.
SCENE 2: THE NIGHTMARE WORLD
SCAN THIS
At the site of the agreed-upon extraction, the runners make the attempt which is pre-empted by an assassination attempt
(which the runners should foil). They escape from attackers and NTMP alike and are whisked away by Yui.
Initiative: 12 + 2D6
Astral Initiative: 10 + 3D6
Condition Monitor:
Limits: Physical 0, Mental 0, Social 0
Skills: Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat
Powers: Accident, Astral Form, Concealment, Confusion, Enhanced Senses (low-light, thermographic vision), Fear, Guard,
Influence, Materialization, Sapience, Search
Initiative: 8 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 5, Social 6
Armor: 12
Skills: Automatics 5, Blades 5, Intimidation 6, Perception 2, Pistols 4, Unarmed Combat 6
Qualities: Toughness
Augmentations: Synaptic Booster 1
Gear: Armor jacket [12], Renraku Sensei commlink [Device Rating 3]
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 1, 4(m)]
SCK Model 100 [Automatic, Acc 5(7), DV 8P, AP –0, Modes: SA/BF, RC 1 (2), 30(c), smartlink, folding stock]
Wakizashi [Blades, Acc 7, Reach 1, DV 6P, AP –3]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 4S, AP –0]
Initiative: 8 + 1D6
Astral Initiative: 8 + 3D6
Condition Monitor: 10
Limits: Physical 5, Mental 6, Social 6
Armor: 12
Skills: Astral Combat 3, Blades 3, Conjuring skill group 3, Counterspelling 4, Pistols 2, Spellcasting 5, Unarmed Combat 3
Qualities: Magician (Shamanic)
Gear: Armor jacket [12], Renraku Sensei commlink [Device Rating 3]
Spells: Detect Life, Light, Physical Barrier, Stunball, Wreck [Gun]
Bound Spirits: Air Spirit 5
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 1, 4(m)]
Wakizashi [Blades, Acc 7, Reach 1, DV 5P, AP –3]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 3S, AP –0]
Initiative: 14 + 2D6
Astral Initiative: 10 + 3D6
Condition Monitor: 10
Limits: Physical 6, Mental 7, Social 7
Skills: Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat
Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Fear, Materialization, Movement, Sapience, Search
Initiative: 9 + 1D6
Matrix Initiative (Hot Sim): 9 + 3D6
Condition Monitor: 10
Limits: Physical 5, Mental 7, Social 7
Armor: 12
Skills: Clubs 4, Compiling 7, Computer 5, Cybercombat 6, Decompiling 5, Perception 5, Pistols 3, Registering 7, Software 6
Qualities: Natural Hardening, Technomancer
Gear: Armor jacket [12], Erika Elite commlink [Device Rating 4]
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 1, 4(m)]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 3S, AP –0]
Complex Forms: Cleaner, Diffusion of Data Processing, Diffusion of Firewall, Editor, Infusion of Attack, Infusion of Data
Processing, Resonance Spike, Tattletale, Transcendent Grid
HTR RIGGER (1, PROFESSIONAL RATING 4)
B A R S W L I C E ESS
4 3 5(7) 3 4 5 2 2 1 5
Upgrades: Mini weapon mount, Smartsoft, Targeting (4) autosoft, Clearsight (4) autosoft
Programs: Encryption, Signal Scrub
Weapons:
Yamaha Pulsar [taser, Acc 5, DV 7S(e), AP -5, Modes: SA, RC --, Ammo 4(m)]
MACHINE SPRITE
Attack Sleaze Data Processing Firewall Resonance
8 7 10 9 7
Initiative: 17 + 4D6
Condition Monitor: 12
Skills: Computer, Electronics Warfare, Hardware
Powers: Diagnostics, Gremlins, Stability
Initiative: 7 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 4, Social 5
Armor: 12
Skills: Blades 2, Clubs 3, Etiquette 3, Perception 2, Pilot Ground Craft 4, Pistols 3, Running 4, Unarmed Combat 3
Gear: Armor jacket [12], Renraku Sensei commlink [Device Rating 3]
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 1, 4(m)]
Wakizashi [Blades, Acc 7, Reach 1, DV 5P, AP –3]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 3S, AP –0]
DEBUGGING
If the runners try to grab Yui right outside the trid station, add a large contingent of studio security to Yui’s security
detail to prevent them from trying to grab her there. Reki can also warn them against doing that for this very reason. Otherwise,
the other team’s ambush should happen right before the runners can spring their own trap.
If the runners are not watching Yui’s caravan, the explosions should tip them off about the ambush, since it should only
be down on the previous block. The rockets are single-fire weapons, so there’s nothing to loot, and the warheads and dumb
munitions, so there’s nothing to detect or hack. They are more of a plot device than actual weapons, which is why they are not
listed in any of the enemy team’s stats. They serve a story purpose and nothing more.
