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Eduard Ordonez (order #5148542)
a time to run
COVER
SRM 5A-01: Chasin’ the Wind is a Shadowrun Missions should usually only be used for home games, or A TIME TO
living campaign adventure. Full information on the games where time is not a factor. At most con- RUN AND A
Shadowrun Missions living campaign is available at vention and Open Play events, gamemasters TIME TO FIGHT
shadowruntabletop.com/missions and includes a should omit this information. It adds to the scene
guide to creating Missions characters and a regularly but does not contain important information.
updated FAQ. All maps, player handouts, and other • Debugging offers solutions to potential prob- INTRO
playing aids are found at the end of this document. lems that may crop up during the encounter.
While it’s impossible to foresee everything that
a group of player characters might do, this sec- MISSION
PREPARING THE tion tries to anticipate common problems and SYNOPSIS
ADVENTURE other suggestions for dealing with them.
SRM 5A-01: Chasin’ the Wind is intended for use with SCENE 1
Shadowrun, Fifth Edition, and all character and rules infor- RUNNING THE
mation refers to the fifth edition of the Shadowrun rules.
ADVENTURE SCENE 2
Adventure Structure Gamemastering is more of an art than a science, and
every gamemaster does things a bit differently. Use
SRM 5A-01: Chasin’ the Wind consists of several scenes. your own style when it comes to preparing and run-
SCENE 3
These scenes form the basis of the adventure, which ning the adventure and do whatever you feel is best
should be completed in approximately four hours. If to provide the best Shadowrun game you can for your
you are running short on time, you should streamline SCENE 4
players. Shadowrun Missions adventures are designed
each and be a little more generous with clues, target to run in a standard four-hour convention time slot.
numbers, and other requirements to aid in guiding the Please keep this in mind when running the adventure. SCENE 5
players through the adventure. You should leave at least 15–20 minutes at the end of
Each scene outlines the most likely sequence of the time slot to complete any necessary paperwork and
events, as well as how to handle unexpected twists pass out the players’ Debriefing Logs. (Make sure that SCENE 6
and turns that inevitably crop up. Each one contains the you have enough copies of the Debriefing Log for this
following subsections, providing gamemasters with all adventure to give one copy to each player after running
the information necessary to run it. the adventure.) This section offers some guidelines you SCENE 7
may find useful in preparing to run SRM 5A-01: Chasin’
• Scan This provides a quick synopsis of the the Wind (or any Shadowrun Missions adventure).
scene’s action, allowing you to get a feel for the PICKING UP
encounter at a glance. THE PIECES
• Tell It to Them Straight is written to be read Step 1: Read The Adventure
aloud to the players, describing what their char- Carefully read the adventure from beginning to end. Get
acters experience upon entering the scene. You a feel for the overall plot and what happens in each scene. LEGWORK
should feel free to modify the narrative as much That way, if something different happens, you won’t be
as desired to suit the group and the situation, caught off guard and you can adapt things smoothly.
since the characters may arrive at the scene by CAST OF
different means or under different circumstanc- SHADOWS
Step 2: Take Notes
es than the text assumes.
• Behind the Scenes covers the bulk of the Take notes for yourself while reading through the ad-
venture that you can refer to later on. Possible things to PLAYER
scene, describing what’s happening, what the
note include: major plot points (so you can see them all HANDOUTS
non-player characters are doing, how they will
react to the player characters’ actions, and so at a glance), the names of various non-player charac-
forth. It also covers the setting of the encounter, ters, possible problems you notice, situations where you
going over environmental conditions and other think a particular character can shine and other things
properties of the location as well as providing you’ll want to keep in mind while running the adventure.
any descriptions of important items.
• Pushing the Envelope looks at ways to make the Step 3: Know The Characters
encounter more challenging for experienced or Prior to the start of the adventure, examine the PCs’
powerful characters and other ways you can add record sheets and Debriefing Logs for your reference
some extra spice to the scene. This subsection and have basic information about their important abil-
INTRODUCTION 3
Eduard Ordonez (order #5148542)
ities handy so you can refer to it during play. Also go Major NPCs can be found in the Cast of Shadows COVER
over the characters and keep their previous events list- at the end of the adventure. They have more detailed
ed on the Debriefing Logs in mind when determining write ups and include most of the skills and the gear
non-player character actions in various scenes if such a they have access to. A TIME TO
dynamic has been included. RUN AND A
The NPCs in this adventure should generally stand TIME TO FIGHT
Step 4: Don’t Panic! up to the average player character but may need some
adjustment to suit a particular group of characters,
Gamemastering involves juggling a lot of different especially a more experienced and powerful group. The INTRO
things. Sometimes you drop the ball and forget some- scenes and NPC descriptions offer tips on adjusting the
thing or you just make a mistake. It happens, don’t NPCs to suit the abilities of the characters in your group.
worry about it. Nobody is perfect all of the time and MISSION
To adjust the power level of an NPC, refer to Helps and
everybody makes mistakes. Just pick up from there SYNOPSIS
Hindrances (p. 378, SR5). Take the player characters’
and move on. Your players will understand and forget abilities into consideration when assessing the NPCs in
about it once you get back into the action. this adventure and modify them accordingly. SCENE 1
INTRODUCTION 4
Eduard Ordonez (order #5148542)
can unbalance the game and make it unfair to players COVER
who didn’t have the opportunity to get those items.
