Professional Documents
Culture Documents
TWO BIRDS
Credits
Art -
Maps -
Adventure Structure
SRM 10-02: One Stone: Two Birds 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
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.
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-Toyko, 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.
>>>>>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.
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 gamemaster,
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 gamemaster feedback, the PCs’ exploits will
be unable to affect the campaign.
MISSION SYNOPSIS
The team is called to an upscale rooftop greenspace to meet with Tanaka-san (Kaito Nakamura). They are hired for a
two-part job: to steal a weapon prototype from the Arasaka Buki facility and - more importantly - to frame the CEO for the theft.
They are given access to a safehouse and uniforms to help them blend in.
Presuming they take the opportunity to look around the facility and in the process learn that many employees and
executives are away while the facility undergoes renovation. They are also given the opportunity to discover clues, such as a food
poisoning incident and the murder of the director of security, that point towards another runner team working at the facility.
In order to frame the CEO, the team must enter his home where they may or may not encounter his wife or servants.
Once there, they plant evidence linking the CEO to the theft.
Finally, the team invades the facility to steal the prototype. Once they have it and are escaping, they run across the
other team who tries to take it from them. A possible high speed chase ensues before they escape and deliver the goods to
Tanaka-san.
>>>>>Sidebar Begins
Jackpoint Search Profile
NEW KEIO PLAZA AND HOTEL
Atarashi Keio Teien (New Keio Plaza), in Nishi-Shinjuku serves the dining and shopping needs of local corporate
citizens as well as the lodging requirements of visiting corporate executives and wealthy tourists. Plaza security maintains a
visible presence throughout the mall and hotel while security cameras maintain nearly invisible blanket surveillance. The
public entries into the plaza all employ MAD scanners with security teams stationed nearby. If a scanner tags you, or you’re
stopped for looking out of place, security quietly pulls you aside. If they find contraband or illegal weapons, they escort you
off the grounds and leave it at that. Having the NTMP show up with flashing lights is bad for appearances. Of course if you
cause any real trouble, they won’t hesitate to call in the closest HTR team.
>>>>>Sidebar Ends
Initiative: 6 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 4, Social 5
Armor: 9
Skills: Close Combat skill group 3, Etiquette 3, First Aid 2, Perception 4, Pistols 4, Running 3
Language: English 3, Japanese N
Gear: Berwick suit [concealable holster], contacts [Capacity 3 w/ flare compensation, image link, low light] earbuds
[Capacity 1 w/ sound link], medkit rating 3, Renraku Sensei commlink [Device Rating 3], subvocal microphone
Weapons:
Defiance EX Shocker [taser, Acc 4, DV 9S(e), AP –5, Modes: SS, RC 0, Ammo capacity 4(m), w/ 8 rounds taser dart
ammo]
Defiance EX Shocker when used as melee weapon [Clubs, Acc 3, Reach 0, DV 8S(e), AP –5]
Unarmed Strike [Unarmed Combat, Acc 5, Reach –, DV 4S, AP –0]
DEBUGGING
If any of the runners are stopped by security and ask to leave for carrying illegal weapons or contraband they will have
to return the item to an offsite vehicle. This will make the entire team late for the meeting and the display of disrespect will
impose a 2 dice penalty on any future Negotiation test with Tanaka-san. If any of the runners cause enough of a problem for the
plaza management to get involved this jumps to a 4 dice penalty. The desk manager will call upstairs to Tanaka-san for
instructions, she explains the situation to him and gives her word that her guests will behave and that she will be personally
responsible for their behavior, the desk manager will then allow the visitors to remain. If the players create a serious problem
(like attacking the hotel security guards) have some NTMP officers show up with the threat of a NTMP HTR team close behind
to back up the patrol. If it’s needed, the write-up for a NTMP patrol is in the back of Scene 5.
Tanaka-san walks along the path expecting you to follow and soon steps into a small hidden glade with seats and a low
table. Several decanters are set out, filling the air with the scent of real coffee. After everyone finds a seat her bodyguard fills the
cups, serving Tanaka-san last before stepping back to the edge of the glade.
After a sip she speaks up “Many years ago the Evo Corporation left this small island to take its place in the larger
world, however some company divisions were unable to follow and stayed here in Neo-Tokyo. These subsidiaries have been left
to their own devices for far too long. Lately one has drawn the eye of my employers and I have been tasked with returning them
to Evo’s corporate fold.
Fortunately, I have had the opportunity to study the Yakuza over the last year and I believe that one of their tricks will
accomplish my goal. That trick being, arranging an incident that convinces the target they are in desperate need of protection.
I need a team to help with revealing evidence that a particular CEO is assisting Ares with a hostile takeover attempt.
This should remove the CEO from his position and encourage the board members to seek the protection of Evo, denouncing their
rogue executive. I have prepared the evidence that needs to be left at both the CEO’s home and in the facilities lab. It will
implicate him in the theft of a valuable prototype that is soon to occur in his research facility. Of course I will need someone to
carry out that theft and “accidently” leave the evidence that points to the CEO. Shall I go into further details or would you like to
discuss compensation first?”
The offer
“The prototype is a weapon called Aki-Inazuma, it is located in an underground research lab at the Arasaka Buki
facility. I can offer each of you 7,000 nuyen to steal it and plant evidence in the lab and the house of the CEO, Ryota Nakagawa.
Planting the evidence is the more important of the two tasks; the theft is merely a vehicle to expose the evidence.
I can provide a safehouse in Koto, near the facility, for your use. The evidence that will prove Nakagawa-san’s guilt
has been left there with instructions. You will find some other required items there along with Arasaka Buki uniforms with ID
badges. These will allow you to freely enter the facility and explore how best to enter the lab. Sadly I am unable to facilitate
access to the lab itself, you shall have to achieve that on your own. You will also be on your own when you enter Nakagawa-
san’s house to plant the evidence there.
These tasks are to all be accomplished with a minimum of violence and destruction, the facility and its employees are
all indirectly Evo assets and damage to Evo’s corporate assets will be frowned upon. I am placing a great deal of confidence in
your capabilities and I trust that this confidence is not misplaced.”
The initial offer is 7,000 nuyen per team member to accept the job. A successful opposed Negotiation + Charisma
[Social] Test against her Dice Pool of 15 will result in an additional 500 nuyen per net hit, up to six hits making the maximum
10,000 nuyen per runner. Additional net hits past six will result in Tanaka-san offering 1,000 nuyen per hit as a good faith,
upfront payment, up to the full negotiated amount. Make sure to apply a penalty (-2 or -4) to the negotiation dice pool if the
runners were late or caused problems at the mall or the hotel lobby.
If asked for details before or after the negotiations Tanaka-san will outline the exact specifics of the run, these will also
be in the file that she gives the runners so that it can be reviewed later.
1 - Break into the home of Ryota Nakagawa, the CEO of Arasaka Buki, replace the data core of the CEO’s home
data-terminal and leave one of the commlinks loaded with incriminating evidence in the house.
2 - Break into the Arasaka Buki research lab and steal the functional prototype and the research data for a project
named “Aki-Inazuma” (this translates to “Flash of Red Lightning” in English). Someone, preferably a human male, is to also
imitate a Shadowrunner named “Patriot” in clear view of the security cameras during the theft. He has a distinctive style and
is known to work for Ares while wearing a red, white and blue, star spangled armor and spray painting “USA” to mark his jobs.
Plant the second commlink loaded with incriminating evidence implicating the CEO, it is to be “dropped” in the lab where can
be easily found. Finally set a small demolition charge in the lab to set off the alarms after the team leaves the facility. This is to
make sure that both the theft and the planted evidence will be immediately discovered.
3 - Take the prototype and the research data to a safehouse in Koto, not too far from the Arasaka Buki facility, where
the team can hide out and wait for Tanaka-san to call and set up a meet to pick up the Aki-Inazuma device and project data.
Its assumed (but not required) that the team will use the Arasaka Buki ID’s and uniforms from the safehouse to scout
out the facility and plan out the break-in before the actual run.
>>>>>Sidebar Begins
KAITO NAKAMURA (ELF FEMALE, EVO TANAKA-SAN) Connection Rating: 5
A relatively new Evo Tanaka-san, Kaito is an elf social adept recruited on the basis of her raw talents rather than
any specific training. She dresses conservatively in classic fashions that serve to accentuate her figure without being overly
provocative. Her demeanor is calm and friendly and even when she is frustrated she can sublimate her feelings to maintain a
pleasant façade.
If Kaito Nakamura’s full profile is needed it is in the Cast of Shadows Section.
DEBUGGING
If you have a team of especially unscrupulous runners they may try to locate Ryota Nakagawa and sell the information
about the run to him. He will be extremely difficult to contact but if they persist he will offer them 4,000 nuyen each for the
information. This will of course have profound effects on the rest of the mission. Nakagawa doesn’t care if a second team makes
an attempt to break into the lab, it actually helps his plan, but he will tip off his own team about the competition. Additionally, his
personal residence will become a veritable fortress for the near future, with a full HTR team parked in the drive and teams of
security officers patrolling the grounds.
DEBUGGING
If the runners decide that they do not need to check out the safehouse, point out that the “evidence” for framing
Nakagawa is here. At a minimum they will need that evidence to complete the mission.
Arriving by vehicle
There wasn’t much traffic on the access road, most of the workers out here ride in the maglev and the cargo goes in and
out by heavy rail or barge, the road never has much traffic. You cross a bridge over what’s left of Tokyo Bay, really just a canal,
and the view of the facility becomes blocked by a tall concrete wall topped with an electrified security fence. As you approach
what looks like a turnoff you pass “Arasaka Buki KK” stenciled two-meters tall on the wall, this must be the place. The
transponder starts chirping as the automated gate ahead slides open. Driving under the maglev tracks you park by the stairs
leading up to the guard station, the gate closes behind you. You glance at the closed inner gate just ahead and watch as two
security officers’ head down the stairs, SIN scanner in hand, and start walking your way.
As they get ready to run your SIN and ID you can overhear their conversation “Good thing I wasn’t on shift last night,
everyone that was is sick today. I heard it was food poisoning, bad sashimi.”The other officer replies with “I don’t know, but we
must be shorthanded, I just received the order to stay and work for a second shift.”
He turns your way and asks “so, what’s the delivery? I don’t have anything on the schedule.”