Should the runners try to prevent anything happening to Yui’s SUV, you can allow them to do so. The enemy decker
still tries to attack the SUV and brick it using Data Spike. The runners might also try riding in the SUV or even driving the lead
vehicle. If they do so, have them roll against a DV of 24P, AP –4. In short, Reki must die in this scene. Assume the anti-vehicle
rockets which were fired at the lead vehicle pierced the side armor and sent their full explosive force through Reki’s chest,
blowing him apart but giving any nearby runners a chance to survive. Remember that the runners get to add the vehicle’s 6 points
of armor to their own.
Whatever happens, keep this combat short and sweet, even making the opponents drop like flies would be good,
because there’s plenty more conflict where this came from. Don’t get the players bogged down in an extended scene here. In fact,
if your group consists of less than 5 players, it will probably be better to remove the spirit from the enemy team and either the
mage or the decker, depending on which role the players have fewer defenses against. In other words, if the players have a mage
and no decker, then eliminate the decker from the enemy team and vice versa. If the players actually have both a mage and a
decker but still fewer than 5 or 6 players, you should probably eliminate one of the troll tanks.
If the runners are reluctant to keep protecting Yui after Reki’s death (since he was their Tanaka-san), have her tell them
that she will honor any deals he made, but she needs time to process what has happened. Keeping them on the hook, plus the
incentive of being able to hang out in a superstar’s penthouse apartment should sweeten the deal.
SCENE 3: DREAM IN A DREAM
SCAN THIS
In the aftermath of the failed extraction attempt, Yui brings the runners to her penthouse apartment. Once she recovers
from the initial shock, she hires the runners herself to be her new security contingent. In addition to protecting her, she also hires
them to determine who it was that tried to extract her and kill Reki.
The silver door slides back up into the ceiling and Yui steps out. She’s changed her clothing since she went into the
room, now dressed in a billowing soft sweater and slim leggings. She asks that you all gather in the main living room with the
spectacular view of the city below. Once everyone is in place, she speaks.
“Thank you for helping me out there on the street. I ... I am still trying to come to grips with the fact that Reki is ...
gone,” she takes a deep breath to steady her voice and plunges on, “Look, I know Reki made a deal with you to extract me from
my employer, but I don’t think that deal is what I need now. I’d like to change the deal, as long as you agree. I no longer wish to
be extracted. Instead, I want you to find out who did this. Appearances can be deceiving, I know, and I have my suspicions about
the ultimate culprits, but no proof, no leads to follow, not even pretty convincing hearsay! However, my new tour starts next
week, so I need this done quickly. Also, as I do not think my employer will find a replacement security detail soon and it has
been shown that my life is in danger, I want to hire you as my personal security detail. It seems my old security detail was not up
to the challenge, while you proved that you are. Please, at least until this whole situation is clarified, I need your help.”
The negotiation test adds 500¥ per net hit to a maximum of four hits, giving a possible total of 14,000¥ for the job, if
they do it very well. If the runners refuse to negotiate and only honor Tanaka-san’s original negotiated pay, Yui smiles sadly and
thank the runners for their honor and honesty and promise to pay them the full amount.
The penthouse is provided with every luxury and security measure. There is a main living area, including a combined
living room and kitchen area separated by a glass wall. Yui’s bedroom suite takes up one side of the apartment and two other
bedrooms are located off a small hallway, the back one of which has been converted into a recording studio with sound
dampening on the walls and recording and editing computers. There are a variety of real alcohols, not just synths, as well as
plenty of mycoprotein and even some fresh vegetables and eggs in the refrigeration unit. The woman, Kikai is actually an
anthropomorphic drone with a very lifelike outer skin. It follows out any menial tasks requested of it, acting as a sort of
mechanical butler. It can mix drinks and fix food for the runners, in addition to surreptitiously cleaning the apartment up behind
the runners if they make a mess. Basically, the runners should be able to find any food or drink they might want here, within
reason. Yui keeps her bar and kitchen well-stocked for visits from friends, but doesn’t keep anything terribly exotic around, as
her own tastes are pretty tame. Reki, however, kept a single bottle of Dalmore 75 scotch tucked in the back of one of the kitchen
cabinets for special occasions.
The penthouse was also built with security in mind. The windows overlooking the city are made of armored glass
(Structure 8, Armor 12), and the door to Yui’s bedroom is made of hardened metal (Structure 10, Armor 16) since it also acts as a
panic room for the singer. Steel security doors (Structure 10, Armor 16) can be slammed down over the balcony doors to her
room with a single command from her or her manager. All walls are reinforced Kevlar wallboard (Structure 8, Armor 12), if only
to withstand superstar parties, if not actual gunfire. The elevator doors will open for the runners, but without a recognizable
person employed by Chrome Pony or Renraku in it, it will not go anywhere. Pressing buttons does nothing other than open and
close the doors. There are cameras watching the elevator doors as well as the windows overlooking the skyline, but otherwise the
interior of the penthouse appears unmonitored. If the runners ask to be given access to the penthouse’s security system, Yui is
hesitant for a moment before giving them as much access to the system as she can provide, not being the system owner. This
gives the runner the equivalent of three marks on the security system, though without full access which will take several days and
piles of red tape to get through, they won’t get full, official access to the system. Yui can just make it easier on them, but doesn’t
have the permissions to grant security spider access on her own.