Gamemasters should avoid letting the players get into
BACKGROUND COUNTS
a position to do high-value looting whenever possible. Background counts impose a negative dice pool penalty A TIME TO
equal to their rating for all tests that are linked to or utilize RUN AND A
magic in any way (i.e., spellcasting, summoning, assensing, TIME TO FIGHT
Chicago, The CZ, Noise, and any test made while astrally projecting, and any active skill
Background Counts that benefits from active adept powers such as killing hands, INTRO
While for many the Chicago and the Bug City Contain- critical strike, great leap, or improved skills, etc). Dual-
ment Zone are synonymous, the CZ comprises less natured creatures and spirits suffer this penalty to all actions.
than one-third of the total landmass of the city of Chi- Aspected background counts grant a boost to any MISSION
cago proper, not counting suburban areas and farm- limit that utilizes magic in any way (see above) to any SYNOPSIS
lands connected to the city. But the CZ is still big, and metahuman, spirit, or dual-natured creature that matches
it is the rotted, gutted, feral heart of the Windy City. It the aspected domain. This includes spellcasting Force
SCENE 1
starts at 115th Street to the south and runs nearly thir- limits, so spellcasters need to be careful as it can be hard to
ty kilometers north to Belmont Avenue, and reaches control the additional surge of mana. Any magically active
from the Lake Michigan on the east to an average of being that does not match the aspected domain should treat SCENE 2
fifteen kilometers inland to Harlem Avenue on the this as a normal background count and suffer penalties.
west. A mass of torn-down buildings and hastily erect- Background counts above 12 are called either a flux (for
aspected domains) or a void (for magically dead zones), and SCENE 3
ed barricades were added to and reinforced over the
three-year period that the Containment Zone was in are very dangerous. Any being that is magically or astrally
effect, and even now nearly twenty years later this bar- active in any way (dual natured, astrally perceiving, casting SCENE 4
rier stands as an imposing divide between the Zone a spell, has an active adept power, has an active foci, etc.)
and the outside world. Anyone can supposedly freely takes background count – 12 unresisted Stun Damage each
travel between the Zone and Chicago proper, but Lone turn that they are active and exposed to the flux or void. SCENE 5
Star watches those coming out and the gangs and war-
lords watch those going in very closely. SCENE 6
Between the Cermak Blast, the bugs, the debilitating Paperwork
effects of FAB III, and years of death and metahuman After running a Shadowrun Missions adventure, there
misery, astral space in and around the Zone is horrible. are several important pieces of paperwork that need SCENE 7
Unless otherwise noted in the scene, assume a default to be filled out.
background count of 2 anytime characters are within The first is to make certain to distribute a copy of PICKING UP
the Containment Zone. The count fluctuates wildly at the adventure’s Debriefing Log to each player. As the THE PIECES
times, so players should expect to encounter everything gamemaster, please make certain to fill this out and
from high background counts and mana voids to sign off on it for each character. In the interests of time,
various aspected backgrounds and mana warps. you may have each player fill out the sections, with LEGWORK
(See Background Count sidebar for full rules. Future appropriate values that you give them. Please consider
Shadowrun, Fifth Edition rulebooks may supersede these the PCs’ actions in the scenario when providing
rules). Areas of Chicago outside the CZ may also suffer Reputation modifiers, per those rules (p. 372, SR5). CAST OF
The second is to make sure that all players have SHADOWS
background count bleed from the Zone.
Besides the background count, the CZ is a virtual updated their character’s Mission Calendar. PCs are
nightmare for deckers and technomancers. The allowed to go on one run per week. The calendar is
PLAYER
used to track the character’s monthly lifestyle expenses,
persistent low-level background radiation coupled HANDOUTS
with a distinct lack of modern matrix broadcasting adventures, and their downtime exploits.
Finally, once an adventure is completed gamemasters
equipment through the area results in a high level of
should head over to the official Shadowrun forums
constant background Noise that makes even basic
at forums.shadowruntabletop.com and look in the
matrix communication difficult. Noise levels will vary
Shadowrun Missions section. There will be a section to
from area to area, but unless otherwise specified in the
post the outcome of the Missions adventure. Future
scene, assume a default Noise level of 2 anytime the adventures will be affected by these results. Without
characters are within the Containment Zone. gamemaster feedback, the PCs’ exploits will be unable
to affect the larger campaign.
