TEXT: SHADOWRUN MISSION 04-05
  Writing 
  Steven “Bull” Ratkovich
  Art 
  Phil Hiliker, 
  Andreas “AAS” Schroth
  Proofing 
  A.A. Salati, Jean-Marc Comeau, 
  Jeremy Weyand, Matt Manganaro
  Maps 
  Patrick Sullivan
  Shadowrun Missions Logo 
  Brent Evans, Matt Heerdt
  Layout & Design 
  Matt Heerdt
  Art Director 
  Brent Evans
  Shadowrun Missions Coordinator 
  Steven “Bull” Ratkovich
  Shadowrun Line Developer 
  Jason Hardy
  CREDITS
  © 2011 The Topps Company, Inc. All Rights Reserved. Shadowrun 
  and Matrix are registered trademarks and/or trademarks of 
  The Topps Company, Inc., in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo 
  are trademarks of InMediaRes Productions, LLC.
  
  2
   
  The bar was dimly lit and nearly empty at this time of day. 
  In one dark corner a cartoon boy with flaming hair sat talking 
  quietly with a large black cat. Occasionally the virtual imagery 
  rippled as data lines flowed through the place. A stage at one 
  end stood empty and dark, and the virtual statue of The Beast 
  was turned off, the usual lights and steam effects absent. The 
  bartender agent program stood quietly at the bar, its standby 
  routines polishing the same section of bar over and over with 
  a dirty white rag as it waited for an order. Otherwise, the place 
  was deserted.
  I looked across the table, once again fascinated by the 
  simplicity and elegance of the icon FastJack used as he sat 
  down. A simple human form, but it appeared to be in constant 
  motion, vibrating ever so slightly that it obscured any discernable 
  features. Not for the first time, I wondered if ‘Jack used a virtual 
  representation of himself under that blurring.
  “I found him,” I said without preamble. I could hear my voice 
  crack as I said it. Even now, it was a raw wound.
  “Him?” FastJack replied, his voice tinny and synthesized. You 
  mean …?”
  “Yeah. The fragger responsible for my baby girl’s death.” I 
  grimaced, the old hurt bubbling to the surface. “He covered his 
  tracks really damn well, and he’s good. Really good.”
  “And yet, you found him.” FastJack said simply. I sank my 
  hands into my head, overwhelmed. He raised his hand and made 
  a minute wave. A moment later, a waitress materialized next 
  to the table from the ground up, pixel by pixel, a tall, shapely 
  redhead wearing skin-tight jeans and a t-shirt that looked 
  painted on with the Virtual Underworld 93 logo on it. FastJack 
  gave a silent command to the waitress, giving me a moment to 
  collect my thoughts and composure. 
  “So this person,” FastJack said after a few moments. “He’s 
  the one behind the Mayan Cutter copycat last year?”
  “It seems so.” I nodded. My vision blurred slightly as I felt 
  tears forming, which was strange. I never programmed this 
  avatar to be capable of crying. I raised one large, meaty hand to 
  my face and wiped my eyes clear. “Dammit! It’s been over a year 
  since she died. I’ve tried to find a way to cope with this drek, but 
  dammit ‘Jack! She was my little girl!”
  The waitress returned and set a couple of large, foaming 
  digital drinks down in front of us. I just stared at mine, watching 
  the foam slide down the side. FastJack picked his up and took a 
  sip, his eyes widening in pleasure. “This is pretty good. Really, 
  this whole place is.” He motioned around the virtual bar. “Tell 
  the truth though, chummer. You’re running this on your old 
  cyberdeck, aren’t you? ‘Course, this is some ancient code. 
  Shadowland era. I recognize Cap’s foundation. If I had to guess, 
  I’d say this won’t even run on a modern nexus, least not without 
  a serious code overhaul. I bet you had to write one hell of a 
  conversion program to get it to even interface, especially with 
  the current wireless protocols. Not bad.”
  I grimaced at him. He was changing the subject. I 
  appreciated the effort, so I let myself be sidetracked. I took a 
  drink, feeling the bite of the ale, then sighed. “Yeah, you got it 
  in one. I took the last version Cap wrote for Shadowland and did 
  some tweaking. Added a few things too. The stage displays real-
  time feeds from the meat Underworld 93 when there’s a concert. 
  And we slipped a bit of BTL code into the drinks. Not enough to 
  be really addicting, but enough that you’ll think you’re getting 
  drunk if you drink too much.”
  “The place isn’t as high-rez and it could be. Slamm-0! gives 
  me drek about it, but it just … it feels like home, you know? I 
  know this code backwards and forwards, and can write it in my 
  sleep.” I lowered my voice. “Never tell Fred this, but I have to 
  really concentrate when I deal with newer code. I have one hell 
  of a time wrapping my wetware around the newer algorithms.”
  “I feel old, FJ.” I said, not for the first time. It seemed to be 
  a reoccurring topic for me these days. “I worry about Billy, of 
  course. But he willingly stepped into this life. He knows what he’s 
  in for. And I know it’s sexist and Marie would kill me for saying 
  this, but he’s a boy. I just don’t worry about him that much; I 
  trust he can handle himself. Rebecca though—she didn’t choose 
  this. She was going to school, she was going to make something 
  of her life. I should have been watching over her better, I should 
  have done something.”
  “You can’t keep beating yourself up over this, Bull. It wasn’t 
  your fault. It wasn’t even related to our biz. Just one of those 
  fucked-up things that happens sometimes in this fucked-up 
  world we live in.”
  I just nodded to him and sat back, draining the last of my ale. 
  I motioned for the waitress agent to come get us refills. We sat 
  in silence for a few minutes before I finally began speaking again.
  “I’m going after him, ‘Jack.” I said grimly.
  “Of course you are. I’d expect nothing less. You said he’s 
  good. Is he connected?”
  “Yeah. Just a bit. Government.” I snarled as I said the last, since 
  in Seattle these days government meant one thing: Brackhaven.
  “Oh hell.” FastJack said, his eyes widening slightly. “Be 
  careful with that. They’re already not happy with you over this 
  Ork Underground thing.”
  “Frag that drekeater.” I snarled. “I’m hoping to find a solid 
  connection straight to him. Even he can’t cover something like 
  this up. And even if I can only connect it to some of his people, 
  that’ll take him down a peg or two.”
  “You don’t do vendettas in half-measures, do you?” FastJack 
  grinned at me. “Let me know if you need help.”
  “Will do, but I think I have this handled. I have some local 
  talent I think I can trust.” I rubbed one large hand over my scalp 
  between my icons minotaur horns. “This 
  one’s gonna be tricky. But I have some 
  help from some insiders at Knight 
  Errant, and there’s some local 
  talent I trust.”
  FastJack’s eyes 
  widened slightly. “Be 
  careful, Bull. Really 
  careful.”
  I nodded to my 
  old friend, then 
  signaled across the 
  room for Slamm-0! 
  and Netcat to join 
  us. I ordered a round 
  for everyone. 
  ON A SILVER PLATTER
  
  3
  INTRODUCTION
  INTRODUCTION
  SRM 04-05 On a Silver Platter is a Shadowrun Missions 
  campaign adventure. Full information on the Shadowrun Missions 
  campaign is available at shadowrun4.com/missions, including 
  a guide to creating Missions characters and a regularly updated FAQ. 
  All maps, player handouts, and other playing aids are found at the 
  end of this document.
  PREPARING THE ADVENTURE
  SRM 04-05 On a Silver Platter is intended for use with 
  Shadowrun, Twentieth Anniversary Edition, and all character and rules 
  information refers to that edition of the Shadowrun rules.
  Adventure Structure
  SRM 04-05 On a Silver Platter 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 char-
  acters 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 environ-
  mental 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 subsec-
  tion 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 sug-
  gestions for dealing with them.
  RUNNING THE ADVENTURE
  Gamemastering is more of an art than a science, and every 
  gamemaster does things a bit differently. Use your own style when it 
  comes to preparing and running the adventure and do whatever you 
  feel will 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’ 
  Debriefing Logs. (Make sure that you have enough copies of the 
  Debriefing Log for this adventure to give one copy to each player 
  after running the adventure.) This section offers some guidelines you 
  may find useful in preparing to run SRM 04-05: On a Silver Platter 
  (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. That way, if something 
  different happens, you won’t be caught off guard, and you can adapt 
  things smoothly.
  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 various non-
  player characters, possible problems you notice, situations where you 
  think a particular character can shine, and other things you’ll want to 
  keep in mind while running the adventure.
  Step 3: Know The Characters
  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.
  Step 4: Don’t Panic!
  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.
  
  4
  INTRODUCTION
  GENERAL ADVENTURE RULES
  Shadowrun Missions adventures use the rules presented in 
  Shadowrun, Twentieth Anniversary Edition (SR4A). Standard rules 
  such as success tests, the Rules of One and Six, and other common 
  mechanics are described in SR4A and are not repeated in this 
  adventure.
  Please keep in mind when preparing for the adventure that the 
  PCs will not necessarily compose 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 flexibility and use your best judgment in how you 
  lead them back to the plot.
  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. Note that their dice pools are pre-
  calculated to save the gamemaster time.
  Major NPCs can be found in the Cast of Shadows at the end of 
  the adventure, and have more detailed write-ups, including 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 the Prime Runner 
  Creation and Advancement Table (p. 285, SR4A). Take the player 
  characters’ abilities into consideration when assessing the NPCs in 
  this adventure and modify them accordingly.
  Mission Difficulty
  Gamemasters 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 a challenge to the party, but should never be insurmountable 
  for a team playing it smart.
  Choosing Sides
  During the course of a scenario, the PCs will be presented with 
  options to choose sides between several Factions in the adventure. 
  Seattle is a city full of conflict and opposing Factions who butt heads 
  constantly. Characters can try to remain neutral, but often any decision 
  they make will favor one Faction over another. These choices will 
  earn the character positive or negative Faction Reputation. Positive 
  Faction Rep doesn’t mean that a runner has become a member of that 
  Faction, but rather just notes that the Faction looks upon the character 
  favorably and is more inclined to deal with the runner. High enough 
  Faction Rep will earn the character a favor from that Faction at the end 
  of the adventure (see Picking Up The Pieces for more information). If 
  your Faction Rep drops low enough, contacts that are members of that 
  Faction may not deal with you at all.
  Each Faction keeps tabs on its opposite, and every organization is 
  full of spies, so any time a character deals with one Faction, the other 
  side inevitably finds out about it. This is tracked on an individual basis, 
  so even if one teammate sells out information to NewsNet, another can 
  sell out to KSAF and still earn KSAF Faction Rep.
  A Note on Commlinks
  By 2070, 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 3. These commlinks 
  will not contain any valuable paydata.
  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. 
  265, SR4A).
  The second is to make sure that all players have updated their 
  character’s 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, certain modules will request that you use the web 
  reporting form available at http://www.shadowrun4.com/missions/ to 
  report the outcome of the Mission. Future adventures will reflect the 
  outcome of this one. Without gamemaster feedback, the PCs’ exploits 
  will be unable to affect the campaign.
  MISSIoNS FACTIoNS
  BURIED UNDERGROUND PLOTLINE
  ork Rights Committee: This faction is pushing to see the Ork Underground become a 
  full-fledged, legitimate district of Seattle by any means necessary.
  Seattle Government: The city of Seattle is hurting for money and sees the Underground 
  as a huge expense that they can’t afford, with little to no gain from it’s largely SINless a 
  population. The government also worries that making it a district would give legitimacy to the 
  gangs, crime rings, and smugglers that use the Underground as a base of operations.
  NewsNet: Horizon’s flagship news outlet in Seattle, NewsNet has long struggled to 
  maintain its status as Seattle’s top reporting agency against its primary rival, KSAF.
  KSAF: KSAF built a reputation on reporting the news sometimes before anyone knew 
  it was news. Those days are past, but in the brewing fight between the city and the Ork 
  Underground, KSAF sees a chance to get the scoop and reclaim their glory days, burying 
  NewsNet in the process.
  ON A SILVER PLATTER
  
  5
  MISSION SyNOpSIS
  MISSION SyNOpSIS
  MacCallister has finally tracked down a couple of solid leads that 
  may help him find the culprit behind the copycat, and he has been 
  working with Tosh Athack and his Black Knight unit to find him. 
  Unfortunately, unbeknownst to either MacCallister or Tosh, one of the 
  Knights is on Mathers’ payroll and has been feeding info to him. This 
  has let Mathers lay down a false trail and stay one step ahead of the ork. 
  Knowing it’s only a matter of time, however, Mathers finally decides to 
  make a move on MacCallister. He points his Humanis goon squad at 
  the ork fixer with orders to take him out by any means necessary.
  Following the events of SRM 04-01: Hiding in the Dark, the 
  Gold Mine, Johnny “Junior” Torinni’s bar on the Tourist Highway 
  in the Ork Underground, was put up for sale, and MacCallister 
  decided to buy it to have a place to serve as a base of operations. The 
  adventure starts with the runners getting a commcall to meet him 
  there for a job. Just as the runners arrive on the scene, however, an 
  explosion rocks the bar, the result of sabotage by Mathers’ Humanis 
  thugs who knew that MacCallister had a meet set up. MacCallister 
  happened to be near the front entrance when the explosion hit, so he 
  survives but is severely wounded and has had his right arm blown off. 
  He shoots a quick text message to the runners’ comms before passing 
  out, directing them to a street doc, and telling them to call Tosh for 
  more information on the job. 
  Tosh meets up with the runners and stands in for MacCallister, 
  offering them a significant payday to complete the run. He is also 
  helping the runners and is bringing his Black Knights with him for the 
  ride. Tosh has to be careful investigating Mathers, as he doesn’t want to 
  jeopardize his job, so he follows up some other leads that MacCallister 
  had provided and sends the runners to break into Mathers’ estate to 
  look for evidence against Mathers and capture him if possible.
  Mathers’ large Bellevue villa is empty, Mathers having already 
  fled, but the runners are able to find a hidden nexus that has complete 
  records of over ten years of bribes, blackmails, favors, and other details 
  that can incriminate him. It also details his dealings with Shawn 
  Walker and indicates that Mathers has taken refuge with Humanis at 
  a small fortress they’ve built in the Redmond Barrens. They can also 
  find evidence of who the traitor in the Black Knights is, someone who’s 
  been reporting directly to Mathers all along.
  Mathers, knowing the runners are on his tail, has information 
  given to ADA Dana Oaks that indicates the runners are investigating 
  corruption in Knight Errant, and that this individual is being targeted 
  for assassination by MacCallister. Oaks attempts to hire the runners to 
  turn over any evidence they find and help bring this individual in for 
  arrest. Mathers feels that arrest would be far more preferential to being 
  killed and is banking on his connections to get him a light sentence 
  at worst.
  The runners then confront Humanis in the Barrens in a heavily 
  fortified compound, where Mathers is holed up. They can capture 
  him for either MacCallister or Oaks, and Mathers offers the runners a 
  hefty sum to simply let him escape. If the runners have uncovered the 
  traitor and informed Tosh, he deals with the individual with extreme 
  prejudice.
  PREVIoUSLy IN SHADowRUN MISSIoNS …
  This Mission is a direct sequel to CMP 2010-02 Copycat Killer. It is suggested that 
  gamemasters run or read that adventure before running this one, though it is not necessary. 
  This adventure summarizes CMP 2010-02 Copycat Killer so that the gamemaster (and the 
  players, if they talk to the right NpCs) can get all the relevant details.
  A little over one year ago, Knight Errant Seattle Vp of Records George Mathers had a 
  lunch meeting with Edmund Jeffries, Governor Brackhaven’s press secretary. The two were 
  old college friends, and during that meeting the two discussed the “problem” of metahu-
  mans in Seattle and how nice it would be if the Ork Underground was shut down for good. 
  Jeffries expressed regret that the Mayan Cutter had been caught before he could do more 
  damage to the metahuman communities. Knowing that Jeffries’ political position limited 
  how much he could do, Mathers decided to impress his friend by taking the initiative and 
  trying to handle it on his own. Using his Knight Errant connections, he commissioned a 
  deranged ex-UCAS Ranger named Shawn Walker to pretend to be the Mayan Cutter and 
  target the leaders of the various metahuman rights groups, as well as random metahumans 
  to make it less obvious what he was doing.
  One of the Copycat Cutter’s first victims was Rebecca MacCallister, a graduate student 
  at the University of Washington. Rebecca was studying ork culture and the history of the ork 
  underground as part of her thesis and had been living in the underground when the Cutter 
  got hold of her. Unfortunately for Walker, Rebecca’s father was a retired shadowrunner 
  turned fixer who had recently set up shop in Seattle, and he turned his attentions and 
  the shadowrunner talent at his disposal to finding and catching Walker. MacCallister and 
  members of his family and old team interrogated then executed the Copycat Cutter. There 
  were no direct ties to George Mathers, but there was a trail that MacCallister could follow, 
  and he spent the next year finding out where that trail leads.
  