Once the runners have agreed on the job and payment, Yui tells them that the coming weekend there is to be a party in
this same penthouse. Musicians, record company execs, and really anyone whose job touches on Yui’s career in any way is likely
to be there. It is a launch party for her Silver Dragon concert tour. If one or more of the runners have good social skills and a
Charisma of at least 4, she can pass them off as a friend of hers. She suggests that any less socially nimble characters work as
security for the party, or even as wait staff, allowing them to mingle freely and eavesdrop on the guests.
PENTHOUSE HOST
Host: Asada Yui Penthouse
Rating Attack Sleaze Data Processing Firewall
6 6 7 8 9
DEBUGGING
If the runners try to rob the place, first the robotic butler attempts to dissuade them from doing so. It follows any
looting characters and tells them that robbing one’s employer is a serious breach of etiquette. It does everything short of calling
the police to stop the runners, since it is not authorized to do so. However, if the runners actually start removing any property
through either the elevator or by breaking through the windows, they are recorded in the act. If the runners manage to bypass the
security systems entirely and still rob Yui blind, they will be seen by the doorman in the lobby, or if they blow out a window,
they are spotted by a police drone. Either way, the authorities will be summoned within only a few minutes. Discourage any
light-fingered runners from any major larceny if you can. If you can’t, the consequences are right there.
If the runners try to break into Yui’s room, you have the host information in case a decker or technomancer tries to
open the door that way, plus the structure and armor rating of both the doors and the walls if they try a more physical approach. If
they succeed at hacking the door open, they’ll catch Yui sitting on her gigantic bed, crying softly, her eyes red and swollen. She
shakes her head silently and desperately try to compose herself, dashing away tears from her eyes before dealing with the
runners. If they are callous enough to try to force her to negotiate in such a state, give Yui a -2 to any Negotiation Tests. If the
runners physically break her door down, Yui has stopped crying, but her eyes are red and swollen and its obvious that she had
been crying. She’s more than a little angry that the runners broke her door down, but still needs them. Give her a +1 to any
Negotiation Test to reflect her irritation at them for the property damage.
If the runners leave before Yui comes back out, simply have her come out a little sooner, before the runners make their
escape.
If the runners want to be paid for both the extraction job in addition to the new security and investigation job, Yui
informs them that her manager usually has access to the accounts, so she can’t access them until she finds a new manager. The
pay she is offering them is out of her own discretionary spending money. Basically, she’s paying them out of the spare change
she has lying around, but the majority of her “riches” are actually corporate funds and not available to her for purposes such as
this.
SCENE 4: STAND OUT FIT IN, DOMINE KIRA
SCAN THIS
Runners perform security at party, investigate guests and generally be nosy. This should lead to them becoming more
attached to their employer. This also introduces Yui’s new manager, Kira.
MACHINE SPRITE
Attack Sleaze Data Processing Firewall Resonance
8 7 10 9 7
Initiative: 17 + 4D6
Condition Monitor: 12
Skills: Computer, Electronics Warfare, Hardware
Powers: Diagnostics, Gremlins, Stability
B A R S W L I C E ESS M
3 3 5 3 4 4 5 6 2 6 5
Initiative: 9 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 6, Social 7(8)
Armor: 14
Active Skills: Blades 5, Con 5, Etiquette (Yakuza) 7 (+2), Intimidation 7, Leadership 6, Negotiation 7, Perception 6, Running 3,
Unarmed Combat 4
Knowledge Skills: Yakuza Tactics, Information Brokers, Gaming Houses, Escape Paths in Shinjuku and Minato, Pachinko,
Running Books
Languages: Japanese (N)
Qualities: Adept, Driven (Advancement of the Inagawa-kai), First Impression
Adept Powers: Authoritative Tone 2, Cool Resolve 1, Danger Sense 1, Kinesics 3, Magic Sense, Motion Sense, Nerve Strike
Gear: Zoe: Executive Suite [12], Zoe: Second Skin [+2], Fuchi Cyber-X7 (DR 7)
Maneuvers: Kenjutsu (Iaijutsu, Multiple Opponent Defense (Friends in Melee))
Weapons:
Tanto [Shortsword, Acc 7, Reach —, DV 6P, AP –1]
Katana [Sword, Acc 7, Reach 1, DV 6P, AP –3]
B A R S W L I C E ESS M
2 2 3 2 4 3 6 (7) 7 5 6 6
Initiative: 10 + 1D6
Condition Monitor: 9 / 10
Limits: Physical 3, Mental 6, Social 8 (9)
Armor: 9 (+2 vs electricity)
Active Skills: Artisan 5 (Writing +2), Athletics Group 3, Automatics 3, Computer 1, Con 1, Etiquette 1, Intimidation 1,
Leadership 1, Negotiation 4, Perception 3, Performance 4 (Singing +2)
Knowledge Skills: Aidoru Culture 5, Megacorps 3 (Evo +2), Neo-Tokyo Sprawl 4, Shadow Scene 3
Languages: Chinese 5, English 5, Japanese N
Qualities: Adept, Biocompatibility (Bioware), Jack of All Trades Master of None, Prototype Transhuman, School of Hard
Knocks, Technical School Education / Allergy (Common – Mild: Soy), Creature of Comfort (High Lifestyle), SINner (Corp
Limited: Evo)
Adept Powers: Authoritative Tone 2, Combat Sense 3, Cool Resolve 1, Eidetic Sense Memory, Kinesics 4, Kinesics Mastery,
Lie Detector 3, Memory Displacement, Voice Control 2
Augmentations: Cerebellum booster 1, reception enhancer, tailored pheromones 3, vocal range enhancer
Gear: AR nails, chemical detection nail polish rating 4 (x10), contacts [Capacity 3 w/ image link and vision enhancement 2],
Fuchi Cyber-X7 commlink [Device Rating 7], holo bracelet rating 3, Nightshade [nonconductivity 2], Second Skin, qi focus 6
(phoenix tattoo – left hip, Combat Sense 3), smart wig [w/ trode net]
Weapons:
Unarmed Strike [Unarmed, Acc 3, Reach 0, DV2S, AP –0]
DEBUGGING
It’s possible the runners might make a mess of any social interaction, even if you’re not pushing the envelope.