INTRODUCTION 5
Eduard Ordonez (order #5148542)
MISSION SYNOPSIS COVER
In 2052, the Shiawase Corporation, through its sub- angle of the woman who escaped. He hopes to hire the
A TIME TO
sidiary Hephaestus Technologies, bought Janus Indus- runners to rescue (or re-abduct) her and deliver her to
RUN AND A
tries. Janus was a small computing research firm based Nick Ryder, who Juan believes he can manipulate into
TIME TO FIGHT
in Chicago that had broken away from the Universi- using her to deny the dragon his prize (that is, to prevent
ty of Chicago and Argonne National Laboratory and Saeder-Krupp from taking the Janus lab).
privatized just after the first Crash. When Hephaestus Meanwhile, the runners have been hired by INTRO
Technologies took over the building, they found a se- Quantum Princess to insert wireless transmitters into
cret laboratory in the basement that was engaged in two Matrix nodes just inside the CZ, ostensibly to repair
research on interfacing human minds with the Matrix, Matrix connectivity in Chicago, but really to allow her MISSION
well before the otaku began to appear. The research was to “piggyback” on the new NooseNet Grid (local pirate SYNOPSIS
mostly unsuccessful, but Shiawase saw some promise grid running alongside Chicago’s public grid). This is,
in the research and so they diverted more resources she hopes, the beginning of a new era for Chicago. But
into it. The following year, the Containment Zone went she is also cautious because she knows that the new era SCENE 1
up and the lab found itself cut off from the outside will lure all kinds of interested parties back into Chicago.
world. In the twenty years that followed, the lab found While the runners are on the run for Quantum
a little more success, mostly because they discovered Princess, they get two calls from their fixer. One call SCENE 2
Samantha, a six-year-old latent technomancer, and ab- relays information from Simon Andrews, who is asking
ducted her for their experiments. The researchers nur- them to investigate the lab facility (which he claims has
tured the girl’s abilities as best they could, but it was a been Saeder-Krupp property all along); the second has a SCENE 3
free sprite, Remo, who was her true guide into the Res- request from Juan Xihuitl asking them to find Samantha.
onance even when the researchers had her implanted When the runners arrive at the lab facility, they find it
SCENE 4
with bioware and heavily gene-modded for their ex- recently abandoned, perhaps as if they were expected.
periments. Eventually, the researchers found out about They find a dozen dead bodies, killed within the last week,
Remo, but it was too late to do anything about him. and a storage facility with a dozen cloning tanks, eleven SCENE 5
Last week, Remo helped Sam free herself from containing identical human females—clones of Samantha.
captivity in the Janus lab. Thanks to her numerous A reasonably good decker can hack the lab’s node and
augmentations, she killed a dozen guards and scientists discover that the lab was bought by Shiawase a year before SCENE 6
on her way out of the facility. Since then, she has been the bugs hit. They also find in the cloning area, in addition
living on the streets in the CZ, which are somehow to the three dead bodies, some blood, and a deactivated
familiar to her even if they have changed since her cranial bomb, which Samantha removed nearly a week SCENE 7
abduction twenty years before. ago (see A Time to Run and a Time to Fight, p. XX).
Shortly after that, Lofwyr assigned Simon Andrews The runners then have to track down Samantha.
to move to Chicago and take control of the facility. When they find her, they’ll have to either talk her into PICKING UP
Simon did not know what is in the lab or why Lofwyr coming with them or subdue her. Once they put two THE PIECES
wants it, only that Lofwyr wants it, so he began to put and two together (since she looks exactly like the clones
out feelers among the local Johnsons for a team of they’ve seen already), they have a choice to make: Do
LEGWORK
runners to investigate the place. they give her to Nick Ryder? Do they give her to Simon?
Juan Xihuitl has also heard of the incident with the Or do they try putting her back in the tank themselves
Janus lab, but he has decided to approach it from the to cover everything up? CAST OF
SHADOWS
PLAYER
HANDOUTS
INTRODUCTION 6
Eduard Ordonez (order #5148542)
SCENE 1: COVER
INTRO
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
SCENE 7
PICKING UP
Scan This hours. There’s a table reserved at Chicago’s Own Pizzeria
THE PIECES
In this scene, the runners’ respective fixers contact in Northside. Watch the slip-n-slide out there, chummer.”
them with a job from Quantum Princess. LEGWORK
Read this after the runners agree to the meet:
There are no AR ads, but Chicago’s Own doesn’t
Tell It to Them Straight really need them. The smell of traditional Chicago- CAST OF
What a surprise. It’s snowing in Chicago in January. As style crust and real meat lures you from blocks away SHADOWS
the wind howls outside, you thank the runner gods into a pizza-lover’s dream: the last real Chicago pizza
that you’re in a nice warm pub or, even better, in a nice place. Chicago’s Own is a century-old restaurant, but
warm bed, and not somewhere running around the a few additions have been put in place over the years, PLAYER
Containment Zone for a fistful of nuyen or whatever like bars over the windows, barricaded windows HANDOUTS
barter you’d have to scrounge. upstairs, and razorwire over the top. The place is
Then your commlink flashes the face of your fixer. literally brick-and-mortar, with a few scorch marks
“Catch you at a bad time?” across one side.