  6
  SCENE 1: COLD FIRE
  SCENE 1: COLD FIRE
  SCAN THIS
  T e runners are contacted by MacCallister about a job.
  TELL IT TO THEM STRAIGHT
  It’s late af ernoon in the Emerald City, which means that as usual 
  it’s overcast, cool, and threatening to rain. You’re busy doing whatever 
  it is that a shadowrunner does on a lazy af ernoon when he’s not busy 
  shooting people in the face for money when your commlink buzzes. 
  Looking at the display, you see the familiar circular red ork smiley logo 
  of the ork f xer, MacCallister. Answering it, you see an unusual sight: 
  MacCallister isn’t smiling. In fact, he looks angry.
  “I’ve got a job and need you.” He says without preamble. “T is 
  one’s dangerous, but it’s personal and pays well. If you’re interested, 
  come to the Gold Mine in the Underground at 9:00 p.m. T e bouncers 
  will be expecting you.” He disconnects without waiting for your 
  response. Something has him on edge. 
  BEHIND THE SCENES
  If any of the players have run through CMP 2010-02: Copycat 
  Killer they recognize the look on MacCallister’s face. T e normally 
  easygoing, smiling ork decker-turned-f xer has looked like this af er his 
  daughter Rebecca was killed. T is should give them some idea that this 
  may be related to that event.
  T e call comes in at 6 p.m., so the runners have a few hours to 
  get to the Gold Mine. If they ask around to their contacts to f nd out 
  what’s up, they are unable to contact Tosh Athack, and MacCallister 
  doesn’t answer. Other contacts will ask around, and 3+ hits on a 
  legwork test reveals that MacCallister has been doing a lot of Matrix 
  searches and asking a lot of questions about his daughter’s death, but 
  no one knows any details.
  DEBUGGING
  T is is a straightforward hire scene, so shy of the runners turning 
  the run down or managing to interrupt MacCallister and piss him of  
  when he’s trying to arrange the meet, there isn’t much the players can 
  do to screw this opening scene up.
  SCENE 2: BENEATH, 
  BETWEEN, AND BEHIND
  SCAN THIS
  T e runners arrive for the meet in time to see the Gold Mine 
  explode and collapse. MacCallister survives the explosion but is badly 
  hurt. He directs the players toward a street doc he knows and Tosh 
  Athack before passing out.
  TELL IT TO THEM STRAIGHT
  T e Gold Mine is a restaurant and nightclub on the southwest 
  side of the Tourist Highway, near the Big Rhino entrance. It resembles 
  a simple, natural cave entrance f anked by a boutique shop on one side 
  and a Cascade Ork souvenir stand on the other. A small stand is set 
  up near the entrance to the bar and a young ork woman is handing 
  out pamphlets promoting Prop 23, the upcoming vote to determine 
  the legal status of the Ork Underground. You can see a bouncer 
  standing just inside the entrance, and you are about to approach when 
  a crack of thunder rips through the Tourist Highway, and a tongue of 
  f ame and dust comes shooting out of the Gold Mine. A wall of heat 
  washes over you. For a moment it feels like an earthquake is rocking 
  the Underground, and there’s a moment when it seems like maybe the 
  entire roof will cave in. Everything settles down moments later and 
  there’s an eerie silence through the Tourist Highway. T en the screams 
  begin.
  BEHIND THE SCENES
  Following the disappearance of Johnny “Junior” Torinni, 
  MacCallister bought the Gold Mine as a secure place to hold meetings 
  in the Underground. Earlier today, a half-dozen Humanis Policlub 
  goons playing at being tourists managed to sneak a number of powerful 
  explosives into the nightclub and set them to go of  during MacCallister’s 
  meeting with the runners to take out everyone involved. Killing a bunch 
  of innocent OU residents was just a bonus for the goon squad. T e timer 
  goes of  a little bit early and triggers right as the f rst few runners are 
  approaching the bar. If any runner gets there really early, see Debugging.
  SRM 04-01: HIDING IN THE DARK
  SRM 04-05: On a Silver Platter takes place three months after the 
  events of SRM 04-01: Hiding in the Dark. In that Mission, the players were 
  tasked with tracking down a ruthless maﬁ a crime boss named Junior who 
  was racking up quite the body count and misery in Downtown Seattle. Junior 
  turned out to be an alias used by Johnny Torinni, a wealthy denizen of the 
  Ork Underground who was using the money he made as a maﬁ a boss to fund 
  the rebuilding of the Tourist Highway following a devastating ﬁ re during the 
  summer of 2072. At the end of the adventure, the players have the option of 
  turning Johnny over to A.D.A. Dana Oaks for a bounty, killing him, or letting 
  him go and helping him fake “Junior’s” death while he went into hiding.
  SCAN THIS
  T e runners are contacted by MacCallister about a job.
  TELL IT TO THEM STRAIGHT
  It’s late af ernoon in the Emerald City, which means that as usual 
  it’s overcast, cool, and threatening to rain. You’re busy doing whatever 
  it is that a shadowrunner does on a lazy af ernoon when he’s not busy 
  ON A SILVER PLATTER
  
  7
  SCENE 2: BENEATH, BETWEEN, AND BEHIND 
  Fortunately for MacCallister, he was near the entrance to the 
  Gold Mine, talking with one of the bouncers when the explosives 
  went off. The entrance resembles an old 1800s mineshaft, complete 
  with props and decorations, and it winds around for several meters 
  before visitors enter the main body of the club. This gave MacCallister 
  enough distance and cover to survive the blast, but he is very badly 
  injured. The interior of the club is mostly vaporized, and the rock that 
  the entrance is carved out of has collapsed. Several Skraacha, the local 
  ork gang who often act as an unofficial police and fire protection for 
  the Tourist Highway, run over and immediately start trying to dig out 
  the entrance to see if anyone survived. After a minute, they uncover 
  MacCallister and the body of the bouncer.
  MacCallister is near death and needs immediate medical 
  attention—he is at three boxes of overflow damage when he’s dug 
  out. Runners can heal him magically or with a medkit. The Skraacha 
  have a Rating 3 Medkit handy and can stabilize MacCallister if none 
  of the runners are able to help. He’s suffered severe damage, and 
  his right arm has been severed just below the shoulder by the blast. 
  Fortunately, the heat of the explosion mostly cauterized the wound, 
  or he’d be dead already. He’s also suffered massive head trauma, and 
  he drifts in and out of consciousness, regardless of how well the 
  runners are able to heal him.
  After the first bout of healing, he regains consciousness long 
  enough to look at the runners for a moment, then collapses back into 
  consciousness. Their commlinks beep and indicate a message from 
  MacCallister, text only. It reads “Dr. What. Street Doc. The Narrows, 
  east side. Then call Tosh. He knows details, will make payment 
  arrangements.” After this he remains unconscious, occasionally 
  muttering things like “Whatcha mean train’s coming, Johnny?,” “Bugs! 
  Get ‘em off!,” “This is for Rebecca,” and “Frag off and die, you painted 
  up dandelion-eater!”
  The runners are free to take MacCallister to the street doc he 
  indicated, which means they’ll need to find it, requiring an Area 
  Knowledge: Ork Underground (3) Test, or talking with the locals and 
  passing an Etiquette (3) Test with a –2 dice pool penalty for humans 
  and elves and a +2 bonus for orks. Bribes of 100 nuyen or more work as 
  well. If they have Pip as a contact, he can lead them right to Dr. What, 
  and since MacCallister is hurt, he not only guides the runners for free, 
  he arranges a rickshaw to transport him.
  If the runners call Tosh before taking MacCallister to a Street 
  Doc, he admonishes them to take care of the ork fixer right away. He 
  asks where they are taking the injured ork, and if they do not already 
  have a destination in mind he suggests Dr. What’s clinic, since he is 
  relatively close. He tells them to hang tight at the clinic; he will be 
  there as soon as he can.
  PUSHING THE ENVELoPE
  The Humanis thugs have decided to hang around and make sure 
  the bombs did the job. When the Skraacha or the runners pull Bull 
  out and start to heal him, they immediately move to attack. They 
  are unconcerned about collateral damage— there are no innocent 
  bystanders in the Underground as far as they’re concerned. They 
  unload with everything they have, including their grenades. The 
  Tourist Highway is twenty meters across in this section, and the 
  Humanis goons are on the far side of it, having been watching from a 
  small “outdoor” café.
  
  8
  SCENE 3: BEST I CAN
  DEBUGGING
  Runners that arrive really early (twenty minutes or more before 
  meeting time) arrive before the explosion goes off. MacCallister calls 
  any runners over to him near the front entrance one minute before the 
  bomb goes off to make small talk while he waits for the other runners 
  to arrive. He still looks very serious and angry, but he obviously is 
  forcing himself to be pleasant to the runners (though it’s clear that he’s 
  not upset with them). The explosives detonate as one or more of the 
  other runners arrive, as described in Behind the Scenes. MacCallister 
  looks up, panicked, as the internal scanners pick up the detonation 
  signal too late for MacCallister to stop it. He pushes the runners 
  toward the entrance, shielding them from part of the blast. The runners 
  still have to resist 10P damage using impact armor, but they do not take 
  the full force of the blast. Runners that stay inside the bar and refuse to 
  come out must resist 45P from the resultant blast as multiple bombs 
  explode around them. Gamemasters should do everything they can to 
  make sure no runner stays inside the bar for the explosives.
  If the runners refuse to stick around when the explosion happens 
  and don’t stay to help dig out MacCallister, they get a call from Tosh 
  an hour later to meet them at Dr. What’s clinic in Scene 3: Best I 
  Can. He is furious that they abandoned MacCallister, and offers them 
  2,000¥ less for the job. He also has a +6 bonus to Negotiation Tests 
  with the runners for the remainder of the Mission.
  SCENE 3: BEST I CAN
  SCAN THIS
  The runners rush a badly wounded MacCallister to a friendly 
  street doc, then get hold of Tosh Athack to find out just what they’re 
  caught in the middle of. Tosh gives them the scoop on Rebecca 
  MacCallister’s murder the previous year and MacCallister’s hunt for 
  her killers.
  TELL IT To THEM STRAIGHT
  The Narrows remind you a lot of the Barrens, if the Barrens 
  were nothing but creaky old tunnels that never saw the light of day. 
  Somehow, that makes the rotting refuse and the wretched homeless 
  that clutter the Narrows all that more terrible. Grimy hands clutch at 
  you as you move past, some begging for food, money, and drugs while 
  others can only make incoherent moaning noises at you.
  The numerous tunnels of the Narrows occasionally converge 
  into larger caverns where food and aid shelters are set up. Near 
  one such shelter, St. Mary’s, is a small, unmarked, windowless brick 
  building set against a cavern wall. This is the clinic of the street doc 
  known as Dr. What.
  The door to the clinic opens and an ancient, wizened human male 
  of Asian decent peers out at you from behind thick goggles festooned 
  with add-on attachments. “What are you? What do you want?” He 
  croaks at you, then notices the condition of MacCallister. “Never mind 
  that, get this man inside now! He obviously needs my help!”
  When Tosh arrives, read the following:
  Tosh stomps into the clinic, ducking low to avoid scraping his 
  horns on the low ceiling. He ignores you and heads over to where Dr. 
  What is hovering over MacCasllister, monitoring the orks vital signs. 
  “How is he?” Tosh rumbles.
  “What?” The street doc looks up, startled. “Who are you? Doesn’t 
  matter, I suppose. You mean the patient? He’s going to be fine. It was 
  a close thing, though. Massive head trauma, internal bleeding, severe 
  burns. Not to mention losing one limb, and his other arm was a close 
  thing. He’s responding well to the treatments, though, so I’m confident 
  he’ll pull through. He’ll be in an induced coma for a little while to 
  allow the trauma to heal.” 
  The befuddled street doc makes some more notes on 
  MacCallister’s medical chart as Tosh turns to look at you. “Ok 
  chummers, as the ork would say. I want to introduce you to my team. 
  Then let’s talk biz.”
  Outside the clinic is a rather motley group of armed thugs. They 
  look confident, at ease, and very capable. If it weren’t for the Knight 
  Errant badge that they each wear, you could easily mistake them for 
  your average street gang.
  BEHIND THE SCENES
  As the flavor text says, the Narrows is the Ork Undergrounds 
  equivalent to the Barrens, only magnified by a factor of ten. It is a maze 
  HUMANIS SOLDIERS (PROfESSIONAL RATING 3)
  B
  A
  R
  S
  C
  I
  L
  w
  Ess
  Init
  IP
  Arm
  CM
  6
  4
  4 (6)
  5
  3
  4
  3
  4
  1.85
  8 (10)
  1 (3)
  14/9
  11
  Dice Pools: Athletics skill group 8, Automatics 11, Clubs 8, Dodge 6, Exotic 
  Weapons (Goblin Stompers) 7, perception 8, pistols 10, Throwing Weapons 7, 
  Unarmed Combat 8
  Augmentations: Dermal plate 2, pain editor, wired reflexes 1
  Gear: Armor jacket, AR contacts (Rating 4, w/ flare compensation, low-light 
  vision, smartlink, thermographic vision), FFBA half-suit, 2 extra clips EX-ex 
  ammo, 2 high explosive grenades
  weapons:
  Ingram Smartgun X [SMG, DV 6p, Ap –1, RC 4, 32 (c), w/ gas-vent 3, under-
  barrel weight, smartlink, sound suppressor, EX-ex ammo] 
  Goblin Stompers [Exotic Melee, Reach —, DV 2p(f), Ap –half,]
  High explosive grenade [Throwing Weapon, DV 10p, Ap –2, aerodynamic, 
  Blast –2/m, smartlink enabled]
  GOBLIN STOMPERS
  Goblin stompers are an exotic melee weapon used to scar a subject with 
  fire damage. The heated metal melts through most clothes unless they are 
  treated for thermal resistance. These are often used to brand a symbol or logo 
  on the target, such as a gang logo burned on during initiation, or a Humanis 
  brand burned into their victims. For more info, see Attitude, pp. 154-155.
  ON A SILVER PLATTER
  
  9
  SCENE 3: BEST I CAN
  
  10
  SCENE 3: BEST I CAN
  of tunnels filled with metahuman suffering. As such, some areas have a 
  background count, fluctuating between 0 and 3 in places. Most of the 
  tunnel junctions, where shelters and clinics are set up, are free of this 
  background count. Since the runners are escorting an injured ork, and 
  one that’s becoming well known in the Underground, the locals are 
  more helpful than normal, and the runners can find Dr. What’s clinic 
  pretty easily.
  Dr. What himself is ancient, and it’s impossible to determine his 
  exact age, though ninety years old seems to be a conservative estimate. 
  The doctor is a genius and knows medical treatments and basic cyber- 
  and biotechnology backward and forward. Unfortunately, whether 
  due to age, brain trauma, or some other issue, the doctor remembers 
  little else beyond medicine, including his own name. He’s also seems 
  to be completely unable to form new memories, and as such never 
  remembers any of his clients for more than an hour or so after they 
  leave his clinic. He acquired the nickname Dr. What due to his habit 
  of saying “What?” in response to just about any query or situation.
  The doctor is willing treat MacCallister, but he insists on 250 
  nuyen per box of damage the ork fixer has remaining, up front. Dr. 
  What is aware of his condition, so he always insists on payment up 
  front to prevent him from forgetting to collect. He quickly goes to 
  work, leaving the runners to their own devices. After a couple hours of 
  work, Dr. What tells the runners that the patient will be fine, but that 
  he’s suffered severe head trauma and has been placed in an induced 
  coma for the time being. It might be a day or two before he regains 
  consciousness. 
  The doctor’s office is little more than large brick building with 
  some basic facilities. It is filled with medical diagnostic equipment, 
  some ancient and some state of the art. He also has a large number 
  of small stuffed and mounted paranormal critters around the room 
  including a bandit, a bulldog stoat, a century ferret, and a number of 
  bombardier squirrels.
  The runners were told to call Knight Errant Detective Tosh 
  Athack, so if they haven’t done so yet this is a good time for them to 
  do so. Tosh asks a few brief questions about what happened, then tells 
  them he’ll be right there. 
  Tosh & the Black Knights
  Tosh arrives about thirty minutes after the runners call him, 
  and he brings the Black Knights with him. The Knights are Tosh’s 
  handpicked Knight Errant Special Crimes Task Force. Rather than 
  pull directly from the rank-and-file of Knight Errant security, Tosh 
  instead recruited ex-military and former shadowrunners for his team, 
  sending them through an accelerated version of Knight Errant’s 
  Training Academy. His team has a certain amount of autonomy to 
  operate outside normal Knight Errant channels, and they frequently 
  work undercover or with the district attorney’s office to target large 
  gang and organized crime operations.
  Tosh makes introductions to his team, then asks the runners 
  what happened. He already knows most of it, as MacCallister was 
  able to get a short comm message out to him before he lapsed into 
  unconsciousness, but he is interested to see how straight the runners 
  play it with him. 
  The troll bluntly lays out the details regarding the Mayan 
  Cutter, the Copycat Cutter, and the events surrounding Rebecca 
  MacCallister’s death, should the players need it (see Previously in 
  Shadowrun Missions… at the beginning of the adventure for more 
  details). Because of his daughter’s death, this is very personal to 
  MacCallister, so he called in not just the runners for this job, but Tosh 
  and his team as well. Tosh assures the runners that he is not acting as 
  a cop on this one, but that he and his team are “paid consultants,” just 
  like the runners.
  MacCallister almost has the identity of the Copycat Killer’s 
  boss figured out, he just needs to confirm a few more details. This 
  is where the two teams come in. Tosh’s team is going to track down 
  some details though (mostly) legal channels, using their Knight Errant 
  connections. Meanwhile, Tosh wants the runners to investigate George 
  Mathers, a VP of Public Relations at Knight Errant’s Seattle branch 
  that MacCallister suspects has a connection to the Copycat Cutter 
  murders from the previous year. Tosh has never dealt with him and 
  doesn’t know any more information off-hand about Mathers. Tosh 
  also can’t look into it on his end without possibly alerting Mathers. 
  MacCallister may have had some information, but until he comes out 
  of his coma there’s no way to get it. If Mathers is guilty, Tosh wants 
  him captured alive.
  If and when the runners broach the subject of money, Tosh 
  negotiates on MacCallister’s behalf. His team is getting 15,000 nuyen 
  each for the job, so he figures that MacCallister is willing to go that 
  high as well, but he lowballs the runners early on in the negotiations, 
  starting out at 10,000 nuyen. Tosh has a borrowed Rating 6 Empathy 
  Software program that he runs during the negotiation, giving him 
  6 extra dice. Keep in mind how the runners handled MacCallister 
  following the explosion in Scene 2: Beneath, Between, and Behind, 
  as that can effect the negotiation as well. Tosh increases his offer by 
  500 nuyen per net hit, to a maximum of 10 hits. The troll stresses that 
  MacCallister wants Mathers alive, and warns that the ork will only 
  pay half if Mathers is killed. Also, MacCallister wants any proof of 
  Mathers’ guilt kept quiet for the time being and turned over to him, 
  so that he and the ORC can study it and use it to their benefit. Again, 
  the runners will lose half of their pay if they allow this information to 
  get out.
  Once the negotiation has finished, Tosh provides the runners with 
  Mathers’ address at 2112 Rush Street in Bellevue, and reminds them 
  that this operation is strictly off the books, so if they get into trouble, 
  he won’t be able to help them.
  DR. wHAT AS A CoNTACT
  Dr. What gladly gives an AR business card to anyone who asks for it, and 
  he’s available as a street doc contact. He has a Connection Rating of 4 and is 
  good for healing, cyber- and bioware maintenance, and is excellent at getting 
  both types of ‘ware. Due to his condition, however, he has zero knowledge 
  about nanotechnology of any sort, and he’s unfamiliar with any ‘ware that 
  dates after 2070, so he’s unable to get or implant anything not out of the 
  core rulebooks.
  His loyalty will always remain at 1, no matter how often the runners use 
  Dr. What or how they treat him, as he never remembers them. He treats every 
  meeting with a character as if it’s the first.
  ON A SILVER PLATTER
  