Considering the power in the room, particularly odious runners might even find themselves arrested for trespassing. If something
like that happens, have Yui intervene with the police and offer to cover any fines. Since she figures they were working for her,
she can handle the fines. However, such unprofessionalism is noted by her and at the end of the run, reduce the arrested runner’s
pay by the amount of the fine.
It is also possible that the runners won’t roll well enough to overhear anything of interest. If that happens, you can
always let a few things slip for free, depending on how their Legwork rolls are going. This scene is to provide information if the
runners have been unable to get enough on their own. The runners can also learn the names of more people which might give
them more questions for doing more legwork.
SCENE 5: BULLYING, NO GOOD, ABSOLUTELY
SCAN THIS
While they are out somewhere, whether on errands for Yui or doing their own legwork, the runners are approached by
agents representing Obuchi Haru, National Diet member and Asada Yui’s father. They warn the runners that Yui is going to be
extracted by her father’s men at her concert.
As they get within easy conversation distance, one of the men holds up his hand, palm forward and says, “We only
want to talk. May we have a few minutes of your time?”
If the runners agree, an all-black SUV pulls up and one of the men opens the rear door. The second man motions for the
runners to precede them into the vehicle. If the runners enter the SUV, the rest of this encounter occurs in the moving vehicle as it
begins driving and when finished, the SUV stops and the runners are dropped off right where they were picked up.
If the runners refuse to enter the vehicle, the man holding the door shrugs, closes it, and says, “Perhaps we could at
least step off of the street?” and begins to walk toward a nearby alley. Again, if the runners follow this time, the rest of the
encounter happens in the alley.
If the runners refuse to budge and insist on this encounter happening on the street, both men shrug and agree. The
runners and the men definitely earn some strange looks from passers-by, as the men speak plainly and loudly for anyone passing
by to overhear them.
When finally allowed to speak, one of the men says the following:
“We know that you have been working security for Asada-san. We are also aware of the tragic killing of her manager,
Kirigaya-san. We also know what you are, beyond hired security guards. But know this: Asada-san’s family is well-connected
and seeing her in danger makes them uncomfortable. Being men of honor, we are informing you that after Asada-san’s concert to
launch her Silver Dragon tour, we will be coming to collect her. We do not wish you nor any other security detail to interfere
with our collection. So ka?”
Regardless of the runners’ reactions, these men are unswayed. They ignore threats or pleas, since they were quite
literally just informed to pass along this very message. If, however, the runners get physical or attempt to interfere with the men
in any way, they respond with an appropriate amount of force. The men in black can be brutal, but their orders are not to be so in
this encounter. If the players are belligerent, the men feel no hesitation to trade threats, though if anything physical or magical
breaks out, they only attempt to disengage and minimize collateral damage.
Once they have delivered the message, one of the men smile and try to pat one of the runners on the shoulder, saying
that he understands their situation, after all, they’re both acting as security. As he does so, he tries to plant a stealth tag (Rating 6)
on the runner’s clothing/armor. Have the man make a Palming + Agility (Physical) Test against the runner’s Perception +
Intuition (Mental) roll. It doesn’t matter which runner gets tagged, since the men figure the runners are a team and so tagging one
of them gives them a general idea of where the whole team is. The men then both climb into the back of the black SUV and
depart, returning to the National Diet building. Their only purpose in planting the tag is to keep tabs on where the runners are.