Then again, it is nice to make a living. When you arrive, you find the table reserved for you,
Your fixer goes on. “It’s strange. No sooner does the and Ms. Johnson is already there. She is an Hispanic
new mayor announce the reclamation program that the human female in her mid-fifties, dressed in runner style
biz starts lining up. I got a job for you, omae, headed with an armored jacket, dark fatigues, and boots. Her
into the CZ. Johnson would like to meet in person in two right temple sports two chrome datajacks, and she
INTRO
MISSION
SYNOPSIS
SCENE 1
SCENE 2
SCENE 3
SCENE 4
SCENE 5
SCENE 6
SCENE 7
Scan This Behind the Scenes
In this scene, the runners meet with Simon Andrews. Simon Andrews wants to hire the runners to perform PICKING UP
a “data retrieval” from “one of S-K’s old lab facilities” THE PIECES
in the CZ. Specifically, he’s looking to have the run-
Tell It to Them Straight ners retrieve the proof of ownership so S-K can move
As the first Matrix relay goes online with the upgraded “back” in. He’s also interesting in finding out whatever LEGWORK
component, your commlink rings. the place was researching. Simon will offer the runners
“Wiz!” Your fixer’s face appears in the display. “I’ve 4,000 nuyen each, plus 500 nuyen per net hit (max
been trying to get hold of you. Looks like the work’s 4) on a Negotiation + Charisma [Social] Opposed Test. CAST OF
gonna flow today. I have another Johnson on the line. The target is a place called Janus Industries, located
SHADOWS
He, ah, insisted on holding for you.” at 1501 N. Greenview Ave., Chicago, IL. It is just off
Your fixer’s face is replaced by what can only be of Interstate 90, just inside the northern edge of the PLAYER
described as a human-sized dragon, decked out in neo- Noose. If asked, Simon says he does not have access HANDOUTS
Brit anarchist wannabe threads and sporting at least codes because the codes were lost during Crash 2.0.
twenty individual pieces of flair from concerts around the
globe. Your mind almost fills in the lizard-hiss as he speaks.
“Hoi, bloke! I’m Simon Andrews. Master Lofwyr
Pushing the Envelope
would like to employ your services for a data retrieval. Since this is a remote meet, there aren’t too many ways
You see, we lost track of one of our laboratories in the to push the envelope here.
recent mess. You’re to check out the lab, secure its However, gamemaster with more time on their
contents, and retrieve a data packet from its node. I’m hands could have Simon hire the runners for a little side
authorized to pay you each 3,000 nuyen for the job. job as well. Simon is new in town, and he hasn’t found a
Good deal for a few hours work, yeah?” reliable source of “snacks” yet. He’s strictly a carnivore,
SCENE 2
SCENE 3
SCENE 4
SCENE 4: SCENE 5
A TIME TO
RUN AND A
TIME TO FIGHT
INTRO
MISSION
SYNOPSIS
SCENE 1
SCENE 2
injuries as having been dealt by a highly augmented abandoned entirely for about a week, and the top floor SCENE 3
human, elf, or ork). All three corpses were killed by has been abandoned for significantly longer, so it is
blunt-force trauma (they were beaten to death). The possible that one or more critters have moved in.
dwarf took a single punch in the face that snapped his For an even stranger encounter, the clones could be
SCENE 4
head back so violently that it broke his neck. Each of the active in the Janus nodes, watching the runners through
humans was kicked in the groin and then had his neck the cameras and perhaps even locking or unlocking SCENE 5
snapped by a blow to the base of the neck. doors and turning lights on or off to mess with them.
One of the humans is still wearing his armor jacket When Janus found Samantha (see Scene 6: Absent
(with the Janus logo) and has an Ares Predator V with Recall), they cloned her and attempted to form a sort SCENE 6
two spare clips of regular ammo. Each human has a low- of Matrix gestalt using her clones. Treat the gestalt as a
grade commlink that is turned off. Rating 6 Fault Sprite in each node, except it will take no
A Perception + Intuition [Mental] (2) Test indicates
hostile action against a hacker in their system. SCENE 7
that the dwarf was searched at about the time of his
death. He has nothing of value on him; his commlink
and medkit are those on the table. The medkit has been JANUS INDUSTRIES SYSTEM PICKING UP
used once (the scalpel came from that medkit). THE PIECES
Host: Janus Industries
A Cybertechnology + Logic [Mental] (2) Test confirms
that the medical implant is a deactivated cortex bomb Rating Attack Slease Data Proc. Firewall
(a kink bomb). The blood on all of the stuff on the table LEGWORK
3 4 3 6 5
is the same blood (from Sam); unfortunately, it’s too old
to provide a viable material link for astral tracking. CAST OF
Installed IC: Black IC, Probe, Tar Baby, Track
Hacking the commlink (DR 3) gives the runners SHADOWS
Slaved Devices: Physical security (cameras and keycard
several bits of data. The last thing done on the commlink
was to use its camera function; there’s still a recording maglocks; basement only)
of the back of Sam’s neck as she extracted the cortex Spiders: None
PLAYER
bomb from herself. The next most recenttact ion Sculpting: A giant hamster cage, with person-sized tubes
HANDOUTS
performed was the dwarf was trying to use it repeatedly connecting pods. Pod 1 corresponds to the Janus business
(and frantically) to detonate the cortex bomb. Finally, front end with public records access, and the runners
the commlink contains the dwarf’s access codes for the can find proof of Shiawase’s ownership of the real estate.
Janus node. Pod 2 corresponds to the physical security system. Pod 3
contains information about the cloning program and Janus’
attempts to create a Matrix gestalt of the minds of the
Pushing the Envelope clones in the tanks. The Janus network has no connections
An additional encounter could occur in the abo- to the Matrix outside; a hacker must be in the basement to
veground floors of the facility. The place has been connect to the node.