  11
  SCENE 4: OpEN SECRETS
  PUSHING THE ENVELoPE
  The Ork Underground is dangerous place, and Dr. What doesn’t 
  always make the best choices due to his memory impairment. There 
  is a dumpster behind his shop that he uses to dispose of “biological 
  waste” (specifically, blood and body parts). What he doesn’t remember 
  is that there’s no trash pickup in the Underground. So the meat has 
  been attracting devil rats, which in turn has attracted other predators, 
  specifically a mated pair of ghost gators.
  If any of the runners waits outside Dr. What’s shop (it’s very 
  small, and the waiting room only has a couple of chairs), or possibly 
  as they’re leaving the clinic, the gators decide to go after larger prey 
  and ambush the runners. They use their Concealment and use their 
  Wall Walking powers to climb along the ceiling above Dr. What’s shop 
  about seven meters off the ground. They then drop down on one of 
  the runners, latching on with its powerful jaws. The ghost gators make 
  no noise as they fight; they simply strike with deadly precision, and 
  then move back into concealment to strike again. Both flee if either is 
  badly wounded.
  DEBUGGING
  If the runners wish to take MacCallister to one of their own street 
  docs, let them. The scene plays out mostly the same. The only real 
  problem is if the runners refuse to contact Tosh for some reason and/
  or leave MacCallister at the street doc and doesn’t follow up. If this 
  happens, you can have MacCallister wake up long enough to send a 
  message to Tosh, and he calls or tracks the runners down, or shows 
  up at the clinic if they’re still there. Like in Debugging in Scene 2: 
  Beneath, Between, and Behind, Tosh won’t be happy with the 
  runners’ attitude and offers them less money for the run.
  If the runners do not have a hacker with them, Tosh suggests they 
  look for Mathers’ home nexus, probably one that is not attached to the 
  Matrix, and just steal the unit. If MacCallister has woken up by then, 
  he can hack the data, and if he hasn’t then Tagger, the hacker for the 
  Black Knights, can take a look at it. Or the runners can talk to their 
  contacts and see if one of them can handle it.
  SCENE 4: OpEN SECRETS
  SCAN THIS
  The runners are approached by the news agencies for a scoop.
  TELL IT To THEM STRAIGHT
  Read this after the runners arrive at the Street Doc in Scene 3: Best I 
  Can, but before they head out anywhere else. 
  Your commlink buzzes, indicating an incoming message. The 
  caller ID simply shows the Seattle NewsNet logo. Answering, you see 
  a million-dollar smile on a tanned, handsome blond man. “Joe Martin, 
  NewsNet! I got a scoop that you might have seen some action down 
  in the Ork Underground this evening, up close and personal. I’m 
  looking for sources who know what’s going on. If you’re interested, let 
  me know! I’m looking for exclusive reports, and standard rates apply!”
  BEHIND THE SCENES
  As usual, the news agencies are interested in anything exciting 
  that happened in the Ork Underground. Joe Martin, ace reporter 
  for NewsNet, is the first to contact the runners. Shortly thereafter, 
  the runners receive a text comm-message from Athena Tatopoulos, 
  KSAF’s reclusive editor-in-chief offering the same thing as Joe. The 
  runners know that “standard rates” are 1,000 nuyen for a general report 
  of what’s going on. Each runner is free to report to either news agency, 
  or even both, and will get paid accordingly. Since each reporter wants 
  exclusivity, selling out to one side means runners lose faction rep with 
  the other, and while selling out to both earns a little extra cred but 
  results in negative rep from both parties.
  DEBUGGING
  Nothing to debug here. The runners accept or they don’t.
  GHOST GATOR
  The ghost gator is largely considered a myth, a story told to scare chil-
  dren. The creatures are very rare, with rumors and stories about them only 
  popping up in the last year or two. The pale white reptiles are fast and tough, 
  with three-meter-long bodies; their tails adding another meter in length. 
  Armored scales help the gator resist small arms fire, and its ability to gecko 
  crawl and conceal itself plays an important role in stalking its prey.
  B
  A
  R
  S
  C
  I
  L
  w
  Edg Ess
  M
  Init
  IP
  CM
  10
  5
  6
  8
  2
  4
  2
  4
  2
  6
  6
  10
  2
  13
  Dice Pools: Intimidation 6, perception 8, Swimming 7, Tracking 8, Unarmed 
  Combat 10
  Movement: 15/30
  Powers: Concealment, Enhanced Senses (Thermographic Vision, Smell), 
  Hardened Armor (6), Natural Weapon (Bite), Wall Walking
  weapons:
  Bite [Natural Weapon, Reach 1, 8p, –2 Ap]
  
  12
  SCENE 5: THE ENEMy WITHIN
  SCENE 5: THE ENEMy WITHIN
  SCAN THIS
  The runners are able to find the proof that they need to tie 
  Mathers to the copycat Mayan Cutter. He’s gone to ground, however, 
  and during their investigation the runners discover that one of Tosh’s 
  team is a traitor.
  TELL IT To THEM STRAIGHT
  It’s obvious that George Mathers has done rather well for himself. 
  He has a large, sprawling house that looks like it could house half the 
  SINless population of the Ork Underground, surrounded by several 
  acres of hills and woodland. The house is dark and looks as if no one 
  is currently home.
  BEHIND THE SCENES
  George Mathers has many friends in high places, and he’s been 
  living the good life for a number of years now. He was highly placed 
  with a comfortable, easy position with Lone Star thanks to his 
  connections in the government, and when Knight Errant took over, 
  those same connections made sure he was one of the few Lone Star 
  personnel who retained their job with the new company.
  The initial meet with MacCallister was at 9:00 p.m., and getting 
  him to a street clinic and meeting with Tosh would have taken at least 
  an hour, probably longer. It will also take the runners about an hour 
  to travel from the Underground to Bellevue, so adjust the descriptions 
  accordingly.
  Depending on the time of day, the house may be completely 
  deserted. Mathers has no family and lives alone. He has a small 
  housekeeping staff that works from 8 a.m. to 6 p.m. and includes two 
  housekeepers and a groundskeeper that the runners have to avoid or 
  neutralize. Mathers himself is not on the premises, as he went into 
  hiding as soon as he found out that MacCallister suspected him. The 
  grounds and house have some heavy security behind them that the 
  runners need to circumvent. See Technical Security, SR4A, p. 261 
  for more specific rules concerning security measures.
  Mathers Villa Security
  The grounds of the villa are surrounded by a four-meter-tall 
  stonewall that counts as Structural Material (Armor Rating 12, 
  Structure Rating 11). Strung along the tops of the walls is a line of 
  monofilament wire (Perception (3) to notice, Climbing + Agility 
  (3) to climb over it safely. It deals 8P damage (–half Impact armor) if 
  runners fail to spot it or climb over it.
  Motion sensors dot the wall at overlapping intervals scanning 
  the inside of the walls out to ten meters. These sensors are turned on 
  when the groundskeeper goes home for the evening and are designed 
  to pick up movement by anything larger than a squirrel. Runners can 
  defeat them by moving very slowly through the sensor field (one-half 
  meter per Combat Turn) and succeeding at an Infiltration + Agility 
  (3) Test. Characters with increased reflexes find it difficult to move 
  this slowly and suffer a negative dice pool modifier equal to their 
  extra Initiative Passes.
  There are Rating 4 maglock cardreaders at all the main entrances 
  to the villa, equipped with a Rating 4 anti-tamper system. To bypass 
  this, the runners need either a legitimate keycard, a maglock passkey 
  (Opposed Test vs. the cardreader), or the runners need to manually 
  bypass the lock. To bypass it, they first need to remove the casing to 
  access the maglock’s electronics (Extended Hardware + Logic (8), 1 
  Combat Turn), then the runners must bypass the anti-tamper circuits 
  (Hardware + Logic (4) Test), and finally they need to rewire the main 
  circuits (Extended Hardware + Logic (8) Test, 1 Combat Turn). 
  Failure at any step results in the alarm being triggered.
  Inside the villa additional motion sensors cover each of the 
  hallways, though not individual rooms.
  All of the security is linked up to a single node connected to a 
  PanicButton system that alerts Knight Errant directly if any of it is 
  tripped. Mathers’ villa is in an A-rated neighborhood, and the first KE 
  units arrive three minutes after the alarm is triggered. The node also 
  has a basic day-planner and some personal data, but this is a feint. Any 
  players perusing this data can make a Logic + Intuition (2) Test to 
  realize that it’s very incomplete. A man as busy as Mathers would have 
  a lot more entries in his planner, and there are no financial records 
  included anywhere. Anyone who would go to the trouble to set up 
  that much false information is probably hiding something elsewhere.
  The Office
  The entire house is decorated in tasteful but expensive furniture 
  and art. It’s obvious that Mathers has money at his disposal and a 
  taste for the finer things. His office is no exception. A large bookshelf 
  lines one wall, made of a deep red wood of some sort (Arcana (3) Test 
  reveals that this is wood from the awakened Sangre Del Diablo tree 
  found in South and Central America) lined with leather-bound books. 
  His desk is made from dark mahogany and features a state-of-the art 
  holographic AR display unit built into it. 
  Mathers has a second home node set up in hidden mode that 
  contains his true records. These records are all heavily encrypted 
  (Rating 6 encryption). The nexus running the node is located in wall 
  safe in Mathers’ study, hidden behind a row of fake books on the 
  bookshelf (Perception (3) to notice). The wall safe has an electronic 
  maglock keypad connected to the PanicButton system, but fortunately 
  for the runners the safe is an older model that Mathers’ hasn’t gotten 
  around to updating. The maglock is considered Rating 4 for purposes 
  of bypassing it manually using Hardware skill but is only considered a 
  Rating 2 against a maglock sequencer (see p. 263, SR4A). Once they 
  have opened the safe, the runners can try to hack the nexus and break 
  the encryption, or they can simply take the nexus with them and hack 
  it later on.
  The hidden node contains a lot of damning evidence about 
  Mathers once it is decrypted. Mathers is paranoid but also ruthless, 
  and he keeps extensive records of all his illicit dealings. 
  •	
  He’s taken (and given) a huge number of bribes in the ten years 
  he’s been involved with the city’s law enforcement, and he uses 
  his position to make as much money as possible. He has spent 
  nearly five million nuyen on bribes over the years, and has ten in 
  ten times that amount.
  ON A SILVER PLATTER
  
  13
  SCENE 5: THE ENEMy WITHIN
  MATHERS HOME NODE (PUBLIC)
  Sculpting: This node uses default Matrix iconography.
  Authentication: 
   
  Node 1: passcode
  Privileges: Admin
  Attributes:
   
  Node 1: Firewall 4, Response 3, Signal 3, System 3
  Spiders: None
  IC: 
   
  Node 1: Black Hammer Attack IC Rating 3
  Resident Programs: 
   
  Node 1: Analyze, Browse, Edit (all at rating 3)
  ARC: 
   
  Node 1: Scramble Attack IC
   
  Node 1: Alert Knight Errant
  Topology:
    
  Node 1 has the entire security system tied to it, slaved to a single system.
  MATHERS HOME NODE (HIDDEN)
  Sculpting: The node is a virtual representation of Mathers’ office.
  Authentication: 
   
  Node 1: passcode
  Privileges: Admin
  Attributes:
   
  Node 1: Firewall 6, Response 6, Signal 2, System 6
  Spiders: None
  IC: 
   
  Node 1: Black Hammer Attack IC Rating 6
   
  Node 1: Black Hammer Attack IC Rating 6
  Resident Programs: 
   
  Node 1: Analyze, Browse, Edit (all at rating 6)
  ARC: 
   