Upgrades: Mini weapon mount, Smartsoft, Targeting (4) autosoft, Clearsight (4) autosoft
Programs: Encryption, Signal Scrub
Weapons:
Yamaha Pulsar [taser, Acc 5, DV 7S(e), AP -5, Modes: SA, RC --, Ammo 4(m)]
>>>>>Sidebar Begins
PENALTIES
The penalties for the crimes that can be handled by NTMP’s two man patrols are generally more of an inconvenience than
anything else. The following are the penalties that can be placed on characters who get the attention of the patrols:
Crime Fine Notes
Not Broadcasting a SIN 100¥ Will be made to broadcast a SIN, which will be checked
Not possessing a SIN 500¥ Detained then relocated
Possessing a fake SIN 1000¥*SIN SIN is burned, SIN Rating 4+ results in Arrest
Rating
Possessing unlicensed items 250¥ per item If fake SIN is detected, items are confiscated
Possessing a 'Restricted' Firearm 1000¥ -1 Street Cred, weapon confiscated
Possessing a 'Forbidden' Firearm 5000¥ Arrest, weapon confiscated
Resisting Arrest 5000¥ Use of necessary force to incapacitate, issue criminal SIN
A detained character is detained for 8 hours and then moved to the Sub-Tokyo area. An arrested character is held for 24 hours,
gains one point each in Notoriety and Public Awareness, and loses 1 point of Loyalty with any police connections (to a minimum
of 1 Loyalty). This time cannot be used to rest, heal, or regain edge.
>>>>>Sidebar Ends
DEBUGGING
If the encounter is being more antagonistic than friendly by the end, don’t have the man try to pat one of them on the
shoulder, but rather have him grab the front of one of the runners’ clothes or push him or come in contact with one of the runners
in some way and try to plant the stealth tag there.
SCENE 6: INKED IN BLOOD
SCAN THIS
While working security, runners foil another assassination attempt
Initiative: 14 + 2D6
Astral Initiative: 10 + 3D6
Condition Monitor: 10
Limits: Physical 6, Mental 7, Social 7
Skills: Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat
Powers: Accident, astral form, concealment, confusion, energy aura, engulf, materialization, movement, sapience, search
Initiative: 8 +1D6
Condition Monitor: 10
Limits: Physical 5, Mental 5, Social 6
Armor: 12
Skills: Automatics 5, Blades 5, Intimidation 6, Perception 6, Unarmed Combat 6
Qualities: Toughness
Augmentations: Cybereyes [Rating 2, w/ flare compensation, image link, low-light vision, smartlink, thermographic vision]
Gear: Armor jacket [12], Renraku Sensei commlink [Device Rating 3]
Weapons:
HK Urban Combat [assault rifle, Acc 7(9), DV 9P, AP –1, Modes: SA/BF/FA, RC 3, 36(c), explosive ammo,
smartlink, sound suppressor]
Katana [Blades, Acc 7, Reach 1, DV 7P, AP –3]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 4S, AP –0]
DEBUGGING
The runners might run into trouble stopping the attackers, especially if not all of them are in the penthouse at the time
of the attack. If so and the players need to stall for time for the others of their team to arrive, you could have Yui disturbed by the
sound of the shattering glass and open her door. The runners can run into her room and lock the door, giving themselves some
time while the attacker tries to break into the room. If they really need a lot of time, you can say that the sprite failed to unlock
the bedroom door, and so the assassin has to try to blow his way in.
If the runners haven’t set a watch or in some other way detect the arrival of the assassin, have Yui be unable to sleep
that night. She sees the assassin entering her room and yells in alarm for him to get out, not knowing who could possibly be
trying to sneak into her bedroom in the middle of the night.
Should the runners somehow spot the attacker while they are still approaching, simply have them attack immediately.
He won’t get the element of surprise, but that won’t significantly change his attack plan.
SCENE 7: AS IF IT’S YOUR LAST
SCAN THIS
This is the final concert of Asada Yui. At the end, she will either be free, dead, or in Evo or her father’s control.
Initiative: 7 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 4, Social 5
Armor: 12
Skills: Blades 4, Clubs 3, Etiquette 3, Perception 2, Running 4, Unarmed Combat 3
Gear: Armor jacket [12]
Renraku Sensei commlink [Device Rating 3]
Weapons:
Tanto [Blades, Acc 6, Reach –, DV 5P, AP –3]
Stun baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 3S, AP –0]
Initiative: 7 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 4, Social 5
Armor: 12
Skills: Clubs 4, Perception 3, Pistols 3, Running 3, Unarmed Combat 4
Knowledge Skills: Law Enforcement 4, Local Crime 3
Gear: Armor jacket [12], Renraku Sensei commlink [Device Rating 3], Sunglasses (image link, smartlink), 2 doses of Jazz
Weapons:
Yamaha Pulsar [taser, Acc 5, DV 7S(e), AP –5, Modes: SA, RC 1, 4(m)]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
Unarmed strike [Unarmed, Reach –, Acc 5, DV 3S, AP –0]
DEBUGGING
If the runners are struggling against the Evo team on stage, have several NTMP and security guards, or even the
National Diet men show up to help them take them down. No security or police forces use any sort of projectile weapon out of
fear of hurting people in the crowd.