PLAYER
HANDOUTS
Ares Predator V [Heavy Pistol, SA, DV 8P, AP –5, RC —, 15(c), Given her augmentations, Sam might be hard enough
w/ APDS ammo] to roll up even though she doesn’t realize her full abil- A TIME TO
Unarmed strike [DV 11P, AP —, Reach —] ities. Or she might be hunted by another team, espe- RUN AND A
cially if Juan Xihuitl thought the runners were amateurs TIME TO FIGHT
Remo or if Simon Andrews found out about her.
SCENE 3
LEGWORK
When a PC gets in touch with a contact, make an un- 3 30 minutes She helped set up NooseNet, SCENE 4
opposed Connection + Connection Test for the contact. Chicago’s version of ShadowSEA
The results of this test determine how many ranks of in- or JackPoint.
SCENE 5
formation the contact knows about the question. If the 4 2 hours She used to be a runner, but like a
relevance of the subject is a specialty of the contact, lot of the good ones she’s moved
they get +3 to this test. The player then makes an unop- over to playing Johnson. SCENE 6
posed Charisma + Etiquette + Loyalty Test, the results 5 6 hours She’s not quite retired, but I’d hate
of which determine how many ranks of information the to see the job that made her put
contact is willing to divulge for free, up to the max ranks on the gloves again. SCENE 7
of information they know. If the contact knows more,
they will require a payment of 500¥ – (Loyalty x 100¥),
minimum 100¥, per rank of information they still know. simon andrews PICKING UP
If the PCs have worked all of their contacts and are Contacts to Ask: Any Club-related, Any Changeling, THE PIECES
still missing important information, they may request High Level Saeder-Krupp, Simsense Star
that a contact ask around. If they do so, have the Contact
make an Extended (Connection + Connection (20 LEGWORK
Search
minutes)) Test. Additional information will be available
Threshold Time Information
at a cost of 1,000¥ – (Loyalty x 100¥), minimum 200¥.
0 — From a blog: Simon and Andrew CAST OF
A Matrix Search action (p. 241, SR5) may also be
are finally getting married, oh SHADOWS
utilized to gather information from the following charts,
HOT HOT HOT, those bad boys!
using the appropriate thresholds and search times.
Mmmmm! Time to break out
my tux with the assless chaps! PLAYER
quantum princess HELLOOOOO! HANDOUTS
Contacts to Ask: Decker, Fixer, Mr. Johnson 1 1 minute Simon Andrews? Isn’t that a fixer
or company man for Saeder-
Search Krupp?
Threshold Time Information 2 5 minutes Simon is a full-body changeling
0 – Simsense star, right? In some pixie who took the change well, though
superheroine thing? some girls will tell you he was
1 1 minute She’s a decker. Old school. already a snake. He’s covered
2 5 minutes She grew up in the CZ, and she in green, scaly skin like a lizard,
knows her way around. has a British accent, and is an
LEGWORK 21
Eduard Ordonez (order #5148542)
all-around freak, especially when
anything female with two legs
nick ryder COVER
catches his reptilian eyes. He’s Contacts to Ask: Bartender, Beat Cop, Criminals, Any
new in Chicago. Lone Star, Street Doc A TIME TO
RUN AND A
3 30 minutes Agent for Saeder-Krupp? Yes, in
Search TIME TO FIGHT
fact he’s Lofwyr’s eyes and ears
around here, or so I heard. Threshold Time Information
0 – Didn’t he drive a black race car
4 2 hours Who the hell knows what he’s up about a hundred years ago? INTRO
to? He works for a dragon. What
else can you say but never deal 1 1 minute Detective for Lone Star,
with a dragon? Well, that and consistently about a half-step MISSION
don’t pick his pocket. <Contact away from getting fired. Self- SYNOPSIS
shudders.> righteous enough that it gets in
the way of good police work.
NewsNet blamed him for losing SCENE 1
juan xihuitl that kidnapped girl last week.
2 5 minutes He’s actually one of the honest
Contacts to Ask: Any Aztechnology, Fixer, Mr. Johnson SCENE 2
cops. Plays the downtrodden hero
a lot.
Search
Threshold Time Information 3 30 minutes His rep gets him in trouble SCENE 3
0 — Is that the old Cream-o-Wheat guy? regularly with the brass, and the
media intentionally smears him
1 1 minute He’s a Johnson for Aztechnology. I SCENE 4
when they can.
heard he’s a free blood spirit.
4 2 hours He drinks perhaps a little too
2 5 minutes People say he’s kinda touchy
much for his own good, but that’s SCENE 5
about being “professional”. It’s
probably to help him sleep at night
more like he sees runners as
with all the corruption that goes
deniable, disposable assets.
on in Chicago’s police. SCENE 6
He’s not in Chicago to make
friends.
3 30 minutes He actually has nothing to do Janus industries SCENE 7
with blood magic, ritual sacrifice,
Contacts to Ask: Any Shiawase, Street Doc
or any of the bogeyman stuff
we’ve come to associate with PICKING UP
Search THE PIECES
Aztechnology. He’s just a regular
Threshold Time Information
mundane troll, though he is as
0 — Never heard of it. Sounds like one
ruthless as any Johnson.
of those old gods, though. LEGWORK
4 2 hours He’s looking to bank favors
1 1 minute Old research firm back in the ’50s.
wherever he can, which is probably
I think it went to hell with the rest
why he’s hiring for this particular CAST OF
of Chicago.
mission. He seems to be planning in SHADOWS
advance for the long game. 2 5 minutes It was bought out by a firm named
Hephaestus Technologies back in ’52.
