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SRM3-00 EVERYONE’S YOUR FRIEND
CREDITS
Shadowrun Missions Logo
Andy Coen
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Writing
Stephen McQuillan
Maps
Andy Coen
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SRM3-00: Everyone’s Your Friend
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INTRODUCTION
SRM03-00 Everyone’s Your Friend is a Shadowrun Missions
campaign adventure. Full information on the Shadowrun
Missions campaign is available at www.shadowrun4.com/mis-
sions and includes a guide to creating Missions characters and a
regularly updated FAQ.
a er running the adventure.) is section o ers some guidelines
you may nd useful in preparing to run SRM03-00 Everyone’s
Your Friend (or any Shadowrun Missions adventure).
Step 1: Read The Adventure
Carefully read the adventure from beginning to end. Get a
feel for the overall plot and what happens in each scene. at way,
if something di erent happens, you won’t be caught o guard and
you can adapt things smoothly.
PREPARING THE ADVENTURE
SRM03-00 Everyone’s Your Friend is intended for use with
Shadowrun, Fourth Edition, and all character and rules informa-
tion refers to the fourth edition of the Shadowrun rules.
Step 2: Take Notes
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 vari-
ous non-player characters, possible problems you notice, situations
where you think a particular character can shine and other things
you’ll want to keep in mind while running the adventure.
Adventure Structure
SRM03-00 Everyone’s Your Friend consists of several scenes.
ese 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 guid-
ing 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 is provides a quick synopsis of the scene’s action, al-
lowing you to get a feel for the encounter at a glance.
Tell it to em 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 di erent means or under di erent cir-
cumstances 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 con-
ditions 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.
Debugging o ers 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 sec-
tion tries to anticipate common problems and o er suggestions
for dealing with them.
Step 3: Know The Characters
Prior to the start of the adventure, examine the PCs’ record
sheets and Debrie ng Logs for your reference and have basic in-
formation 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 Debrie ng Logs in mind when determining
non-player character actions in various scenes if such a dynamic
has been included.
Step 4: Don’t Panic!
Gamemastering involves juggling a lot of di erent things.
Sometimes you drop the ball and forget something or you just
make a mistake. It happens, don’t worry about it. Nobody is per-
fect 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.
GENERAL ADVENTURE RULES
Shadowrun Missions adventures use the rules presented in
Shadowrun, Fourth Edition ( SR4 ). Standard rules such as success
tests, the Rules of One and Six, and other common mechanics are
described in SR4 and are not repeated in this adventure.
Please keep in mind when preparing for the adventure, that the
PCs will not necessarily comprise a “balanced” party. It’s entirely
possible that the party will be made up entirely of Technomancers
or back-to-nature Shamans. If the characters run into a brick wall
because of such complications, show exibility and use your best
judgment in how you lead them back to the plot.
RUNNING THE ADVENTURE
Gamemastering is more of an art than a science, and every
gamemaster does things a bit di erently. Use your own style when
it comes to preparing and running the adventure and do whatever
you feel is best to provide the best Shadowrun game you can for
your players. Shadowrun Missions adventures are designed to run
in a standard four-hour convention time slot.
Please keep this in mind when running the adventure. You
should leave at least 15-20 minutes at the end of the time slot
to complete any necessary paperwork and pass out the players’
Debrie ng Logs. (Make sure that you have enough copies of the
Debrie ng Log for this adventure to give one copy to each player
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure.
ey 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 in the Cast
of Shadows section.
e 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. e scenes and NPC descriptions o er tips on
adjusting the NPCs to suit the abilities of the characters in your
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Shadowrun Missions
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group. To adjust the power level of an NPC, refer to the Prime
Runner Creation and Advancement Table (p.285, SR4 ). Take the
player characters’ abilities into consideration when assessing the
NPCs in this adventure and modify them accordingly.
Each corporation has an interest in what’s going on around
New York. As a result, each corp has a task it wants its people to
accomplish during each scenario. Naturally, each corp also has a
reward it gives to those agents that accomplish these objectives.
A liations are supposed to be kept secret, in keeping the
theme of espionage, so the players of a liated characters should be
noti ed in a subtle way. If your gaming group is comfortable with
keeping in-character information separate from out-of-character,
then tell them where all can hear. If you are uncertain about this,
passing a note may be more appropriate.
PCs who choose to accept this a liation will have the op-
portunity to earn special rewards and undertake special tasks in
select scenarios. When applicable, these rewards will be noted in
Picking up the Pieces.
Table Rating
Table Rating (TR) is used to adjust the di culty of an adven-
ture so that it is appropriate to the characters playing it. e TR
value can be used to increase the number or abilities of opponents,
and the device ratings of equipment in the adventure. In addition,
when NPCs or devices are making tests for anything except resist-
ing damage, award them a number of bonus dice equal to the TR
as an additional situational bonus.