  Node 1: Scramble Attack IC
   
  Node 1: Scramble Attack IC
   
  Node 1: Alert Knight Errant
  
  14
  SCENE 5: THE ENEMy WITHIN
  •	
  He’s a staunch supporter of Brackhaven and his government, and 
  donated generously to Brackhaven’s campaign fund, but never in 
  his own name. He has several dummy SINs and organizations 
  that exist in name only that he donates through to bypass limits 
  on campaign contributions. His records show he donated heavily 
  toward Brackhaven’s recently announced 2074 campaign.
  •	
  There are a number of documents and vid recordings of Humans 
  Policlub meetings. Mathers’ has gone to great pains hide any ties 
  he might have to the organization, but he’s met privately with 
  high ranking members on a number of occasions, and attended 
  Humanis meetings and rally’s under disguise a few times. 
  •	
  There is a series of vid-records filed together. One is of meeting 
  with Edmund Jeffries date-stamped over a year ago, shortly 
  before the copycat Mayan Killer showed up. Jeffries is Governor 
  Brackhaven’s press secretary and, according to comments made on 
  the video, an old college friend of Mathers. Jeffries is complaining 
  about the political pressure that metahuman rights groups like 
  the ORC are putting on the government, and he jokes that it’s a 
  shame the Mayan Cutter was killed by Knight Errant before he 
  was able to really put a dent in the metahuman population. He 
  adds that if they had their own Mayan Cutter, they could point 
  him at high-ranking members of the ORC. It’s obvious on the 
  recording that he’s slightly drunk and isn’t really serious. 
  •	
  Another recording shows Mathers meeting somewhere dimly lit 
  with a blond-haired, blue-eyed male in a crewcut named Shawn 
  Walker. Mathers pays Walker a large sum of money to start killing 
  metahumans, with orders to specifically target the leadership of 
  the Orc Rights Committee and the Mothers of Metahumans, but 
  he is also ordered to add random targets into the mix to make it 
  harder to spot the pattern. 
  •	
  A voice-only recording time-stamped earlier that day is of a call 
  Mathers’ made to Humanis. Mathers is panicked and tells the 
  unnamed person on the other end of the call that MacCallister 
  is on to him. He says that he has a spy who has been tracking 
  MacCallister’s investigation into the copycat Mayan Cutter, 
  and that the “bastard tusker” finally managed to make a 
  connection back to him. He gives the Humanis contact the time 
  of MacCallister’s meeting with the runners at the Gold Mine, 
  and his contact says that he’ll arrange for an accident to take 
  out MacCallister and the runners. Mathers is then instructed to 
  rendezvous at Walker’s old base of operations.
  •	
  There are a number of text-only messages as well as a list of 
  payments that come from Mathers’ informant. The last text 
  message stored gives the time and location of MacCallister’s meet 
  with the runners. There is no name attached to any of the text 
  messages, but many of the text messages refer to Knight Errant 
  operations in general and the Black Knights in specific. There is a 
  number attached to the payments, KE-174-09-2283, suggesting 
  that the informant is a member of Knight Errant and possibly a 
  member of Tosh’s Black Knights.
  Any players who have played through CMP 2010-02: Copycat 
  Killer recognize Shawn Walker as the copycat Mayan Killer that they 
  were hired to capture for MacCallister. They also know that Walker 
  had a Humanis hideout located deep in the Redmond Barrens. 
  Runners who haven’t played that adventure will have to do some 
  legwork, or they can simply ask Tosh.
  The payment number is a Knight Errant payroll number. This is 
  a valuable clue to the identity of the traitor within the Black Knights. 
  If the runners say the number to the Black Knights as a whole at any 
  point, they alert the spy that they’re onto them. See Scene 6: Between 
  the Wheels for more details.
  PUSHING THE ENVELoPE
  George Mathers has a staff of three that maintains his villa. Billy 
  MacGregor is an older Scottish man who takes care of the lawn and 
  landscaping. Billy is the archetypical grumpy old man with a dash of 
  archetypical Scot in him. Molly Anders and Becca Yarborough are 
  maids who take care of the house. Molly is an elderly woman in her 
  late 60s, while Becca is quite young, only 22 years old and just recently 
  employed by Mathers. Becca is very fond of Molly. All three are present 
  during daylight hours. MacGregor arrives at 6 a.m. every day, and 
  works until around 4 p.m. Becca and Molly arrive at 8 a.m. and stay 
  until around 6 p.m. When Mathers is home, they also serve his meals.
  Molly is old and has a heart condition. If the runners are rough 
  with her or threaten her, she can collapse with a heart attack. Billy 
  is a tough old goat and has an old shotgun in his work shed that he 
  will get out in case of trouble. Becca, on the other hand, is young and 
  fascinated by the Shadowrun culture that she sees on the trid, though 
  she’ll sour on that quickly if the runners threaten or harm Molly.
  If the runners move on the villa at night and want to throw some 
  of these characters in to trip up the players, MacGregor can have a 
  small cottage on the edge of the grounds that he lives in. Molly is 
  not present, as the poor old dear needs her sleep, but Becca might be 
  on hand. She lives in a tiny, crappy apartment, so if she knows that 
  Mathers is going to be gone for the evening, she stays late to use his 
  Matrix access and watch moves on his home theater system. She also 
  occasionally invites friends over and has small parties, which might 
  complicate the runners’ attempts to infiltrate the house.
  DEBUGGING
  The biggest problem here is if the runners have no hacker to get 
  them past security. They can still try and sneak in using stealth or 
  magic, but if they’re having a really hard time of it or they ask Tosh for 
  help, the troll can supply them with Knight Errant security overrides 
  that temporarily shut down the security system. However, this method 
  is risky, because either the Knight Errant officer using the code or the 
  owner of the security system is supposed to call and give a passcode 
  within ten minutes of the security being deactivated. After ten minutes, 
  an alert is sent out through the PanicButton system that summons 
  additional Knight Errant security forces. This means the runners have 
  limited time to find and steal the nexus.
  Another problem is if the runners simply fail to find the hidden 
  nexus. Print books are fairly rare these days, so the runners may 
  discover the hidden wall safe by accident if they are looking his books 
  over. More literate runners may realize that while the books that make 
  up the false front are all William Shakespeare plays, the titles are all 
  slight off (Hommlet, The Taming of the Weasel, A Midnight Summer 
  Dream, King Vear, etc.).
  ON A SILVER PLATTER
  
  15
  SCENE 6:  BETWEEN THE WHEElS
  SCENE 6: 
  BETWEEN THE WHEElS
  SCAN THIS
  Mathers has leaked word to ADA Dana Oaks that the runners 
  are chasing down a corrupt Knight Errant official. She’s interested in 
  bringing this official in for questioning and trial, and she contacts the 
  runners about bringing him in, putting her at odds with MacCallister’s 
  desire for revenge. Meanwhile, the runners do some legwork and meet 
  up with Tosh to plan their next move.
  TELL IT To THEM STRAIGHT
  This run has been a clusterfrag from the very start. Someone blew 
  up your meet location as well as your Mr. Johnson, and now you know 
  that the bomb was meant for you as well. To top it off, there’s a traitor 
  in the midst of your allies, the Black Knights. The drek is hitting the 
  fan. Time to regroup, do some legwork, and figure out your next move.
  Of course, that’s when your commlink buzzes. It’s the Assistant 
  District Attorney for Seattle, Dana Oaks. That’s when you realize it’s a 
  very, very large pile of drek. And a very, very small fan.
  BEHIND THE SCENES
  At this point, the runners have been more reactive than proactive. 
  They’ve almost been blown up, they had to deal with MacCallister and 
  his injuries, and then they were given an address to break into and find 
  some data. The runners have been basically chasing a ball thrown by the 
  gamemaster, so this scene is a chance for the runners to regroup and 
  take the initiative a bit. Gamemasters should be careful to make certain 
  that the players are not feeling railroaded. Give them some room to 
  stretch and let them start figuring things out. 
  If the runners contact Tosh, he tells them that the leads he had 
  didn’t pan out. He suggests meeting with the runners somewhere to 
  make plans. He leaves it to the runners to choose the place but suggests 
  a Soybucks Coffee if the runners don’t have any suggestions (or if it’s 
  late enough that most places won’t be open).
  At this point, they should have the data from Mathers’ hidden 
  nexus. They may still need to hack through the security and decrypt 
  the data. If they do not have a hacker on the team, they need to find 
  one. The Black Knights have a hacker, Tagger, but gamemasters should 
  encourage the runners to find another contact to handle this, as the 
  runners don’t really know the Black Knights (beyond possibly Tosh) 
  so they shouldn’t really trust the Knights. Also, Tagger is the traitor 
  working for Mathers. If Tagger ends up being the one to decrypt the 
  data, he removes any records that could implicate him.
  If the runners get the data decrypted on their own, the mention 
  of a traitor should alarm them quite a bit. The runners have a couple of 
  options at this point. If they decide that they can’t trust anyone on the 
  Black Knights, including Tosh, they may try to cut Tosh and his team 
  out completely. This makes the next scene much more difficult, but 
  success should still be possible if the team is careful.
  The runners should feel like they can trust at least Tosh, since he’s 
  acting as Mr. Johnson in MacCallister’s stead. Plus most players should 
  have dealt with him in earlier Missions adventures. If they approach 
  him concerning the traitor, he takes one look at the information, gets 
  very quiet, and is obviously very angry. He tells the runners that he 
  knows who the traitor is and that he will handle it. He refuses to tell 
  the runners who it is, but if they watch his actions closely from here on 
  out, they may be able to deduce that it’s Tagger, as Tosh is very careful 
  to not give Tagger any real information until it’s too late for him to 
  stab them in the back.
  Shawn Walker’s Humanis base of operations was located in the 
  Redmond Barrens at 11706 124th Ave NE. It was an old car dealership 
  turned junkyard that Walker and his Humanis goons had fortified. 
  Several months after Walker was taken down, Humanis fixed it up 
  and increased the defenses of the base. Junked cars have been stacked 
  and reinforced, forming three-meter-high walls around the perimeter 
  of the car lot, and more stacked cars form barriers and walls inside 
  the compound. Remote gun turrets line the walls, and Humanis has 
  been moving some heavy hardware to this location for months. If 
  the runners tell Tosh about it, he knows exactly where it is and notes 
  that he’s been watching it covertly for the last several months. Knight 
  Errant expects Humanis retaliation if Prop 23 passes, and he figures 
  this will be one of the major launching points. Tosh can provide the 
  runners with an area map of the Redmond Junkyard.
  ADA Dana Oaks
  Tagger has been keeping tabs on Tosh and the runners, and while 
  he doesn’t know that he’s been made (if he isn’t the one that decrypted 
  the nexus), he generally knows where the runners are at in their inves-
  tigation and will keep Mathers informed. Once the runners have the 
  nexus, Mathers’ begins panicking and knows that the jig is up. He knows 
  MacCallister wants him dead, so he figures that he can survive if he’s 
  brought in to trial instead. With his money and connections, he believes 
  he’ll be able to sweep most of his nefarious dealings under the rug and 
  just get a light sentence. To that end, he’s had information delivered 
  anonymously to ADA Dana Oaks informing her that the runners have 
  come across evidence of corruption in Knight Errant centered around 
  Mathers, but that they’ve been hired as hitmen to take out Mathers 
  instead. He is counting on Oaks’ desire for justice and her vow to clean 
  up corruption.
  ADA Oaks contacts the runners. Each of their commlinks beeps, 
  requesting a conference call. Once the runners accept, Dana Oaks gets 
  right to the point. “Ladies and gentlemen, it has come to my attention 
  that you have in your possession evidence that proves that a high-ranking 
  member of Knight Errant may be involved in criminal activity. It has 
  also been suggested that you may be engaged in an operation to capture 
  this individual in order to deliver him to be executed. Kidnapping and 
  accessory to murder are very serious crimes. I trust that this is not the 
  case, however, and that you fully intend to turn said evidence over so that 
  this individual can be properly brought to justice.”
  “I take crime in this city very seriously, and while I may be will-
  ing to bend the rules a little when necessary to work with ‘freelance 
  
  16
  SCENE 6: BETWEEN THE WHEElS 
  consultants’ or ‘bounty hunters,’ it is always done with the goal of 
  making this a safer city for its citizens. Corruption in the city’s law-
  enforcement agency is something that cannot be tolerated, though. 
  Bringing this man to justice lets us prove to the citizens that we can 
  keep them safe.
  “Now, as part-time consultants for Knight Errant, I can authorize 
  a reward if this information is turned over. I believe the reward works 
  out to around 7,000 nuyen for each member of your team. Assuming 
  the information you have is accurate, we could also authorize an 
  additional payment if you are interested in some bounty work, which 
  will come out to another 7,000 nuyen per team member. This second-
  ary payment is only valid if the target is brought in alive, however. 
  Detective Athack and his team are off duty for the next couple days, 
  but I believe I can call them back in to coordinate with you on this 
  operation.”
  Dana Oaks does not negotiate the fee, as she’s been stretching her 
  department’s budget as it is. If the runners try haggling too much, or if 
  they deny having the information, she adds that it’s in their best inter-
  est to turn any information over to her. Theft, kidnapping, and murder 
  all have very stiff penalties attached to them, and she willbe forced to 
  prosecute to the fullest if she finds out that the runners lied to her.
  If the runners choose to take Dana Oaks up on her offer, the rest 
  of the run stays the same, except that they’re now turning Mathers over 
  Knight Errant and Oaks instead of MacCallister. Tosh is very unhappy 
  with this turn of events, because it means he doesn’t get his payment 
  from MacCallister, but he still carries out his job.
  Planning Session
  Tosh cannot provide the team with any gear before the run, which 
  needs to be done as soon as possible, as Mathers likely won’t stay at 
  the Humanis compound for very long. He and his team are loaded 
  for bear, however. With the compound being located in the Barrens, 
  there’s little chance that anyone will call the cops, though Knight 
  Errant patrols the area slightly more frequently than Lone Star was 
  willing to. Tosh can call in a couple favors and make sure that they 
  won’t be interrupted at all. Unless the runners have decided to sell out 
  to Oaks, in which case Tosh is able to call in some additional support 
  from Knight Errant in the form of a High Threat Response team.
  Tosh lets the team choose how to deploy their resources. His 
  preference is for a frontal assault, and he takes down as many Humanis 
  scum (as he refers to them) as possible, but if the runners want to try a 
  stealthier approach, he helps any way he and his guys can. Tosh insists 
  that Tagger stays out of any direct assaults, however, claiming that the 
  young hacker isn’t really built for combat, and he should stay with the 
  vehicles until Tosh feels it’s safe to bring him in. Tosh is doing this to 
  better keep an eye on Tagger and prevent a last-second double cross.
  Tosh’s team has all of the equipment listed in the Cast of 
  Shadows section and as much ammunition as they need. They also 
  have two of Knight Errant’s new police cruisers, the Knight Errant 
  Lancer XT. If the team is working with Dana Oaks, Tosh also calls 
  in a Knight Errant High Threat Response team as additional backup. 
  The KE HTR squad consists of one mage, one hacker, and four HRT 
  officers, and they arrive in an Ares Citymaster.
  PUSHING THE ENVELoPE
  Use the Black Knights to have some fun and do some 
  roleplaying here. 
  Tagger plays a number of Matrix games including Dawn of 
  Atlantis and the Shadowrun MMORPG, and talks about them with 
  any other runner who has similar interests (or who will listen to him 
  for more than twenty seconds). He also plays Miracle Shooter and 
  engages any runners who play it as well, often trying to sneak attack 
  them when they’re not watching.
  Ironclaw challenges any tough runners to a game of “Punch.” 
  Punch is simple—you randomly determine who goes first and then 
  take turns punching each other in the arm as hard as possible. The first 
  player to say “ow” loses. Players say “ow” once they accumulate 3 or 
  more boxes of Stun Damage.
  Tina talks fashion with any female runners if they show any 
  interest in fashion. Otherwise she talks about the local street gangs. 
  Any runner who is in a gang, or used to be, get heavily questioned 
  by her. She is particularly interested in the Ancients and some of the 
  stranger local theme thrill gangs such as the Halloweeners or the 
  Scatterbrains (a small, crazed gang that has a clown and circus theme).
  Quince loves hearing stories about shadowruns, so he asks the 
  runners about their past runs.
  Proud Mary is a history buff, especially when it comes to wars and 
  military conflicts. She either tells stories about old battles, speculates 
  about current conflicts like the fighting in Bogotá and Desert Wars, or 
  asks runners who were involved in any military conflicts about their 
  experiences.
  DEBUGGING
  The Black Knights are fairly easygoing, but they have their pride. 
  Runners who abuse them or treat them like hired help cause friction 
  between the two groups. Tosh does his best to defuse the situation and 
  make it clear that they’re both employees of MacCallister on this job 
  and they should treat each other as equals.
  If the runners give Mathers’ nexus to Tagger, he removes all traces 
  of his contact with Mathers before giving the data over. He then alerts 
  the Humanis compound at the first opportunity to let them know 
  when the team is coming and what the plan of attack is, nullifying any 
  stealth or surprise the runners and the Black Knights have.
  Dana Oaks threatens the runners a bit in this scene, but the 
  runners should know that her dealings with them aren’t entirely legal, 
  regardless of how she dresses it up with words like “bounty hunters” 
  or “consultants.” They know she won’t bring the law down on them if 
  they turn her down, though they will lose faction rep for it. Of course, 
  working for her means losing rep with MacCallister, so the runners 
  have to make a choice here.
  ON A SILVER PLATTER
  
  17
  SCENE 7: COUNTDOWN
  SCENE 7: COUNTDOWN
  SCAN THIS
  The runners have tracked down the Humanis group that Mathers 
  is hiding with to the Redmond Barrens. It’s showtime.
  TELL IT To THEM STRAIGHT
  The streets around the Humanis compound are strangely silent. 
  The Redmond Barrens is normally something just this side of a 
  warzone. Street gangs fight for territory, SINless squatters make 
  homes out of anything that can provide shelter, and drug dealers 
  peddle their wares on every corner to give those that call the Barrens 
  home an escape, however brief. None of that is in evidence in this 
  neighborhood, however. The buildings looks the same, derelicts that 
  should have been condemned and torn down decades ago stabbing 
  their crumbling fingers into the sky and the rusted remains of cars 
  clogging the streets. But the people are simply gone. Not so surprising 
  when you think about it. After all, many of the SINless that call the 
  Barrens home are metahumans. It wouldn’t surprise you to find a mass 
  grave somewhere in the area. 
  Steeling yourselves, you survey the Humanis compound, which 
  resembles nothing so much as a fortress made up of rusting cars, 
  sheet metal, bricks, and boards. A large, heavy steel gate rolls to one 
  side as a car enters the compound, then rolls shut with the sound 
  of grinding metal. Watchtowers dot the walls with heavy manned 
  gun emplacements. You can see the all-too familiar white hoods of 
  Humanis behind those guns.
  Tosh looks at you. “Last chance to back out,” he rumbles. 
  BEHIND THE SCENES
  Humanis has taken complete control of this area of the Barrens. 
  Any metahuman within six blocks has been chased off or killed, and 
  any human squatters or gang members have either fled or joined up 
  with Humanis. When the ORC starting making their big push for 
  the Ork Underground and increased rights for it’s denizens, this 
  Humanis cell began to prepare for war. They have been stockpiling 
  weapons for months and have been bringing in the more militant and 
  augmented members of the Policlub from around the CAS and UCAS 
  in preparation. 
  The walls are three meters tall and count at Heavy Structural 
  Material (Armor Rating 16, Structure Rating 13). The Watchtowers 
  rise another meter above the walls and are made of the same materials. 
  Each tower sports an Ingram White Knight with a 250-round drum 
  magazine attached (treat this as a vehicle weapon mount). The turret 
  has a 360-degree firing arc and provides Good Cover (+4 defense dice 
  pool) for anyone manning it. The towers can be reached via ladders on 
  the inside of the walls. Strung along the tops of the walls between the 
  