6 12 hours Aztechnology heard about
3 30 minutes It broke away from the University PLAYER
Shiawase’s acquisition of Janus
of Chicago and Argonne National HANDOUTS
Industries back in the ’50s, but
they never found out what sort of Laboratory just after the first
work Janus was doing. Crash.
4 2 hours There’s a building just off I-90,
just inside the northern edge of
the Noose, that bears what’s left
of its logo.
5 6 hours Hephaestus Technologies
is a subsidiary of Shiawase
Corporation.
LEGWORK 22
Eduard Ordonez (order #5148542)
“SAM” COVER
SCENE 7
Simon Andrews
Simon is an odd individual. A full body changeling, he
appears to be a bipedal lizard-man with thick scaly. PICKING UP
He’s also a traditional British punk, wearing a battered THE PIECES
leather vest covered in graffiti, anarchy symbols, and
punk band buttons. He has a lizardfish frill running front
LEGWORK
to back on his head that he paints up like a multi-col-
ored Mohawk. He revels in being a freak, will hit on
almost anything that moves, and likes to snack on live CAST OF
white mice. He’s direct and in your face, but is utterly SHADOWS
loyal to “Master Lofwyr,” and serves as the dragon’s
eyes and ears in Chicago, working as an independent
agent and fixer for Seader-Krupp. PLAYER
HANDOUTS
Connection: 5
B A R S W L I C EDG ESS M
4 4 5 3 5 5 5 6 5 6 8
CAST OF SHADOWS 23
Eduard Ordonez (order #5148542)
Initiative: 10 + 1D6 Vanessa Rodriguez, a.k.a. Quantum Princess is an elder COVER
Condition Monitor: 10/11 statesman among shadowrunners. She was in the heart
Limits: Physical 5, Mental 7, Social 8 of downtown when Bug City hit and the Containment
Armor: 9 Zone went up, and she was one of those early few who A TIME TO
Active Skills: Assensing 8, Athletics skill group 4, Banishing 5, tried to figure out what was happening and helped cob- RUN AND A
Binding 8, Con 5, Counterspelling 8, Negotiation 8, Pistols ble together a rude BBS to help those trapped survive TIME TO FIGHT
4, Ritual Spellcasting 7, Spellcasting (Combat Spells) 9 (11), and communicate. Many suspect she’s the primary Sys-
Summoning 8 Admin for NooseNet, Chicago’s Shadow Host, though
she won’t admit to it. Most often she can be found
INTRO
Knowledge Skills: Chicago Area 3, Kaiju Monster Movies 7,
London Area 5, Magical Theory 7, Neo-Anarchist Movement working as a fixer. She’s also liked and trusted by almost
5, Saeder-Krupp Politics 5, Seattle Area 4 every faction in the shattered sprawl, and frequently MISSION
Qualities: Magician, SURGE (Lizard features, tail, lizard head- acts as a mediator and go-between for them. SYNOPSIS
frill, non-retractable claws, snout, green scales) Quantum Princess is a human female in her mid-50s
Initiate Grade: 5 of mixed Hispanic descent evident in her deep brown
Metamagics: Anchoring*, Masking, Extended Masking*, skin and dark hair. Age and stress have taken their toll, SCENE 1
Reflecting*, Shielding and she’s a little heavyset and not as nimble as she once
Gear: Armor vest, contacts [Capacity 2, w/ image link), Power was. Her mind, however, is sharp, and her deep-violet
focus (Force 4, silver skull ring), Spell focus (Force 4, cybereyes with their golden atom symbol pupils catch SCENE 2
Sustaining, Health, Ramones button), Spell focus (Force 4, everything.
Spellcasting, Combat Spells, golden eyebrow ring), Transys SCENE 3
Avalon commlink (DR 6) Connection: 4
Spells: Armor, Chaos, Chaotic World, Clairaudience,
Quote: “Surely we can come to a solution agreeable to
Clairvoyance, Fireball, Gecko Crawl*, Heal, Ice Sheet, SCENE 4
Improved Invisibility, Increase Reflexes, Mana Barrier, all parties?”