>>>>>Sidebar Begins
Jackpoint Search Profile
Arasaka Buki Kabushiki Kaisha (Arasaka Arms Incorporated)
A Japanese national corporation, Arasaka Buki KK is an A-Rated producer of small arms and ammunition, it is a
subsidiary of Yamatetsu Naval Technologies, itself a subsidiary of Evo Corporation. Arasaka Buki KK was formed in 2005
as the result of a successful bid proposal to supply small arms for the newly created Japanese Imperial State. The corporations
name was deliberately chosen to create a sense of connection to the 19 th and 20th century Japanese Imperial State and the
Arasaka rifles used by the imperial military of that era. The Arasaka Model 5 assault rifle and the Arasaka Nambu pistol
entered production and were the standard weapons of the Japanese Imperial Military for nearly 30 years, eventually being
replaced by later Arasaka products. In 2038 Arasaka Buki KK was purchased by Yamatetsu and integrated into the Naval
Technologies division. 2060 saw Yamatetsu move to Vladivostok, and change its name to Evo, however Arasaka Buki KK
was bound by contract to keep its offices and production facilities in Japan. The small Evo subsidiary became a refuge for a
number of Evo’s Japanese executives that were unwilling to relocate to Russia.
In 2072 a design competition was announced to supply the next generation weapon platform to the Japanese Imperial
State and this resulted in a contract being awarded to Yamaha for its innovative caseless ammo, electronic firing system, and
advanced Smartgun system. Yamaha eventually decided against building a new production facility dedicated to the new
weapon and instead proposed a partnership with Arasaka Buki. Facing possible bankruptcy over the loss of its government
contracts, Arasaka accepted the subcontract to manufacture what would become the wildly successful Yamaha Raiden
Assault Rifle. As part of the agreement Arasaka Buki secured the right to market a Yamaha Raiden clone under its own
brand, naming it the Arasaka Model 74.
This very profitable partnership has seen an infusion of cash into the venerable corporation. Speculation is that for the
last 5 years, these new profits have been channeled into research and development. Current rumors say that Arasaka Buki is
set to leapfrog over its competition with access to the Evo’s Monad-generated breakthroughs from its African facility.
>>>>>Sidebar Ends
There is a lot of information in this Scene and it has been organized into 4 main sections.
The Big Picture – A general overview of the Scene
The Facility – The general layout of the facility
General Clues – Information that can be found talking to employees, looking in the hosts, exploring the grounds
Security personnel are on edge and seem shorthanded
Evidence of a plot to sicken the security employees.
Evidence of the murder of the Director of Security.
Evidence of security system sabotage at the perimeter fence (Sabotage)
The Engineering Center – information specific to this building
Evidence of security system sabotage in this building (Sabotage)
Location of the murder of the Director of Security. (Murder)
Location of the lab elevator lobby.
What they won’t know yet is that another team, secretly hired by the CEO, has already been planning a run against the
R&D lab. This team has had full access to most of the facility for several days now, and the pep work done has included:
Sabotaging the perimeter fence sensors
Sabotaging the Engineering Center security systems
Poisoning about half of the security officers
Assassinating the security director
Changing the work schedule so that the Lab Elevator Lobby is unguarded overnight
The goal for this scene is for the runners to formulate a plan to break into the lab by exploring the facility and
uncovering the other team’s actions. There is not a correct “path” for going through it, encourage the runners to find the available
clues by exploring the grounds, talking to the employees and checking out the hosts. In the event that the runners do not bite at
the guard’s conversation in the “Tell It To Them Straight” and decide to just head straight to the Engineering Center, make sure
you point out that the security personal they see are on edge and anxious. There are also a large number of obvious cameras and
automated sensors covering the facility that will spot the runners if they are doing something out of the ordinary.
It should be made obvious to the players that forcing or just talking their way into the lab is not an option at the
moment. During the day security is alert, both at the security checkpoints and monitoring the cameras and sensors. It will take a
lot of planning to get past security and into the lab, luckily for the players a lot of that has already been done by the other team.
The Facility:
The facility can be broken down into three types of areas. The Perimeter Areas and the Office Areas are locations for
examining the facilities defenses and interacting with employees. The third area is the Factory Complex and it does not have
anything that involves the mission and should be generally made inaccessible to the players.
General Layout
The Arasaka Buki facility is on reclaimed land, or Odaiba, in Tokyo Bay. The factory and office complex sit on a 1,250
meter by 500 meter artificial island surrounded by what is now no more than a 50 meter wide canal. There are two bridges
serving a four lane road that comes from Koto. The road crosses the Arasaka Odaiba and continues on. The employees arrive and
leave by the Neo-Tokyo maglev rail system on the western edge of the facility. Raw material and preassembled components
arrive by both heavy rail and barges at a shipping dock. Finished goods leave in armored cargo containers under heavy guard.
Factory Complex
The factory complex area does not contain any mission objectives. The IDs given to the team do not grant access to this
area. The production lines are currently down for a 2-week maintenance and refit. All of the completed orders have already
shipped out so there are no completed weapons on site, just raw materials and automated defenses.
Security Patrols
The security patrols operate out of the Security Offices in the Engineering Center but can be encountered anywhere on
the facility grounds. With the reduced security presence in the facility there are only 26 officers available to go out on patrol,
both during the day and for the overnight shift, half of what it would normally be. The current teams break down to:
6 Teams of 2 security officers in each team patrolling the facility on foot in regular patterns
` 3 Teams of 2 security officers in a vehicle patrolling the facility using drone equipped Artemis patrol cars
1 HTR team of 6 HTR officers, 1 HTR Rigger, 2 drones, and 1 Security Mage patrol the facility in a Roadmaster
The balance of the security officers in the facility are stationed to a specific location and will not respond to calls. The write up of
the facilities security officers is in Scene 6 and the HTR team is in the Scene 6 “Pushing The Envelope”.
General Clues:
The best way for the runners to get information about what’s happening at the facility is to talk to the employees;
responses are grouped under possible questions. Game masters can either roll-play out the interactions or have the runners roll an
Etiquette + Charisma [Social] Test to see what information they get.
So what’s going on? (Asking a general employee)
Maintenance and refit, the lines are all down for two weeks. The machinists are busy as hell right now.
All the big wigs are out of the office, some type of training. If you ask me off “on vacation” is more likely.
I heard that the R&D department is shut down, everyone is off on some top-secret trip.
Security is having some type of problem, they’re asking for temporary transfers to help fill in.
Sabotage:
There are actually two locations where the exact same modifications to the facilities security systems have been made.
Fencing Maintenance Building (see Perimeter) - When the runners get near to the perimeter fencing anywhere
directly adjacent to the water (as in not next to the road) let them find this location. This is one of the service stations feeding
power to the electric fencing and containing the electrical, sensor, and camera controls. The stations are 4 meter square
outbuildings evenly spaced every 250 meters along the fence. One of the runners notice that the door of the closest outbuilding is
slightly ajar and there are some scorch marks around the maglock. The maglock and anti tamper circuit to this door has indeed
been shorted out so entry is no problem. Nothing so obvious has been altered inside however.
Maintenance Room (see Engineering Center) - As the runners start exploring the Engineering Center they will
quickly discover that just like the perimeter the security systems for the buildings are hardwired instead of wireless. In a corridor
next to the main lobby is a maintenance room containing the hardwired connections for the building elevator controls, exterior
maglock controls, door sensor controls, and camera feeds. The door to this room is equipped with a keycard equipped maglock
but if the handle is pulled the runners will discover that it has been disabled.
As the team starts looking at the electronic systems at either of these locations have them make an extended Hardware
+ Logic [Mental] (3 and 5, 5 minute) extended test to try and figure out the electrical control systems to see what may have
been altered. Add +4 dice If the runners have already solved the other rewired systems. Allow a default if no one has hardware.
At Three successes - It looks like this is set up to cut the power to the electric fence and send the sensor / camera
feeds into a loop at 4:00 AM tonight.
At Five successes - You figure out how to reprogram the device. you can set it for a different time and access a
wireless interface to grant remote access.
Engineering Center:
Dominating the south-east half of the complex is the Engineering Center. The square 15-story structure sits a kilometer
from the entry gates and in the center of the short axis of the Odaiba. According to data file on the facility the research lab sits
under this building. The upper floors hold offices that have no impact on this mission. The first floor is taken up by the lobby, the
security center, and the research lab elevator lobby.
During the time the runners are exploring there are only 8 security staff in this building there are however several
hundred general office workers in the Engineering Center during the day and a few dozen there during the overnight shift.
The following locations can be explored by the runners as they look for the entrance to the underground lab.
First floor in general - The first floor past the lobby consists of a series of corridors and rooms with easy to spot
cameras covering every centimeter of the floor.
Lobby – The main entrance doors open into an ornate marble and glass 4-story atrium, there is a security station in the
center of the lobby with 1 officer stationed here.
Maintenance Room – This first floor room is one of the two locations for Sabotage.
Dispatch and Communications – All emergency and security force calls are routed through here. Security officers are
dispatched to calls from this office. 1 officer is stationed there.
Monitoring and Surveillance – It looks like all the camera feeds and all sensors from the facility can be monitored
here, the walls of this office are covered with old style 2-D screens. Of course every camera can’t be watched all the
time so the majority of the work is automated. 1 officer is stationed here.
Matrix Security Office – 2 security spiders sit here with cyberdecks in front of them, monitoring the hosts in AR.
Magical Security Office – This office is unoccupied, there is only one mage on duty who will be with the HTR team.
Security Management Offices – An area of individual offices. With the staff shortage the daytime managers and staff
(except Kozlov who is missing) are working other positions and the 1 officer stationed here is an assistant manning the
front desk. Kozlov’s office is the location for Murder, there is nothing of any interest in the other management offices.
Cantina and Dining – This is a large open area with long tables, bench seating and a row of vending machines along
the far wall, you can also see a small kitchen behind an open counter.
Ready Room and Armory – This series of rooms includes a large meeting room full of chairs, a locker room,
showers, dressing rooms, a small gym, and a secure armory. The lockers all have keypad operated, rating 4 maglocks
and holds the armored jackets, helmets, goggles, tasers and stun batons of off duty security officers. The Armory has a
separate keypad operated rating 5 maglock with rating 3 anti-tamper and holds a few spare sets of armor and weapons.
Research Lab Lobby – 2 officers are stationed here, see the description below
The Research Elevator Lobby sits in the center of the first floor with an extra wide corridor leading to the loading dock.
There are keypads and keycard readers on both the inside and outside of the door. The maglock is not active (unless the facility is
on alert), the door slides open whenever anyone approaches. The door is made of extremely thick reinforced steel and the wall is
about a meter thick. The actual lobby is a large 2-story 25 meter by 25 meter room with a blocky 1-story elevator structure
setting in the center. There are wide elevator doors on opposite sides of the block structure. The room has no windows and only
the single door. There are enough cameras in the room to cover all angles, as well as a few sensor housings. Pop-out weapon
turrets are in each of the four corners and gas delivery system nozzles are along the walls. It’s a Perception + Intuition [Mental]
(4) Test to notice the concealed turrets and it takes 5 hits to see the small nozzles along the walls. There is a large mystic circle
inscribed on the floor around the elevator. A security desk sets just outside of the circle and there are two security officers
behind it. The circle is anchoring a rating 7 mana barrier and here is a force 7 air spirit in the astral, both are Shinto
tradition. A Matrix perception test will show the officers commlinks and reveal that the cameras, sensors and maglock icons do
not show up, they are all hard wired into the security host.