Before beginning game play, ask the players to agree on a
TR from one to six for the scenario. Instruct them that beginning
players and characters are expected to play at TR 1. More veteran
players and characters may choose to raise this di culty. Explain
to the players that as the di culty increases, the rewards also in-
crease. Once the players have agreed on a TR value, use that value
consistently through the scenario.
Losing Corporate Affi liation
One of the most important parts of the deal for a corpora-
tion’s “loose contract” with a shadowrunner is secrecy. If the corp
can’t deny the runner’s involvement with its dealings, the runner
is of little value to it.
If a shadowrunner allows his a liation to become known, or
deliberately works against the a liated corporation’s secondary
objective, the GM should make a Public Awareness Test against
the a liate near the end of the adventure, just before the nal
scene. e threshold for the test and the possible consequences
are given on the A liation Betrayal table below; the greater the
infraction, the lower the threshold. If the test succeeds, the conse-
quences listed below are applied by the GM to the a liate.
Selling Out
rough the course of a scenario, a PC may become a liated
with one or more of the corporations that make up the board of
the Manhattan Development Corporation. If an una liated PC
completes a secondary objective (see Corporate Interests), even
accidentally, then he gets an o er to a liate instead of the reward.
A liates are not become full- edged Company Men, but rather
act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
Affi liation Betrayal
A liate Action
Public Awareness
reshold
Consequence
A liate drops hints about his a liation.
3
Corporate reward withheld, even if secondary objective
is successful.
A liate reveals his a liation, even to other
a liates of the same corp.
2
As above, plus a liation revoked, +1 Notoriety, -1 Street
Cred.
A liate deliberately prevents the comple-
tion of a liated corp’s secondary objective.
1
As above, plus an additional +1 Notoriety and -1 Street
Cred, and the corp sends a “cleaner” to kill the (ex-)a li-
ate during the nal scene. See Cleaner Table, below.
Cleaner Table
Table Rating Cleaner NPC*
1
Use stats for Red Samurai Lieutenant (p. 283, SR4 )
3
Use stats for Tir Ghost Lieutenant (p. 283, SR4 )
4
Use stats for Combat Mage (p. 99, SR4 ), Enforcer (p. 102, SR4 ), or Gunslinger Adept (p. 104, SR4 )
5
Use stats for Combat Mage (p. 99, SR4 ), Enforcer (p. 102, SR4 ), or Gunslinger Adept (p. 104, SR4 ) with
a +2 bonus to all dice pools.
6
Use stats for Combat Mage (p. 99, SR4 ), Enforcer (p. 102, SR4 ), or Gunslinger Adept (p. 104, SR4 ) with
a +4 bonus to all dice pools.
*Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given.
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Everyone’s Your Friend
2
Use stats for Triad Lieutenant (p. 284, SR4 )
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A Note on Commlinks
In SR4 , commlinks have become a universal appliance.
Because just about every NPC is going to have one, they won’t
always be statted out in the adventure text. For NPCs who do
not have a statted commlink, assume it has all necessary ratings
at (TR/2) +1 (round-up). ese commlinks will not contain any
valuable paydata.
CORPORATE INTERESTS
The following are the secondary objectives for
affiliates of each organization. Unless otherwise
noted, a PC’s secondary objective(s) will be delivered
after the team has agreed to take the job offered
in A Mile High and Falling or New York, New York.
Secondary objectives are always delivered discretely
(e.g. by encrypted text message, by an agent of the
corporation, via Mindlink spell, etc.), but never men-
tion the reward to be given upon completion.
Paperwork
A er running a Shadowrun Missions adventure, there are
several important pieces of paperwork that need to be lled out.
e rst is to make certain to distribute a copy of the ad-
venture’s Debrie ng Log to each player. As the GM, please make
certain to ll this out and sign o on it for each character. In the
interests of time, you may have each player ll out the sections,
with appropriate values that you give them. Please consider the
PCs actions in the scenario when providing Reputation modi ers,
per those rules (pp.257-8, SR4 ).
e second is to make sure that all players have updated their
character’s calendar. PCs are allowed to go on one run per week.
e calendar is used to track the character’s monthly lifestyle ex-
penses, adventures, and their downtime exploits.
Finally, please use the web reporting form available at http://
www.shadowrun4.com/missions. Future adventures will re ect
the outcome of this one. Without GM feedback, the PCs’ exploits
will be unable to a ect the campaign.
Ares: Use a weapon with an Availability of 10+ within
the boundaries of Manhattan. Note that this is
not an objective, but merely something that will
attract the attention of the corporation. Ares
affi liates will not be informed of this secondary
objective, but will still be eligible for this reward.
Aztechnology: Circumvent all checkpoints.
Horizon: Ensure that Ieto Hong and his guards es-
cape unharmed.
NeoNET: Gain an Admin account on the MDC node.
NYPD, Inc.: Cause trouble at the Lucky Star 99 that
results in even a little violence.