  18
  SCENE 7: COUNTDOWN
  towers is a line of monofilament wire (Perception (3) Test to notice, 
  Climbing + Agility (3) Test to climb over it safely. It deals 8P damage 
  (–half Impact armor) if you fail to spot it or climb over it). The gate 
  is considered to be Structural Material (Armor Rating 12, Structure 
  Rating 11), and it opens via an electronic mechanism located near the 
  gate on the interior of the walls.
  Astral space within a two-block radius of the scrapyard is hazy 
  and tainted with a background count of 2, aspected toward humans. 
  Human spellcasters and adepts get a +2 to their magic rating while 
  in the background count, while any metahuman or non-human 
  spellcaster or adept gets a –2. Spirits summoned count as the race of 
  their summoner for purposes of the background count.
  Each watchtower turret is manned by a Humanis thug. Inside the 
  walls are six more Humanis thugs, six Humanis commanders, and two 
  Humanis mages. There are a dozen more humans inside the compound 
  wearing ragged clothing and armbands with the Humanis symbol on 
  it. These are human squatters who were in the area and were press-
  ganged to serve the members of the Policlub against their will. They 
  do not fight unless attacked, and they surrender as soon as they can. 
  Two watcher spirits patrol the compound watching for astral 
  threats. The thugs and commanders take up defensive positions inside 
  the buildings and in the main yard, using cars for cover. The mages 
  have Increased Reflexes cast at Force 3 into their sustaining foci, and 
  they summon Force 6 guardian spirits (who appear as ghostly Ku Klux 
  Klan/Humanis-looking forms) and order them to use their Magical 
  Guard power, re-summoning as needed. They then stay out of sight 
  and concentrate on using counterspelling and banishing any spirits 
  conjured by the Black Knights or the players. If the fight turns against 
  them, the mages start overcasting Slay spells at any metahumans they 
  can target.
  Besides the weapons the Humanis goons are carrying, there 
  are crates of weaponry stacked up and stored here. The runners can 
  take some of it with them if they defeat all the Humanis goons, but 
  Tosh warns them that more Humanis thugs are likely to be incoming 
  shortly and they need to get out of the area quickly. Unless the 
  runners are able to jam all signals prior to combat starting, Humanis 
  has called for reinforcements, which arrive after five minutes (in the 
  form of six thugs, two commanders, and a mage), with more on their 
  way. So the runners have a limited amount of time to get Mathers 
  and loot the area.
  Capturing Mathers
  George Mathers is hiding inside the main building and doesn’t 
  participate in the combat. If he is captured, he throws himself on the 
  mercy of the runners and the Black Knights. He demands that Tosh 
  arrest him, confessing his many crimes. When this fails, he resorts to 
  bribery, offering both the Black Knights and the runners 10,000 nuyen 
  each to let him He increases his offer several times before topping 
  out at 25,000 nuyen each, which is the limit of his cash reserves. At 
  the highest amount, Tosh is willing to accept the bribe, but he leaves 
  the final decision in the hands of the runners. He likes and respects 
  MacCallister and wants to stick with his deal, but money talks. 
  Mathers is only willing to make this deal if the runners give him all the 
  evidence they’ve collected.
  Tagger the Traitor
  If the runners have informed Tosh of Tagger’s betrayal, at some 
  point during the fight (or after if the runners manage to avoid a fight) 
  Tosh will deal with Tagger personally. A traitor in his midst infuriates 
  him. Tosh is willing to cross a few lines to make a buck, but his team is 
  his family and he would never betray them. 
  If the runners assault the compound (or fail to infiltrate it 
  successfully and a fight breaks out), halfway through the battle Tosh 
  calls Tagger in to help hack the computer security on the main door. 
  Tosh calls over one or more runners to help. While Tagger starts 
  looking the door locks over, Tosh pulls out a Lone Star-issue Ruger 
  Thunderbolt loaded with APDS rounds and shoots Tagger in the head. 
  Gamemasters should handle this cinematically, automatically killing 
  the young hacker. If the gamemaster wants to roll dice, treat this as 
  an Ambushing Surprise Test (see p. 165, SR4A). Tagger and Tosh 
  roll opposed Reaction + Intuition Tests, with Tosh gaining +6 dice 
  pool for being the ambusher, and Tagger losing –2 dice due to being 
  distracted as he works on the lock. The troll then tosses the gun to the 
  ground and says “Damn shame that one of these Humanis scum got 
  the jump on him, huh?”
  If the runners manage to avoid a combat situation, Tosh deals 
  with Tagger “off screen” after the run.
  PUSHING THE ENVELoPE
  If the runner team is particularly large (seven or more players) 
  and/or particularly strong, gamemasters should feel free to add more 
  Humanis thugs and an extra Humanis mage.
  DEBUGGING
  If the fight starts turning against the players, gamemasters can 
  help the players in the form of reinforcements. Either Tosh has another 
  Knight Errant HTR team ready nearby, or MacCallister has woken up 
  and rallied the Skraacha to come help assault the Humanis compound. 
  This is an incredibly tough fight, so the runners need to be smart or 
  lucky, preferably both. Unless the runners are acting monumentally 
  stupid, gamemasters shouldn’t simply kill them off because they’re 
  overmatched. Tone down the Humanis resistance if it’s too much for the 
  players—bring in help from Knight Errant or the Skraacha, or have the 
  humans that were press-ganged into helping Humanis turn against them.
  LooTING THE HUMANIS CoMPoUND
  Humanis has been stockpiling weaponry for several months, so there is a 
  large cache here. All the weapons count as stolen, so players can only sell them 
  for ten percent of their base value. Each crate is large, heavy, and usually requires 
  at least two people to lift (a minimum combined Strength of 7 per crate). The 
  stockpile includes:
  •	 2 crates of AK-97, 10 each.
  •	 4 crates of Colt Manhunters, 20 each.
  •	 2 crates with 2 Ingram White Knights.
  •	 4 crates with 1,000 rounds of Heavy pistol ammo.
  •	 8 crates with 1,000 rounds of Assault Rifle ammo.
  •	 4 crates with 1,000 rounds of lMG ammo.
  •	 1 crate with 20 HE grenades.
  ON A SILVER PLATTER
  
  19
  SCENE 8: AFTERIMAGE
  SCENE 8: AFTERIMAGE
  SCAN THIS
  MacCallister is now awake. Time for the runners to finish their 
  job and get paid.
  TELL IT To THEM STRAIGHT
  Your commlinks buzz and you see the familiar red ork smiley logo 
  on it. MacCallister is calling you. Answering the call, the ork decker 
  looks like he’s been, well, blown up. His face is heavily bandaged and 
  he looks old and worn out.
  “Hoi chummers,” he says in a rough, raspy voice. “Apparently I’ve 
  been out of the loop for a little bit. I had a message from Tosh saying 
  that he stood in for me as your Mr. Johnson. That’s wiz to hear. Now 
  that I’m awake though, I decided to call to see if I could get a sitrep 
  from you. How’s the biz going with that fragger Mathers?”
  BEHIND THE SCENES
  MacCallister is in bad shape. The explosion did massive 
  internal damage, not to mention blowing his arm off. His spinal 
  cord took some damage, and while Dr. What thinks it’s temporary, 
  it’s going to be a while before MacCallister walks again. He has a 
  vatjob arm growing to replace the one the ork lost, but that too 
  will take a while.
  What happens next depends on the choices the runners made. 
  There are multiple possible outcomes for this run.
  Captured Mathers for MacCallister
  This is the job the runners were originally hired to do. 
  MacCallister is ecstatic to know that the job is done, and he asks the 
  runners to meet him at a dockside warehouse in Tacoma. He gives 
  them each a certified credstick in the amount that Tosh bargained for. 
  If the runners took him to Dr. What (or another street doc), he also 
  pays them back for any nuyen they had to pay the street doc, plus a 
  1,000 nuyen bonus each for saving his life.
  Afterward, a younger ork steps up next to MacCallister and takes 
  his wheelchair. The ork thanks the runners and dismisses them, saying 
  “My father and I have some business to finally finish.” As the runners 
  leave the warehouse, they can hear screams coming from inside. 
  HUMANIS THUGS (PROfESSIONAL RATING 2)
  B
  A
  R
  S
  C
  I
  L
  w
  Ess
  Init
  IP
  Arm
  CM
  5
  4
  4 (5)
  3
  2
  3
  2
  4
  2.9
  7 (8)
  1 (2)
  10/8
  11
  Dice Pools: Automatics 9, Dodge 7, Gunnery 9, Heavy Weapons 7, perception 6, pistols 9, 
  Unarmed Combat 7
  Augmentations:  Dermal plating 2, smartlink, wired reflexes 1
  Gear: Armor jacket, commlink (Device Rating 3), 2 high explosive grenades
  weapons:
  AK-97 [Assault Rifles, DV 6p, Ap –1, SA/BF/FA, RC —, 38 (c), w/ smartlink]
  Colt Manhunter [Heavy pistol, DV 5p, Ap –1, SA, RC—, 16 (c), w/ smartlink]
  High explosive grenade [Throwing Weapon, DV 10p, Blast –2/m, Ap –2]
  Ingram White Knight* [light Machine Gun, DV 6p, Ap –1, BF/FA, RC 5(6), 250 (drum), 
  turret mounted]
  *Only applies to NpCs manning gun turrets
  HUMANIS COMMANDERS (PROfESSIONAL RATING 4)
  B
  A
  R
  S
  C
  I
  L
  w
  Ess
  Init
  IP
  Arm
  CM
  5
  4 (6) 4 (6) 4 (6)
  3
  4
  3
  5
  0.52
  8 (10)
  1 (3)
  13/11
  11
  Dice Pools: Athletics skill group 8, Automatics 12, Dodge 9, Gunnery 11, Heavy Weapons 11, 
  perception 8, pistols 13, Stealth skill group 9, Unarmed Combat 10
  Augmentations:  Muscle replacement 2, orthoskin 3, smartlink, wired reflexes 2
  Gear: Full body armor, commlink (DR4), goggles [Rating 5, w/ flare compensation, image 
  link, low-light vision, thermographic vision, smartlink), 2 high explosive grenades
  weapons:
  AK-97 [Assault Rifles, DV 6p, Ap –1, SA/BF/FA, RC —, 38 (c), w/ smartlink]
  Colt Manhunter [Heavy pistol, DV 5p, Ap –1, SA, RC—, 16 (c), w/ smartlink]
  High explosive grenade [Throwing Weapon, DV 10p, Blast –2/m, Ap –2]
  Ingram White Knight* [light Machine Gun, DV 6p, Ap –1, BF/FA, RC 5(6), 250 (drum), 
  turret mounted]
  *Only applies to NpCs manning gun turrets
  HUMANIS MAGE
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess
  M
  Init
  IP
  Arm
  CM
  4
  4
  4
  3
  5
  4
  4
  5
  3
  6
  6
  8 (10)
  1 (3)
  8/6
  10
  Astral Init/IP: 8/3
  Dice Pools: Assensing 8, Astral Combat 9, Athletics Group 6, Automatics 7, Banishing 
  13, Counterspelling 11, Dodge 7, perception 8, pistols 7, Spellcasting (Combat) 11 (13), 
  Summoning (Guardian Spirits) 11 (13), Unarmed Combat 7
  Qualities: Magician, Mentor Spirit: Adversary (+2 Manipulation, +2 Banishing)
  Initiate Grade: 2
  Metamagics: Reflection, shielding
  Spells: Increase Reflexes, Manabolt, physical Barrier, Slay Dwarf, Slay Elf, Slay Ork, Slay 
  Troll, Stunball, Stunbolt
  Gear: Commlink (DR4), goggles (Rating 4, w/ image link, low-light vision, smartlink, 
  thermographic vision], sustaining focus (silver Humanis symbol, Force 4, currently sustain-
  ing Increase Reflexes 3)
  GUARDIAN SPIRIT (fORCE 6)
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess
  M
  Init
  IP
  CM
  7
  8
  9
  8
  6
  6
  6
  6
  6
  6
  6
  15
  2
  12
  Dice Pools: Assensing 12, Astral Combat 12, Automatics 14, Blades 14, Clubs 14, 
  Counterspelling 12, Dodge 14, perception 12, Unarmed Combat 14
  Movement: 15/40
  Powers: Astral Form, Combat Skills (Automatics)* Fear, Guard, Magical Guard, 
  Materialization, Movement, Natural Weapons (Blades), Sapience
  *Spirit will arm itself with an automatic weapon if there are any lying on the ground
  weapons:
  Natural Weapons [Blades, Reach —, DV 6p, Ap —]
  
  20
  pICKING Up THE pIECES
  Captured for Dana Oaks
  MacCallister is furious with the runners for reneging on their 
  deal. “That fraggin’ son of a slitch is mine! Jail is too good for the 
  slottin’ bastard! I can’t believe you fraggers screwed me! Slot off and 
  die!” the orks screams through the comm. He then hangs up on the 
  runners.
  Dana Oaks is much happier with the runners, on the other hand. 
  She asks the runners to let Tosh and his team bring in Mathers and the 
  evidence so that she can keep their names out of it, and she’ll slot them 
  their payment.
  Mathers is Killed
  MacCallister is unhappy if Mathers is killed, as it denies him his 
  firsthand revenge. If the runners sold the information to Dana Oaks, 
  he’s also very upset with the runners, and only pays them 25 percent of 
  the originally agreed-on price. He will reimburse the runners for any 
  expenses accrued at the Street Doc, but does not give them a bonus.
  If the runners were working for Dana Oaks, she only pays them 
  for the information, as a dead Mathers is of no use to her. She wants 
  justice, not vengeance and vigilantism. 
  Mathers is Let Go
  Both MacCallister and Oaks are upset that Mathers escaped. 
  Mathers uses his money and connections to get a fake SIN and goes to 
  ground. MacCallister or Oaks pays for the evidence, if the runners still 
  have that; the ork fixer pays half the agreed-on price, and Oaks pays 
  only 7,000 nuyen.
  pICKING Up THE pIECES
  MoNEy
  •	
  10,000 nuyen per runner, plus 500 nuyen per hit on negotia-
  tion, with a max of 10 net hits from MacCallister (via Tosh) 
  to find incriminating evidence on George Mathers and then 
  bring him in alive. MacCallister only pays half if Mathers is 
  killed, and only half if the evidence is sold to any other party. 
  He only pays 25 percent if both Mathers is killed and the 
  evidence is sold.
  •	
  1,000 nuyen from either Joe Martin of Athena Tatopoulos 
  (cannot collect both).
  •	
  7,000 nuyen from Dana Oaks for turning over incriminating 
  evidence on George Mathers to her, and another 7,000 nuyen 
  for capturing Mathers alive (pays nothing if he’s killed) 
  •	
  1,000 nuyen bonus from MacCallister if the runners saved his 
  life after the Gold Mine exploded and captured Mathers for 
  him. 
  •	
  10,000 to 25,000 nuyen from George Mathers for letting him go.
  KARMA
  •	
  1—Saving MacCallister after the Gold Mine explosion.
  •	
  1—Successfully breaking into George Mathers’ villa without 
  help from Tosh.
  •	
  1—Discovering the Black Knights traitor.
  •	
  1—Recovering Mathers’ hidden nexus and getting it 
  decrypted.
  •	
  1—Killing George Mathers.
  •	
  2—Capturing George Mathers alive.
  •	
  1—Letting Mathers go free,
  •	
  3—Surviving the adventure
  An additional 1–3 points of Karma may be awarded for good 
  role-playing, a good sense of humor, a solid grasp of the rules, keeping 
  the adventure and action moving, or a particularly insightful action. 
  Players should earn these, and the full 3 points should only be awarded 
  to the very best players. The maximum adventure award for characters 
  who play this adventure is 12.
  FACTIoN REP
  Depending on their actions this adventure, characters may lose 
  or gain Faction Rep with the Factions involved in this adventure. 
  Characters receive Faction Rep individually, and some members of the 
  team may earn negative Faction Rep with a given Faction, while other 
  may earn positive.
  ORC
   
  +1 
  Faction Reputation if the players capture George 
  Mathers for MacCallister.
   
  +0 
  Faction Reputation if the players kill George 
  Mathers or let him escape.
   
  –1 
  Faction Reputation if the players capture George 
  Mathers for Dana Oaks.
  Seattle Government
   
  +1 
  Faction Reputation if the players capture George 
  Mathers for Dana Oaks.
   
  +0  
  Faction Reputation if the players kill George 
  Mathers or let him escape.
   
  –1  
  Faction Reputation if the players capture George 
  Mathers for MacCallister.
  NewsNet
   
  +1 
  Faction Reputation for each player who gives Joe 
  Martin the exclusive.
   
  –1 
  Faction Reputation for each player who gives 
  Athena Tatopoulos the exclusive.
  KSAF
   
  +1 
  Faction for each player who gives Athena 
  Tatopoulos the exclusive.
   