SCENE 8: WHALIEN 52
SCAN THIS
The runners get Yui to her waiting boat and bid her farewell…after getting paid, of course.
Initiative: 11 + 1D6
Matrix Initiative (hot sim): 11 + 4D6
Condition Monitor: 11
Limits: Physical 7, Mental 6, Social 5
Armor: 12
Skills: Electronic Warfare 5, Gunnery 3, Pilot Watercraft 8, Sneaking 5, Survival 4 (Ocean +2), Unarmed Combat 3
Qualities: Gearhead
Gear: Armor jacket [12], Proteus Poseidon [Device Rating 5, ASDF 0/0/6/7, noise reduction 3]
Programs: Encryption, toolbox
Weapons:
Unarmed strike [Unarmed, Acc 7, Reach –, DV 4S, AP –0]
CORSAIR PANTHER
HAND SPEED ACCEL BODY ARMOR PILOT SENSORS SEATS
1/3 2/5 1/3 18 10 2 3 8
Upgrades: Amenities (middle), improved economy, satellite link, secondary manual controls, signature masking 2, SunCell
DEBUGGING
If the runners try to stop Yui from leaving, the best defense is simply for Yui to not pay them. The only thing which
needs to happen is Yui pays the runners and leaves on the boat. As simple as that.
PICKING UP THE PIECES
MONEY
8,000¥ + 500¥ per net hit to a maximum of 6 hits, if they only honor their original deal with Tanaka-san.
12,000¥ + 500¥ per net hit to a maximum of 4 hits, for staying true to Yui and helping her fake her death and escape.
14,000¥ + 100¥ per net hit for handing Yui over to Evo.
0¥, but gaining a favor from Obuchi Haru if they hand Yui over to the men in black.
KARMA
2 Karma – Keeping Yui alive and helping her escape.
1 Karma – Keeping Yui alive but handing her to the Evo operatives or men in black.
2 Karma – Surviving the Adventure
3 Karma – Overall Adventure Challenge.
GAMEMASTER REWARD
When running this adventure you may choose to count the Missions as “played” for their personal Shadowrun Missions
character. You must choose to do this the first time your run this Mission only, and take the optional results to match those the
team you GMed for earned. You may not choose to wait for a “better” attempt to choose your rewards. You’re on the honor
system here, so please don’t skew the adventure to help the players gain extra rewards just so that you can get better results.
You will earn a flat amount of karma and nuyen, regardless of how well (or poorly) the players do, listed below. For
other missions results and rewards that you track on the Debriefing Log (Objectives completed, reputation and contacts earned,
etc), take the average results of the group you’re GMing for. So if four out of six players earned a point of notoriety, you will
earn one as well. If only two players out of five earn a +1 Loyalty with Simon, you would not get that +1 Loyalty. Along those
lines.
Karma Earned: 7
Nuyen Earned: 13,000¥
REPUTATION
During the adventure, runners may perform actions that will add to their Street Cred, Notoriety, or Public Awareness
(p. 372, SR5). Besides the scenario specific gains listed below, gamemasters should consider the characters actions throughout
the game and award additional points as appropriate. If a player earns Public Awareness or Noteriety, don’t be afraid to give
them extra points.
+1 Street Cred if the players manage to actually kill the Red Ninjas.
+1 Street Cred if the players refuse to renegotiate the job with Yui and take only the original pay negotiated with Reki.
+1 Notoriety for any player who picks a fight with the police.
+1 Public Awareness if the team fights the Evo team in the open on stage.
CONTACTS
Successfully completing objectives or performing the actions listed below will earn characters specific Missions
contacts at a Loyalty of 1, and should be given the Contact Sheet included with this Mission. If they already have that contact,
they gain a +1 loyalty to that contact (up to a maximum of 4).
Characters might interact with NPCs not specified by the Mission, and may earn these NPCs as a contact at Loyalty 1.
They may also work with non-Mission specific contacts that they have already earned or that they bought at character creation,
and gain a +1 Loyalty to these contacts, with a maximum Loyalty of 4. Gamemasters should not grant these lightly, and players
should have to work to earn these contacts by going the extra mile to impress the NPC, offering up favors, or paying them well
above the standard rates for information or services.
LEGWORK
When a PC gets in touch with a contact, make an unopposed Connection + Connection test for the contact. The results
of this test determine how many ranks of information the contact knows about the question. If the relevance of the subject is a
specialty of the contact, they get +3 to this test. The player then makes an unopposed Charisma + Etiquette + Loyalty test, the
results of which determine how many ranks of information the contact is willing to divulge for free, up to the max ranks of
information they know. If the contact knows more, they will require a payment of 500¥-(Loyalty*100¥, minimum 100¥) per rank
of information they still know.
If the PCs have worked all of their contacts, and are still missing important information, they may request that a contact
ask around. If they do so, have the Contact make an extended (Connection + Connection (1 hour)) test. Additional information
will be available at a cost of 1000¥-(Loyalty*100¥, minimum 200¥).