Renraku: Copy, sabotage, or otherwise access the
Emergent Knowledge program.
Saeder-Krupp: Win Mara Blaine as a contact.
Shiawase: Use nanoware or nanotech within the
boundaries of Manhattan. Note that this is not
an objective, but merely something that will at-
tract the attention of the corporation. Shiawase
affi liates will not be informed of this secondary
objective, but will still be eligible for this reward.
Spinrad: Find out if the Triad need a small favor and
make sure it is carried out respectfully.
Neo-Anarchists: Have no other affiliation, plus
take out one of Ieto Hong’s men or damage his
helicopter.
MISSION SYNOPSIS
is is a transition mission. e team is hired by one of the
factions in Denver to track down Lin Yao, who has ed to NYC.
Simultaneously, local agents in NYC are brought in to provide tal-
ent on the ground. Having escaped near certain death, Lin Yao is
trying to nd a way out of the criminal syndicates and into a mega-
corporation. Horizon is willing to o er her a synergist position,
under her alias of Summer Xiao, due to her detailed knowledge of
criminal syndicate operations.
When the runners attempt to return to Denver, they nd that
their travel arrangements have been cancelled and all their Denver
based contacts have gone to ground. It is either time to set up a
new life in New York, or nd another way home.
MISSION BACKGROUND
e SRM-02 campaign followed events in the shadows of
Denver leading up to the attempted assassination of Sottocapo
Chavez. Though the assassination met with mixed success, it
served as the catalyzing event for a mob war between the burgeon-
ing Vory v Zakone syndicate, the Chavez Ma a and the White
Lotus Triad. With a war on three fronts, violence threatened to
pour into the public sphere. During these events, a draconic mem-
ory crystal passed through the hands of several syndicates. As word
of the crystal reached Ghostwalker’s agents, a Mexican stand-o
occurred. e Dragon Stone eventually made its way to the Great
Dragon and the shadow community faded away—no one wanted
to be le holding the bag.
 In the background of these events, Lin Yao scuttled away.
Presumed dead by her own people and the shadow community,
she ed Denver for a new start in New York. Lin’s only mistake
was pulling funds out of a shadow account that had been tagged
by ma a hackers in Denver for later usage. With her face on the
video footage from a bank in NYC, La Famiglia discovered she
was not dead as reported.
At the close of SRM 02, many runners were given a chance to
leave Denver. ose that chose to stay will begin with A Mile high
and falling. Runners who le Denver are presumed to have ar-
rived in New York City for purposes of continuing into SRM  03.
New characters who have not previously played in Shadowrun
Missions, and runners beginning in NYC, will begin with New
York, New York.
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A MILE HIGH AND FALLING
along. Beyond that, there is a nder’s fee of TR*1,500¥ per run-
ner for successfully returning Lin Yao to Denver. While the fee is
non-negotiable, Miguel is willing to negotiate additional coverage
of expenses. Itemized expenses of 500¥ + 100¥ per net hit in an
opposed negotiations test will be covered. e expense coverage
is for the team not per runner.
Miguel will tell the runners that this job could take awhile
and requires a variety of talent. He recommends that they
take any gear that they may need. Each runner will be given a
3-meter by 1-meter by 1-meter containment unit to ship gear in.
Biologicals are not recommended for storage inside unless pack-
aged properly. ere will be a point of contact in NYC—Peace
Man—to get them situated. ey’ll be able to meet him at e
Apple Press (see New York, New York ). Runners who start in
Denver with vehicles will not be able to transport them unless
the characters make their own arrangements. Suggested cost for
this is 500¥ per point of Body the vehicle has to accommodate
for the size of the vehicle.
At this point, the xer will give each of the Denver runners
a patch to apply to the identi cation that they’re using for the
run. e patch will enable their ID to pop up a red-colored ARO.
Miguel will explain that the ID can now function as Rating 4 visi-
tor’s pass to New York City. is will allow access to the city for
the duration of the scenario.
SCAN THIS
Denver based runners are gathered together to track down
a loose end. ey are hired to nd Lin Yao who is believed to be
hiding in NYC.
TELL IT TO THEM STRAIGHT
Looking back at the events of the last few years, you struggle
to nd the right words to describe what had happened. A mob
war boiling to the surface, a magic artifact that Denver’s local great
dragon wanted his hands on, and you caught in the middle. e
last six months have been quiet—most of the smart runners have
been keeping their heads low to avoid retaliation.
Eventually, though, work has to come in, the status quo
restored. When your commlink rings with a job, you recognize
the large tusky grin of Miguel Sanchez. e ork works for the
Casquilho family.
“Aight, so’s I gots a job for ya. All travel paid, to pick up a lost
package in the Rotten Apple.”
BEHIND THE SCENES
is is a transitional scene to get any stragglers from the
Denver shadows into NYC. e Casquilho family is ready to sup-
ply airfare and discreet transport of any gear they want to bring
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Everyone’s Your Friend
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