Allow the players to have a moment to glance around then have the security officers ask what their business is. If they
can’t give a good reason for being there the officers will tell them to leave.
The air spirit here is primarily placed to prevent astral projecting spies from entering the research labs; however it will
also act to protect the officers. The air spirit will closely watch anyone awakened in the room but will stay in the astral unless the
officers on duty are attacked or if any type of spell is cast on the officers. If any of the runners do that the sprit will materialize as
the spell is being cast and attack on the next combat turn. Facility security will of course investigate why this happened. Any
mage or spirit that approaches the ward in the astral will be intercepted by the spirit, who will issue a brisk warning to “leave this
area”. In the event that the projecting mage or spirit does not immediately leave the guarding air spirit will attack. If the air spirit
is defeated and the astral interloper gets past the barrier there is another force 7 air spirit waiting inside. Both of the spirits have 5
services. The mage that bound the spirits and placed the ward is the director of Magical Security. He is currently at Nakagawa’s
retreat but if a spirit is disrupted or the ward is attacked he will immediately call in an alert to the security center.
The controls to the lab elevators are located behind the security desk. While the labs are closed the power is shut
off to the elevators, it will have to be turned back on from here. If the runners come up with some ploy to get a look behind the
security desk they will see that the elevator controls include a keypad similar to those that protect maglocks. The room has a
number of security cameras that feed into the facility surveillance system and there is a panic button mounted in the desk. If
either of the officers is attacked or the spirit materializes to attack someone, the alarms will sound in the room and the door’s
Initiative: 18 + 2D6
Astral Initiative: 18 + 3D6
Condition Monitor (P/S): 11 / 12
Limits: Physical 8, Mental 10, Social 10, Astral 10
Armor: 0 (14H vs non-magical attacks)
Skills: Assensing 7, Astral Combat 7, Exotic Ranged Weapon: Elemental Attack 7, Perception 7, Running 7, Unarmed Combat 7
Powers: Accident, astral form, concealment, confusion, elemental attack: cold, engulf, fear, materialization, movement, sapience,
search
Weapons:
Elemental Attack [Exotic Ranged Weapon, Acc 8, DV 14P (cold), AP –7]
Engulf: Air [Unarmed, Acc 8, Reach –, DV 14S, Penetration –7]
Unarmed Strike [Unarmed, Acc 8, Reach –, DV 4S, AP –]
Note: A spirit of air’s engulf damage is resisted as an inhalation vector toxin, see pg. 408 SR5.
AFTER LEAVING
Once the Runners have looked over all the locations that they think will be important for the run and have formulated a
plan they will have the rest of the day to do legwork and to track down anything that they need and don’t currently have.
If the runners decide that they want to enter the facility by boat and don’t have one let them make some calls and beg,
borrow, buy or steal one. For runners that want to make a water entry and do not have a team member skilled with watercraft,
they have the option of hiring someone to do that for them. A call to any local fixer can set the team up with Jimmy Quick, the
owner and operator of a no-questions-ask “water taxi” service, moving clients around the bay in his modified Aztech
Nightrunner. He can drop off the team or pick them up for 600 nuyen per runner, both ways for 1,000 nuyen. Jimmy knows
it’s a seller’s market and he’s not a great negotiator so his price is fairly solid. Each net hit on a Negotiation + Charisma [Social]
test against his pool of 8 dice, will reduce the price by 20 nuyen per net hit, up to 5 net hits, for a drop off or pick up (or 50 nuyen
each net hit, up to 5 net hits, for the two way trip) his price will not go lower than that.
>>>>>Sidebar Begins
JIMMY QUICK (HUMAN MALE, RIGGER) Connection Rating: 2, Loyalty Rating: 1
A slightly built Japanese man, Jimmy Quick runs a no-questions-asked water taxi service around Tokyo Bay with
his heavily modified Aztech Nightrunner. He acquired a set of second hand wired reflexes early in his shadow career and the
slightly malfunctioning cyberware imparts a distinct twitchy, jerky edge to his movements and an accelerated speech pattern
that gives him his street name. Jimmy doesn’t talk about his past but his piloting skills and the military issue control rig in his
head make many people speculate that he was a combat rigger in the imperial marines before turning to the shadows.
The profile for the Aztech Nightrunner is in Scene 8 and Jimmy Quick’s full profile is in the Cast of Shadows.
>>>>>Sidebar Ends
DEBUGGING
Probably the single largest potential problem is that cocky group of runners will decide they can force their way into
the lab during the day. Point out the fact that such a “frontal assault” would be certain to bring down the entire security force on
their heads. Such a group may also decide to start security system bypass now instead of tonight, however the fresh and alert
officer manning the surveillance desk will immediately spot the loop and sound an alert. Security would then discover how the
camera bypass was accomplished, making it useless for a second attempt.
Starting a fight with security in other places in the facility would be nearly as disastrous. Try to steer the players away
from an outright fight. If they insist on getting into combat with a patrol or a posted officer let them get away before the HTR
rolls up, but put the facility on alert and keep it on alert overnight. The security center and the lab elevator lobby will be a lot
harder (but not impossible) to get into with the maglock and automated security activated.
In the study
The study has two broad steps leading down to a slightly lower level. The walls here are covered by bookshelves and
display cases, lots of good locations to plant the commlink. In the center of the room three comfortable looking lounge chairs
sitting on a thick Persian rug and facing a large desk, set to one side. There is a slowly flashing notice in the screen of the desktop
computer system, but you can’t make out what’s on it from the door. Regardless, that appears to be the data-terminal you’re
looking for. The optical drive inside will have the communication logs that need to be altered and burned into a new chip.
Other options
The assumption here is that the home invasion will happen between 11:00 and 2:00 am while everyone is asleep but it
could actually be done at any time. Teams who check out the house early and use surveillance to track the occupants will be
rewarded with an alternate window of opportunity that takes place while everyone is away from the house between 6:00 PM and
7:00 PM. If the runners decide to do something other than one of these two options, check the occupant schedule to see who is
home at the time. (The profiles for the 3 occupants are at the end of the scene if they are needed)
If the runners go back to the home after the facility break-in, all the occupants will be awake and 2 security officers in a
Honda Artemis will be parked in the drive, dispatched to secure the CEOs residence, just in case there’s trouble there.
Occupant schedule
Misaki “Neko” Nakagawa – Former bodyguard turned mistress, now the current wife, Neko (Cat) may be a little long in the
tooth but this kitten’s claws are still as sharp as ever. She is a hand-to-hand combat specialist with extensive bioware.
Schedule 6:00 AM - 10:00 AM Home and awake
10:00 AM - 7:00 PM GONE - Shopping in Harajuku with friends
7:00 PM - 10:00 PM Home and awake
10:00 PM - 6:00 AM Asleep (until alerted by Security in response to the facility run)
Ichiro Sakamoto – An elderly Shinto tradition mage, Sakamoto-san is Misaki’s personal assistant and spiritual guide. He
maintains the ward that is the basis of the houses magical security and can summon spirits for its defense.
Schedule 6:00 AM - 6:00 PM Home and awake
6:00 PM - 9:00 PM GONE – Visiting friends in Chiyoda
9:00 PM - 10:00 PM Home and awake
10:00 PM - 6:00 AM Asleep (until alerted by Security in response to the facility run)
The runners have two primary pathways for dealing with the security at the house. If the team has good matrix support
they can hack the host and let themselves through, if not they will have to attempt the much harder task of sneaking past the
sensor grid and bypassing the maglock on a door.
If lee Iwasaki is alerted and is at home he will Jump-In to one of the drones to see what’s happening. This takes 2 turns
if he is at home and awake, 4 turns if he is asleep. If he is gone, then in 6 turns he will to check the security system cameras and
issue commands to the drones by remote control using his commlink if necessary.
Initiative: 6 + 4D6
Condition Monitor (P/M): 7 / 10
The study is in the approximate center of the house and contains bookshelves, display cases, and a large desk. The data-
terminal that handles communications and interfaces with the residential host is sitting on the desk. There is a flashing message
on the screen that is a key part of the plot; don’t let the players ignore it.
Once the runners look at the screen on the data-terminal hand them Player Handout #1. Nakagawa was apparently
careless enough to leave the terminal open the last time he used it and there are two incoming messages waiting for him. The first
from a fixer he has been working with to hire a team of shadowrunners for the hit on his own R&D lab, the second is from an
executive with Renraku congratulating him on Arasaka’s future move to Renraku (see Player Handout #1 for the exact wording).
The messages can be downloaded by the runners if they want to do that and they will also stay in the data core after it’s removed
The optical data core must be replaced with a new one, modified and burned out on the spot. This job will have to
stand up to a forensic examination; simply altering the file with a matrix action will be insufficient. When the runners get ready
to plant the manufactured data and swap out the optical data core, have them make a Hardware + Logic [Mental] (6, 1 minute)
to open the data-terminal, download and burn the new optical data core and install it. The optical burner automatically combines
the uploaded data with the fabricated evidence.
The team must also leave one of the commlinks hidden somewhere in Nakagawa’s home before they leave.
If the runners attempt to contact Tanaka-san with the information downloaded from Nakagawa’s data terminal right
after they leave the house, they will not be able to reach her.
Optional Encounter 1
At 70 meters out from the house there is an earth spirit (force 6) patrolling the grounds in the astral. This is Buster: a
Force 6, Spirit of Earth. Buster will manifest if he detects anyone approaching the structure or if a projecting mage is detected.
This should be handled as an NPC encounter not a combat encounter, encourage the players to talk their way past.