Manabolt, Physical Barrier, Physical Mask, Stunball,
Stunbolt, Trid Phantasm, Wreck* B A R S W L I C EDG ESS SCENE 5
Bound Spirits: Spirit of air (Force 5, 5 Services), spirit of fire 3 2 4 2 5 6 6 5 7 4.3
(Force 6, 6 services), Spirit of man (Force 5, 4 Services)
SCENE 6
*May not be in game yet Initiative: 10 + 1D6
Condition Monitor: 10/11
Limits: Physical 4, Mental 8, Social 7
quantum princess Armor: 12
SCENE 7
CAST OF SHADOWS 24
Eduard Ordonez (order #5148542)
cyberdeck (DR 5, Array 8765, Programs 5), skillsofts B A R S W L I C EDG ESS COVER
(assorted, Rating 4 each)
5 4 5 3 6 4 5 4 7 5.7
Weapons:
Remington Roomsweeper [Heavy Pistol, Acc 4, DV 9P (f), AP A TIME TO
–4, SA, RC —, 8(m), w/ flechette ammo, smartlink] Initiative: 10 + 1D6 RUN AND A
Club [Club, Acc 4, Reach 1, DV 5P, AP —] Condition Monitor: 11/11 TIME TO FIGHT
Limits: Physical 6, Mental 7, Social 7
Armor: 9
nick ryder Active Skills: Automatics 4, Clubs 5, Computer 4, Etiquette INTRO
(Street) 6 (+2), Gymnastics 3, Intimidation 5, Leadership 4,
Longarms 3, Negotiation (Interrogation) 6 (+2), Perception
6, Pilot Ground Craft 3, Pistols 6, Running 4, Stealth Group 5, MISSION
Tracking 3, Unarmed Combat 5 SYNOPSIS
Knowledge Skills: Chicago Area 6, Crime Syndicates 7, Illegal
Goods 6, Law Enforcement 4, Local Gangs 6, Local Politics 4, SCENE 1
Police Procedures 8, Street Rumors 6
Languages: English N, German 2, Russian 2, Spanish 2
Augmentations: Datajack, smartlink SCENE 2
Gear: Armored vest, biometric reader, glasses [Rating 3, w/
image link, thermographic vision, low-light vision), handcuffs
(metal), Hermes Ikon commlink (DR 5), stealth RFID tags x10 SCENE 3
Weapons:
Colt Government 2066 [Heavy Pistol, Acc 6 (8), DV 7P, AP
–1, SA, RC —, 14(c), w/ 2 clips regular ammo, 2 clips gel
SCENE 4
rounds, internal smartlink]
Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5] SCENE 5
SCENE 7
Connection: 3
CAST OF SHADOWS 25
Eduard Ordonez (order #5148542)
Takeback to recover as many of AZT’s lost assets as Initiative: 7+1D6 COVER
possible, including Aztechnology’s lost Pyramid/Ar- Condition Monitor: 12/11
chology. He’s a very traditionalist corper, and smart Limits: Physical 8, Mental 6, Social 7
runners tread lightly around him as he sees them as Armor: 9 (12) A TIME TO
they really are: deniable, disposable assets. He doesn’t Active Skills: Assensing 6 (10), Blades 5, Computer 4, Con RUN AND A
play games, he doesn’t tolerate fools, and he doesn’t 5, Etiquette (Corporate) 5 (+2), First Aid 4, Leadership 4, TIME TO FIGHT
coddle shadowrunners. Negotiation 8 (12), Perception 5 (9), Pistols 4, Unarmed 6
Juan Xihuitl is very traditional and respects his Aztec Knowledge Skills: Aztlaner Cuisine 5, Aztlaner Sports (ollamaliztli)
4 (+2), Chicago Area 2, Corporate Finances 5, Corporate Rumors INTRO
heritage. He is a medium-sized troll with a dark Hispanic
skin tone, large, flat nose, and small, curled rams horns. (Aztechnology) 6 (+2), Corporate Security (Aztechnology) 6 (+2),
His hair is dark and worn long, slicked back, pulled into a History (Central American) 5 (+2), Psychology 4
MISSION
ponytail. He has medium-sized Aztec-style ear plugs in Languages: Aztlaner Spanish N, English 5, Japanese 3
SYNOPSIS
his ears. His suit is the height of current Aztlan fashion, Qualities: Adept
a marriage of traditional Aztech warrior garb and a Initiate Grade: 2
modern-day suit. Metamagics: Adept Centering (Chanting), Masking SCENE 1
Adept Powers: Astral Perception, Danger Sense 4, Enhanced
Connection: 5 Perception 4, Improved Ability 4 (Negotiation), Improved
Potential (Social), Mystic Armor 3 SCENE 2
Quote: “Of course you’ll do an excellent job. If you Gear: Armor clothing, contacts [Capacity 2, w/ image link],
don’t, you’ll never work again.” earbuds [Capacity 2, w/ sound link], Transys Avalon
commlink (DR 6) SCENE 3
Weapons:
B A R S W L I C EDG ESS M Ares Light Fire 70 [Light Pistol, Acc 7, DV 6P, AP —, SA, RC
7 3 3 7 5 4 4 4 5 6 8 —, 16(c)] SCENE 4
Ceremonial Dagger [Blade, Acc 5, Reach 1, DV 9P, AP –1,
Troll Reach]
SCENE 5
SCENE 6
SCENE 7
PICKING UP
THE PIECES
LEGWORK
CAST OF
SHADOWS
PLAYER
HANDOUTS
CAST OF SHADOWS 26
Eduard Ordonez (order #5148542)
Eduard Ordonez (order #5148542)
Eduard Ordonez (order #5148542)
Eduard Ordonez (order #5148542)
Keys
94
Locations
A - The Spire
B - Cermak Crater
C - Elemental Hall
D - Long Pig Farms
E - Humanis State
F - Midway Airport
G - Calumet Harbor
H - Maker Collective