  –1 
  Faction for each player who gives Joe Martin the 
  exclusive.
  At the end of each adventure, runners will check their Rep 
  with each Faction against the chart below. If their rep is high 
  enough, they may obtain a favor useable one time (and one time 
  ON A SILVER PLATTER
  
  21
  pICKING Up THE pIECES
  only!) from any one contact from that Faction. Each favor can 
  only be earned once per Faction Rep, even if the player loses Rep 
  and then later gains enough Rep to qualify for the reward a second 
  time. If you dip into negative Rep, there are penalties associated 
  with that Faction as well.
  In addition to the listed rewards and penalties, your current Rep 
  acts as a dice pool modifier (positive or negative) to all social tests 
  involving members of that Faction (In addition to the individual 
  Loyalty of a contact).
  REPUTATIoN
  During the adventure, runners may perform actions that will 
  add to their Street Cred, Notoriety, or Public Awareness (see p. 265, 
  SR4A). Besides the scenario specific gains listed below, gamemasters 
  should consider the characters’ actions throughout the game and award 
  additional points as appropriate.
  •	
  +1 Street Cred for capturing Mathers.
  •	
  +1 Street Cred for killing Mathers.
  •	
  +1 Street Cred for killing more than 12 Humanis Policlub 
  members.
  •	
  +1 Notoriety for killing any innocents during the run.
  •	
  +1 Public Awareness if the runners trigger the PanicButton 
  at Mathers’ villa and have to run from Knight Errant.
  CoNTACTS
  Successfully completing objectives or performing the actions 
  listed below earns characters specific Missions contacts at a Loyalty 
  of 1, and they 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.
  •	
  MacCallister: For capturing Mathers for him, gain 
  MacCallister at Loyalty 1, or gain +1 Loyalty if they already 
  have him (to a max Loyalty of 4).
  •	
  A.D.A.	Dana	Oaks: For capturing Mathers for her, the run-
  ners gain Dana Oaks at Loyalty 1, or gain a +1 Loyalty if they 
  already had her (to a max Loyalty of 4).
  •	
  Tosh	Athack: For successfully uncovering the traitor to the 
  Black Knights, gain Tosh at Loyalty 1, or gain +1 Loyalty if 
  they already had him (to a max Loyalty of 4).
  •	
  Joe	Martin: If any runner gives Martin the exclusive scoop, 
  that runner gains him at Loyalty 1, or gain +1 Loyalty if they 
  already had him (to a max Loyalty of 4).
  •	
  Athena	Tatopoulos: If any runner gives Athena the exclu-
  sive scoop, that runner gains her at Loyalty 1, or gain a +1 
  Loyalty if they already had her (to a max Loyalty of 4).
  FACTIoN REP
  Faction Rep
  Favor Gained
  2
  Item Favor—10 percent discount on any single item 
  obtained from this Faction.
  4
  Item Favor—20 percent discount on any single item 
  obtained from this Faction.
  5
  Item Favor—30 percent discount on any single item 
  obtained from this Faction.
  –2
  Contacts from this Faction will always charge the runner for 
  information.
  –3
  Contacts from this Faction will no longer obtain gear for 
  the runner, and will charge double for any information they 
  provide.
  –5
  Contacts from this Faction will no longer provide the runner 
  with any information.
  
  22
  lEGWORK
  lEGWORK
  When a PC gets in touch with a contact, make a Connection + 
  Connection Test for the contact. The results of this test will determine 
  how many ranks of information the contact knows about the question. 
  (Apply die modifiers to this test based upon relevance of the contact 
  to the subject matter.) A PC then makes a test of Charisma + 
  Etiquette + Loyalty rating. The contact will reveal that many levels of 
  information about that topic for free. (Up to the number of hits scored 
  by the contact for that topic.) If the contact knows more, additional 
  information will require a payment to the contact of 200¥.
  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 (20 minutes)) test. Additional information will be 
  available at a cost of 750¥.
  A Data Search may also be utilized to gather information from 
  the following charts. They may make a limited Extended Logic + 
  Data Search Test, with a –1 Dice Pool for each successive roll (see 
  p. 64, SR4A).
  GEoRGE MATHERS
  Contacts	to	Ask: Corporate, Law Enforcement
  CoNTACTS 
  DATA SEARCH 
  INFoRMATIoN
   
  0 
  0 
  Who the frag is that?
   
  1 
  3 
  I think he’s with Knight Errant, 
  maybe?
   
  2 
  6 
  He’s middle management at Knight 
  Errant.
   
  3 
  10 
  He used to be with Lone Star before 
  they lost their contract.
   
  4 
  18 
  He started his career off at Fuchi.
   
  5 
  — 
  There are rumors that Mathers is 
  dirty. Nothing that can be proved, of 
  course, but I’ve heard he has friends 
  in high places in the government and 
  low places in Humanis and Alamos 
  20K.
  HUMANIS PoLICLUB
  Contacts	to	Ask: Street Contact, Law Enforcement
  CoNTACTS 
  DATA SEARCH 
  INFoRMATIoN
   
  0 
  0 
  Didn’t they win the division last 
  year?
   
  1 
  3 
  Humanis is a political club, where 
  humans can be with their own kind.
   
  2 
  6 
  Racist thugs who think that 
  metahumans are less than human.
   
  3 
  10 
  They’re not happy with Prop 23 and 
  the support the Ork Underground 
  has been getting.
   
  4 
  18 
  They’re putting pressure on 
  Brackhaven and his cronies to shoot 
  down Prop 23.
   
  5 
  — 
  Rumor has it that they’re ready to 
  move on the Ork underground if 
  it looks like they have a chance of 
  winning. I hear they’re stockpiling 
  weapons out in the Redmond 
  Barrens.
  ON A SILVER PLATTER
  
  23
  CAST OF SHADOWS
  CAST OF SHADOWS
  ToSH ATHACK
  Tosh is a Knight Errant detective and works their Special Crimes 
  Task Force. He’s a troll, and not the cleanest officer on KE’s payroll. 
  Tosh likes to say that his retirement plan sucks, so he’s always looking 
  to pad his nest egg. In return, he can help make minor infractions “slip 
  through the cracks” or hook someone up with some info on a case, so 
  long as it doesn’t put his job in jeopardy. 
  Tosh is a bit of a thug. A big troll, he tops three meters in height, 
  not counting his bull-like horns. He knows that trolls are expected 
  to be stupid and will play on that stereotype. He’s been frequently 
  cited for excessive force and even brutality on the job, but he’s proven 
  himself valuable enough to the department that he’s avoided demotion 
  or suspension so far.
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess
  Init
  IP
  Arm
  CM
  9
  4
  4 (6)
  9
  4
  4
  3
  4
  3
  3.6
  8 
  (10)
  1 
  (3)
  12/7
  13/10
  Active	Skills: Automatics 4, Blades 3, Computer 2, Clubs 3, Data 
  Search 3, Dodge 4, Intimidation (Physical) 4 (+2), Longarms 4, 
  Perception 4, Pilot ground Craft 2, Pistols (Semi-Automatics) 5 (+2)
  Knowledge Skills: Crime Syndicates 3, Knight Errant Politics 4, 
  Police Forensics 4, Police Procedures 5, Seattle Area 4, Seattle Gangs 4, 
  Street Rumors 3, Urban Brawl 3
  Augmentations: Cybereyes [Rating 3, w/ flare compensation, image 
  link, low-light vision, flare compensation, thermographic vision, vision 
  enhancement 3], wired reflexes 2
  Gear: Ares Predator IV, 2 extra clips of ammo, concealed holster, armor 
  jacket, commlink (Device Rating 5), FFBA (half suit)
  Weapons:
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15 (c), 
  w/ APDS ammo, smartlink]
  A.D.A. DANA oAKS
  Assistant District Attorney Dana Oaks had a good home life, 
  loving parents, went to good schools, and graduated from Yale Law 
  School. Her life seems to be an open book, and there are no skeletons 
  in her closet. She is one of the youngest district attorneys in Seattle’s 
  history and is relentless and single-minded in her pursuit of justice. She 
  has recently begun working with Knight Errant’s Special Crimes unit, 
  targeting organized crime, specifically smuggling, drug, and gun rings. 
  She’s been very vocal in her frustration with the Ork Underground and 
  the fact that it’s a major pipeline into the city for criminal elements 
  and has urged city officials to do everything they can to shut down the 
  Underground to “plug a serious threat to Seattle’s public safety.”
  B
  A
  R
  S
  C
  I
  L
  w
  Edg Ess Init
  IP
  Arm
  CM
  3
  3
  4
  2
  5
  6
  5
  6
  4
  5.9
  10
  1
  0/0
  10/11
  Active	Skills: Computer 5, Data Search 6, Etiquette (Law) 6 (+2), 
  Intimidation (Interrogation) 6 (+2), Leadership 5, Negotiation (Sense 
  Motive) 6 (+2), Perception 6, Pilot Ground Craft 2, Pistols 2, Running 
  
  24
  CAST OF SHADOWS
  3, Swimming 4, Unarmed Combat 2
  Knowledge Skills: Corporate Procedures 4, Crime Syndicates 
  (Seattle) 6 (+2), Law (Seattle) 6 (+2), Literature (19th Century) 3 
  (+2), Politics (Seattle) 4 (+2), Seattle Street Gangs 5
  Qualities: Photographic Memory, Analytical Mind, Perceptive (rank 2)
  Gear: Fichetti Tiffani Self-Defender (navy blue), commlink (Firewall 
  6, Response 5, Signal 4, System 6), common-use programs (all at Rating 
  4), Black IC (Rating 6)
  Weapons:
  Fichetti Tiffani Self-Defender [Hold-Out Pistol, DV 4P, AP —, SS, 
  RC —, 4 (c)]
  ATHENA TAToPoULoS
  Athena is a recluse who runs KSAF solely from the Matrix. She 
  hasn’t been publicly seen in over two years, and no one knows where 
  her meat body is. She maintains a vast network of contacts and sources 
  around the globe, and works hard to keep KSAF at the top of the news 
  food chain. 
  She operates strictly out of the Matrix these days, so the only 
  contact the runners have with her is through her icon: a cartoony, 
  anthropomorphic 1950s style microphone with a beehive hairdo and 
  a pair of pointed, 1950s cat’s eye style glasses. Despite the somewhat 
  silly design of her matrix icon, Athena is very businesslike. She’s very 
  motivated, and her personality and charisma comes through the Matrix.
  B
  A
  R
  S
  C
  I
  L
  w
  Edge
  Ess
  Init
  IP
  Arm
  CM
  NA*
  NA*
  NA*
  NA*
  5* 6* 5 (8)*
  5*
  4
  3.27
  21*
  4*
  0/0
  12
  *Matrix Attributes
  Active	Skills: Cracking skill group 6, Electronics skill group 6, 
  Etiquette 5, Leadership 5, Negotiation 5
  Knowledge Skills: Corporate Procedures 6, Journalism 6, Matrix 
  Rumors 5, Political Rumors 5, Politics 6, Street Rumors 6
  Augmentations: (all betaware) Attention coprocessor 3, commlink, 
  data filter, datajack, encephalon II, math SPU, hot sim module, cerebral 
  booster 3, mnemonic enhancer 3, reception enhancer 3, simsense booster 
  Gear: Custom implanted commlink (Firewall 10, Response 8, Signal 8, 
  System 9), all programs at rating 8, multiple layers of Black IC (Rating 
  10), Response 6, Hardening 6, Empathy Software 6
  JoE MARTIN
  Joe Martin is the trid news anchor that every other anchor 
  wishes they could look like. He has blond hair, deep blue eyes, he’s 
  bodyscultpted and tanned to perfection, and he’s got a charismatic 
  smile that just wins you over. He oozes charm and charisma in a way 
  that almost makes you feel dirty, but you still can’t help but want to 
  like and trust the guy. Despite his looks, though, he’s not just a desk 
  jockey. He’s relentless in his pursuit of the next big story for NewsNet 
  Seattle, and he’s not afraid to get his hands dirty or put himself in the 
  line of fire to get it.
  B
  A
  R
  S
  C
  I
  L
  w
  Ess Edg Init
  IP
  Arm
  CM
  4
  4
  4
  4
  7
  5
  4
  4
  4.5
  5
  9
  1
  10/4
  10/10
  Active	Skills: Athletics skill group 3, Con (Fast Talk) 5 (7), Etiquette 
  5, Intimidation (Interrogation) 5 (7), Leadership 5, Negotiation 5, 
  Perception (Visual) 5 (7), Pistols 4, Stealth skill group 4, Unarmed 
  Combat 5
  Knowledge Skills: Corporate Procedures 4, Corporate Rumors 4, 
  Journalism (Muckraking) 4 (6), Political Rumors 4, Street Rumors 4
  Qualities: First Impression, Exceptional Attribute (Charisma)
  Augmentations: Minor modification biosculpting, clean metabolism, 
  ON A SILVER PLATTER
  
  25
  CAST OF SHADOWS
  dietware, silky skin, enhanced pheromone receptors 3, vocal range 
  enhancer, tailored pheromones 3, cybereyes [Rating 4, w/ flare com-
  pensation, image link, low-light vision, recording unit, smartlink, 
  thermographic vision, vision enhancement 3, vision magnification], 
  cyberears [Rating 4, w/ audio enhancement 3, recording unit, select 
  sound filter 6, sound damper, sound link, spatial recognizer]
  Gear: Commlink (Firewall 6, Response 5, Signal 4, System 5), FFBA 
  (half-body suit), custom Italian Armored Suit (long jacket, shirt, trousers)
  MACCALLISTER
  MacCallister is a former shadowrunner, an older ork, and a 
  “decker not a hacker, fraggit” in his own words. He ran the shadows for 
  over a decade before retiring and recently returned to Seattle to start 
  a new career as a fixer. He still carries his beat-up, ancient cyberdeck 
  (with a modern, bleeding-edge commlink mounted inside the case), 
  and he peppers his speech with out-of-date slang like “drek,” “frag,” and 
  “hoop.” He’s confident and good-natured. 
  He starting operating as a fixer in the early part of 2072 and 
  got involved with the copycat Mayan Cutter that showed up during 
  the summer of ’72 when his daughter, Rebecca MacCallister, was 
  one of the copycat’s victims. He has a ton of contacts in the shadow 
  community and uses them to great effect. He’s been acting as the 
  front man for the metahuman rights groups for a couple months now, 
  working toward legitimatizing the Ork Underground.
  B
  A
  R
  S
  C
  I
  L
  w
  Edg Ess
  Init
  IP
  Arm
  CM
  8
  4
  5 (8)
  6
  5
  4
  6 (9)
  4
  6
  3.5
  9 (12)
  1 (4)
  8/6
  12
  Active	Skills: Athletics skill group 4, Automatics 4, Automotive 
  Mechanic 3, Close Combat skill group 4, Computer 6, Cybercombat 
  6, Data Search 6, Dodge 5, Electronic Warfare 6, Etiquette 4, First Aid 
  3, Hacking 6, Hardware 6, Heavy Weapons (Assault Cannon) 5 (+2), 
  Leadership 4, Longarms 4, Negotiation 5, Perception 4, Pilot Ground 
  Craft 4, Pistols (Revolvers) 5 (+2), Software 6, Stealth skill group 4
  Knowledge Skills: 20th Century Sci-Fi 4, Chicago Area 5, Chicago 
  Street Gangs 4, Comic Books 4, Computer Hardware 5, Computer 
  Software 6, Corporate Security 4, Insect Spirits 6, Matrix Security 6, 
  Ork Underground 4, Seattle Area 3, Police Procedures 3, Seattle Street 
  Gangs 2, Seattle Politics 4, Shadowrunner Lore 6
  Languages: English N, Sioux 3, Japanese 3, Spanish 2
  Qualities: Aptitude (Hacking), Exceptional Attribute (Logic), Allergy 
  (Moderate, Gold)
  Augmentations: (all betaware), Datajack x2, cerebral booster 3, 
  encephelon 2, math SPU, mnemonic enhancer 3, synaptic booster 3, 
  simsense booster, smartlink
  Commlink: System 9, Response 8, Firewall 10, Signal 7, Armor Case 
  10, Biometric Lock (electro shocker), Customized Interface, Hardening 
  6, Simsense Accelerator, Response Enhancer 6, 
  Programs: Analyze 8, Armor 10, Attack 10, Black Attack IC 10, Black 
  Hammer 10, Blackout 9, Bio-Feedback Filter 8, Browse 6, Command 
  7, ECCM 7, Edit 6, Empathy 6, Encrypt 6, Exploit 6, Medic 6, Scan 8, 
  Sniffer 6, Stealth 10, Track 6 
  Gear: Armor jacket, 2 Ruger Super Warhawks w/ 4 speed loaders and 
  APDS ammo, AR contacts (w/ thermo, image link, vision mag, vision 
  enhancement 3), Panther Assault Cannon
  Weapons:
  Ruger Super Warhawk [Heavy Pistol, DV 6P, AP –6, SS, RC —, 
  6(cy), w/ APDS ammo, custom grip, biometric lock (immo-
  bilization), smartlink]
  Panther Assault Cannon [Assault Cannon, DV 10P, AP –5, SS, RC 
  1, w/ custom grip, biometric lock (immobilization), smartlink]
  