10 4 5 10 6 5 6 6 6 6
Initiative: 11 + 2D6
Astral Initiative: 12 + 3D6
Condition Monitor: 13
Limits: Physical 12, Mental 8, Social 8
Armor: 0 (12H vs non-magical attacks)
Skills: Assensing 6, Astral Combat 6, Perception 6, Unarmed Combat 6
Powers: Astral form, binding, engulf, fear, guard, materialization, movement, sapience, search
Weapons:
Unarmed Strike [Unarmed, Acc 12, DV 10S, AP –0]
Buster loves the material plane and wants to be a free spirit; he is a talkative, friendly and currently very bored with his
task. Once manifested, he will engage the runners in conversation with a friendly “Oh, hello there, the name’s Buster” and
inform them that they may not approach the house saying something like “Oh, uh, I can’t let you go up to the house, but we
could stay here and chat a bit, if you want”. Buster’s exact instructions are “Stop anyone from approaching the house from any
direction other than the drive; alert me if you are attacked.” If asked, Buster has no problem with telling the runners “exactly”
what his instructions are or providing any other information that he knows (it’s not much). If they continue to move forward after
being warned Buster will use Binding and then Fear (while apologizing profusely for doing it), if attacked he mentally alerts his
summoner, Ichiro Sakamoto, then fights back using Engulf and Unarmed Strike. If the party approached on foot “in the drive” he
will still manifest to talk but will not hinder their forward movement and will excuse himself when the group gets 50 meters away
from the house. If they leave the drive after that point he reasons that they are already “close to the house” by the drive so it’s not
his concern. Buster will completely ignore anyone in a vehicle approaching the house by the drive.
If Ichiro Sakamoto is alerted by Buster (because he’s attacked), Sakamoto will use astral projection to see what’s
happening. This takes 2 turns if he is at home and awake, 4 turns if he is asleep and 6 turns if he is gone. He will respond by
sending in Doug, a bound Force 8 Earth spirit, then return to his body and place the homes defenses into an active alarm. He will
avoid a direct fight and if attacked he will summon an unbound Force 8 Earth spirit to defend him.
Optional Encounter 2
A NTMP patrol stops the team on the way in or is waiting for them at the street as they leave to property. The officers
want to know what the runners are doing in this neighborhood. They will start with asking questions and proceed to running the
runners SINs and searching them for weapons and contraband.
This should be handled as an NPC encounter not a combat encounter, encourage the players to talk their way past..
Initiative: 7 + 1D6
Condition Monitor: 10
Limits: Physical 5, Mental 4, Social 5
Armor: 12
Skills: Blades 3, Clubs 3, Perception 3, Pistols 4, Running 3, Unarmed Combat 4
Languages: English 3, Japanese N
Gear: Armor jacket, Jazz (x2), Renraku Sensei commlink [device rating 3], sunglasses [rating 2, imagelink, smartlink],
Weapons:
Ares Predator V [heavy pistol, Acc 7, DV 8P, AP –1, SA, RC 0, 15(c) w/ 15 rounds standard ammo]
Defiance EX Shocker [taser, Acc 4, DV 11S(e), AP –5, SS, RC –, 4(m), w/ 4 rounds taser dart ammo]
Defiance EX Shocker used as melee weapon [Clubs, Acc 3, Reach 0, DV 8S(e), AP –5]
Katana [Blades, Acc 7, Reach 1, DV 6P, AP –3]
Stun Baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
Unarmed Strike [Unarmed, Acc 5, Reach –, DV 3S, AP –]
Note: After taking Jazz, the NTMP Officers gain +1 Reaction and Physical Limit, and + 2D6 initiative dice.
Upgrades: Anti-theft system 1, dash and emergency light bars, drone rack [landing, medium – Renraku LEBD-2], gridlink
and gridlink override, passenger protection system 5, personal armor 4, ram plate, rigger interface, searchlight, siren
Programs: Clearsight 3, Honda Artemis Maneuvering 3, Mapsoft [Neo-Tokyo]
Sensors: Camera [low-light vision, vision enhancement 2], MAD scanner, radio signal scanner
Weapons:
None
Initiative: 8 + 4D6
Condition Monitor (P/M): 8 / 10
DEBUGGING
Other than setting off the homes defenses or waking the occupants, the most obvious potential problem is if the team
has no one in the house with the hardware skill for the optical data core swap out. In this case allow a Logic -1 default test for this
specific task; you may also have to lower the target number slightly.
These Security forces are stationed at set locations. The runners will find them at their assigned locations if they go
there, these security officers will not leave their posts to engage intruders however they will call in anything suspicious.
2 Security spiders are in the matrix security office (they will stay in AR patrolling the host nodes unless attacked)
2 Security officers are in the admin center manning the dispatch and surveillance desks (normally 4 officers)
0 Security officers are in the lab elevator lobby (should be 2 but the schedule was altered by the opposing team)
4 Security officers manning the security checkpoints in the maglev rail station (normally 8-12 officers)
2 Security officers manning the ground vehicle gate (normally 4 officers)
2 Security officers patrolling the dock area on foot (normally 4 officers)
8 Security officers manning the 8 security stations in the manufacturing buildings (normally 2 at each station)
The following forces are patrolling the facility and are able to respond to calls from other stations and move to engage
intruders. There would normally be double this number of teams out on patrol.
12 Security officers patrolling the facility on foot in 2 man teams
6 Security officers patrolling the facility in 2 man teams using the 3 drone equipped Artemis patrol cars
1 HTR team of 6 HTR officers, 1 HTR Rigger, 2 drones, and 1 HTR Security Mage in a Roadmaster
Use the profile “Arasaka Security Officer” for the officers stationed around the facility at particular locations, in 2 man
“on-foot” patrols, and in the 2 man vehicle patrols, of course the vehicle patrol includes the Honda Artemis patrol vehicle and the
Renraku LEBD-2 drone. For the HTR team, don’t let the runners get bogged down in an extended firefight just yet. Use the HTR
team as a bogyman that could be just around the next corner or have them show up at a location just as the team leaves. The HTR
patrol profiles are in the “pushing the envelope” section and include everyone and everything in the HTR vehicle.
Upgrades: Anti-theft system 1, dash and emergency light bars, drone rack [landing, medium – Renraku LEBD-2], gridlink
and gridlink override, passenger protection system 5, personal armor 4, ram plate, rigger interface, searchlight, siren
Autosofts: Clearsight 3, Honda Artemis Maneuvering 3, Mapsoft [Neo-Tokyo]
Sensors: Camera [low-light, vision enhancement 2], MAD scanner, radio signal scanner
Weapons:
None
Initiative: 8 + 4D6
Condition Monitor (P/M): 8 / 10
The two Security Spiders will stay in the Matrix Security Office and will only be encountered if they are attacked there
Initiative: 8 + 1D6
Matrix Initiative: 8 + 3D6 (Cold Sim VR)
Condition Monitor (P/S/M): 10 / 10 / 10
Limits: Physical 4, Mental 6, Social 6
Matrix Limits : Attack 4 (5), Sleaze 6 (7), Data Processing 5 (6), Firewall 7 (8)
Matrix Damage Resistance: 13
Biofeedback Damage Resistance: 11
In the Lab
There are a number of easy to spot cameras around the lab so getting recorded will not be a problem. There is wireless
access here and all of the cameras are wirelessly tied into the isolated research lab host, along with all the other lab devices, but
no wireless signals from outside can penetrate the rock overhead. Unlike a standard host the isolated lab host is generated by the
numerous computers around the lab, and is not connected to the foundation. A “really” large explosion here may be an issue but
destroying one or two computers with the explosive charge provided will not have any serious effect on the host, the recording
will still be able to be recovered easily.
The prototype is stored in a large vault set in the center of the lab and there is nothing of any real value is out in the lab.
The vault is closed with a rating 6 maglock operated by a palm print scanner and keypad. It can either be bypassed or
opened through the Research Lab host using a control device action.
The Research Lab host contains all the data for the Aki-Inazuma project. The files can be found with a Matrix Search
action and downloaded with an Edit File action. (If the team does not include a hacker make it a Computer + Logic [Mental] (3)
test instead.) If you do have a good decker and want to be hardcore add a Rating 4 Data Bomb to the files.
Once the vault is opened the runners will see that it contains a rifle sized laser weapon and two power cells in an
insulated carrying case. The weapon itself is ice cold and has a light coating of frost. This is a functional prototype of project
Aki-Inazuma and the powercells are an experimental cold fusion core developed by Evo’s Africa research labs. The cold fusion
cores are what make Aki-Inazuma a viable weapon but they are wildly unstable, a problem that has yet to be resolved. Assensing
will reveal that the weapon has a quickened spell keeping the heat sinks close to 0 Celsius; this is how it deals with the
tremendous heat it generates by firing.
If the runners decide to use the Aki-Inazuma weapon at some point it is similar to the Ares Lancer MP Laser on p. 48
of Run and Gun. The weapon does not generate recoil and may fire up to the 20 bursts per complex action used for suppression
fire. The Active Skill to operate it is Exotic Ranged Weapons: Laser Weapons or the runner can default to Agility -1.
The weapon profile is: DV AP Mode RC Ammo
8P –10 BF / FA NA Special
The Ammo is the cold fusion core and it uses the following special rules:
Once the runners have the prototype and the research data they can trash the lab, spray-painting USA on the walls, drop
the commlink in a spot where it can be found, set the demolition charge and leave. The demolition charge has a fixed 10 minute
timer, once it goes off the entire facility will go into alert.
Grid: None. No connection to the Matrix or Foundation, GOD has no access, OS does not accrue (see pg. 46, Kill Code)
Installed IC: Black IC, blaster, patrol
Sculpting: A glass walled building floating in space. All the functions of a scientific laboratory are replicated in virtual,
allowing experiments to be conducted without physical presence. Datastores appear as leathery, fleshy eggs that glow green
from within, connected to one another with slimy tendrils that crisscross the laboratory.
Security Procedures: Patrol IC runs at all times searching for marks and silent icons, making a Matrix Perception test
against a Decker’s icon once every 4 combat turns (12 seconds) and will drive the host into alert if it picks up something
suspicious. A successful Brute Force attack or a failed Hack on the Fly attempt will also put the host into alarm. Blaster IC
stays active at all times along with the patrol IC, if the host goes into an alarm it will then launch black IC. If one of its IC is
bricked, the host will use the next Combat Turn to reboot that IC rather than moving on to the next one.
This is an isolated offline host so no additional actions will be taken by the host if it goes into Alarm:
Host Personas: There are few scientists with sufficient clearance available to use host at any given time. While present they
are warily giving the IC respectful distance, as accidents have happened in the past with overzealous IC mistaking a
legitimate persona for an intruder. The IC are sculpted as demonic, four-armed alien humanoids.
Legitimate Access: None. Scientists and Spiders log into the host via hardwired connections with trusted, secured terminals.
Paydata: There are datafiles detailing both Evo and Arasaka research projects that would be worth 1,000 nuyen per runner if
sold to the right contacts.