I - O’Hare Airport
J - Dreamtown
Zones
1 - Horde Territory
2 - Human Brigade
3 - The Union
D
r
o Rive
O’HARE
SUBSPRAWL 294 Chicag 94
NORTHSIDE
290 90
90
I
1
H
Des
94
Plai
294
Ch
90
n
ica
es R
290
go
Ri
iver
ve
r
355
3
NAPERVILLE- A
BOLINGBROOK 290
B
88
55 THE 90 94
294
E ZONE
WESTSIDE
F C
2
55
90
r
R ive
n es
lai
sP 294
De
Calumet
Ri ver
G
57 94
SOUTHSIDE
Chicago Districts
0 5 10km J
0 5miles
JOLIET
80
GARY
Key Active Skills: Arcana, Assensing, Con, Key Active Skills: Arcana, Assensing, Con, Key Active Skills: Arcana, Assensing, Con,
Negotiation, Spellcasting, Summoning Negotiation, Spellcasting, Summoning Negotiation, Spellcasting, Summoning
Knowledge Skills: Kaiju Monster Movies, Knowledge Skills: Kaiju Monster Movies, Knowledge Skills: Kaiju Monster Movies,
London Area, Magical Theory, Neo-An- London Area, Magical Theory, Neo-An- London Area, Magical Theory, Neo-An-
archist Movement, Saeder-Krupp Politics, archist Movement, Saeder-Krupp Politics, archist Movement, Saeder-Krupp Politics,
Seattle Area Seattle Area Seattle Area
Uses: Corporate Rumors, Magical Knowl- Uses: Corporate Rumors, Magical Knowl- Uses: Corporate Rumors, Magical Knowl-
edge, Magical Gear edge, Magical Gear edge, Magical Gear
Key Active Skills: Cracking Group, Elec- Key Active Skills: Cracking Group, Elec- Key Active Skills: Cracking Group, Elec-
tronics Group tronics Group tronics Group
Knowledge Skills: Black Market Pipeline, Knowledge Skills: Black Market Pipeline, Knowledge Skills: Black Market Pipeline,
Chicago Area (Containment Zone), Insect Chicago Area (Containment Zone), Insect Chicago Area (Containment Zone), Insect
Spirits, Local Runners, Matrix Host Design, Spirits, Local Runners, Matrix Host Design, Spirits, Local Runners, Matrix Host Design,
Matrix Hot Spots (Chicago Grid), Matrix Matrix Hot Spots (Chicago Grid), Matrix Matrix Hot Spots (Chicago Grid), Matrix
Host Networking, Organized Crime (Chica- Host Networking, Organized Crime (Chica- Host Networking, Organized Crime (Chica-
go), Safehouses, Smugglers, Street Gangs go), Safehouses, Smugglers, Street Gangs go), Safehouses, Smugglers, Street Gangs
(Chicago) (Chicago) (Chicago)
Uses: Computer gear, Information, Jobs Uses: Computer gear, Information, Jobs Uses: Computer gear, Information, Jobs
Key Active Skills: Etiquette (Street), Nego- Key Active Skills: Etiquette (Street), Nego- Key Active Skills: Etiquette (Street), Nego-
tiation, Pistols tiation, Pistols tiation, Pistols
Knowledge Skills: Chicago Area, Crime Knowledge Skills: Chicago Area, Crime Knowledge Skills: Chicago Area, Crime
Syndicates, Illegal Goods, Law Enforce- Syndicates, Illegal Goods, Law Enforce- Syndicates, Illegal Goods, Law Enforce-
ment, Local Gangs, Local Politics, Police ment, Local Gangs, Local Politics, Police ment, Local Gangs, Local Politics, Police
Procedures, Street Rumors Procedures, Street Rumors Procedures, Street Rumors
Uses: Legal help, Information Uses: Legal help, Information Uses: Legal help, Information
Key Active Skills: Etiquette, Leadership, Key Active Skills: Etiquette, Leadership, Key Active Skills: Etiquette, Leadership,
Negotiation Negotiation Negotiation
Knowledge Skills: Aztlaner Cuisine, Az- Knowledge Skills: Aztlaner Cuisine, Az- Knowledge Skills: Aztlaner Cuisine, Az-
tlaner Sports (ollamaliztli), Chicago Area, tlaner Sports (ollamaliztli), Chicago Area, tlaner Sports (ollamaliztli), Chicago Area,
Corporate Finances, Corporate Rumors Corporate Finances, Corporate Rumors Corporate Finances, Corporate Rumors
(Aztechnology), Corporate Security (Az- (Aztechnology), Corporate Security (Az- (Aztechnology), Corporate Security (Az-
technology), History (Central American), technology), History (Central American), technology), History (Central American),
Psychology Psychology Psychology
Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear Uses: Jobs, Corporate Information, Gear
PLAYER DATE / /
CHARACTER LOCATION
PERSONAL INFO
SRM 5A- 01 CHASIN’ THE WIND Repaired Matrix nodes as instructed by Quantum Princess
While on a Matrix node repair run for Quantum Princess, you come Repaired Matrix nodes, but not as instructed
across a woman who has escaped from a laboratory facility. What Gave Simon Andrews the lab data
do you do with her? Delivered Samantha to Nick Ryder
Delivered Samantha to Simon Andrews
Plugged Samantha back into her cold storage tank
KARMA REPUTATION
Earned ¥
Spent ¥ GM’s Signature
Remaining ¥