  26
  CAST OF SHADOWS
  MICHAEL “QUINCE” RALEy
  Quince is the newest member of the Black Knights and is both 
  a former Lone Star DPI officer and a shadowruner from the Denver 
  area. He’s only been with the Knights for a month and is still getting 
  used to the group dynamic. He is quiet and reserved, and Tosh and the 
  rest of the Knights tease him for being a newbie by referring to him as 
  Redshirt, which annoys him quite a bit. Quince considers himself a 
  professional and conducts himself as such.
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess
  M
  Init
  IP
  Arm
  CM
  4
  3
  3
  3
  5
  5
  5
  5
  4
  5.19
  6
  8
  1
  12/10 10/11
  Active	Skills: Spellcasting 6, Ritual Spellcasting 4, Counterspelling 4, 
  Conjuring skill group 4, Con 4, Etiquette 4, Leadership 4, Negotiation 
  (Bargaining) 4 (+2), Enchanting (Artificing)1 (+2), Assensing 1
  Knowledge Skills: Magic Theory 1, Magical Threats 1, Religion 1, 
  Law 1, Police Procedures 3, Military Operations 1, Current Events 2, 
  Shadowrunning Lore 2, Conspiracy Theories 1, Business 2, History 2, 
  Psychology 2, Police Procedures 3, Writing 1, Acting 1, Underworld 
  Politics 1, Corporate Politics 1, Local Area Knowledge (New York) 1, 
  Local Area Knowledge (Seattle) 1, Local Area Knowledge (Denver) 1, 
  Local Area Knowledge (Chicago) 1
  English N, French 2, German 2, Spanish 3, Japanese 3, Mandarin 2, 
  Arabic 1, Russian 2, Italian 2, Sperethiel 1, Or’zet 1
  Qualities: Magician (Chaos Mage), Analytical Mind, Biocompatibility 
  (Cyberware), SINner, Nickel Allergy (C, M), Peanut Allergy (C, M)
  Initiate Grade: 1
  Metamagics: Divination
  Augmentations: (all betaware) Skillwires 4 w/ skillwire expert system, 
  cyberhand [right, obvious w/ Bod increase 3, Agi increase 3, Str increase 
  3, increased capacity 2, datajack, nanohive (2) with learning stimulus 
  nanites (3) and neocortical nanites (3), fingertip compartment (holding 
  foci)], implanted commlink [Firewall 6, Response 6, Signal 6, System 6, 
  Common Use programs 4, TacNet and Unrestricted Agent (5)], reusable 
  auto injector (6), trauma damper, platelet factory, sleep regulator
  Gear: Sustaining foci (Health) x 2 (tiny braided pine needle (Force 
  5), small chip of mica (Force 5)), power focus (pyrite crystal, Force 5), 
  Mortimer Greatcoat w/ Securetech PPP, medkit (Rating 6), full face 
  mask, plastic restraints
  Spells: Control Actions, Fireball, Heal, Improved Invisibility, Increase 
  Agility, Increase Body, Increase Logic, Increased Reflexes, Increase 
  Willpower, Levitate, Manabolt, Mind Probe, Physical Barrier, Physical 
  Mask, Powerbolt, Soundwave, Stunbolt, Trid Phantasm
  Bound Spirits: Spirit of air (Force 6, 12 services), spirit of earth (Force 
  4, 7 services), spirit of fire (Force 8, 4 services), spirit of man (Force 5, 
  10 services), spirit of water (Force 6, 3 services)
  Weapons: 
  Ingram SuperMach 100 [SMG, DV 4P, AP–4, SA/FA, RC 4 (5), 60 
  (c), w/ personalized grip, APDS ammo]
  RICHARD “IRoNHEART” GARFIELD
  Growing up as an ork was not easy, but it strengthened Richard 
  Garfield’s body and character. He joined the army as soon as he was 
  old enough, and while it gave him a good impression of what was out 
  in the larger world, it didn’t satisfy his need to achieve more. He was 
  highly valued because of his enhanced physical adept powers, though 
  he doesn’t really consider himself to be magic. To Ironheart, it’s just 
  part of who he is. After the army he took to shadowrunning for several 
  years, operating around Seattle, and when Tosh was putting his team 
  together, Ironheart was his first recruit.
  ON A SILVER PLATTER
  
  27
  CAST OF SHADOWS
  B
  A
  R
  S
  C
  I
  L
  w Edg Ess
  M
  Init
  IP
  Arm
  CM
  8
  5
  5 (7) 8 (10)
  4
  5
  4
  5
  4
  6
  10 10 (12) 1 (4)
  12/10
  12/11
  Active	Skills: Athletics skill group 2, Automatics 5, Blades 7, Dodge 
  5, Etiquette 3, Infiltration 4, Pistols 6 (+2), Perception 4, Pilot Ground 
  Vehicle 3, Unarmed Combat 6
  Knowledge Skills: Corporate Security 3, Military Tactics 4, Police 
  Procedures 3, Safehouses 3, Seattle Gangs 3, Underground Fighting 4
  Qualities: Adept, Allergy (Gold), Aptitude (Blades), Flashbacks, High 
  Pain Tolerance
  Initiate Grade: 4
  Metamagics: None
  Adept	Powers: Astral Perception, Improved Reflexes (3), Improved 
  Ability (Unarmed Combat) (2), Improved Attribute (Strength) (2), 
  Killing Hands, Mystic Armor (4)
  Gear: Armor jacket, full camouflage suit, leather clothes, business 
  clothes, commlink (Device Rating 5), glasses [Rating 1, w/ smartlink 
  (over skinlink)], katana (weapon focus, Force 2), quickdraw holster
  Weapons:
  Ares Predator II [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15 (c), 
  w/ smartlink, skinlink, APDS ammo, incompatible*]
  Katana [Blades, Reach 1, DV 8P, AP –1, Weapon Focus 2]
  Killing Hands [Unarmed Combat, Reach —, DV 5P]
  *Incompatible: The weapon’s internal electronics utilize outdated 
  protocols. They normally require physical connections through a fiber 
  optic tether or skinlink to current PANs. These weapons can communi-
  cate with current-generation commlinks and visual display devices with 
  the use of a translation program.
  TINA ARASHI
  Tina is a chameleon, an expert at both becoming anyone she needs 
  to be as well as becoming invisible at will. She is originally from Detroit, 
  where she operated as a trainer in infiltration techniques for Ares and 
  its Knight Errant division, but transferred to Seattle when KE got the 
  city contract, where she was immediately snatched up by Tosh for the 
  Black Knights. 
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess
  Init
  IP
  Arm
  CM
  4
  7
  6 (8)
  4
  6
  5
  4
  4
  6
  2.64
  11 (13)
  1 (3)
  10/8
  10/10
  Active	Skills: Archery 3, Climbing 5, Close Combat Group 4, 
  Computer 3, Con (Seduction) 7 (+2), Data Search 3, Demolitions 3, 
  Disguise (Cosmetic) 6 (+2), Dodge 4, Escape Artist 4, Etiquette 5, Exotic 
  Melee Weapon: Monofilament Whip 5, Firearms Group 4, First Aid 3, 
  Gymnastics 5, Infiltration (Urban) 5 (+2), Instruction 5, Intimidation 4, 
  Negotiation 4, Palming (Pickpocket) 5 (7), Perception 4, Pilot Ground 
  Craft 3, Running 3, Shadowing (Tailing) 5 7, Survival 3, Throwing 
  Weapons 3, Tracking 3
  Knowledge Skills: Corporate Politics (Ares) 4 (6), Corporate Security 
  6, Fashion 4, Police Procedures 4, Small Unit Tactics 3, Street Gangs 4
  Qualities: Allergy (Uncommon, Moderate: Silver), Ambidexterous, 
  Aptitude: Con, Double Jointed, Photographic Memory
  Augmentations: (all alphaware) Cyberears [Rating 3, w/ audio enhance-
  ment 3, balance augmenter, damper, ear recording unit, select sound 
  filter 3, sound link), cybereyes [Rating 4, w/ eye recording unit, flare 
  compensation, image link, low-light vision, smartlink, thermographic vi-
  sion, vision enhancement 3, vision magnification), datajack, hand razors, 
  wired reflexes 2
  Gear: Armor vest, commlink (Device Rating 5)
  Weapons: 
  Ares Viper Slivergun [Heavy Pistol, DV 8P(f), AP +5, SA/BF, RC —, 
  30 (c), w/ smartlink, sound suppressor]
  HK MP-5 TX [Submachine Gun, DV 5P, AP –4, SA/BF/FA, RC 3, 
  20 (c), w/ APDS, folding stock, gas-vent 2, smartlink]
  Hand razors [Blades, Reach —, DV 3P]
  Monofilament whip [Exotic Melee Weapons, Reach 2, DV 8P, AP –]
  
  28
  CAST OF SHADOWS
  “PRoUD MARy” EVANS
  Proud Mary is a female dwarf, short and very stocky. She is not 
  physically very attractive, but she’s tough and smart. She is of Amerind 
  descent and has dark ruddy skin, dark brown eyes (nearly black), and 
  thick, course black hair that she wears in a single braid. 
  Mary is a career officer who moved over from Lone Star when 
  Knight Errant took over the city contract. She has a datajack in her 
  right temple, and her left arm has been replaced by a bulky, obvious 
  cyberarm. She has a tattoo on her right arm of the Lone Star Circle & 
  Star logo, with the number 17 on the bottom of it as a tribute to her 
  old Lone Star precinct office. She wears baggy black BDUs, combat 
  boots, and a tight black sleeveless shirt over top a Kevlar vest. She has 
  no other jewelry or markings.
  B
  A
  R
  S
  C
  I
  L
  w Edg Ess
  Init
  IP
  Arm
  CM
  6
  6 (9) 4 (5) 7 (10)
  2
  4
  4
  6
  4
  0.3
  8 (9)
  1 (2)
  8/6
  11/11
  Active	Skills: Armorer Heavy Weapons 4 (+2), Close Combat skill 
  group 3, Computer 2, Dodge 3, Firearms skill group 4, Gunnery 5, 
  Heavy Weapons (Machine Guns) 6 (+2), Intimidation 4, Perception 
  3, Pilot Ground Craft 3
  Knowledge Skills: Military History 4, Military Tactics 4, Police 
  Procedures (Lone Star) 5 (+2), Urban Brawl 4
  Qualities: Allergy (Common, Moderate, Seawater), Guts, Magic 
  Resistance (4), Uncouth
  Augmentations:  Cyberarm (alphaware, obvious, main hand w/ cyber-
  arm gyromount, Agility 6, Body 6, Strength 9, Enhanced Strength 3), 
  muscle replacement 3, smartlink, wired reflexes 1 (alphaware)
  Gear: Armor jacket, commlink (Device Rating 5)
  Weapons:
  Ares Alpha [Assault Rifle, DV 6P, AP –5, SA/BF/FA, RC 5, 42(c), 
  w/ APDS, gas-vent 3, smartlink]
  Ares Alpha Grenade Launcher [Grenade Launcher, DV 10P, 
  Blast –2/m, AP –2, SS, RC —, 6(c), w/ high explosive 
  minigrenades]
  Mitsubishi Yakusoku MRL [Missile Launchers, DV 16P, SS, RC 
  —, Blast –1/m, AP +5, 2(m), w/ fragmentation missiles, 
  smartlink]
  Mossberg AM-CMDT [Shotguns, DV 9P(f ), AP +5, SA/BF/FA, 
  RC 3, 10(c), w/ smartlink]
  Ruger Super Warhawk [Pistols, DV 6P, AP –6, SS, RC —, 6 (cy), w/ 
  APDS ammo, smartlink]
  Ultimax HMG-2 [Heavy Machinegun, DV 7P, AP –7, FA, RC 13, 
  100 (belt), w/ APDS ammo, gas-vent 3, shock pad, smartlink, 
  tripod]
  MICHAEL “TAGGER” o’REILLy
  Tagger is barely more than a kid, the youngest of the Black 
  Knights by far. Tagger is an orphan and a street hacker who (barely) 
  made it through Knight Errant basic training so that he could be on 
  Tosh’s team. He’s small (1.65 meters tall) and rail thin. He looks like a 
  street punk. Half of his head is shaved, the other half has grown long 
  and is dyed multiple colors. He has numerous piercings and tattoos on 
  his arms and neck. 
  B
  A
  R
  S
  C
  I
  L
  w
  Edg
  Ess Init
  IP
  Arm
  CM
  4
  4
  4
  2
  4
  4
  5
  5
  3
  5.0
  8
  1
  8/6
  10/11
  Active	Skills: Artisan (Matrix Art) 2 (+2), Athletics skill group 2, 
  Cracking skill group 4, Electronics skill group 4, Etiquette (Matrix) 2 
  (+2), Perception 3, Pistols 4, Stealth skill group 2
  Knowledge Skills: Corporate Matrix Security 4, Game Design Theory 
  ON A SILVER PLATTER
  
  29
  CAST OF SHADOWS
  4, Matrix Games 5, Matrix Hangouts 4, Police Procedures 3
  Augmentations: Commlink, control rig, datajack, sim module
  Gear: Commlink (Firewall 6, Response 5, Signal 5, System 5, Analyze 
  4, Armor 4, Attack 4, Blackout 4, Bio-Feedback Filter 4, Browse 4, 
  Command 5, ECCM 4, Edit 4, Encrypt 4, Medic 5, Scan 4, Track 4), 
  contacts (Rating 2, w/ image link, smartlink)
  Weapons:
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15 (c), 
  w/ APDS ammo, smartlink]
  GEoRGE MATHERS
  George Mathers is career middle manager. He fell into a job 
  with Fuchi in their security division, and it was there that he began 
  to cultivate an extensive network of contacts and favors, using his 
  position to advance himself financially and politically. When the 
  corp broke apart, he accepted a position at Lone Star in their records 
  division. When Lone Star lost the contract for Seattle and Knight 
  Errant took over, a few favors he called in allowed him to retain his 
  position under the new management when most of his colleagues 
  found themselves without a job. Mathers is ambitious but is careful 
  not to overreach himself. He’s happy in middle management, because 
  there’s no real responsibility but plenty of opportunities if you’re 
  willing to bend the rules.
  Mathers is a staunch supporter of policlubs such as Humanis, but 
  he has been careful to keep his affiliation with them distant, knowing 
  that it would be political poison. He is also a supporter of Governor 
  Brackhaven and his party, and is friends with several members of 
  Brackhaven’s cabinet.
  B
  A
  R
  S
  C
  I
  L
  w
  Edg Ess Init
  IP
  Arm
  CM
  3
  3
  3
  3
  5
  5
  4
  5
  7
  5.9
  8
  1
  0/0
  10/11
  Active	Skills: Computer 3, Con (Fast Talk) 6 (+2), Data Search 2, 
  Etiquette (Corporate) 6 (+2), Forgery 4, Intimidation (Mental) 5 (+2), 
  Leadership 5, Negotiation (Bargaining) 5 (+2), Perception 4, Pilot 
  Ground Craft 2, Pistols 2, Unarmed Combat 3
  Knowledge Skills: Corporate Politics 5, Seattle Politics 5, Racist 
  Policlubs 4, Police Procedures 3, Blackmail Techniques 4
  Qualities: First Impression, Photographic Memory
  Augmentations: Datajack
  Gear: Commlink (Device Rating 5)
  Weapons:
  Ares Viper Slivergun [Pistols, DV 8P(f ), AP +2, SA/BF, RC —, 
  30 (c)]
  
  MacCALLISTER
  MacCallister is a former shadowrunner, an 
  older ork, and a “decker not a hacker, fraggit” in his 
  own words. He ran the shadows for over a decade 
  before retiring, and recently returned to Seattle to 
  start a new career as a fixer. He still carries his beat 
  up ancient cyberdeck (with a modern bleeding-edge 
  commlink mounted inside the case), and he peppers 
  his speech with out of date slang like “drek”, “frag”, 
  and “hoop”. He’s confident and good-natured. 
  He starting operating as a fixer in the early part 
  of 2072 and got involved with the copycat Mayan 
  Cutter that showed up during the summer of ’72 
  when his daughter, Rebecca MacCallister, was one 
  of the copycat’s victims. He has a ton of contacts 
  in the shadow community and uses them to great 
  effect. He’s been acting as the front man for the 
  Metahuman rights groups for a couple months 
  now, working toward legitimatizing the Ork 
  Underground.
  MacCALLISTER
  MacCallister is a former shadowrunner, an 
  older ork, and a “decker not a hacker, fraggit” in his 
  own words. He ran the shadows for over a decade 
  before retiring, and recently returned to Seattle to 
  start a new career as a fixer. He still carries his beat 
  up ancient cyberdeck (with a modern bleeding-edge 
  commlink mounted inside the case), and he peppers 
  his speech with out of date slang like “drek”, “frag”, 
  and “hoop”. He’s confident and good-natured. 
  He starting operating as a fixer in the early part 
  of 2072 and got involved with the copycat Mayan 
  Cutter that showed up during the summer of ’72 
  when his daughter, Rebecca MacCallister, was one 
  of the copycat’s victims. He has a ton of contacts 
  in the shadow community and uses them to great 
  effect. He’s been acting as the front man for the 
  Metahuman rights groups for a couple months 
  now, working toward legitimatizing the Ork 
  Underground.
  MacCALLISTER
  MacCallister is a former shadowrunner, an 
  older ork, and a “decker not a hacker, fraggit” in his 
  own words. He ran the shadows for over a decade 
  before retiring, and recently returned to Seattle to 
  start a new career as a fixer. He still carries his beat 
  up ancient cyberdeck (with a modern bleeding-edge 
  commlink mounted inside the case), and he peppers 
  his speech with out of date slang like “drek”, “frag”, 
  and “hoop”. He’s confident and good-natured. 
  He starting operating as a fixer in the early part 
  of 2072 and got involved with the copycat Mayan 
  Cutter that showed up during the summer of ’72 
  when his daughter, Rebecca MacCallister, was one 
  of the copycat’s victims. He has a ton of contacts 
  in the shadow community and uses them to great 
  effect. He’s been acting as the front man for the 
  Metahuman rights groups for a couple months 
  now, working toward legitimatizing the Ork 
  Underground.
  MacCALLISTER
  Fixer
  Faction: Ork Rights Committee
  Male ork
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Data Search, Etiquette, Hacking, 
  Negotiation 
  Knowledge Skills: Insect Spirits, Matrix BBS and VpNs, 
  Metahuman Rights Organizations, Ork Underground, 
  Safehouses, Seattle politics, Security Systems, 
  Shadowrunner lore
  Uses: Getting Jobs, Buying & Fencing Gear, Street Rumors
  Places to Meet: Big Rhino, Underworld 93, older high-end 
  nightclubs.
  MacCALLISTER
  Fixer
  Faction: Ork Rights Committee
  Male ork
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Data Search, Etiquette, Hacking, 
  Negotiation 
  Knowledge Skills: Insect Spirits, Matrix BBS and VpNs, 
  Metahuman Rights Organizations, Ork Underground, 
  Safehouses, Seattle politics, Security Systems, 
  Shadowrunner lore
  Uses: Getting Jobs, Buying & Fencing Gear, Street Rumors
  Places to Meet: Big Rhino, Underworld 93, older high-end 
  nightclubs.
  MacCALLISTER
  Fixer
  Faction: Ork Rights Committee
  Male ork
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Data Search, Etiquette, Hacking, 
  Negotiation 
  Knowledge Skills: Insect Spirits, Matrix BBS and VpNs, 
  Metahuman Rights Organizations, Ork Underground, 
  Safehouses, Seattle politics, Security Systems, 
  Shadowrunner lore
  Uses: Getting Jobs, Buying & Fencing Gear, Street Rumors
  Places to Meet: Big Rhino, Underworld 93, older high-end 
  nightclubs.
  