Initiative: 6 + 4d6
Condition Monitor (P/M): 8 / 10
Upgrades: Armor Upgrade (4), Rigger Interface, Sensor Upgrade (2) Weapon Mount [expanded ammunition bay]
Programs shared from RCC : Clearsight 6, GM-Nissan Doberman Maneuvering 3, Smartsoft, Targeting 6: AK97
Sensors: Atmosphere sensor, camera, motion sensor, ultrasound
Weapons:
Arasaka Model 5 (AK 97) [assault rifle, Acc 7, DV 11S –1, SA/BF/FA, RC 7, 250(b), w/ gas-vent 3, imaging scope
[low-light, thermographic vision, vision magnification], smartgun system: internal, 250 rounds gel ammo]
Initiative: 8 + 4D6
Condition Monitor (P/S): 10 / 10
Limits: Physical 7 (8), Mental 5, Social 4
Armor: 18 (+4 vs electricity, +4 vs fire)
Active Skills: Athletics skill group 3, Close Combat skill group 5, Firearms skill group 6, First Aid 3, Gunnery 4, Leadership
2, Perception 5, Pilot Ground Craft 3, Pilot Watercraft 2, Throwing Weapons 3
Knowledge Skills: Small Unit Tactics 4
Languages: English 3, Japanese N
Qualities: Toughness
Augmentations: Cybereyes [Rating 2 w/ flare compensation, image link, smart link, thermographic vision, vision
enhancement 2] datajack, muscle replacement 2 / bone density augmentation 2, boosted reflexes
Gear: Antidote patch rating 4 (2x), full body armor [auto-injector: jazz (x3), biomonitor, fire resistance 4, flashlight, MCT-
3500 commlink (device rating 3), nonconductivity 4], full body armor helmet [audio enhancement (rating 2), spatial
recognizer, trodes], medkit rating 3, metal restraints, stimpatch rating 4 (x3), trauma patch
Weapons:
Arasaka Model 74 (Yamaha Raiden) [assault rifle, Acc 9, DV 9S(e), AP –5 (or DV 11P, AP –6), BF/FA, RC 7, 60(c)
w/ gas-vent system 3, (factory silencer/ suppressor removed to install gas-vent system), personalized grip, smartgun system,
imaging scope (low light, thermographic, vision magnification), improved range finder, shock pad, 60 rounds Stick-n-Shock
ammo (loaded), 60 rounds APDS ammo]
Nambu Model 72 (Ares Predator V) [heavy pistol, Acc 8, DV 6S(e), AP –5 (or DV 8P, AP –5), SA, RC 0, 15(c) w/
personalized grip, smartgun system, 15 rounds Stick-n-Shock ammo (loaded), 15 rounds APDS ammo]
Katana [Blade, Acc 8, Reach 1, DV 9P, AP –3, w/ Personalized Grip]
Shock Glove [Unarmed, Acc 7, Reach –, DV 8S(e), AP –5]
Unarmed Strike [Unarmed, Acc 7, Reach –, DV 7P, AP –]
2 Flash-Bang Grenade [thrown grenade, DV 10S, AP –4, Blast 10m radius]
Note: Stats already include Jazz’s effect
Initiative: 9 + 1D6
Astral Initiative: 8 + 2D6
Condition Monitor (P/S): 10 / 11
Limits: Physical 4, Mental 7, Social 7, Astral 7
Armor: 18 (+4 vs electricity, +4 vs fire)
Active Skills: Assensing 4, Athletics skill group: 1, Blades 3, Conjuring skill group 4, Etiquette 3, First Aid 3, Leadership 4,
Perception 4, Pistols 4, Sorcery skill group 6, Unarmed Combat 2
Knowledge Skills: Small Unit Tactics 4
Languages: English 3, Japanese N
Qualities: Shinto Tradition / Addiction (psychological, mild: psyche)
Spells: Blast (limited), Clairvoyance, Detect Life Extended, Fireball, Flamethrower, Increase Reflexes (limited), Manabolt,
Mass Confusion, Phantasm, Physical Barrier
Gear: Antidote patch rating 4 (2x), contacts [Capacity 3 w/ flare compensation, image link, low light], Fetish [Blast], Fetish
[Increase Reflexes], full body armor [auto-injector: jazz (x3), biomonitor, fire resistance 4, flashlight, MCT-3500 commlink
Initiative: 14 + 2D6
Astral Initiative: 10 + 3D6
Condition Monitor (P/S): 10/11
Limits: Physical 6, Mental 7, Social 7, Astral 7
Armor: 0 (10H vs non-magical attacks)
Skills: Assensing 5, Astral Combat 5, Exotic Ranged Weapon: Elemental Attack 5, Perception 5, Running 5, Unarmed
Combat 5
Powers: Accident, astral form, concealment, confusion, elemental attack:cold, engulf, materialization, movement,
sapience, search
Weapons:
Elemental Attack [Exotic, Acc 6, DV 10P (cold), AP -5]
Engulf: Air [Melee, Acc 6, Reach -, DV 10S, AP -5]
Unarmed Strike [Unarmed, Acc 6, Reach -, DV 2S, AP -]
Initiative: 12 + 1D6
Condition Monitor (P/S): 10 / 10
Limits: Physical 7, Mental 6, Social 5
Armor: 18 (+4 vs electricity, +4 vs fire)
Active Skills: Athletics skill group 2, Close Combat skill group 3, Electronic Warfare 3, Firearms skill group 4, First Aid 2,
Gunnery 6 (Remote Operation +2), Navigation 4, Perception 5, Pilot Aircraft 5 (Remote Operation +2), Pilot Ground Craft 5,
Pilot Watercraft 5, Throwing Weapons 3
Knowledge Skills: Small Unit Tactics 4
Languages: English 3, Japanese N
Qualities: Gearhead
Augmentations: Control rig 2, cybereyes [Rating 2 w/ flare compensation, image link, smart link, thermographic vision,
vision enhancement 2], reaction enhancers 3
Gear: Antidote patch rating 4 (2x), full body armor [auto-injector: jazz (x3), biomonitor, fire resistance 4, flashlight, MCT-
3500 commlink (Device Rating 3), nonconductivity 4], full body armor helmet [audio enhancement (rating 2), spatial
recognizer, trodes], medkit rating 3, Maersk Spider RCC [Device Rating 4, 0/0/4/5 ASDF], metal restraints, stimpatch rating
4 (x3), Trauma Patch
Autosofts: Arasaka Model 5 Targeting 6, clearsight 6, MCT-Nissan Maneuvering 3, Smartsoft
Weapons:
Arasaka Model 74 (Yamaha Raiden) [assault rifle, Acc 9, DV 9S(e), AP –5 (or DV 11P, AP –6), BF/FA, RC 7, 60(c)
w/ gas-vent system 3, (factory silencer/ suppressor removed to install gas-vent system), personalized grip, smartgun system,
imaging scope (low light, thermographic, vision magnification), improved rang finder, shock pad, 60 rounds Stick-n-Shock
ammo (loaded), 60 rounds APDS ammo]
Nambu Model 72 (Ares Predator V) [heavy pistol, Acc 8, DV 6S(e), AP –5 (or DV 8P, AP –5), SA, RC 0, 15(c) w/
personalized grip, smartgun system, 15 rounds Stick-n-Shock ammo (loaded), 15 rounds APDS ammo]
Katana [Blade, Acc 8, Reach 1, DV 9P, AP –3, w/ personalized grip]
Shock Glove [Unarmed, Acc 7, Reach –, DV 8S(e), AP –5]
Unarmed Strike [Unarmed, Acc 7, Reach –, DV 7P, AP –]
Initiative: 6 + 4D6
Condition Monitor (P/M): 8/10
Upgrades: Armor Upgrade 3, Rigger Interface, Weapon Mount (Large) w/ expanded ammunition bay, doubled
Autosofts: (all shared from RCC) Arasaka Model 5 Targeting 6, Clearsight 6, MCT-Nissan Roto-Drone Maneuvering
3, Smartsoft
Sensors: Camera, Imaging Scope [low-light vision, thermographic vision, vision magnification]
Weapons:
Arasaka Model 5 (AK 97) [Assault, Acc 7, DV 10S, AP -1, (or DV 10P, AP -2), SA/BF/FA, RC 7, 100b
(x2), w/ Gas-Vent 3, Imaging Scope [low-light vision, thermographic vision, vision magnification], smartgun system:
internal, 100 rounds Gel ammo, 100 rounds Standard ammo]
Weapon can switch between ammo belts with a simple action
Upgrades: Anti-theft system 1, armor +6, dash and emergency light bars, 2x drone rack (landing, medium - MCT-
Nissan Roto-Drone), gridlink and override, passenger protection system 5, personal armor 4, ram plate, rigger interface,
searchlight, siren
Autosofts: Clearsight 3, Maneuvering 3, Mapsoft [Neo-Tokyo]
Sensors: Camera [low-light vision, vision enhancement 2], MAD Scanner, radio signal scanner
Weapons:
Water Cannon [heavy pistol, Acc N/A, DV 6S AP +4, FA, RC N/A, 200(tank)*] *Includes 100m of hose, if
attached to a water supply, ammo capacity is effectively infinite.
Note: Water Cannon may only make suppression fire attacks (see pg. 179, SR5); any characters struck must succeed on
a Body + Strength (6) test or be knocked down (see pg. 194 SR5).
DEBUGGING
Once again getting bogged down with a fight against security on the way in would be the most likely problems. One
violent encounter gone wrong will put the facility on alert, activating the security systems in the lab elevator lobby. Try to keep
the Runners focused on non-violent infiltration methods.
If the facility was on alert when the runners entered the lab
As the elevator car ascends from the lab you start getting ready for anything. The facility was on alert when you came
in and the damage to the automated defenses is easy to spot. Worst case scenario there’ll be a room full of corp-sec waiting and
you’ll have to fight your way to the extraction point. As the elevator doors slide open there “is” someone in the lobby, but not
who you were expecting, three blond Caucasians, two women and a man, dressed about as far as you can get from corp-sec.
Ohhh…
This must be the other Shadowrunner team that’s been prepping the facility. Guess they decided to move their time
table up a little. Well, they look a little more surprised to see you than you are to see them, so let’s see what they have to say.
Initiative: 6 + 4D6
Condition Monitor (P/M): 7/10
Upgrades: Immobile, hardwired to security host, weapon mount (standard), expanded ammo bay
Autosofts: (all shared from host acting as RCC) Clearsight 6, Smartsoft, Uzi IV Targeting 6
Sensors: Camera [low-light vision, vision enhancement rating 3], upgraded single sensor [ultrasound rating 3], laser sight
Weapons:
Uzi IV [SMG, Acc 6, DV 7S, AP +1, BF, RC 6, 100(b) w/ gas-vent system 3, laser sight, smartgun system: internal,
100 rounds Gel ammo]
The Opposition
As soon as the security door (or the elevator door) opens, the player’s team will be face to face with Dusty, Daisy, and
Desire, three members of the opposing shadowrun team. The rest of their team will initially be out of sight but close by guarding
the teams escape. At a minimum this will be the rigger Speedy who will join the group as soon as they start moving.