A Matrix Search action (p. 241, SR5) may also be utilized to gather information from the following charts, using the
appropriate thresholds and search times.
ABE SORA
Contacts to Ask: Media, Musicians, Street
ASADU YUI
Contacts to Ask: Chrome Pony employee, Corporate, Media, Music Fan
BAR BENFIDDICH
Contacts to Ask: Barfly, Bartender, Bouncer, Street, Tanaka-san, Wait Staff
FUJITA DAIGO
Contacts to Ask: Chrome Pony, Corporate, Media
KIMURA HARUTO
Contacts to Ask: Chrome Pony, Corporate, Media
Contacts Matrix Search Information
0 0 Naruto? Isn’t that some old 2D show?
1 1 Senior Business Development Executive at Chrome Pony.
2 3 He’s the brains behind the business at Chrome Pony. It’s said that Fujita-san doesn’t like to
make a business move without his approval.
3 -- He has a reputation for being absolutely ruthless in his business dealings.
4 6 Before working at Chrome Pony, he was a mid-level executive in Renraku, known for handling
the details of corporate raids. In effect, he dismantled small companies for his corporate
overlords.
5 -- It’s said he will stop at nothing short of wetwork to get his job done and that he’s still
answering directly to his Renraku bosses.
KIRIGAYA REKI
Contacts to Ask: Chrome Pony, Corporate, Media, Music Fan, Musicians, Street
MORI MASA
Contacts to Ask: Chrome Pony, Corporate, Media, Noboru Egawa
OBUCHI HARU
Contacts to Ask: Government, Renraku
SUZUKI RIKU
Contacts to Ask: Chrome Pony, Media
WATANABE SARA
Contacts to Ask: Chrome Pony, Corporate, Media
YAGAMI KIRA
Contacts to Ask: Media, Renraku, Tanaka-san
YOSHIDA NIKO
Contacts to Ask: Chrome Pony, Corporate, Media
CAST OF SHADOWS
ASADA YUI (HUMAN FEMALE, TANAKA-SAN)
Twenty year old Asada Yui has always grown up in the spotlight. Her name is actually a stage name given to her to
make her sound more kawaii by her label, Chrome Pony, and also to insulate her from the politics of her father, Obuchi Haru, a
member of the National Diet and ranking member of the Divine Heritage Party. A young woman with a slight build, long blond
hair, and warm brown eyes, Yui has always loved to sing and dance, especially in front of an audience since she was a young
child. At the age of ten, she auditioned for a trid show and was “discovered” by the Chrome Pony label and signed. Ever since
then, she has been gaining in popularity over time, each album tweaking her image from young energetic child star to a mature
woman singing songs of unrequited love and longing, along with upbeat dance tunes which keep her fresh and vital in modern
Japanese culture.
Two years ago, she was paired with a new manager, Kirigaya Reki, who had recently made a name for himself in the
industry. It was thought two young talents would complement each other and create something fresh and new. They did, and Yui
released a new album a little over a year later called Better Than Life. It was a huge success and has now led to the Silver Dragon
Tour which Yui will be launching soon.
During the writing and recording of the album, Yui and Reki slowly came not only to respect each other, but to fall in
love. The record label pushed the Silver Dragon tour extremely hard. The shows will not only incorporate singing and dancing,
but myriad backup dancing drones, holographic tableaus, pyrotechnics, and even specially-trained horses galloping through the
audience. The tour is planned to encompass the world over the next two years with virtually no down time, this after grueling
hours spent recording the album, then doing the press tours to promote the album, special appearances and smaller benefit
concerts.
The strain of the past two years has begun to wear on even the young and energetic couple, and with no end to the
stress and hectic schedule in sight for the next two years, the couple has decided to break off from their own lives. In their rose-
colored view, a simple life spent living together on some small island in Japan would be preferable to the continuous circus of
fame.
B A R S W L I C E ESS
2 6 6 2 4 3 4 6 2 6
Initiative: 7 + 1D6
Condition Monitor: 9
Limits: Physical 4, Mental 5, Social 8
Armor: 7
Active Skills: Blades 2, Etiquette 5 (Entertainment +2), Gymnastics 7, Negotiation 5, Perception 4, Performance 10 (Singing
+2), Running 3, Unarmed Combat 2
Knowledge Skills: Music Industry Insiders 7, Popular Music 5
Languages: Japanese (N), English 3
Qualities: First Impression, Combat Paralysis
Gear: Contacts [Rating 3, flare compensation, image link, vision enhancement 1], ear buds [Rating 3, audio enhancement 3]
Weapons:
Unarmed strike [Unarmed, Acc 4, Reach –, DV 2S, AP –0]
B A R S W L I C E ESS
3 4 4 3 4 5 5 4 1 6
Initiative: 9 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 7, Social 6
Armor: 9
Active Skills: Blades 3 (Swords +2), Etiquette 5 (Entertainment +2), Instruction 3, Negotiation 6, Perception 3, Running 4,
Unarmed Combat 4
Knowledge Skills: Music Industry Insiders 6, Music Production 8, Music Venues 5
Languages: Japanese (N), English (N)
Qualities: Bilingual
Gear: Lined coat [9], Transys Avalon [Device Rating 6]
Weapons:
Wakizashi [Blades, Acc 7, Reach 1, DV 5P, AP –3]
YAGAMI KIRA
Discovered as a Technomancer at a young age, Kira was raised by a quiet, normal family who worked for Renraku. He
is tall with brown hair and handsome features, if rather cold eyes. He has been trained since his youth to never question the
company’s motives or requests.