  DANA oAKS
  Assistant District Attorney Dana Oaks had 
  a good home life, loving parents, went to good 
  schools, and graduated from Yale Law School. Her 
  life seems to be an open book, and there are no 
  skeletons in her closet. She is one of the youngest 
  District Attorneys in Seattle’s history and is relent-
  less and single-minded in her pursuit of justice. She 
  has recently begun working with Knight Errant’s 
  Special Crimes unit, targeting organized crime, 
  specifically smuggling, drug, and gun rings. She’s 
  been very vocal in her frustration with the Ork 
  Underground and the fact that it’s a major pipeline 
  into the city for criminal elements and has urged 
  city officials to do everything they can to shut 
  down the Underground to “plug a serious threat to 
  Seattle’s public safety”.
  DANA oAKS
  Assistant District Attorney Dana Oaks had 
  a good home life, loving parents, went to good 
  schools, and graduated from Yale Law School. Her 
  life seems to be an open book, and there are no 
  skeletons in her closet. She is one of the youngest 
  District Attorneys in Seattle’s history and is relent-
  less and single-minded in her pursuit of justice. She 
  has recently begun working with Knight Errant’s 
  Special Crimes unit, targeting organized crime, 
  specifically smuggling, drug, and gun rings. She’s 
  been very vocal in her frustration with the Ork 
  Underground and the fact that it’s a major pipeline 
  into the city for criminal elements and has urged 
  city officials to do everything they can to shut 
  down the Underground to “plug a serious threat to 
  Seattle’s public safety”.
  DANA oAKS
  Assistant District Attorney Dana Oaks had 
  a good home life, loving parents, went to good 
  schools, and graduated from Yale Law School. Her 
  life seems to be an open book, and there are no 
  skeletons in her closet. She is one of the youngest 
  District Attorneys in Seattle’s history and is relent-
  less and single-minded in her pursuit of justice. She 
  has recently begun working with Knight Errant’s 
  Special Crimes unit, targeting organized crime, 
  specifically smuggling, drug, and gun rings. She’s 
  been very vocal in her frustration with the Ork 
  Underground and the fact that it’s a major pipeline 
  into the city for criminal elements and has urged 
  city officials to do everything they can to shut 
  down the Underground to “plug a serious threat to 
  Seattle’s public safety”.
  DANA oAKS
  Assistant District Attorney
  Faction: Seattle Government
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Data Search, Etiquette (law), 
  Intimidation (Interrogation), leadership, Negotiation (Sense 
  Motive), perception
  Knowledge Skills: Corporate procedures, Crime Syndicates, 
  law, politics, Street Gangs
  Uses: Jobs, Information, law-related favors
  Places to Meet: Virtually or through an intermediary 
  (Usually Tosh Athack)
  DANA oAKS
  Assistant District Attorney
  Faction: Seattle Government
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Data Search, Etiquette (law), 
  Intimidation (Interrogation), leadership, Negotiation (Sense 
  Motive), perception
  Knowledge Skills: Corporate procedures, Crime Syndicates, 
  law, politics, Street Gangs
  Uses: Jobs, Information, law-related favors
  Places to Meet: Virtually or through an intermediary 
  (Usually Tosh Athack)
  DANA oAKS
  Assistant District Attorney
  Faction: Seattle Government
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Data Search, Etiquette (law), 
  Intimidation (Interrogation), leadership, Negotiation (Sense 
  Motive), perception
  Knowledge Skills: Corporate procedures, Crime Syndicates, 
  law, politics, Street Gangs
  Uses: Jobs, Information, law-related favors
  Places to Meet: Virtually or through an intermediary 
  (Usually Tosh Athack)
  
  JoE MARTIN
  Joe Martin is the trid news anchor that every 
  other anchor wishes they could look like—blond 
  hair, deep blue eyes, bodysculpted and tanned to 
  perfection, with a charismatic smile that just wins 
  you over. He oozes charm and charisma in a way 
  that almost makes you feel dirty, but you still can’t 
  help but want to like and trust the guy. Despite 
  his looks, though, he’s not just a desk jockey. He’s 
  relentless in his pursuit of the next big story for 
  NewsNet Seattle, and he’s not afraid to get his 
  hands dirty or put himself in the line of fire to get it.
  JoE MARTIN
  Joe Martin is the trid news anchor that every 
  other anchor wishes they could look like—blond 
  hair, deep blue eyes, bodysculpted and tanned to 
  perfection, with a charismatic smile that just wins 
  you over. He oozes charm and charisma in a way 
  that almost makes you feel dirty, but you still can’t 
  help but want to like and trust the guy. Despite 
  his looks, though, he’s not just a desk jockey. He’s 
  relentless in his pursuit of the next big story for 
  NewsNet Seattle, and he’s not afraid to get his 
  hands dirty or put himself in the line of fire to get it.
  JoE MARTIN
  Joe Martin is the trid news anchor that every 
  other anchor wishes they could look like—blond 
  hair, deep blue eyes, bodysculpted and tanned to 
  perfection, with a charismatic smile that just wins 
  you over. He oozes charm and charisma in a way 
  that almost makes you feel dirty, but you still can’t 
  help but want to like and trust the guy. Despite 
  his looks, though, he’s not just a desk jockey. He’s 
  relentless in his pursuit of the next big story for 
  NewsNet Seattle, and he’s not afraid to get his 
  hands dirty or put himself in the line of fire to get it.
  JoE MARTIN
  NewsNet Reporter
  Faction: NewsNet
  Male Human
  Connection Rating: 3
  Loyalty:
  Key Active Skills: Con (Fast Talk), Etiquette, Intimidation 
  (Interrogation), leadership, Negotiation, Stealth group, 
  Unarmed Combat
  Knowledge Skills: Corporate procedures, Corporate Rumors, 
  Journalism (Muckraking), political Rumors, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Bars, Nightclubs, Restaurants
  JoE MARTIN
  NewsNet Reporter
  Faction: NewsNet
  Male Human
  Connection Rating: 3
  Loyalty:
  Key Active Skills: Con (Fast Talk), Etiquette, Intimidation 
  (Interrogation), leadership, Negotiation, Stealth group, 
  Unarmed Combat
  Knowledge Skills: Corporate procedures, Corporate Rumors, 
  Journalism (Muckraking), political Rumors, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Bars, Nightclubs, Restaurants
  JoE MARTIN
  NewsNet Reporter
  Faction: NewsNet
  Male Human
  Connection Rating: 3
  Loyalty:
  Key Active Skills: Con (Fast Talk), Etiquette, Intimidation 
  (Interrogation), leadership, Negotiation, Stealth group, 
  Unarmed Combat
  Knowledge Skills: Corporate procedures, Corporate Rumors, 
  Journalism (Muckraking), political Rumors, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Bars, Nightclubs, Restaurants
  
  ATHENA TAToPoULoS
  Athena joined famed news network KSAF shortly 
  after its offices were bombed in ’67 as Chief Editor. Then 
  she promptly went into hiding, and hasn’t been seen in 
  the flesh since. Much like KSAF’s new business model, she 
  operates entirely out of the Matrix, a ghost in the machine. 
  She has an extensive network of informants and reporters, 
  and she’s relentless in her pursuit of corruption, especially 
  in politics or the corporate boardroom.
  ATHENA TAToPoULoS
  Athena joined famed news network KSAF shortly 
  after its offices were bombed in ’67 as Chief Editor. Then 
  she promptly went into hiding, and hasn’t been seen in 
  the flesh since. Much like KSAF’s new business model, she 
  operates entirely out of the Matrix, a ghost in the machine. 
  She has an extensive network of informants and reporters, 
  and she’s relentless in her pursuit of corruption, especially 
  in politics or the corporate boardroom.
  ATHENA TAToPoULoS
  Athena joined famed news network KSAF shortly 
  after its offices were bombed in ’67 as Chief Editor. Then 
  she promptly went into hiding, and hasn’t been seen in 
  the flesh since. Much like KSAF’s new business model, she 
  operates entirely out of the Matrix, a ghost in the machine. 
  She has an extensive network of informants and reporters, 
  and she’s relentless in her pursuit of corruption, especially 
  in politics or the corporate boardroom.
  ATHENA TAToPoULoS
  KSAF Chief Editor
  Faction: KSAF
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics, Hacking, Negotiation
  Knowledge Skills: Corporate procedures, Journalism, Matrix 
  Rumors, political Rumors, politics, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Matrix
  ATHENA TAToPoULoS
  KSAF Chief Editor
  Faction: KSAF
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics, Hacking, Negotiation
  Knowledge Skills: Corporate procedures, Journalism, Matrix 
  Rumors, political Rumors, politics, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Matrix
  ATHENA TAToPoULoS
  KSAF Chief Editor
  Faction: KSAF
  Female Human
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics, Hacking, Negotiation
  Knowledge Skills: Corporate procedures, Journalism, Matrix 
  Rumors, political Rumors, politics, Street Rumors
  Uses: Rumors and Information
  Places to Meet: Matrix
  
  ToSH ATHACK
  Knight Errant Detective
  Faction: None
  Male Troll
  Connection Rating: 2
  Loyalty: 
  Key Active Skills:  pistols, long Arms, Unarmed Combat
  Knowledge Skills:  police procedures,  Seattle Organized 
  Crime, Seattle Street Gangs, Security procedures, 
  Uses: police Aid, police Information, Street Rumors, Street 
  Information
  Places to Meet:  Soybucks Coffee Shop, small local bars.
  ToSH ATHACK
  Knight Errant Detective
  Faction: None
  Male Troll
  Connection Rating: 2
  Loyalty: 
  Key Active Skills:  pistols, long Arms, Unarmed Combat
  Knowledge Skills:  police procedures,  Seattle Organized 
  Crime, Seattle Street Gangs, Security procedures, 
  Uses: police Aid, police Information, Street Rumors, Street 
  Information
  Places to Meet:  Soybucks Coffee Shop, small local bars.
  ToSH ATHACK
  Knight Errant Detective
  Faction: None
  Male Troll
  Connection Rating: 2
  Loyalty: 
  Key Active Skills:  pistols, long Arms, Unarmed Combat
  Knowledge Skills:  police procedures,  Seattle Organized 
  Crime, Seattle Street Gangs, Security procedures, 
  Uses: police Aid, police Information, Street Rumors, Street 
  Information
  Places to Meet:  Soybucks Coffee Shop, small local bars.
  ToSH ATHACK
  Tosh is a Knight Errant detective and works 
  their Special Crimes Task Force. He’s a troll, and 
  not the cleanest officer on KE’s payroll. Tosh likes 
  to say that his retirement plan sucks, so he’s always 
  looking to pad his nest egg. In return, he can help 
  make minor infractions “slip through the cracks” or 
  hook someone up with some info on a case, so long 
  as it doesn’t put his job in jeopardy. 
  Tosh is a bit of a thug. A big troll, he tops 3 
  meters high, not counting his bull-like horns. He 
  knows that trolls are expected to be stupid and will 
  play on that stereotype. He’s been frequently cited for 
  excessive force and even brutality on the job, but he’s 
  proven himself valuable enough to the department 
  that he’s avoided demotion or suspension so far.
  ToSH ATHACK
  Tosh is a Knight Errant detective and works 
  their Special Crimes Task Force. He’s a troll, and 
  not the cleanest officer on KE’s payroll. Tosh likes 
  to say that his retirement plan sucks, so he’s always 
  looking to pad his nest egg. In return, he can help 
  make minor infractions “slip through the cracks” or 
  hook someone up with some info on a case, so long 
  as it doesn’t put his job in jeopardy. 
  Tosh is a bit of a thug. A big troll, he tops 3 
  meters high, not counting his bull-like horns. He 
  knows that trolls are expected to be stupid and will 
  play on that stereotype. He’s been frequently cited for 
  excessive force and even brutality on the job, but he’s 
  proven himself valuable enough to the department 
  that he’s avoided demotion or suspension so far.
  ToSH ATHACK
  Tosh is a Knight Errant detective and works 
  their Special Crimes Task Force. He’s a troll, and 
  not the cleanest officer on KE’s payroll. Tosh likes 
  to say that his retirement plan sucks, so he’s always 
  looking to pad his nest egg. In return, he can help 
  make minor infractions “slip through the cracks” or 
  hook someone up with some info on a case, so long 
  as it doesn’t put his job in jeopardy. 
  Tosh is a bit of a thug. A big troll, he tops 3 
  meters high, not counting his bull-like horns. He 
  knows that trolls are expected to be stupid and will 
  play on that stereotype. He’s been frequently cited for 
  excessive force and even brutality on the job, but he’s 
  proven himself valuable enough to the department 
  that he’s avoided demotion or suspension so far.
  
  MATHERS’ VILLA
  
  HUMANIS CoMPoUND
  
  DEBRIEFING LOG . . . . . . .
  © 2011 Te Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of Te Topps Company, Inc., in the U.S. and other countries. Permission given to copy for personal use.
  PERSONAL INFO
  SYNOPSIS
  MISSION RESULTS
  TEAM MEMBERS
  FACTIONS
  KARMA
  NUYEN
  REPUTATION
  VALIDATION
  ADVANCEMENT
  CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES
  GM’s Name 
          
  GM’s Signature         
  Previous Available
  Earned
  Spent
  Remaining
  Previous Available
  Earned
  Spent
  Remaining Available
  New Career Total
  Street Cred
  Notoriety
  Public Awareness
  Character Improvement 
   Karma Cost
  Names
  PLAYER
  CHARACTER                                                                                                     LOCATION
    DATE      /        /
  ¥
  ¥
  ¥
  ¥
  O.R.C.
  -5 -4 -3 -2 -1 0 1 2 3 4 5
  Seattle Government
  -5 -4 -3 -2 -1 0 1 2 3 4 5
  NewsNet
  -5 -4 -3 -2 -1 0 1 2 3 4 5
  KSAF
  -5 -4 -3 -2 -1 0 1 2 3 4 5
  SRM 04-05 ON A SILVER PLATTER
  MacCallister has tracked down his daughter’s killer. He hires
  both the runners and the Black Knights to investigate and
  bring him George Mathers, a VP at Knight Errant who has
  taken refuge with Humanis.
  George Mathers captured for MacCallister
  George Mathers captured for Dana Oaks
  George Mathers killed
  George Mathers escaped
  Black Knights traitor uncovered
  George Mathers evidence given to MacCallister or made public
  George Mathers evidence given to Dana Oaks
  MacCallister
  Dana Oaks
  Tosh Athack
  Athena Tatopoulos
  Joe Martin
  SHADOWRUN MISSIONS: SEASON FOUR
  DEBRIEFING LOG
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - On a Silver Platter {FanProSRM0405}.pdf