Depending on exactly what the player’s team did to take advantage of, or even sabotage, their preparations the 3D’s
will be somewhere between annoyed and outright angry. Regardless, once they see that the player’s team in the lab elevator
lobby with the prototype laser in hand their goal will become taking the prototype. The exact method will depend on the
appearance of the player’s team.
If the majority of the player’s team is dressed in Arasaka Buki uniforms the opposing team will mistake them as facility
employees. Having tripped the facility alarms prematurely the opposing team is trying to salvage something from the run and will
make snatching the prototype the priority and following that up with a quick trip the lab to pick up the research data. Dusty will
issue an ultimatum to “hand over that box or else” and when the players group refuses they will attack using non-lethal force.
If the player’s team is obviously dressed as Shadowrunners then Desire will attempt a little subterfuge. She will start
off with “we‘re your back-up, let’s get out of here”. After getting the player’s team away from the Lab Elevator Lobby she will
attempt to split off the most combat capable members with “you go scout out ahead” or “fall back for a rearguard” then they
will attack the player’s team member carrying the prototype with non-lethal force.
Once Daisy realizes that they are up against another Shadowrun team, whenever it happens, she will start hacking the
player’s team’s electronic devices in AR on the assumption that they have the project research data stored somewhere. If a
cyberdeck is visible it will be the prime target for this attack.
Although the opposition team starts out with non-lethal force, if the player’s team starts using lethal force or if they kill
one of the opposition team, they will respond in kind, professional courtesy only goes so far. Regardless of how things progress,
the opposing team will not get bogged down in a “fight to the death”. The goal will stay “take the prototype and get away”. If it
becomes obvious that they can’t do that with a quick fight they will pull back, gather the rest of their team, follow the player’s
team and try again when they can arrange an advantage.
The distance from the Lab Elevator Lobby to various locations is;
30 meters to the Engineering Center loading dock – anything the players may have parked here.
50 meters to the Engineering Center parking lot – anything the players may have parked here.
100 meters to the Vehicle Garage – 4 GMC Bulldogs, 1 Mitsubishi Nightsky, and 3 Honda Artemis patrol cars are here.
100 meters to the Material Warehouse – 2 GMC Bulldogs are here.
150 meters to the Emergency Services Building – 2 Ares Roadmaster Fire Trucks are here.
200 meters to the Naval Pier – 2 Tugboats and 2 GMC Riverine Security watercraft are here.
250 meters to the perimeter fence (both to the south-east and the south-west) – Any boats either team brought are here.
1000 meters to the Maglev Station – The next maglev train arrives in about 20 minutes (probably a bad escape plan).
The opposing team will do everything they can to prevent the players team from escaping if they have the device.
Alternately if they are the ones being perused, they will do whatever they can to slow down the players team down. Speedy will
join the group as soon as they exit the building and use his drones to track, slow and harass the players group. Daisy will also try
to get the facilities security forces involved, marking the player’s team’s location on the security host, letting the security forces
soak up causalities and wear the player’s team down. If at any time they can get the prototype away from the player’s team they
will immediately head for their entrance / exit point on the perimeter fencing where they have a heavily modified Samuvani Otter
watercraft waiting on autopilot. If the players keep the prototype and try to escape the facility by land, the opposing team will
steal the nearest available ground vehicle and give chase.
>>>>>Sidebar Begins
Initiative: 9 + 1D6
Matrix Initiative Cold Sim : 7 + 3D6
Matrix Initiative Hot Sim : 7 + 4D6
Condition Monitor (P/S): 9 / 10
Limits: Physical 3, Mental 7, Social 5
Matrix Limits: Attack 3, Sleaze 6 (8), Data Processing 5 (6), Firewall 5 (6)
Matrix Damage Resistance: 11
Biofeedback Damage Resistance: 10
Armor: 12 (+5 vs acid , +5 vs electricity, +4 vs fire)
Skills: Biotech skill group 2, Cybercombat 6 (vs. IC +2), Electronic Warfare 6, Electronics skill group 6, Engineering skill group
2, Etiquette 4 (Matrix +2), Forgery 5, Hacking 6, (vs Hosts +2), Locksmith 4 (Maglock +2), Perception 5 (Visual +2), Pistols 5
(Tasers +2)
Languages: English N, Japanese 3
Qualities: Codeslinger (Hack on the Fly), Overclocker (Sleaze), Quick Config / SINner (national SIN: UCAS)
Augmentations: Cybereyes [rating 2 w/ flare compensation, image link, low-light vision, smartlink, vision enhancement 2],
datajack / cerebral booster 1
Gear: Autopicker rating 2, Globetrotter jacket: [chemical protection 5, fire resistance 4, holster, nonconductivity 5], hardware
tool kit, locksmithing tool kit, medkit rating 3, Renraku Sensei commlink [device rating 3], Renraku Tsurugi cyberdeck [Device
Rating 3, ASDF 6/5/5/3, hardening], sequencer rating 5, stim patch rating 6 (x3), subvocal microphone
Programs: Armor, encryption, stealth, toolbox, virtual machine
Typical Matrix Action Pools: Matrix Perception 10 [6], Hack on the Fly 14 [8], Brute Force 12 [3], Data Spike 12 [3], Erase
Mark 12 [3], Reboot Device 12 [6]
Weapons:
Tiffani-Defiance Protector [Taser, Acc 6, DV 7S(e), AP –5, SA, RC –, 3(m), w/ personalized grip, smartgun System:
internal, 10 rounds taser dart ammo]
Unarmed Strike [Unarmed, Acc 3, Reach –, DV 1S, AP –]
Initiative: 8 + 1D6
Condition Monitor (P/S): 10 / 11
Limits: Physical 4, Mental 6, Social 12
Armor: 12
Initiative: 8 + 2D6
Condition Monitor (P/S): 10 / 11
Limits: Physical 5, Mental 6, Social 6
Armor: 14 (+4 vs acid , +6 vs electricity, +4 vs fire)
Active Skills: Blades 4 (Knives +2), Con 5, Etiquette 3, Exotic Ranged Weapon: Grapple Gun 2, Gymnastics 4, Impersonation 4,
Locksmith 3 (Maglocks +2), Perception 4 (Visual +2), Pistols 5 (Semi-automatics +2), Stealth skill group 5
Knowledge Skills: Small Unit Tactics 4
Languages: English N, Japanese 6
Qualities: Catlike / SINner (national SIN: UCAS)
Augmentations: Attention co-processor, cybereyes [rating 3 w/ flare compensation, image link, low-light, smartlink,
thermographic vision, vision enhancement 2, vision magnification], datajack, orientation system, wired reflexes 1
Gear: Antidote patch rating 6 (x2), autopicker rating 6, bug scanner rating 6, catalyst stick (x2), cellular glove molder rating 4,
chisel/crowbar, climbing gear, customized ballistic mask [respirator 6], Globetrotter jacket [chemical protection 4, fire resistance
4, holster, nonconductivity 6], grapple gun, Hermes Ikon commlink [Device Rating 5, w/ diagnostics], jammer: directional rating
6, keycard copier rating 6, lockpick set, maglock passkey rating 3, micro-transcever, micro-wire (x100 meters), miniwelder,
rappelling gloves, sequencer rating 4, stealth rope (x100 meters), subvocal microphone, tag eraser, theatrical cosmetics kit,
disguise tool kit, locksmithing tool kit, white noise generator rating 6
Weapons:
Ares Light Fire 75 [light pistol, Acc 8, DV 6S, AP +1, (or 6P, AP –4), SA, RC 2, 16(c), w/ Ares light fire silencer,
flashlight: low-light, smartgun system: internal, 48 rounds Gel, ammo, 48 rounds APDS ammo]
Colt Government 2066 [heavy pistol, Acc 8, DV 5S(e), AP –5, (or 8P, AP –2), SA, RC 5, 14(c), w/ flashlight: low-
light, laser sight, silencer / suppressor, smartgun System: internal, 42 rounds Stick-n-Shock ammo, 42 rounds Explosive
ammo]
Combat Knife [Blades, Acc 6, Reach 0, DV 5P, AP –3]
Cougar Fineblade Knife, Long Blade [Blades, Acc 7, Reach -, DV 6P, AP –1]
Unarmed Strike [Unarmed, Acc 5, Reach –, DV 3S, AP –]
2 Flash-Bang Grenades [thrown grenade, DV 10S, AP –4, Blast 10m radius]
3 Thermal Smoke Grenades [thrown grenade, Thermal Smoke, 10m radius]
2 Flash-Pak Grenades [thrown grenade, Flash]
Initiative: 10 + 2D6
Matrix Initiative 10 + 4D6 (Hot Sim VR)
Condition Monitor (P/S): 10 / 10
Initiative: 6 + 4D6
Condition Monitor (P/M): 8 / 10
Upgrades: Armor upgrade (4), sensor upgrade (2), weapon mount [standard]
Programs: shared from RCC
Sensors: Camera, imaging scope [low-light vision, thermographic vision, vision magnification]
Weapons:
AK97 [Assault, Acc 7, DV 11S –1, SA/BF/FA, RC 7, 250(b), w/ gas-vent 3, imaging scope [low-light vision,
thermographic vision, vision magnification], smartgun system: internal, 250 rounds Gel ammo]
Initiative: 6 + 1D6
Condition Monitor: 10 / 11
Limits: Physical 5, Mental 5, Social 8, Astral 8
Armor: 12 (+5 vs acid , +5 vs electricity, +4 vs fire)
Skills: Assensing 3, Blades 6 (Swords +2), Gymnastics 3, Intimidation 3, Perception 3 (Visual +2), Running 3, Sorcery skill
group 6, Throwing Weapons 3, Unarmed Combat 3
Languages: Aztlaner Spanish N, English 3, Japanese 3
Qualities: Aspected Magician (sorcery) Aztec Tradition, Mentor Spirit: War, Witness My Hate / Prejudiced (outspoken, Non-
Aztlaners)