At first trained for typical data jobs, by the time he was a teen, Kira was being trained for hacking attacks on targets
soft and hard. He was made a member of a team including various talents, specifically for more nefarious, yet long-term projects
for Renraku. Given training in the entertainment industry, especially the music industry, he was taught to ingratiate himself with
the studios.
Any time Renraku has a talent they cannot get under control in any other way, Kira is brought in to either forcibly bring
the artist into line or eliminate the target. He is given broad latitude to handle “problems” and has quickly made a name for
himself as a quality troubleshooter.
His latest assignment has been to bring Asada Yui back into the fold. He uses sprites to do much of his legwork,
distancing himself from any intelligence-gathering and giving himself plausible deniability. Once he realizes that Yui still had no
intention of toeing the line with her Renraku masters, he decides that a dead artist who can be resurrected using computer
generated “lost footage” will be far more profitable and less problematic for the corporation, he puts plans into motion to kill Yui
in such a way to make it seem like suicide.
B A R S W L I C E ESS R
3 3 4 3 5 5 5 6 3 6 6
Initiative: 9 + 1D6
Matrix Initiative: 10 + 4D6
Condition Monitor: 10
Limits: Physical 5, Mental 7, Social 8
Armor: 12
Active Skills: Blades 4, Compiling 7, Computer 5, Cybercombat 6, Decompiling 6, Etiquette 5, Leadership 4, Perception 5,
Pistols 3, Registering 7, Software 6
Knowledge Skills: Music Industry Insiders 6, Musical Composition 3, Musical Venues 4
Languages: Japanese (N), English 4
Qualities: Natural Hardening, Technomancer
Gear: Executive Suite suit, MCT Blue Defender [Device Rating 3]
Complex Forms: Cleaner, Derezz, Diffusion of Firewall, Editor, Infusion of Attack, Resonance Spike,
Registered Sprites: Fault Sprite 6, Machine Sprite 6,
Weapons:
Fichetti Security 600 [light pistol, Acc 6 (7), DV 7P, AP –, Modes: SA, RC 1 (2), Ammo capacity 30 (c), w/laser sight
and 30 rounds Regular ammo]
Knife [Blades, Acc 5, Reach –, DV 5P, AP –2]
Asada Yui is a young woman known as an Obuchi Haru is a member of the National
aidoru, or cute girl singer. She started as a Diet and a lifelong politician. Raised into
child star, but has made the transition to politics by his family, he started at the
more of a kawaii sex symbol in recent local level, but has over the decades
years, especially since reaching the age of worked hard to get to the national stage.
twenty.
He is known for his hard stances in the
She regularly sells out major venues both Diet, but is also known as a cunning
in Japan and abroad, had her own trid negotiator who isn’t afraid to compromise
show for a couple years and merchandise when needed.
bearing her face can be found all over
Japan. He is divorced with you children, both
daughters. The older daughter moved with
She has been known for catchy dance his ex-wife to California Free State while
music for a long time, but since beginning he kept custody of his youngest who has
to embrace her more mature image, has gone into show business.
started releasing love songs and ballads as
well, culminating in Better Than Life, her
latest album.
Key Active Skills: Etiquette, Negotiation, Key Active Skills: Data Search, Etiquette,
Performance Intimidation, Negotiation
Yui is a young Japanese human with long Obuchi is an aging Japanese human who
blond hair and large, dark, expressive has spent his entire life in politics. His
eyes. She is a dancer in addition to singer dark hair has begun to go gray at the sides
and enjoys running, so has an athletic and is clean-shaven. He wears a pair of
build. She has no visible augmentations of thick-framed, black glasses at all times
any kind and can always be found wearing which are loaded with a full display suite
just enough makeup to accentuate her which he uses with his datajack to access
features. She wears a plethora of bracelets legislation information at a moment’s
on each wrist, both metal and woven and thought. He is always working on five
stud earrings in her ears. different things and while he can seem
distracted, he is always taking everything
She dresses fashionably, yet simply while in.
at home. In deference to her label, she
wears midriff-baring tops, though for her He dresses formally, always wearing an
own comfort, she sticks to long, slim- expensive suit and tie. His suits are
fitting casual pants and low-profile shoes, always dark-colored, as are his ties, but he
saving the high heels for on stage. concedes himself to whimsy in his shirts,
liking shirts which are crimson or canary
or some other bright color, rather than the
usual pale hues favored by most members
of the National Diet.
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