Mentor Spirit Effects: +2 dice for Combat spells / Victory At Any Cost
Gear: Azteca Raptor commlink [Device Rating 2], binoculars (optical), glasses [Rating 4 w/ flare compensation, image link, low
light, thermographic vision], Globetrotter jacket: [chemical protection 5, fire resistance 4, holster, nonconductivity 5] Novacoke
(x20), reagents: tainted raw (dram): aztec (x40), subvocal microphone, trodes
Spells: Fireball, Flamethrower, Manabolt, Stunball, Stunbolt
Weapons:
Macuahuitl (sword) [Sword, Acc 6, Reach 1, DV 7P, AP –2]
Obsidian Knife (Sapphire knife) [Blade, Acc 5, Reach –, DV 6P, AP –3]
Unarmed Strike [Reach –, Acc 5, DV 4S, AP –]
Initiative: 11 + 3D6
Condition Monitor: 12/10
Limits: Physical 11, Mental 4, Social 5
Armor: 22 (+4 vs acid, +6 vs electricity, +4 vs fire)
Active Skills: Exotic Melee Weapon (riot shield) 3, Perception 4 (Visual +2), Running 3, Sneaking 5 (Urban +2), Throwing
Weapons 4, Unarmed Combat 6 (Cyber-Implants +2)
Knowledge Skills: Small Unit Tactics 4
Languages: English 1, Filipino (Tagalog) N, Japanese 5
Qualities: Biocompatibility (cyberware), Toughness
Augmentations: Cybereyes [rating 2 w/ flare compensation, image link, low-light vision, thermographic vision], dermal plating
2, muscle replacement 1, spurs, wired reflexes 2 / Reakt
Gear: Ballistic mask [gas mask], Globetrotter jacket [chemical protection 4, fire resistance 4, holster, nonconductivity 6],
Renraku Sensei commlink [Device Rating 3], stim patch rating 6 (x3), subvocal microphone, trodes
Weapons:
Cyber-spurs [Unarmed, Acc 11, Reach –, DV 11P, AP –2]
Riot Shield [Exotic, Acc 4, Reach –, DV 9S(e), AP –5]
Unarmed Strike [Unarmed, Acc 11, Reach –, DV 8S, AP –]
10 Throwing Knives [Throwing, Acc 11, DV 9P, AP –1]
5 Flash-Bang Grenade [thrown grenade, DV 10S, AP –4, Blast 10m radius]
3 Thermal Smoke Grenade [thrown grenade, Thermal Smoke, 10m radius]
Initiative: 9 + 1D6
Astral Initiative: 8 + 2D6
Condition Monitor: 10/11
Limits: Physical 4, Mental 7, Social 7, Astral 7
Armor: 12 [+5 vs acid, +5 vs electricity, +4 vs fire]
Active Skills: Arcana 4, Assensing 5, Blades 3, Conjuring skill group 5, Counterspelling 5 (combat spells +2), First Aid 2,
Pistols 2 (tasers +2), Perception 5 (visual +2), Spellcasting 6 (detection spells +2)
Knowledge Skills: Magic Theory 5, Magical Forensics 5
Languages: English N, Japanese 4, Latin 4
Qualities: Focused Concentration 3, Mage Hermetic Tradition, Mentor Spirit: Snake / SINner: UCAS
Mentor Spirit Effects: +2 dice for Arcane Tests, +2 dice for Detection spells / Pursuing Secrets
Gear: Antidote patch rating 6 (x3), Globetrotter jacket: [chemical protection 5, fire resistance 4, holster, nonconductivity 5],
goggles [Capacity 5 w/ flare compensation, image link, low light, smartlink, vision magnification], Hermes Ikon commlink
[Device Rating 5], mage sight goggles, medkit rating 3, reagents [tainted raw (dram) hermetic] (x100), subvocal microphone,
Trodes
Spells: Analyze Magic, Chaotic World, Clairvoyance, Detect Magic (Extended), Flamethrower, Increase Reflexes, Levitate,
Mana Barrier, Mind Probe, Stunball
Weapons:
Tiffani-Defiance Protector [taser, Acc 6, DV 7S(e), AP –5, SA, RC –, 3(m), w/ personalized grip, smartgun system:
internal, 10 rounds Taser Dart ammo]
Sapphire Knife [Blades, Acc 5, Reach –, DV 4P, AP –3]
Unarmed Strike [Unarmed, Acc 4, Reach –, DV S, AP –]
Initiative: 9 + 3D6
Condition Monitor (P/S): 11/10
Limits: Physical 8, Mental 4, Social 6
Armor: 16 (+5 vs acid , +5 vs electricity, +4 vs fire)
Active Skills: Athletics skill group 2, Blades 6 (Swords +2), Etiquette 5, First Aid 1, Perception 3 (Visual +2), Throwing
Weapons 5, Unarmed Combat 6 (Cyber-implants +2),
Knowledge Skills: Small Unit Tactics 4
Languages: English 4, Gaelic 4, German 4, Japanese 4, Sperethiel N
Qualities: Agile Defender, Biocompatibility (bioware), Linguist / Code of Honor: Paladin’s Code, SINner: UCAS
Augmentations: Bone density augmentation 2, electrical discharge, muscle augmentation 1, muscle toner 1, orthoskin 2, synaptic
booster 2
Gear: Customized ballistic mask [flare compensation, image link, respirator 4, single sensor: ultrasound 4, trodes], Globetrotter
jacket: [chemical protection 5, fire resistance 4, holster, nonconductivity 5] medkit rating 3, Renraku Sensei commlink [Device
Rating 3], stim patch rating 6 (x3), subvocal microphone, trauma patch
Weapons:
Electrical Discharge [Unarmed, Acc 8, Reach –, DV 8S(e), AP –4]
Katana [Blades (Swords), Acc 8, Reach 1, DV 9P, AP –3 w/ customized grip]
Unarmed Strike [Unarmed, Acc 8, Reach –, DV 8S, AP –]
10 Throwing Knives [Throwing, Acc 8, DV 7P, AP –1]
5 Flash-Bang Grenade [thrown grenade, DV 10S, AP –4, Blast 10m radius]
3 Thermal Smoke Grenade [thrown grenade, Thermal Smoke, 10m radius]
DEBUGGING
One problem may be if the opposing team gets the device away from the players and makes it to the water, if the
players didn’t make a contingency plan and aren’t sure what to do you may need to drop a hint about the boats in the dock.
In addition to any vehicles that the players may own and have ready for the escape, the following may be involved.
Upgrades: extra entry/exit, increased seating, life support, personal armor 8, rigger cacoon, satellite link, signature masking 4
Autosofts: Aztech Nightrunner Maneuvering 3
Weapons: Smoke projector
Upgrades: 2x drone rack (landing, medium), personal armor 4, rigger interface, signature masking 4, smuggling compartment
Programs: Clearsight 3, Mapsoft [Neo-Tokyo], Samuvani Criscraft Otter Maneuvering 3
Weapons: None
Upgrades: Emergency light bars, rigger cocoon, rigger interface, satellite Link, searchlight, siren
Upgrades: Anti-theft system 1, life support 1, passenger protection system 6, personal armor 8, ram plate, rigger interface
Programs: Mitsubishi Nightsky Maneuvering 4
Weapons: None
Upgrades: Anti-theft system 1, dash and emergency light bars, rigger interface, searchlight, siren
Autosofts: Ares Roadmaster Maneuvering 3
Weapons: Water Cannon [heavy pistol, Acc N/A, 6S AP +4, FA, RC 20, Ammo 200*, suppressive fire only]
Upgrades: Anti-theft system 1, dash and emergency light bars, 2x drone rack (landing, medium - MCT-Nissan Roto-Drone)
passenger protection System 5, personal armor 4, ram plate, rigger interface, searchlight, siren
Programs: Clearsight (3), Maneuvering (3), Mapsoft [Neo-Tokyo]
Sensors: Camera [low light, vision enhancement 2], MAS Scanner, radio signal scanner
Weapons: Water Cannon [heavy pistol, Acc N/A, 6S AP +4, FA, RC 20, Ammo 200*, suppressive fire only]
Upgrades: Anti-theft system 1, dash and emergency light bars, drone rack (landing, medium – Renraku LEBD-2, passenger
protection system 5, personal armor 4, ram plate, rigger interface, searchlight, siren
Programs: Clearsight (3), Maneuvering (3), Mapsoft [Neo-Tokyo]
Sensors: Camera [low light, vision enhancement 2], MAD scanner, radio signal scanner
Weapons: None
Initiative: 8 + 3D6
Condition Monitor: 10
Limits: Physical 5 (6), Mental 4, Social 5
Armor: 12
Active Skills: Clubs 3, Gunnery 4, Perception 3, Pilot Watercraft 3, Pistols 4, Swimming 3, Unarmed Combat 4,
Knowledge Skills: Crime 3 (Neo-Tokyo +2), Law Enforcement 4
Languages: English 3, Japanese N
Gear: Armor jacket, Jazz (x2), Renraku Sensei commlink [Device Rating 3], sunglasses [Capacity 2, image link, smartlink]
Weapons:
Ares Predator V [heavy pistol, Acc 7, DV 8P, AP –1, SA, RC 0, Ammo Capacity 15(c) w/ 15 rounds standard ammo]
Defiance EX Shocker [taser, Acc 4, DV 11S(e), AP –5, SS, RC –, Ammo capacity 4(m), w/ 4 rounds taser dart ammo]
Defiance EX Shocker used as melee weapon [Clubs, Acc 3, Reach 0, DV 8S(e), AP –5]
Stun Baton [Clubs, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
Unarmed Strike [Unarmed, Acc 5, Reach –, DV 3S, AP –]
Note: Stats include Jazz usage
Upgrades: Emergency light bars, satellite link, searchlight, siren, winch (x2)
Programs: Clearsight 3, Maneuvering 3, Mapsoft [Neo-Tokyo Harbor]
Sensors: Camera [low light, vision enhancement 2], MAD scanner, radio signal scanner
Weapons:
2x ArmTech MLG Launcher w/ Flash-Bang Grenades [Grenade Launcher, Acc 4, DV 10S, AP –4, Blast 10m
radius, SA, RC 0, Ammo capacity 12(m), w/ 12 Flash-Bang grenades]
Initiative: 8 + 4d6
Condition Monitor (P/M): 8 / 10
DEBUGGING
Ideally the scene ends when the players escape all pursuit, however if the opposing team starts with the prototype and
manages to lose the players give them a second chance. They can pick the trail back up with drones, spirits or just plain dumb
luck, catching the opposing team while they are transferring the prototype to another vehicle, or some such event, so that the
player’s team will have a second chance at keeping the prototype.
Adrenaline is still pretty high and there’s nothing to do but wait for Tanaka-san to call. The roof seemed like a good
spot to wind down so you’re standing up here watching the sky lighten and the sun crest over the horizon. The scattered clouds
look like smears of blood streaking the sky. On the track next to the river a maglev train packed full of work-bound wage slaves
roars by, out of sight almost as fast as it appeared.
About an hour later the bodyguard, Misha Rudov, calls with the time and place to deliver the prototype and data files.
The meet with will be at 5:00 PM sharp at a private hanger at the Narita International Aerospaceport about 50 km east of Neo-
Tokyo’s center, he puts some emphasis into “do not be late”.
If the team hands over the evidence of Ryota Nakagawa’s “actual” treachery [use the text for what the players know]
Once the initial pleasantries are over you report on the events of the run. You hand over the optical data core from
Nakagawa’s data terminal. You also mention the message from Renraku about the planed hostile takeover.
Tanaka-san looks surprised for a moment before she regains her composure. “Well, that is some enlightening news.
The timing of your endeavor was indeed serendipitous, another day later in our planning and events would have had a far
different outcome. I believe that the value of this information merits a small show of gratitude on my part.” She pulls out her
commlink and makes a few adjustments to the numbers there..
The success or failure of the mission actually hinges on implicating Ryota Nakagawa. If the runners fail to plant the
evidence that implicates him in the theft of the prototype at both the lab and in his house, he will use the theft as an excuse to
break away from Evo and sell out the corporation to Renraku. It will be a major win for the Japanacorps and a blow to the foreign
corporations. In a similar way success in implicating Nakagawa will be a success for Evo and a loss to the Japanacorps.
If the team fails to acquire the prototype it will cost Evo some Nuyen but for the primary goal of both sides it really
doesn’t matter which team steals it. For Nakagawa, as long as the break-in at the facility can be blamed on Evo’s security and
events do not point back to him, either team’s success will serve his purposes. Same for Tanaka-san, the goal is to frame
Nakagawa, other than the cost to the tech to Evo, she does not care about the prototype.
Dressing up as the Patriot, or not,
KARMA
2 Karma – Surviving the Adventure
2 Karma – Overall Adventure Challenge
2 Karma – Incriminating Ryota Nakagawa (swapped the data core and placed both commlinks)
1 Karma – Delivering the Aki-Inazuma Device
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 to the
team you gamemastered 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 gamemastering 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: 9,000¥
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 Notoriety, don’t be afraid to give
them extra points.
+1 Street Cred for dealing with the opposing shadowrunners without using lethal force.
+1 Notoriety for any player who kills any of the competing shadowrunners.
+1 Notoriety for any player who kills any civilians, Arasaka security officers, or NTMP officers using lethal force.
+1 Public Awareness if a firefight occurs with the residents or NTMP outside of the house in Bunkyo in Scene 5
+1 Public Awareness if a firefight occurs with Arasaka security or NTMP on the streets of Neo-Tokyo in Scene 8
+1 Public Awareness for any runner with the Distinctive Style quality if they otherwise gained any Public Awareness
during this Mission.
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.
Gain Kaito Nakamura (Connection Rating 5) as a contact or add +1 Loyalty if the runners successfully complete all of
the Mission objectives without any excessive property destruction or casualties of Arasaka employees.
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.
MISHA RUDOV
Contacts to Ask: Security, Fixer, Corporate Contact
RYOTA NAKAGAWA
Contacts to Ask: Corporate Executive, News Reporter, Government Contact
PROJECT AKI-INAZUMA
Contacts to Ask: Arms Dealer, Researcher, Military Contact
VICTOR KOZLOV
Contacts to Ask: Security Contact, Corporate Contact, Shadow Contact
CAST OF SHADOWS
KAITO NAKAMURA (FEMALE ELF, EVO TANAKA-SAN)
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 (P/S): 9 / 10
Limits: Physical , Mental , Social
Armor: 9 (+2 vs electricity)
Active Skills: Artisan 5 (Writing +2), Athletics skill group 3, Automatics 3, Computer 1, Con 1, Etiquette 4, 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 (corporate
limited SIN, Evo)
Adept Powers: Authoritative Tone 2, Combat Sense 3, Cool Resolve 1, Eidetic Sense Memory, Kinesics 4, Kinesics Mastery,
Lie Detector 3, Memory Displacement, Voice Control 2
Augmentations: Cerebellum booster 1, reception enhancer, tailored pheromones 3, vocal range enhancer
Gear: AR nails, chemical detection nail polish rating 4 (x10), contacts [Capacity 3 w/ image link and vision enhancement 2],
Fuchi Cyber-X7 commlink [Device Rating 7], holo bracelet rating 3, Nightshade [nonconductivity 2], Second Skin, qi focus 6
(phoenix tattoo – left hip, Combat Sense 3), smart wig [w/ trode net]
Weapons:
Unarmed Strike [Unarmed, Acc 3, Reach 0, DV2S, AP –0]
Initiative: 10 + 3D6
Condition Monitor (P/S): 13 / 10
Limits: Physical 13, Mental 6, Social 6
Armor: 16
Skills: Computer 1, Etiquette 1, First Aid 1, Hardware 1, Intimidation 3, Palming 2, Perception 4, Pilot Ground Vehicle 3, Pistols
4, Running 3, Unarmed Combat 6
Knowledge Skills: Corporations 3 (Evo +2), Neo-Tokyo Sprawl 4 (back alleys +2), Security Procedures 5
Languages: English 2, Japanese 4, Russian N
Qualities: Blandness, Perceptive 1, Sense of Direction / Impassive, SINner (corporate limited SIN: Evo)
Initiative: 9 + 3D6
Condition Monitor (P/S): 11 / 10
Limits: Physical 7, Mental 5, Social 6
Armor: 8 (Armor at Night: 0)
Skills: Blades 3, Con 4 (Seduction +2), Etiquette 5, Perception 4, Pistols 5, Sneaking 5, Unarmed Combat 7
Languages: English 5, Japanese N
Augmentations: Bone density 3 (betaware), Cats Eyes (betaware), claws: retractable (betaware), muscle augmentation 2
(betaware), muscle toner 2 (betaware), synaptic booster 2 (betaware),
Gear: Armante Dress with matching bag, Transys Avalon commlink [Device Rating 6]
Weapons:
Claws [Unarmed, Acc7, Reach –, DV 6P, AP –3]
Tiffani-Defiance Protector [taser, Acc 6, DV 7S(e), AP –5, SA, RC –, 3(m) w/ laser sight, 9 rounds taser dart ammo]
Unarmed Strike [Unarmed, Acc 7, Reach –, DV 7P, AP –]
Initiative: 11 + 1D6
Initiative on Jazz: 12 + 3D6
Condition Monitor (P/S): 10 / 11
Limits: Physical 6, Mental 6, Social 8
Armor: 12 (Armor at Night: 0)
Skills: Pilot Ground Craft 6, Pilot Aircraft 6, Gunnery 6, Engineering Skill Group 5, Armorer 5, Electronic Warfare 5, Close
Combat Skill Group 4, Firearms Skill Group 5, Perception 4
Languages: Japanese N, English (4)
Augmentations: Control rig 2, cybereyes [rating 3 w/ flare compensation, image link, low light, smartlink, vision magnification]
Gear: Armor jacket, desktop RCC [use Maersk Spider: Device Rating 4 0/0/4/5 ASDF], Jazz (x3)
Autosofts: Clearsight 6, Group, Targeting 6
Weapons:
Arasaka Model 74 (Yamaha Raiden) [assault rifle, Acc 9, DV 9S(e), AP –5, BF/FA, RC 7, 60(c) w/ factory silencer /
suppressor, personalized grip, smartgun system: internal, imaging scope (low light, thermographic, vision magnification), shock
pad, 60 rounds Stick-n-Shock ammo]
Nambu Model 72 (Ares Predator V) [heavy pistol, Acc 8, DV 6S(e), AP –5, SA, RC 0, 15(c) w/ personalized grip,
smartgun system, 30 rounds Stick-n-Shock ammo]
Katana [Blades, Acc 8, Reach 1, DV 9P, AP –3, w/ personalized grip]
Tanto (combat knife) [Blades, Acc 8, Reach 1, DV 9P, AP –3, w/ personalized grip]
Unarmed Strike [Unarmed, Acc 6, Reach –, DV 7P, AP –]
Initiative: 6 + 1D6
Astral Initiative: 8 + 3D6
Condition Monitor: 10 / 11
12 6 7 12 8 7 8 8 4 8
Initiative: 15 + 2D6
Astral Initiative: 16 + 3D6
Condition Monitor (P/S): 14 / 12
Armor: 0 (16H vs non-magical attacks)
Skills: Assensing 8, Astral Combat 8, Perception 8, Unarmed Combat 8
Powers: Astral form, binding, confusion, engulf, guard, materialization, movement, sapience, search
Weapons:
Engulf: Earth [Unarmed, Acc 15, DV 16P, AP –8]
Unarmed Strike [Unarmed, Acc 15, DV 12S, AP –]
Initiative: 9 + 2D6
Matrix Initiative 8 + 4D6 (Hot Sim VR)
Condition Monitor (P/S): 10 / 10
Limits: Physical 4, Mental 5, Social 6
Armor: 9
Active Skills: Archery 6, Con 4, Engineering skill group 2, Etiquette 4, Gunnery 4, Hardware 2, Negotiation 4, Outdoors skill
group 5, Perception 4, Pilot Ground Craft 2, Pilot Watercraft 5, Sneaking 4, Swimming 5
Languages: Japanese N, English 2 (Speak +2)
Qualities: Gearhead, Steely Eyed Wheelman
Augmentations: control rig 2 (alphaware), cybereyes [rating 3 w/ flare compensation, image link, low light, smartlink,
thermographic vision, vision enhancement 2, vision magnification], cyberfin, internal air tank 1, wired reflexes 1 (used)
Gear: armor vest, hardware tool kit, Hermes Ikon commlink [device rating 5], industrial mechanic tool kit, miniwelder, nautical
mechanic tool kit
Weapons:
Harpoon Gun [exotic ranged, Acc 8, DV 9P, AP -2, SS, 1, w/ personalized grip, smartgun system: internal, 6 rounds
harpoon ammo]
Unarmed Strike [Unarmed, Acc 5, Reach -, DV 3S, AP –]
Waiting Message 1
Greetings Tanaka-san,
As per your plan the specialists that were selected have carried out the preliminary steps of the
assignment. They are now in position and waiting for you and the research team to be clear of the facility
before they move to the next phase. As you assured me the badges and uniforms you made available were
not questioned and were most useful, they allowed the team to make a full survey of the facility. With the
information gathered I can assure you the prototype will be removed from the facility without any
possibility of failure. I have also been in contact with the buyer you suggested, he is eager to receive the
prototype and the research data. Evo’s research material on the cold fusion power core will also be an
extremely profitable bonus to the sale.
I will send you a message soon to let you know that the specialists have succeeded in their task
and the prototype had been delivered to the buyer.
Respectfully,
Farukon
Waiting Message 2
Nuyen
Spent _________
GM’s Signature
Remaining _________
_____________________________